You can create any party you wish, with any combination of characters that you like; my recommendations are not meant to imply that this is the only way to play the game, only that this is what I found to work the best for me.
Once you have assembled your party, click the 'Begin Adventuring' button in the bottom right of the screen, and away you go! It would be extremely difficult to re-create my party exactly, but if you wish to try you can probably come close.
This party has evolved over time, after several runs thru the game. If you have read my other guides, you may recognize some of the names. I'm horrible at names, and I tend to re-use them instead of taxing my tiny little brain over something that really has no effect on game play. When he reaches level 4, he will add a point to Strength; and again at level 8.
He will obviously choose two-weapon fighting when the time comes. His future ability points will also go into Strength; feats will go into Combat Reflexes and other similar areas. She has the Weapon Focus, Longsword and Maximize Spell feats, and while she won't get a lot of skill points at each level, she will always add first to Heal over everything else.
As she gains levels, she will add ability points first to Strength, then to Intelligence. She will add future ability points to Constitution and Intelligence, in that order. He'll add a point of Constitution at 4th level and a point of Wisdom at 8th. But there are a few that you may elect to have join your party. You may add them or not, as you see fit and have need. The descriptions below are not complete, but should give you enough information to make an educated choice about whether to accept them into the party or not.
If you are in the tavern, you must speak to him with a female character; if at the docks, speak with a male. To recruit him, go to the Temple, enter, then leave immediately and return to Hommlet.
Note that you need to do this to recruit Otis as well. This is part of a quest. By the time you can actually recruit them, they are useless. In spite of his drunken appearance, he's a strong fighter, and I generally keep him throughout the game. I usually take him along early, until my regular Rogue gains a few levels.
Really, who cares? By the time you are in the elemental nodes of the Temple, you no longer need or want a Level 1 fighter. If you remove her from the party, she will not rejoin. He will leave the party if you enter Hommlet. First, you must marry off her sister Althea and complete Filliken's quests. It's really a lot of work for a crappy NPC.
If you enter Nulb, he will leave the party permanently. Still, in spite of all the work it requires to recruit her, it's worth the effort.
STR: 27 yes, However, you will never be attacked by Trolls with him in the group. If you return to Nulb, he will leave the party, but you can get him to rejoin one time only. You must do this join, leave, rejoin if you want to recruit Mother Screng into the party. I almost always recruit Otis, and keep him for a long while; just don't return to Nulb and he's yours forever.
You need to cast Dispel Magic on her before she'll join, and will leave permanently after you return her to Valden in Hommlet. You need to talk to her twice before she will offer to join, and there may be some other ability or skill requirements as well.
If you exit the Temple he will leave the party forever, so only recruit him when you're ready to go all the way to the end. With those stats though, why would you?
Not really worth it, in my opinion. Cuthbert, upstairs Notes: If you have any Half-Orc party members, you will have to pay him to join, otherwise he will come along for free.
Your party alignment must be Good, or Lawful Neutral. His spellbook is empty when you first find him. You have to fight him, and damage him pretty bad for him to ask for mercy and join. If you remove him from the party, he'll attack. He's really not worth the effort. If he joins, Kobort must also join. If you find him and do not recruit him right away, he can later be found in Nulb, at the Snake Pit. Some of these NPC's are party alignment specific, and as I have not played every possible combination of parties it is entirely possible even likely that there are other NPC's out there that I did not find, or were not recruitable in my configuration.
If you know of others that I did not list, please submit their stats so that I can include them in a future version of the guide and give full credit for your submission. These were manually recreated from graphical maps I found online www. I will refer to various locations both by name and number within the guide, to make life a little easier for you and frankly, for me too.
Starting Point Woodcutter 2. Gwynneth's House Renton's 3. Mathilde's House Jaroo's House 4. Filliken's House Laszlo's House 5. Leather Worker Valden the Wainright 6. Welcome Wench Inn Carpenter's Shoppe 7. Blacksmith Brother Smyth Village Elder Kenter 8. Weaver Miller 9. Otello's Dairy Farm Tailor Jinnerth Holten and Fruella Jeweler Stonemason Hommlet Trading Company Rannos Labor Camp Black Jay's Burne's Tower Church of St.
Cuthbert Construction Site Starting Point 7. Otis Smithy 2. Mickey 8. Old Man Preston 3. Waterwide Hostel 9. Home For Sale 4. Bertram 5. Mother Screng Herb Shoppe Grud Squinteye Docks 6. Sammy Otis' Apprentice So the various things in Hommlet will be chapter 1, Nulb will be chapter 2, etc. This is to make things a bit easier to follow, and has nothing to do with anything presented in the game.
So, with that in mind, I present Chapter One! Where, exactly, will depend entirely on which Party Alignment you selected way back at the start. My party is Neutral Good, so the steps I will lay out below are based on the specific opening sequence for that alignment. I have included the basic info for the other party alignments below, gathered as a result of a lot of research online and partly from a guide written by Jagged Jim. Many things in the game are dependent on your party alignment, so if you have a party that is different than mine, the game may or may not play out exactly the way it is outlined in the rest of this document.
For one thing, the first quest s in Hommlet will be different, and while I fully intend to complete them all, they may be in a slightly different order with a different party. Kill the Bandits, and one of the caravan survivors will come out of hiding and ask you to go to the village of Hommlet and report the incident to someone named Valden.
Agree, and be immediately whisked away to the starting point in the village. Valden is the Wainright, and is in his shop He will tell you to seek out Kenter Nevets for further instructions. As soon as you accept, you will be taken to Hommlet. Kenter is the village alder You need to go to Hommlet and speak wtih a monk named Turuko. It's not like you have a choice, so just agree and be taken to Hommlet.
Toruko can be found at the Welcome Wench Inn 6. Cuthbert , find her brooch, and decide to go to Hommlet and deliver the news of her death to the Church of St. Well, okay then Jaroo is in his house Kill him, and then you will "decide" to go to Hommlet and burn the church there as well. Someone grab some marshmallows! The church is 14, although I don't know what you're supposed to do with that; maybe go threaten them or something?
You need to talk to Black Jay in the village for more info. His house is in the northwest part of the village Rather makes the choice of actions easy then doesn't it? Head thru the unlocked door and kill the Air Elemental in the room beyond, disable the trap on the chest, grab the key that's inside, then head back out and open the other door.
Thru this door you will find a couple of Zombies to destroy, and another chest. Take the map from this second chest, and head for Hommlet. This leads to the Emridy Meadows quest, so the best course is to visit the church first This, of course, pisses you off, and you decide to go there and take the loot from him. Rannos is in the Hommlet Trading Post At this point, the only thing we know is that we have some sort of quest, or mission, or self-important reason for being here.
For me, it is to find the Church of St. Cuthbert and give them the bad news that the Canoness is dead; for you, it may be different. The direction that your game takes from this point forward may parallel mine, or may go off in a different direction entirely. Head north up the main road, and find him staggering toward you right about where the road starts to turn northeast. Now it is a bit costly to get him gp , which means you will not be able to get all the gear you want right away, but it's better to have mediocre gear and a 4th level fighter than slightly better gear and no help in combat.
Once you've recruited Elmo or not , continue up the main road. I'm headed to the Church of St. Cuthbert 14 , all the way to the north thru the village. If you have a different goal, go there now and complete whatever it is you need to complete in order to get the location of the Moathouse added to your map.
Don't worry, if your quest doesn't include receiving that information, you can get it later from Spugnoir. The important thing is to finish the first step in your mission, whatever that may be. You don't need to go on with your main quest yet, just complete the first step of finding your contact in the Village.
I'll meet you back in town, at the Welcome Wench Inn 6. If you're not headed for the church, skip to Step 8. He welcomes you, and hints at you about making a donation for the poor. All in good time, my friend, all in good time We're here to see Tarjon, the Canon.
If you have a high Intimidate score, you will get the option to use it on him indicated by the red icon next to the dialog option , although in this case it really doesn't make any difference. Answer as you will and buy stuff if you want , then head up the stairs just to the northwest of Calmert. First, and most important, is the Moathouse; you may also be asked to help him retrieve a lost artifact in a place called Emridy Meadows.
Finally, you can accept a quest to help convert a family to the church. We have some things to do around town before we go off into the wilderness. When you're done, loot the bookcase at the top of the stairwell and head back downstairs. You can use the spell Identify or Read Magic to accomplish this.
Agree to help out to get this mini-quest added to your logbook. She is friendly, and will give you a few interesting pieces of information about Burnes and Rufus, and the building of the new castle locations 28 and She will also ask you to talk to the miller 23 to see about getting some flour for her. When you've gone thru the various dialog options, go back upstairs and exit. Our next stop is the Welcome Wench Inn 6. Good to see you again! How did your initial meetings go? C'mon, let's go in and have a drink!
From here on out, all parties - regardless of alignment - should be able to follow the same sequence of events. There are several minor quests in town that we can complete for some initial experience, and a couple of relatively easy ones in areas nearby. But, before we do any of that, we should round out the party. There are a few potential NPC candidates in the Inn, and even a mini-quest or two.
This is also one of a couple of places where you can manage the party by clicking on the bar, right next to the entrance - look for the hand icon. Talk to Ostler Gundigoot, the innkeeper. He's behind the bar, to the left of where you entered.
The dialog options are rather limited at first, so go with the flow and agree to pay 2gp for a room. He then makes you another offer - catch someone by the name of Furnok cheating at 'games of chance', and you can have a room for free. As this amounts to a free place to rest for life, I very strongly suggest you accept.
Furnok is in the northern corner of the room, labeled as Inn Guest. Finally, you'll find Zert just to the south of Spugnoir, also named Inn Guest. Recruit if you want you can get Furnok if you pay for him, but I choose to wait and get him for free after doing his mini-quest. So let's see about getting that free room at the Inn, and recruiting Furnok.
Select a game to play either cards or dice and cough up 10gp. If you're lucky, you'll win a time or two, but eventually you will hit a losing streak, and discover that the cards are marked or the dice are loaded. DO NOT offer to let him join yet, instead blow him off and go tell Ostler that you caught Furnok and get your free sleeping room, plus some experience.
I normally keep him until after the Moathouse and Emridy Meadows quests, and then drop him back off at the Inn. Don't worry if yours are different than mine - we can pick up all the same ones by visiting and talking to the appropriate people. If your party alignment is not Neutral Good, you may want to head up to the church and do the steps you skipped earlier in WLK You can also, if you wish, skip around thru this chapter and do the quests in whatever order makes the most sense for your particular situation.
It's up to you Tell him that you have come about a donation of flour for the church, and he will complain that he hasn't decided yet. Now here's another place where you may be presented with opportunities to use Bluff, Diplomacy, or possibly Intimidate. No matter what you choose though, it appears the response is the same - you need to go and talk to the Archdruid, Jaroo.
Okay, if it will help sort out this mess. You may be able to talk to him again and Bluff him into handing over the flour by telling that you already talked to Jaroo , but you might miss out on some intel if you do. You will need to Bluff him to get him to agree that it's okay for the Miller to donate to the church tell him that Mytch has plenty of grain, and will even give some to him too.
In the back room is Jaroo's Chest, which is locked and trapped. Quala is able to detect the trap, but not disable it. I have had Elmo go in and trip it before, then grab the loot, but that can lead to some unwanted consequences so we'll just leave it for now. Head back to the Miller's. Agree to talk to Mytch for him, and then talk to the Miller again. Either way, get the XP for this, and exit. Just before you get to the courtyard area in front of the church, head east the grassy 'path' in front of the rock wall, right across from the driveway to the southwest.
Head northeast around the church until you are attacked, and then kill the little Goblin he's worth 7xp per character. Loot his corpse and head back around to the main road. If it's daytime, Black Jay Herdsman will be standing near the fence outside his house; if it's night, he'll be inside.
Talk to him and ask if the ring you found is his; he will get all excited and offer you a choice of magical items for its return. Note that the boots and the cloak need to be identified before they can actually be used. Personally, I choose the arrows, although I could make a case for taking any of them.
I'm not going there. Agree to help him figure out the problem with his flock. As usual, being a peasant farmer and all, he knows nothing, but suggests you go and visit Jaroo to get more information.
Off we go I'll stop. Enter, and ask him to identify the plants you found; he confirms that these are indeed Hemlock, which of course means that someone is purposely trying to kill Jay's sheep. Well we can't just let that go, can we? So it's back to Jay's farm to see what else we can do to help.
Head into Jay's field, up by the crops He will admit to poisoning Jay's flock, but refuses to say who put him up to it. Send him packing, with the admonition to never come back again. To the southwest of Black Jay's is the Brewery; head over there and enter. Talk to him, and tell him you were sent here by Calmert to collect. He will get all paranoid, and say that he doesn't have the money, and beg you to help him. Now, there are a few ways this can play out First, you can Intimidate him and get him to promise to pay tomorrow.
This is the easiest and cheapest for you , but may cause a Paladin to become Fallen. Second, you can let him be and agree to go and talk to Calmert for him. Me, I chose not to Intimidate; you, can do whatever you feel is best based on your party alignment and how you want to play the game Select the dialog option that works for you and exit the Brewery. Again, you have choices If you Intimidated Cavanaugh, you can simply tell Calmert that he will get his money tomorrow - quest complete.
If not, then you need to decide if you will help out Cavanaugh, and how you'll accomplish that. You can pay his dues for him 2gp , or you can convince Calmert to 'look the other way' for a small donation 10gp. If you do neither, you will be left with no choice but to go back to Cavanaugh and Intimidate him anyway.
I want to help the guy out, but I'm not made of money; I use the Bluff option and pay the dues for him. If you didn't do it before, head upstairs and talk to Terjon about doing conversions to his faith; he will ask you to ehlp convert Jakk Borton, the Leatherworker. This will be our next mini-quest. Make sure to grab the scrolls from the bookcase and head back downstairs. Exit the church. Technically he just goes hostile and attacks, but he is way too powerful for a low level party, and you will lose the battle.
If this is your quest, plan on coming back several levels from now and taking care of this when you actually have a chance of beating him. Enter the house and talk to Jakk; aski him about converting to the Church of St. Cuthbert, and he will respond with a condition. Jakk's brother-in-law - Bing - is apparently quite ill, and Jakk won't consider joining the church unless he sees a miracle in the form of healing him. We need to talk to Terjon again, so it's back up to the church Terjon is where he always is, so ask him about a healing for Bing.
He will tell you that it is beyond his power to help, and that you will need to find some other way. He's the most powerful cleric in the whole town, but he can't help one poor guy so that he can get his convert - what a dick. Head back down, exit the church, and return to Jakk's house Tell him that Bing was healed by the power of St. Cuthbert technically, this isn't a lie, since the scroll did come from the church Return to the church and tell Terjon about his new converts to get the experience.
Note that you can use the potion instead of the scroll to accomplish this - I choose to use the scroll because potions can be used by anyone, and scrolls can only be used by clerics. This allows me to have magical healing available with a couple of characters; Ilana holds on to all the scrolls, while K'aos carries the potion.
Figure out which male party member you want to get married and head for Holten and Fruella's house; follow the river road all the way east to the last building. This character should have a high skill in Sense Motive.
Agree to marry Fruella, and tell him that you'll ask her. Talk to Holten again and give him the good news; he agrees to convert so she can have her wedding, and approves the marriage.
Unlike in real life though, there is no way to get a divorce here, so if you want to dump her, you'll have to kill her off.
For now though, she's a member of the group. Head back to the southern part of town and go all the way east along the east road until you come to Burne's Tower Guard Tower. It's a fair way out - the map is definitely not to scale. Enter the tower, and talk to Burne Wizard. He will ask you to infiltrate the camp and discover the spy; agree, and exit the tower. Burne has a lot of scrolls for sale, if you have a need. Personally, I wait - I don't really have a use for any new magic yet.
Once at the site, look for a worker named Jayfie. He will appear eventually right in the middle of the entrance road to the site Peasant Laborer , but will seem confused about your presence.
Bluff him to convince him to let you stay and work, then choose the Sense Motive and Diplomacy dialog options to get him to reveal his part in the 'side jobs' that are being done. He will also reveal that Rannos and Gremag, from the Trading Post, are part of the scheme. This is what Burnse wanted us to find out, so let's return to him and give him the information. Now it would appear that this is the end of the quest, but not so fast.
Head back to town, and up to the Hommlet Trading Company Here you will find a Courier; If you have a high enough Sense Motive skill, you can get him to admit that the ownsers, Rannos and Germag, are spies for the Temple the evil temple, not the Church of St. If your skill isn't high enough, you'll miss out on some gold a fair amount, actually , but there's really nothing you can do about it.
Thanks to Jagged Jim and his guide for this piece. Once you've completed any transactions you want, talk to Rannos and tell him that you know he's a spy; he will attempt to bribe you with 20gp. Well that just ain't gonna cut it spy-boy! Use your Diplomacy skill to get him to pay more, and walk away with a nice payday and some fresh experience. Note that if you were able to get the courier to confess, you can get Rannos to pay you gp; if not, then you can only hold him up for This can be a nasty fight at our meager level, and there isn't a whole lot of room to maneuver, but it is a winnable battle.
Once they're all dead, loot the bodies for some nice gear. Some of the loot goes right away to the NPC party members, but the rest is detailed below.
Oh, and this is way more than enough experience for the whole party to level up; I go to the Inn to do it, so I can rest and memorize new spells. He gets 10 skill points, and adds them as much as possible to the same skills he already has. Chaorl stays a Barbarian and bumps up his same starting skills as well. The chainmail goes to him, since he's our front-liner and first to go into melee.
Ilana becomes a 2nd level Cleric, adding skill points to Concentration and Heal. Quala goes Rogue and puts her skill points into thieving abilities, also adding per first couple of points to Concentration for when she dual- classes to Sorceress at next level. She will take the 2 potions, the amulet, and the shortsword. He also gets a new spell here, and goes with Resistance. That was fun - let's get a drink to celebrate! Accept his challenge to join in a drinking contest.
I use Chaorl for this, and have him use his Barbarian Rage to get his hit points up as high as possible Each round, you and several others in the bar will each toss down an ale and take some non-lethal damage points per round. When all the contestents are passed out, and you're the only left standing, you win. Loot the bodies of your vanquished foes for their gear, and then rest to regain your lost hit points. Nobody drops anything exceptional, so I'm not going to bother documenting it in detail; I'm selling it all.
I sell off all the crap I don't need gems, extra weapons, etc and get some better shields and armor for the few that need and can use it.
I'm now much better equipped, fully rested, and ready to go on. You can either go overland from the Inn or follow the road to get there - it really doesn't matter.
Talk to him and ask if there's any evil in the area, or say that you're looking for adventure, or whatever you like. The point here is get him to tell you about the Giant Spiders that are preventing him from getting to the Deklo Trees he wants to harvest. This is not a hard fight by any stretch of anyone's imagination; kill the spiders and return to Tarim. You can ask about his family, and find out that his little girl is sick, but unlike the earlier quest there's nothing you can do to help little Amii.
Too bad, so sad Since they're listed separately in the logbook, I named them separately here in the guide, but really they are more like one single quest.
Oh well, whatever Apparently Filliken's wife passed away a while back, and all he's been doing is working his farm; now he's using up more than his half of the space in the barn, and leaving no room for Percy and his family. She suggests hooking him up with the widow Mathilde from across the street. Well, since we had to get married to further our ends, it's only fair that Filliken get to experience the joys of marriage again.
Exit the house and head over to Mathilde's house. So this is going well, even if it means we're going to be running around, back and forth Off we go to find the carpenter and see about this barn. There is also an option to offer him gp, but he says that Burne and Rufus are paying him more to work for them.
Now he has agreed to build the barn, but he still insists that he can't start on it right away because he doesn't want to piss off the rest of the villagers by delaying their work. However, if we were to help Marek convert to the Old Faith, he would be willing to do the barn first.
This opens up the other quest Carpenter's Dilemma , which we will do next. Being a Druid and all, he says that he can do it, but only if Terjon agrees - have to keep the balance, and all that jazz So it appears we aren't done running around quite yet. Head for the church This is a classic example of the 'win some, lose some' axiom, and shows that you have to be flexible to get along in life. Over the river and thru the woods, to the archdruid's house we go sorry I just could not resist that.
He agrees to perform the conversion, and says that he will go and talk to Marek. Now, of course, this lazy old bastard won't actually be going anywhere, which means we need to do it ourselves.
Head back to the Carpenter's Shoppe. Man, that old Jaroo fellow must be fast, because we came straight here and he beat us anyway. I'm impressed Now there's just a little matter of payment for building the barn; Mathilde said she was pretty well off, so I guess we should go get her to cough up the dough Note that I didn't get any experience for doing this mini-quest, which leads me to believe that it isn't really a separate quest after all.
I can only speculate as to why these are separate in the logbook; maybe it's possible to do them in a different order? But now it seems we've forgotten one whole piece of this puzzle - we haven't even met this Filliken person, let alone tell him that we're fixing him up with the widow Mathilde.
I guess we should do that Enter and talk to him about marrying Mathilde you will have an option to Bluff him with some nonsense about how you have 'come from afar'. He insists, however, that it is too soon, and that the tenets of the Old Faith won't allow him to remarry yet.
Now we have to go back to Jaroo and get him to rule on the appropriate length of time for someone to be in mourning. So there's out answer - back to visit Filliken again and give him the news.
This seemed like an awful lot of running around for a measly 78 points per character, but since that's all we get, I guess we'll take it. So now we get to go and figure out who is ripping him off. This mini-quest is quite easy, and doesn't involve any running around for a change. Exit the house and pass some time until evening. Confront him, and ask why he's holding a bag of stolen grain; he will admit to stealing from Filliken.
Now you have a choice - turn him in, or let him go if he promises to never steal again. I'm sick of covering for these stupid villagers and their petty squabbles, so I decide to tell Filliken who the thief is.
Maps Explore the Maps! About the Game. Leveling Up. To level up, you have to get enough EXP. You can get EXP by casting and killing other players. Template Page. Template Info. Interwiki Discord. A - D Adopt Me! Social Media. Categories Main Page. The aforementioned team compositions, melt and vaporize, deal the most damage out of all the other reactions. This doesn't mean that you should count out other elemental reactions.
Take swirl, for example, an elemental reaction that heavily relies on elemental mastery. Characters like Sucrose, Kaedehara Kazuha, and Venti are great damage dealers as long as they're swirling an element. Thanks to their own kits, they can do exactly just that. What puts Swirl above the rest is that it's mostly used by a character that has Viridescent Venerer as their artifact set, its 4-piece effect reduces the opponent's elemental resistance to the swirled element which means you're just going to continually do a lot of damage as long as you consistently apply the debuff.
Elemental Mastery can be increased by artifacts, weapons, and certain abilities. The most reliable of these of course are the artifacts and the weapons. There are several of them that increase elemental masteries such as Wanderer's Troupe and Viridescent Venerer for the artifacts, Rainslasher and The Stringless for the weapons. There are also characters that have elemental mastery as their ascension stat, notable ones are Sayu and Kaedehara Kazuha.
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