luj1
You're all shills
the first three you can even do with the same party
EDIT: What Ludwig von Eisenthal said
You can do Grimoire before Wizardry. It might even be preferable, because when you finish Wizardry 6, you might want to import to 7 and then import to 8. The whole trilogy can take months to finish.
Quick q--looked through the Grimoire manual and saw a spell you can learn to travel to other planes of existence. Is that spell fully implemented in game? If so, how many different planes can you visit?
You've only made a glimpse at the game by now, believe me, it's incredibly long (for me it took about 250 hours to finish it - with occasional help from a walkthrough). But what's even more incredible (at least for me): There is always more motivation to keep on going, it's so full of crazy stuff, interesting dungeons, encounters, great prose. It simply never gets boring...
The one-hit wasps are really something special. The most brutal enemy in the game imho, especially as they appear very early in the game, right after the St. George grave. You need to cast multiple armor spells (they stack) on your party and bring your speed to maximum then you squash them like flies.
Also, how are the "Crafting" classes (Thaumaturge and Metalsmith)? I heard they've been fully implemented now--would it be worth swapping out the above for one of them?
About to start my first playthrough and super excited! How is this for a first party on novice (yes novice--new to the blobber genre. My first crpg was isometric )?
(1) Saurian Berserker
(2) Giant Fighter
(3) Leonar Ranger
(4) Durendil Templar
(5) Feyfolk Bard
(6) Aeorb Sage
(7) Human mage (this is the only race/class combo I'm choosing for purely RP reasons--ref to my old D&D char)
(8) Vamphyr necromancer
Also, how are the "Crafting" classes (Thaumaturge and Metalsmith)? I heard they've been fully implemented now--would it be worth swapping out the above for one of them?
That should be fine.
In order to complete the game, you have to acquire 8 tablets scattered around the world. Tablet robbers are people that can potentially get there first, which means you have to get the tablets from them. This was inspired by a similar mechanic in Wizardry 7.Thanks guys--so far, so good on my first playthrough. Working my way through Aquavia now and just killed the snake miniboss. Even on novice the game is providing a reasonable level of challenge. Plenty of creatures were able to wipe the floor with me starting out (moths; mushrooms), but all of my characters except for the necro just gained a level, so I might have an easier time with those now.
What are "tablet robbers" and how do they work? I have the feature activated, but am not quite sure what it does...
Does anyone know how necromancers were made better in version 3.0? Do they possibly get a chance to become liches???
I noticed after only a couple minutes playing Wiz 7, you can't even go into the woods for casual exploration until you begin to learn how to use your team and your options in skills, spells and equipment. The very first plant creatures you meet will smash you if you just click "ATTACK" on everything and assume they are the usual practice dummies. After getting killed a dozen times I began to go through and look at some of the items I had found so I could use them in combat. I had to look at the spells to see what kind of strategy I could use to defeat these plants with my level one party. I wanted the wasps to be the "WHOA" moment at the start of the game so you would be forced to begin to use what you had strategically. Copying David Bradley's design elements from Wiz 7 and looking at his structure of the various areas can't go wrong. I put many parallels into GRIMOIRE.
Does anyone know how necromancers were made better in version 3.0? Do they possibly get a chance to become liches???
Does anyone know how necromancers were made better in version 3.0? Do they possibly get a chance to become liches???
I tested Necromancers after 3.0 and they hadn't been changed from what I could tell. The specific idea we talked about was to give them the ability to sometimes permanently gain a hit point if they kill something with certain spells.