LarryTyphoid
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- Joined
- Sep 16, 2021
- Messages
- 2,233
I'll get out of this castle one day.
Some of the best OLD SKOOL dungeon crawlers ever.I have these Wizardry games sitting on my library but never played them. What am i missing on?
So i installed and played a little bit and you're right. This game's a true gem. Even though it's dated, the combat system feels fresh and fun. Did a party with a gadgeteer, fighter, lord, psionic, alchemist (i already jewed the shit out of the games economy with him, much like you can do in Aidyn Chronicles), and a samurai cat of course. Had to install a mod to speed the combat though, it was too slow.Some of the best OLD SKOOL dungeon crawlers ever.I have these Wizardry games sitting on my library but never played them. What am i missing on?
In which game specifically? Wiz8 is the only game where they gave the thief some fun abilities and weapons that make him worthy to go through the whole game with. In pretty much any of the other games, it's really hard to find a good niche for the thief because they're lousy fighters with mediocre armor and HP, but if you stick them in back they're doing next to nothing.Is it better to keep a pure Thief or is Ninja a better all around upgrade? I have heard Ninjas can't do lockpicking/trap finding as well as a Thief but I assume the benefits of a Ninja far outweigh that? Just wondering because it looks like getting a Ninja is a bit of a headache in terms of requirements. Meta knowledge is much appreciated.
Have you considered a Bard instead? He'll learn Mage spells and only requires 10 INT. Plus you won't have all your other attributes drop like a stone like you would with the mage having no other base requirements (in general, switching to a basic class like this is a bad choice for this very reason).The mines in Wiz6 are killing me. I've had to mark each staircase alphabetically to avoid getting lost when constantly switching between floors. Before, my characters were making rapid progress, but the experience growth seems to have reached a plateau. This is especially bad because my ranger has been dead weight for a long time now and I've been wanting to switch him to a mage, but his intelligence is two points off the mark. Random encounters consist of me dumping all of my spell points into group attacks to end them as quickly as possible, and then resting 3 times to recover. I could probably make more use of debuffs like Terror or Itching Skin, but these seem like they're of limited usefulness.
In which game specifically? Wiz8 is the only game where they gave the thief some fun abilities and weapons that make him worthy to go through the whole game with. In pretty much any of the other games, it's really hard to find a good niche for the thief because they're lousy fighters with mediocre armor and HP, but if you stick them in back they're doing next to nothing.
Those pieces of limited use add up.The mines in Wiz6 are killing me. I've had to mark each staircase alphabetically to avoid getting lost when constantly switching between floors. Before, my characters were making rapid progress, but the experience growth seems to have reached a plateau. This is especially bad because my ranger has been dead weight for a long time now and I've been wanting to switch him to a mage, but his intelligence is two points off the mark. Random encounters consist of me dumping all of my spell points into group attacks to end them as quickly as possible, and then resting 3 times to recover. I could probably make more use of debuffs like Terror or Itching Skin, but these seem like they're of limited usefulness.
Steam forum dudes go into this at astonishing length.In Wiz 8 how does skill progression work?
In 6 and 7 some skills, like the weapons skills, increased by use, while others could only increase by spending skill points.
It's kind of nice to know beforehand, but I couldn't find anything about in the manual.
They did at least add bows and extended weapons in Wiz5, so that's better than nothing for a back row thief. IIRC the formula for trap disarming chances in the old games was AGI*6% for thieves and AGI*4% for ninjas, so it won't be awful if you switch, especially considering your agility will have to be 17+ at that point anyway.In which game specifically? Wiz8 is the only game where they gave the thief some fun abilities and weapons that make him worthy to go through the whole game with. In pretty much any of the other games, it's really hard to find a good niche for the thief because they're lousy fighters with mediocre armor and HP, but if you stick them in back they're doing next to nothing.
Wiz 5 but this pretty much answers that lol much appreciated!
I call bullshit on that, it runs on Linux without any issuesBecause Grid Cartographer costs money and only runs on Windows. Like I mentioned a couple of pages ago, I'm gonna develop an alternative that runs on Linux in school (can't be too hard, just need a program that puts squares together for my purposes). I have to do some gay beginner's Python class for awhile before I get to the good shit and I release that. Until then, I'm gonna be a fucking MAN and use pen & paper like it's 1981.Why not use Grid Cartographer or something similar?
The hybrid classes are generally geared more towards combat than casting, so not having a pure caster outside of the priest means it'll take your party a long time to get to do offensive magic. You can get by perfectly well without it, though. It really is true what they say about Wiz 8, any party works. Also keep in mind that class changing generally sucks, as a class changed character starts with the new class at level 1, but with the XP requirements of their real level. Excepting a few powergaming tricks, it's not worth it.I decided to use my imported party in Wiz 8 after all.
Spent quite a bit of time deciding on class changes, based on their stats and gear. The only powerful weapon transfering was the Spear of Death. Apart from that the only items of note were five Bard instruments and four Ankhs of Life.
My party from Wiz 7 were two Samurais, one Ninja, one Lord, one Valkyrie and one Monk.
I decided I need to develop a Priest ASAP (to get Cure Poison and Cure Disease) and I also needed a Bard to use all those nice instruments. A Ranger also sounded like a useful character, and there was a Bow in the first chest, so I ended up with this:
Rawulf Lord -> Priest
Felpurr Monk -> Bard
Mook Samurai -> Ranger
Fairy Ninja
Dwarf Valkyrie
Elf Samurai
Maybe I should have changed the Elf Samurai to a Mage to get more magic power?
Eventually I want to develop a Bishop and a Gadgeteer as well.
D.W. Bradley is a genius developer, and should not be evaluated by Dungeon Lords, where perhaps he was losing his mind at that point. But his Magnus Opus is Wizardry 7, with the prior two Wizardry titles also being very good.My first David W. Bradley game was "Dungeon Lords" at 2005. That game made my brain run away through my nose, so I was cautious any game has Bradley name on it.
Also keep in mind that class changing generally sucks, as a class changed character starts with the new class at level 1, but with the XP requirements of their real level.
Yes, but it can't be raised further at all. Still, it's one of the few cases where a class-change can be beneficial, as instruments aren't restricted by class. Generally this is only done after the Music skill is nearly maxed out, allowing access to all the instruments. If you do it sooner, you'll miss out on the late-game instruments, some of which are extremely good. The Bard is an amazing class from beginning to end.Also keep in mind that class changing generally sucks, as a class changed character starts with the new class at level 1, but with the XP requirements of their real level.
Hmm...I didn't know that last part. Still, I guess it will be worth it to develop a Priest and a Bard quickly, and later change them to more combat focused classes. I assume the Bard can still use the Music skill after class changing?