What's up? Does the Ranger have to reach a certain level before it can learn
the magic skill?
Thanks
Dan
The best party is paladin, archer, cleric, sorcerer.
trust me.
Daniel Petersen <daniel....@Eng.Sun.CO> wrote in message
news:37A9FDE7...@Eng.Sun.CO...
, , <BRI...@email.msn.com> wrote in message
news:eD0uhA53#GA.202@cpmsnbbsa02...
I don't think so :) I think the best part is the Knight, Thief, Cleric,
Sorcerer. Sure it's the standard, but it fits all the holes well.
Brad
http://members.aol.com/Rock2577/index.html
"If we deny love that is given to us, if we refuse to give love because we fear
the pain of loss, then our lives will be emtpy our loss greater"
-Margaret Wies and Tracy Hickman
from: Dragons of Winter Night
Best party is Knight, Ranger, Cleric, Sorcerer
Obviously, best party depends of the way u play so there are as many best
party as way to play....
A+
EM
, , <BRI...@email.msn.com> a écrit dans le message :
eD0uhA53#GA.202@cpmsnbbsa02...
> Yes, he needs a promotion first that he can only get later. I think that
is
> unfair but that is the way it is.
>
> The best party is paladin, archer, cleric, sorcerer.
>
olivier
France ( excuse me for bad english )
Tu peux l'acheter (ou le voler) à une nana qui se trouve près des maisons, à
droite en sortant du bateau (Emeral Island)
A+
EM
olivier <olivier.de...@isoroy.fr> a écrit dans le message :
7of09a$2ga$1...@pegase.production.axime.fr...
Why do you think this one is? Personally i think the Ranger is the worst clas
in the game. There isn't anything he does really well except for GM axe (no
very impressive, GM sword and spear are better) and GM identify monster which
the mage can do.
>i began the game and i cant find the musical instrument in emerald island
>in the first quest ) so i cant go further on
>please help me
One of the NPCs has it. Talk to everyone to find it.
--
Ken Rice -=:=- kennrice (AT) erols (DOT) com
http://www.erols.com/kennrice = Concentration Camp made of LEGO bricks
http://members.tripod.com/~kennrice = Maps of Ultima 7 Parts 1 & 2,
= Prophecy of the Shadow, Savage Empire &
= Crusaders of Dark Savant.
http://members.xoom.com/CWRTDC = Civil War Round Table of DC
>>Knight, Ranger, Cleric, Sorcerer
>
>Why do you think this one is? Personally i think the Ranger is the worst clas
>in the game. There isn't anything he does really well except for GM axe (no
>very impressive, GM sword and spear are better) and GM identify monster which
>the mage can do.
The Ranger is a better fighter than the Thief, and you need at least a
master in perception. Stealing is not very important, but you pay for
choosing a Ranger, because he can't become a master in disarm trap,
but you can survive that.
I think btw, that the strongest group would be Knight, Knight, Knight,
Druid. But I would never play the game with such a group.
email to: er...@post8.tele.dk
Ernst Petersen
Talk to the woman bard in front of the inn. Ask her about her music instrument
and offer to buy it from her.
Cheers,
> >Why do you think this one is? Personally i think the Ranger is the worst
clas
> >in the game. There isn't anything he does really well except for GM axe (no
> >very impressive, GM sword and spear are better) and GM identify monster which
> >the mage can do.
>
> The Ranger is a better fighter than the Thief, and you need at least a
> master in perception. Stealing is not very important, but you pay for
> choosing a Ranger, because he can't become a master in disarm trap,
> but you can survive that.
Besides, the ranger is also second only to the archer in bow ability. For
people like myself who like to rely on ranged combat (a habit from the MM6
days), this is an important consideration.
Cheers,
>Yes, he needs a promotion first that he can only get later. I think that is
>unfair but that is the way it is.
>
>The best party is paladin, archer, cleric, sorcerer.
>
>trust me.
I disagree: I figure that you will not really rely on your "might"
characters for magic as long as you have a cleric and a sorcerer. I
went with Knight, Monk, Cleric, Sorcerer and played evil. The monk is
more thief like if you play evil, gets another level of magic power if
you are good. In total I bought 2 spells for the monk and only ever
used healing spells to wake up the cleric. The cleric became so much
better at healing people, I never used the monk to heal anyone else.
I am of playing the good side with the same party, but I am inclined
to start from scratch and drop the monk in favor of the ranger because
there are a lot of great looking axes in the game and only the ranger
can grand master the axe.
The knight is really a useful party member. You can save a lot of
money early in the game, when you need it most, by having some repair
skill around. Also, my knight dragged the party through a lot of
combat that knocked out all other members. I also consider the cleric
a must have party member for the healing magic and merchant
possibilities, which will save you a ton of money when it's time to
buy all those high-level spells.
My thoughts for best parties summarized:
Evil: Knight, Monk, Cleric, Sorcerer
Good: Knight, Ranger, Cleric, Sorcerer
Don't trust me though; make sure your party reflects you personal
playing style. If you hate figuring out where the hidden walls are,
you'll want somebody with really high perception, etc. The game is
designed, so you can't get all the skills you want in one game, but
you can get most of them if study the character types carefully.
Running through as good right now, I've found the paladin to be more
than adequate a replacement for the knight in terms of knight key skills :
repair and combat. True, I can't go all the way up in armsmaster and
bodybuilding (or armor), but the mace's extra damage, stun, and paralysis
are rather nice by way of substitutes and someone who can in the long run
heal almost anything the cleric comes down with is nice.
Note that I'm running paladin, thief, cleric, sorceror : the thief is
enough of a brute to also help compensate for any loss of combat abilty
in taking paladin vice knight, imo.
: My thoughts for best parties summarized:
:
: Evil: Knight, Monk, Cleric, Sorcerer
: Good: Knight, Ranger, Cleric, Sorcerer
:
: Don't trust me though; make sure your party reflects you personal
: playing style. [....]
Evil, I'm agreeing on the monk in place of the thief - I'll probably go
either archer or ranger vice knight depending on if I take a druid vice
cleric or sorceror. Shame they made cleric & sorcerer -so- critical on
account of them being the only ones who can grandmaster magics : most
especially for Lloyd's, Protection from Magic, and mmm, Town Portal at
GM (that being an awesome escape route in a pinch).
Good : combat wise, I think ranger may be better than thief, but aside
from ID monster all the other skills suck to the point of uselessness
it seems. Maybe if you're running archer or druid in place of sorcerer
in order to get GM ID monster, otherwise.... *shrug*
As you say, it all comes down to playing style, and taking care to
compensate for weakness if you deviate from KTCS which seems to be
the most balanced, well rounded party as well as probably one of the
most powerful. Just not one I'd want to run. *g*
--
-- \_awless is : Chase Vogelsberg | SSBB Undiplomatic Corps, Tampa
-- Wormwood and wine, and the bitter taste of ashes. \ ICQ #19100721
Bah! No light or dark magic.
Later...
That's one thing I don't like about MM7 relative to MM6. MM7
features a lot more specialization and hence a lot less
flexibility in party makeup. The old SSSC or SSSD doesn't
work any more because nobody can fix things. Also, the
trap will kill these parties over and over until they've
attained level 30+.
When all is said and done, most people don't deviate from
the default KTCS. Someone will swap P for K, or maybe
A, M or R for T, or D for S. But that's about all the
flexibility you're gonna get. In contrast, people play with
all sorts of weird parties in MM6, all the way from all
knights to all except one sorcerors.
Later...
>That's one thing I don't like about MM7 relative to MM6. MM7
>features a lot more specialization and hence a lot less
>flexibility in party makeup. The old SSSC or SSSD doesn't
>work any more because nobody can fix things. Also, the
>trap will kill these parties over and over until they've
>attained level 30+.
Agreed, I was contemplating replaying the game with a different party
but it was a bit pointless because I didn't really see a way to play
without cleric or sorcerer. Spellcasters should be restricted in the
choice of their schools but not in their level of expertise. Schools
that you can't grandmaster are seriously weakened, schools that you
can't even master are a waste of time.
Specialisation to distinguish classes is fine but not if it makes some
classes nearly useless compared to others. Sorcerer and cleric
complement each other nicely to offer all schools at GM level, the
other spellcasting classes should similarly complement each other
rather than just offering lots of weak magic.
--
Chris Nahr (christo...@uumail.xxde, remove xx to reply by e-mail)
Visit my homepage at http://uuhome.de/christoph.nahr/ for assorted
Might & Magic information and a free strategy game with source code
Please reply either on Usenet or by e-mail but not both!
Hmmm probably because paladin and archer can learn magic up to Master level
making them quite useful. The archer can learn disarm up to expert, which is
good enough to open most chests, if you have a disarm ring to help them out.
Cleric and Sorcerers learn their magic skills to GrandMaster and also learn
either light or dark magic, depending on later choices. I played through
with
this party setup the1st time through. It's a very powerful party. I will
probably
sub the paladin for the Knight the 2nd time through, just to see how hard a
Knight can hit. A Paladin is probably more than a match for the Knight at
higher levels because of his ability to Grandmaster the Mace. True the
Knight can take alot of punishment but he becomes toast if the paladin
paralyzes him with a blow from his mace. That skill is awesome when it comes
to fighting the later dungeons! 1400 hit point dragon gets paralyzed by
Paladin and then everyone else can play punching bag on it til it dies :)
I played ARCS both on the Light and Dark Path. This party had a devastating
ranged attack and an adequate melee attack (which I rarely had to fall back
on). The Ranger was a critical part of the party's success. My only
complaint about him was the time it took to get the Bounty Hunter promotion
on the Dark Path.
Regards,
Bob
i never play thief and think cleric & sorcerer are base for a party, so i
have to choose in Archer, Paladin, Knight, Ranger and Druid.
I think the better combo is Knight - Ranger so...
Rock2577 <rock...@aol.com> a écrit dans le message :
19990806115245...@ng-fh1.aol.com...
> >Knight, Ranger, Cleric, Sorcerer
>
> Why do you think this one is? Personally i think the Ranger is the worst
clas
> in the game. There isn't anything he does really well except for GM axe
(no
> very impressive, GM sword and spear are better) and GM identify monster
which
> the mage can do.
>
K. Laisathit <kir...@u.washington.edu> a écrit dans le message :
7ogevq$8ls$1...@nntp6.u.washington.edu...
> In article <7og9gb$bsr$3...@links.magenta.com>,
> LawLess <law...@links.magenta.com> wrote:
> >
> >As you say, it all comes down to playing style, and taking care to
> >compensate for weakness if you deviate from KTCS which seems to be
> >the most balanced, well rounded party as well as probably one of the
> >most powerful. Just not one I'd want to run. *g*
>
> That's one thing I don't like about MM7 relative to MM6. MM7
> features a lot more specialization and hence a lot less
> flexibility in party makeup. The old SSSC or SSSD doesn't
> work any more because nobody can fix things. Also, the
> trap will kill these parties over and over until they've
> attained level 30+.
>
I managed to get the Bounty Hunter promotion in less than one day game
time, 1 hour real time. By the time I needed it, I had cleared out most
of the dungeons.
What I did was the save / re-enter thing until you get offered a bounty
on something really good (e.g. Green Dragon) that you have not yet
eliminated. There were no Minotaur Lords left for me to hunt down, but
there were some titans and dragons left. I think that one green dragon
and one titan was enough to get the promotion.
Town portal to visit the different town halls helps too.
Other than that promotion quest, I never bothered with bounty hunts.
--
R. Dale Shipp
da...@min.net
>rock...@aol.com (Rock2577) wrote:
>
>>>Knight, Ranger, Cleric, Sorcerer
>>
>>Why do you think this one is? Personally i think the Ranger is the worst clas
>>in the game. There isn't anything he does really well except for GM axe (no
>>very impressive, GM sword and spear are better) and GM identify monster which
>>the mage can do.
>
>The Ranger is a better fighter than the Thief, and you need at least a
>master in perception. Stealing is not very important, but you pay for
>choosing a Ranger, because he can't become a master in disarm trap,
>but you can survive that.
You don't need either disarm trap or perception. Wizard Eye will tell
you where 99% of all secret paths are (they either have critters or
treasure right off them) and the telekinenis spell lets you open any
chest without damage once you get it. I just finished the game with a
PCDS configuration, and by the end my druid had 720 spell points (GM
meditation) and was casting Implosion every round alongside my
sorceror. Earlier in the game, the dual dagger combo the druid can do
is fairly decent in combat, plus you get GM alchemy.
The thief skills were worthless compared to what you sacrifice to get
them.
My experience was similar. I played the Dark Path first and completed all
of the promotions (except Bounty Hunter) before going to Nighon to get the
Water Master skill. By the time I could Portal about most of the high end
monsters were history. Fortunately I got a high end elf (Castle Navan) and
Master of the Sword (manor in Tatalia) in short order and got the promotion
quickly.
My impression is that the promotions on the Light Path were much easier, but
that may well be a function of the knowledge about the game world that I
acquired on the Dark Path. For example, instead of seeking to satisfy the
new quests given after the Choice was made, I skulked about, and when
discovered ran through, the tunnels in Thunderfist mountain, and, as I
recalled the general direction of the exit to Nighon, made safe passage
(barely) at level 26. I found that with TP and LB at this early stage of
the game play was much easier but the ultimate score was not that different
(Dark: 3yr., 0 mo., 9 days; 11,167 - Light: 2 yr., 4 mo., 26 days;
11,704). The balancing factor in the scores was that on the Dark Path I
purposely took out every monster I found and went looking for trouble. On
the Light Path I avoided any confrontation that was not necessary to
completing the game.
Regards,
Bob
I'm not sure I'll go that far. Traps can be very damaging.
Telekinesis is a master spell, which means that you're going
to be blown to bit every time you open a chest for a long
time. Also I find that MM7 emphasizes might more than magic
now. Melee attack is very powerful. My Paladin hits for 100+
per round with Hour of Power on. My Archer isn't that far
behind. Yeah, magic is powerful still, but it isn't very
reliable. You're quite likely to hit for single digit damage
for 15 or 20 mana expenditure.
Later...
Frankly I don't see a solution though. Yeah, I complain about
increasing specialization which ends up restricting players'
party makeup. But truly I don't have an alternative to offer.
The good old MM6 features all classes that are perfectly
viable (only 6 though), although melee classes tend to be
on a weak side. Players bitch and moan about not being to play
this or that. Ironically, despite the plethora of classes on
offer in MM7, I doubt players deviate much from the default
KTCS.
Later...
Here's a suggestion...
I would like to see the two basic magic schools, Elemental and Self, broken
up. How can you have a Druid that can't GM in Earth, or a Paladin that
can't GM in Spirit? Yeah, keep the Cleric and Sorcerer they way they are
for those who want to GM in every magic. But wouldn't it make for some cool
parties if you could get the following GMs...
Air - Archer, Sorc
Fire - Thief, Sorc
Water - Ranger, Sorc
Earth - Druid, Sorc
Body - Druid, Cleric
Mind - Monk, Cleric
Spirit - Paladin, Cleric
Assign Expert & Master based on how close to type they are for each
character. A Druid might get Master in Water, Expert in Air, and only Base
in Fire for example. Haven't thought about Light and Dark yet.
If this were in place I'd take a KRAD party in a heartbeat. As it is, it's
pretty much anything you want as long as it includes C & S.
Just a thought.
--Steve
>>I think btw, that the strongest group would be Knight, Knight, Knight,
>>Druid. But I would never play the game with such a group.
>
>Bah! No light or dark magic.
You can use scrolls, and I don't think, that ligtht or dark is that
important.
I don't think, that such a group would be very interesting though. But
you would have a very easy game in all those combats, that takes a lot
of time to finish.
Ernst Petersen
Ernst Petersen <er...@nospam.dk> wrote in message
news:37b06bbb....@news.inet.tele.dk...
>> >>I think btw, that the strongest group would be Knight, Knight, Knight,
>> >>Druid. But I would never play the game with such a group.
>> >
>> >Bah! No light or dark magic.
>>
>> You can use scrolls, and I don't think, that ligtht or dark is that
>> important.
>>
>> I don't think, that such a group would be very interesting though. But
>> you would have a very easy game in all those combats, that takes a lot
>> of time to finish.
>I still want to know, who is better, the knight or the paladin ???
The Knight is the best fighter. I don't really understand, why you
want to compare with the Paladin, because the Monk and the Thief are
also better fighters than the Paladin.
The Paladin is more like the Ranger and the Archer (fewer hitpoints
and more magic).
Ernst Petersen
I think the might ranking is like this.
1. Knight
2. Monk
3. Archer
4. Paladin
5. Ranger
6. Thief
7. Cleric
8. Druid
9. Sorcerer
--
ICQ # 45086408
>I think the might ranking is like this.
>6. Thief
>7. Cleric
>8. Druid
>9. Sorcerer
Hmmm. I just started my 3rd game with just this combination :)
(Last Friday my 12 year old started her 2nd game with a KTCS
party notable mostly for her choice of 4 of "the annoying red
elves")
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