Re: Murkon's Refuge: Characters
commie_bat, on host 65.92.185.130
Thursday, April 11, 2002, at 04:04:40
Re: Murkon's Refuge: Characters posted by sting on Wednesday, April 10, 2002, at 22:23:42:
> > > > But, still confused. > > > > > > > > Help would be appreciated! :) > > > > > > Definitely get more spellcasters. I'm using a Wizard and two Sorcerors (although sometimes I bring a third Sorceror along). > > > > > > Always try to use 6 characters. Don't worry if new, inexperienced characters die. It is easy to resurrect them at the clinic. If they are still level 0 you can do it for free. > > > > I agree on both the six characters and the extra spellcaster, but I'd go with a Wizard, instead, and retrain one of the Knights as a Sorcerer. Or vice versa. Rogues can handle themselves fine in the front, and if they're in the back, they're just dead weight unless you need a trap un-trapped. > > > > You can change this by giving the Rogue a long-range weapon, of course, but it's kind of silly, as they're quick little devils, and you'll want to take advantage of that. > > > > But, then, as has been discussed, you can theoretically do this game with any combination of characters. ^^ > > I'm getting this. Because sorcerers die pretty quickly, I should have one of my high-level knights retrained as a sorcerer. And have a new... wizard? > > Thanks! I wasn't expecting replies this quickly!
Sorcerers typically have attack spells, and Wizards typically have defensive spells. I don't see the need for more than one Wizard early on, especially given how affordable the Inn at Perinn is. If you need a group damage spell to wipe out a whole class of enemies, the Sorcerer is your guy. He learns one as early as the 2 SP level, and the ones at 4 SP will carry you surprisingly deep into the dungeon.
As an aside, I think the FUMES spell should be renamed BUGSPRAY, since it works so very well on the flies on the second level.
If you retrain a spellcaster as a non-spellcaster this early in the game, you'll miss out on learning some really nifty spells. You should have (by the end) at least two characters who know the high-end spells of each set. I had an Assassin who knew up to RAZORS or so, and I always regretted that she couldn't go higher. Remember, there are 36 spells on each list.
Definitely get six characters. If you're worried aboot your Sorcerer getting killed right away, just stick him in the back of your party (find him a nice Crossbow), and come back to Perinn every couple of fights. Since he lags a few levels behind your party, he'll level up in a hurry, and get some HP. I'm doing the game with only one character now, and it's way way harder than six. Every person helps, especially if that person can cure paralysis.
Another method, as suggested, would be to retrain a Knight as a Sorcerer, who would start with a few HP, and build a new Knight. Level him up as fast as you can, which should be no big deal.
^v^:)^v^ FB
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