What kind of party would you run through a VI, VII and 8 marathon?what should your end party ALWAYS, ALWAYS, ALWAYS be when playing Wiz 1 - 5??
it should be: Lord, Lord, Ninja, Samurai, Ninja, Bishop.
ugh wiz 7 and 8 are such decline. they are casual as FUCK.
Thanks, i didn't knew about automap for 6 and 7. For sound bug i know about dosbox builds, last time i tried it it wasn't perfect (i tried also freedos but i wasn't able to run Wiz6 in it).There has been a fix for audio popping for a long time. Here is a link to a Wizardry 6 and 7 Automap Mod DOSBox build that fixes audio popping and as the name implies, has an optional automap for both games.don't have enough patience to deal with sound bug of 6
Wizardry 8 has been beaten with just about every possible combination of party as long as you aren't intentionally gimping yourself like 6 Fairy Ninjas.Thanks guys for insight... At least i guess i got first part of party ok...
Switching mage to samurai and priest to lord looks cool... Still... If i keep them single class (if that term applies...) can i have some issues (i mean, will the game be really hard? I don't care to have one of the most badass squads)?
Or maybe i can switch just one just to try a full fledged caster and a multiclass... I just dunno wich in that case. I've understood that mage is so frail... But priest seems not to be so so exciting (and Valk has some diivne magic...).
Or maybe i should just start playing with plain classes and stop chatting.
Thanks, i think that solves my doubts. I'll just go with plain classes (wich i had chosen thinking about skills) and learn the game.Wizardry 8 has been beaten with just about every possible combination of party as long as you aren't intentionally gimping yourself like 6 Fairy Ninjas.Thanks guys for insight... At least i guess i got first part of party ok...
Switching mage to samurai and priest to lord looks cool... Still... If i keep them single class (if that term applies...) can i have some issues (i mean, will the game be really hard? I don't care to have one of the most badass squads)?
Or maybe i can switch just one just to try a full fledged caster and a multiclass... I just dunno wich in that case. I've understood that mage is so frail... But priest seems not to be so so exciting (and Valk has some diivne magic...).
Or maybe i should just start playing with plain classes and stop chatting.
Learning proper skill point distribution helps a lot more than class composition - Hybrids are much harder to build than single-class, a party with 2 Bishops may be stronger than the one with a Mage/Priest, but only if you know what you're doing - otherwise it's way too easy to make a worthless jagoff in the hardest part of the game (the early game)
Every time I've started Wiz8 I've gotten this feeling that I need to know the advancement system before I even start the game and it's kept me from trying to go very far on the RtA. Good to know this isn't necessarily the case.Wizardry 8 has been beaten with just about every possible combination of party as long as you aren't intentionally gimping yourself like 6 Fairy Ninjas.Thanks guys for insight... At least i guess i got first part of party ok...
Switching mage to samurai and priest to lord looks cool... Still... If i keep them single class (if that term applies...) can i have some issues (i mean, will the game be really hard? I don't care to have one of the most badass squads)?
Or maybe i can switch just one just to try a full fledged caster and a multiclass... I just dunno wich in that case. I've understood that mage is so frail... But priest seems not to be so so exciting (and Valk has some diivne magic...).
Or maybe i should just start playing with plain classes and stop chatting.
Learning proper skill point distribution helps a lot more than class composition - Hybrids are much harder to build than single-class, a party with 2 Bishops may be stronger than the one with a Mage/Priest, but only if you know what you're doing - otherwise it's way too easy to make a worthless jagoff in the hardest part of the game (the early game)
Heh, partybuidling in Wiz8 is a great topic. TigerKnee already said the most important thing: you can make any party work and the best idea is to try what you want and have fun learning the ropes.Something like that:
Warrior (because kicks major ass and i like weapon experts, even if it falls a bit on late game)
Valkyrie (sounds like a damg good class)
Ranger (maybe not the strongest but if helps searching smoothing gameplay it's a big plus)
Gadgeteer (become strong late game and can pick locks, seems that it suck on early game tho)
Mage
Priest
Uh, you do in exactly the same way you do with direct dmg spells? The only difference is for casting the pre-buffs for which you can savescum, but with non-pure casters it will take looong time before you get high dice for them.status affecting and party buffing spells are where its at in Wiz8 and you don't need a specialized caster to do those things .
Investing into intelligence is an absolutely horrible idea for any class bar mage, psionic, alchemist and bishop outside of the "I just want to try it for shits, giggles and larp" area. And in general - investing into any stat that you don't want to max is a bad idea in the end.A mage starts out with very high int at the beginning, and if you flip to samurai, you'll still have high enough intelligence to make a serviceable mage for the first half of the game without having to put another point into it. Intelligence will also help the samurai's close combat skill. You need to pour points into speed for more attacks, which casters need anyways for initiative. The realm skills you get from spamming magic which inevitably happens as you progress through the game; you'll be a little behind a pure mage in your skills, but it's worth it if you prefer the samurai's insta-kills to having extra damage spells, which I do.
Sirtech obviously decided to make weaboo classes larpy and give them access to mostly weaboo equipment. This is not a bad idea in itself and you have to give them credit for making a really impressive selection of weaboo stuff available. The problem is that most of this stuff is either not powerful enough and/or extremely difficult to obtain.I think Samurais can't naturally use a lot of Polearms in regular Wiz8 - giving them Polearms access was a Wiz 8 Enhancements change.
You become maxed on those specialized attributes/skills around the time you hit level 20, which the time you're nearing the end game unless going around and grinding against flying serpents and such. I don't see how that's working so casually the way you explain.If you're playing with hybrids, and scattering points in a bunch of different skills/attributes then you're doing it wrong; focus on three skills and two attributes to max out from the beginning. You become specialized in one area first, master it, then specialize in another.
Nice infos, thanks. I could swap ranger for rogue though i was thinking to give alchemy to ranger... O can i just live without?Heh, partybuidling in Wiz8 is a great topic. TigerKnee already said the most important thing: you can make any party work and the best idea is to try what you want and have fun learning the ropes.
That said, if you want some quick pointers:
1. Priest can cast the best/most important spells in the game the quickest and can become a respectable fighter + doesn't really need intelligence which is a boon to his fighting abilities. Unfortunately, all this doesn't stop it from being the worst class in the game. Additionally, you've picked a valk, and having one of valkyrie or lord in the party makes priest almost completely obsolete.
2. Ranged characters (ranger, gadgie) are problematic and definitely not very user friendly. Their killing power is horrible at the start and the ammo weighs a lot and will frequently make your party suffer initiative penalties. Also, advanced characters burn through ammo in no time. Gadgie is the suckiest class in the initial phase of the game, but becomes a serious asset later on. Advanced ranger can impress with high-tier ammo and some crit kills, but in general I'd say it's the second worst class after priest. Oh, and one minor point - gadgie can spam magical searching non-stop as soon as you get the proper components.
3. Bard and rogue are awesome and definitely recommended for your first party. Bard is the ultimate support than can also become a very capable melee/ranged fighter. Rogue is unsurpassed in killing potential, gains levels quickly, can get epic skills the quickest and has awesome defense thanks to the stealth skill.
Uh, you do in exactly the same way you do with direct dmg spells? The only difference is for casting the pre-buffs for which you can savescum, but with non-pure casters it will take looong time before you get high dice for them.
Investing into intelligence is an absolutely horrible idea for any class bar mage, psionic, alchemist and bishop outside of the "I just want to try it for shits, giggles and larp" area. And in general - investing into any stat that you don't want to max is a bad idea in the end.
Hybrids obviously won't max the chosen stats as quick as the pure classes can, but still earlier than level 20. Of course you can drag it out even more when trying weird builds, like maxing out senses on a lord or whatever. Still, valkyrie can be fine with st/pie build, pie/dex, dex/spd and so on, whatever, really, she'll be good at different things, but she'll work. The key is to focus to reap the most benefits and not pick "stupid" attributes unless you really know what you're doing.I think it also depends on initial level of attributes. Fir examples, lizard-warrior has already incredible amount of ST&EN, so he gets it maxed out at around lvl 10 if i remember correctly. Similar with rogue and Dex or mage and Int. Haven't played hybrids, but overall depending on class/race combo it's not always like that and probably especially with hybrids, which you need to initially create with attributes that are balanced for turning hybrid in early levels so no maxing out on any one attribute that would be okay with single focus char.
And what's the point of maxing out ''one side'' of the hybrid first and only then switching to other around the mid-late game? I thought it was aboutbalancedsawyered char, who can do both from the early stages and have more various benefits than a focused one. You're basically gimping your primary stats for the first part of the game to have a dubious luxury to add additional layer to your skill set at the stage of the game, where it's not that important and you could just go all the way becoming a demigod in your primary profile.
Only variant where i see benefits in the early game is the cheesy ''start with stealth based character, cheese the stealth up with mudcrabs in monastery and then turn into preferred class'' shit.
I may be wrong on all of this as i'm shit at math and sperging.
The only spell school you will really suffer without is divinity, but don't be shy and check what bard and gadgie can do for you when it comes to replacing the casters.Nice infos, thanks. I could swap ranger for rogue though i was thinking to give alchemy to ranger... O can i just live without?
Also considering to turn Priest to Lord at 2... (lol i and in my last post i was convinced :D).
Yes, I know that's what you're saying and apart from the few pre-buff spells which you can savescum it doesn't make any sense. You need high skills and big mp pool for effectively casting buffs/debuffs like elemental shield or freeze as much as you need them for iceball or noxious fumes. Otherwise you need to keep them on low dice and there's no difference between buffs and direct dmg spells here.What I'm saying is that direct dmg spells require a specialized caster to be effective, and that even with more effective spells a pure caster is under powered compared to hybrids in the latter half of the game. The essential spells are buffs, and you don't need a top flight caster to use them effectively.
Protip - you can skip the :cpt.obvious: info. Investing into int has zero sense if you don't want to max it and if you want to max it for any character other than pure caster (priest excluded) you're doing it wrong and should pick a pure caster instead. Unless of course you feel like trying that particular weird build. Int's impact on non-casting skills is completely negligible in the big picture.Intelligence controls realm skills, they rise faster the higher it is; if you want a samurai to substitute for a mage it is quite effective to invest some points at character creation when you have extra points to distribute. I definitely would focus on maxing out dex and spd first though as I level. Intelligence also controls close combat, which is a nice bonus.
Right, so you need to work on those realm skills.You need high skills and big mp pool for effectively casting buffs/debuffs like elemental shield or freeze as much as you need them for iceball or noxious fumes.
I wasn't sure if you'd played the game yet. Anyways, I'm talking about using a mage/samurai multiclass that can function as the partys primary Wizardry caster and a secondary fighter, not a combat specialist. Why not max int? A human mage can start the game with int in the 70s. You can max it easily after you've maxed out the attributes you need to start landing crits. As for your comment about bringing a pure caster: why not a pure fighter? Why use hybrids at all? Versatility, optimization, and the fun of experimenting with different builds.Protip - you can skip the :cpt.obvious: info. Investing into int has zero sense if you don't want to max it and if you want to max it for any character other than pure caster (priest excluded) you're doing it wrong and should pick a pure caster instead. Unless of course you feel like trying that particular weird build. Int's impact on non-casting skills is completely negligible in the big picture.