Jason Liang
Arcane
Just to clarify, mana regen not only factors in starting class, but race, piety and vitality as well. You should have characters that meet the piety+vitality threshold.
Yep, but for a true and hardcore min-maxer(tm) added difficulty in very early game doesn't matter, only the end result does. Don't ask me why, its' how min-maxing logic works. Besides, it doesn't really matter in the long run because in Wizardry 7 (and I assume probably in 6 as well) you can level and re-level low levels over and over by changing classes practically ad infinitum, using one of the infinite enemy respawning points in early game. In consequence you can have as much spell points and skill points as your patience and sanity allows. Again, all this assuming you're into this kind of abuse of the system. What you cannot get trough grind is the mana regen rates though, those are set when choosing your first class.Starting out with hybrid classes in Wiz 7 may not be such a good idea, since they both level slower and gain less of those oh so precious (magic at least) skill points than base classes.
On the other hand if you don't want to grind skill and spell points that way, then going spell caster -> class with ninjutsu -> final class is probably not a bad idea. Still, min-maxed but without all the grind. But on yet another hand spell points recovery rate is not THAT important iirc, so it's all a moot point.
Just to clarify, mana regen not only factors in starting class, but race, piety and vitality as well. You should have characters that meet the piety+vitality threshold.
Good that you are not sure then because you're incorrect. Spell point recovery rate is set when you make the character and so it depends on your first class. That's why for pure min-maxing starting with caster classes with additional stat points then immediately switching to hybrid classes (for better hp and hit chances per level than with casters, and of curse for skills, especially ninjutsu) is a good strategy. At least this is how it works in W7, which means with 99% probability that it works the same in W6.
All assuming you want to min-max like crazy of curse.
--When I import to Wiz7 does MP regen value carry over from 6, or does it get set again based on current class? I just remember spell point recovery being super painful in that game.
Mana regeneration in Wizardry VII will actually adjust during the game upon
class changes and adjust to statistics when you level up, so while your current
class does affect mana regeneration upon transfer, it is not a major long-term
consideration.
Interesting, it basically says that mana regen is recalculated when leveling up in Wizardry 7 which I was always pretty certain is not the case.I found this in a Wizardry 6 FAQ here - https://gamefaqs.gamespot.com/pc/564807-wizardry-vi-bane-of-the-cosmic-forge/faqs/63361
So it looks like I was right
Mana regeneration in Wizardry VII will actually adjust during the game upon
class changes and adjust to statistics when you level up, so while your current
class does affect mana regeneration upon transfer, it is not a major long-term
consideration.
Both can't be right.- the mana regeneration rate is set at creation, gaining levels, improving stats or switching class afterwards won't change it
I get the impression that a good 75-80% of the game is relatively slow-paced, long battles and I'm not too hot for that.
Anything I should know in particular or can I just read the manual?
I was thinking about getting into the Dark Savant Trilogy.
Carrying a party through three games seems pretty exciting and the first region in Wiz6 (which is the only bit of Wizardry I ever played) had a certain charm to it.
Anything I should know in particular or can I just read the manual?
The final dungeons of both VI and VII are kinda bullshit with monsters much, much stronger than anything else in the game, but thankfully the dungeon in VI isn't too long and in VII it's just the final floor that you need to worry about.
There are patches for some of the bugs in Wiz 6.
Savegame transfers are overrated anyway
The final dungeons of both VI and VII are kinda bullshit with monsters much, much stronger than anything else in the game, but thankfully the dungeon in VI isn't too long and in VII it's just the final floor that you need to worry about.
This strikes me as an odd sentiment, what did you expect to find on the final floor of any RPG if not the most hardcore monsters there are
If you're starting with VI, bear in mind that your carrying capacity and mana regeneration are both fixed at the start of the game. So this means that you want to start with A) a decent amount of strength on all your characters and B) If you're planning on any of your characters ending up as casters (including hybrid casters), you might want to begin the game with them as pure casters with a decent amount of Piety and Int so that they have a half-decent mana regeneration rate. That said, it's not a huge deal. These bugs aren't present in VII or VIII, where things like your carrying capacity and mana regen update as your attributes change.
but good luck taking it to the end through those robot fuckers.