Come on guys, Breath isn't the only way backrow people can be useful. I have gone through so far and haven't had any trouble with normal people in the backrow without ranged weapons. They just used fire or heal when the time came, and the warriors and thief handled everything else fine. Now that everyone in the back has a good ranged weapon, and everyone in the front has a good melee weapon, it just means that fights end a little faster
This argument is terrible. You're basically trying to argue that a guy doing nothing is somehow equal a breath hitting 3 mobs for 50+ each. Makes zero sense, zero.
Does breath have to be in the back row to work well? I'm still low level, and my warrior with breath just hits one person for like 7-10 damage, its pretty shit from that perspective.
From my using, it's pretty useless unless you're fighting things that are way under your level. Anyway, you should get at least one slingshot pretty early, if you do the quests, and slings do way more damage than breath.
Also: When you start upgrading the front line's weapons, give them to the back line. Throwing daggers through the items menu actually can hurt the enemies pretty well, and you don't lose the item
Breath is useful because I've never seen it miss. There are many enemies with high evades, and breath hits them all (stupid bats!). It's also great for monsters that are immune to physical attacks, without wasting spells. Of course, once you have a Cleric with Requiem, these enemies are few and far between, but still.
What is that damage number when Requiem is used? It's obviously not hitpoints.
Breath started pretty crappy but at level 5 now seems to hit two enemies at once, which is quite handy. Especially for ghosts.
Agreed - I have many Diabolons on my squad and breath is the way that I handle most undead. My back row has a pair of slings and a short bow, though.
Anyone else have a Devout and Cleric in the front row, or am I the only idiot who thinks it is a good idea, given their HP? I won't put my Wizard in the front though despite his absurd amount of HP. It just feels wrong.
And my ninja is terrible. Keeps losing STR on level ups. Shenanigans, I say.
I'm convinced the stat change is more randomness than design. I've had characters lose and gain the same stat across two levels.
I've also observed this, but I think this happens as the game wants the stat to be somewhere between two values, say 18 and 19, but randomly rounds up or down. After a while the stat tends to stick to the upper value.
Also big bang sucks when it's cast on you multiple times.
Okay, so here's a question. Say I take a short bow and throw a fire damage bonus onto it through alchemy. Then say I take some arrows and throw a water damage bonus on 'em. I take the arrows, load 'em into the bow, and shoot a water-based bad guy.
Does anyone know if the "fire" bit on the bow would reduce the damage? (As if I'd smacked the critter with a fire sword, say.)
I'm guessing it would, because it seems obvious, but we all know what assuming can lead to.
I'm still playing it *shrugs*. It's my "Play an RPG for a few minutes at breaks and lunch" game, currently. At least, until Monster Hunter Freedom Unite comes out.
The dude in your link complains about 1 tile draw distance, but isn't it extended to 2 tiles when you have appropriate lighting? I could swear Lumigan stretches it out by another tile.
Yeah, at double digit levels there's no reason to walk around without light if you don't want to, everyone who can cast it has 9 casts of that tier at that point.
I just never bother to. You can't see non-scripted enemies anyway, so it's not all that crucial.
Okay guys, help a brother out. How do I, like, get started with this game? It's fun and everything and it's my style, as I've played the EO games so I know what I'm getting into, but this game is going nowhere right now at the start. Meeting the teachers would be great, except I don't have a map to actually find my way to their coordinates. I guess I should make some new guys as well because a ranger is absolutely worthless at this point as I don't have a bow. I'm wandering around trying to get the material for a slingshot, but that ain't happening either. Basically, give me some tips on how to ditch these horrible starting weapons and get some stuff that actually works so I can explore and find my damn teachers.
Before going into a dungeon, buy the map for that dungeon in the Store, or use the Sight magic when you get into the level.
Strip all of starting default characters at the Dormitories of their money. They should have 100 GP each, which should go a long way to financing your adventuring.
I recommend that your party has a Cleric to Appraise all of the unidentified junk you come across. My starting party was 3 Drakes and 3 Diablos, which allowed me to continually do 6 Breath attacks (which always hit) every round... Breath doesn't hit hard, but at least it hits and it scales well early in the game, until you have decent weapons for everyone. You can rely on the Breath crutch for your first "farming" party and make an ideal party for later.
Stripping the defaults of money.... what a great idea. I shall have to do that. And I didn't see a map in the shop, but I must have missed it. Maybe I'll replace the ranger I have right now for someone with Sight. I also got a Cleric for healing, but I use her to appraise as well.
I'm seeing a lot of promise in this game, I just have to get out of this starting rut and into the meat of it all.
Your cleric will get sight at level 4, although if you do see a map in store I'd say buy it, because I didn't accomplish much until my cleric got sight. Although I could swear I looked in the store for a map myself and didn't see one.
I personally got lucky and got the Omega Map drop. Map of everything.
Sight is very useful, but impractical in dungeons with loads of magic dispell.
[edit] And pretty much all stores have at least a couple of maps. I think they're under Items.
Just hope that it doesn't break. :-P There is a small chance for non-EX maps to break when picking up the Blue Gem materials sitting around the dungeon floor. Not sure if there are other events that trigger it. Save early and often.
So, got a question for the guys who are farther in the game.
How do I get to the Kuasa Dungeon and Labyrinth? I know I'm supposed to go into Particus Road and then go to the Inner Sanctuary, but even after mapping the whole place out, I can't find the damn teleporter. There is one door that I cannot open yet (need a special key) but other than that, the only thing in the area is an Evoker ring.
Did you get the labyrinth key and then talked to the principal? The special doors are what the key opens (well, one set of them. I've not figured out the second set because Stupid Quests That Require Drop Loot Won't Drop Loot and I'm stuck in the first 6 dungeons, ridiculously overpowered).
Could you be more specific about what part of the story/quest you're on? To enter the labyrinths you're sent to go to a different university where you gain the key, then talk to the principal back at home to be told to go forth and explore them yo (before that you can still go there... but there are no objectives there).
Hmm... I currently have access to three quests. One from Ms. Yuno (Hands on Lesson - Defeat Gigant Claw in Kausa Labyrinth), One from Sara (Where's Love Gone - Find her Letter), and one from Ms. Meowmin (Treasure Map).
So, got a question for the guys who are farther in the game.
How do I get to the Kuasa Dungeon and Labyrinth? I know I'm supposed to go into Particus Road and then go to the Inner Sanctuary, but even after mapping the whole place out, I can't find the damn teleporter. There is one door that I cannot open yet (need a special key) but other than that, the only thing in the area is an Evoker ring.
What am I missing or doing wrong?
When you enter Particus Road, you'll either be on the left or right side (I can't remember which). You need to go through the Inner Sanctum to the other side, and out the exit there, and you'll be in Kuasa, where you can access Kuasa Path, which contains the labyrinth you're looking for, and does not require the key.
This game bucks convention somewhat. My Thief has managed to become a frontline fighter and is kicking the most ass on single targets.
In other news, I made an Alchemist. Now how do I make him do damage?
Mine is Dual Wielding whips from the back row. Your other option is a bow (for back row) or you can Dual Wield swords or something in the front row. I give mine all my Grenade type items too.
Also, same here on the Thief; Dual Baghnakhs = Fantastic.
So, got a question for the guys who are farther in the game.
How do I get to the Kuasa Dungeon and Labyrinth? I know I'm supposed to go into Particus Road and then go to the Inner Sanctuary, but even after mapping the whole place out, I can't find the damn teleporter. There is one door that I cannot open yet (need a special key) but other than that, the only thing in the area is an Evoker ring.
What am I missing or doing wrong?
When you enter Particus Road, you'll either be on the left or right side (I can't remember which). You need to go through the Inner Sanctum to the other side, and out the exit there, and you'll be in Kuasa, where you can access Kuasa Path, which contains the labyrinth you're looking for, and does not require the key.
...This makes so much sense...
I can't believe I didn't think of this... I feel so stupid now.
Thanks for the help. I am happily on my way to the labyrinth as we speak.
blaze_zero on
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Descendant XSkyrim is my god now.Outpost 31Registered Userregular
So, got a question for the guys who are farther in the game.
How do I get to the Kuasa Dungeon and Labyrinth? I know I'm supposed to go into Particus Road and then go to the Inner Sanctuary, but even after mapping the whole place out, I can't find the damn teleporter. There is one door that I cannot open yet (need a special key) but other than that, the only thing in the area is an Evoker ring.
What am I missing or doing wrong?
When you enter Particus Road, you'll either be on the left or right side (I can't remember which). You need to go through the Inner Sanctum to the other side, and out the exit there, and you'll be in Kuasa, where you can access Kuasa Path, which contains the labyrinth you're looking for, and does not require the key.
...This makes so much sense...
I can't believe I didn't think of this... I feel so stupid now.
Thanks for the help. I am happily on my way to the labyrinth as we speak.
I had the exact same issue. I crawled around Particus Road for the better part of two days before I read the answer on Gamefaqs of all places.
Descendant X on
Garry: I know you gentlemen have been through a lot, but when you find the time I'd rather not spend the rest of the winter TIED TO THIS FUCKING COUCH!
I'm trying to get the Labyrinth Key. I passed through the sanctum in Pa'tol but came to this map:
I can't seem to go anywhere, and haven't found hidden doors. Any help?
do you have a wizard or maybe a cleric with levitas? its a level 2 black magic spell. just step into the spot on the bottom row without the magic nullifying tile, cast it, and cross over the water to the other side. then you'll find another similar row with only one tile not magic nullifying, so cast and cross (avoid the tiles to the right that'll send you all the way back to the beginning). do that like 4 or 5 times till you get to the center with the magic key, unlock, and you can use the door near the entrance to get to the other side. so you gotta make sure you can cast levitas like 5 times or so. hope that makes sense.
but yeah, a few of the floors need you to use levitas to avoid traps and float over deep water and whatnot.
Turns out 4 casts was enough, but now I've got another problem.
(I played like 4 of the original Wizardry games to completion so I'm a little short on patience for this title.)
Labyrinths. In both the Particus and Holdeah labyrinths I got stuck on a similar problem. Explored all the available area but got held up by a locked door that 'needs a special key,' apparently more special than the normal labyrinth key I already have. Is there any universal trick to opening these doors or do I have to do some specific gyrations for each one?
Turns out 4 casts was enough, but now I've got another problem.
(I played like 4 of the original Wizardry games to completion so I'm a little short on patience for this title.)
Labyrinths. In both the Particus and Holdeah labyrinths I got stuck on a similar problem. Explored all the available area but got held up by a locked door that 'needs a special key,' apparently more special than the normal labyrinth key I already have. Is there any universal trick to opening these doors or do I have to do some specific gyrations for each one?
I think I read the Labyrinth Key gets a plot powerup at some point.
If you're on the "Explore the Labyrinths" or whatever quest, you don't need to get into these rooms yet. In fact, the quest triggers you're looking for usually don't involve moving very far from the labyrinth entrance.
If you've forgotten to sign up for the "Explore the Labyrinths" quest, or report in to the appopriate teacher after signing up, then there isn't going to be much of interest at all in the labyrinths.
Thing that's bothering me is that in other quests there was a big red ? to signify a boss. In these cases, there's no such thing and I can't tell if I'm completing the objective. I'll keep trying of course.
Posts
This argument is terrible. You're basically trying to argue that a guy doing nothing is somehow equal a breath hitting 3 mobs for 50+ each. Makes zero sense, zero.
Also: When you start upgrading the front line's weapons, give them to the back line. Throwing daggers through the items menu actually can hurt the enemies pretty well, and you don't lose the item
What is that damage number when Requiem is used? It's obviously not hitpoints.
Bane of the Deep - lvl 44
im gonna die
edit: 700 damage a hit to my whole front row, and it's regenerating 1.3k each turn i can't kill it even if i wanted to
edit2: upon running away it's a red question mark? i walked backwards into it from a dark zone so i can't really tell what happened
As far as i can tell, its the hitpoints of the monsters.
Agreed - I have many Diabolons on my squad and breath is the way that I handle most undead. My back row has a pair of slings and a short bow, though.
Anyone else have a Devout and Cleric in the front row, or am I the only idiot who thinks it is a good idea, given their HP? I won't put my Wizard in the front though despite his absurd amount of HP. It just feels wrong.
And my ninja is terrible. Keeps losing STR on level ups. Shenanigans, I say.
I've also observed this, but I think this happens as the game wants the stat to be somewhere between two values, say 18 and 19, but randomly rounds up or down. After a while the stat tends to stick to the upper value.
Also big bang sucks when it's cast on you multiple times.
Does anyone know if the "fire" bit on the bow would reduce the damage? (As if I'd smacked the critter with a fire sword, say.)
I'm guessing it would, because it seems obvious, but we all know what assuming can lead to.
Also, has this thread died? Why is no one talking about this game anymore?
Also, this.
Platinum FC: 2880 3245 5111
The dude in your link complains about 1 tile draw distance, but isn't it extended to 2 tiles when you have appropriate lighting? I could swear Lumigan stretches it out by another tile.
I just never bother to. You can't see non-scripted enemies anyway, so it's not all that crucial.
Strip all of starting default characters at the Dormitories of their money. They should have 100 GP each, which should go a long way to financing your adventuring.
I recommend that your party has a Cleric to Appraise all of the unidentified junk you come across. My starting party was 3 Drakes and 3 Diablos, which allowed me to continually do 6 Breath attacks (which always hit) every round... Breath doesn't hit hard, but at least it hits and it scales well early in the game, until you have decent weapons for everyone. You can rely on the Breath crutch for your first "farming" party and make an ideal party for later.
I'm seeing a lot of promise in this game, I just have to get out of this starting rut and into the meat of it all.
Platinum FC: 2880 3245 5111
Sight is very useful, but impractical in dungeons with loads of magic dispell.
[edit] And pretty much all stores have at least a couple of maps. I think they're under Items.
How do I get to the Kuasa Dungeon and Labyrinth? I know I'm supposed to go into Particus Road and then go to the Inner Sanctuary, but even after mapping the whole place out, I can't find the damn teleporter. There is one door that I cannot open yet (need a special key) but other than that, the only thing in the area is an Evoker ring.
What am I missing or doing wrong?
Where might I acquire this item? Ms. Yuno said I could go there. Obviously, she is a liar. (But I still like her.)
Do I need to finish up the other two first?
This game bucks convention somewhat. My Thief has managed to become a frontline fighter and is kicking the most ass on single targets.
In other news, I made an Alchemist. Now how do I make him do damage?
When you enter Particus Road, you'll either be on the left or right side (I can't remember which). You need to go through the Inner Sanctum to the other side, and out the exit there, and you'll be in Kuasa, where you can access Kuasa Path, which contains the labyrinth you're looking for, and does not require the key.
Also, same here on the Thief; Dual Baghnakhs = Fantastic.
...This makes so much sense...
I can't believe I didn't think of this... I feel so stupid now.
Thanks for the help. I am happily on my way to the labyrinth as we speak.
I had the exact same issue. I crawled around Particus Road for the better part of two days before I read the answer on Gamefaqs of all places.
I can't seem to go anywhere, and haven't found hidden doors. Any help?
do you have a wizard or maybe a cleric with levitas? its a level 2 black magic spell. just step into the spot on the bottom row without the magic nullifying tile, cast it, and cross over the water to the other side. then you'll find another similar row with only one tile not magic nullifying, so cast and cross (avoid the tiles to the right that'll send you all the way back to the beginning). do that like 4 or 5 times till you get to the center with the magic key, unlock, and you can use the door near the entrance to get to the other side. so you gotta make sure you can cast levitas like 5 times or so. hope that makes sense.
but yeah, a few of the floors need you to use levitas to avoid traps and float over deep water and whatnot.
(I played like 4 of the original Wizardry games to completion so I'm a little short on patience for this title.)
Labyrinths. In both the Particus and Holdeah labyrinths I got stuck on a similar problem. Explored all the available area but got held up by a locked door that 'needs a special key,' apparently more special than the normal labyrinth key I already have. Is there any universal trick to opening these doors or do I have to do some specific gyrations for each one?
Also, if you've played Wizardry 4, no other game will test your patience again. Ever.
Platinum FC: 2880 3245 5111
I think I read the Labyrinth Key gets a plot powerup at some point.
If you're on the "Explore the Labyrinths" or whatever quest, you don't need to get into these rooms yet. In fact, the quest triggers you're looking for usually don't involve moving very far from the labyrinth entrance.
If you've forgotten to sign up for the "Explore the Labyrinths" quest, or report in to the appopriate teacher after signing up, then there isn't going to be much of interest at all in the labyrinths.