Re: Just beat Murkon's Refuge. Now what?/Possible spoilers
SolarCat, on host 153.104.123.110
Tuesday, August 9, 2005, at 03:13:04
Re: Just beat Murkon's Refuge. Now what?/Possible spoilers posted by slashtacular on Sunday, July 3, 2005, at 10:11:24:
> > > Secondly, during the process of my first game I realized that it was a lot more exciting when I only had three characters active. I forget exactly when this occured, but it felt more intense and strategic to come up with a battle plan when you've only got three people to work with. So I was planning on doing a second game with only three characters, and minimizing the amount of class-switching if possible. I'm just not sure which classes I should use, though. I think that Knight/Rogue/Wizard would offer me the best chance of survival for the beginning of the game, but that means that either I have to do without a Sorceror until my wizard completes his spell set, or I wind up with two Sorcerors (after I change the Knight and Wizard to Sorcerors), both of which seem like Bad Ideas. Any thoughts? > > > > > > There are several things you could do. I think the game has been won with every possible combination. However, here are a few things to keep in mind, based on my own experience. > > > > 1. It is very helpful to have 3 or more characters know all the Wizard spells. This way you can reserve 1 of them exclusively for healing between battles. > > 2. It is also very helpful to have at least 2 characters know all the Sorceror spells. > > > > The reason for these two is that during certain times, there is a real risk that at least one character will be paralyzed before he can do anything. > > > > 3. Knights and Assassins lead from the front for a reason. There are times when it is very painful to have a Wizard or Sorceror in the front. > > 4. With less than a full party, you tend to do more class changing to get the full range of capability. > > > > In my opinion, by the time you get near the end of a 3-character game, you would want all fighters. Be prepared to do a lot of class changing. > > > My plan is to wind up with a party of three Assassins who know all the spells. It's just a question of how to get there, really, since at one time or another everyone's going to have to be a Sorceror or Druid. I'd just like to set up my class changes so I avoid having more than one Sorceror or Druid in my party, and yet still have the right spells at the right time. > > What I might wind up doing is changing my Knight to a Wizard instead of a Sorceror, and hope that my Wizard can complete his spell set soon after. I'm guessing I'd hit level 17 sometime around dungeon level 3 or 4, since a party of 3 gains experience twice as fast as a party of 6, but I'd have to see. This also goes along with one thing I learned from my first game - if only one character in your party knows Wizard spells, DON'T retrain him/her. I retrained my only Wizard to a Rogue, and it was quite a while before she gained enough agility to make her Wizard spells useful in battle.
I have a party of three right now. It actually started out as a Sorceress, but she wasn't doing well so I added a Knight and converted her to a Wizardess. Eventually they both learned all the Sorcerer and Wizard spells, and became way too strong (but I liked them too much to actually win the game...) so I started a third character, a Wizardess, just for the challenge of starting off with a brand new character at the lowest level. I've discovered that it's good to have a Knight in the beginning to actually do the killing, and a magician to help. Converting from Sorceress to Wizardess meant that I had a few Sorceress spells to lean on in a pinch, and then learned the Candle, Heal, etc. I rather liked this approach.
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