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Toughest start - solo wizard?
09/25/2015, 14:02:45

    Xanax writes:

    I played through a couple of quick games recently (standard party and 4 archer), just - for the heck of it I guess. I realized that the part of the game I enjoy the most is getting 'set.' i.e. getting master and or expert in the really necessary skills, getting decent equipment, etc. Basically getting to the point where the rest of it is just going through the process.

    So I decided to try a solo wizard. I thought I'd done that before, but now I'm pretty sure I never have. I decided to play it reasonably 'straight' in terms of no NWC dungeon, but I was willing to use every other well or fountain if I could get to them.

    This was hard. I figured I'd bite the bullet and go for master in Merchant (was needed early on, but eventually became kind of unnecessary0 and then master in Disarm, but of course I needed at least expert in Air fairly early and then Fire, because that was the only way I could effectively kill much of anything in some places and that left Water kind of lagging behind for quite a few levels and then trying to figure out when to do Light and Dark, not to mention weapons and armor.

    Anyway, you get the idea. I'm still not 'set' at level 28, but I'm getting closer. Some of the quests have been really tough and slow going.

    I wonder if others would have re-arranged those priorities or how you might plan it out in terms of quests, etc.





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I completed a solo sorcerer game a long time ago ...
09/26/2015, 01:34:31

    tp writes:

    It is not as hard as it looks. It is actually easier than solo archer. In term of the strategy, I would develop the water skills as soon as possible because it give you the ability to escape to temple and replenish your hit points and spell points. If you have the ability to move in and out, you can kill even some tough monsters one by one. Also, even at lower level, the enchant spell and the acid/poison spells are very useful. As for disarming and merchant, you can hire a NPC at a really low price so I did not invest in these areas at the early stage.




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I think you're right.
09/26/2015, 18:39:47

    Xanax writes:

    That's why I asked. I think I have it so firmly entrenched in my head to get merchant and disarm early on that I just couldn't make myself skip that. One thing about the NPCs though. It seems like you'd have to do a lot of juggling between a gatemaster and one of the other two early on. I guess it'd be worth it.

    Pretty much there now. Mastered light and about to do dark. Getting fire to master is probably the only important challenge at the moment. I already did master learning and I'm going to work on clearing outdoor areas to rack up some levels before I go much further. I only have Gharik's forge left for the council quests.





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Mastering the attack (acid/poison) spell or the utility (Enchant/ portal) spells may be more important at the early game...
09/27/2015, 02:14:20

    tp writes:

    IMHO. master learning is important only if you want to develop your characters to a very high level. However, if you are playing a solo game, having a high level character should be easy as all experience points from KILLING monsters will go to just one character. Your solo character can achieve a very high level in a relative short time (even without mastering learning).




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A high level was pretty much the point of this game.
09/27/2015, 11:08:57

    Xanax writes:

    I've taken a full party to level 400 plus; I was curious as to how much faster it would be with a solo.

    I have to confess that at some point I just kind of abandoned the acid/poison spell. I have no idea why other than that I got it in my head to use fire for those kind of attacks for the most part. I also used to get enchant all the time but for some reason put that aside also; I guess I just didn't want to bother.

    Your suggestions would definitely have made the early going in this game a lot easier. I should have asked before I started.





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re
10/19/2015, 19:15:17

    vmxa writes:

    Doing some things differently helps keep these old games playable.




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Totally agree
10/20/2015, 07:07:22

    Peter2 writes:

    That was the weakness of the "Eye of the Beholder" games. They were superb on a first and even a second and third play-through, but their linearity and the fact that the same goodies were found in the same places every time meant that the pleasure of playing them palled far more quickly than the M&M series.




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