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Wizard's Crown

Discussion in 'General RPG Discussion' started by Saxon1974, Feb 19, 2012.

  1. DaveO Augur

    DaveO
    Joined:
    May 30, 2007
    Messages:
    962
    It works to your favor to do the Palace in one try. There are not a lot of encounters inside compared to a night trek, but the encounters are fairly high level.
     
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  2. latmagicman Literate

    latmagicman
    Joined:
    Oct 30, 2020
    Messages:
    8
    I couldn't get past the big room of demons on level 2. I tried to fight them one by one through the door but they kept fireballing my entire party. I was keeping up with the praying however, but it was a 90 minute fight that I ended up losing. =/ Maybe I'll try again around day 180.... getting too close for comfort to win the game. Also DaveO, you mentioned training from 156 to day 77 of the next year... what does that mean - you beat the game and kept playing so you can transfer to ED?
     
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  3. DaveO Augur

    DaveO
    Joined:
    May 30, 2007
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    962
    Yes, you can repeat retrieving the crown in the second game year to prepare the party for Eternal Dagger. The training grounds will improve any skill to 100 at a cost of the skill improvement(3-6) * its current value. To improve Sword from 50 to 51 at the training grounds would cost 204 copper. Going up another point would be 208 copper.
     
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  4. DaveO Augur

    DaveO
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    May 30, 2007
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    How many defensive items do you have? Each character should have three along with fully enchanted armor.
     
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  5. Fatty Educated

    Fatty
    Joined:
    Nov 17, 2011
    Messages:
    97
    Location:
    Gladstone
    So as usual once you a-holes start posting about this, I fire up a new game.

    I’m noticing while playing the C64 version that Turn Undead seems to be either broken or I do not understand how it’s supposed to work. My priest has Turn Undead and Karma at 130 but after dozens of attempts has yet to “ turn” a single skeleton. I am assuming on a successful “turn” that the skeleton would die?

    I never used Turn Undead in the past and I think I see why.
     
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  6. latmagicman Literate

    latmagicman
    Joined:
    Oct 30, 2020
    Messages:
    8
    Turn undead works for me in dosbox. I recall it working around the skill level 100s occasionally on skeletons - it'll kill or fail. I got it up to 160-200 on my three priests.

    As for my day 182 run, I'm on the level 4 puzzle in the palace, with average of +8 defensive items and +3 or more on scale/chain/plate (still only one magical plate). I don't get hit much by physical between the armor and luck (natural or blessed). I beat the couple dozen demons by constantly spamming dispel magic on my 3 sorcerers and they spending all the time rebuffing and not casting fireball or poison. The poison is the one that makes things interesting over a long fight - I blew thru 3 priests of max karma keeping my poisoned folks alive.
     
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  7. DaveO Augur

    DaveO
    Joined:
    May 30, 2007
    Messages:
    962
    Turn Undead is supposed to take down skeletons, zombies, undead warriors, vampires, ghouls, and any other undead in the game. My Apple version seems to have Turn Undead less effective than the Atari version. I've never heard of it where it just won't work.
     
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  8. DaveO Augur

    DaveO
    Joined:
    May 30, 2007
    Messages:
    962
    My final trek into the ruins netted ZERO morale loss, but that's what 30 dexterity will do for you. Final skill training from the grounds put me at game day 178. This party is more powerful than my Atari Wizard's Crown run.
     
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  9. latmagicman Literate

    latmagicman
    Joined:
    Oct 30, 2020
    Messages:
    8
    OOF I just beat the rubble demons in the palace on day 196. Now, trying to take out next set of high demons next level - they don't seem to all be casters?. Not looking good after first attempt... looks like my time management early in the game is going to cost me a win.
     
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  10. DaveO Augur

    DaveO
    Joined:
    May 30, 2007
    Messages:
    962
    It's just two fights on the top level. You can use the stream to eliminate morale loss before the fight. Not all characters need to have sharp/very sharp weapons. Put somebody that can face Tarmon and his group in tactical combat(a priest works best). Get your six blessings off and always Dispel Magic if demons or Tarmon put up armor or magic protection. I believe that as long as a character is not attacking Tarmon, magical weapons are fine. I remember I sent in a priest with a sharp axe on the first completion and then my sword user armed with a very sharp greatsword(damage 24) on the second completion. Keep your sorcerers off to the side for dispel, and you could get by with all killing attacks due to the party being blessed.
     
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