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Wizardry The Wizardry Series Thread

Tigranes

Arcane
Joined
Jan 8, 2009
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Not me, Vazdru.

Won't be able to play tomorrow, so now will proceed to have a persistent internal round-table on whether to restart now to try bit wackier classes and go for Expert... but perhaps I should brave the famed Arnika Road before I do that.
 

Rpgsaurus Rex

Guest
You can always switch difficulty any time you like, if you find Normal too easy.
 

hoverdog

dog that is hovering, Wastelands Interactive
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Project: Eternity
Why pick a Bishop in the first place, then, if not to use their strongest point (being able to learn every useful spell in the game)?
Easy. With two 2-school bishops you have all the spellpower you will ever need. You don't have to care about hybrids' spellcasting at all and use them (monk and ninja, mostly) as pure fighters. Or you could just roll with no further magic-users, like warrior/rogue/gadget/bard.

Sure there will be unnecessary duplication with 2 Bishops w.r.t. some spells, like passive out-of-combat buffs. But the majority of stuff - like having 2 guys who can cast Haste, Iron Skin, Insanity, etc. adds a lot of power and flexibility to how you play out your combat. E.g. one casts Haste, the other Iron Skins the main fighter, then next round both Iron Skin the other front-liners, and by round 3 you're ready to use your debuffs/blasting.
almost every buff belongs to different school, so when you have, let's say, alchemist/psionic and priest/wizard you can still cast all your buffs as quickly as possible.
And having two 4schoolers is against the whole 4-realm purpose - why have two guys identical in power and function? That's redundant.

You don't "save all picks for 7th circle" - that's just redundant, you'll have +30 unused spell points by the end then.
Start investing heavily as soon as the really good spells (like Haste) start popping, and you'll never be for the lack of extra spell points anyway.
I was exaggerating obviously. Still, saving *some* early picks slows down an already trudging bishop development, both by having less spell points and less chances of grinding spells in battle.
 

Lonely Vazdru

Pimp my Title
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Ah Vazdru, I see you're playing ironman then. Keep us posted how it goes.
Sure. I'm also posting screenshots of my game regularly in the "Screenshots" thread in GG. It's a pretty cool thread btw.

http://www.rpgcodex.net/forums/index.php?threads/screenshot-thread.72409/page-23#post-2194789
The postings actually start on the previous page but it's filled to the brim by Racofer's pics so it takes forever to load.

So far I'm doing alright, I just freed Trynton from the ratkins, the breeders fight was easier than I thought it would be (having played Dodd's mod last time messed up my memories a bit). The random encounters of walking plants + hoggar on Trynton exterior map, on the other hand, can be "ferocious" (to quote one of my characters, the voicing in this game is top notch, Sir-Tech "savoir faire" once again :salute: ).
 

Rpgsaurus Rex

Guest
*sorry I meant Body of Stone instead of Iron Skin in previous post :)

I just went to the database to check, since your argument is convincing. Well, I figured:

1) Body of Stone is Alchemy-only. It's one of the best fighter buffs (next to Superman), and it's single target. Having 2 Alchemy experts casting it makes a big differerence.
2) Heal All is Divinity-only. That's a tremendously useful spell that you'll use often, having 2 casters helps as well.
3) Superman is Divinity-only. Again, single target like Body of Stone, so having multiple Divinity casters speeds up buffing 2x.
4) Guardian Angel same argument.

There could be more, but those should be sufficient for my argument. Yes, Priest + Divinity Bishop would cover a lot. But 2 Bishops specialising in different realms won't.
 

Mackerel

Augur
Joined
May 17, 2009
Messages
700
But then they were like...
three-blind-mice.gif
Come to think of it, Blindmeis should have had two brothers.
 

Major_Blackhart

Codexia Lord Sodom
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One of my fav combos is a Lizardman priest (to be made later to a dual wielding diamond star lord), a Samurai (Dracon, but any race is good), a Faerie Psionic (cheating I know but fuck it) and an Alchemist (gnome sometimes, something else other times). Four party, all spell casters, all badass.
It's very rough in the beginning usually, due to the fact that Dracon doesn't hit as hard as he would were he a straight fighter.
 

I_am_Ian

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Samurais and Psionics have another benefit to your party you may not know of. Samurai are immune to the status effect fear, and Psionics are immune to all mental status effects. They can never be afraid, become insane or turncoat.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Interesting. After all the stories about Arnika Road, I've found one mob of easily defeated Modai, then a combo-mob of 10 Modai and 4 Blackroots that took 30 rounds and several powders, then... nothing. I've walked following a couple of roadsigns for a while and I don't know how far there is to go, I imagine if mob population was as heavy here as in the Monastery it would be a bitch; as it is it's about as eventful as a walk in Morrowind. Maybe I'm lucky, but I'm not there yet...
 

DraQ

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Heh. As I say, I barely know anything beyond this thread (which I skimmed to skip all the DraQ Rage)
Your loss.
:smug:
Q: With the bishops, what determines new spells that you are able to choose on level up? Weber is putting points in divinity, mental magic and divine magic, while Leibniz is doing so in arcane, water and fire, but weirdly, Weber seems to get more water magic spells to choose from, and Leibniz more divine? (Yes, I've already found a couple of spellbooks so I know about those.)

There are two kind of magic skills:
-schools (wizardry, divinity, alchemy and psionics) that correspond to the type of magic
-realms that correspond to element (they've been mixed up in this thread :P )

Realms are generally subordinate to schools - what good is your deep understanding of, say, fire if you lack understanding of any actual spellcasting process? Schools are what primarily determines availability of spells.
More so single-school bishops are a complete and utter waste - in your case you're essentially developing a mage and priest, except sucky, and much more XP hungry. A better way would be to split remaining schools (alchemy and psionics) between your bishops and restrict each to only taking picks from those two schools. Ideally you should put 3 points into each of selected schools at level up and remaining three in the realm they need them the most or whatever skill you want your bishop to develop.

Also, since you have a faerie ninja I would use wand and staff as his melee option because you're likely to find something wonderful if you beat certain shady furry and even if you don't there are many powerful staves in game.

I don't see the point of 4-school bishops. Of course, once they beef up and gain enough experience to cast all those spells, they kick ass - but that comes in the last say 10% of the game, when all your team is overpowered to cheese and back. The rest 90% they suck, especially if you save all your spellpicks for those goodie 7th circle spells. Why give yourself a mostly useless hero? Two- or three-school bishops are much better IMHO, and with two bishops in a party (like Tigranes), you can divide all four realms equally, thus getting two good spellcasting heroes right from the start.

I don't fully agree. Yeah, 4-school bishops are pain in the ass to develop, but you can still put 2.25 points into each school on average on level up (as opposed to 3) and even when you're saving your picks, you will expand your spell collection by buying and otherwise acquiring every book you come across, so it's not like you will be forever restricted to bashing stuff upside the head with a stick. The worst part is availability of some books and that your realm skills will stagnate, making your bishop versatile, but weak caster.

Still, you don't go with 4-school bishop if you have more than one slot for dedicated caster so you will likely have a powerful ranged/melee party, possibly with some auxiliary magic capability supplementing your polymath.

3-School bishop is more problematic, because of sharing main problems with 4-school one (you still have no points to spare on realms and you still have to conserve picks), but without full magic coverage. You either have to neglect one school, use a dedicated caster (in which case it would be better to go with 2 2-schoolers), use a hybrid and partially neglect said school (which seems like a worse deal than supplementing 4-schooler with hybrids) or drag Urq everywhere (troll option).

Easy. With two 2-school bishops you have all the spellpower you will ever need.

(...)

And having two 4schoolers is against the whole 4-realm purpose - why have two guys identical in power and function? That's redundant.
Basically this. You can use bishop as 2-school hybrid rather than 4-schoole elite and develop only slightly slower than pure caster. If you have two bishops there is no point going 4-school with any of them as it only slows them down and limits your available picks due to redundancy.

*sorry I meant Body of Stone instead of Iron Skin in previous post :)

I just went to the database to check, since your argument is convincing. Well, I figured:

1) Body of Stone is Alchemy-only. It's one of the best fighter buffs (next to Superman), and it's single target. Having 2 Alchemy experts casting it makes a big differerence.
2) Heal All is Divinity-only. That's a tremendously useful spell that you'll use often, having 2 casters helps as well.
3) Superman is Divinity-only. Again, single target like Body of Stone, so having multiple Divinity casters speeds up buffing 2x.
4) Guardian Angel same argument.

There could be more, but those should be sufficient for my argument. Yes, Priest + Divinity Bishop would cover a lot. But 2 Bishops specialising in different realms won't.
Heal-all affects entire party, so it doesn't really benefit from multiple casters (same with haste).

The rest is available in bottles, and, except body of stone, as gadgeteer items.

If you want to buff two frontliners with both body of stone and superman, it will take the same amount of turns whether you use 2- or 4-school bishops, except 4-school ones will cast their spells on lower level due to having no points to spare for realms. They will also pay price for redundancy in not having some other useful spells.

One of my fav combos is a Lizardman priest (to be made later to a dual wielding diamond star lord), a Samurai (Dracon, but any race is good), a Faerie Psionic (cheating I know but fuck it) and an Alchemist (gnome sometimes, something else other times). Four party, all spell casters, all badass.
It's very rough in the beginning usually, due to the fact that Dracon doesn't hit as hard as he would were he a straight fighter.

Dracons are cool and well rounded race, but there is one really good reason to use them that is often overlooked - they aren't particularly penalized by cursed weapons thanks to their acid breath. This makes them excellent choice for, for example bloodlust/thieves dagger combo rogues. Dracon caster with Staff of Doom may also be interesting, as they can make your one stop crowd control shop (run out of SP, start breathing) - you may even go crazy and try Dracon 4-schooler.
 

Rpgsaurus Rex

Guest
How isn't 2 casters with Heal All better than 1? o_O

Yes, there are consumables for stuff like BoS and Superman, but if you pre-buff before every battle you'll run out. Having reliable, fast buffing for *every battle* allows venturing into more dangerous places much earlier.

I've never had problem with "weak" Bishops schools, they go up fast if you just cast something every turn you can to train them.

In other words, if you want to have 2 bishops who specialize in 2 diff. schools, you might as well pick 2 specialist casters and fill the "gaps" with hybrids.
 

Major_Blackhart

Codexia Lord Sodom
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I rarely played Bishops because I always felt that they just lacked that flavor of other casters and caster/melee hybrids. Plus, they are super friggin tough to level up, requiring much grinding.
Plus, you never felt the need to go to another job with the Bishop, simply because you didn't need to (by the time the option would become available stat wise, the Bishop would be only middle class caster at that rate).
Not as fun as taking a priest and making him a Lord or a Valk, or taking a Lizardman Fighter and making him an Alchemist or something random.
 

Rpgsaurus Rex

Guest
That's just Bishop for you. If you invest a lot of time into him, he is the best spellcaster there is. If you leave him alone and don't bother much like you would with other "specialist" casters, he stays irrelevant for most of the game when it matters.
 

Major_Blackhart

Codexia Lord Sodom
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They just lacked too much flavor for me is really all it is. They can't turn undead, they can't mix potions, they don't have any psionic immunities, and I have no idea what a Mage's bonus is, so I can't comment on that. Just too bland for me.
 

Rpgsaurus Rex

Guest
They can mix potions. ;)

Free uncurse is neat too, since that spell is pretty late-game.
 

DraQ

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How isn't 2 casters with Heal All better than 1? o_O
That's wrong question. The right question is "How aren't 2 casters with Heal All on maybe second dice better than 1 with Heal all on seventh dice, another with some other useful spell and both with more spells total and more proficiency at casting them" and the answer to that is obvious.

Yes, there are consumables for stuff like BoS and Superman, but if you pre-buff before every battle you'll run out. Having reliable, fast buffing for *every battle* allows venturing into more dangerous places much earlier.
More dangerous places are generally made more dangerous because they are populated by Rynjinn/x sprites/deathlords/other powerful casters and the key to returning from them alive is having soul/element shield on high dice, which is best achieved by putting points into realms as well as schools - you see where this is going again.

You don't need everyone buffed with Superman, BoS and Guardian Angel in every battle, especially not in the first turn. Bottles are for emergency use only and in most cases, even if you do need multiple buffs you can usually take your time and cast those supermans and whatnot in sequence, especially given that you're casting them on much higher dice than two 4-schoolers would, giving you both more oomph and duration.

I've never had problem with "weak" Bishops schools, they go up fast if you just cast something every turn you can to train them.
Which is also a tactical weakness as it is often better to fire your spells when they will hit for maximum effect (for example freeze your enemies when they are already in melee range and preferably in ring of flames).

In other words, if you want to have 2 bishops who specialize in 2 diff. schools, you might as well pick 2 specialist casters and fill the "gaps" with hybrids.
Except 2-school bishops essentially are almost specialist casters, while hybrids are lagging 5 levels behind and squander their attribute and skill points on all sorts of stuff irrelevant to casting shit. Two 2-schoolers give you almost the same casting potential as four specialists for only half the space.

They just lacked too much flavor for me is really all it is. They can't turn undead, they can't mix potions, they don't have any psionic immunities, and I have no idea what a Mage's bonus is, so I can't comment on that. Just too bland for me.
Priests get that also.

They can turn undead, they can mix potions (but not make new ones) and their free uncurse is unavailable to priest.

Mages get all resistances IIRC, and bonuses to all realms.

I'm just weird enough to try it.
 

Shadenuat

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The more I played the game the more I drawn from hybrids for my magical needs, with an occasional specialist for early Portal and easy clean-ups in the beginning (I'd say Psionic is my favorite specialist caster, because status attacks, they are handy even at the Peak). Can't say against group of lizardmen fighters and two bishops being effective, but carefully planning hybrid's place in the party and growth, and utilising their unique skills seems more interesting to me. Maybe my playstyle just is't flexible to use Bishops properly, as they always end up as buff-horses of my party. Buuuut the real reason is probably that building up Bishop for grand things means stupid grinding. So they learn Atomic Explosion or something 5 levels earler. So what are you going to do with it, like seeing 7'th grade spell do 5 points of damage or just failing, huh?

Now, hybrids, you can plan what they will do at the beginning of the game and in the endgame, which is't hard if you know that physical damage is a constant, good source of DPS, while for magic damage it's true only for 1/2 of the game. So you utilise their artillery (let's be honest - we just need a lot of fireballs when we're young) and buff abilities (and these we need when we'll grow old), while slowly building their hand-to-hand or shooting skills, then BAM Reijin and then BAM BAM you wake up surrounded by rapax who are all buffed by elemental shields and shit. But my Valk already have M-Screen, Samurai can protect party from missiles, ecetera, and proper race/class combo finishes preparation against magical attacks. Everyone in party can fight and have some interesting gimmick, we are protected from magic, can cast our own and great in hand-to-hand, every party member at some of his own type (Valk or Monk puts status attacks with polearm-staves, ninjas/rangers instakill, gadgeteer wrecks stuff with electro bolts, ecetera).
 

Major_Blackhart

Codexia Lord Sodom
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Out of Gadgeteer and Bard, Bard was easily the most useful early and mid level, with Gadgeteer becoming better towards the end.
However, Bard was still badass due to shit tons of musical instruments, while Gadgeteer was only useful for a gadgets overall (some good ones were cut from final product. Bastards!)
I'd like to see a mod put in place that puts in some more Gadgeteer type stuff, balance the class against Bard. My Dracon Bard was an insane damage dealer with Bloodlust (Dracon, duh!) and was great with the instruments too.
 

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