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Wizardry The Wizardry Series Thread

DraQ

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Squiggle said:
Well, I think I fixed it by setting it to XP compatibility mode, setting it to run as administrator, and restarting the computer.

Then I got my party killed by 4 slithering slimes. :( Ironman is challenging. I like it.
Heh. Recently I got almost wiped out several times. Twice in Road to Arnika - the first time was fucked up spell, followed by daring escape and unconscious gadgeteer snapping his neck while the party jumped off the hill forcing return to the Monastery to resurrect most of the party (with run-in with some high level bandits who luckily weren't as fast on their feet as I was), the second time was those high level bandits again forcing another return to the monastery, then when going back from Arnika with certain special key, I ran into large group of bandits supported with two cultists who proceeded to summon two fire elementals as soon as they got over their magic-induced speechlessness.
:rage:

Thankfully fire elementals can be paralyzed rather easily, but I still got raped badly, after half of my party (including two characters capable of casting Cure Paralysis) got frozen, which was followed by barrage of fireballs. One man left standing.

This game sure is FFFUUUn. :smug:
 

Squiggle

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It really is. I was super surprised by it. =O
Normally I can't play party dungeon crawls for very long before getting bored out of my mind, like The Dark Spire, but the encounters (so far) and characters make this game too much fun.

I've been wondering though, with an Alchemist should I only be raising the Alchemy skill, or should I also be investing points into the other magics? The Alchemy skill description made it sound like I shouldn't bother with the other magic skills but I have a feeling I'm totally wrong about that. =x
 

DraQ

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Squiggle said:
It really is. I was super surprised by it. =O
Normally I can't play party dungeon crawls for very long before getting bored out of my mind, like The Dark Spire, but the encounters (so far) and characters make this game too much fun.

I've been wondering though, with an Alchemist should I only be raising the Alchemy skill, or should I also be investing points into the other magics? The Alchemy skill description made it sound like I shouldn't bother with the other magic skills but I have a feeling I'm totally wrong about that. =x
Alchemy is the primary skill for alchemist and should always get full 3 points on level up, but realm skills determine how well you're doing with individual realms, so you should definitely put points there if you have any to spare.
 

Shannow

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Alchemy increases skill for all your realms, but is far less effective than points in a realm for spells of that realm.
EG: Raise Alchemy by 10 points and you get the first power level of all spells under lvl 5 as "green".
Raise an elemental realm by 10 points and you might get the first 2 power levels as "green", but only for spells (of a certain power, < lvl 5 to keep the example) of that realm.
Don't know the whole math behind it, but I suspect that raising Alchemy is the most efficient if you mean to use all spells an alchemist has access to.
I always put 3 points into the primary casting stat and allocated the others to the realms where I found the spells the most useful.
 

Squiggle

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Ahh I see. Thanks for the tips, bros. =O
I'm glad my party got wrecked early on. I don't think my PC builds were very efficient. Hooray learning from mistakes! =x
 

DraQ

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I don't know if realm skills help with learning new spells, but main school is crucial, so with casters you pack points into main school and allocate the rest among realms and other skills (for example throwing & sling if you want your Alchemist to throw all those bombs and powders, or mythology, if he's party's main monster identifier).
 

kmonster

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Don't let anyone tell you what characters to choose. Read the manual, plan accordingly and report your experience (or make a blind LP).

Warning: Reloading at level up is cheating and will distort your game playing experience.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
kmonster said:
Don't let anyone tell you what characters to choose. Read the manual, plan accordingly and report your experience (or make a blind LP).

Warning: Reloading at level up is cheating and will distort your game playing experience.

This times 1000
 

Shannow

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"Learning new spells"? Spells are only class and level dependant. You get to pick 2 at every level-up or learn by reading books, IIRC. Your skill level is irrelevant. If you get a new high level spell in a realm you have no points in, you'll suckt at casting it (with perhaps one or two green power-levels through main school skill) but it doesn't affect learning it...
 

DraQ

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Shannow said:
"Learning new spells"? Spells are only class and level dependant. You get to pick 2 at every level-up or learn by reading books, IIRC.
You recall incorrectly. You get one pick/level and WHAT spells are available is controlled largely, if not entirely, by skill level in appropriate spellcasting school.
If this skill never rises, you can pick all the spells you want provided they are level 1 spells.
 

Shannow

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DraQ said:
Shannow said:
"Learning new spells"? Spells are only class and level dependant. You get to pick 2 at every level-up or learn by reading books, IIRC.
You recall incorrectly. You get one pick/level and WHAT spells are available is controlled largely, if not entirely, by skill level in appropriate spellcasting school.
If this skill never rises, you can pick all the spells you want provided they are level 1 spells.
I certainly do not recall incorrectly (well, perhaps the number of spells). But I never ignored the main spell school, so I was never in a situation where I fullfilled class/level but not skill requirements, so I might be wrong anyway ;)
Have to try it sometime...
 

DraQ

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Shannow said:
DraQ said:
Shannow said:
"Learning new spells"? Spells are only class and level dependant. You get to pick 2 at every level-up or learn by reading books, IIRC.
You recall incorrectly. You get one pick/level and WHAT spells are available is controlled largely, if not entirely, by skill level in appropriate spellcasting school.
If this skill never rises, you can pick all the spells you want provided they are level 1 spells.
I certainly do not recall incorrectly (well, perhaps the number of spells). But I never ignored the main spell school, so I was never in a situation where I fullfilled class/level but not skill requirements, so I might be wrong anyway ;)
Have to try it sometime...
Likewise, I may recall number of spells incorrectly, but not school.
 

Gnidrologist

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DraQ is correct. With my hybrid party i had a lord that was already eligible for level 3 spells given his level but couldn't learn them until Divinity was risen to 30 (it was 2something at the time).
 

Major_Blackhart

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Yeah, always gotta max out the main school asap. With hybrids it often makes it that much more difficult to do so, because it means they have to devote less to combat. A Lord would need to focus on swords, dual wielding, divinity, and close combat. Makes two of the skills move more slowly than the other two. That also doesn't count natural progression, though a Lord isn't likely to have a high enough intelligence for that anyway.
 

Admiral jimbob

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kmonster said:
Don't let anyone tell you what characters to choose.

Just wanting to take note of any obvious mistakes I might have made; I'll be sticking with these characters for 200+ hours, after all. Probably going to go ahead with that team mostly intact, going with the ranger->monk->ninja, multiclassing the Lord and seeing how the bard develops and what my team needs before I decide what to do with him. Wish me luck. :salute:
 

kmonster

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You can just keep your classes from the beginning, multiclass some characters once, multiclass some characters twice, no matter what you do, the party you made will be at least as powerful as standard parties the developers had in mind for wizardry 6+7, so don't worry. I don't think you're that kind of player who needs party advice to make combat easier than it's supposed to be.
 

sirfink

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Right, keep in mind there's very little carry-over between games (you start at level 5 I thnk). A few items carry over, but mostly, it doesn't matter. Wiz 6 can sodomize you, no matter the party you play with. The fun is getting confused as fuck at the invisible walls, dark sections, insta-kill samurai and other insane randomness. Surviving to the end is the reward. Then you get to import (export?) that party to Wiz 7 and everyone's level 5 and has like a rusty dagger and a leather cuirass and you're like "what happened to my awesome Mook Psionicist/Ninja/Alchemist with Vorpal Flame-spewing Lajatang?!
 

Major_Blackhart

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Actually, it's why I've often gone from a main spellcaster to a hybrid after a number of levels. Get all the good spells, up the spellbooks, then around level 18, go to a hybrid.
 
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Are there any secondary weapons for fighters? I've levelled up Dual Weapons but all my guy has as a secondary is a poxy dagger that was never good in the first place.
 
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Satori said:
Are there any secondary weapons for fighters? I've levelled up Dual Weapons but all my guy has as a secondary is a poxy dagger that was never good in the first place.
I typically use wands for that (Winterwand is cool, Thunder Stick is not so bad either). Anyway, Diamond Eyes beats them all, but it's a mace.
 

DraQ

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Daniel Valiente said:
Satori said:
Are there any secondary weapons for fighters? I've levelled up Dual Weapons but all my guy has as a secondary is a poxy dagger that was never good in the first place.
I typically use wands for that (Winterwand is cool, Thunder Stick is not so bad either). Anyway, Diamond Eyes beats them all, but it's a mace.
Basically this. Staves and maces only, since bearded axe, the only offhand axe in game, is nothing to write home about. And since Diamond Eyes is both badass and guaranteed find, dual wielding fighter pretty much means fighter wielding at least one mace, unless you're doing something highly unorthodox and questionable (like faerie fighter).

Too bad they didn't make most 1h axes wieldable offhand, that would help this severely underpowered weapon category a lot.
 

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