Re: Started Murkon's Refuge, any particularly good party to have?
Brazzy, on host 195.200.34.50
Monday, July 4, 2005, at 11:28:48
Started Murkon's Refuge, any particularly good party to have? posted by Excretion on Sunday, July 3, 2005, at 06:26:16:
> Is there any special race that casts spells and another race that's good for attacking / speed etc? If so could someone give me a tip on what's the best party to have? Thanks.
As LW said: race matters relatively little, and only at the beginning. How you advance your party is much more important.
In my experience there are three phases to the game. At first, spellcasters are relatively useless, except for the ANTIDOTE and light spells, which are vital. A few levels down, spellcasters start dominating the game and the fighters are only there to shield the spellcasters against melee attacks; in fact, it makes most sense for the fighters to learn spells and switch places, because spells kill all the mosters and melee attacks nearly none.
Then towards the end, the situation reverses again and spells are only used for healing, and because three melee fighters are too few to handle 6 groups of monsters quickly enough.
And nevery forget the first rule of MR: Agility is Life.
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