Quote:
Originally posted by mupton@Jul 6 2005, 09:58 PM
Here are a few tips for anyone newer to the game.
Archers and paladins are just as effective as their sorcerer and cleric counterparts, just with half the spell points, but they are much better fighters.
Age permanently affects attributes, so use wells and spells to restore health and sp instead of resting whenever possible. Your autonotes records every fountain you come across with the attribute it enhances.
Druids are nearly worthless imho. Choose a class that can cast the better spells. Rangers are fine if you need a jack-of-all-trades though.
Thanks again for this great game. :Brain:
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The secondary spellcasters (Paladin, Archer, Ranger) also pay extra to learn their spells. If you intend to use them for spell-combat, their relative lack of magic points can quickly become a very limiting factor- the best spells are, of course, very expensive to cast, and some of them have their casting cost and power based on the caster's level; those spells could very rapidly outstrip the meager allotment of a secondary caster. I would recommend taking along a Ranger; they're pretty good fighters, and the Ranger/Druid group has a couple of unique spells that can make life a lot easier (The one that sticks out in my mind is Water Walk- I've played Isles of Terra a lot more recently than World, tho, and Water Walk is practically required in Isles.) In a normal six-person group, I'd take along at least a Paladin, Cleric, and Ranger; although you can get by without the Sorcerer spell group if you really want to (try it for a challenge sometime. Me, I wouldn't want to have to get by without Wizard Eye and Teleport.), healing magic is completely necessary, and this gives a pretty good supply of both healing spells (2 people who can cast the full supply, and one who can wake up the other two if they get knocked out) and fighting ability.
About age: The game shouldn't last long enough for normal aging to cripple your characters. However, some monsters have the ability to age your party. Mostly undead. If you suspect you're facing these monsters, save. Save a lot. I don't remember if World offers anything like Isle's Fountain of Youth; if it does, you can afford to be a little more aggressive, since that will remove any monster-induced aging. If it doesn't, treat age-making monsters like they're instant killers; if your characters get stuck with an additional 300 years distributed throughout the party, they'll be pretty well useless.