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Wizardry The Wizardry Series Thread

Shannow

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DraQ said:
when mage+psionic have all you really need and you can support them with valkyrie and ranger?
There goes early Heal All
Bards :smug:

7hm said:
Is it because I'm playing on normal that I haven't found the combat to be annoying yet? I was expecting to meet about a hundred enemies on the way to Arnika from what I've read, but all I saw was three or four groups of plant things and a few bandit groups.

Should it be worse than that or were people just exaggerating the numbers (or maybe is my tolerance just higher than some...
Also depends much on chance. You can pass the same spot thrice:
Twice you might meet lvl 5 roges/highwaymen which is a fine encounter for your level around lvl 5.
The next time you might meet 7 rogues lvl 9-11, 10 juggernaughts, 2 enchantresses and their elementals --> :rage:
For me the tedium set in at higher levels when I simply wasn't threatened by any of the encounters anymore...
 

7hm

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I think I'm missing something here, but how the heck does alchemy /potion making work.

The only thing I saw in the manual was "alchemist make potions when camping".

Beyond that, which is due to my own lack of understanding, this game is epic.
 

DraQ

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7hm said:
I think I'm missing something here, but how the heck does alchemy /potion making work.

The only thing I saw in the manual was "alchemist make potions when camping".

Beyond that, which is due to my own lack of understanding, this game is epic.
You can mix various potions, powders and bombs into other potions, powders and bombs using "combine" function. Ability to do so is determined by alchemy skill of the character doing the combining.
 

Major_Blackhart

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What I like is the game never gives you a definitive list of that shit. Instead you're forced experiment and find good combinations. Some are obvious, yes, but others are not.

And Alchemy is the easiest way to get a shit load of gold early.
 

7hm

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So I'm at about level 9 for most of my guys now.

I still don't get where the complaints about excessive combat came from, at least on normal.

There aren't that many enemies - the biggest fight I've had is still one from back in Arnika against Savant Gunners etc that I mentioned above. I've been screwed a couple times due to not paying attention or planning for a second fight - and once where I completely underestimated the enemy, and I doubt I'd play this game on ironman, but this is definitely going a lot smoother than I expected. I'd say so far that in terms of games I've played recently both Wiz 6 and Dark Spire were much more of a slog. The swamp was fun mind you, and I do like that you can fairly easily avoid combat if you want to especially on the more open maps.

So far the saving grace seems to be insanity, paralysis, sleep. Myles is useless, Vi is great. I don't really have much in the way of great gear yet or much gold accumulated. I have an idea where to go from here to progress the MQ but I'm having fun just wandering about atm.
 

Lonely Vazdru

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7hm said:
I still don't get where the complaints about excessive combat came from, at least on normal...I'm having fun just wandering about atm.
That's the spirit. :salute:
7hm said:
Myles is useless
Oh boy ! In before a shitload of "Myles is the shit you hopeless newfag !".
 

desocupado

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I too have recently started playing (I'm in the mid-ending part of the game) and didn't think there's too much combat. There's is a LOT, don't get me wrong, but it's not so much that it gets frustrating (altough the trynton area was a bit much, with the endless sprites).

I'm a combatfag tough, so your mileage may vary.
 

Admiral jimbob

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[Wizardry 6-8 single party playthrough:]

So, I'm thinking of doing... well, just that. Played Wizardry 8 a while ago, but never got too far into it, so I've decided to give this mammoth undertaking a try. Just a few questions, since my memory is rusty and and I know there are a few big mechanic changes between games.

I'm planning to dual/multiclass one or two characters depending on how good an idea it seems. Will there be issues with doing this from game to game? I know your levels get knocked back quite a bit, so how will that effect any multiclassing?

Do any classes actually change/only appear in later games?

Regarding spells/skills etc, is there anything that changes that I'll need to keep in mind, anything I should save developing until 7 or 8, etc?

Basically, what should I be keeping in mind as I build my party with a view to taking them through the full trilogy?

Cheers.
 

Calem Ravenna

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Admiral jimbob said:
I'm planning to dual/multiclass one or two characters depending on how good an idea it seems. Will there be issues with doing this from game to game? I know your levels get knocked back quite a bit, so how will that effect any multiclassing?

Never finished Wiz 6 myself so take what I say with a grain of salt, but afaik your class choices persist in the Wiz 6-> Wiz 7 transition. Maybe you're knocked down some levels, but I think otherwise your characters remain the same.

Wiz 7-> Wiz 8 however is a serious change. All resistances, spells, hit points, mana points and skills you accumulated in the previous games are irrelevant. Your characters start off as level five characters of the class they had at the end of Wiz 7 with some of their previous equipment (only some items are exported to wiz 8). Maybe they also get some minor skill bonuses but I'm not sure about that (did this too long ago).

Do any classes actually change/only appear in later games?

The character system is different in Wiz 8 and so is class balance. Many classes that were better in the early games (all the hybrid classes), are not necessarily so good in Wiz 8. 'Specialist' type classes (like fighters, wizards, rogues etc.) are vastly improved in Wiz 8. There is only one new class in Wiz 8 - gadgeteer.

Regarding spells/skills etc, is there anything that changes that I'll need to keep in mind, anything I should save developing until 7 or 8, etc?

Whatever works in 6 will work in 7, just keep in mind the difficulty of 7 is overall much higher than that of 6. There are two new skills in Wiz 7, climbing and swimming. Spells remain the same throughout the trilogy, with some different mechanics in 8.

Basically, what should I be keeping in mind as I build my party with a view to taking them through the full trilogy?

In Wiz 6/7 it's a good idea to have each character change their class at least once (more so in 7, in 6 there's not enough content to really take advantage of this iirc) to get some additional skill points and spells. When you near the end of Wiz 7, it might be worthwhile to check which classes are useful in 8 and change accordingly. But I don't think that's really necessary.


Yeah, not much useful information there but my memory is not too fresh on this and I don't want to spoil too much. And never did a whole trilogy run myself. Maybe will come back with some more sometime later.
 

Jasede

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Admiral jimbob said:
So, I'm thinking of doing... well, just that. Played Wizardry 8 a while ago, but never got too far into it, so I've decided to give this mammoth undertaking a try. Just a few questions, since my memory is rusty and and I know there are a few big mechanic changes between games.

I'm planning to dual/multiclass one or two characters depending on how good an idea it seems. Will there be issues with doing this from game to game? I know your levels get knocked back quite a bit, so how will that effect any multiclassing?

Do any classes actually change/only appear in later games?

Regarding spells/skills etc, is there anything that changes that I'll need to keep in mind, anything I should save developing until 7 or 8, etc?

Basically, what should I be keeping in mind as I build my party with a view to taking them through the full trilogy?

Cheers.

My memory is also bad, but I'll try. I know last time we did this my wrong suggestions made someone who remembered the correct mechanics drops by and school us. Maybe the same will happen.

You can change class in 6, so if you change classes you will end up as the new class in 7. The same applies from 7 to 8. You will, however, get to keep unique class skills you had before you switched class. So for example if you want extra armor-class for everyone, just make them all thieves or ninjas and 6, change them to the class you want them to be, then enjoy starting with hide on everyone in 7. I can't remember if this also worked for 8. The playthrough I made wasn't powergaming motivated (I didn't know the mechanics well) so my only multi-class was Alchemist->Ranger, and that was in 6. By the same method you can give everyone Critical Hit skill, Kirijutsu, which is useful too.

You can't really "save" any developing between games because your skill scores are nerfed crassly when you import a party. You'll still be much better off than if you made a new party, but if I remember right, you simply start with old skill divided by 5, giving you a maximum of 20 skill in 7. In 8 I can't remember. Maybe similar.

There is a class that is unique to Wizardry 8: the Gadgeteer. It's a fun class, so you may wish to plan someone to become one. A Ranger or a Fighter or even a Bard or a Mage maybe. Just keep that in mind.

Also, there's something obscure you can do in Wizardry 6 that will give you a reward in 7 AND 8- you'll never figure it out without a guide, though. I'm talking about the Diamond Ring, a powerful item that you can either use in 7 to get a really good weapon, or use in 8 for some memorable dialogue (memorable as in "Wow... they really remembered that ring... Amazing.") and a few billion XP. It's also a great item to equip.

Oh, and I dimly remember that there are items that always import and items that sometimes import. To guarantee a specific piece of weapon or armor to import, drop everything a character is wearing except for the item you want him to hold on to.

And hm... I know there's a website that explains all these import rules in detail. I can't find it on Google, though. =/
 

mondblut

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Admiral jimbob said:
I'm planning to dual/multiclass one or two characters depending on how good an idea it seems.

No. You are planning to dual/multiclass all of the characters. Many, many times.
 

Jaesun

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mondblut said:
Admiral jimbob said:
I'm planning to dual/multiclass one or two characters depending on how good an idea it seems.

No. You are planning to dual/multiclass all of the characters. Many, many times.

This. If you are not multi-classing the entire party, you just are not playing the best part's of what makes Wizardry a Wizardry game. Also, in VI, when you level up, you get an increase in a random stat (you cannot chose yourself what stat to increase), so changing classes is a bit tricky and may take a very long while.

Also, Wizardry VI is the only game where you can get the ring...
 

kmonster

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Just keep in mind that the class which finished the previous game will start the next. It's not a real import between the games, you're just forced to start with the classes and races from the previous games and get a little free XP and equipment.

mondblut said:
No. You are planning to dual/multiclass all of the characters. Many, many times.
Jaesun said:
This. If you are not multi-classing the entire party, you just are not playing the best part's of what makes Wizardry a Wizardry game. Also, in VI, when you level up, you get an increase in a random stat (you cannot chose yourself what stat to increase), so changing classes is a bit tricky and may take a very long while.
Also, Wizardry VI is the only game where you can get the ring...

Listen to them, they're experts.
That's exactly the spirit behind Wizardry 6 and 7. Do a lot of work to abuse the imbalance of class changes to get a super party of almost identical characters who all have perfect hit chance, maximum hitpoints and mana and can cast all spells and use all skills.

First spend many hours mindlessly rolling for one good number and creating throwaway characters to get a starting character and repeat this 5 times.
Then start the game and keep on searching for easy random encounters, if characters level up after the battle and don't get the stat raises you need for the next class change reload the save from before the battle and search for another. After many days of doing this repetitive class switching, XP farming and reloading you'll have perfect characters who can all cast all spells and use all skills and you can start XP farming in the final class.

After starting W7 with the free XP reward just repeat the reloading, class changing and XP farming until you have built the perfect characters again. Don't worry, it's not difficult, you don't have to be skilled, you only have to be willing to waste a lot of time and use save/reload.

And make sure you play those games according to a walkthrough or cluebook, else you won't get the ring which is so important for Jaesun.
 

Stalin

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kmonster said:
Just keep in mind that the class which finished the previous game will start the next. It's not a real import between the games, you're just forced to start with the classes and races from the previous games and get a little free XP and equipment.

mondblut said:
No. You are planning to dual/multiclass all of the characters. Many, many times.
Jaesun said:
This. If you are not multi-classing the entire party, you just are not playing the best part's of what makes Wizardry a Wizardry game. Also, in VI, when you level up, you get an increase in a random stat (you cannot chose yourself what stat to increase), so changing classes is a bit tricky and may take a very long while.
Also, Wizardry VI is the only game where you can get the ring...

Listen to them, they're experts.
That's exactly the spirit behind Wizardry 6 and 7. Do a lot of work to abuse the imbalance of class changes to get a super party of almost identical characters who all have perfect hit chance, maximum hitpoints and mana and can cast all spells and use all skills.

First spend many hours mindlessly rolling for one good number and creating throwaway characters to get a starting character and repeat this 5 times.
Then start the game and keep on searching for easy random encounters, if characters level up after the battle and don't get the stat raises you need for the next class change reload the save from before the battle and search for another. After many days of doing this repetitive class switching, XP farming and reloading you'll have perfect characters who can all cast all spells and use all skills and you can start XP farming in the final class.

After starting W7 with the free XP reward just repeat the reloading, class changing and XP farming until you have built the perfect characters again. Don't worry, it's not difficult, you don't have to be skilled, you only have to be willing to waste a lot of time and use save/reload.

And make sure you play those games according to a walkthrough or cluebook, else you won't get the ring which is so important for Jaesun.


well played sir

joker-clap.gif
 

Mangoose

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Stalin said:
kmonster said:
Just keep in mind that the class which finished the previous game will start the next. It's not a real import between the games, you're just forced to start with the classes and races from the previous games and get a little free XP and equipment.

mondblut said:
No. You are planning to dual/multiclass all of the characters. Many, many times.
Jaesun said:
This. If you are not multi-classing the entire party, you just are not playing the best part's of what makes Wizardry a Wizardry game. Also, in VI, when you level up, you get an increase in a random stat (you cannot chose yourself what stat to increase), so changing classes is a bit tricky and may take a very long while.
Also, Wizardry VI is the only game where you can get the ring...

Listen to them, they're experts.
That's exactly the spirit behind Wizardry 6 and 7. Do a lot of work to abuse the imbalance of class changes to get a super party of almost identical characters who all have perfect hit chance, maximum hitpoints and mana and can cast all spells and use all skills.

First spend many hours mindlessly rolling for one good number and creating throwaway characters to get a starting character and repeat this 5 times.
Then start the game and keep on searching for easy random encounters, if characters level up after the battle and don't get the stat raises you need for the next class change reload the save from before the battle and search for another. After many days of doing this repetitive class switching, XP farming and reloading you'll have perfect characters who can all cast all spells and use all skills and you can start XP farming in the final class.

After starting W7 with the free XP reward just repeat the reloading, class changing and XP farming until you have built the perfect characters again. Don't worry, it's not difficult, you don't have to be skilled, you only have to be willing to waste a lot of time and use save/reload.

And make sure you play those games according to a walkthrough or cluebook, else you won't get the ring which is so important for Jaesun.


well played sir

joker-clap.gif
 

Jaesun

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Yeah, me and mondblut specifically stated " abuse the imbalance of class changes to get a super party of almost identical characters who all have perfect hit chance, maximum hitpoints and mana and can cast all spells and use all skills."

:roll:

While one CAN do that, but that is not what I do when I play.
 

Black

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Jaesun said:
Yeah, me and mondblut specifically stated " abuse the imbalance of class changes to get a super party of almost identical characters who all have perfect hit chance, maximum hitpoints and mana and can cast all spells and use all skills."

:roll:

While one CAN do that, but that is not what I do when I play.


You have to understand, 2010s and later do not like understanding game mechanics and using them. They want cinematic experiences and romances, trying to make good characters in rpgs is for nerds according to them.
 

Jaesun

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Yeah obvious 2010 newfag is obvious. Seems they like to exploit character building systems and use walkthroughs. How gay.
 

giantgnome

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If you don't want to have to spend hours rolling a decent character in Wiz6 then you can download the cosmic forge editor http://mad-god.webs.com/downloads.htm . Change the attribute bonus generation algorithm under tools->cheats.

It's been a while since I played through the Wizardrys. I never went the multiclass route in any of them. In 6 and 7 it's extremely overpowered and in 8 extremely underpowered. The biggest changes are to 8. Characters that were overpowered or useless are now much more balanced. I found Rangers to be pretty much useless in 6-7 but a great asset to have in 8. Ninjas in 8 are no longer the force of destruction that they were before. Most of the classes in 8 are pretty well balanced, although I've found Priests and Psionics to be subpar.

As far as importing, 6 to 7 brings your character back to level 5 with skills that are higher than a starting character but random. I've seen them start with some skills as high as 40. Attributes will be random as well but again higher. The only issue here is that when you first start 7 the game still treats you like you are at level 1, making the first level you need a bit difficult since you constantly miss or have spells fail. When you hit level 6 it gets better with the game properly acknowledging your level.

7 to 8 takes your skills and sets them to a fifth of what they were. So if you had a 100 in all skills in 7 (not hard to do) All your skills start at 20 which is pretty nice. The attributes will be about 10 points higher total (although randomly assigned) than if you had started new characters. Also you get to manually level your characters up to 5.

The website that showed the import guide is no longer around. It was flamestrykes wizardry page or something. I saved the 7 to 8 import info if you want me to post it. For importing to 7 from 6 the key thing to remember is you can take over tons of lesser items that would be handy to start with and 1 really powerful item per character. So you could give one character the Excalibur, another the Avenger, another the Ebony Plate and so forth, but if you gave one character all three then he would randomly import with one of those. Often your character will end up importing naked since, unlike 8, 7 won't start you with basic equipment in most cases.

Hope that helps a little.
 

Sceptic

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Jaesun said:
Yeah, me and mondblut specifically stated " abuse the imbalance of class changes to get a super party of almost identical characters who all have perfect hit chance, maximum hitpoints and mana and can cast all spells and use all skills."
Well, mondblut has stated that this is the only way to play a CRPG. Many, many times. While I don't think kmonster was fair in lumping you with him, you did agree with his statement without thinking about the mondblutian implications ;)
 

kmonster

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Jaesun said:
Yeah, me and mondblut specifically stated " abuse the imbalance of class changes to get a super party of almost identical characters who all have perfect hit chance, maximum hitpoints and mana and can cast all spells and use all skills."

While one CAN do that, but that is not what I do when I play.

You DID recommend abusing the imbalance of class changes by class switching several times. Just read your post and stop whining:

Jaesun said:
mondblut said:
No. You are planning to dual/multiclass all of the characters. Many, many times.
This. If you are not multi-classing the entire party, you just are not playing the best part's of what makes Wizardry a Wizardry game. Also, in VI, when you level up, you get an increase in a random stat (you cannot chose yourself what stat to increase), so changing classes is a bit tricky and may take a very long while.
Also, Wizardry VI is the only game where you can get the ring...
This is obviously supposed to drive him into using spoilers unless you want him to feel bad about not using spoilers and therefore not getting the ring.

It's a logical conclusion from your first post that you recommend abusing the game mechanics and using spoilers.
So stop whining and acting as if you had written something totally different.
 

dr. one

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Admiral jimbob said:
Basically, what should I be keeping in mind as I build my party with a view to taking them through the full trilogy?
nothing unusual, I think, at least if you want to have an authentic experience.
i don´t think there are any gotchas when it comes to character development or importing.
a somewhat balanced party with diversified skill portfolio is quite a no-brainer.

i kinda share kmonster´s sentiment in regards to class-changing. some hybrid classes are hard to obtain from the get-go (unless you´re not against extensive rerolling) and you may find some class boring to play after a while and for these cases class-changing certainly seems like a reasonable solution, but other than that i don´t think it´s something you should think much about on your first playthrough.
you don´t need to change classes to be able to finish the games and i´d probably advise against more than one class change per character to retain challenge on reasonable level.
the only really difficult game of the three is Wizardry 7 and it´s not because of combat, but because of its puzzle elements.

i´d say give´em a shot without spoilers and engineering your chars´ progression too much :).


giantgnome said:
The website that showed the import guide is no longer around. It was flamestrykes wizardry page or something.
it´s still on this address: http://www.zimlab.com/wizardry/flamestr ... es_w8.html
(though M&M links no longer work)
 

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