Organization: Washington University, St. Louis
Date:         Tue, 10 Nov 92 20:05:03 CST
From:         C09615DK@wuvmd.wustl.edu
To:           NETNEWS@WUVMD
Subject:      WIZ7: Changing Professions AND One Spoiler
Newsgroups:   comp.sys.ibm.pc.games

This article contains my observations and opinions concerning changing
professions and one spoiler to be used at the very end of the game... the
spoiler tries to define (almost) a bug which will be very frustrating at the
near end of game.

Changing Professions is one of the most useful options given by Sir-Tech in the
game, in terms of choosing professions.  However, it can also be one of the
most damaging if misused.  The basic rules of changing professions are 1.change
only one to two characters at a time, especially when the rest of your
characters are relatively low level in their professions.
2) NEVER change characters so that you won't have any POWERFUL magic available
3) don't start changing your characters until the next Experience level is FAR
   off... usually at about the seventh level.
4) don't change all your characters (it's nice having a level 40 fighter or
   Ninja, etc. at the end of the game--for no purpose other than posterity)

Those are the basics... these are my opinions...
1) Ninja's are the best.  They Critically hit, can hide in shadows, they have
   armor classes of less than -12 (at very high levels, of course), and best of
   all they cannot be silenced--I made both of my magic users into Ninja's near
   the end of the game, and gave them Extended range weapons and they
   eventually had Kirijutsu skill of 100 and could critically hit almost any-
   thing, which brings me to rule number...
2) Only change professions when you need to, mainly when you want to raise ONE
   SKILL.  AND More importantly, concentrate on that skill... ie.  I had to
   change professions about 5 times to get Kirijutsu up to 100, but it was done
   in under 10 minutes :).
3) Wait to start changing classes just to raise skills until you have reached
   areas where High-Level Monsters hang out... ie. don't change classes to
   raise a high Mapping or Scouting Skill (two of the more useful in Dk. Savant
   BTW) when all you'll be fighting is Glow Mothras or Bambi-Phoots... it'll
   take you forever.
4) IMO, fighters, are absolutely useless, except some weapons and armor can
   only be used by certain professions (some very NICE items, but very rarely
   nice armor).  Ninjas and Monks have their own armor, can Critically Hit, do
   more damage with ONE SHOT than most weapons do in two (and sometimes four)
   and are the classes most able to hit eight to sixteen times per round (four
   for Dexterity and Four shots in each Dex. shot for Speed).  Plus, they cast
   MAGIC (Ninjas are Alchemists-- UnSilenceable --when you're fighting the
   Monster that New York with his Magician buddies, it is VERY NICE to not be
   able to be silenced ;) ;) ;)   )
5) Bards are useful only for their ability to use Music... once they have music
   however, they are QUITE useless--change them.
6) That's about all I can think of, well... what follows is a semi-spoiler for
   the very end of the game.










When you reach the area with the Crystals, try the following if the correct
combination doesn't open up both locations for you...
Face North and step on the Pentagram to go South and face South and step on the
Pentagram to go North... either way, try the correct sequence first :)

Long post, huh--Dan K
Newsgroups: comp.sys.ibm.pc.games