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Post by thealmightymudworm on Nov 7, 2013 15:09:56 GMT
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Post by thealmightymudworm on Nov 7, 2013 15:10:31 GMT
From TUFFF... You'd have to question the wisdom of the Analanders in sending a sk5 st14 wizard to get the Crown back. No wonder they lost it.
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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.
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Post by thealmightymudworm on Nov 7, 2013 15:16:26 GMT
From TUFFF... 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!
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Post by thealmightymudworm on Nov 7, 2013 15:20:46 GMT
From TUFFF... 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.
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Post by thealmightymudworm on Nov 7, 2013 15:22:04 GMT
From TUFFF... 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.
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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.
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Post by Peter on Dec 17, 2019 7:57:36 GMT
From TUFFF... 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. This is how I spent my childhood...
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Post by johnbrawn1972 on Sept 15, 2020 0:09:43 GMT
I have updated the solution to include the super duper idea of acquiring the oatcake and then going back again.
1 I cannot believe it is possible to meet Flanker twice so I have used the Vik option. This necessitated a radical rethink. 2 Take the Blimberry juice, the axe and the creature teeth. 3 Use Fof and Hot spells now you do not have the bamboo pipe. 4 You can run a little low on stamina deep into Khare so barter away your spare items and save 2 stamina by not using the Dud spell. 5 I think the lucky charm is so powerful I recommend using the oatcake to claim the lucky charm and then using it again on the lake in Serpents. 6 The lucky charm means you remain fairly lucky against the Deathwraith until you are lucky though you can take a pounding. 7 Use the Doc spell at the end of Khare so you can use Libra for the last time in Serpents.
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Post by Peter on May 4, 2021 8:25:39 GMT
I have been playing through as a warrior, for the first time, and it got me thinking: what are the maximum stats you can finish with, including attack strength and other bonuses? By my calculations, if you start with 12/24/12, you can finish with Skill 14 with +4 attack strength, and Luck 16 with -1 to TYL rolls. Stamina seems stuck at 24, but with several take-whenever-you-want restorers.
Anyone have any advances on these?
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Post by bloodbeasthandler on May 4, 2021 16:32:21 GMT
I have been playing through as a warrior, for the first time, and it got me thinking: what are the maximum stats you can finish with, including attack strength and other bonuses? By my calculations, if you start with 12/24/12, you can finish with Skill 14 with +4 attack strength, and Luck 16 with -1 to TYL rolls. Stamina seems stuck at 24, but with several take-whenever-you-want restorers. Anyone have any advances on these? I last did these books years ago, so could you break it down where these bonuses come from and I'll see if i can remember other boosts? The +2 SKILL (Initial) is for taking out the seven serpents There's a +1 LUCK for the same achievement. +2 Attack strength Ragnar's Armband of Swordsmastery. There's a +1 Attack strength for using a broadsword? Where do the other bonuses come from?
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Post by a moderator on May 4, 2021 17:06:07 GMT
Completing the first book gives +1 to Initial Luck.
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Post by Karnor on May 5, 2021 8:48:05 GMT
There’s also a chance to sharpen your sword in Crown of Kings for +1 attack strength.
You can get +1 luck from Colletus and +1 luck from Javinne’s pendant - both also in Crown of Kings.
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Post by Peter on May 6, 2021 8:16:43 GMT
I think that's all the ones I had counted. And there is blimberry juice and something the satyrs give you, that can be taken at any time to boost stamina (I think).
Could you count Lorag's lucky oatmeal cakes as the equivalent of 2 extra luck points?
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Post by bloodbeasthandler on May 8, 2021 18:41:56 GMT
As well as the boosts to stats already mentioned, there are various aids to combat in the books.
I'm thinking the chakram which can be thrown before combat, The chainmail which on a 5 or 6 after you are hit, you lose 1 stamina point instead of 2. The Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is less than 5 in combat). The throwing darts from that fairground booth in Khare. Also the extra arm mutation from the Mutant Meatballs giving you an extra attack.
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Post by Peter on May 9, 2021 6:39:34 GMT
As well as the boosts to stats already mentioned, there are various aids to combat in the books. I'm thinking the chakram which can be thrown before combat, The chainmail which on a 5 or 6 after you are hit, you lose 1 stamina point instead of 2. The Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is less than 5 in combat). The throwing darts from that fairground booth in Khare. Also the extra arm mutation from the Mutant Meatballs giving you an extra attack. Can you get all of these and still win? I'm pretty sure the Meatballs are on the wrong path.
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Post by Wilf on May 9, 2021 9:35:47 GMT
As well as the boosts to stats already mentioned, there are various aids to combat in the books. I'm thinking the chakram which can be thrown before combat, The chainmail which on a 5 or 6 after you are hit, you lose 1 stamina point instead of 2. The Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is less than 5 in combat). The throwing darts from that fairground booth in Khare. Also the extra arm mutation from the Mutant Meatballs giving you an extra attack. Can you get all of these and still win? I'm pretty sure the Meatballs are on the wrong path. They are. You can't meet Naggamanteh if you go through the kitchens.
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Post by Karnor on May 9, 2021 12:31:48 GMT
As well as the boosts to stats already mentioned, there are various aids to combat in the books. I'm thinking the chakram which can be thrown before combat, The chainmail which on a 5 or 6 after you are hit, you lose 1 stamina point instead of 2. The Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is less than 5 in combat). The throwing darts from that fairground booth in Khare. Also the extra arm mutation from the Mutant Meatballs giving you an extra attack. Also One of the crystal balls from book 3 can, for some reason, be thrown before combat for 2 damage Chain from the Khare chain maker can auto kill anything at 3 stamina or less
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Post by misomiso on Dec 31, 2021 11:49:28 GMT
Was the 'Golden Path' ever posted?
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Post by thealmightymudworm on Jan 1, 2022 18:52:54 GMT
Was the 'Golden Path' ever posted? Fallingmast did visit here and post on the relevant solutions threads, yes. How his path compares to others' I can't say, but it's certainly done in a unique style!
See...
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Post by johnbrawn1972 on Jan 1, 2022 19:32:19 GMT
Was the 'Golden Path' ever posted? Fallingmast did visit here and post on the relevant solutions threads, yes. How his path compares to others' I can't say, but it's certainly done in a unique style!
See... Of course my solutions are the bestest most super duper ones ever posted. The fact that at least three people helped me has nothing to do with it at all.
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