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"Earliest 'Automated' Training Spot?"

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Asrial (228 posts) Click to EMail Asrial Click to send private message to Asrial Click to view user profile Click to check IP address of the poster
Dec-12-04, 07:02 PM (Pacific)
"Earliest 'Automated' Training Spot?"
I think I just stumbled across the earliest 'automated' training spot. I'm still getting into the whole advanced work involved in training, so not thinking too much about it really. I don't understand some of the concepts still, so what I'm going to do is make a guide about it all.

I only played with this for a couple of minutes before I had to go do something else but it seemed to be a really useful spot.

The only requirement is having HEAL ALL by the time you reach Arnika (or while inside).

Get over to the crashed ship and stand on one of the fires that damage you and just cast HEAL ALL at level 1 until you run out of mana, go camp to get your mana back, repeat.

My divinity was at 88 or so when I discovered this @ level 11 and I bammed it up a few points within a couple of minutes.

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otter (Guest) (0 posts) Click to check IP address of the poster
Dec-12-04, 07:12 PM (Pacific)
1. "Much Earlier (SPOILER)"
use the gassy coffin in the monastery to train Cure Light Condition as well as Heal, and even Iron Will if you have it already.
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Avatar (Guest) (0 posts) Click to check IP address of the poster
Dec-13-04, 08:47 PM (Pacific)
2. "RE: Earliest 'Automated' Training Spot?"
In Arnika there is a way to break into the main bank vault. This is a good place to train up Wizardry or Alchemy using the spell Knock-Knock at level 1 until exhausted then resting to recharge. After a battle heal your troops with level 1 Heal Wounds
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Asrial (228 posts) Click to EMail Asrial Click to send private message to Asrial Click to view user profile Click to check IP address of the poster
Dec-13-04, 09:06 PM (Pacific)
3. "RE: Earliest 'Automated' Training Spot?"
I found a few more 'damage' spots in the Monastary, a little slower than standing on a fire but a good way to max skills as soon as possible.
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Kampfen (Guest) (36 posts) Click to check IP address of the poster
Jun-16-05, 09:40 PM (Pacific)
4. "RE: Earliest 'Automated' Training Spot?"
Gassy coffin is OK and I've found that using a party of stalkers or spitting slimes are used to train stealth, just have lots of potions for the early on and after it gets up around 60 you can just let the game run continuous until you get that 90 or 100 you want. This is of course for a profession that can learn it. The magic stuff is too easy to bump up just by playing the game.
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Dale LaRoy Splitstone (Guest) (13 posts) Click to check IP address of the poster
Jun-17-05, 10:47 AM (Pacific)
5. "RE: Earliest 'Automated' Training Spot?"
The problems I had with this approach were threefold. First, after a while the monsters kept passing out, greatly slowing progress. I addressed this by seeing if I could cast Stamina on the monsters, and it worked. Second, the monsters would sometimes hit each other. Therefore I tried casting Heal Wounds on the monsters as well, to keep them alive. Third, every time I tried this, the power of the rest of the monsters in the monastery would escalate while I was engaged in the training.

Eventually, I gave up on training a single skill at a time. Instead, I started loading my magic users up with spells that do not do direct damage, and having them deplete their spellpoints in all realms repeatedly while training other skills. I also found that by using my bard to put all the monsters to sleep, I could drop out of combat by doing nothing for two rounds, thus enabling stamina to quickly regenerate for the monsters as well as my characters. By camping (actually catnapping) every time I dropped out of combat I could double the hit point and spell point regen between combat sessions. Furthermore, I found that persistent spells, such as Light, need not expire to get full credit towards skill progression. Casting Light at power level seven with at least one combat session between castings is very effective at pumping the Fire realm. The mage can pump Divine with Enchanted Blade, while other casters can cast Heal Wounds on monsters being used for target practice with arrows and bullet stones. Character wounds can be healed during catnaps, with the Bard keeping the monsters asleep between catnaps if neccesary.

I have not tested it enough to be absolutely sure, but it seems that with this strategy escalation of the power of monastery wandering monsters can be minimized while training sklills.

Actually, I have trained Shield and Iron Skin this way, but assumed Stealth only got trained when "approaching" monsters, and so depended on "surprising" sleeping monsters in intermissions where I would not camp, instead forcing combat as soon as the Bard's stamina was recharged.

With this technique, "automated" training of specific skills can be alternated with "micromanaged" training of magic and distance weapons, as practical. Let the training run on automatic till the monsters start passing out, micromanage through raising each realm by at least one skill point, while recharging monster stamina and allowing wounds to heal in the process, repeat. Saving when dropping out of combat guards against not getting back to micromanage in time.

It seems that putting the monsters to sleep to recharge stamina is more efficient than casting stamina on them, although casting stamina on them during micromanagement helps, and pumps the water realm skill points as well.

Dale LaRoy Splitstone

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otter (Guest) (0 posts) Click to check IP address of the poster
Jun-17-05, 03:52 PM (Pacific)
6. "Training Tips Known"
All of that information and much more can be found here:

http://www.flamestryke.com/wizardry8/flamestrykes_w8.html

Just scroll the little menu on the left down to "Training Techniques"

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Dale LaRoy Splitstone (Guest) (13 posts) Click to check IP address of the poster
Jun-17-05, 04:54 PM (Pacific)
7. "RE: Training Tips Known"
>All of that information and much
>more can be found here:
>
>
>http://www.flamestryke.com/wizardry8/flamestrykes_w8.html
>
>Just scroll the little menu on
>the left down to "Training
>Techniques"

Yes and no. This guide to training techniques, like most, focuses on training single skills at a time, and preferentially training the books of magic instead of the realms of magic. True, it includes suggestions for training individual realms, but my own observations contradict some of their suggestions. For example, all the guides suggest casting at power level 1, which does indeed optimize progress in the books of magic, but optimum progress in the realms seems to be achieved by casting in the yellow or orange. And while this slows promotion of the books of magic, with four to six realms being promoted at once, progression in the books of magic stays ahead of progress in the realms anyway.

Additionally, while they suggest casting stamina to keep monsters active, I think putting them to sleep to regenerate stamina outside of combat is more effective. I have not read this suggestion. Nor have I read any suggestion about catnapping between combat sessions to speed character hit point and spell point regeneration. There are also certain nuances that have to do with area/group effect spells versus single target spells that don't seem to be explained. Casting the single target spell Paralyze on a monster already paralyzed does little to promote skill points, but casting Freeze Flesh on a group that is already paralyzed however seems to provide full credit towards skills promotion.

Dale LaRoy Splitstone

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