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Pfreaker: Hey everyone playing Wizardy 8 for the first time here's my setup just wondering if there's any major issues I'm going to run into with this load-out.

Lizardman - Fighter - Sword/Shield (Focused on Str/Con)
Dracon - Samurai - Swords (Focused on Str/Con)

Human - Ranger - Ranged. (Focused on Dex/Sense)
Felpurr - Ninja - Locks n' Traps and ranged. (Focused on Speed/Dex)

Elf - Mage - Primary Offensive Caster (Focused on Int/Pie)
Dwarf - Priest - Primary Defensive Caster (Focused on Pie/Int)

I have a family and a full time job so I'm not interested in starting over just making it work. I'm currently around level 7 and just got to Arnika. The Road getting here was full of frustration from the road to Gregor back in the monastery.
Having a lot of fun just looking to have some conversation with like minded peeps.
My 2 cents on this setup:

Lizardman Fighter: After one of these is full, raise dexterity asap or he won't hit very much. also, give him items which raises his mental and divine resistances. You DON'T want him to get turncoated and go berserk on your party!

Dracon Samurai: As has been pointed out, the samurai is definitly not a tank, constitution will not change that fact. better choose dex or speed as secondary option, and intelligence and piety later on for spells as he is intended to be played as a hybrid

Human Ranger: pretty ok, but I'll put him into the back row unless you want to train axes as well (rangers get the best axes in the game)

Felpurr Ninja: Just putting him for ranged and locks&traps is a major waste for that character. If you want such one, better choose a gadgeteer. Buy Nunchakas in Arnika and put him up front. Oh, and by ranged I hope you meant dual trowing darts or daggers, not bows, since trown weapons auto-penetrate with the ninja. And be prepared for a loooooong training session as he will take ages before he gets really impressive.

Elf Mage: You got a Samurai, no need for a mage anymore. If you want an offensive spellcaster, better choose a bishop or a Psionic

Dwarven Priest: Pretty ok, although redundant if you got a bishop in your party. Give him a whip and a shield so he can defend himself when out of magic (and the shield also does when casting spells as it raises your armor class).

Since you don't want to start over again, don't forget you can change classes at level-up
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Hemaka: I'm not sure if you need two alchemists but whatever. You can find interesting training techniques (and A LOT of other useful info) here: http://www.zimlab.com/wizardry/recovered/flamestryke/wizardry8/flamestrykes_w8.html
For training wizardry/alchemy click "training techniques" at the bottom of the left panel and then "magic skills".
Oh, so Flamestryke's pages are still out there. I was afraid it was lost forever after the page got deleted some month ago.
Post edited August 22, 2015 by bofferbrauer
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Hemaka: I'm not sure if you need two alchemists but whatever. You can find interesting training techniques (and A LOT of other useful info) here: http://www.zimlab.com/wizardry/recovered/flamestryke/wizardry8/flamestrykes_w8.html
For training wizardry/alchemy click "training techniques" at the bottom of the left panel and then "magic skills".
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bofferbrauer: Oh, so Flamestryke's pages are still out there. I was afraid it was lost forever after the page got deleted some month ago.
Fortunately there were only minor changes in links to all recovered sites. Zimlab.com and all of Snafaru's amazing work are still online :) Sorry for offtop.
Update of the week still going strong, my party is now starting to be a powerhouse of whoop ass. Currently spelunking around Marten's Bluff and the Mine Tunnels ranging between around level 14.

Lizardman - Fighter
This guy has Turned into a powerhouse super tough and makes mincemeat out of anything that comes close. Working on Dex/Speed now as Str/Con is maxed still going with a Sword/Shield as Primary.

Dracon - Samurai
Solid DPS in the front line not as tough as the Fighter, Found myself Dual Wielding for the first time after finding a Bushido Blade. Working on His casting ability's that is very slow going raising wizardry as compared to alchemy as its sitting at about 45 @ level 14

Human - Ranger
Working as intended Launching off arrows finishing off the runners and getting decent casting now with about 60 Alchemy @ level 14. Not the most exciting character but a staple of all my RPG groups. Working on Dex/Sen and a good dash of speed.

Felpurr - Ninja
Interesting character this one more of a jack of all trades master of none type of situation. Decent range but runs out of ammo like firing a Gatling gun. Starting to become a really decent caster with 60+ Alchemy as well @ level 14.
Started putting a polearm on her just because she runs out of ammo so quick. working on Speed/Dex.

Elf - Mage
Decent buff, Increasingly powerful spells. Saved my spell picks and picked up all level 6 spells @ level14, will save next spell picks for level 7 spells to get all those at once. Not as powerful as casters from other games but good at softening up large groups of targets. Maxed my Into working on Pie/Con/Speed.

Dwarf - Priest
Decent buff, Increasingly powerful spells. Saved my spell picks and picked up all level 6 spells @ level14, will save next spell picks for level 7 spells to get all those at once. Not as much healing needed at this point in the game so I find myself using Whirlwind and Lightning on most battles. Maxed my Piety working on Int/Speed.

A few Notes:
So after weeks of playing I learned that I can run by holding shift... yay.
Both the priest and Mage have teleport spells so its super convenient to get around the world now.
I have 2 RPC's, Just picked up RFS-81 and Vi is still following me around. I still feel like these are outsides so they get my leftovers as far as equipment etc... and I don't buy anything specifically for them.
You can treat RFS as a permanent party member and kit him out accordingly. There are a few places that Vi doesn't want to go, but with the exception of one very small area that demands both NPC slots be freed up (plot reasons), RFS will accompany you everywhere.
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Pfreaker: Lizardman - Fighter
This guy has Turned into a powerhouse super tough and makes mincemeat out of anything that comes close. Working on Dex/Speed now as Str/Con is maxed still going with a Sword/Shield as Primary.
Have you got a plan for when he turns against you?

as for the Ninja... if only there was a throwing weapon that returns to your hand.

Sounds like you are about 1/3 of the game now mate.
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Pfreaker: Lizardman - Fighter
This guy has Turned into a powerhouse super tough and makes mincemeat out of anything that comes close. Working on Dex/Speed now as Str/Con is maxed still going with a Sword/Shield as Primary.
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Pfreaker: Have you got a plan for when he turns against you?

as for the Ninja... if only there was a throwing weapon that returns to your hand.

Sounds like you are about 1/3 of the game now mate.
If the fighter turns against me i will just have to pray he does not wipe the party!

I have found the boomerang shuriken now.
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Pfreaker: If the fighter turns against me i will just have to pray he does not wipe the party!
Don't forget that Sane Mind and Restoration can be useful in this situation.
Party is now an average of level 19 to 20

Just Finished the Umpani and T'rang quest lines ending in a alliance between the two. In the process cleared the Rapax Away camp with what had to be the longest battles Yet. Looks like all I have left is The Rapax Areas, mountain wilderness and ascension peak. The end is finally is in sight I think but maps of these places look super long.

I do have one question thou and I'm sure i can find the info if I dig. If I change my class do I loose the class bonus or do I get both class bonuses?
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Pfreaker: If the fighter turns against me i will just have to pray he does not wipe the party!
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dtgreene: Don't forget that Sane Mind and Restoration can be useful in this situation.
That's very good to know I will put that in my notes as reminder thanks.
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Garran: You can treat RFS as a permanent party member and kit him out accordingly. There are a few places that Vi doesn't want to go, but with the exception of one very small area that demands both NPC slots be freed up (plot reasons), RFS will accompany you everywhere.
good to know just passed that space that needed both slots.
Post edited September 21, 2015 by Pfreaker
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Pfreaker: I do have one question thou and I'm sure i can find the info if I dig. If I change my class do I loose the class bonus or do I get both class bonuses?
First of all, the word you're looking for is "lose", not "loose".

Second, you lose the class bonus when you change class; furthermore, you can't improve the skills of the old class anymore (unless the new class has them).

Note that hybrid classes can't improve magic skills until they have reached at least level 5 in the class.

One more warning: Don't store any items in the Rapax Away Camp. Storing two of the artifacts there and then leaving will softlock the game, as the Rapax Away Camp will be gone when you return, along with those artifacts. (If you want to test this, make sure not to save over your main save file.)
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dtgreene: Second, you lose the class bonus when you change class; furthermore, you can't improve the skills of the old class anymore (unless the new class has them).

Note that hybrid classes can't improve magic skills until they have reached at least level 5 in the class.
So you cant add to the skills anymore, can they increase on there own from use still?
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dtgreene: One more warning: Don't store any items in the Rapax Away Camp. Storing two of the artifacts there and then leaving will softlock the game, as the Rapax Away Camp will be gone when you return, along with those artifacts. (If you want to test this, make sure not to save over your main save file.)
Thanks, not quite sure why people decided to use these for storage to find that out.
Post edited September 21, 2015 by Pfreaker
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dtgreene: Second, you lose the class bonus when you change class; furthermore, you can't improve the skills of the old class anymore (unless the new class has them).

Note that hybrid classes can't improve magic skills until they have reached at least level 5 in the class.
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Pfreaker: So you cant add to the skills anymore, can they increase on there own from use still?
First, the word you want is "their" (possessive), not "there" (indicates location). (And not "they're", which is equivalent to saying "they are", either.)

Second, no, the skills can't increase on their own from use.

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dtgreene: One more warning: Don't store any items in the Rapax Away Camp. Storing two of the artifacts there and then leaving will softlock the game, as the Rapax Away Camp will be gone when you return, along with those artifacts. (If you want to test this, make sure not to save over your main save file.)
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Pfreaker: Thanks, not quite sure why people decided to use these for storage to find that out.
Two things:

Somebody might have done it by accident. Maybe the person happened to be in the camp and wanted to store items there.

Also, some people (like me) like hunting for glitches and playing around with the game.

Incidentally, storing artifacts can undo other events that occur when you collect a certain number of them.

It's worth noting that if you try to just drop an artifact or other important item on the ground, the game will not let you. I suspect that this was intended to apply to containers, but the programmer forgot to put the line of code in to prevent placing important items in them.

By the way, it is actually possible to leave the monastery without triggering the area transition. If you do, it won't take long before you fall through the ground and get crushed.
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dtgreene: First, the word you want is "their" (possessive), not "there" (indicates location). (And not "they're", which is equivalent to saying "they are", either.)
Thanks.
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dtgreene: First of all, the word you're looking for is "lose", not "loose".
Thanks.
Post edited September 21, 2015 by Pfreaker
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dtgreene: First, the word you want is "their" (possessive), not "there" (indicates location). (And not "they're", which is equivalent to saying "they are", either.)
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Pfreaker: Thanks.
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dtgreene: First of all, the word you're looking for is "lose", not "loose".
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Pfreaker: Thanks.
You keep the levels/ skills and spells but swap the special CLASS ability.
eg, a Lizard Bard turns to psionics at level 18 with a music skill of 80;
1. she can still use any music instrument in the game but her music skill won't get any better.
2. she can't have any of the special Bard armour but mind spells don't effect her any more.
Fighting through Rapax Rift, so many random large battles!

At the start of each battle I close to Melee range for my Fighter, Samurai and The RPC Monk.
> The Ninja and Ranger are casting Quicksand.
> The Priest is casting Death Wish
> The Mage is Casting Asphyxiation

That Combination of spells right at the start really softens up the number of targets I have to deal with!

I ran into one big fight after I had not gotten a chance to rest and half wiped my party... The Fighter and Samurai killed 9 guys by themselves after the rest of the party died off rather quickly. Just goes to show that loosing half your party may not be a wipe in this game. It also helps that the ranger and ninja can cast resurrection along with the priest!

Enjoying the game but looking forward to it being over i'm at 102 hours of game time the most I have put into one game in a very long time.
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Pfreaker: Fighting through Rapax Rift, so many random large battles!
snip...
Purely out of interest would you now consider dualing the priest or Mage?
If the Mage has a full spell book dualing to Psionics would open new picks without clamping down on the progression… Eye for an Eye, Soul Shield & Haste spring to mind.

The priest depends on how you utilize the combat rounds but Lord would be my pick for a late-game swap as long as you already have the level 7 spells it opens up using cursed armour/ weapons for little down side.

p.s. The Monk npc and whom else or are you seven man teaming it?