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Wizardry The Wizardry Series Thread

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
Castanova said:
BTW, the OP was complaining about how hard Arnika road is... I'm assuming he's talking about a segment of Arnika road that's AFTER you get to town? Because I had no trouble getting to town at all.

Nah, I was talking about Arnika Road. I had no problems with Arnika-Trynton Road. By the time I got there I had learned the essentials of survival in the game.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
Yup, them and those Creatures (that had about 100+ HP, I think) were pretty hard for my party. The bandits kept dodging all my attacks and my casters didn't have any AoE abilities yet so I got thrashed pretty hard.
 

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
I've started again, with a standard "try everything" party:

Dracon Warrior
Felpurr Samurai
Human Bard
Elf Gadgeteer
Faerie Mage
Elf Bishop

Bishop is planned to be an all-round spellcaster. Right now he's only mindstabbing and healing everyone, and casting light when he can to pump up fire realm a bit, but when I'll get to Arnika, he hee.
I wonder, is it worth the effort to train the Samurai in spellcasting or should I just stick to weapons and criticals?

Edit: Castanova, I may be wrong, but wasn't there a terror spellbook in the Monastery?
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
Shit, I'm completely lost in the game right now. I have to get to Bayjin to get some co-ordinates for the T'Rang, but I haven't got the faintest clue how to get to Bayjin. Anyone wanna help out?
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,040
Location
Djibouti
holy motherfucker, I just spent like half an hour fighting a single mob of piercer modais.

this game is so fucking awesome. I kind of needed a good dungeon crawler for a while now.
 

theverybigslayer

Liturgist
Joined
May 25, 2004
Messages
985
Location
Port Hope
banking.jpg

Sometimes the Dark Savant himself have to go to the bank as well.
 

Thrasher

Erudite
Joined
Jan 17, 2008
Messages
1,407
Yeah, soon you'll be wishing to find the teleporters. Make sure 2 of your chars have the teleport spells and make use of the teleporter nexi.

And it is awesomeness defined.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Hobo Elf said:
Shit, I'm completely lost in the game right now. I have to get to Bayjin to get some co-ordinates for the T'Rang, but I haven't got the faintest clue how to get to Bayjin. Anyone wanna help out?
Ask around. If that fails, check the map.

Monocause said:
I wonder, is it worth the effort to train the Samurai in spellcasting or should I just stick to weapons and criticals?
Normally yes, but you do have a mage.

BTW: Usually, if you have a bishop in your party, it's better option to take a second one instead of a specialist spellcaster - equalizing the load pays off.
 

Lonely Vazdru

Pimp my Title
Joined
Jan 10, 2007
Messages
6,702
Location
Agen
theverybigslayer, why don't you make a "let's play" of your weird and seemingly modded "all ninja" wizardry game ?... instead of spamming the wizardry 8 threads with those incomprehensible screenshots. :(

Since you obviously want to show off, might as well go all the way.
 

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
DraQ said:
There doesn't seem to be any.

Ah, it seems that it's random:

http://www.flamestryke.com/wizardry8/flamestrykes_w8.html - in the spellbooks section it is noted that sometimes it is placed in the starter chest



And damn, now I want to start again. I've no idea how did it happen that I haven't thought of having two bishops instead of a bishop&mage combo. I'm also thinking about switching that kitty Samurai to a doggy Lord.
 

sqeecoo

Arcane
Joined
Dec 13, 2006
Messages
2,629
Samurai are simply not very good since mage spells revolve around offense and offensive spells are useless unless you max int, and if you do, the samurai is useless in melee.

In a 6-man group, a pure class always outperforms a hybrid (except perhaps monks and fairy ninjas), but if you don't need another fighter a lord/valkyre is always useful.

Also, extended weapons are better than dual (unless you focus on really heavy melee). You need to move around less, which is quite significant, and your casters in the second row are protected even if the enemy has extended weapons too. You do less damage, but you end up doing more since you lose less turns to moving or killing everything in range while still having attacks left, and your casters are absolutely safe and can cast more offensive spells instead of protecting themselves while facing monsters with extended reach.
 

DraQ

Arcane
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Monocause said:
And damn, now I want to start again. I've no idea how did it happen that I haven't thought of having two bishops instead of a bishop&mage combo.
Two dual-school bishops beat a specialist caster and one triple-school combo. Quad-school bishop will eventually become very powerful, but that's after sucking balls for most of the game.
If you can afford two casters and want one of them to be a bishop, make the second one a bishop too.

I'm also thinking about switching that kitty Samurai to a doggy Lord.
Lords are cool and atmospheric, but they lack some trait that would give them some edge over vanilla fighters:

Samurai are fearless, rape everyone with swords, can use katanas, crit enemies and lightning-strike once in a while.

Monks can hammer everyone into bloody pulp while blindfolded with their bare hands and feet, resist damage and they land crits too.

Rangers single-shot baddies dead from miles away and find all the concealed stuff.

Valkyries rape everyone with phallic symbols and refuse to fucking die.

Lords... uh... look cool in shiny armour, fight well with two weapons at once (but due to the nature of this skill they won't dual rape more than anyone else) and slowly regenerate HP. HP regeneration is neat as it helps use some cursed gear, unfortunately, most of this gear isn't too useful for dual wielder and it's effects can be offset by some other items. Dual wielding bonus is good - early on. Other than that lords are rather plain - basically solid straightforward fighter-priest hybrids, except they don't regenerate stamina, don't KO people and can't berserk, unless you use certain awesome cursed sword, but then about any class - like bard, rogue or samurai - can, except that rogue can berserk and backstab at the same time (don't ask), samurai can lightning strike and crit while berserking and bard keeps being generally awesome (other than falling down a lot).

I'm not saying that lords are bad fighters - quite the contrary and they are atmospheric as well, but I'd keep the Samurai and teach Draco joys of dual wielding and blunt weapons (offhand
diamond-eyes
), or get kitty rogue, give him/her
bloodlust and thieves dagger/ dual thieves daggers
and ouch while watching the bloody rape unfolding.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,933
Location
Swedish Empire
i never liked those bandit gangs that patrol Arnika, got jumped by a gang coming out from the bank once after doing some robbering.
 

Thrasher

Erudite
Joined
Jan 17, 2008
Messages
1,407
You can always run away or into a armorers shop to give them a surprise. ;)
 

dan32

Novice
Joined
Feb 24, 2009
Messages
19
Hey first post :D

Im going through wizardry 6,havent played it for a long time and i forgot about the CC (carry capacity) bug,not one of my characters can handle the rope and hook and carry the gear they use to fight.

I came to this site through a google search for an editor and i found CosmicForge_UNICODE
But try as much as i like i cannot edit the stats for CC,i can view them but thats it and the most frustrating part is i can edit just about anything else in the game except my characters.

Im sure a few of you mustve played wiz 6 and maybe some have had the same problem as me.

Really hope someone can help :S

Dan
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,040
Location
Djibouti
Although I must say I was disappointed by this infamous road to Arnika. Either I'm uberawesome or it's seriously overrated. I had a party with the average level of 6, didn't read any hints about gameplay on the kkkodex, and if I wanted, I could go to Arnika in like, 5 minutes having only two encounters of some ants and bloodvines which were piss-easy, but when reaching the actual city, I decided to backtrack in search of phat loot, and my treck kind of ended a while later when I met some level 8 lizard thingy with 300 hp that was chewing up my party members in two hits and had to retreat, while in the meantime the road got repopulated by some mobs of bandits and the modais. Bandits were piss-easy, modais kind of needed the right positioning and it took shitloads of time to dispose of them, but I wasn't really on the edge of defeat either.

I expected something that will make me RAGE!!!! like every 10 seconds or so, but this? Pffff.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,933
Location
Swedish Empire
on the second gang i didnt have too, the smith came out on his own wierd enough.
 

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