Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!spool.mu.edu!agate!darkstar!ucscb.UCSC.EDU!yeef From: yeef@ucscb.UCSC.EDU (beneath notice) Newsgroups: comp.sys.amiga.games Subject: Re: Best characters to use in Ultima 3? Message-ID: <16186@darkstar.ucsc.edu> Date: 24 May 91 22:29:02 GMT References: <14672@ucrmath.ucr.edu> Sender: usenet@darkstar.ucsc.edu Organization: University of California, Santa Cruz; Open Access Computing Lines: 61 The party I used to win was a Cleric, two Wizards, and a Fighter. I put the wizards in the back and, as a result, they never died [not till the end anyway when all my characters died except one of the wizards] and were able to gain enough experience to advance very quickly by using mittars on everything. The fighter died many, many MANY times [he probably was not such a good choice] but he gained xp fairly quickly. The cleric was rather a problem because she couldn't cast offensive spells and wasn't that great at fighting, so she was usually about ten levels behind everyone else [although using Pontori on every party of undead you meet helps a bit here.] A friend of mine won the game with two wizards, a cleric, and a druid [I belive... the cleric may have been a ranger] which worked very well for him. My opinions on a few of the character classes: Fighters, Barbarians, Paladins, and such: I don't find fighting-only classes particularly useful except as front-row fodder to protect the "weak little mages", at least initially. When your mages get to be upward of tenth level, they don't need any wimpy fighters protecting them. Fight-only classes advance slowly in my parties because I use spells to nail just about everything. Wizards: I recommend two wizards in a party. Any more than that and you'll probably have trouble getting started because of the relative weakness of fledgling wizards. Any fewer than that and you won't have enough fire power. Although they do need to be protected through the first few levels [like I say, fighters are good at this], they end up the most powerful and useful characters by far. Clerics: Clerics advance slowly because of their sheer lack of offensive power, but it is necessary to have a cleric [two is overdoing it.] Alchemists and Druids: Not worth the trouble. 'Half-clerics' and 'half-wizards' are just wimpy versions of clerics and druids and they can't really fight much better. Rangers: Useful because they can fight decently and cast both cleric and wizard spells. They don't advance much faster than do fighters, but they're still fun. In my opinion, the best party you could have would be a Ranger Cleric Wizard Wizard setup [weapon limitations don't matter too much since all classes can use the Exotics]... shrug -dto