KeighnMcDeath
RPG Codex Boomer
- Joined
- Nov 23, 2016
- Messages
- 15,699
You can find virtually anything. You'll be surprised on the shit you can find like crowbars that cast fireballs (well, maybe).
It is strange. On the looting screen it was ?LEATHER. My mage was looting. Somebody take it into the inventory. Then it became evaluated. Of course it was a basic leather armor.You can find virtually anything. You'll be surprised on the shit you can find like crowbars that cast fireballs (well, maybe).
Yeah. I don't know the exact process but your mages will keep trying to identify things. Don't throw away something that might be good. Of course what this means can change over time as you learn patterns. An unidentified knitting needle dropped by a broke-ass bandit is unlikely to turn out to be Excalibur.It is strange. On the looting screen it was ?LEATHER. My mage was looting. Somebody take it into the inventory. Then it became evaluated. Of course it was a basic leather armor.
Just Stealth and Scan. Sorry but I think you're going to have to "feel it out" to figure out what distance works. The better your skills, the farther ahead you should go.Most important thing: you get no ambushed. That is deadly.
How far should go forward the on point man (my thief)?
Stealth and scan skills are the important. Any else?
Skills(besides karma--1XP/point and power--3XP/point) improve as follows: for
1-100, you get a random boost of 1-8. 101-150, 1-4. 151-200, 1-2. 201-250, 1.
Beware that if you improve something at 250, the computer will suck the
experience will disappear.
The following skills need 3 XP for improvement:
* Close combat
* mace
* first aid
* haggling
* evaluate magic
* combat awareness (useless in WC, as are below)
* Swimming
* crossbow
* hunt
4 XP:
* sword
* spear
* picklock
* treat poison
* treat disease (useless in WC, as are below)
* turn undead
* read ancient
* scan
* shield
* track
5 XP: (all useless in WC)
* bow
* stealth
* disarm trap
* alchemy
6 XP:
* axe
* flail
* luck
* cast spell
WEAPON SKILLS, COMBAT AWARENESS, SCAN: I generally try to go with 2-handed
weapons for maximum damage. So shield isn't valuable. I also don't care about
intangible skills. I doubt they programmed too much into the game about using
them in quick combat anyway. My recommendation is to increase your initial
weapon's skill to 100. Wait until you start getting "real" magic items(not +1/+5
but magic or doom) and then distribute items according to who gets them. If you
get a very good magic item it's worthwhile to give up on any character
improvement to switch over. You can get back up to 100 easily enough.)
SHIELD: I didn't really worry about this. Even if you can use the shield for
offense as well as defense, they break against axes, so you can get a nice fancy
shield and it breaks and why bother?
SWIMMING: Kind of useful in one dungeon if everybody is moving around, which
won't be the case if you want to stay sane.
STEALTH: You should be able to beat up every enemy, so no need to hide.
HUNT: Not used here. See Eternal Dagger.
TRACK: Also not used here.
FIRST AID: Very useful, but only your ranger, who probably has nothing else to
improve, really needs it. He needs bandages, which appear randomly after fights
and get used up. They can be found in stores on the west edge of the inner wall.
SEARCH: Good search helps you find secret doors easier. It's hard to tell what a
good minimum is to get through the game. But a high search apparently lets you
find more loot after beating monsters. Very highly recommended, after haggling.
DISARM TRAP: You should be able to withstand most traps, so don't worry about
this. Since "traps" is barely plural in this game, anyway.
PICKLOCK: Marginally useful early so you don't have to be casting spells. But
eventually you'll have great spellcasters and this won't matter. I don't even
bother with dungeons until my casters are decent.
HAGGLE: Very very very useful. But not quite as useful as Search.
TREAT POISON: Critical because characters can die and get rubbed out by its
effects, even after an otherwise easy win. Improve this as quickly as you can.
In fact it's worth improving for one of your priests at the temporary expense of
karma until it gets to 100! 100 should be enough to cure most anything at first,
but morale loss will drag it down. This is the ultimate insurance policy.
TREAT DISEASE: Diseased players don't regain morale with rest. This isn't used
at all in WC.
TURN UNDEAD: Very useful for your clerics, but not the main stat. I would max it
at 70% of karma.
ALCHEMY: I found this neat concept useless for practical play.
LUCK: Prevents magic damage, so I think it's very worth it. Note that it and
turn undead are bounded in practice by karma. So you don't want 120 luck and 100
max karma. I capped my luck at 175.
READ ANCIENT:
One person needs this skill, and not much of it(to 100?)
EVALUATE MAGIC: The better this is for one player, the more magic items you will
find/understand. Therefore it's in your interest to get someone to max this out,
but only one person.
CAST SPELL: Affects if you cast a spell successfully. Very important for mages.
Fighting tactical combat as rarely as I did, I didn't really explore the nuances of all these spells.
- 5 points for magic and combat. Wizard's Crown errs on the side of making tactical combat too complicated, while quick combat is mostly just boring. The spell list isn't very long or impressive, with almost nothing except light spells and "Unlock" useful out of combat.
The new game won't let you have more than 3 mages or 3 priests (including multi-classed characters) in the same party; I guess it ruins the game balance. The new maximum for each skill is 500 points. They dealt with one of my concerns about having to specify the point man and distance every time you leave camp; Dagger lets you set a default. They did not, unfortunately, change the system of movement; you still use a nonsensical arrangement of number keys.
Do you want to try to destroy the undead, or to protect against them. I always went for destroying them (doesn't always work), and didn't try the Protection option, but I guess it may be useful in larger battles.Turn undead - There are no undead in sight - why?
Do you want protection? - what does this mean?
Rocking a stylish cloak is never useless.
DOS version. But I am using the CHGCOLOR dos program for unique coloring.What version are you playing? It looks very ugly.