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Re: Equiptment and Party
Posted By: essgee, on host 195.92.67.76
Date: Wednesday, July 28, 2004, at 14:58:16
In Reply To: Re: Equiptment and Party posted by commie_bat on Wednesday, July 28, 2004, at 06:15:43:

>
> > Actually, wizards don't add much to a party at the lower levels. My 6-man party of choice starts with two knights, two wizards and two sorcerors. When you have all the spells, retrain the wizards as sorcerors, and one or both of the sorcerors as assassins.
>
> Wizards add light and healing spells at the lower levels. When your fighters are feeble, every little bit of healing counts, and it's nice to be able to find your way back to Perinn.

I think we're at cross-purposes here. I should have been more careful. By "lower", I meant "deeper". Once poison attacks are ineffective, wizards are really only good for light and healing, and two characters at the back with wizard spells are plenty.

> Still, I would keep a Rogue instead of a fourth caster at low levels. Chests are pretty dangerous at that stage of the game, and Rogues can handle weapons and fend off attacks much better than casters.

I only ever open chests with magic. I've killed too many rogues to take risks with them! Actually, wizards aren't that feeble and do fine at position 3 in a party. Fighters are at their least effective in the middling levels, and a fourth spellcaster has better offensive capability than any fighter. On my scheme, the sorceror turned assassin takes over at 3 around the time a wizard's offence capability disappears.

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