Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!usc!ucsd!ucrmath!lord_zar From: lord_zar@ucrmath.ucr.edu (wayne wallace) Newsgroups: comp.sys.amiga.games Subject: Re: Best characters to use in Ultima 3? Message-ID: Date: 25 May 91 21:27:08 GMT References: <14672@ucrmath.ucr.edu> <16186@darkstar.ucsc.edu> Organization: University of California, Riverside Lines: 100 yeef@ucscb.UCSC.EDU (beneath notice) writes: >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 Um, you underestimate the fighter. I hope you got the item needed to have 2550 hp max, instead of 550hp max. >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.] Yeah, I know the feeling about the cleric. What you could do is increase the cleric's dex & strength first, so she can fight better and thus gain more xp. >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. Yup druids ARE powerful. [see below] >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. Whoa! The paladin is VERY nice! when you get his wisdom up, he can tport you up and down dungeon levels to booty rooms, without your main spellcasters wasting points, AND he can heal! There is a big difference to having two healers in the group. >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. Umm, one wizard is really enough. Methinks you should have taken a druid instead of one of the two wizards. >Clerics: >Clerics advance slowly because of their sheer lack of offensive power, but >it is necessary to have a cleric [two is overdoing it.] Yeah, having Sequitu to escape dungeons is a MAJOR boon! As well as resurrect and other stuff... >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. You meant Alchemists and Illusionists, right? And the reason they are there is because they also have thieving skills. Druids are DAMN powerful. You see, when their INT and WIS are EQUAL, they get back TWO spell points per turn, instead of ONE. And when you don't need that advantage any more, you can raise your [I use bobbits for their 75 str, 50 dex, 75 int, 99 wis]'s wis to 99, letting you have 49 spell points, and able to cast sequitu to escape a dungeon. Andthey can cast the wizard spells, too, like mittar and fulgar and mentar. This is how they get their ranged attacks; spells. >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]... Yeah, but Methinks you rely on magic a bit too much. Not many monsters can stand up to a 75 str hit. >shrug >-dto shrug -wsw P.S. I'm gonna wait for some more responses before I post my party.