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-   -   BEST TIPS! (http://www.ironworksforum.com/forum/showthread.php?t=29026)

adam warlock 06-01-2001 08:32 PM

printable links to help one identify the little icons
positive http://hclark50.tripod.com/PostiveWWicons.html
negative http://hclark50.tripod.com/negativeWWicons.htm

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[This message has been edited by adam warlock (edited 08-15-2001).]

Sazerac 06-02-2001 01:28 PM

I cannot BELIEVE this one wasn't in "Best Tips" already...oh well, better late than never...

<h2>Guild Quests in each town and their advancement</h2>

<h3>VALEIA</h3>
WARRIOR:
1. Kill Mon the Sculz 200 XP No Advancement
2. Visit Toad Villages 200 XP Guild Level 2
3. Retrieve Sword of Mastus 500 XP Guild Level 3

WIZARD:
1. Check on Scabban 200 XP Guild Level 2
2. Kill Tevik Teporn 200 XP No Advancement
3. Retrieve Orb of Clarity 500 XP Guild Level 3

PRIEST:
1. Deliver Toad Potion 200 XP Guild Level 2
2. Donate to Temple Treasury 500 XP Guild Level 3
3. Retrieve Ring of Saints 500 XP No Advancement

TOWN HALL:
1. Return 5 skulls 50 XP 50 GP (ongoing)
2. Slay Juba Thobers 250 XP 250 GP
3. Deliver package to Lord Barrenhawk in Ishad N'ha 250 XP 250 GP


<h3>ISHAD N'HA</h3>
WARRIOR:
1. Kill the Ghost of Gliebott in Shurugeon Castle 500 XP Guild Level 4
2. Deliver the Stout Mine Invitation 750 XP Guild Level 5
3. Kill Dosh'i Gin the Cyclops 1000 XP Guild Level 6

WIZARD:
1. Return Ardibren's Relic (Keepsake) from Shurugeon Castle 500 XP Guild Level 4
2. Find the Idol of Aku (Boogre Caves) 500 XP Guild Level 5
3. Return the Colanth's Eye (Dragonspire) 1000 XP Guild Level 6

PRIEST:
1. Kill the Naga of the Serpent Temple 1000 XP Guild Level 4
2. Bring proof of the existance of Galian (Shurugeon Castle) 500 XP Guild Level 5
3. Deliver Jathil's Letter 750 XP Guild Level 6

THIEVES:
1. Gather 10 Serpin coins from Serpent Temple 500 XP Guild Level 2
2. Find Ardibren's Jounal (Shurugeon Castle) 500 XP Guild Level 3
3. Return the Band of Boars (Boogre Caves) 1000 XP Guild Level 4
4. (IF ASSASSIN) Kill Grue Morde 2500 XP

BUSHI DOJO:
1. Deliver Torin the Dragon Arrow 500 XP Guild Level 2
2. Find out what happened to Grunaxe (Boogre Caves) 750 XP Guild Level 3
3. Kill the Assassin Shrew Chisi 1000 XP Guild Level 4

TOWN HALL:
1. Slay the Werewolf 1000 GP 1000 XP
2. Disable the Bronze Firebeast 1000 GP 1000 XP (game says 2000, but that's a misprint)
3. Kill the Bandit King 2000 GP 2000 XP


<h3>BRIMLOCH ROON</h3>
WARRIOR:
1. Return Strumbold's Helm (stolen by Argothius the Centaur) 2500 XP Guild Level 7
2. Slay Gosh'in and retrieve his shield (Skull Castle) 2500 XP
3. Slay Ramakamil of Wyr, the insane mage (Enchanted Isle) 5000 XP

WIZARD:
1. Kill Madda Mabig the Vampire in Skull Castle (the quest that never shuts up) 2500 XP Guild Level 7
2. Deliver a seed from the Living Tree (Treant Seeds) 5000 XP
3. Break the ward and open Anephas' Shrine 5000 XP (only available if you "tree-surf" to the Lost Sea area before going to the Shrine).

PRIEST:
1. Locate the Fountain of Isis 2500 XP, Guild Level 7
2. Return the Relic of Isis 5000 XP
3. Find the Monk's Ward 10000 XP

THIEVES:
1. Deliver a hook to Talrik 2500 XP, Guild Level 5
2. Bring proof of existance of the Leprechaun (return the Stone of Clover) 5000 XP, Guild Level 6
3. The Talon's Fang quest (retrieve the Talon's Fang from Collasium, 500 XP, Guild Level 7)...due to a bug, will only "kick in" if you haven't taken the Leprechaun quest.
The Talon's Fang Quest

>This is the third quest from Miruth in the Brimloch Roon Pawn >Shoppe. Normally a member of the Thieves Guild won't receive this >quest due to a minor programming error but here are a couple of >solutions:

>1) Have one thief accept the Leprechaun's Quest and another thief >decline it. Then re-enter the Guild with the second character and >Miruth will offer the Talon's Fang quest.

>2) Complete the Talrik's Hook quest, kill the Leprechaun (without >taking that quest), and then visit the Thieves Guild to get the Fang >quest.

>The Talon's Fang is found in Collasium. It is either in a chest or >is dropped by the Mother of Crabs after killing her. A cool, watery >quest.


BUSHI DOJO:
1. Slay the Darkened one in the Temple of Isis 2500 XP, Guild Level 5
2. Slay Bloodbeard the Pirate 5000 XP, Guild Level 6
3. Return the No-Dachi of the Stone 5000 XP, Guild Level 7

TOWN HALL:
1. Kill Gineleng, the insane Centaur, 2500 GP 2500 XP
2. Slay the 3-headed Hydra on the Isle of Sands, 10000 GP 10000 XP
3. ??? does not exist ???

SHIPYARD:
1. Return 3 conch shells to Brimley 200 GP 200 XP (ongoing)


Note that due to design error, some of the quests are very difficult to get (such as the Anephas Shrine quest for the Wizard's Guild because you (normally) have to go through the Shrine to get to the area where you find the Bark Horrors (Living Trees). There are workarounds (such as mine about tree-surfing over to the Lost Sea area from Brimloch Roon), or stealing the seed from Oakenmir (which only one character may get credit for, remember).

Also, without the patch, some quests repeatedly pay off every time you enter the Guild, such as the Jathil quest for the Priest's Guild in Ishad N'ha, the Leprechaun Quest in the Thieves Guild of Brimloch Roon, and the Grue Morde Assassin quest in either Thieves' Guild.

-Sazerac

[This message has been edited by Sazerac (edited 06-02-2001).]
I added in Xignal's information on how to get the 3rd Thief quest in Brimloch Roon.

[ 03-05-2002: Message edited by: Wyvern ]</p>

Pangur Ban 06-05-2001 08:29 AM

Need some storage space for items that you might think will come in handy later?

Create 3 characters in the inn at Valeia. Name them something appropriate: - Backpack-1, Backpack-2, etc.

When you have reached Ishad N'Ha, return to Valeia. Reform your party, taking Backpack-2 and Backpack-3 to Ishhad N'ha. ( avoid all combats !! ) Leave then in the inn. Return to Valeia and reform your party.

Use the Backpack characters as the name suggests !!

( Hope someone finds this useful ... )
PangurBan.


------------------------------------------------------------------------
"Sad is the society where people may walk dogs in public without wearing helmets or protective kneepads"



Sazerac 06-05-2001 01:45 PM

To keep Erathsmedor from "roasting you" in the Shire...

1) Get your Wizard/Warlock studied in "Occultism", then "Enchant" (available after the Ardibren's Relic quest in Ishad N'ha, if s/he has done them all up to that point).

2) Get the Enchant skill points up to Level 4.

3) Have them study the Artifact of Fire spell (5th level Sun)

3) Take a Silver or Jewel Ring (usually found around Valeia or in the Serpent Temple), and enchant it with 4 powers of Pro Fire. This gives a pure 80% Fire Resistance.

4) Give it to the Lead Character, along with a Ring of Gedda (15% fire resistance), and you'll have 95% resistance to fire, plus whatever initial resistances you have to it in the first place.

Since the lead character is the only one who takes fire damage from Erathsmedor, s/he will be protected, and you can wander the Shire with impunity.

-Sazerac

mikeyg123 06-06-2001 06:26 PM

when looking for shells in the sea for ur breathers, find 3 shells, take it to the guy and switch to a different player and back again. this should give u multiple breathers and masks.

have fun


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"if u dont like sex,.... get out of the kitchen!!!"

Radek 06-07-2001 04:20 AM

DAMNED MEDAKWA AND MULTIPLE POTIONS
We all know this. Hunt down Medakwa running around like an idiot and lose your nerves gradually. Quit the game and try again - and again.
1. It is simple to give Medakwa 1 potion. Wait for his question. Answer "yes". Switch to "Give" and prepare the potion. Click on Medakwa immediately after his finishing his speech (the speech ends with "Go now!"). The method is foolproof.
2. The problem is with multiple potions. The following extension of "one potion" method is possible:
a) Clear the way to Medakwa.
b) Send one guy with one potion to Medakwa. Put the rest of the potion givers into the inn.
c) The "one potion" method.
d) Put the guy which finished the task into the inn.
e) Send another potion giver. Again, your group must contain only one potion giver and it must not contain anybody who was already successful with giving the potion. Medakwa will start from scratch with his speech. Therefore, you can use the "one potion" method again.
f) Repeat until done.

Knarfling 06-07-2001 07:27 PM

I have never had any trouble giving the potions to Mekdawa after the first game. I hated the fact that he kept asking why I had not gone to the village yet after I had completed the game. I even tried "going Toad" to see if he would recognize that I had been there. He never did. So I do what I normally to to some of the more obnoxious idiots at work. I ignore them.

When I see Mekdawa for the first time, I usually have all (or all that can) my characters holding the potion. When he asks if I need know what Ukabu means, I hit ignore. He says something like "Fine, Ukabu. I tell you later." Then he leaves. The next time I see him he acts as if he has never spoken to me and gives me the first speel all over again.

I can give him the potions when he is saying his beginning speel or after I have ignored him and it doesn't seem to matter. Because he tells me that I am Ukabu after I give him the potion, Ukbu recognizes me as Ukabu and lets me in.

I have never had a problem with my characters this way, and even my Rogue who couldn't do the quest right away can come back later and give him the potion while he is still asking if I need know what Ukabu means.

Knarfling
----------
Three out of four voices in my head say that I am not crazy and do not need to see a psychiatrist.

Wyvern 06-11-2001 10:12 PM

WINDOWS 2000 TOWN BUG

This is a SAZ post!!!
Okay, once more for the troops...
There have been so many questions regarding how to get the guilds to work properly under a W2k install that I am making one post regarding this and will attempt to keep this "bumped" back to the top periodically.

The problem is that in Windows 2000, the town .avi files are compressed and won't work properly. To uncompress them, you need to go to the following site:


http://www186.pair.com/vdub

Once you get there, load the file townmsk1.avi from the Townavi directory in your Wizards & Warriors folder into Virtualdub. Save it with the "Save as old-format AVI". You will get back a 32MB file. Rename this file townmsk1.avi (over the old file).

Now restart Wizards & Warriors. You should be able to get inside all the buildings. This also prevents crashing from inside towns.


For the workaround in Win 98 or Windows Me, the solution is to reset your Compression codecs in the Windows Setup. Open up Control Panel (Start ->Settings ->Control Panel), click on the "Add or Remove Programs" icon, and then click on the Windows Setup tab. Scroll down the list until you find "Multimedia", then click on it and then click the "Details" button. Make sure "Video Compression" is checked. Then click the OK button.

Also make sure that you have the current version of Direct X installed. You can download it from the above link.

Hope this may solve some of the technical problems in getting Wizards and Warriors started on various systems.

Have fun!

-Sazerac

Sazerac 06-12-2001 04:18 PM

On whether or not to install the patch....consider this first!

What you gain from the patch: http://www.tgeweb.com/cgi-bin/ubb/no...iles/smile.gif

<ul>[*]It fixes the "Crazy Dance" bug when you go to pick up an item[*]It fixes the "Inn" bug to where items stored on characters in the Inn won't randomly disappear[*]It fixes crashing when using thrown items such as knives, throwing axes, miners bombs, etc.[*]It fixes the Vampire Ring bug to where you can now equip the Vampire Ring without crashing to the desktop[*]It allows you to adjust the lighting in the dungeons when in D3D mode. This feature will NOT work in software mode.[*]The Colanth's Eye will no longer disappear if you leave the area in the Dragonspire quest.[*]The Scabban quest now correctly identifies you having completed the quest if you meet Scabban outside of his "lab"[*]You are required to physically visit the Toad Village quest (i.e., ENTER Toad Village) to receive credit for the Warrior's Guild quest.[*]Allegedly, it was supposed to fix the "toad stuck in tunnel" phenomenon. Many people running the patch still claim this exists, though.[*]Kerah's Elevator in the Shrine of Anephas no longer is disabled once you leave the area, so you can visit the hidden shrine multiple times.[*]The teleport bug in the Pyramid of Cet is fixed (allegedly) so you can re-enter and exit the pyramid after the Endgame.[*]The Spirit Shield trait now works appropriately.[/list]
What the patch REMOVES from the game (what you lose): http://www.tgeweb.com/cgi-bin/ubb/no...iles/frown.gif

<ul>[*]The ability to use the "Infinite Gold Bug" feature of the Inn (to get large amounts of gold at the beginning of the game)[*]The ability to use the "Toughen" cheat outside of a city gate to permanently increase a character's HP[*]The ability to get multiple credits for a quest by clicking on and off a character's portrait rapidly while the questgiver is acknowledging the quest[*]The ability to get credit for, and still keep, very useful quest items in the game by trading them to another character while the questgiver was still talking. Examples here are: ARDIBREN'S KEEPSAKE, ASSASSIN'S DAGGER, MONK'S WARD, NO-DACHI OF THE STONE, BAND OF BOARS, STONE OF CLOVER[*]As above, the ability to get multiple assassins or zenmasters by trading the requisite quest object (ASSASSIN'S DAGGER or TOMES OF CREATION) to another character while being offered the new role.[/list]
So, based on this, it's up to you whether or not you wish to patch the program.

-Sazerac

Fallagar 06-13-2001 09:47 AM

When TO Ascend (That's what the Official Strategy Guide says)

Choosing when to undertake the quest for an Elite Role can be difficult. Elite Roles are always better than the four Basic Roles, so you might be tempted to ascend immediately. However, there are advantages to waiting. As soon as you complete the quest for the new Role you stop advancing in your old Role and begin as a first level member of your new Role. This means that you will hit levels fast and furiously until you equal your old Role's levels, and then you will slow down again. For each new level you gain in the new Role, you will get only minimal (generally one) hit points and Skill points and very seldom gain any Attribute points.

So if you switch roles at level 5, you will gain five bonus Skill and Hit Points, and then gain them normally at level 6 and above. Think about that for a moment... if you wait until level 10 to do the switch, you will get ten bonus Skill and Hit Points and have all the powers of two tenth level Roles to choose from. Sounds tempting, doesn't it? Also remember that each new level costs more experience points than the last to advance in, so going from level 9 to 10 is far harder than going from level 1 to 2. By switching Roles at a higher level, you get more chance to pick up all the spells in your books of magic, etc.

One suggestion is to ascend Warriors to Barbarians faily early in the game (at around level 5), then wait until they are level 10 to assign them to Elite fighting Roles. Keep your Wizard and Priest in their original Role until they maxed out their spell-casting abilities, and then become Warlocks (somewhere around level 10). Your Rogue could become a Bard at level 9, and then a Ninja once he reaches level 11 as a Bard. These delayed ascensions can make your party more well-rounded and better able to cope with the various situations in the world.

Fallagar

Fallagar 06-15-2001 04:21 AM

Maximizing Hit Points (Official Strategy Guide)

The number of Hit Points you gain when leveling up is actually quite complex. It is not a simple process whereby dice are rolled and that amount is automatically credited to the account. Instead, Hit Points are re-rolled whenever a character makes a level - if the new total is less than the character's current Hit Points, the character is only awarded one hit point - this ensures proper balance throughout the game, and that all similar characters will have reasonably consistent Hit Points. It should be noted that many factors are evaluated to determine how many Hit Points a character should have.

It is possible to save the game before you level up and then keep re-loading until you get a result that you consider favorable. However, in the long run a character's Hit Point total will average out so this tactic may be self-defeating and time consuming.

Fallagar

Radek 06-15-2001 06:53 AM

Fallagar,
I think the whole thing is more complex.
a) Role Ascension in general. We should plan a career for a character such a way that the character does not lose his abilities. For example, if we want a Paladin then we should start with a Warrior (the Warrior gains the Spirit magic) and not with a Priest (because the Priest would lose his Vine magic). Well, the Paladin can be an intermediate role: we can start with a Priest, become a Paladin (we lose the Vine magic temporarily) and continue training the Spirit magic and then become a Ranger (we regain the Vine magic, well, we lose the Spirit magic but the training of the Spirit magic is already complete) and continue training the Vine magic. If we do not want magic at all then we should direct the career through important traits and skills. For example, the Samurai is the only source of the Prowess skill (the only source known to me). Therefore, every fighter should become a Samurai for a while. It is sufficient to get level 3 Samurai - this should be enough to gain skill level 1 in Prowess - and then change the role again. Now, the Prowess skill cannot vanish.
b) The magic users. The spellcasting abilities will be maxed out not at level 7 or so but at level 20 or so! Because the magic user gains an amount of spell points every time he levels up. The process stops at a certain limit which depends on SPI and, perhaps, on WIL. Moreover, the process behaves really mysteriously: the LOWER is your skill in the magic schools and the LESS spells you already have, the LATER the process stops! But this is not all. The magic user starts to get spell points again somewhere at level 60! If you want a super spellcaster then you must fly through all magic shool giving roles without leveling up and then become a Barbarian, therefore: level 1 Wizard -> level 1 Warlock -> level 1 Paladin -> level 1 Ranger -> level 1 Barbarian. Now, level up as a Barbarian as long as you are gaining spell points. When the process stops then become a Warlock and start gaining spells.
c) The effect of training. It is not the best idea to set out to the Pyramid immediately. It is better to train a bit: do the Crypt, reset adventures, do it again and so on. In the meantime, change roles repeatedly so that we keep our level low. How much low depends on the trained character. The spellcaster will need higher level so that he can get level 7 spells. The fighter can change his role earlier. Let us note that (the initial) maxing out the spellcaster abilities depends on the number of leveling up, not on the actual level of the spellcaster - we can send a spellcaster (i.e., a barbarian at that time) solo through a Crypt three times and gain heaps of spell points.
My recommendations:
1. Use your brains when planning a career for your character. Prepare a complete career for each of your characters at the very beginning of the game.
2. Train a bit in Valeia. Change roles often. This keeps your level low during the training. Choose the final role and subsequent roles (i.e., roles after the training in Valeia) wisely.
3. Change roles only when you want an additional advantage (trait, skill, better role) and keep the role only as long as necessary. Try to get the target role (i.e., the role which you want to play to the end of the game) as soon as possible.

Dragonrat 06-16-2001 03:49 PM

Reposting this tip from another thread... when you get to Brimloch Roon, make sure you have enough money to get the ship (it costs 10,000 gold) BEFORE you blow it all on items or training (like I did!) otherwise, you will not be able to progress to the later parts of the game for a long, long time.

Dragonrat

rjsmith 06-19-2001 02:34 PM

My ranger has been "fletching" fully enchanted Dragon Arrows. When I go to sell them at the Armory in Ishad N'Ha, I find out that 11 of them are worth MINUS 15 Million gold pieces!!
Apparently, Gold is a "signed integer" value and you can only transact for so much at a time. I actually failed to notice when I first sold 49 of them and ended up with a bag of gold worth about minus 5 million -- which couldn't be dropped, by the way! Luckily, at the time, another character was sporting 13 Million gold so pooling left me net positive.

So, here's the tip: If you're utilizing a ranger to produce enchanted arrows to support your other enchanting activities, be careful when you sell them. I was able to sell 5 or 6 at a time for about 12 Million gold. Much beyond that and you get into negative territory.

Crescent 06-19-2001 07:09 PM

The spirit of Rumpy keeps regenerating. Once you clear the Crypt, go upstairs, trigger the lever to go outside, trigger the level again and go back inside the Crypt. With running, I can get down there in about 30 seconds real time. A few Haste spells, a Bless, and (later on) a Force of Might on a character or two will quickly take care of him.

This is great early on when you're about to advance, but are missing a few exps. Rumpy is worth 1100. You also get a Wand of Stars each time, worth 500gp. (Of course, you can go to the Inn at Valeia and strip potential new hires all you want to, so the gp of the wand isn't all that important.)

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My realty check bounced - insufficient funds ...

Crescent 06-19-2001 07:19 PM

In Valeia:

Don't train your spell casters in spell groups (i.e. Vine, Stone, etc.) Since you can keep going back to the Inn and striping created characters of gold, you can afford all the training you want. You can buy the spell group training at the guilds. You can not buy Sorcery training.

I wait until I am ready to go up a level to buy training, then buy it and immediately train up. Might as well keep the gold until I really need it. Since the guilds are in the town, I can strip, train, then advance just outside the town (in case I need to flush a bad hit point roll.)

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My realty check bounced - insufficient funds ...

Radek 06-25-2001 07:02 AM

@Rjsmith: Notice that a bag of gold can hold up to 10 mil. of gold and that the town bank has a limited number of bag slots. The problem must be here (in the game logic) and not in the signed-integer value of gold. Notice also that a 32-bit signed integer can hold a value greater than 2,000,000,000.
I suggest to keep your money reasonably high throughout the game, not allowing extremes. I always have about 7,000,000 gold. When the gold drops below 4,000,000 then the gold is doubled by the "inn feature".

Dr.Pick 06-25-2001 08:50 PM

Don't get lost in those pesky, multi-level dungeon maps!! As you explore, use the "flags" feature of the automap. Mark elevators, stairs, paths, and other map features to remind you of where they go(once you figure it out). e.g. The Stout Mines have many elevators, of which, only certain ones will take you to another map. As soon as you discover which one does what, flag the elevator in your automap, and make a note in the window, such as, "this map only" or "to Magical Lake" or "to 1st Track Switch" etc. This made my "Adventure" through the Mines MUCH easier! I wish I had done that in the Serpent Temple! http://www.tgeweb.com/cgi-bin/ubb/no...iles/smile.gif

+Dr.Pick

Balgin 06-26-2001 08:40 AM

Sorry, but I enjoyed the Mines because it was one of the only two dungeons that managed to fool my unaturally canny direction sense (the other was the Serpent Temple where poison spells and monsters kept me turning round until I couldn't tell which way I was facing all the way through). I don't generally mark maps, relying on my memory but I can see how that could be helpful.

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Balgin, the Dwarf

Elara 07-03-2001 10:17 AM

Buying the ship in Brimloch Roon is overated.. You can swim everywhere! Save the $ for training and enchantments.

To move fast across the water, tilt your view up above the horizon, press Shift/Forward Arrow keys and add your straffe right or left keys (right/left arrows) to alter direction. This will pop your party above the water and you'll be skimming across the waves on the tips of your toes! http://www.tgeweb.com/cgi-bin/ubb/no...miles/wink.gif

Balgin 07-03-2001 10:48 AM

When diving down to the sunken city, keep a monster to attack you on the surface so that you won't lose any air going down. Then get to that first air bubble and operate from there untill you've got enough crab shells (there are more inside the city than out).

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Balgin, the Dwarf

jsalsb 07-05-2001 12:31 PM

I couldn't find this tip (if I missed it, sorry for the repost http://www.tgeweb.com/cgi-bin/ubb/no...iles/smile.gif ).

Create portal on the Brimloch Roon side of the Dragon Spire. Nothing worse than having to trudge through that mountain twice! Then, DON'T create any more portals in any area of the wilderness you can see on the map from the Dragon Spire. You can return to Ishad Na by ascending the ramp to the Dragon Cave, then jumping off (or walking down the wall to avoid damage; or jumping onto Torrin's head LOL! - "Hello again, Friend...!).


------------------
JonII

[This message has been edited by jsalsb (edited 07-05-2001).]

Loumistro 07-21-2001 12:11 PM

If you have a lot of money I Suggest you joinl the Serpents Cult and Give money to Every Dorwy Preist you come Across don't Kill Xydusa Yet when you get to Ellsia she will Give the Serpent nectar that no Preist is allowed to Drink. When You come to the Serpents Master he will ask you some Questions The First you should answer yes and the Second Answer never. The Serpents Nectar will give every Person Snake Skin Trait As soon as that happens you maay Kill her and Go back and Kill eveyone you are now strong agianst poision and Don't Neeed a Lizord

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seniorcitizen 07-21-2001 05:31 PM

It was suggested by Wyvern that I post this tip to this thread. Thanks, by the way, for the welcome. I was having a difficult time with Elyssa and came here for tips to beat her. I found many helpful suggestions, but when I got back into the game and beat her it was with a device I had not seen here. I have a level 8 party. I lured her out into the narrow passageway up by the elevator. I stood in the niche there. She had all her priests and other entourage behind her. I cast a Possession spell on the first priest who then turned around and started to fight with the others behind him. That kept them busy until I killed her off. Then I went and finished off whoever was left. My party barely got hurt. The Possession scrolls are sold in the Magic Shoppe in Ishad N'Ha.


WillowIX 07-21-2001 06:14 PM

About killing Xydusa... I´m sure lot´s of you have thought of this but here we go! Don´t fight here in ranged combat!!! No cast bless, heroic might and whatever and then charge in like a drunken sailor in a tavern!! Here´s the trick! Before she´s about to strike her head first goes back once and then another time, THIS is the real strike!! When you see that one coming just back away from here and what do you know "Xydusa misses (out of range)". And woohoo, we´we got snake-stew in less than two minutes, even with a lowlevel party!! BTW you can always cast lure on one character and heal that one if she does hit you! She´s only succeeded once and I´ve killed her four times!!

Ryanamur 07-24-2001 01:25 PM

Bump but also an obvious tip.

If you have a Zenmaster that gets enlightment, don't forget that you can now bless items up to level 14 instead of 12. http://www.tgeweb.com/cgi-bin/ubb/no...iles/smile.gif

mlrichman 07-25-2001 06:34 PM

The invisibility spell makes the Serpent Temple much easier.

axel 08-10-2001 11:34 AM

Thanks to someone very helpful on Usenet (comp.sys.ibm.pc.games.rpg) named Ross who figured this out, I have finally found a solution to the mysterious "crash to desktop" bug in Wizards and Warriors that kept many of us from even leaving the first town and playing the game! Everytime I clicked on the gate to go outdoors, the game would bomb to the desktop either before showing the outdoors, or allowing me outside but only moving a couple steps.
And no I never had to re-format, re-install Windows, or remove DirectX 8!! Also, it has nothing to do with virtual memory, video card drivers, other applications in memory, or DirectX.

Unbelievably, the solution was installing the latest Intel Indeo
video and audio codecs. You can get them at
"www.ligos.com/indeo/downloads/form.shtm". You don't need to get the
source code or demos, just the codecs.

I couldn't believe my eyes when I actually left town and could move
around outside without an immediate crash to the desktop!! The
serpent creature outside started talking to me about Gareth and I
almost started jumping for joy that the infernal game was finally
working!!

The game looks nice, but I'm not picky about graphics since I still enjoy playing DOS VGA games. It works for me in all resolutions, hardware or software, all detail levels. And at 1024x768 Hardware, my interface buttons look the same as in other modes, not ugly and unreadable. I do find nighttime very dark though and I don't enjoy turning up the gamma or the brightness on my monitor. Maybe I'll play with the lights off.

I believe that a previous game I installed had overwritten the Indeo
codecs with its own. How I wish for the simple days of debugging DOS
games where all you had to deal with was config.sys and autoexec.bat.
Who could have guessed it was Indeo? After so many hours of
troubleshooting (thank god I decided to not go through the hassle of
reformatting and installing Windows again), the problem is fixed.

For those of you with the desktop crash or any other crash bugs in W&W, I heartily recommend installing the latest Indeo codecs! BTW, I run Windows Me with DirectX 8.0a and a Voodoo5 5500 AGP card.

Not that I'll get around to playing the game anytime soon (couple years at least) because I have too many RPGs to work through first. I'm playing the old DOS RPG Star Trail at the moment, for which I just solved a side quest yesterday after several days of being baffled (the Gashok quest). But I'm so *ecstatic* that W&W finally runs on my computer!

Ritesh

jsalsb 08-13-2001 08:27 AM

Crashes during Kerrah Cet confrontation:

On every playthrough, my game crashes during the confrontation between Cet and Kerrah in the pyramid. This seems to be memory related. My system has 128 megs of ram, but this seems to be insufficient.

Solution (without installing additional ram):

Before playing this stage of the game, ctrl-alt-del on your desktop; in task manager, "End Task" as many of the Windows tsr's as posible (things like sleepmngr, quickfind, instantaccess, etc. - do not end Explorer or Rundll!). This frees up enough ram for the game to continue.

One other tip: The more that's going on during the confrontation, the more memory is used. During Cet's and Kerrah's speech, back away and stay partially hidden behind a pillar, just peeping out to see the action. When Kerrah attacks, duck behind the pillar to avoid damage. This minimizes the amount of detail the game has to generate. After her attack, wade in and strike. If you have Haste cast, you should hit her enough times to spawn her plea for holy water before she attacks you again.


------------------
JonII

[This message has been edited by jsalsb (edited 08-13-2001).]

Ryanamur 08-17-2001 12:01 PM

I didn't see this one yet.

When you level up, try to increase the skills to the bottom right of the skills window. The reason: once you get additional skills, those skills will slowly dissapear below the line. You didn't loose the skills but you lost the ability to increase them when you level up. You can, however, still increase them with training (if available).

HeavensFire 08-21-2001 04:04 AM

Don't stop talking to Kol outside of Serpent Temple until he gives you his key. The keyword to speak to him is "key." I made the mistake of leaving the discission with him too soon and was never able to gain access to the shrine of Kerah wich I believe is accessed by that key. By the way, if you miss it here you will never see him again to get the key later. At least I didn't.

Ryanamur 08-21-2001 06:00 PM

Don't waste your time reloading the game when you only get 1 HP on level assent. You'll probably reload 20 times to get an additionnal 2-5 HP.

You'll find out that in the end, your character will have roughly (+ or - 20)the same HP if you reload than if you don't... that's just the way the game is.

[This message has been edited by Ryanamur (edited 08-21-2001).]

Dr.Pick 08-24-2001 12:39 AM

Take advantage of that obnoxious Jinni in Doshi Gin's Lamp! NO, don't settle for just 3 wishes! I'm running the Patch("invoked",I believe)and this still works.

Bring the Lamp to the Town Gates, and make sure you have several "Mules" in town. Save your game before you begin, and after each successful wish granted in case you make a boo boo.

As soon as you "use" the Lamp on another char. to invoke the Jinni, the Jinni appears and starts to talk. As soon as he starts talking, enter your inventory screen and DROP the Lamp!

Then, exit the inventory screen, and when the Jinni asks you to choose a "gift", pick a TRAIT(e.g. Arms of Argus)you want the char.to have, NOT an ITEM.

When he disappears, pick up the Lamp with a different char. and "use" it on another char. You can't have the same char. "use" and/or receive from it twice, so keep track of who's used it on whom. The Jinni get's all beligerent if you mess that up. You can get traits for 5 char's in a 6 char party up to now(one less than the # of char's in your party).

Next, enter the Town, go to the Inn, and exchange all the char's who've received traits already with "Mules" to accompany the char who DIDN'T get a trait.

Exit the Town, have a "Mule" pick up the Lamp to invoke the Jinni to grant a TRAIT to the last member of your party without a trait.

Have the "Mules" ask for ITEMS(e.g.Sword of Argus) to give to your party members to use, and/or sell for a tidy profit!

When everyone's made a wish, reenter the Town, and regather your party with all their new stuff! (and please don't forget to thank the Jinni) http://www.ironworksforum.com/ubb/no...miles/wink.gif

+Dr.Pick

Ziggy 08-25-2001 11:00 AM

Throughout the game i found that making a character taking there money and deleting them takes TOO long so instead I "steal" from the smith and Bushi dojo guy. Join the Bushi Dojo skill or the Warriors guild and buy the takasha(or however its spelled) arrow from the Dojo as many times as possible! and then sell them back. If your doing it at the smith then but Bolt arrows +1 as many times as possible and sell them back. if your a fast clicker like me (I play nintendo and use this trick alot) then in 5 minutes you have from the starting cash (if you made max chars) you could have 500,000 and keep doin it. If you have a ranger with Bowyer skill then steal the dragon arrow back from the samari after you give it to him and enchant it alot! then have him make more and more and more (he does this by himself just give him time) and sell them, They can sell for up to 1,000,000 Gold a peace! now this is like 10 times faster then the old way of making a char and taking there money! try it, it really works http://www.ironworksforum.com/ubb/no...miles/wink.gif

Mizilus 08-26-2001 06:38 PM

I got into the stout mines by giving the doorman boogre brew. I looked everywhere for the writ and was stumped for awhile when I tried it and !PRESTO! I was in like Flynn!

Ziggy 08-30-2001 08:12 PM

I was told I should post this here. If you buy like 1 1/2 thousand arrows+1 or bolts+1(you buy 8 at a time so you have to multiply 1500 by 8)and KEEP them in your inventory then your weight amount should be on the negatives! this means that anyone can carry any amount forever becaudse it will always be gray! I might be wrong about the amount and if i am just keep buying them! okie doke?

Now i have posteed this one before but incase you missed it then here it is again. If you are low on cash then get 1000 or more (i recomened you get about 2000 or 3000 but 1000 at min) spend 500 to join the warriors guild and then buy special iteams arrows+1 and sell them back keep doing this for a while (i know it gets boring and when you have so much money you finger will hurt from clicking to buy) and you will make more money selling them then buying them. at around 1000000 gold (takes like 30 minutes to get from starting with 10000) then when you buy max arrows and sell them then you make about half a million so you never run out of cash!

syngyn hawke 08-31-2001 12:06 AM

If you are doing the quests for the bushi dojo, when you reach the shrine of Anephas, once you have killed the darkened one, place a portal in the clearing by the leprchaun's traesure. From there "call of home" and get credit for the darkened one quest and get bloodbeard quest and teleport back. This way you don't have to worry about possibly killing bloodbeard before getting his quest.

Jazzid 10-11-2001 03:55 PM

To dive quickly to the bottom of the ocean off Brimloch Roon do like this... release your grip of the ship's steering wheel. Cast create portal and then Call for home. Exit the city and cast teleport and you'll end up on the bottom of the ocean beneath your ship.
//Jazzid

Wyvern 10-13-2001 10:32 AM

Painbringer's post on Blessing and Enchanting

I finished the game with a level 21 warlock who had a skill of 8 in enchanting and 9 in blessing. I made some mistakes playing it this way, but I did end up with a couple of items that were much more powerful than anything found in the game. I wanted to share my findings here so maybe you could avoid making the same mistakes, and seriously consider the costs and rewards of enchanting/blessing items in the game. If Jinxter or someone wants to add this post to their FAQ, they have my permission. I share this information freely with the W&W community.

First, consider the cost. The base cost for one enchantment (I'll refer to both blessing and enchantment here as just "enchantment") is 1,000 gold. Then for every skill point over one you can add another enchantment for double the price of the previous one. This means the 4th enchantment will cost you 8,000 gold and the total for 4 enchantments will be 15,000 gold. Each damage blessing will add 1 to 2 points of damage. Each armor blessing does the same for AC. Depending on the spells your warlock/wizard has, you get a mid-level spell choice to add to a weapon, such as Zap or Flamestrike. And yes, the spells are rechargeable but you must pay the cost of enchantment again.

Last week someone was posting here about their sword they'd put 12 Enchantments on. It was a godlike weapon, but the grim reality is that this player hacked their game and cheated to get it that high. Twelve enchantments would total over 4,000,000 gold in cost, and require an incredible devotion of skill points to reach a total of 12 ... (as you may know, the higher your skill level, the more points it takes to raise it again).

Now, about the skill points. Trying to divide your skills between both blessing and enchantment on one character is a waste of effort. It's better to have your Priest or Monk or Paladin focus on the Blessings and a warlock (or other wizard guild member) focus on the Enchantments. That way you can achieve higher skill levels more quickly. There are several prerequisites to the process:

1. High guild level. This means doing ALL the guild quests you can get in order to raise your guild level to a minimum of 5 as fast as possible (maximum is 7). I don't believe you'll see the Enchantment or Blessing skills offered before guild level 5. (Same happens with the Artifact and Ancient Lore skills for ID'ing things).

2. Artifact spells. Without the artifact spells, you cannot enchant or bless. These are level 4 for Stone, 5 for Moon and Fire, 7 for Spirit, 3 for Vines (adds toughness blessing), and 6 for Fiend. Each spell allows a different option when you enchant or bless. Vine adds toughness to armor (Durability). Stone adds AC bless to armor or Zap enchant to weapons. Fire adds Flamestrike for weapons or Resist Fire to armor. I assume Fiend adds the Pain spell, though I hadn't acquired that spell by the end of the game (too busy with other spells). I don't know what Artifact of Spirit adds, maybe someone can fill in the blanks.

3. Traits. BEFORE you can use the Enchant or Bless skills you must ALSO have the Cabalist Trait (temple, precursor trait to Bless skill) or the Occultist Trait (wiz guild, precursor to Enchant skill).

4. Skills. Once you have Cabalist and/or Occultist, you are offered the Blessing and/or Enchant skill, respectively. Here's where the drudgery comes in. By now your characters have broken into the teens in level and are fairly powerful in their own right. You are probably faced with painful choices at every level over where to stick your skill points. 2nd Weapon? Deathstrike? Higher Sun or Moon spells? More Sorcery for more mana? Now you have to decide how important enchantment is going to be. With a full party of 6 characters, it's easier because you can split the duties. If I did this over again I would have my priest focus on all the blessing skills while my Warlock worried only about the Enchantment. That means the Priest would not be able to add some of the enchantments allowed with Sun, Moon, etc., spell schools but this is a slow, expensive process anyway. If you make it to the end of the game and still want to see where it all leads, switch him to Samurai or Assassin to get other spell schools. Or turn him into a Zenmaster and get them all http://www.ironworksforum.com/ubb/no...iles/smile.gif

One last point to be made. Pick the item you enchant very carefully. The better the item, of course, the more noticeable your enchantments will be. Starting with a rusty dagger isn't going to do much for you http://www.ironworksforum.com/ubb/no...iles/smile.gif I never could make much sense out of which items were enchantable and which not -- if it said "+1 Enchant" or "+2 Enchant" then I knew it was enchantable. My monk had a Trident of Tides that was a decent weapon (for a Pole/Staff) but it was not enchantable. Jewelry is not enchantable. The Mavin is not enchantable http://www.ironworksforum.com/ubb/no...iles/frown.gif The sword you can get from the Djinn *IS* enchantable, however. So is the Robinsblade, Nightblade, etc. These all make good enchanted weapons. I used the Sword of Argus from the Djinn, and by the end of the game it was topping out at about 44 base points of damage http://www.ironworksforum.com/ubb/no...iles/smile.gif

Enchantments and Blessings seem to count against each other. So if you have an enchant skill of 4 and a Bless skill of 8, ALWAYS add enchantments first. If you stick 8 blessings on the weapon, you need an enchant skill of 9 to add just 1 enchantment. So if you want that sword to proc Flamestrike, get it enchanted before you go to the temple and add more base damage. If you want the armor to protect from Fire or Magic, enchant it first before you go get it blessed.

That's the meat of the issue here. Hopefully enough folks will read this that we won't see as many "how do I enchant?" posts here. Hey, I can wish can't I? http://www.ironworksforum.com/ubb/no...iles/smile.gif

Painbringer


Tholarion 10-24-2001 03:12 PM

I've seen it described earlier, but here's the non-confusing way to creating extra gold early in the game.

First, create a party and pool all 1200 gold to one character. Remove four characters from the party, exit the town and save the game. Enter the inn again and pool to the character who was not carrying the gold when you saved. Remove the one who had been carrying it when you saved and re-add them to the party. Every time you remove and re-add them they will have another 1200 gold. This is a geometric progression, and you can quickly create millions.

-Thol


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