For those new to Dragonball T
- To raise skills, you must train at a martial arts school. These are '4's on your map.
- Identification is handled by skill, and performed automatically if you have high enough skill to identify any particular item.
- Not all 'dungeons' are dangerous. Not all 'towns' are safe.
- Be aware that the storyline in Dragonball T is subject to change. Just because something wa a certain way in one game doesn't necessarily mean it will be the same way in the next.
- Don't skimp charisma. The extra money (from 500 to 2500) it can start you with makes teh early game much easier, and Charisma determines your skill at conversing. Characters with high charisma will receive better treatment from NPC's, and more dialogue options.
The area near the World Tournament is safe. The further you stray from it, the more dangerous things become. The road is moderately safe, however, and long as you stay near it, you shouldn't encounter anything more dangerous than a black belt. Stray from it at our own peril.
- Don't forget to run. Hit the "S" key as soon as you start your character, and set your speed on running. It'll give you +3 speed, or more with high dex. It makes it significantly easier to survive the beginning-game.
- Read the helps. Read the spoiler helps. Read the pamphlets that you start game with. These are useful things, and the stuff you read here is at *least* as spoily as the stuff you'll read there.
- Sushi can be dangerous, especially if you don't know where it's been.
- Try reading the item descriptions. Some are entertaining. Some are informative. Some are both.
- Whenever possible, sell to the R-VAC rather than the pawn shop. You get significantly more money that way.
- Caffeine is good for you. Nuclear waste is not.
- It's worth remembering, for those with food problems, that enemy corpses are edible. But, eating the corpses of human will incur an alignment penalty.
Early-game tips
- It doesn't take many skill points in Technology to be useful. Technology is useful for a variety of things.
Cuts are dangerous. Learn first aid at either the YMCA, or from Dr. Tofu. Then buy a first aid kit. It's only 4 skillpoints, and it allows you to instantly bandage bleeding wounds.
- Intelligence determines searching ability. Intelligence + Technology skills determine disarming ability. If you want gaurunteed detection, you can play a Technomancer and build a Metal Detector. If you want gaurunteed trap avoidance, fly. If you want to heal yourself from the effects of traps, invest in first aid, acupuncture, or the Chi Cure Conditions ability. Traps are absolutely deadly if you don't do anything to avoid getting killed by them, but fairly trivial if you take appropriate precautions.
Dragonballs can never be permanently lost. If you find one, but it's too heavy to carry, just leave it. It doesn't matter if you've identified it or not. You'll always be able to find it again later.
- The more dojos you study at, the fewer you can challenge. The fewer you challenge, the lower your eventual skill caps will be. Also, challenging dojos is worth nice hefty blocks of XP. Also, remember to finish off the dojos before you become world champion. The instrcutors aren't stupid, after all.
Middle-game tips
- Quick XP gains: Remember you don't have to be formally issued a Challenge Quest to challenge an instructor to a duel. Gobs of experience and quite a few levels can be had simply by knocking off the instructors you know you're never going to study with.
- Lights can be difficult for barehand at first. Ways to deal with this include
- Get double attack. You'll want it anyway. It'll let you fight with a flashlight in one hand if you need to, and otherwise doubles your damage output.
- Get low-light goggles. Military supply sells them for about 2000, and they drop in some of the deeper Red Ribbon Army installations. They take up your helmet slot and require 7 in technology skill to use, but leave your hands free.
- Invest in the chi ability: Aura Light. With 1 point in Chi, and 5 each in Regeneration and Chi Gung, for a total of 13 skill points you'll be able to maintain a 1 light radius without using any equipment slots for teh entire rest of the game.
- Just do without for a while. Many dungeons have lit rooms, a number of them are naturally lit during the day, and some (the mansion in particular) have enemies that bring their own light source. You can also get a number of levels hunting outside during the day, and/or drop the flashlight when it comes time to fight.
- In-line skates aren't expensive, and can give you +7 speed, but being able to use them costs 5 skill.
The Bear Thief and Hasuki are both able to steal dragonballs from you.
Misc Spoilers
- There are actually several entirely different 'first' quests for Dr. Briefs. The wire/solder quest is just the easiest to find. For instance, if you speak to him before you sign up for the tournament, and blurt out that you're the greatest martial artist in the world, he'll start you on a slightly different quest tree. If you speak to him *after* you sign up, he'll give you yet *another* - assuming that that's the first thing you do. There is yet *another* quest that you can get to if you manage to get a bit evil before you talk to him for the first time. (-10 should do it) ...and no, it's not beating him up and taking his stuff. Killing Dr Briefs can get you a lot of exp very quickly, but you're also shooting yourself in the foot pretty hard for parts of the late game.
- There are a few quests and dialogue options only available to evil characters
- Assembly/dissasembly is very helpful for a firearms use, as it will allow you to make your own firearms (and thus shoot for better bonuses) and make your own rocket shells. Finally, with a sufficiently high assembly skill, eventually you should be able to create a spaceship, which will allow you to travel between planets. Note that high enough skill in technology and the right gear can eventually give you a somewhat inferior alternative to the swimming ability and also allow you to identify pack.
- Early-game money: If you can run past the Foot ninja, the 'stolen goods' are auto-identified for you and you don't have to turn them in to George to complete the quest. They're usually worth 500-1000 zeni, plus the reward for quest completion itself. On a related note, the monetary value of that quest reward can vary tremendously depending on how thoroughly you complete it.
- Imelda's quest reward is a designer (+2 charisma) version of whatever boot you're wearing at the time. Barefoot characters get tennis shoes. It's best to wait until you have thigh boots (available in the mansion), or (if you are going that route) in-line skates.
- If you *really* want early game storage, playing a female with a high enough charisma (the right clothes can help) and making the right conversation choices can have you marrying the pig before level 2. Other than that, renting a hangar for 1000 gold a day (changeover every night at midnight) can handle your dragonball-storage woes nicely. If you're *really* desperate, you can even sell things to the pawn shop. Most characters will be able to buy even artifacts back eventually.
- Level 26 of the muscle tower is a fairly nasty special level, with a devastating trap, and fairly challenging unique at the end, carrying a dragonball. Remember that dragonballs weigh 100 pounds. You don't want to be stuck six levels deep in a dungeon with -10 speed.
- There are at least four ways to get on to Mr Satan's estate. Two of them are from quest trees that are available within the first five minutes of gameplay. For a simple one, talk to Akira (the sushi chef) straight off, and follow the obvious conversation branches.
Getting married will generally require a charisma of at least 15. It is possible to get married with less, but not easy. Equipment bonuses do count.
- Pay close attention to the phrasing the Fan Lady uses.
Iaijutsu allows you to swap weapons without delay. This does work with mixed melee / firearms.
- the fan quest can be solved by bringing a bird corpse to the Fan lady. Better birds will, of course, yield better fans. There is also something not a bird that might do the trick...
- Chi practitioners with a large chi reserve are able to survive after death as a spirit. Going spirit with alignment of above 100 will put you in Heaven. Going spirit with alignment between 0 and 99 will put you on the Serpent Road. Going spirit with negative alignment will put you in Hell.
- Tameshiware and chainsaws both offer ways to cut through trees.
- If you want to attack an ally, try turning off "never kill friendlies" in the Dragonball options, accessible by pressing '='
- Chi skills take a large investment before they start to pay off, and an even larger one before they start to be efficient. However, with enough investment, Chi skills are actually *more* effective than mundane skills. In general though, except for Aura Light Chi is not worthwhile unless you're able to spend at least 60 points in Chi skills and abilities.
To become a Technomancer, you must raise your Intelligence (attribute, not skill) to at least 20. Next, raise your Technology skill to 20 by studying with Dr Briefs. Finally, you will need to complete a monetarily expensive quest. Expect to spend 60 skill points and several thousand zeni. Playing Technomancers with < 14 Int to start is not recommended.
- It is quite possible to dual-wield weapons without the paired weapon skill. The penalty for dual-wielded weapons that are not naturally paired is equal to the penalties of the two weapons that you are using, multiplied together. Paired weapon skill reduces that penalty, point for point, down to the base penalty of the weapons involved. Weapons designed to be used in pairs have no additional penalty to be reduced. Otherwise, pairing a medium-difficulty, high-damage weapon (a katana, say) with a low-difficulty (-1 or -2), medium-damage weapon still does just fine without the skill. Investing in paired weapons is only *really* useful for builds that want to play with something like wielding a katana and a chain whip, to really exploit the special effects.
- Firearms have some terrific advantages, but pure firearms users can have a few storyline issues. You cannot win the Tournament with firearms. There are some late-game uniques that will cause serious difficulties to firearms users (Buu, for example, *eats* bazooka rounds). Firearms users have particular difficulties with trying to play as spirits. It should be possible to win the game purely with firearms, but it will not be easy.
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