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General Hints Sent
in by Hal Bonnin
1. Your character can only be a class once. once you
leave that class there is no going back.
Hint 2. When you change your
class you DO keep your stats.
Hint 3. arcane lore is achieved
from the cleric guild training but you need to be level 3 in the
Hint 4. artifacts skill is achieved from the cleric guild
training but you need to be level 3 in the guild first.
Hint 5. Scout skill is achieved
from the warrior guild at guild
Hint 6. Strength can be trained
in the warrior guild at
guild level 1.
Hint 7. Your characters can be a member of each guild
early on. simply start the quest for a new class, join the other
guild, then cancel the quest. example. warrior to paladin, join
cleric guild. cancel paladin quest. now have access to cleric guild
and still just a warrior.
Hint 8. I found the Ring of Saints on the ground next to
a table leg. Very hard to see.
Hint 9. to ask questions of the oracles you need to get
close to the center oracle. the 2 on the ends just tell you to talk
Hint 10. the paladin quest is
done very near the gypsy house.
Hint 11. the barbarian quest is
20 kills. very easy.
Amazons, 5 Elements of Evil. Sent
in by Eric Housden
Plants: When your party is ambushed by Amazon Plants just before
Shurugeon Castle, usually they just tear them limb from limb (as
you're only about lvl 9-12). To succeed here, run past the Rattkin
bandits and enter Shurugeon itself... When time allows, as you make
your way back to Ishad N'ha (to sell items, etc) creep closer
towards the plants... You can actually get close enough to the
plants that you can cast spells and shoot items to damage them,
while being outside of their spell range altogether!
Close combat is NOT the way to go with these guys at this point in
Where are the five elements of evil (Shurugeon Castle)
1) You can get this from D'Soto's mage protector that you meet in
the castle. He'll ask you to meet him in the forest East of the
castle, so go there -- here will he disclose the tale of the demon
and give you the first element of evil.
2) Blacksmith's Door (Armory): There is a locked room you can see
through where the Blacksmith can be found. The gargoyle head is
broken, but you can see a skeleton inside... Kill the skeleton from
between the barred windows and the door will open, giving you access
to another element.
3) Gargoyle Chain Lock: This is tricky, but the easiest way is to
start by making sure all chains are UP (Closest to the gargoyle
mouths). There is a single gargoyle chain that will not stay DOWN
when you pull it ... what you have to do is get all chains in the
DOWN position, and then pull the chain that will not stay down on
it's own. Walk around to all the chains and attempt to pull them down
- every chain that you pull however, has a potential to put a buddy
chain back into the UP position, so you may have to pull a chain
you've already set in the down position, back down again. Just be
persistent and you'll have the gate opened shortly.
4) Succubus: in the sewers among the coffins... You can enter the
sewers through a hole in the ground locate inside a prison cell
within the castle.
5) D'Soto's Tower: Up the stairs from the Succubus, and across a
wooden bridge that connects tower to tower.. You will see D'Soto
himself tormented in his bedchamber with the element of evil inside
a chest in the corner of the room.
vs Cash and more! Sent
in by Spakelvani
tip for ya'll. This time I discuss character development in terms of
Equipment versus Cash. Hope you find it useful.
Equipment and Stats -Vs- Money:
This has always been a point of agitation for me in many RPG's. Even
more so now in Wizards and Warriors. In this article I am going to
try and outline the balance between equipment and stat improving
items versus the need for cold hard cash. I feel that a strong party
is built upon the characters standing around in their collective
underwear. **shudder** No one wants to see a Guork standing around
naked. What I mean though is if stripped of equipment completely how
well would the party do? I remember the good old days playing
Wizardry, Proving Grounds of the Mad Overlord and beating the game
with my party using only the talents that they naturally had. No
weapons, no armor. With that character philosophy in mind, I favor a
strong party versus a weak party with strong equipment. Build a well
balanced, strong party, and you can worry less about equipment at the
start. My party at this time is 3 warriors, 1 rogue, 1 wizard and 1
priest. At present 2 warriors are ascending into Samurai, 1 warrior
has finished ascension to Paladin. The rogue is on track to be a
Ninja in about 2 levels, the wizard has ascended to Warlock, and the
priest is on track to ascend to Monk in about 2-3 levels.
This gives me a maximum amount of damage and spellcasting, with the
ability to absorb what gets handed out. Yes, it's a standard setup
for RPGs, but I have been using it since '83 and it works 97% of the
For the most part, I have found that the basic equipment that the
party starts out with suitable for most basic adventuring. For
example the basic sword and armor you purchase for a warrior at the
start of the game is going to be fine and dandy for at least 5 or so
levels of experience. So the urge to buy new things from the store
just because they are there and "Better" could be put to
the side in favor of the "A gold piece saved is a gold piece
earned." Also, I have found in most games, that patience will
For example I outfitted all of my characters with equipment found
while adventuring, replacing pieces as they turn up either in
treasure chests or dropped by slain monsters. Which brings me to a
side point, pack ratting (the practice of scooping up everything
dropped) is quite often more profitable than not. Having 3-4
characters with high strength allows for lugging around lots of
items, all of which can be sold for hard cash or I'd and found to be
At this time, my profits at the store are fairly minimal, because I
don't have any identification skills. So a portion of profits are
eaten up by Identifying items. I find myself walking the borderline Id
V. Profit syndrome. This line is particularly nasty as one or two
items, like Ankhs or Crusader helms will swallow a huge amount of cash
to ID. Of course you could sell them back into the store and recoup
the financial loss, but now your characters are without those items. I
would strongly suggest getting the Identification skills as soon as
possible in order to maximize profit. Normally, I find several useful
items in the collection, that instead of being sold, get issued to the
next needy character.
I have purchased little armor or weapons from the shops, electing to
use what I find on corpses. All my shields, the battle mace, witches
I pulled from dead bodies. Admittedly I could have chosen to not
ascend and purchased chain mail for one character thereby having one
really buff warrior, however I would not have been able to ascend
three warriors and one wizard. Further, what good is it if one
character has twice the ac of all the rest? Usually it means that the
other five characters start absorbing huge amounts of damage and
expiring. A balanced ac throughout the party seems to distribute the
damage received. I don't have any hard proof that the monster AI
seeks out the weakest characters on purpose, but doesn't it sometimes
feel that way?
Now there are
exceptions to most rules, and my selling equipment/items and using
the money to improve characters has several exceptions. The biggest
is, screw profits when you can advance your characters. to wit: The
Ankhs are quite important to ascending characters. Right now I am
attempting to create an Oomphaz Monk. Yeah, it's a pain because
dexterity and agility are so low, but several ankhs have saved me
approximately 3, maybe 4 experience levels worth of attribute
raising. And so I am closer to ascending with him. Now I perhaps
could have sold them for a nice sum of cash, again outfitting another
character, or ascending others. Yet I felt that the sooner I ascended
the priest the more powerful the party would become in a shorter
amount of time.
So, resisting the
urge to purchase lots of new items from the store will allow you to
save money, which can be used for improving characters. Those
improved characters will stand a much better chance at surviving with
basic equipment. After a while, their natural ability to improve
stats will kick in in a much more noticeable fashion. Like after you
have bumped Fortitude, Intelligence and Spirituality up a couple of
notches. Doing that will garner more attribute, skill and hit points.
(Clan and Class modifiers not withstanding.
Also, once you start
the Role Ascensions, another section of the shop is open, Purchasing
special items. Usually related to that specific class. Armor, weapons
and useful utilities become available through the guild. If you
practice the patient approach, you should have a nice sized nest egg
for future use in purchasing these high quality equipment. Let's not
forget items found in quests, treasure chests and other non store
locations... Those items can all be used to improve your party.
So in a nutshell my
party development philosophy looks like this:
A. Find and ID really snazzy item.
B. Sell it to the store, for obscene profit.
C. Buy Role Ascensions for characters, thus making them more
D. Now the characters are more powerful, they can kill bigger
things, with better loot (hopefully)
E. More profits and equipment/items.
Time and time again
I find stuff that my party can use, after all if the party was
supposed to get everything from the stores, wouldn't those
super-dooper items already be in the store?
in by Spakelvani
quest is given by Shinwiki the Toad Savage shaman. In exchange for
riding their "Toadem Place" of the evil, they will give you
a Magic spear and some powder.
This quest is actually quite simple and straight forward. The only
misstep I had was the start. I didn't realize how to get to the
Toadem place. Right next to the shaman is a trapdoor with ladder
leading down. Take this. (Rather than searching the entire lake
area...) Basically this trapdoor leads to a tunnel under the water
and over to an isolated Toad hut.
Go outside of the hut, and wade ashore. Once ashore, follow the path
to your right (it's really the only way to go.) Shortly you come to
the Toadem Place. and once you step inside the boundaries Four
Scabban Evils pop out of the ground, and start spewing swamp gas at
you. It has the same effect as nausea, so you have a fairly decent
chance of gagging instead of striking a
The four Scabban evils sit one to a corner of the clearing, so you
will have to move to each one in turn. They were as tough as Scabban
was from the Crypt, although it's worse because there are four of
them. However a party of 2 warriors, level 5, one Paladin level 2,
one Rogue, level 6, one Warlock level 2 and one Priest, level 6 were
able to handle the evils. BTW, all four will be attacking you at the
same time with their ranged gas attack. It
doesn't really hurt you much, just impairs you. It's when you are
standing toe to toe with one of them. I am not trying to say however
that no damage will occur, because I noticed my priest got knocked
around a little bit.
At the far end of the Toadem is a chest filled with some nice
goodies, cash, and some items. All you have to do now is retrace your
steps to the shaman, and receive your reward. The spear is very nice,
+1 hit +1 enchant. The powder is fairly common stuff, so If you use
it, keep it, else sell it for some cash. And that is all.
In your conversation with Scabban in the Crypt he mentions that
several apprentices fled the compound and succumbed to the
"Evil" so this quest nicely finishes off that story branch.
One side note, you may want to pick up the Smith quest of finding out
what's going on in the toad village, and kill two birds with one
an Assassin! Sent
in by Eric Housden
To become an Assassin yourself, fist
visit the Rat Thieves NW of Ishad N'ha (SSE of the lake). The
leader of the Rat Thieves will send you on a quest to kill a dwarf
who double crossed them in the Stout Mines - the great thing is, the
dwarf is so far down into the Stout Mines, that none of the other
Stouts seem to mind that you killed him! The dwarf is hiding
in an outlet from a river stream buried deep within the Mines (he's
the dwarf that has tunneled into the Stout King's treasury).
Once you've killed the crazy Stout, return to the Rat Thieves and
the head Rat-Man will give you an Assassin Dagger as a gift...
This is a GREAT dagger, btw -- and it's the key to being an
Give the dagger to your rogue and head
back to the 'Pawn Shop' inside of Ishad N'ha ... If you have your
rogue chosen when you enter the shop, and he has the dagger in hand,
then you'll be offered a place in the guild as an Assassin!
Heading to the Bushi Dojo also allows some nice new assassin gear to
be bought (Special Items).
Great Gaming Tips Sent
in by Eric Housden
These are some random items that had
me stuck for a while, so here are some helpful misc tips on
progressing through the game:
1) Where is the writ for entering the
Stout Mines? ... It's a scroll laying next to a dead body in a
small outlet due East of the Stout Mines themselves. The dead
body is obviously a small dead Stout itself, so you'll know it when
you see it.
2) Where is the trolley lever for
the mine carts in the Stout Mines? ... The lever looks just
like the one you pull to use the trolley that's not broken upon
arrival -- it's small, thin, and dark brown (which camouflages it
rather well on the floor). The lever is lying next to a broken
mine cart in a room deep in the stout mines ... to help find the
room, when you enter the area it gives a talking dialogue popup.
3) How do I get into the dragon
caves? ... Since the front entrance cliff-face is too steep,
you must use the back entrance where the bronze dragon machine is
blocking your progress. Before you can pass the bronze
dragon, you must first visit the Stout Mines and have the dwarven
king forge you 'dragon armor' -- this will allow you to walk deep
into the dragon caves. Note that I found two pieces of Dragon
Ore and had two suits made -- there may be more pieces available!
4) I was trapped and became a Boogre,
so now what?! (north of Ishad N'ha) ... The witch that turned
you into a Boogre must be slain to change back, that that by itself
won't do the trick. You have to do three things to turn back
into your god-given species: a) Jump into the Boogre pit
(arena) and kill the giant scorpion there, then visit his lair and
grab Grunaxe's ring from the devoured corpse. b) Go
through the teleporting door area to find Prieska (sp?) the Boogre
witch and give her Grunaxe's ring; she will then open the door to
the Boogre Witch's room C) Grab the 'Evil Eye' from the
Boogre Witch's room and take it North of the prison cells (far Southeast
on map, I believe). Use the Evil Eye on the wall sculpture
just past the Mantraps guarding the doorway; this will open up a
passage to a single statue. For each person that touches the
statue they will turn back from a Boogre into whatever they were
Hints for W&W Sent
in by Hal Bonnin
12. You can only train a stat up to 19. You can raise it higher
using the ankh's.
Hint 13. Warrior Guild Allows Training
in Strength. Priest in Spirituality, Mage in Intelligence.
Hint 14. If you jam a lock. use a lock pick
on it to open the door. equipping a lock pick doesn't use them.
Hint 15. The Shift key allows you to
Hint 16. you can be any class if you
have 12 strength and 12 fortitude and a 10 in all other stats.
Hint 17. You cannot go to the next town
till you solve the crypt. (need the ring of the Malvin)
Hint 18. You can fill out all your
spirit spells by going to a related class. cleric to paladin,
paladin to monk. cleric to monk.
Hint 19. You must be 5th level to learn
5th level spells. 6th level to learn 6th level spells etc... the
same for levels 2-7 (books excluded i think)
Hint 20. athletics reduces the damage
from falls. and makes swimming and running faster.
Hint 21. spider eggs are very plentiful
in the snake temple.. (ranger quest)
Hint 22. Don't get all the skills if you
wont be using them. until a patch is released that will allow you to
scroll through your skills you wont be able to add or raise certain
skills. if you plan on using sword. don't get dagger and axe and
and Ideas for W&W Sent
in by Enkidu
some quick hints and ideas upon the
strengths of the various characters..
Warrior - good and versatile,
top 4 stats are too low to go to other classes easily though.
Priest - healing spells are
very useful, resurrect is a MUST have spell, probably best to start
off with one of these so you can head straight for it.
Wizard - very powerful at
first, weakens quickly until you get the various storm spells
though, this is the only way to get stone spells besides the zen or
Rogue - best starting stats,
decent fighting, can only advance to ninja or bard though, you will
need someone to pick locks or you will be perpetually short on loot,
its cheaper to train to a higher level of lock picking then buying lock picks
Paladin - great fighter, very
useful spells, available very early, get a few of them early
Samurai - illuminate is a must
have as is firestorm, excellent variety of weapons and armor and
good fighting skills
Ninja - best class short of the super elites, very
powerful very quick and an easy quest, you can only be them once
though so if you are going to go through a few classes come to this
Monk - definitely powerful, kung fu is decent, not as
powerful as high level weapons though, healing spells are nice but
it has the hardest quest, i would suggest going through paladin
instead and then go to ninja
Ranger - the egg in scene one is very well hidden, cant
use lock picks, no Bushi items and ranged weapons are very weak,
cant use plate mail, only way to get vine spells if you don't start
as a priest though, but That's the only plus.
Bard - deceptively powerful! some of the instruments are very
powerful and it can be a power spell caster, but still use many
Warlock - summoning spells are nice and the artifice of fiend
is what makes blessing a critical skill to have
Barbarian - excellent Hit points, thieving skills, good
abilities to train in too, get one if you don't start off with a
Assassin - awesome unit, turn
your best priest into one so you get an excellent compliment of
spells and a powerful fighter in one
Valkarie - better then awesome unit, awesome fighter and
Zen master - manual says it all, just the best unit. every
other unit put together pretty much
A Few General
Don't waste time with maces axes or
poles have everyone do swords
all the good things are swords, don't put too many points in
thought, past about 4 or 5 you will pretty much always hit anyways
shields are unimportant too
the dangerous units use spells, a two handed or second weapon is
more important then a shield
and ranged weapons are way too weak to be of any use artifice skill
is very important - get to level 6 or 7 so you can id ankhs and most
everything, remember you don't need to waste the huge amounts of
money it takes to id the very rare things
get it to level 7 or 8 too, must have
cant train in it, but its impact isn't big enough to put huge points
into prowess, leadership,
gallantry, pickpocket, athletics are pretty much the same stealth is
deceptively powerful, it allows you to stay cloaked in shadows much
much longer, if you have backstab this is a skill to raise
strike is obviously good
get to level 7
spells as fast as you can, the various storms are far more useful
then all the other spells
can do 50 times the damage to 5 times as many baddies as fire blast
for only about 3 times the Mana
the answer to the sphinxes question is just kill it..
its worth more then twice as much
experience as the final boss
BE VERY CAREFUL WITH THE TOWN INN,
THERE ARE HUGE BUGS WITH IT, it is very easy to lose a lot of good
items too it
well and get unlimited gold.
in by Spakelvani
A number of the Role-Ascension
quests are quite easily accomplished, from the starting town, with a
minimum difficulty. Here are some of the quests, and how to complete
1. Warlock. Location: Mage's Guild.
Head into the Mage's guild and select the character you want. Have
him go into the guild section, this requires that they have
membership in the mage's guild first, which can be obtained for a
little cash. Then choose Role Ascension, next select the warlock
icon. The guild master will run down a spiel about magic formulae
etc.. In a nutshell, get one Spider Egg and return with it. Head out
into the wilderness, either side of the town, though I think you
might have better luck on the Lake Nymph side. Slay any spiders you
see, until one drops an egg. This is a random drop, but fairly
frequent. Take said egg back to town, give it to your ascending
character. Have him/her enter mages guild as the selected character,
and enjoy the new role.
2. Barbarian. Location Armory.
Pop into the armory, join Warrior's guild for a little bit o' cash.
Have him go into the guild section, choose Role Ascension, next
select the Barbarian icon. Get another spiel, Kill 20 monsters. Whew!
What a toughie. Head on out of town and start slaying things. I would
recommend having the Barbarian-in-training do as many of the kills as
possible, because the game tracks who kills, who assists. The
Barbarian in training has to perform 20 kills. Kill lots o' stuff,
report back to Warrior guild when done.
3. Paladin. Location Armory/temple?.
Not sure if you can get this from the temple if you don't belong to
the temple guild. Anyhow, same deal to complete it. Go to the Statue
of Kerah in the jungle and pray. Leave town from the Lake Nymph side,
head south, winding your way around the windmill and just before the
gypsy camp, bear left. There is a clearing with the statue of Kerah.
Select your Paladin in training, go into talk mode, click on statue
and utter: Sanctus Kerah (I believe, the guild master will tell you
for sure.) Report back to the guild for ascension.
Some side notes regarding Role-Ascension. You stop progressing in new
skills for the former role. Meaning that if a Warrior learns archery,
and Paladins don't, And you did not learn archery before ascending
that skill is lost to you. However, most progressions like warrior to
paladin, include many if not all of the same skills. You can't ever
revert back to your old role. So it's worth your while to rise up to
about 6th level or so before ascending to a new role. That gives you
the benefit of decent hit points, as well as character skill growth.
This was most noticeable on the Wizard->Warlock ascension. I didn't
increase Suncraft as much as I should have, choosing instead to split
skill points between stone and sun, so I wound up with weaker sun
spells in the long run. Which I am still working on correcting. There
is always a money concern when ascending, usually between 500-1000
gold pieces, so you may want to ascend one character at a time. As I
ascend other characters I will post them to Ironworks, as long as
they haven't been posted before I get to it.
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