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Original Message
"Worthless Ninja"

Posted by Will (Guest) on Jun-15-02 at 09:35 AM
He is level 20
str68
int56
Piety 25
V 71
dex 96
speed 100
sense 63

It is impossible to keep him supplied with knives or shurgans.
He hits 3 with the sling and about the same with the sword. I thought he might do better with no weapon but the same.

I am thinking of trying a different profession at his next level. things couldn't get much worse.

Ideas anyone?!


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Messages in this discussion
"RE: Worthless Ninja"
Posted by Jonno (Guest) on Jun-15-02 at 09:18 PM
Wrist Rocket and Impaling or better still once you have met Ferro Medusa stones.

Makes an excellent ranged character so equiped. Up close use the Bushido blade (Rapax Castle guatanteed find).

I gun fighter when set up that way.


"Boost your senses ..."
Posted by Llevram on Jun-15-02 at 09:33 PM
... or rather his That is a major factor in his critical hit skill. Also more strenght wouldn't hurt ... it is one thing to hit, another to hit hard.

Tools for Wizardry(r) 7


"RE: Boost your senses ..."
Posted by nomad on Jun-16-02 at 07:08 AM
LAST EDITED ON Jun-16-02 AT 07:11 AM (Pacific)

I also thnk your ninjas vit is too high, i never boost vit, i expect his stealth and dex/reflection take care of that. the ninja i tried out i boosted dex and spd as fast as possible, then sen and str. worked great.

the only problem with the wrist rocket is no crits. it is NOT a thrown weapon. you are not using your ninjas thrown crit ability using it, might as well have an alchemist. note that you will get crits using wrist rocket with impaling/medusala stones, but those are due to the ammo not the ninjas thrown crit ability


"RE: Boost your senses ..."
Posted by Jonno (Guest) on Jun-16-02 at 06:35 PM
An alchemist cannot go up onto the front line (ninja low AC)nor use the bushido blade.. Trouble with the thrown weapons is if they do not critical hit they do stuff all damage.

Not much difference whether it is the characters inate skill that is causing the critical or the weapon bonus as long as the criticals are there. Both are preferable of course.

I always liked ninja's. In wiz 8 they seemed to like the big fights. They had a habit of pulling criticals out just when I needed one.


"RE: Worthless Ninja"
Posted by grim reaper (Guest) on Jun-17-02 at 08:13 PM
I have listed some of my stats here so you can compare...

My Ninja is pretty good as a close in killing machine at only
level 9:
St 65
In 62
Pi 33
Vi 62
De 72
Sp 72
Se 62

Ranged weapon is currently a heavy crossbow using hunter quarrels:
Heavy crossbow - to hit -1, intiative -3
Hunter Quarrels - damage 7-16, drain stamina 5%

Close in is a Sai for primary and Nunchaka for secondary:
Sai - initiative +2, kill 5%, to hit +1
Nunchaka - initiative +2, KO 15%, to hit +1

The close in weapon's positives balance out the ranged weapon's lack of initiative and to hit.

The trick is to give him two melee weapons and stick with them:
Dagger 43
Mace and flail 11 (got the nunchaka just recently)
Critical strike 68
Close combat 54
Dual weapons 40

I am rethinking the nunchaka. I thought the 15% knockout would be cool but I think another dagger type weapon would be best to up the dagger skill quicker and really take advantage of the critical hit bonus. If I can get another dagger with a kill bonus I will make the switch. Also I am switching to a long bow once my quarrels run out so I get the close in weapon's intiative and to hit bonuses. Using barbed arrows is equitable to the hunter quarrels so it is time to switch. I am just accumulating darts, shurikens, and throwing knives at this point but still get some gradual increase in the throwing skill by using powders and bombs as needed.

So my advice:
Forget the throwing items as a main attack, you just don't get critical kills in this game like you did in the previous ones. Make them the alternate primary/secondary when you can get them. When they are in short supply set a bow as the alternate primary. For the main primary and secondary go with two dagger type weapons with kill bonuses such as two sais or two stilettos or a combination.

Also, darts (poison and doom) are good throwing weapons easily bought in small quantities from almost everyone, accumulate them at every opportunity but use that bow when in short supply!

Hopefully you have maxed your critical kill skill when leveling up. I don't seem to get many critical kills in this game although I did dispatch a full health hogar with one swipe!

My Samarai is the disappontment in my party, zero critical kills to date and he whiffs way too often with a sword skill of 80!

I am really disappointed in the critical kills in this game.

Grim Reaper.


"RE: Worthless Ninja"
Posted by nomad on Jun-17-02 at 08:26 PM
also remember, if you keep your throwing weapons( shuriken, darts, etc ) in you Players inventory( not party inventory) and normally have your ninja use a bow/xbow as secondary weapons, you can change them out without going through the equip turn. that way if you get into a combat you feel a critical hit would really help, reequip with throwing weapons and hope.

"RE: Worthless Ninja"
Posted by Wintersteel (Guest) on Jun-18-02 at 07:50 AM
If I may add my opinion: to me, the most critical factor in a ninja is race. What they start with determines what you need to emphisise. Ninjas need Senses, Strength, Dex and Speed, in that order. Senses determine dual weapon use, critical hits, close combat and initiative. Strength is damage inflicted, stamina and weight load. Dex is armor class and stealth abilities. Speed is initiative, weapon use and armor class. In Wiz 7 I found the Cane Corpus and changed my mage to a ninja right then and there. I've been playing faeries dor ninjas ever since (I used to use felpurrs). They start with excellent speed and dex, but their strenght sucks big time. However, if you start pumping up their senses, a critical hit hit that did only 6 damage is a lot better than a hit that does 98 damage but leaves your enemy standing. This is my second time through the game and the only thing that is maxed out is speed (for the Snake Speed skill). If I'm not mistaken Ferro makes the Vampire Chain and Ivory Sword, both useable by ninjas. By the time you meet him you should have the Boomerang Shuriken and the Zatachi Bo. If you have a gadgeeter in your party you should have a triple shot crossbow (I lucked out and got 3, one for my dwarf valkyrie, mook ranger and gnome bard, all females ). If you don't have an alchemist, bishop or ranger, start pumping up the alchemy skill, espicially Air, to get the Set portal and Return to Portal spells. This will also allow you to start mixing potions to get the money making ones to sell. Hope any of this helps.

"RE: Worthless Ninja"
Posted by Essexx (Guest) on Jun-18-02 at 07:03 AM
Is it better to stick with a "weaponless" Ninja and refine his martial arts skills, or is it better to equip him with a sword or polearm?

I am early in the game, but it seems like the Ninja doesn't deliver as much damage as my other characters who hold weapons.


"Monks are the "hands on" type"
Posted by Llevram on Jun-18-02 at 07:13 AM
... since they get the marital, no not marital, martial arts bonus. Ninjas can go that route, but there are some decent swords and other weapons out there for them to use. You also want to take advantage of their thrown criticals, so don't equip cursed weapons.

Tools for Wizardry(r) 7