Van Slaylin wrote:OK maybe I'll keep my characters then...when i have time I should try to show you guys there atributes and see if you guys think theyre any good...most are around lvl 25 or so...I think I have them all outfitted with the best stuff in the game but I'm unsure if maybe I'm over doing it as only one character has any empty spaces left...so when touring dungeons I cant really get much new stuff...
The only quest-related item you really need to bring with you from the first game is the master key. The silver shapes and most of the other quest items will disappear on transfer. The spectre snare is of course extremely valuable, especially in the hands of your bard. See below.
The class requirements for some items change. For example Paladins can't wear dmnd plate in ToTU, but they can in TDK. The best items in the first game aren't necessarily what you want to transfer over. A few bard restrictions are lifted, too.
I was quickly reading about the squares you mentioned and I'm not sure if you've discussed this but I think the computer will check to see if you have the required items in your party, such as the silver shapes etc. and if you dont then I think you wont be able to continue...But I'll read more about it and try to find the squares myself however on the emulator you cant tell when disk drives are running...
I'm thinking specifically of the square at 8N, 10E. It apparently does nothing of consequence on the C64 and Apple ][e. It puts the Amiga into a tight loop that effectively freezes the game. I just want to add the behavior on the ][gs to the list.
My party has a Palidin, Monk, Warrior, Bard, 2 FULL wizards. Sometimes I'm thinking that I shouldget rid of one of my fighters as they seem to be somewhat useless at higher levels...
The amount of raw damage they can do generally diminishes in importance, but when equipped with some of the powerful weapons in the game they can be just as good as ever.
I think your party is fine, really. You could experiment with dropping the Paladin or Warrior, and replacing him with another spell-caster. An extra spell-caster is always appreciated. I have three arch mages, but I rarely actually "need" all three at once. It's fairly simple to clone one of your BT1 wizards by transferring him in to BT2, renaming him, and then transferring him in again. If that type of shady dealing is beneath you, you can just train up a new one. It won't take that long before he catches up to your other two spell-casters as they slog through the arch mage levels. This is where the spectre snare comes in, as it makes a bard into a destruction machine. The downside is that a bard can be really effective just using his magic items and singing songs during battle. My bard doesn't get to sing much, or use his items much, because I need him to whack stuff with the snare.
Keep in mind that with three spell casters you'll be reliant on your special member being a decent meat-shield. This may prevent you from taking full advantage of some of the more interesting monsters you can summon, like the Wind Mage. He casts Mangar's Mallet one quarter of the time, but he's kind of fragile.