After 6400 though? Because XP continues to accumulate even after you hit level 15. You can theoretically grind all skills to max with that arena place, if you are so inclined.Well, I found it here, quoted for simplicity:
Not sure if it's accurate though.Code:Level Exp. Points Exp./Skill pt. ----- ----------- -------------- 1 0 50 2 50 | 3 100 | 4 150 | 5 200 \|/ 6 300 100 7 400 | 8 600 | 9 800 \|/ 10 1200 150 11 1600 | 12 2400 | 13 3200 | 14 4800 | 15 6400 \|/
Yeah. I do recall getting to 15k+ XP before, but never did get anywhere near training everything. One of them becomes untrainable after an event in the castle (Search, I think?), I do recall that one.I don't know. I would have to replay the game to check, it will be a while though before I get around to it.
I can confirm that some skill points are earned after reaching Level 15, but I'm not sure if it's an infinite source.After 6400 though? Because XP continues to accumulate even after you hit level 15. You can theoretically grind all skills to max with that arena place, if you are so inclined.
It is at least up to 15k. I did a LOT of arena fights and you will keep getting skill points.I can confirm that some skill points are earned after reaching Level 15, but I'm not sure if it's an infinite source.After 6400 though? Because XP continues to accumulate even after you hit level 15. You can theoretically grind all skills to max with that arena place, if you are so inclined.
Lol, it's got nothing to do with the flute. Examine the facets of the gem more closely (it helps if you look at it from different angles)...Did I actually stumble upon the right melody by playing random notes?
Yes, I realized. In my defense, it seemed like a pretty valid solution, since there have been a bunch of flutes strewn about and you do get told that blackrock reacts to sound.Lol, it's got nothing to do with the flute. Examine the facets of the gem more closely (it helps if you look at it from different angles)...Did I actually stumble upon the right melody by playing random notes?
I already figured out how it's supposed to work (as far as I can tell). The thing is that it often doesn't work that way, and refuses to let me enter certain worlds until I enter and exit another world. Or is it supposed to have you enter certain worlds to make a certain set of other worlds available when you exit? Because that doesn't seem right, and it would be a terrible idea.The Blackrock Gem at the bottom of the Britannian Sewers has eight facets. At the start only one works. Once the "quest" of that world is over, a further two worlds are unlocked. Further unlocking of the worlds goes along with the gameplay, as long as a computer/player goes along and recognizes a gameworld. (Hence Ultima: Worlds of Ultima.)
There are eight faces of a jewel, each leading to the same world. These faces can be divided into three sets: stable, unstable, and unavailable.The thing is that it often doesn't work that way, and refuses to let me enter certain worlds until I enter and exit another world. Or is it supposed to have you enter certain worlds to make a certain set of other worlds available when you exit? Because that doesn't seem right, and it would be a terrible idea.
But... why? Why not just have the unlocked sides always be active? And it doesn't really seem to be tied to plot development either, since as mentioned certain already unlocked worlds will be locked until I make a trip to the goblin tower and return. I think this is the most needlessly convoluted level select menu I've encountered.At most one unstable one shines at the time. The unstable jewel's faces shine cyclically, in a clockwise order (look at the jewel with at least 2 unstable faces for a minute to see the process). Jewel's face changes its state from unavailable to unstable after plot developments in a castle.
It is what it is. Either play the game or not.But... why? Why not just have the unlocked sides always be active? And it doesn't really seem to be tied to plot development either, since as mentioned certain already unlocked worlds will be locked until I make a trip to the goblin tower and return. I think this is the most needlessly convoluted level select menu I've encountered.At most one unstable one shines at the time. The unstable jewel's faces shine cyclically, in a clockwise order (look at the jewel with at least 2 unstable faces for a minute to see the process). Jewel's face changes its state from unavailable to unstable after plot developments in a castle.
I can criticize individual design decisions without having to drop the game entirely. A thinking man should be able to acknowledge flaws in things that are good overall.It is what it is. Either play the game or not.
You couldn't figure out how the gem worked and came here whining about it thinking you'd get validation. A THREE YEAR OLD would have figured it out and just continued playing the game. A thinking man you are not.I can criticize individual design decisions without having to drop the game entirely. A thinking man should be able to acknowledge flaws in things that are good overall.It is what it is. Either play the game or not.
It's a level select menu that randomizes which level you can select. It's an objectively stupid design and I wouldn't have expected a competent developer to come up with such an awful idea. It's inconsistent, too, as the goblin tower is always brightly lit up and available, while the other sides randomly shine with a much duller light.You couldn't figure out how the gem worked and came here whining about it thinking you'd get validation. A THREE YEAR OLD would have figured it out and just continued playing the game. A thinking man you are not.I can criticize individual design decisions without having to drop the game entirely. A thinking man should be able to acknowledge flaws in things that are good overall.It is what it is. Either play the game or not.
It's not random, it's periodic.It's a level select menu that randomizes which level you can select.
What exactly would you expect them to do? This solution rewards the player (by removing the 10*x seconds long wait), makes the progress easily visible, ties those silly essential items with the world, and does not enforce linearity (that is, you can still get gems from each group gated by the plot in any order). Also, this mechanism makes sense if they invented the plot before that part of the game.I wouldn't have expected a competent developer to come up with such an awful idea.
Nah, Hexen has more bad design decisions.Consider these LBs early attempts in this type of dungeon exploration genre. I never got the UWII but I read reviews in magazines and a few blogs. Honestly, I played Hexen even though I owned this and I keep thinking they are somewhat similar in an odd way.