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Ultima iii exodus death gulch
Ultima iii exodus death gulch







ultima iii exodus death gulch

I can unlock chests and stuff with Appar Unem. Paladins get all the Cleric spells I need, and Wizards bring overwhelming firepower. Rakenan: 2 Bobbit Paladins, 2 Fuzzy Wizards. Fortunately, as I mentioned above, it is easy to train a replacement once you reach the point where that matters. (If the new character is your first Wizard, get 75 INT and spell P will help that character get experience.)Īlso, I note that, in the final dungeon, the only difference between classes that matters is the ability to cast spells hence, at that point, Thieves are tied with Fighters and Barbarians for being the worst class. XP isn't hard to get if you have a Wizard with 70 INT just cast spell O (Necorp, which reduces every enemy to 1 HP), and your new character can easily finish off the enemies in one hit the guard near the entrance of Death Gulch is a good choice. If you can get a lot of money, it is easy to raise a new character's stats. One other thing I have noticed is that, in Ultima 3, and unlike many other games (certainly unlike Might and Magic 3-5), it is actually a reasonable strategy to switch party members mid-game. I find this to be pretty fast, and it doesn't require keys or a boat only torches (which are much cheaper) and magic (which can eventually replace torches). Just put your thief-type (I happen to like Rangers because they are good for so many other purposes, but a Thief will work very well for this purpose), use a ladder up/down spell to reach level 3, loot the areas near the corners, and then go down the southeast corner to reach an area with more treasures. I actually don't use Death Gulch for money I have found that looting Perinian works well.

ultima iii exodus death gulch

In fact, I have been known to make Fuzzy Paladins (though I should point out that, endgame, Wizard spells are more important than Cleric spells).

ultima iii exodus death gulch

That's actually the main problem I have with Paladins they can't reach 99 in both DEX and WIS, making them not so great in the long run. Personally, I don't like running Humans, Dwarves, or Bobbits because they can't reach 99 DEX, and with anything less, misses become annoying. This tends to work well before I am ready to use dungeon fountains for healing (which are the only realistic way to heal 2000+ HP later in the game). In terms of healers, I actually like using a Druid if INT is at least 18 and WIS is at least 20, it's like having two healers in one character. The Thief is how I make money in the early game, until I can get in behind the armour stone in the Death Gulch, which requires keys and a boat. With two healers, I can indefinitely support a poisoned or starving party, which is a problem that's come up more than once. Organmike: I usually run Bobbit or Human Paladin, Elf Thief, Fuzzy Wizard and Bobbit Cleric, myself, but there are likely better parties.









Ultima iii exodus death gulch