Hobo Elf
Arcane
Everyone knows that a full party of Bards is the way to go.
Hobo Elf said:Saxx is poo. I'd rather not waste a good party member slot on a mediocre bard.
I'd rather take my own bard and then get a good party member like Vi or that robot.
This.Darth Roxor said:Not to mention a sudden kick to the balls when he decides to leave
They are just too reliable, as well. Vi only leaves for Bayjin and Rapax, RFS only for Rapax away camp.they are just TOO awesome
Vi only leaves for Bayjin and Rapax, RFS only for Rapax away camp.
And "Hold this giant silver nugget/pile of plate armours and let's run around for a while".Darth Roxor said:Vi only leaves for Bayjin and Rapax, RFS only for Rapax away camp.
Fortunately, there's always set/return to portal :D
There are no must haves in Wizardry.Monkeyfinger said:Must haves:
Black said:There are no must haves in Wizardry.Monkeyfinger said:Must haves:
Jasede said:Black said:There are no must haves in Wizardry.Monkeyfinger said:Must haves:
Almost all the RPCs have some areas they won't enter. There are methods to keep them (portals, unconsciousness), but they will be adversely affected by that. At best, they will be fucked up stat-wise, won't allow you to dismiss them and generally whine a lot and gods, they can be annoying. There is at least one RPC that may even attack the party.Castanova said:Fuck, Saxx leaves? God dammit. No way to hold on to him?
You'll learn.I've already got Vi. Who should I get to replace Saxx, the robot? Who's the fucking robot??
Monkeyfinger said:Must haves:
Fighter:
Classic tank, and there's a front row to put him in. Damage is inconsistent due to berserk but averages out to "pretty good". Needs high strength, dexterity and vitality, speed's also nice.
Lizardmen and Dracons are recommended by the game as fighters but ignore that. They are weak to mental attacks, which is a horrible weakness to have. Better to instead pick a Mook or a Hobbit (yes, those short little fuckers with hairy feet. They are amazingly effective fighters - almost on par with lizardmen and dracons in terms of raw stats and without the awful weakness.) Mooks are better tanks (thanks in part to mental resistance) while hobbits dish out more pain.
Fighters blow at dual wielding, so skip that skill... specialize in your weapon of choice and maybe shields (sword and board style and 2H weapons are reasonably balanced with each other). Swords are the easiest weapon type to find good weapons for, but if you're using a samurai your fighter would have to compete with him for the good swords, so consider a different weapon class in that case.
And I presume it will remain easier.Castanova said:I'm still chugging along (slowly). Did Arnika, visited the Umpani Base Camp, and now I'm in Trynton. My suggestion is not to take a Bard since you can just recruit Saxx at the Umpani Base Camp. Between my Dracon Fighter and my Samurai wielding Bloodlust, I'm grinding up baddies like cake. Game is significantly easier now than it was when I started.
Unarmed doesn't use dual wield.AndhairaX said:Does putting pts in dual weild for a ninja count towards unarmed combat? I'm focusing my ninja on stealth and critical strike and ofcourse throwing stars. But I want something for melee comabt and was wondering if I should go unarmed and use dual weild with that, or should I pump daggers and go with sais?
This. Staves, dual wield and possibly some extra weapon skill like sword, dagger or mace&flail.Azrael the cat said:If your ninja is a fairy (and ONLY if it is a fairy), you will definitely want to boost your staves skill.