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Versio hetkellä 6. huhtikuuta 2011 kello 13.14 – tehnyt Tappajasorsa (keskustelu | muokkaukset)
Siirry navigaatioonSiirry hakuun

Grey elf wizard on imo paras jos hakee normi voittoa.

Mini walkthrough GE wizard

Mindcrafter suugaa. Usko pois, pelasin monta, monta tuntia erilaisia. Kuin pelaisia fighteria paskoilla stateilla - mindcraft powerit ei käytännössä toimi koskaan kun niillä olisi väliä.
Confusion blast? Bosit resistoi rankasti.
Lämä blastit? Undikset ja kaaos mötöt pistää takasin (lämää/korruptiota). Lisäksi PP-damge suhde on aivan aunarista.
Telikinetic blast? No joo, ei tule tauluun undiksilta tai kaaos mötöiltä, mut range on 1 ja PV vaikuttaa.
Menee seinien läpi? No just tän takia pelasin mokomaa classia. Seinän läpi! Upeeta! Vaan ei. PP-lämä suhde on niin paska, että jos tätä yrittää hyödyntää missään missä sillä on väliä, niin kuolee korruptioon.
Imo, farmerkin on parempi (älä pelaa farmeria).

Munkki on kovaa kamaa. Class powerit rokkaa, mutta alku on kieltämättä hankala. Itse pelasin läpi hobitti munkilla, mutta gnome lienee vielä parempi.

Bardeissa on potentiaalia.

Ei ole omaa tekstiäni, kunnia sille jolle se kuuluu, en tiedä kelle. Hieno tapa osoittaa skillien tärkeys-taso:

If you could sell your skills, would you? I would! Well, at least some of them. Come to think about it, I suppose I would sell almost any of them, if the price was right. Of course that depends on what PC I'm using. I would not sell the concentration skill for any price, were I a spellcaster, but for fighter PC's I would.

What if there was a merchant on the road to the Drakalor chain, that could buy your skills. How much would you take for each one? Here is a list of my musings, each price reflects only what I think THAT skill is worth. I will not consider the value of any skill, in combination with other skills. That would make things really complicated. For entertainment purposes, I will form the evaluations as haggling sessions. For those who don't want to read the whole thing, I put a quick overview at the bottom.

<Alchemy>

gut: Not less than 80,000 gold.

Merchant: C'mon! This skill is about as useful for the early game, as a burb root. I'll offer 10,000 gold for it.

gut: This skill eventually lets me blind my enemies, extend my life span, heal my wounds, reverse aging, recharge wands, and even increase my stats! Also, after I gain protection from fire, I can use offensive alchemy. It's an almost unlimited source of fireballs, that cost no PP's to cast. It's worth at least 60,000 gold.

Merchant: If you sell it though, think of all the advantages the gold could bring. You could buy many nice items in the black market, not to mention piety, should you find an altar. Wouldn't the PV points, and extra prayers serve you better in the short term. I'll go as high as 30,000 gold.

gut: Nope. You make some good points, but I'm not guaranteed of any of that. The shop may have no great items, and I might not find an early alter. Granted, if I make it to dwarftown I could still spend the money there. However, if I make it all the way to DT without the extra PV and piety, I could probably continue on without them, better to keep the skill. Besides, there are other ways of getting gold by then. I will not part with this skill for less than 50,000 gold.

Merchant: It takes quite a while to train that skill, and it can use up two great potions to make just one. 40,000 gold is my final offer.

gut: *Carefully considers gaining 40,000 starting gold, in exchange for giving up the Alchemy skill* Well, I can always hope for potions and scrolls of education. Sold!

<Alertness>

gut: This skill isn't even wishable! 70,000 gold.

Merchant: Let's not be hasty here. Sure it can save your life against the ACW and the Archmage, but where else does it make much difference? I'd say more like 20,000 gold.

gut: Let us not forget ogre magi. Even though, the ACW and Archmage may be only two fights, they are most likely the two toughest fights in the game! I don't under value any advantage I can get over either of them. Alertness also helps out with avoiding traps, and that can save equipment, and maybe my life. It's worth at least 50,000 gold.

Merchant: Detect traps works better, and only costs a few grand. I'll offer 40,000 gold, but no more.

gut: *considers that there are many other tactics for dealing with the ACW and Archmage* I'll take it, but I think I'm getting jipped!

<Appraising> gut: As good as this skill is, it should fetch about 30,000 gold, I'd say.

Merchant: As good as that skill is, it should fetch sticks, and be named spot. 1,000 gold.

gut: It helps me know what weapons and armor are worth trying in the early game. It can potentially save me from equipping lousy items like gauntlets of peace. 20,000 gold is reasonable.

Merchant: If you don't mind having cursed armor rated as 'good', then yes, it's a fine talent. Think about it, just how many extra points of PV do you expect to profit from that skill. Three? Four? It's mostly only useful for helping you decide on which armor, medium shield, and gauntlets you want to chance. Add all the differences up, and you could just as easily acquire that many PV points from the black market, for perhaps 3,000 gold.

gut: Cursed armor with some PV doesn't bother me, it will serve nicely until I can uncurse it. The skill is valuable to me, because I don't want to pack four sets of armor back to the black market, just to get an idea of which one I should try on. I'm fine with having a quick estimate, I'll deal with the down sides if they come. Also, you leave out other items, like rings, amulets, and most importantly, ego weapons. 10,000 seems more fair.

Merchant: I left them out for a reason. Most all rings and amulets are beneficial, you don't need a special skill to tell you that. Wouldn't the gold serve you better? Potions rated as 'good' could still goof you up big time. Scrolls also shouldn't be experimented with, just because of a 'good' ranking. As for ego weapons, well, it's not THAT hard to pack them to a store for a more professional estimate. More to the point, if you find an early alter, you can 'equip ID' weapons with no danger. They don't come in auto-locking versions, like armor. How about 4,000 gold?

gut: Good points, but I just wouldn't want to give up the skill for 4,000 gold. I don't think I'm guaranteed of getting enough in return. Shall we say 5,000?

Merchant: Deal.


<Archery>

gut: It gives a nice bonus to missile accuracy and damage, and it opens up two great missile talents. I wouldn't want to part with it for less than say, 50,000 gold.

Merchant: Missiles can be effective without that skill though, their damage and accuracy increase quickly enough, just by using them. Also, the 'regular' missile talents give a nice enough boost on their own. 10,000 gold.

gut: More damage per shot might not be absolutely needed, but it can sure make the game more enjoyable. The same goes for shooting faster. Don't forget, most of the bosses in the game, should be taken out with archery. The extra damage, accuracy, and speed do come in handy then 30,000 gold.

Merchant: I agree, but in a place like the ToEF, archery is seldom an option with most missiles. Also, the benefits may be nice, but are they 30,000 starting gold worth of nice? With slaying ammo, would you really notice THAT much of a difference, when fighting bosses? I think not. Remember, you can buy a lot in the early game for about... 20,000 gold.

gut: *considers that the combination of slaying ammo, missile training, and the regular missile talents, sadly devalue the archery skill* OK, 20,000 gold it is.


<Athletics>

gut: It gives me extra speed! 50,000 gold please.

Merchant: Extra speed kills your exp. gains. 5,000 gold.

gut: I can 'bloat' and 'strain!' myself all over the place, that will cancel it out. 30,000 gold.

Merchant: So you just received some penalties to your DV, and combat accuracy, in exchange for bringing your speed back to where it was to start with?! 2000 gold!

gut: The point is, that I have the speed if I need it. I can drop some large rations, get my speed boost, and outrun monsters if I need to. In addition to extra speed, athletics also helps some of my states increase. Perhaps 20,000 gold.

Merchant: Oh, I see now, but most of the states that are helped, can be increased by other means. 15,000 gold is a good price.

gut: *weighs the benefits of 15,000 gold Vs (mainly) the occasional speed benefits* Sounds good.


<Backstabbing>

gut: How about 300 gold?

Merchant: Perhaps more lik- I'm sorry, what did you say?

gut: I said, How about 300 gold?

Merchant: Yeah, that's what I thought you said. I was just checking to make sure I heard right. Of course I'm not complaining, but don't you think it's worth more?

gut: Nope. It just seems to me, that any monster I would be tempted to use it on, should probably be taken out from a distance. Besides, it can wreak havoc on my alignment.

Merchant: 300 gold it is.

<Bridge Building>

gut: It takes about 25 gold to buy a large ration.

Merchant: What! You want 25 gold for that! Get out of my shop.

gut: I see your point. 10 gold.

Merchant: 5 gold, and don't tell a sole about it, for as long as you live.

gut: Sold! *sucker*


<Climbing>

gut: I don't know if I could climb out of stupid holes in the ground, without this skill. So I guess I can't sell it. Sorry.


<Concentration>

gut: Not selling this one for anything less than 5,000,000 gold.

Merchant: You couldn't even CARRY that much gold!

gut: I'll stash it in a farmer's inventory, and name him 'Deadman walking'.

Merchant: Gettin' kinda creepy there gut. Let's just agree that for your gray elven wizard, the concentration skill just shouldn't be sold. There are classes like weaponsmith though...

gut: Oh, them. Well, I'd still say it's pretty valuable. Without it, the option of spellcasting is rather off the table. Maybe I would sell for 50,000 gold.

Merchant: That would be too much. 50,000 gold would be insane for starting gold. All you would be giving up, is possible spellcasting, way down the road. To make up for that small loss, I'd say 25,000 gold.

gut: Not really. The spellcasting isn't way down the road, it's right around the corner. As soon as I come across some potions/wands of wonder, and a few good books, I'm ready to go. 40,000 gold please.

Merchant: OK, it's a nice skill. One of the best even, but 40,000 starting gold is still huge. That would last you well into dwarftown, and still make a big difference there. Would you turn down an offer of 35,000 gold?

gut: I suppose I would take 35,000 gold, but only for non-spellcasters.


<Cooking>

gut: I don't really play hurthlings.

Merchant: But if you did?

gut: Um, hmm... 4,000 gold?

Merchant: Throw in the cooking set, and you've got a deal!

gut: *why not, I was going to throw it out anyway* Why not, I was going to throw it out anyway.

<Courage>

gut: I can't sell this skill for starting gold, I don't start with it!

Merchant: Let's delude ourselves, into thinking that you do.

gut: OK. Make me an offer.

Merchant: Me.. oh, well OK. Ummm, how about 2,500 gold?

gut: That's a lot of large rations! Deal!

Merchant: *I have buyers remorse*

<Detect Item Status>

gut: I'm a walking altar! I don't even have to plunk down many skill increases for it to start working nicely. It can be great for no other reason than convenience. 20,000 gold.

Merchant: It doesn't work all the time, and is rendered obsolete by finding an altar. 10,000 gold.

gut: What part of 'for no other reason than convenience' do you not understand? Also, it's even handy for the mid and late game. I mean, I don't want to read a scroll of ID, for every weapon I come across. In addition, I don't want to miss out on that ego weapon for even a little while. I'll come down to 15,000 gold, but not a coin less.

Merchant: Well, if you won't sell for less, I guess you've got a deal.


<Detect Traps>

gut: If I start with it, that means it starts out at a decent level. (Hmm, that was strange. It seemed as though those words just occured to me, from out of nowhere!). I think 10,000 gold sounds fair.

Merchant: But you can buy it for 3,500! That seems like a fair price to me.

gut: Yes, but it's not available right away, and I would then have to train it from scratch. Besides, I might decide to kill Yergius, *gut's eyes suddenly shift to his melee weapon*, if he gives me a reason to be... irritated. Let's say 7,500 gold.

Merchant: *realizes gut is mentally unstable* Deal.


<Disarm Traps>

gut: Once trained to 100, this skill is a good way to disarm any trap. Maybe 7,500 gold?

Merchant: Before trained to 100, it's a good way to get your face blown off your head. More like 500 gold.

gut: Yeah, but that's only for floor traps. Any knuckle-dragger with a room temperature IQ would know that! Your safe enough with door traps, and that's a big help in the early game. 5,000 gold, and you're getting a deal here.

Merchant: Deal.

<Dodge>

gut: A fantastic skill, it gives up to 10 DV points at 100. 50,000 gold.

Merchant: Fantastic? Are we talking about the same skill here? For the end game, 10 points of DV isn't that much. By the way, when was the last time you got the dodge skill to 100, with any PC other than a monk or something? Doesn't it normally get stuck around 60. That gives a grand total of +3 to DV. 10,000 gold.

gut: ...

Merchant: ... Well?

gut: Goodness. I guess I always thought it was better... However, a sudden inspiration has just entered my so-called mind! Dodge is a unique way to improve my PC. If I want to optomize my PC, there is no substitute for this skill. I won't take less than 15,000 gold.

Merchant: I think something funny is going on here, but it's a deal.


<Find weakness>

gut: I don't think I'm interested in selling this one. Critical hits are a HUGE advantage in battle. With a weak PC, it may be the ONLY way to inflict damage on 'high PV' monsters. I'd have to get at least 90,000 for it.

Merchant: It's nice, but it's not like the concentration skill is for wizards. It is possible for a melee PC to do without it. That, on it's own, shows that it's not that valuable. 30,000 gold.

gut: I wouldn't WANT to do without it though! It makes tough enemies less tough. It makes long fights shorter. It allows me to efficiently kill greater molochs with missiles! OK, the game is still beatable without the skill, but that's not much of a knock. 70,000 gold.

Merchant: This one isn't going to come cheap, is it? I do think that 70,000 gold is just too much, that's almost a precrown! 35,000 gold is a much more sensible amount.

gut: Even precrowns come with no guarantees, I might wind up with the black tome, or some dull weapon I'll never touch. I prefer the benefit of a nice reliable skill. The skill is worth at least 60,000 gold.

Merchant: Ahhch!- I mean, hold on a second, 35,000 starting gold is nothing to sneeze at. That would still purchase a LOT of early game piety, equal to many, many, divine HP's refills. That should be just as valuable to a fighter, as more critical hits. Remember, prayer works even better than blessed potions of extra healing. You can use prayer when confused, or stunned, AND you can't lose them to item destruction. You could probably even buy enough piety for 'doom' removal for, say 40,000 gold.

gut: The abundant piety WOULD be nice. The possible 'doom' removal is really nice, but there are many other ways of getting piety. There are precious few ways to get the find weakness skill, basically start with it, or wish for it. Besides, piety can be lost the same as items can. One alignment switch, and you're sunk. I'll come down to 45,000 gold.

Merchant: *wipes some sweat from his brow* How about penetrating weapons? How about weapons that increase your critical hit rate? Surely they would de-value the find weakness skill somewhat. If you have the critical hit bonus from your weapon, you won't benefit as much from having the skill. In light of that, I'll offer-

gut: Actually, the bonus from the find weakness skill, stacks nicely with +crit weapons. The price is firm at 45,000 gold

Merchant: Very well. 45,000.


<First aid>

gut: Make an offer, any offer.

Merchant: Well this skill is only really useful against early game poison. That's if you have pumped almost all of your skill increases into it . How about 100 gold?

gut: Indeed! As soon as you find your first spider corpse, it's pretty much completely useless. It's worthless against sickness, and helps zero for the late game. I mean, every skill increase you put into this, is pretty much just tossed aw-

Merchant: Did I say 100 gold? I meant to say 50 gold.

gut: *considers that he sometimes talks too much* OK, it's a de- Hey wait a second. A thought just occured to me-

Merchant: Another one! How is it, that every time you get one of these 'inspired' thoughts, your prices happen to sky-rocket?!

gut: No idea. Anyway, first aid helps a lot to reduce early-game bleeding. That's probably it's most important use. In light of that inspired fact, I would not give up the first aid skill, for less than 3,000 gold.


<Fletchery>

gut: More missiles, a welcome addition to any inventory. 10,000 gold.

Merchant: When do you get those missiles though? After you kill a bunch of trees in the animated forest. By then, you should have plenty of missiles anyway. 500 gold.

gut: ...You mouth-breathing idiot. You DARE to insult the fletchery skill?! *gut hastily fletches up 14 arrows of merchant slaying*

Merchant: Whoa. Peace! I am just saying, it might not be so great. That's all.

gut: Listen you writhing mass of primal stupidity, any creature that's not on the far-left of the evolutionary chart can tell you, that it doesn't take long to train the fletchery skill. You can have it to 100 in no time, and the hatchet to boot. It can be a great source of quarrels for the early-game. 7,500 gold, firm.

Merchant: *nervously eyes the arrows of merchant slaying* OK, deal.


<Food preservation>

gut: Hmm, let's see. Higher chance for gaining all resistances earlier, which can save your life in so many ways. Higher chance for early teleport control, which opens the door for a darkforge raid. Higher chance for stat increases, especially starvation + ogre = an insanely high St stat. Higher chance for potions of cure corruption, by bring-

Merchant: *grimaces* You're enjoying this, aren't you?

gut: Higher chance for an emergency early game teleport, in the way of a displacer beast corpse. Higher chance for speed increases through quickling corpses. Higher chance for being able to restore intrinsics that may be lost from pool drinking. Higher chance fo-

Merchant: Just name a price already!

gut: 50,000 gold.

Merchant: Done! Next!


<Gardening>

Merchant: Mwah ha ha ha ha!

gut: Oh, bugger.

Merchant: *grinning evilly* Go on gut, list all the benefits of gardening. We're waiting.

gut: Well, if you're a farmer-

Merchant: Ha ha aha ha ah!

gut: It could happen!

Merchant: HA HA HA HAA! Oh! My ribs hurt!

gut: I meant, some OTHER player might try a farmer.

Merchant: Maybe, but the skill still sucks.

gut: Farmers start with herb seeds, so it's a possible supply of endless early-game herbs. 5,000 gold.

Merchant: It's possible, but a lot of work, and that lowers the value of it somewhat. I'd say more like 2,500 gold.

100


<Gemology>

gut: Another good one. With it I can get lots of powerful magical crystals. I can scum PC:2 for a horde of valuable gems. Just for the crystals of knowledge alone, it's worth 50,000 gold.

Merchant: The key word in all that mess, is 'can'. You 'can' get all those crystals, but DO you? This skill is different from most other great ones, in that you have to bore yourself stupid to benefit from it. Having a skill you don't use is like starting the game with a spellbook of wish. Potentially exploitable, but useless if you aren't willing to put in some major work. 10,000 gold.

gut: True, but I can still usually get at least one crystal of darkness on my way through the PC. That's enough to save a PC's life all by it's self. Remember, there can be more than one ant room in a game, so it's quite likely I'll find a few other nice crystals and gems along the way, even if I'm not scumming for them. Let us not forget though, that there are huge gains to be had, with enough work. 30,000 gold.

Merchant: Compare the occasional useful gem, in comparison with the piety that 20,000 gold could bring.

gut: Gemology could potentially bring me unlimited gold though!

Merchant: Yes, if you scum for it, which you won't.

gut: OK, 20,000 gold, but I'm getting ripped off.


<Haggling>

gut: Being a merchant, how much do YOU think this skill is worth?

Merchant: I would say about 1000 gold.

gut: *applies the haggling skill*

Merchant: Nay, no coin less. I'd better raise the prices I guess! 700 gold.

gut: *applies the haggling skill again*

Merchant: Nay, no coin less. I'd better raise the prices I guess! 400 gold.

gut: *intensively applies the haggling skill*

Merchant: Nay, no coin less. I'd better raise the prices I guess! 200 gold.

gut: I'll take it.


<Healing>

gut: Starting with this skill is really nice. It helps me to survive, and allows flexibility in choosing Terinyo quests. 80,000 gold.

Merchant: It can be easily acquired in-game though, and that de-values it tremendously. 5,000 gold.

gut: If I don't start with it, I almost HAVE to chose the carpenter quest. That means giving up a potion of cure corruption, and an artifact. I also don't get to chose between the herbalism skill, and the frost bolt items. Those are really great rewards to miss out on. Starting with the healing skill is worth 50,000 gold at least.

Merchant: It might not be fun, but you can still use herbs without having the herbalism skill. Those reward items don't help much for the early game anyway. Since you mention healing, in addition to still being able to get the healing skill, you can buy a lot of divine healing with 15,000 gold.

gut: It's a deal, but if a PC starts with neither healing or herbalism, that price would have to be more than tripled.


<Herbalism>

gut: Another handy skill to start with.

Merchant: Another skill that is easy to acquire in-game.

gut: Keethrax is not an easy fight!

Merchant: Generate, leave, return, kill. Shall we say the same for herbalism as for healing? 15,000 gold.

gut: Sounds fair, but if a PC starts with neither healing or herbalism, it would cost nearly triple.


<Law>

gut: If I started with this skill, I would give you all my starting gold to take it.

Merchant: That sounds a bit too hig- Wait a second, did you say you would pay me to take it?

gut: In a heartbeat! Who wants to listen to the game scold them for killing beggars. Not to mention the constant nagging while applying the pickpocketing skill. In this game, a conscience is a real nuisance.

Merchant: Oh, I see. Well, in that case, it's a deal.


<Listening>

gut: How about 100 gold?

Merchant: Huh?

gut: I SAID, HOW ABOUT 100 GOLD?!

Merchant: OK, it's a deal.

gut: Here you go, one listening skill.

Merchant: Nice doing business with you.

gut: Huh?

Merchant: I SAID, IT WAS NICE DOING BUSINESS WITH YOU!

gut: HUH?!


<Literacy>

gut: Spellcasters need this, they can't sell it for less than 150,000 gold.

Merchant: You can get it back! Just make it to dwarftown, and kill your quest monster. You might even get a dark sage corpse earlier, 40,000 gold.

gut: How exactly does a spellcaster make it to dwarftown with no spells? Still 150,000 gold.

Merchant: Well, you can still use melee and missiles. Rocks work fine, and are abundant on PC:2. Once you get to dwarftown 50,000 gold would make it worth the trouble.

gut: Yes, it can be done, but it wouldn't be fun. Once re-acquired, it would take forever to train it to 100. That's just a lot of work to go through, for such little return, and gold isn't that hard to get at that point in the game. I could just grab a Si, some cooked lizards, and 'w5' my way to riches. That would be much less hassle than playing an illiterate spellcaster. I still say it's worth 150,000 gold.

Merchant: Would take a lot of 'w5'ing to get that kind of gold. Let's split the difference, and say 100,000 gold.

gut: Fine. Now, how about non-spellcasters?

Merchant: 20,000 gold?

gut: Done.


<Metallurgy>

gut: Do we really need to do this?

Merchant: As a formality, yes.

gut: 2 gold pieces.

Merchant: 1.

gut: Deal.


<Mining>

gut: I did some mining in that one game... that once.

Merchant: 1,000 gold. Going once.

gut: If I have an urge to scum gemology, or smithing this could...

Merchant: 500 gold. Going twice.

gut: *frowns* Sold : (


<Music>

gut: Cats. 5,000 gold.

Merchant: Other methods work just as well. 500 gold.

gut: Pets. 3,000 gold.

Merchant: You don't use pets. 1,000 gold.

gut: Um, well, OK.


<Necromancy>

gut: Only one PC COULD even sell this skill. A necromancer without necromancy is like a mindcrafter without sucky-ness. 50,000 gold.

Merchant: It costs a mana point to use it! 5,000 gold.

gut: It trains mana, so you actually wind up with higher mana, it just takes a while. Still 50,000 gold.

Merchant: All pets and slaves are exp. drainers. You're better off without them. 10,000 gold.

gut: They can keep pesky monsters busy, while you do things like gather herbs. Also, in the late game, you can use quickling corpses to make some very powerful slaves. 40,000 gold.

Merchant: A scroll of familiar summoning does about the same, and doesn't drain your mana stat. 35,000 gold.

gut: Well, I guess that's fair enough. Deal.

<Pick locks>

gut: A good way to disarm traps. 7,500 gold.

Merchant: Just kick the door. 1,000 gold pieces.

gut: Item destruction. 5,000 gold.

Merchant: Drop your items, then kick the door. 2,000 gold pieces.

gut: Wow! My brain just recieved a signal from beyond!

Merchant: Not again.

gut: With the pick locks skill, I can lock any door in the game! That can be helpful when dealing with cats, and other bothersome monsters. 4,000 gold.

Merchant: You have to buy thieves picks before you can even use the skill, so it actually COSTS you money. 3,000 gold pieces.

gut: Only assasins have to buy them, thieves start with them. 3,500 gold.

Merchant: Fair enough, it's a deal.

<Pick pockets>

gut: Potentially wonderful. 50,000 gold.

Merchant: Takes a lot of work, that you know you won't put in. I think more like 10 gold pieces.

gut: It can get RoDS and AoLS!

Merchant: If you use it until the bones poke through your skin, yes. You know there are other, more fun things to do in the game. Besides, you can get the skill for free! I'm offering 10 free gold pieces here.

gut: True. You got a deal.


<Smithing>

gut: Another one that takes dull, boring work. I'm not even going to pretend I use this skill. You can buy it in the game for about 5,000 gold, so how about that.

Merchant: That's too much, you don't start with the items to use it, unless you are a weaponsmith. 1,000 gold.

gut: It's not one of those skills that you need the material to increase it. You should be able to get in a few increases to the skill, on your way to dwarftown. That should be worth something, like say, 2,000 gold?

Merchant: Fair enough.


<Stealth>

gut: This skill can get me some extra SoCR.

Merchant: Do you get them? Do you need them?

gut: Honestly, no. It should be worth something though, in case I do need them, or decide to go for an ultra.

Merchant: What does Yergius sell it for, 3,500 gold I think.

gut: Sounds fair enough.


<Survival>

gut: Make me an offer.

Merchant: No.

gut: Come on.

Merchant: No.

gut: 1 gold piece?

Merchant: No.

gut: Free?

Merchant: ... Let me think... Well, all right, but don't tell anybody.


<Swimming>

gut: Handy. 3,000 gold.

Merchant: Yes, but that's all, and you can acquire it in the game with little trouble. 500 gold.

gut: Hey, a thought just oc-

Merchant: Oh no you don't! I'll just buy it for 3,000, and be done with it.


<Tactics>

gut: Can't start with this skill either, but if I could, I wouldn't sell it for less than 70,000 gold.

Merchant: That's too high, it takes a long time to train. Mostly it would be of small benefit in the early game. 5,000 gold.

gut: Think of all the time I would have to train it though. It would be providing many points of extra damage and accuracy, in no time, as I fight mainly in 'very aggressive' mode. 50,000 gold.

Merchant: The skill is available in-game, and it's free. You just have to be champion of the arena, which you have to do anyway. 10,000 gold.

gut: True enough, but it's not available for the EARLY game. I will come down to 30,000, but no lower. The tactics skill is just too good to give up, for less than that.

Merchant: Agreed.


<Two weapon combat>

gut: I would gladly sell this for 1,000 gold.

Merchant: I'll bet you would, but I'm not buying. 1 gold.

gut: Needle and Sting. 500 gold.

Merchant: That means no shield, but I can see 500 gold. It's a deal.


<Ventriloquism>

gut: This skill allows me to steal from merchants, without even having to worry about being cursed or doomed.

Merchant: !

gut: Oh, but not from you of course : ) It also allows a PC to confuse even bosses, once you train it to high levels.

Merchant: The merchant issue, I will pretend I didn't hear. As for confusing bosses, there are other, more reliable methods for doing that. Methods that don't require you to stand right next to the boss to use it. 20,000 gold.

gut: *considers that using ventriloquism in the casino is the main use of the skill, and by then gold is a matter of convenience* Deal.


<Woodcraft>

gut: *snicker*

Merchant: *SNICKER*

gut: It can help with 'bridge building' Ah ha ha ha!

Merchant: Ha ha! Oh, don't forget fletchery! Ahhh ha ah ha!

gut: Ha ha ha, oh goodness! That's funny, 'fletchery', a skill that helps with fletchery! Oh, that's too much! Seriously though, let's just say 1 gold piece to be done with things.

Merchant: Agreed.


<Quick overview>

<Alchemy> 35,000 gold <Alertness> 40,000 gold <Appraising> 5,000 gold <Archery> 20,000 gold <Athletics> 15,000 gold <Backstabbing> 300 gold <Bridge Building> 5 gold <Climbing> ? <Concentration> 35,000 gold No sell for spellcasters. <Cooking> 4,000 gold <Courage> 2,500 gold <Detect Item Status> 15,000 gold <Detect Traps> 7,500 gold <Disarm Traps> 4,500 gold <Dodge> 15,000 gold <Find weakness> 45,000 gold <First aid> 3,000 gold <Fletchery> 7,500 gold <Food preservation> 50,000 gold <Gardening> 2,500 gold <Gemology> 20,000 gold <Haggling> 200 gold <Healing> 15,000 gold ~triple if you start with neither <Herbalism> 15,000 gold ~triple if you start with neither <Law> -all gold <Listening> 100 gold <Literacy> 20,000 gold 110,000 for spellcasters <Metallurgy> 1 gold <Mining> 500 gold <Music> 1,000 gold <Necromancy> 35,000 gold <Pick locks> 3,500 gold <Pick pockets> 10 gold <Smithing> 2,000 gold <Stealth> 3,500 gold <Survival> 0 gold <Swimming> 3,000 gold <Tactics> 30,000 gold <Two weapon combat> 500 gold <Ventriloquism> 20,000 gold <Woodcraft> 1 gold