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RChu1982: Also, joining the Dark Savant is the only ending with a video. Perhaps, the developers also sympathized with Evil Phoonzang, as the Dark Savant is not just "a bad guy to be destroyed", rather, he has an interesting backstory, and a legitimate reason to be angry.
I suspect it's largely due to the developers running out of money near the end of development, and therefore couldn't afford to make videos for the other endings.

Also, as I've said, the "join savant" ending is the one that would have left the most room for Wizardry 9. "write in book" leads to a peaceful ending that isn't really conducive toward future endings, and "tear the page", as I mentioned, is the sort of ending that suits the Japanese Wizardry spin-offs. (Worth noting that Vi Domina can't exist in Japanese Wizardry; Valkyries must be Neutral, but Vi is clearly Good. (Regardless of the backstory, the Dark Savant would be categorized as Evil, but remember that Evil characters could adventure in classic (and Japanese) Wizardry, and that Wizardry 4 has both Good and Evil (and Neutral) enemies.))
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RChu1982: You have no Bard or Gadgeteer to worry about, so quickly sell any instruments or gadgets that you come across. You have a party of (mostly) casters, except for the Valkyrie, so she will be carrying the party, in terms of melee defense, and carry capacity.
I'm probably not going to bother selling instruments and gadgets, and will probably store them in a chest somewhere.

Current plan is to have 4 characters focus on Strength, getting high carrying capacity, and the 5th (the Mook Psionic) will raise Strength after getting Power Cast and Eagle Eye at level 9.

Also, I found a way to incorporate a spell-less Bishop into the party without having early game issues.
* At the start, I'll use a Mage in the slot that would later have this fast cast (Int/Spd) Bishop (which will be the caster-focus Elf Bishop). Would start with Energy Blast (good against Gregor), and would get Enchanted Blade and possibly Missile Shield at level 3. I might also wand Magic Missiles as an attack spell.
* The power (Str/Int) Bishop, who will be Human, will be primarily a Mage in the early game, picking up Psionics mid-game and perhaps going heavily into Divinity/Alchemy later on (abandoning Wizardry after learning X-Ray). Will be the Missile Shield caster for a bit, including at least the part from Arnika to Trynton, and the X-Ray caster at least until Elf Bishop catches up. This character will not save spell picks for high level spells, and will be using mace and shield in the front row.
* Light and Stamina spellbooks are saved for Elf Bishop, who will use them immediately when recruited. Terror (if obtained in the starter chest), Bless, and Divine Trap will be used early, since they can just be bought in Arnika.
* As before, the character replace will happen after killing Vi's kidnappers, but before talking to Vi.

Once recruited, spell-less Bishop will be handled as follows:
* No spell picks used before level 14.
* Will use Light and Stamina spellbooks right away.
* Early on, go Divinity/Psionics, perhaps, as that's what you can buy in Arnika. Makes a point of getting 15 Wizardry with the initial levels, in order to learn Enchanted Blade and Magic Missiles. Try to get 15 Alchemy to start mixing potions.
* Can take over Enchanted Blade casting from the Human Bishop. Also has Magic Missiles for area damage. Note that this means that Divine Magic is heavily used, and the character's options in other realms is limited at this point. Mind Stab is an option for non-Divine offense.
* In Trynton, can get Missile Shield, and can take over that responsibility for practice as needed.
* Can't buy good spells from Crock until level 4.
* In Marten's Bluff, can buy Air/Water spells from Sadok, allowing access to many more spells. There's also a Haste book, and a tricky-to-get Crush book as well. This includes Noxious Fumes (hopefully has enough skill at this point).
* Kunar sells Earth/Fire. This includes Fireball (if Wizardry high enough), and at level 11 can get Whipping Rocks.
* Level 11 also allows 4th level spells to be bought. 5th level spells won't be buyable for a while, and in particular Psionic Blast won't come until very late. This spell will be prioritized for the Psionic and perhaps the Human Bishop.
* Level 14 is where the fun really starts, but even before then, the character is already a good caster.


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RChu1982: Who goes to Ascension Peak at level 18? That's way too early, and probably assuming that you skipped most of the game.
Even in the low 20s, you still outrank the Rapax in level, and I'm again assuming that you did a minimalist run.
The party I was playing would likely be going there at level 20 if I countinued playing it, maybe 21 if I were to do the alliance quest. They're almost at that level, and only have to become a Templar (or skip it because I've avoided having multiple artifacts at the same time) first.

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RChu1982: Against the 17 initial enemies in the Rapax final battle (increased if Al-Child gets a chance to spawn reinforcements, which she never did):
16 of them were killed in Round 1 of combat, including the Rapax Prince and Al-Child, with instant death magic. There was only one survivor, and that was because he was out of range (the Alchemist's Quicksand made work of most of those annoying out-of-range Rapax). Moving closer to him, he was killed quickly in Round 3, with Instant Death spells.
Sounds about right given you're more than double the level of the enemies.
Post edited September 12, 2023 by dtgreene
Join the Dark Savant: He *was* Phoonzang, created life, creating the 3 artifacts for mankind to ascend, and went against the other Cosmic Lords. He was banished, and became part machine to live on, so that he could bring down the Cosmic Circle. I have no problem supporting him, if only there was an alternative ending where you could team up with the Dark Savant, to kill the Cosmic Lords in the Cosmic Circle. Unfortunately, all the Cosmic Lords left the circle, leaving him to psychotically scream that all the Cosmic Lords are gone, and he can't have his revenge. As you said, this is best for a sequel, as you need chaos to have a fun experience. The world isn't all sunshine and flowers.

Write the Dark Savant out of existence: This basically kills Phoonzang/The Dark Savant, as he never became his evil alter-ego. This is probably the best "good" ending, as it leaves the universe unchanged, unfortunately, Phoonzang himself is gone, so he can't enjoy the "good" universe that your party created. As you said, there is no sequel with a "good" ending.

Tear out the page: This destroys the universe, saving Phoonzang, who is willed back into existence, but not before having to kill the Dark Savant, as this takes time. The universe will have to be re-created, with Phoonzang's help, after destroying his alter-ego. As you said, this leads best to spin-offs.

There is no mercy on Ascension Peak (which is fitting, since it's the last real area in the game, before the Cosmic Circle, where it's a bunch of scripted dialogue, and the final battle). I was exploring the northern Life Path, near where the Furor was, filling out the map, and grabbing any hidden items remaining. I had to fight around 6 back-to-back battles, in green encumbrance (due to enemies dropping items). Thankfully, I got a lot of experience. However, I have used up so much ammo and Mana Stones.

Note that magic is great against lower level enemies (thankfully, the majority of my battles were against these). However, against similar level enemies, or even higher-level enemies, you're much better off using ammo against them (the crippling effects of Medusa Stones, and the high damage and small chance to kill of Lightning Bolts, comes into play).

I got so disgusted that I grabbed all of the items, then portaled back to my Arnika Bank secure ammo chest. I re-stocked, then realized something. This could be a trap, if I didn't have other portals. You see, last playthrough, I took the elevator up to the upper level of Arnika Bank, near Llorac. I then traded with vendors, and portaled back to Ascension Peak. There is no way to control the elevator from the lower Arnika Bank level (I would be trapped, if not for portals out).

This leaves an interesting question (maybe you could answer it, dtgreene): If you don't "do the deed" with Al-Sedexus, doesn't that mean that your illegitimate daughter was never born, and it would just be the Rapax Prince and his army waiting for you?

To your point: I would like to see you have both Bishops max out their spellbooks (I'm heavily autistic, I love seeing Bishops with 101 spells learned).

Edit: Also, killing the Rapax Army with instant death spells didn't harm my faction rating; I can still freely walk in the Rapax Castle (if I killed them with bow or blade, my faction rating would be lowered?)
Post edited September 13, 2023 by RChu1982
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RChu1982: To your point: I would like to see you have both Bishops max out their spellbooks (I'm heavily autistic, I love seeing Bishops with 101 spells learned).
(I've started the new playthrough.)

I'm treating my bishops differently.

My human Str/Int bishop is taking spell picks as they come, provided there's spells worth picking. She won't get all the high level spells, but should be able to get Fireball at the next level up.

My elven bishop, on the other hand, is not using spell picks at all until level 14 at the earliest. I only just got her, so her level is still way behind, and her only attack spells are Mind Stab (remember, I modded in the book to the shop), Holy Water, Make Wounds, and Magic Missiles (her only general purpose area damage spell). Won't get more area damage spells until Kunar or Sadok. (I used a Mage in her place pre-Arnika.) (She will get all the spells eventually if I play long enough, but not before level 23.)

Other notes:
* I ended up not having to buy a Bullwhip. 2 spawned in the Lower Monastery, and 1 in the Upper Monastery.
* Against Gregor, I used 2 Stink Bombs, 1 Cherry Bomb, and 1 Rocket Stix (bought from Burz; keep in mind that only some classes can use them, and in particular Bishops can't).
* In one attempt against Gregor, a Cherry Bomb backfired and killed 3 of my characters. Instant reload. (I had only 1 Resurrection Powder at the time; I now have 4.)
* An Amulet of Static showed up in the Upper Monastery.
* Even though I used magic almost exclusively in the Monastery (especially the Lower Monastery), my party is still surprisingly effective in melee, at least against the enemies I'm fighting at this point.

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RChu1982: Edit: Also, killing the Rapax Army with instant death spells didn't harm my faction rating; I can still freely walk in the Rapax Castle (if I killed them with bow or blade, my faction rating would be lowered?)
I believe that, in order to prevent you from being penalized from hostile enemies killing friendly NPCs, the game checks to see if you've dealt damage to the enemy before assigning the kill to you. Since you used instant death magic, and killed them without doing damage, the kills were not attributed to you (and don't show op in the character's "kills" stat, either).
Post edited September 13, 2023 by dtgreene
At this point in the game, I'm getting so sick of random battles, having 100%ed the game (in terms of set enemies fought, chests opened, hidden and obvious items grabbed, etc, that I made a beeline from where the set Rapax army was fought, up to the dead-end, and back, and all the way to the entrance to the Cosmic Circle.
There were many random battles along the way, and the map purposely tries to spawn enemies near you (the longer you hang out in a given area, the worse it is with enemy spawns).
At the entrance to the Cosmic Circle, the Savant tried to destroy the planet, but couldn't, due to me disarming the bomb. He disappeared into the Cosmic Circle, along with Bela, and I re-positioned my Bard and Gadgeteer up front, with their *Light Swords*. I re-casted all buffs, getting ready for the final battle.

In the Cosmic Circle, the Savant had an autistic meltdown, because the Cosmic Lords were all gone, and he killed Altheides in anger. The party rushed to the Cosmic Forge, and the dilemma ensued.

I decided to join the Dark Savant, feeling sympathy for him. This isn't even a close battle, as the Dark Savant is level 38 (same as my Bard and Gadgeteer), while Bela is level 19). The Dark Savant has twice the levels of Bela. Not only that, but Bela starts out in close range, while the Savant starts out in thrown range. Reminding us all that it's easier to be evil than to be good.

Bela was killed in one hit from my Bard, with her *Light Sword*. It was pathetic.

After that, I handed the Dark Savant the Book and the Pen, he smiled, then all went black.

The Dark Savant and I created civilizations, and then the *real* fun began. We set earthquakes, floods, disease, wars, riots and bloodshed to erupt in an ugly nightmare of suffering.

Millions of years passed, though to me, it's only a short time. I find that I enjoy this "Cosmic Lord" business more and more. My time on Dominus has become a distant memory.

I can no longer imagine why I had a conflict with the Dark Savant. After all, he reminds me *of myself*.

I have successfully completed one of the endings to W8 which resulted in an utterly evil universe. I was far more successful a Dark Lord than I had ever imagined.
Post edited September 14, 2023 by RChu1982
My new party is currently in Arnika, with the new Bishop, who is saving all spell picks, having replaced the Mage used at the start.

Some notes:

* Party. IIRC. is level 7 except the new elf bishop.
* Human Bishop, I believe, has 40 Wizardary. Aiming for 45 (or 44?) for the next level up, for X-Ray. (She is using her spell picks.) At this point, is going heavy in magic damage despite being in the front ranks. (Might change later.) Is a bit fragile and died during the first attempt at the Savant Orb fight.
* Elf Bishop has 37 Alchemy. Aiming for 40, so that she can make Cure Disease potions and raise her Alchemy faster on its own.
* My Alchemist can make Renewal Potions already. (Advantage of specialist casters; they get their spellbook skills up faster. If I still had a Mage, she would nave more than enough skill for X-Ray.)
* Psionic was fast at first, but now my Elf Bishop is actually faster. Her Mythology is high, something like 23.
* This Dracon Valkyrie has 34 Artifacts. I'm aiming for 35 by Crock, which isn't going to be an issue. Simply going Str/Int instead of Str/Dex has sped up Artifacts growth entirely.
* The battle underneath the temple showed the power of casting beyond your means. In that fight, I had both Bishops cast their Holy Water spells at the highest level they had the SP for. Both succeeded, and the enemies were taking 20+ damage. This battle did not last long. (A backfire wouldn't have been a problem, because nobody in my party is undead or a demon. Maybe that would be in interesting option for Wizardry 9? After all, some WRPGs have an undead race, and some Japanese Wizardry spin-offs have a demonic race that has a breath weapon.)
* Still have some minor treasures to find in Arnika (including a Book of Cure Lesser Conditions) and to loot the bank vault.
* So, Trynton or UBC next? I note that my Human Bishop already knows Fireball, and my Elf Bishop doesn't have the Wizardry to learn it, so Crock isn't that valuable of a shopkeeper at this point. (Whipping Rocks isn't available until level 11, at which point she could learn Fire Bomb from Crock anyway.)
Neither Specialist Casters, nor Bishops, can cast most level 7 spells at power level 7 with 100% certainty (this is especially true for the Bard and Gadgeteer, who, unlike the casters, who at most fizzle, can get backfires). The big advantage Specialist Casters have over Bishops is their primary spellbook skill has a 25% bonus to it (meaning it's almost effortless to learn new spells "on time"), also, they level faster than a Bishop. However, the Bishop gets all spells in the game, if he/she so desires, negating the need for Piety (unless Iron Will is desired).
What are you doing with your Valkyrie? Since you're going Strength/Intelligence first, are you working on Dexterity/Speed later for more swings and attacks?
The big advantage of MDPs is area of effect magic damage, and mass-killing spells (though these taper off with enemies at a similar level to you, and definitely against higher level enemies, when you should seriously consider melee or ranged physical attacks. I remember when I entered Arnika at level 21, I had a battle against level 22 Savant Minion, and magic was not very helpful against them. I had to kill them with ammo, as running up to them is foolish, as they can hit from extended range with paralyzing polearms.
Probably Trynton next, as you can get the +5 to Intelligence from the well. It's close to Crock and Sadok, so your Bishops can get a lot of spellbooks. Also, you can do a bit of grinding in the Swamp; There are plenty of easy to kill insects that give good experience. That way, you will be a higher level for Crock. Once you hit those two vendors, you can use the TRangaporter to access the UBC.

I did the ending that best allows for Wizardry 9: The Dark Savant and the (now) evil MDP rule the Cosmic Circle, and have to be taken out.
Perhaps I should do the other two "good" endings? Taking the easy way out by killing Bela seemed cheap. The Dark Savant will be much more of a challenge for my party.
Post edited September 15, 2023 by RChu1982
Gratz.
Thanks. I 100%ed the game, taking the easy, evil way out, by killing Bela. Maybe I will do the other two endings later, having to actually kill the Dark Savant.
Ok. I just did the "Write the Savant out of existence" ending. The Savant took a few rounds to bring down with melee weapons, and several times, my characters missed, or had no penetration. He is tough, even for a level 38/37 party.
At long last, my party was alone in the Cosmic Circle (along with Bela), who righted the wrongs of the universe. Unfortunately, Phoonzang is gone, so he can't witness the beautiful world I created.
And, of course, I just did the "Tear out the page" ending, causing Phoonzang to re-appear. However this takes time before the past becomes the present, and I had to kill the Dark Savant. He foolishly turned his back to my party to cast Eye For An Eye at one of his minions, and I was hitting him from behind for double damage. He went down quickly, in a few rounds.
With the Dark Savant dead, Phoonzang and the party had to re-create the universe that had been destroyed when I tore out the page. I guess this is the best ending? I just saved Phoonzang's life, preventing him from being banished, and together we can create a new universe from scratch.
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RChu1982: Neither Specialist Casters, nor Bishops, can cast most level 7 spells at power level 7 with 100% certainty (this is especially true for the Bard and Gadgeteer, who, unlike the casters, who at most fizzle, can get backfires). The big advantage Specialist Casters have over Bishops is their primary spellbook skill has a 25% bonus to it (meaning it's almost effortless to learn new spells "on time"), also, they level faster than a Bishop. However, the Bishop gets all spells in the game, if he/she so desires, negating the need for Piety (unless Iron Will is desired).
Alchemists have an easier time of qualifying to make potions to sell for a lot of money; it's why I'm already able to make Renewal potions.

Currently ttying to get my Elf Bishop to that point; her Alchemy is 45 IIRC. Once you can make Cure Disease potions, the skill increases much faster. I'm not going to put any more level up points into Alchemy most likely, instead putting them in the other 3 spellbook skills.

Piety does help Divinity and realms grow faster, but it's not required for the character to be effective. It can make a significant difference mid game, but late game diminishing returns kick in and the lower Piety character can catch up.
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RChu1982: What are you doing with your Valkyrie? Since you're going Strength/Intelligence first, are you working on Dexterity/Speed later for more swings and attacks?
It will probably be Dex/Spd, but by that point I expect she'll have her second attack and maybe even her second swing (with Dread spear; might choose to use Stun Rod instead, however).

Artifacts is almost as high as I want it. 34 last I checked; I want 35 to equip the Amulet of Life. (She has the most HP of avyone and can cheat death, so she's the best character to have revival capability.)

Psionic will, in 1 level, get Eagle Eye, and with the help of the Trynton fountain, Power Cast as well. Then, it will be time for her to focus on Str/Dex for more physical damage, accuracy, and carrying capacity. (The extra Throwing & Sling will be helpful for Ice Bomb usage, which might speed up some Rapax fights later.)
Post edited September 15, 2023 by dtgreene
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RChu1982: The big advantage of MDPs is area of effect magic damage, and mass-killing spells
One observation: At the point I'm at, it's actually quite effective to cast spells at a somewhat unsafe power level. Sometimes you'll get backfires, but when most of your spells work, the enemies die quickly. The chance of a spell failing when your level is too low isn't that high for lower level spells. It's more important for higher level spells, but I could still see it worth having a level 18 character attempt Nuclear Blast PL3 or possibly even PL4; if it works, it's several times the damage of PL1, and it works more often than not.


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RChu1982: Perhaps I should do the other two "good" endings? Taking the easy way out by killing Bela seemed cheap. The Dark Savant will be much more of a challenge for my party.
I would say yes, then go back and do the BOFFO ending. Also, get the Cobaltine Powerglove. (Apparently you can get it by turning Bela hostile while fighting the Dark Savant; after the battle, the game will be in a strange state. To get the game back to normal, go back to Ascension Peak and get into a battle.)


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RChu1982: Probably Trynton next, as you can get the +5 to Intelligence from the well. It's close to Crock and Sadok, so your Bishops can get a lot of spellbooks. Also, you can do a bit of grinding in the Swamp; There are plenty of easy to kill insects that give good experience. That way, you will be a higher level for Crock. Once you hit those two vendors, you can use the TRangaporter to access the UBC.
Crock doesn't sell good spellbooks until level 11.

I think I may not do early UBC because my elf bishop doesn't have enough Wizardry for Fireball, and my human bishop has already picked that spell (and made good use of it). (Kunar doesn't sell Whipping Rocks until level 11.)

I'm going to try to get 50 Alchemy for my elf bishop so that it can grow faster, and then buy some better equipment and perhaps a few scrolls (Heal All would be good to have for emergencies).
Post edited September 15, 2023 by dtgreene
I did all 3 endings, and got 3 automatic saves to my hard drive (as if Sir-Tec was going to make a Wizardry 9). I liked the "tear out the page" ending the most, as I feel that saving Phoonzang from being banished in the first place was the right thing to do. The Dark Savant was never born, and all the evil that he inflicted upon the world never happened. The Dark Savant was finally dead. Bela, Phoonzang, and the party all survived the final battle, and together we can create a new universe from scratch (well, after the point that Phoonzang would have been banished).

I deleted all of my save files, and deleted the pre-created characters already made. I want to start fresh. By now, I am sick of MDPs; Although it was a lot of fun, I felt like melee damage, and carry capacity were lacking. The Bard and Gadgeteer are mediocre at melee, but having *Light Swords* made up for this (a Fighter or Rogue with *Light Swords* would have been far more interesting). Having 4 squishy casters who minimized Strength, Vitality, and Dexterity made them only ok at melee combat, ranged combat, and carry capacity.

I don't have much experience with hybrids (except for the Ranger), but I was thinking a party of: Valkyrie, Ranger, Monk, Samurai, and 2 Bishops. This would have all 4 spellbooks covered by hybrids, and the 2 Bishops would (initially) learn 2 spellbooks. One Divinity and Wizardry, and the other Alchemy and Psionics. The latter two spellbooks complement each other nicely, as the Psionic spellbook has almost all of the Mental realm spells, making up for the Alchemy spellbook's complete lack of that realm. Also, the Alchemy spellbook makes up for the Psionic spellbook's lack of elemental damage.

I would be lacking in a Locks and Traps character, and no Berserking or Backstabbing. There would be nobody with a bonus to Communication, or ability to make Tripleshot Crossbows. The former doesn't matter too much, as you can make infinite money from Alchemy; With the latter, you can get good bows and crossbows from Crock and Ferro.

I'm sick of the Bard and Gadgeteer at this point; They are mediocre at everything, and their stamina casting at lower power levels was really pi$$ing me off. Also, the Psionic's and Mage's poor hit points and poor armor selection was extremely annoying, so no more of these 4.
I did a lot of thinking here about a new party:

I ruled out the Bard and Gadgeteer, for reasons mentioned before. The 4 specialist casters (Priest, Alchemist, Psionic, and Mage), are ruled out, because they're too limited, compared to a Bishop. The Lord is ruled out, because they seem inferior to a Valkyrie. The Samurai is ruled out, because I heard that they are a pain to build up and get armor for, and their spellbook (Wizardry) isn't that good without Powercast, which I don't want for my hybrids. The Ninja is ruled out, because they are as hard to level up as a Bishop, without having all 4 spellbooks. The Monk is ruled out, because I want someone on the flanks without Stealth to hold the line for the squishes in the middle.

This leaves the Fighter, Rogue, Valkyrie, Ranger, and Bishop classes as desirable.

1. The Fighter up front will be dual-wielding (Sword, and Mace and Flail).

2. The Rogue up front will be dual-wielding (Sword and Dagger). Will work on Locks and Traps, and Stealth.

3. The Valkyrie on one flank will have an extended-ranged Polearm. Will work on Mythology.

4. The Ranger on the other flank will have a Sword and Shield. Will work on Scouting.

All 4 of these characters will have a Bow or Crossbow for range (same skill, thankfully). Also, my non-caster template holds: Strength and Dexterity first, then Speed and Senses.

5. One Bishop in the center will have an extended-ranged Quarterstaff. Will work on Artifacts (has a class bonus to it), as well as Divinity and Wizardry.

6. The other Bishop in the center will also have an extended-ranged Quarterstaff (I wasn't impressed with the Cat O' Nine Tails, or the Vampire Chain; both will train for Staves of Doom). Will work on Communication, as well as Alchemy and Psionics.

The 2 Bishops will have Slings for range (their only available ranged skill). They will max Intelligence and Speed first, then Strength and Senses.

What do you think?