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Wizardry Wizardry 8 - first time playing

Piotrovitz

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There at least two helmets with +1 HP regen.
 

jackofshadows

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I think if melees are in the front row, long-reaching mobs cannot hit your back row, only the front and the middle.
That's right. Which is funny because Sseth doen't seem to realize that so his adepts who were actually fall for review probably hate fucking crabs even more than me by now.
 

xuerebx

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So I've been exploring and basically followed the road as follows: Monastery > Arnika Road > Arnika > Arnika-Trynton Road > Tyrnton, and now I'm in Trynton. Is there any particular road I should be following or can I just take any road which feels natural? I'm probably missing out on stuff but I want to resist looking at walkthroughs.

Also, those bloody Tyrnnie hunters blocking the walk-ways in the trees :argh:
Just explore freely and NOPE the fuck away if you see something you cannot handle.
Yeah I run away whenever I see an enemy with more than 200 Hp. I'm getting used to the system now, can identify weaknesses in my skill or spell choices and it's becoming really fun now.

I hated the 2 vine thing to fix the broken bridge. I was using 1 vine but never imagined I should combine 2 vines together (had to look it up)
 

Darth Canoli

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Is there any way to ressurect chars before Arnika?

There are two ressurrection powders on the waterfall, but my mage got fucked up three times already - two times by RNG and got one shot by noxious slimes (and there's only goddamn two of those on the first level), and once by Gregor, due to me being retard and positioning all melees in the middle circle and casters in the back one. I think if melees are in the front row, long-reaching mobs cannot hit your back row, only the front and the middle.

I think the trynnie merchant sells two bags of resurrect powder, also, if you can find/buy an "amulet of life" (not the ankh), they also have some resurrect charges.

And about the formation, the back line can't be reached, even by an extended reach as long as there is someone in the middle, empty areas aren't taken into account.
 

DraQ

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There is also a rez powder in the safe in the monastery.
And about the formation, the back line can't be reached, even by an extended reach as long as there is someone in the middle, empty areas aren't taken into account.
I'm pretty sure that's wrong, you need 2 filed rows to stop extended attacks against the 3rd one, and without it it can get pretty dramatic if the extended attack happens on the first turn, before the mages have turned (backstab multiplier).
 

Piotrovitz

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Yeah I run away whenever I see an enemy with more than 200 Hp. I'm getting used to the system now, can identify weaknesses in my skill or spell choices and it's becoming really fun now.
HP bloat is not the only danger - later on you can encounter spellcasters that can fuck your team up in a few rounds if you don't have magic screen/element shield/soul shield up and running.
If I may just give you a tiny bit of a advice - once you get to Swamp (next stop after Trynton) and see pack of Rynjins - run the fuck away.

There is also a rez powder in the safe in the monastery.
Yeah, forgot about the safe. Nvm anyway, since I had to restart anyway - fucked up starting stats of my Alc, so ho couldn't multi into Bishop in a long time.

Beside RNG one shots like the ones from noxious slimes, I think I'm pretty prepared for expert/ironman.
I dumped my obligatory melee bard (4 short range melees is too much, as I had to put them in the middle circle, giving mobs access to reach backrow casters.

I settled for:

1. Drac FGT - DW sword + diamond eyes
2. Drac FGT - Swords + ranged, will roll with 2Hander once I get some nice one
3. Furry ROG - no brainer, can't have any playthrough without this one
4. Human BAR - gonna stick her in the middle/back, pump throwing and stick to slings. I think it's better than another bow, and also never really fully tried slings. And there is some tempting stuff like rocket wrist or doubleshot one, and there are couple of really nice ammo (medusa/impaling/gold nuggets/ta-li) that I never used, since casters had always something to do. With high SPD and many attacks she should be able to KO the fuck out of everything while she's not playing magical banjo.
5. Elf Wiz 1> BIS - as always, wizardry + psionics
6. Elf ALC 1 > BIS - alchemy + divinity

So, what do you think about this, dinguses?

I'm rather sure it will work out, the only thing I would may change would be switching one FGT for furry SAM, just for flavour.
 
Last edited:

jackofshadows

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Maybe you want to switch one FGT for Valk just to be safe and to have extra divinity book. Although you will have to distribute all kinds of powders between mates every time anyway.
 

Darth Canoli

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I'm pretty sure that's wrong, you need 2 filed rows to stop extended attacks against the 3rd one, and without it it can get pretty dramatic if the extended attack happens on the first turn, before the mages have turned (backstab multiplier).

Dude, i almost retarded your post, oh wait, i'm retarding it, because that's exactly what i'm saying.
 

Piotrovitz

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2 fighters sounds boring. Safe but boring.
Yeah, but not being sure what to expect on ironman, I just wanted to play it safe + I wanted to try 2H swords, which I never used before.

At the end of the day, all pure melees are boring anyway - FGT/ROG are interchangable, MON is also just for whacking mobs left and right, with the only difference he doesn't need any gear. The only flavour adding dude is Furry SAM - skipping entirely spellcasting and focusing on fighting skills, he's a fun one to have - need to find special gear, has crit strike and LS proccing randomly etc. Plus, this portrait fits better than anything else:

felpurr-male.jpg

Maybe you want to switch one FGT for Valk just to be safe and to have extra divinity book. Although you will have to distribute all kinds of powders between mates every time anyway.
Nah, divinity spells suck ass and I will have a Bishop taking care o those anyway. Plus there's always Vi.
 

jackofshadows

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Nah, divinity spells suck ass and I will have a Bishop taking care o those anyway. Plus there's always Vi.
Ok then, for some reason I thought you're going for non-NPC run. What I meant is that nice to not rely on powders/scrolls all the time and have an extra option just to cast cure paralysis for instance.
 

DraQ

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Guise, a question:
3 school bishop + hybrid = yay/nay?

Dude, i almost retarded your post, oh wait, i'm retarding it, because that's exactly what i'm saying.
I was thinking about hollow point formation.

Yeah, but not being sure what to expect on ironman, I just wanted to play it safe + I wanted to try 2H swords, which I never used before.

At the end of the day, all pure melees are boring anyway - FGT/ROG are interchangable, MON is also just for whacking mobs left and right, with the only difference he doesn't need any gear. The only flavour adding dude is Furry SAM - skipping entirely spellcasting and focusing on fighting skills, he's a fun one to have - need to find special gear, has crit strike and LS proccing randomly etc. Plus, this portrait fits better than anything else:

felpurr-male.jpg


Nah, divinity spells suck ass and I will have a Bishop taking care o those anyway. Plus there's always Vi.
I would swap one of your fighters for a hybrid and go for 2 school bishop and one specialist caster. Your kitteh sammy should work for this purpose and casting enchanted blade and shield will help him develop casting skills without sacrificing melee potential.
 

DraQ

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Btw I played through monastery last evening, and my fiancee unironically asked if I'm playing Quake 1 : |

Similarly, my wife always comments that I play games which graphically look like shit :negative:
Get her Ori (both parts).
It's gorgeous and abundance of womanly tears that will be shed will interfere with perception of what you're playing.
Plus they are both very good games, actually.
 

xuerebx

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They're on my Steam wishlist coincidentally (but she doesn't play video games anyway, so they're wishlisted just for me).
 

Piotrovitz

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Guise, a question:
3 school bishop + hybrid = yay/nay?
I would avoid having 3 school bishop in any party, unless you are into casting light/enchanted blade/missile shield/armorplate/detect secrets > rest > repeat routine.

UNLESS you're talking about all schools not being raised simultaneously, i.e focus on wizardry and divinity first, and then after getting couple of crucial spells, to bump up psi or alc for some useful spells like haste or blinding light.

I would swap one of your fighters for a hybrid and go for 2 school bishop and one specialist caster. Your kitteh sammy should work for this purpose and casting enchanted blade and shield will help him develop casting skills without sacrificing melee potential.
I've considered pure mage, but I'm just being too used having two complimentary bishops that have so much MPs mid-game, that they never run out of steam even in longest fights. It's a habit now, I can't fight it.

TBH I never raised spellcasting on my SAMs - they have swords/close combat/dual wield/critical to pump up, and every point invested in magic would be a waste and gimp him even further as a wacky/original fighter.
 

jackofshadows

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TBH I never raised spellcasting on my SAMs - they have swords/close combat/dual wield/critical to pump up, and every point invested in magic would be a waste and gimp him even further as a wacky/original fighter.
What's the point in having them then? Just for a flavour? I'm not sure about optimal way to raise stats myself but sword skill is raising by itself fast enough, so at least 2-3 points in Wizardry every level at least up to 50 or so might be enough to practice magic from range etc in order to shape a decent hybrid by ~15 lvl.
 

Piotrovitz

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What's the point in having them then? Just for a flavour? I'm not sure about optimal way to raise stats myself but sword skill is raising by itself fast enough, so at least 2-3 points in Wizardry every level at least up to 50 or so might be enough to practice magic from range etc in order to shape a decent hybrid by ~15 lvl.

Exactly - for flavour and and having someone different than your average FGT/ROG dmg dealer.

Even if you put some points on each level up in wizardry/realm skill, it still will be too few to cast anything at a reasonable level.
I would rather have lvl 15 SAM who with pumped up swords/close combat/critical strike who can dish out some damage, than some crippled semi-caster who can throw lvl 2-3 fireball
 

Darth Canoli

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Btw I played through monastery last evening, and my fiancee unironically asked if I'm playing Quake 1 : |

You can't let that go, here's the retaliation plan :
1- Pack your bags, just in case
2- Tell her she's a graphic whore.

Guise, a question:
3 school bishop + hybrid = yay/nay?

It works, just don't upgrade everything at once, you can go with one dominant school and raise the others alternatively.
Also, with a faerie bishop and/or some mana regen gear, you can recast buffs more often, first a green/yellow level, then when it's regenerating, orange level.
 

DraQ

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Guise, a question:
3 school bishop + hybrid = yay/nay?
I would avoid having 3 school bishop in any party, unless you are into casting light/enchanted blade/missile shield/armorplate/detect secrets > rest > repeat routine.

UNLESS you're talking about all schools not being raised simultaneously, i.e focus on wizardry and divinity first, and then after getting couple of crucial spells, to bump up psi or alc for some useful spells like haste or blinding light.
I mean 3-school Bishop as slightly less extreme variant of 4-school one. Unlike the one stop magic shop 3-school bishop can still technically pump all schools at maximum rate.

The thing is 3-school bishop makes little sense if you want all schools coverage and use a specialist caster, as balancing the load with 2x 2-school bishops makes more sense. But let's say you have 4 slots occupied by non-casters and need both a bishop and an MBT - then it start looking like a good idea.

What's the point in having them then? Just for a flavour? I'm not sure about optimal way to raise stats myself but sword skill is raising by itself fast enough, so at least 2-3 points in Wizardry every level at least up to 50 or so might be enough to practice magic from range etc in order to shape a decent hybrid by ~15 lvl.

Exactly - for flavour and and having someone different than your average FGT/ROG dmg dealer.

Even if you put some points on each level up in wizardry/realm skill, it still will be too few to cast anything at a reasonable level.
I would rather have lvl 15 SAM who with pumped up swords/close combat/critical strike who can dish out some damage, than some crippled semi-caster who can throw lvl 2-3 fireball
Well, technically, if you give sammy Bloodlust they will achieve damage parity with fighter, plus critical strike, plus lightning strike (minus KO, stamina regen and defences).
Of course if you give rogue Bloodlust they will do OMGWTF damage due to backstab + berserk.
They're on my Steam wishlist coincidentally (but she doesn't play video games anyway, so they're wishlisted just for me).
They are both very much yes (played chronologically).
The first game is available on GOG too.
 

Darth Canoli

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If you go with RFS-81, you could skip the monk as he's a magic-less monk on steroids.

Also, for a fun playthrough, you could edit the uncommon NPC you like into going everywhere with the cosmic forge.
I played with the the T'Rang samourai at least twice, i really like his voice set.

A shame unplayable races don't have some interesting/weird bonuses, if i was to mod wiz 8, that's the first thing i would do, second would be to make the axes playable (extended range for 2H axes, less ini penalties).
 

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