Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!think.com!zaphod.mps.ohio-state.edu!caen!ox.com!math.fu-berlin.de!mailgzrz!opal!fauern!faui43.informatik.uni-erlangen.de!mnfriedr From: mnfriedr@immd4.informatik.uni-erlangen.de (M. Friedrich) Newsgroups: comp.sys.amiga.games Subject: Re: Best characters to use in Ultima 3? Message-ID: <1991May27.090733.25722@informatik.uni-erlangen.de> Date: 27 May 91 09:07:33 GMT References: <14672@ucrmath.ucr.edu> <16186@darkstar.ucsc.edu> Organization: CSD., University of Erlangen, Germany Lines: 126 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 >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.] What are you? A novice Ultima-player? The easiest party for beginners is this one: Wizard Cleric Thief Fighter Don't use those half-wizards or half-clerics like Rangers, Alchemists, Druids,.. They will never over spell J. And the most interesting spells are beyond that. Normally no character will die if you aren't a lousy player... I out the wizard and cleric in front because they can use only low range weapons. Thief and Fighter normally use a Bow or a Sling and can attack from behind. Start out with statistics set as follow to ensure your characters are as useful as possible in the beginning and not too weak: STR DEX INT WIS You have 50 pts. to distribute. Wizard 10 10 25 5 'cause Wizards don't need any WIS and 5 is the min. Cleric 10 10 5 25 'cause Clerics don't need any INT Thief 15 25 5 5 'cause Thieves don't need any WIS/INT Fighter 25 15 5 5 'cause Fighters don't need any WIS/INT The best classes are Wizard/Fuzzy (INT of 99 possible), Cleric/Bobbit (WIS of 99 possible), Thief/Elf (DEX of 99 possible) and Fighter/Dwarf (STR of 99). This constellation can't do anything wrong! And characters don't have to die. The Fighter is the one who will advance in Levels most easily followed by the Wizard and the Thief. Luckily the Cleric can repel undead. As soon as you know how to increase your statistics you should advance your cleric to 99 Wisdom, so he will have 99 Magic Points and can cast offensive spells. Soon the cleric will be the one who has the highest level. When you continue you'll find out what is best to do next... >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. Experts can win with any constellation af characters, even with four Fighters. You just have to know how to increase your statistics and do so. If your characters do have the maximum in STR and DEX, Clerics will be as powerful in non-magic combat as Fighters. >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. You don't have to protect the ""weak little mages"", they aren't weak. You're just too weak to move them. As I said, later, mages are as useful as Fighters. I personally only need mass kill spells to kill annoying monsters like dragons or snatches or devils later on. >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 will have as powerful spells as Wizards. You don't need two Wizards. And no Wizard needs protection. Wizards are not weak, only the player who moves them is. >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. Right, but every character fights like the other later...no argument. >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. As unuseful as Druids... >In my opinion, the best party you could have would be a > Ranger Cleric > Wizard Wizard Look above for my opinion... >setup [weapon limitations don't matter too much since all classes can use the >Exotics]... Do you use exotics all the time??? Thieves tend to stel exotics... Daggers for Wizards, a mace for the Cleric, and Bows for each Thief and Fighter. *sigh* -Efchen P.S.: Was it too hard a flame? :-) --- /~\ | Martin Friedrich IRC/FN/BITNET: Efchen C oo | Postfach 1602 NightFall: Sir Efchen, Knight of Elvendar _( ^) | 8520 Erlangen ~\ | GERMANY InterNet:mnfriedr@informatik.uni-erlangen.de ----------------------------------------------------------------------- Tie two birds together. Though they have four wings, they cannot fly. - The silent Flute