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Wizardry The Wizardry Series Thread

Discussion in 'General RPG Discussion' started by Major_Blackhart, Feb 24, 2008.

  1. EverlastingLove Learned

    EverlastingLove
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    Lol, you're right, he still kicks my ass
     
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  2. Matador Arcane

    Matador
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    aweigh or anyone knows if the Wizardry 5 combat calculations are the same as Wizardry 1-3?
     
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  3. aweigh Arcane

    aweigh
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    yeah you can use them.
     
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  4. smaug Dumbfuck! Patron Dumbfuck Shitposter

    smaug
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    So, my starting party consists of (Wizardry 6)

    2 Fighters
    1 Ninja
    1 Alchemist
    1 Priest
    1 Mage

    Is it a good idea to bring along a theif or a ranger?
     
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  5. Strange Fellow Peculiar Patron Sad Loser

    Strange Fellow
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    I assume this is about 8? If so, yes, a ranger is very nice to have on a first playthrough due to his autosearch ability, and besides that it's a fun and strong class. Consider also taking a bard, who makes the early game a lot easier before you fully grok the combat. It's by no means mandatory though. I wouldn't duplicate classes either, but that's just me.
     
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  6. smaug Dumbfuck! Patron Dumbfuck Shitposter

    smaug
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    Uhh what I’m talking about Wizardry 6?
     
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  7. Strange Fellow Peculiar Patron Sad Loser

    Strange Fellow
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    Did you edit your post or something? Or I'm blind. Either way, for 6 my advice is the same except that the ranger sucks and you shouldn't have one.
     
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  8. smaug Dumbfuck! Patron Dumbfuck Shitposter

    smaug
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    Also in Wiz6 is a Ninja superior to a fighter early on or late game? I’m thinking of taking 2 Ninja’s and 1 fighter or vice versa. I watched a video saying the beginning and end game are the most important to prepare for.

    Oh, fuck yea just rolled 23 bonus points!
     
    Last edited: Jun 8, 2019
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  9. Mustawd Arcane

    Mustawd
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    2 Ninjas would be best.
     
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  10. octavius Prestigious Gentleman Arcane

    octavius
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    The most important class in the early game of Wiz 6 is a Bard.
     
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  11. EruDaan Arcane

    EruDaan
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    DA FUCK?! I wouldn't consider myself an Wiz7 noob but how the fucking hell did you get through the Treemen in the Grove with a party at that level?! And how did you get Lifesteal on a lvl 10 Mage / Priest (not sure whoch one gets it)? How do you manage the hordes of ratkin that roam the way to the Ratkin Ruins? *brainmelt*
     
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  12. gman42 Novice

    gman42
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    Thieves really bring nothing special to the table in 6 or 7. Rangers get some interesting stuff from the boss battles late game, but it's still meh. If you were doing some kind of no-class-change party to take all the way through 8, then you could argue carrying both of em.
     
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  13. smaug Dumbfuck! Patron Dumbfuck Shitposter

    smaug
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    I plan on taking them all the way through 8, to get the secret ending and hidden quest I think.
     
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  14. gman42 Novice

    gman42
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    So if you're doing that and not changing classes at all, then you should consider suffering through with them. Elven Bow keeps getting better with each game, and rangers wind up as ranged killing machines by the end, and the thief (rogue) will become a close combat monster in 8, but is really unimpressive before that.

    If you're gonna multiclass then none of this matters.
     
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  15. EruDaan Arcane

    EruDaan
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    I follow the vanilla way - 1 ninja, 1 mage, 1 bard, 1 priest, 2 fillers => class change so that everyone can hide => smash some godzillys => endgame with lvl 27~29

    One question: does anybody know what the personal skills actually do? Eagle Eye for example... what does it do? A bonus chance to hit? With melee or missile attacks?
     
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  16. EverlastingLove Learned

    EverlastingLove
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    This might help: http://arek.paranoya.info/wiz7/characters/skills/personal.html

    No love for monk? He's super strong, he was my main damage dealer, could hit even harder than my lord or ninja faerie with CoC. He can even use the best sword in the game, which is ridiculous. My front line was ninja (faerie) and monk, both had great bonus to AC from ninjutsu, enemies just couldn't hit them.
     
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  17. gman42 Novice

    gman42
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    http://www.zimlab.com/wizardry/recovered/avenstar/attributes.html has this section for what each point of the personal skills gives you in Wiz8:

    Power Strike Melee: .05 to Hit, .05 Attack Rating
    Power Cast ?
    Iron Will .2 all magic resistances
    Iron Skin .25 damage resistance
    Reflextion .06 AC
    Snake Speed .1 Initiative
    Eagle Eye Ranged: .0625 to Hit, .0625 Attack Rating

    ...I'd assume the effects are similar in Wiz7 but I don't remember anything showing exact formulas. I assume Firearms just affects To Hit modifier when shooting, and obviously Mind Control=Iron Will.
     
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  18. coldcrow Prophet Patron

    coldcrow
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    Some of this might not be correct. Afaik Power Strike gives only Penetration. Not sure if this is what to-hit means.
     
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  19. Sonic Titan Educated

    Sonic Titan
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    I want to go back and continue my Wizardry 7 venture, but I simply cannot, for the life of me, figure out why the dosbox keymapper refuses to accept my "a" key settings/changes. I am able to map the "a" button to "turn left", but when I am in dialogue with an NPC the "a" button acts as if I am hitting "backspace". Basically, I am able to type out every vowel except for "a" in NPC dialogue.
     
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  20. newtmonkey Arcane

    newtmonkey
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    It will never work because "left" probably acts as "backspace" in Wiz 7, so now when you press "a" the game thinks you are pressing "left." There's no way around it. You can't remap a key in dosbox and only have it apply during certain scenes. It's all or nothing.
     
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  21. Sonic Titan Educated

    Sonic Titan
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    I guess I could force myself to move by number pad or arrow keys. A minor inconvenience in the long run if it allows me to continue Wizardry 7.
     
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  22. newtmonkey Arcane

    newtmonkey
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    Just use the default keys man, it's worth it :) Don't let that stop you from playing Wiz 7!
     
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  23. Nostaljaded Savant

    Nostaljaded
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    Sonic Titan
    AutoHotkey is your BFF if you're on M$ Windows.

    A simple AutoHotkey script with an accessible but unused global hotkey combination to toggle the AutoHotkey Suspend state will suffice.

    Code:
    ^+`::Suspend ;Toggle AutoHotkey Suspend state, [Ctrl+Shift+`] hotkey
    
    #IfWinActive ahk_exe dosbox.exe
    w::Up
    
    #IfWinActive ahk_exe dosbox.exe
    a::Left
    
    #IfWinActive ahk_exe dosbox.exe
    s::Down
    
    #IfWinActive ahk_exe dosbox.exe
    d::Right
    I'm using it even for mouse-based games by remapping fixed UI buttons to keyboard keys.
    Keyboard only > Game Controller only > Keyboard + Mouse > Mouse only :M
     
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  24. Sonic Titan Educated

    Sonic Titan
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    Nostaljaded

    So basically download autohotkey and use it over the default keymapper within dosbox.

    Would that solve the “a” key issue I have? Or would I have to toggle AHK off during dialogue with NPCs?

    Sorry if I sound like a pleb, I haven’t tinkered with this stuff in YEARS, and first time for a CRPG.

    Thank you for your input though.
     
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  25. Nostaljaded Savant

    Nostaljaded
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    You have to toggle AHK off during dialogue with NPCs, using [Ctrl+Shift+`] hotkey as per above sample script (or whatever hotkeys you have assigned to toggle AHK suspension).
    The Suspend hotkey is currently defined as a global hotkey, so you can toggle AHK suspension in-game or anywhere.

    Alternatively, if using AHK just for Wizardry 7 only, can simply use a 1-key hotkey to toggle AHK suspension in-game only, e.g.
    Code:
    #IfWinActive ahk_exe dosbox.exe
    `::Suspend ;Toggle AutoHotkey Suspend state
    
    #IfWinActive ahk_exe dosbox.exe
    w::Up
    
    #IfWinActive ahk_exe dosbox.exe
    a::Left
    
    #IfWinActive ahk_exe dosbox.exe
    s::Down
    
    #IfWinActive ahk_exe dosbox.exe
    d::Right
     
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