if I can't be bothered to roll a Ninja on character creation.
The usefulness of a Thief is debatable. Other party members can attempt to identify a trap, and then Calfo makes it even easier. After that you can decide if you want to eat the trap or not—you can actually try to have someone disarm him with high agility and it might just work.
How the hell do you roll a Ninja on character creation? 28 bonus points, which is by far the most I've seen, is not even enough to create a Lord.
I just realized exactly how immensely game-fucking-breaking the broken economy in most cRPGs is, where you never even need to consider an option of selling something powerful, unique and expensive to get something you truly need. In most games such a decision is an indisputable net loss because you lose something irreplaceable for generic resource you could get with more grindan anyway.Never did find out what the Ring of DEATH! did - I almost always sold it for the 250,000 windfall.
When level drained your EXP remains, but the amount of EXP for a level-up will stay the same. With this tactics applied you'll need 1200 EXP for the second level, then 2105, 3677, 6477, 11363. For the 3 level it will be 19935 as it would be for the 6. But i don't know if levels matter that much in Wiz1. I think my Priest heals my party better then before, but maybe I just delude myself.Does level draining also lower stats? If not, it could possibly be a way of getting good enough stats to get a Lord or Samurai, by letting a lvl 2 character repeatedly be drained and then level him up again.
I'm gonna beat this game fair and square without save scumming.
I think it's interesting how you basically only got advantages from stats if you were at the extreme ends. So Fighters with STR 6-15 basically fight at the same power, though I suppose the later is at a higher chance of finally hitting a "break point" when leveling to give him an advantage.
The game doesn't simply roll one die to determine how many bonus hit points do you get on level up. Instead every time you level up it rolls as many dice as it would be appropriate for the new character level. If the sum of all the rolls and, if applicable, bonuses form condition is higher than your current max HP, it becomes your new maximum. Otherwise you only only get 1 additional hit point. It's a pretty clever system that discourages save scumming for maximum hit points gain and also guarantees that you will eventually build a decent hp pool. IIRC Gold Box games used that algorithm too.