Green_Hilltop: So how are you liking this game so far? What do you think of the game mechanics, classes, plot and dungeon layout so far? How is the difficulty compared to the other games? Thanks for your reply about this game in the other thread, by the way, I was doing some RL stuff and then forgot to reply, so I'll get back to it later.
I am enjoying it so far.
A few interesting points:
* The ability to convert gold to experience by tithing is a nice feature, though it can sort of break the game, particularly if you focus on a Mage or Bishop to get NAL Burst and the teleportation spells (though you can't warp to places you haven't been).
* Magic Boost is an interesting ability, but I feel it's a bit wasted on a Mage; taking a round to do double damage the next doesn't seem particularly useful. I think that ability would have been more strategically interesting on a Priest or Bishop. (The ability *does* work on healing spells, as I've tested it; it's too bad that the long term use of that strategy is hampered by the fact that there's a spell that fully heals the entire party, making healing boosts pointless at that point.)
* Samurais are strange with spell learning. At one point, I was reloading a level up to try and get my Samurai to learn a 2nd level spell (she had some casts of that level, but no spells with which to use them), and eventually got her to learn...Thunder Arrow, which is 3rd level. (She *still* had no 2nd level spells at that point.)
* I wish Lords were easier to create; it seems they learn Priest spells faster than actual Priests, but only learn some of the spells, and it would be interesting if it were more reasonable to have that trade-off more easily at the start. Or, they could have included a pre-made Lord, as they did with the Samurai class.
* Mage spell power doesn't always correlate to level; for example the second level spell Flame Field is the strongest group attack spell of 4rd level or lower, while Graupel Hail (also 2nd level) hits only one enemy, does less damage, and is weaker that the 1st level spell Flame Arrow.
* Class changing is different. You lose half your HP and spell casts, but your other stats don't go down. HP gains do not work like in classic Wizardry; you just get an independent HP increase at each level, so a little class changing gets you more HP in the long run. Then again, apparently level draining doesn't lower your max HP either; many players have abused that to increase the HP of characters.
* Difficulty wise, it fluctuates. B4 of Shiin's Dungeon was a big difficulty jump until I got a Bishop to level 16 (by tithing), B5 was dangerous even with that Bishop and her Magic Wall (enemies hitting for 700+ damage, or breaking the Magic Wall in one hit if it's still up), while B6 is quite easy with Magic Wall. (Haven't gone any deeper yet.)
As for dungeon design, there are 3 dungeons in this game:
* The Dungeon of Trials feels a lot like Wizardry 1's dungeon. B1 has the 4 corners, B3 has hallways with things at intersections like B3 of Wizardry 1, and there are other similarities. The first 5 floors of the dungeon never get as hard as B4 of Shiin's Dungeon and the remaining 5 were originally DLC.
* Shiin's Dungeon is quite new, though it seems you don't get themes in the level structure. You do, however, get themes in terms of what enemies you face on any given floor, starting with B4.
* The Deep Dungeon (or whatever it's called) can be accessed right away by talking to people in town (on the PS3 you had to buy this dungeon separately as DLC), but it is *not* meant for new characters; you are expected to be able to fight a level 37 (IIRC) enemy that can hit for over 800 damage right away. (It might be a good idea to beat the main game first.)