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Hi,

I am at the beginning of the game and I ask myself a few questions:

- During a fight victorious I find myself often cluttered with the weapons of the enemy, is there a place or city to sell?

- Is there a time limit was not exceeded in the game, which will trigger the end of the game or trigger specific events?

- Once during a fight I put the Automatically fight 'on' but since this one has every fight takes place automatically, I wish to return to the manual mode for each fight like before, how?

- Is it necessary to include a mage in the group to complete the game? I have a full team of warriors only.

I am asking because in some rpg there are magical barriers and in these cases the mage is essential.

- I've noticed that in the game a "automap" appears in some places, this map
is already completed and I was wondering if in dungeons or locations / town this "automap" will draw the scene as and measurement of exploration (like by example: Yendor 3) or otherwise does not have any being of "automap" in such places ? I ask myself because I have so far not explore any dungeon, in fact I continue to make as many battles as possible around the outpost to be ready later, ands I don't like draw some map on paper.

Thanks in advance.
Post edited December 13, 2015 by thedkm
You can sell items at outposts, and in towns with shops.

No time limit.

Press Space during combat to get manual control again.

You can theoretically do without a mage, I guess. But it will be like an army with no air support or artillery, so I don't recommend it. My ideal party has one Human Mage and one Elf Fighter/Mage.

Not sure what you mean by the last question. But maps either comes "pre-mapped" or with no map at all. It's not like an auto-map that fills out while exploring.
Post edited December 13, 2015 by PetrusOctavianus
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PetrusOctavianus: You can theoretically do without a mage, I guess. But it will be like an army with no air support or artillery, so I don't recommend it. My ideal party has one Human Mage and one Elf Fighter/Mage.
For the Krynn games, I would suggest making your mages of different moral alignment, as Good and Neutral mages have different spell lists.

For clerics, moral alignment isn't as important; the trade-off here is that Good clerics get better granted powers (and, in the 2nd game, need less experience for 5th and 6th level spells), while Neutral clerics are usually better casters (getting all other spell levels at less experience, and being able to get 7th level spells in the 2nd game).
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PetrusOctavianus: You can theoretically do without a mage, I guess. But it will be like an army with no air support or artillery, so I don't recommend it. My ideal party has one Human Mage and one Elf Fighter/Mage.
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dtgreene: For the Krynn games, I would suggest making your mages of different moral alignment, as Good and Neutral mages have different spell lists.

For clerics, moral alignment isn't as important; the trade-off here is that Good clerics get better granted powers (and, in the 2nd game, need less experience for 5th and 6th level spells), while Neutral clerics are usually better casters (getting all other spell levels at less experience, and being able to get 7th level spells in the 2nd game).
Thanks for spamming us with your vast experience with playing these games.
Thank you Petrus and Dtgreene for your answers. :)
Playing without mage is possible but it's rather something for an extra challenging replay than for a first time playthrough.

You loose a lot of extra tactical options without access to mage spells, a haste spell cast by a red mage before a difficult battle makes your warriors twice as effective, a fireball can damage whole groups of monsters and prevent enemy casters from casting their dangerous spells at your party, a stinking cloud can render opponents helpless and control enemy movement on the battlefield ...

Fighters level quite fast compared to knights, there's enough XP in the game to get a fighter/mage multiclass to the fighter level cap so in the end only a few less HP remain as disadvantage compared to pure class fighter.
You can play such a character just like a pure fighter with extra hidden powers for emergencies if you want.


When you find loot after a battle I recommend using detect magic (level 1 spell for clerics and mages) so you can see which items are definitely worth taking, no need to pick up and sell everything you find.
Okay thank you for your advice will be very helpful to me. :)
An interesting tradeoff is the single-classed vs dual-classed mage; single-classed mages are a liability in the second game with all the skeleton warriors, but a huge advantage in the third because they become powerful enough to nearly ignore draconian magic resistance.

So it depends how much transferring you want to do.
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Null_Null: An interesting tradeoff is the single-classed vs dual-classed mage; single-classed mages are a liability in the second game with all the skeleton warriors, but a huge advantage in the third because they become powerful enough to nearly ignore draconian magic resistance.

So it depends how much transferring you want to do.
If you dual-class early, a dual class character will end up less than one level behind a single class character.

I would say level 7 as a fighter/paladin or 8 as a ranger would be a good time; you get the first extra half attack, and will regain your previous abilities in less time than it takes a level 10+ character to gain one level.
You can't dual class in the Krynn games.
Anyway, I prefer to have one multiclass mage and one single class mage.