Post by thealmightymudworm on Nov 7, 2013 15:11:49 GMT
From TUFFF (after move to yuku)...
I am afraid I do not know how to use the quote now.
I am really interested if someone else has realised a golden path through Sorcery especially with a 5/14/7 wizard. My personal guess is a 8/14/7 wizard is a reasonable score.
Admittedly I have not scoured every route possible but I am not a troll or dogmatic so I am open to new possibilities.
I am staggered the +1 broadsword is unnecessary. You must not fight Flanker I presume. My route uses Flanker to find the first line of the spell and then you double back to take the lucky charm to boost the boat luck roll. Your route through Khare must be so subtle to misquote Aliens "I must have missed something not in the plans".
I do not know how you defeat the deathwraith in Khare. The only options are the bow and arrow against a sk9 deathwraith followed by a skill roll for each arrow which reasonably means it is unlikely you would ever score a hit and then you would almost certainly miss. The other alternative is to call on Libra which is my preferred option. Nevertheless you need to score two hits and then be lucky. This all sounds completely improbable with a sk5 wizard. Again Aliens springs to mind where I must have missed something in the plans.
A wonderfully sassy person on here helpfully prodded me to think again about using the SUN spell against the fairly lethal baddu-bak beetle in Serpents. Fortunately from many years ago I remembered the Mantis Man so I explored that route which seems to me to be fruitful. The point of saying this is I am open to the idea of a golden path. Indeed to me this is almost a holy grail and frankly sounds wonderful.
I hope this is not a playful bluff. I check on here most days so I will wait with baited breath.
Post by thealmightymudworm on Nov 7, 2013 15:16:26 GMT
Many thanks, johnbrawn! Cheers for the support, I assure you it's not a bluff - I'm about halfway through typing up TSH already. Glad to know you're ok with this, didn't want to scupper or undervalue anyone else's attempts at posting a solution: I remember sending a private pre-emptive message to champskees to check if it was ok to post a solution for a previous book, so as to avoid any awkwardness.
To answer your queries, and to give a few tempting morsels of what to expect:
1) The +1atst broadsword from cantopani is not necessary because, on my path, flanker is the only fight you will have in TSH! It will cost anything between 2-12gp: However, a much more suitable weapon is the sword from dhumpus which only costs 6gp and does 3st damage. By the time you reach flanker, ragnar's armband gives you +2atst, and your stats are at max. In other words, flanker is sk8 st6, but you will effectively have sk7 st14, and you'll only have to hit him once. Oh, and the -3st sword makes the harpy encounter in khare a lot easier, too.
2)Yes, I will be using Libra against the deathwraith. But by the time I get there, thanks to a crafty DOC spell, your stats will be sk5(+2atst), st11, lk8 (but with 2 different luck talismans). If your stamina gets low, you will have picked up a gizmo that allows you to re-roll 1 dice for your attack strength: I simulated the encounter about 7 times before I lost one, so it's still perfectly achievable.
Anyway, thanks again. I'll have to wait until I've typed up all 4 solutions before I post them, just to double check and cross reference them and everything, but watch this space!
Post by thealmightymudworm on Nov 7, 2013 15:20:46 GMT
It is really strange how you can read something in a dogmatic way that becomes fixed in your consciousness. I have always thought Alianna offers you a choice based on whether you are playing as a wizard or warrior. I vaguely recalled Alianna offers the magical items or the attack strength boosting item. So I checked the text and indeed it does offer a free choice as to what you want to choose. This phenomenal impact does indeed raise the possibility of completing Sorcery with a 5/14/7 wizard.
I have not done a run through yet but this has certainly changed my mind.
One impact must be the door that has to be barged open near the end of Kings. I am fairly sure you need to make a skill roll and if you fail you lose 1 stamina point until you succeed. From memory this means you have a 57% chance of barging the door on your first go. If you take more than 1 go I recall this means you do not have enough stamina to cast the final spell so you have to fight the creature before it fully forms. Nevertheless there are considerable advantages with this new system. You will have a 7 skill boosted with a +2 attack strength bonus plus the sword which does 3 stamina points of damage.
I am a tiny bit annoyed I never thought to be totally flexible with Sorcery. This is massively outweighed by the happiness experienced through thinking again. I am convinced the +3 stamina sword is indeed the best choice. The adjustment I have made is to abandon the +1 attack strength broadsword and instead now buy the blimberry juice to have the option of an extra DOC spell in Khare or Serpents. This can only be a good thing considering 14 stamina is not a great deal to play with.
Post by thealmightymudworm on Nov 7, 2013 15:22:04 GMT
I had been hoping to post all my solutions to all the Sorcery books. Fortunately I checked with the preview button and the list is all bunched up being virtually unreadable. For some reason the new board will not let you post a long list. Is there any way round this?
I have checked the books a little more closely. One major problem I mentioned above is that in Crown there is a tricky section near the end where you need to barge a door open. The door is particularly strong so you need to roll less than your skill score. This means you need to throw a 2, 3, 4, 5 or 6 which are pretty mean odds. Ridiculously if you happened to buy Crown first back in 85 and played with a 5 skill wizard then if you reached this section you would need to roll a 2, 3 or 4. How crazy is that?
I was hoping to post here first as a way of testing the waters. Then the best post or compromise post could be added to the solutions topic or we could create a special topic for the Sorcery books here.
Post by thealmightymudworm on Nov 7, 2013 15:23:41 GMT
From TUFFF (after much cursing at the yuku forum)...
Taking the blimberry juice in TSH has one massive advantage namely you can cast a DOC spell in the Shrine Of Courga. I had always thought it a little strange you were offered the option to cast a spell here but it has the massive boon of allowing you to start TSS with a 13 stamina. My solution in Khare opts to cast a RAP spell at the end to talk to the guards so you end up with a 13 stamina. This has the added advantage of allowing you to call on Libra later in TSS if you need to.
If you are right then eat not from the larder of Throgg if you value your life was given in deadly earnest ie turn left not right.
You can go this way on your second time around, after you mis-cast the ZED spell (you don't need to learn the password again). If you are lucky, you get a second arm, so that you fight as two people for the rest of the adventure. Even though you eventually acquire masses of spell items, you hardly need them, as you become quite a powerful warrior after a few times through.