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"RFC: Class Path & Related Trick$ "

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analander (145 posts) Click to EMail analander Click to send private message to analander Click to view user profile Click to check IP address of the poster
Oct-04-00, 09:42 AM (Pacific)
"RFC: Class Path & Related Trick$ "
LAST EDITED ON Oct-05-00 AT 12:11 PM (Pacific)

See PDF link below for quick reference stats chart.

(UPDATED MANY TIMES: Revised my plans based on comments below and discovering more gameplay rules).

First off, I'm glad to have a familiar forum to post this message in; hear hear on the new W&W forums.

(RFC=Request For Comments)

Ok, has anyone else tried to map out the class development for their party? I'd like to hear other players' ideas on doing so. I haven't gotten past the "Stranger, a word with you..." yet, so I'm looking for advice.

As I understand it, you can't backtrack changing classes; once you leave a class, you are ineligible to return to it. Having formerly been a member of a class, however, allows you still to train at their guilds, plus you can still gain those skill areas which you've starting earning points in, as well as former spell books at a halved rate.

This message in the HP forum:
http://www.heuristicpark.com/wwwboard/messages/1374.shtml
suggests a way to fudge extra guild memberships without actually changing classes (start a class changing quest, join the other accompanying guild, then cancel the quest - this works).

In order to join and train at all the guilds, there's also an essentially infinite gold trick:
http://vnboards.ign.com/message.asp?topic=7036147
The 10/1 post (pool gold to character #1 outside of town, go to the Inn and pool gold to character #2, drop character #1 from the party, then add #1 back and they will retain the pooled gold - this worked for me to the tune of a cool million in about fifteen minutes).

Anyway, there was no handy chart in the manual showing what classes learn which spell group, so I had to make the list (includes thief and music skills):

Wizard: Sun, Stone
Priest: Spirit, Vine
Rogue: Thief
Samurai: Sun
Paladin: Spirit
Ninja: Moon
Monk: Spirit
Bard: Music, Thief, Moon
Barbarian: Thief
Ranger: Vine
Warlock*: Moon, Fiend
Assassin: Moon, Fiend
Valkyre: Spirit, Stone
Zen Master: All

* Can someone verify this? There's two contradictory passages in the manual:
"Excepting Warlocks and Zenmasters, who are eligible to learn *all* books of magic..." - page 26
"Warlocks learn Moon and Fiend magic" - page 33

Changing to anything but the first three classes requires completing a quest, and the quests for the last three are not included in the manual (I'm guessing they're hard to come by). Based on the above, here's what I had in mind for my characters' development:

Johne: Warrior > Barbarian > Paladin > Zen Master
Birgitte: Warrior > Bard > Ranger > Valkyre
Subotai: Priest > Samurai > Assassin
Shamino: Priest > Warlock > Samurai
Polgara: Wizard > Warlock > Ranger
Raistlin: Wizard > Monk > Warlock

This requires use of the squeaking into extra guilds method described above, and therefore needs advanced stats planning! This is because only certain guilds offer advancement and membership:

Priest: Paladin, Monk, Warlock
Warrior: Ranger, Samurai, Barbarian, Ninja
Wizard: Bard, Samurai, Warlock
Pawn Shop (Rogue): Bard, Barbarian
Dojo: Monk, Ninja, Samurai

So, for example, to change my Warrior to a Bard, I'll need to:
(0) Join the Warrior's Guild
(1) Have the warrior initiate the Samurai Quest
(2) Join the Wizard's Guild
(3) Drop the Samurai Quest
(4) Initiate the Bard's Quest

As well as not being able to return to a former class, you can't change to one of the basic four classes!

I was able to complete the Barbarian quest quickly. So what are other people doing? Does the above plan seem to have a good balance? I'm especially interested from people who have played the game and can discuss the needs and strengths for each of the six spell books (there are transport spells that appear crucial, for example) and the various skills sets (esp. music & thieving), as well as verify the facts above!

Thanks for any comments or feedback,
- John
Prepare Yourself for the Ultimate in Fantasy Games

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Llevram (5028 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Oct-04-00, 10:35 AM (Pacific)
1. "How I approach "Class Path""
I usually take a day or two to get acquantied with the system as a whole and see what seems to work and not work for me. After that, I try to look at character/race/class selection, doing the mapping out as you are. Then spend a day rolling up my desired base characters.

So, hopefully by this weekend I'll be able to give a decent answer on this.

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Jay (112 posts) Click to EMail Jay Click to send private message to Jay Click to view user profile Click to check IP address of the poster
Oct-04-00, 01:15 PM (Pacific)
2. "RE: RFC: Class Path & Related Trick$ "
I hate to be the bearer of bad news, but...

I have 2 Warriors, 1 Rogue, 2 Wizards, and a Priest. I have joined the Warriors to the warrior guild in the first town. I have joined the wizards to the wizard guild and the priest to the priest guild. All the guilds are in the first (starter) town. What I found in the guilds did not make me happy. Warriors can become anything, but monks and bards. Wizards can become bards, Samuri, and Warlocks. Priests can become monks, paladins, and Warlocks. This is of course through the guilds in the starter town. That might change in other towns. For instance, there is a Rogue guild in one of the other towns, but I have not made it that far.

I am dissapointed that the book does not mention these limitations ahead of time, but oh well. That is part of the game.

I hope this helps.

Jay

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elrond (83 posts) Click to EMail elrond Click to send private message to elrond Click to view user profile Click to check IP address of the poster
Oct-04-00, 04:39 PM (Pacific)
3. "RE: RFC: Class Path & Related Trick$ "
Regarding the gold cheat, as long as you have another char in the party, you can just delete the character directly. Any gold on that character will automatically be transferred over to the remaining party member. This is done in the Inn.

Regarding party layout, here are my tentative thoughts:

ratling: warrior->barbarian->ninja->assassin.
Barbarian can learn lock skills, so this lets me avoid using a rogue.

oomphaz: priest->monk->zenmaster.
Becoming monk defeats the whole armor problem. Zenmaster just seems like the natural course of progression.

pixie: wizard->warlock->?
Dunno if I'll switch around more after warlock or not. Will have to see, may also switch to something before warlock in order to gain more skills.

elf: wizard->bard->warlock->?
I've always liked bards, so i need one somewhere, this seems like a natural progression, well maybe not completely, but what the hey.

lizzord: warrior->?(possible barbarian)->samurai->?
maybe end with samurai, maybe switch over to one of the 'ultimate' professions, really depends on how badass zenmaster/assassin are.

whiskah: warrior->paladin->valkyrie.
seems like natural progression to me

One problem, you have polgara ending as a priest. I do not believe you can change back to the basic classes, but I may be wrong.

I haven't really given much thought to the different spell trees. I figure my 2 warlocks will handle that for the most part. I'm definitely more of a melee person rather than a spell person, so that is probably why I haven't bothered plotting spell books. The main question I have, is when is the best time to class change? Without unlimited class changes, it might be more beneficial to get up to a certain level before switching over. Haven't come to a conclusion yet.

Thieving skills are a must. Without them, chests are virtually impossible to open. Well, i take that back, if you have someone with high strength, you can just bash open, but you'll take the brunt of the trap. You cannot just 'open' anymore, ala Wiz. Oh, in case you don't know, you now get to allocate stat points, instead of the randomness of wiz. I wouldn't worry about stat placement, except for the next class you want to change over to. You should easily have enough stat points by the time you want to switch again, since you get to allocate them, and they don't get reduced when you class change. Just don't allocate too extreme, ie. leaving stats in the 4 range. I have just found (ok, i'm a little slow) that intelligence is a big deal in this game, since it determines how many skill points you get, so don't make your fighters super stupid Not sure on the exact cutoff ranges though. Somewhere around 12, you get 3 stat, at 16(i think) you get 4, etc. A good even stat distribution is probably the best, since it also gives you better class changing flexibility. I get the impression that char rolling is a bit less important than in wiz. Also, in case you haven't noticed, both starting stats and bonus points are random, making it even harder to the 'perfect' distribution.

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Jay (112 posts) Click to EMail Jay Click to send private message to Jay Click to view user profile Click to check IP address of the poster
Oct-05-00, 06:54 AM (Pacific)
4. "Monk spells missing. "
Thanks for the comparison between class and spells. I think you are missing the monk spells, if he gets any. I don't have my book infront of me. Does anyone know?

Jay

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Llevram (5028 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Oct-05-00, 07:11 AM (Pacific)
5. "What?!?! Don't leave home w/o it :)"
Monks learn Spirit magic.

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analander (145 posts) Click to EMail analander Click to send private message to analander Click to view user profile Click to check IP address of the poster
Oct-05-00, 07:32 AM (Pacific)
6. "Here's my charts"
LAST EDITED ON Oct-10-00 AT 11:03 AM (Pacific)

(UPDATED: A few tweaks, new URL)

One could get really confused with all of these kwazy numbers and statistics and rules and guilds and traits and characteristics.

Anyway, here's my working chart on character growth and development and my plans. It shows the min. stats for certain advanced classes, who can be a member of which guild, and who learns which spells. I think it's accuracte but am not 100% certain on all of them.

Comments welcome - esp. corrections!

(link below, as I'm starting a W&W annex on my Wizardry site).

- John
Prepare Yourself for the Ultimate in Fantasy Games

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Llevram (5028 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Oct-05-00, 08:14 AM (Pacific)
7. "Thanks, and a couple questions"
I just got into the Amrory path last night and saw what was required of you to attain role ascension for each of the roles available. The path to the Barbarian (why would I want it anyway?) seemed a bit light.

I was planning on looking itno the rest of the paths tonight, but you saved me that trouble ... though I guess I still want to see what it takes to ascend to each role.

Q#1 - Are all roles available at the same building in different cities? I mean, when I get to the next town and they have an armory, will all of the same roles be available there and with the same required tasks? (side note: I found it a bit irritating I have to pay the non-refundable fee to find out what my quest will be to gain the new role)

Q#2 - Am I understanding the game that to ascend to a role, you first have to be able to even enter the appropriate guild? So, should my Rouge want to become a Priest, he must enter the Pawn guild and ascend to a (shortest path) Ninja (who can enter the Warriors guild), then switch to Paladin (who can enter the Priest guild), to then switch to a Priest? (Another path could be Rogue->Bard->Warlock->Priest). This is probably a bad example, since you can't "ascend" to a non-elite role, can you?

If this is all true, then there are no direct paths for a Warrior to become a Bard or a Monk, for a Rogue to become anything but a Bard or Ninja, ....

That seems like a limitation I would rather not have.

p.s. WTF? An adobe document? What planet are you from!?!? (I just wiped Adobe off my main machine at work the other day)
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analander (145 posts) Click to EMail analander Click to send private message to analander Click to view user profile Click to check IP address of the poster
Oct-05-00, 09:21 AM (Pacific)
9. "Bridging Guild Memberships"
Here's my take:

Guilds offer class changing opportunities, for which membership in the guild is required. The sneaky thing though, is that you can join a guild if you have merely initiated a quest to become one of the classes allowed in the guild.

Q1) I assume yes, but am a long way from towns #2 and #3 to know for sure (that's why I'm not even sure of the Dojo and Pawn Shop allowed members). For those of us who bough the collectors edition, a mini guide shows the quests for the elite classes (not the top three super-elites, though - I suspect the Zen Master may be at the end of the game a la the Heart of Abriel).

Q2) Yes, but using the sneak described above you don't have to actually complete the quest of the bridging role, but go ahead and join your new guild and cancel the bridging quest.

Or, you could consider completing the quest and gain a few levels in the bridging role, because once you have opened any spellbooks or skills, you can add to them with future level gains in any class you may become (the spell books at half the normal rate, though).

Can anyone verify all of this?

HTH,
- John
Prepare Yourself for the Ultimate in Fantasy Games

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Llevram (5028 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Oct-05-00, 09:30 AM (Pacific)
10. "So what is this? A conspiracy :?"
My rogue wants to change his ways and become a devout priest. The local preisthood says, sure, but first pay a couple trunkfulls of gold to our friends at the magic shoppe and armory.

Damn members only clubs

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Jay (112 posts) Click to EMail Jay Click to send private message to Jay Click to view user profile Click to check IP address of the poster
Oct-05-00, 08:58 AM (Pacific)
8. "RE: Here's my charts"
I love it!! These spreadsheets should have been included in the manual in the first place. I have printed it out already.

My questions are the same as Ricks. Especially the different guilds in the different towns.

Jay

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DL -ur (5 posts) Click to EMail DL%20-ur Click to send private message to DL%20-ur Click to check IP address of the poster
Oct-05-00, 11:51 AM (Pacific)
11. "RE: Here's my charts"
Just some stuff to point out for you all.

You can't change back to the orignal classes, at least in what I can see. And the super special classes (assassin, zen master, valkrie) I think their can be only one unless you restart the game. I only know the quest for the assassian not the others.

The warlock. you get access to the Moon and Fiend and can still trian in the previous spell books that you had.

Also once you are a class and you change you can't go back. And yes you can start a class join the new guilds then cancel. In fact all 6 of my new party (just restarted) are all members of the 3 guilds at the 1st town.

As far as what I have planned is this

Colbey: Human -> Warrior-Barbaian-Pal-Ninja-Samuri
Freya: Elf-> Warrior-Barbaian-Ninja-Pal-Valkrie
Piccolo: Lizard -> Warrior-Barbian-Pal-Ninja-Monk-Zen Master
Daloi: Ratling -> Warrior-Barbian-Pal-Monk-Ninja-Assassian
Aphrikelle: Pixie -> Priest-Paladin-Barbaian-Samuri-Warlock-?
Gandolg: Oomaz -> Wizard-Pal-Ranger-Bard(?)-Warlock

Guild of three swords in in the armory holds
Barbian, Ranger,Samuri,Ninja,Paladin

Guild of shadow is in Pawn Shop holds
Ninja, Bard,Ranger,Barbaian

Wizard guild holds
Warlock,Samuri,Bard

Priest Guild holds
Paladin, Monk,Warlock

Dojo holds
Samuri,Ninja,Monk

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Llevram (5028 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Oct-05-00, 12:35 PM (Pacific)
12. "Barbarian questions and mini-spoiler"
At first I didn't even consider using the Barbarian class. So I was surprised to see you using it for almost all your characters. They get no magic but pick up thieving skills. Also the main plus and drawback I see, is they pick up the fury trait, gaining the chance to deal double damage (good) and receive it (bad).

mini-spoiler follows: listing of some traits, from the manual

This could be offset in a number of ways, like:
1. become a ninja or otherwise acquire the cloak of night trait, making you harder to hit
2. if possible, acquire the dodge trait (or you have it as a pixie)
3. acquire the guardian ward trait, making you less susceptible to weapon damage
4. get the oath of swords trait, giving you less damage by weapons but more damage done to you by magic (which then the whole offsetting thing starts over, trying to compensate for your added susceptibility to magic damage ...)

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Jay (112 posts) Click to EMail Jay Click to send private message to Jay Click to view user profile Click to check IP address of the poster
Oct-05-00, 01:02 PM (Pacific)
13. "RE: Barbarian questions and mini-spoiler"
When I saw DL changing classes multiple times I thought it was a bit excesive and I didn't understand why. So does this mean that when you change classes you can keep all the skills of that class? This seems like you could build some awfully powerfull characters. What is the drawback to all of the class changing? Is it merely time consuming?

Jay

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elrond (83 posts) Click to EMail elrond Click to send private message to elrond Click to view user profile Click to check IP address of the poster
Oct-05-00, 03:25 PM (Pacific)
14. "RE: Barbarian questions and mini-spoiler"
I think the main purpose of changing classes is gaining skill points. The disadvantage would be if you don't plan properly, you can't go back to that class, and thereby perhaps not advance as far as you would want in certain areas. Another advantage of the Barbarian class, is the AA+ they get for hitpoints. The main reason I'm using one is 'cuz I wanted the thief skills, and using Barb would enable me to avoid using a rogue, and thereby get someone with rogue skills with higher hitpoints.
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DL -ur (5 posts) Click to EMail DL%20-ur Click to send private message to DL%20-ur Click to check IP address of the poster
Oct-06-00, 06:52 AM (Pacific)
15. "RE: Barbarian questions and mini-spoiler"
Well I will explain why I am changing so many times.

First I wanted the extra hitpoints starting off with the Barbarian. Yea they get fury which stinks however they also receive 3 nice skills (at least right now) Lockpicking, Pick pocketing, and Gallantry(Adds more dmg to your attacks). Well since there is no thieves guild in the first town and by time I go to the second town I was level 7 that was 7 levels of str or what not I could have trained. So I restarted and made my would be thief a Barbian. So now he will end up with a str of 20 by time I get to the second town. And have lock picking and pick pockets and Gallantry skill.

The other classes. Well mainly for the extra hps they get and for the Gallantry skill. If they are going to be the front line then the more dmg they can do the better. Also one of the only elite classes you can be in the 1st town. Yea the Ranger but didn't really mean much for me. Other than to get access to the vine realm of spells.

----
Llevram - not sure how you get all those traits but already in the 1st town I have seen two class traits become available to me Scout and Ancient Lore. Do I am assuming I will be able to pick some of them up later. Also it is only a 10% chance that they will do double damage, small but I am willing to make that sacrifice. Also you will notice all my characters have access to spirit magic so I can heal with who ever when ever thus eliminating that chance of dieing from the dmg.

Jay - Yea when you change you get to keep all your skills and traits you had before. So in my case Gandolf will end up with access to all realms of magic. Sun and Stone from Wizard, Spirit from Paladin, Vine from Ranger, and Moon and Fiend from the Warlock. Basically the pure spell caster in the end. The draw back is you are a lower level and if you wait to long you don't get many skill or ability points to spend.
When you change class you only get 1hp and 1 sometimes if you are really lucky 2 ability points and like 1-2 skill points no matter your stats until you pass the level of your previous class. Hence why all my fighters are fighter 1 barbain 8 that is 7 level of the best hit points possible. Then off the other classes that can't enjoy them. Another benefit is you can train more. Since you can only do it a level when you switch classes you start at level 1 and so have more chances to train your character. Hence more stat and skill points.

---

So that is why I did that. Oh and my pixie is not a barbarian but a ranger. HEHE wrote barbarian too many times it became a habit. Probably make her a bard in the end so I can have 2 people with the musician talent.

Well I think that pretty much explains what I did.

Oh and a hint for all of you. You can join all the guilds with one character. In the 1st town my fighters/Barbarians are members of them all even though they have no magic.

How if you don't know or want to know I will post it, this message is long enough as it is

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Jay (112 posts) Click to EMail Jay Click to send private message to Jay Click to view user profile Click to check IP address of the poster
Oct-06-00, 11:31 AM (Pacific)
20. "RE: Barbarian questions and mini-spoiler"
How do you make your 1 character member of all guilds??

(Step by step would be apprecitated.)

Jay

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George -ur (1 posts) Click to EMail George%20-ur Click to send private message to George%20-ur Click to check IP address of the poster
Oct-06-00, 07:05 AM (Pacific)
16. "Is all this necessary?"
I would really like to know if the game gets so difficult that all this BS is necessary... or is it simply to create an Uber character to have fun with?

I can't be bothered with all this; but if the game is so screwed up that I need to do it I'll probably dump it.

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DL -ur (5 posts) Click to EMail DL%20-ur Click to send private message to DL%20-ur Click to check IP address of the poster
Oct-06-00, 08:06 AM (Pacific)
17. "RE: Is all this necessary?"
No it is not neccessary. There is someone that is playing a solo wizard and just switched to warlock at 12th level i think and is in the skull castle I belive. Way past me. I just wanted to do it for fun was all. To see what the different skills and such were the 1st time through and then I might replay it with just one character.

So no you could beat the game with never changing classes I am assuming. I would at least change once to one of the elite roles but even that is not neccessary.

DL

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Llevram (5028 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Oct-06-00, 08:57 AM (Pacific)
18. "No, it is suppposed to be part of the fun"
I (like I think others are doing) are wanting to figure out how things fit together and what strategies look the most promising ... feeling the game oput or taking it for a test drive, so to speak.

Once I see what classes seeem to offer the best combinations of strengths and abilities, then I will start over on a "mapped" path. Right now, it is all just testing the waters.

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Jay (112 posts) Click to EMail Jay Click to send private message to Jay Click to view user profile Click to check IP address of the poster
Oct-06-00, 09:07 AM (Pacific)
19. "RE: No, it is suppposed to be part of the fun"
I am with Llevram here. I tried to map out a really good party before entering the game. All I had to use was the book that came with the game. Now I am finding that my mapping was not so good. I never thought of changing classes multiple times to get all the good traits. I would have never thought of this without the message boards. It is not that the game is too hard, but that I want a really good party and I find that the experiences and advise of others helps me out. Thanks everybody for sharing.

Jay

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Jay (112 posts) Click to EMail Jay Click to send private message to Jay Click to view user profile Click to check IP address of the poster
Oct-06-00, 11:42 AM (Pacific)
21. "RE: RFC: Class Path & Related Trick$ "
LAST EDITED ON Oct-06-00 AT 11:44 AM (Pacific)

LAST EDITED ON Oct-06-00 AT 11:42 AM (Pacific)

Can someone let me know if this is possible?

Char1:Warrior->Barbarian->Ninja->Paladin
Char2:Warrior->Barbarian->Ninja->Samuri
Char3:Rogue->Bard->Barbarian->Ninja
Char4riest->Paladin->Barbarian->Ranger
Char5:Wizard->Warlock->Monk
Char6:Wizard->Warlock->Samuri


I know this means some of my characters are going to have to be part of multiple guilds, but I think I can do this. Also, how long should I stay in my starting professions? I was figuring around level 10-15 for each. Probably longer for spell casters to gain the spells I want.

Thanks for the advice and I am still mapping!!
Jay

P.S. - I really didnt want my priest to be silly looking but oh well!!

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DL -ur (5 posts) Click to EMail DL%20-ur Click to send private message to DL%20-ur Click to check IP address of the poster
Oct-09-00, 05:34 AM (Pacific)
22. "RE: RFC: Class Path & Related Trick$ "
Yep that is possilbe.

//
Char1:Warrior->Barbarian->Ninja->Paladin
Can all be started in the Warrior guild, will just have to finish the ninja quest in the dojo.

Char2:Warrior->Barbarian->Ninja->Samuri
All started in the warrior guild also and the ninja and sam end in the dojo
Char3:Rogue->Bard->Barbarian->Ninja
All can be started in the rogue guild just need to end the ninja in the dojo
Char4riest->Paladin->Barbarian->Ranger
Priest and Paladin start in the priest guild the rest you will have to get from the warrior guild.
Char5:Wizard->Warlock->Monk
Yep start in the wizard and then get the monk quest in the priest guild then end it in the dojo
Char6:Wizard->Warlock->Samuri
Yep all can be started in the wiz guild and then the sam ends in the dojo.
//

Now of course if you give yourself access to all the guilds then it is really easy. See below for how to do that.

As for how long to stay in each class? Well I would stay in the elitte classes until you had guild level 5 in the guilds. It is at that guild level you can train all the skills you will need. So do the guild quest quick and fast.

Aslo for your spell casters take a look at what they can learn and what the guild will teach them if they switch. Example the priest to paladin. Well intially get spirit and vine at 1 then train spirit to 2 in the guild and with points raise vine to 2 and get the spirt eye spell. Then each level train vine to it is a 7 then if you aren't at guild level 5 train spirit to 7. Why vine 1st well cause the paladin also gets spirit so you can still train it at the guild.

For a warlock you will still be able to train all your old spell books and the 2 new ones when you level at the guild so pick what you want. For yours i would initally train stone then moon as a warlock then fiend and sun as a samuri. However some of those needed dmg spells are in the sun realm. So that will be the hardest only cause you will only be able to train sun in the guild once you switch to a sam. So just plan accordingly.

----

Now as how to make each character a member of each guild. This can be done before you even are an elitte class. Just start the training for one class that grants access to multiple guild and then go join that guild. Cancel the training for that new class and pick another one and go to the other guild. Then cancel that one and so on. In the first town all my characters where members of all 3 guilds before I was even an elitte class. So then any combination of characters becomes possible.

DL

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