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(I still don't have the game, but will buy it when it goes on sale, or whenever I feel like playing it.)

Looking at information about classes, skills, spells, and traits, I have been thinking of other ideas for character builds that might work:

* Stealthy healer: Go Priest, Monk, then Ninja. This gives you a character who can effectively heal, and who the enemies aren't likely to target. I would make sure to learn at least the healing spell that fully heals a character before leaving Monk. Could optionally pass through Warlock (perhaps betwen Monk and Ninja) to get Fiendcraft. (Does the trick of hiding and casting spells from the shadows work well in this game?) Traits that make the character more likely to be targeted will be skipped on this character.

* Tank: Go Warrior, Paladin, then Valkyrie. Avoid traits that hurt defense or that make the character less likely to be targeted, and focus heavily on Leadership. The idea is to get enemies to focus their attacks on the character, in order to protect the rest of the party and make it so that I only have to heal one character most of the time (which seems like a good strategy when it looks like most healing is weak, but there's a single target full heal; if multi-target healing were dominant, this wouldn't be as good a strategy). Perhaps going to Warlock, of all classes, to learn Lifesteal before becoming a Valkyire might me an interesting option here. (Does the Regeneration trait affect healing from Lifesteal?)

* Physical damage: Go Warrior (or Rogue), Barbarian, perhaps Ninja (for Kung Fu; how does that skill compare to late-game weapons?), and perhaps Assassin as a final class. Get traits that increase damage, even if they increase damage received as well, and focus on doing as much damage as possible.

* Archmage (budget version, if you don't mind using one of the third tier classes): Go Priest, Warlock, and you get 4 spell schools right there. Could then change to Zen Master late game, if desired.

* Blood Bath specialist: Go Priest or Wizard, then Warlock (learn Blood Bath), then focus on getting more HP and avoiding getting hit. The idea behind this build is to maximize the damage potential from Blood Bath while being able to survive it (the trait that lets you survive if you have more than 1 HP looks good here, as does a certain spell). Is this a viable build?

Anyway, what do you think of these set-ups? Do they look like viable builds? (Note that many of these builds assume a party rarther than a solo character.)
This game doesn't look like it is extremely punishing you for bad party setup. Also keep in mind, that there is no level scaling, no level cap, and monsters respawn, so if you feel lacking some power, you can always grind a bit.

The only really hard part is the start of the game, when you are naked and without money (well, 200 gold is like nothing, you can't even join guild with it).

And it also seems that the hardest start is going be for full wizard party. How hard? I am going to find it out in 15 minutes :) I am going to suffer through hard start to have super-mega-power-gaming party in the end :)
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Sarisio: And it also seems that the hardest start is going be for full wizard party. How hard? I am going to find it out in 15 minutes :) I am going to suffer through hard start to have super-mega-power-gaming party in the end :)
Since it sounds like you can create new characters mid-game, there's another approach you could try:
* Start with a party optimized for the early game.
* Once your characters reach a good level, use them to level up new characters.
* Gradually replace your early game optimized characters with late game characters.

This may take longer, but it makes the early game a lot easier while still allowing for a powerful late game party. (Also, if you want the ultimate party (and are willing to take extra time to do it, including playing through most of the game multiple times), try a party of 6 Zen Masters. Is there any better party than that?)
Any build is viable if you have patience. The fun lies in trying them out yourself.

If you want a challenge, try a race/class combination that isn't suitable.
Some examples:

Gourk Rogue > Bard
Omphaaz Warrior > Samurai
Pixie Warrior > Barbarian
Dwarf Wizard > Warlock
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dtgreene: Since it sounds like you can create new characters mid-game, there's another approach you could try:
* Start with a party optimized for the early game.
* Once your characters reach a good level, use them to level up new characters.
* Gradually replace your early game optimized characters with late game characters.

This may take longer, but it makes the early game a lot easier while still allowing for a powerful late game party. (Also, if you want the ultimate party (and are willing to take extra time to do it, including playing through most of the game multiple times), try a party of 6 Zen Masters. Is there any better party than that?)
I think that party of 6 zenmasters is simply an exploit.

Also I just tried starting with 6 Wizards and so far it isn't as hard as I thought. I also want to keep Intelligence stat low, because it increase amount of skill points you gain on level up. There was a nasty bug in the game (I am not sure if it is fixed), when you get at high enough level that you can't increase skills anymore, you are stuck at leveling screen and need to brute-force shutdown game.

Anyone knows if this high level bug fixed in GOG version?

Also, if I have low INT party (I will try keeping INT low for as long as possible), will it screw me in learning high level spells?
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Sarisio: I think that party of 6 zenmasters is simply an exploit.
I disagree; I see it as simply an application of the game's New Game + feature. In any case, actually getting that many Zen Masters would take so long that anyone who's goal is to complete the game (even 100%) rather than getting the perfect party wouldn't bother doing this. I would say this isn't any more an exploit than, in classic Wizardry, teaching every one every spell and then changing everyone to Lords or Ninjas; it gives you the most powerful party, at the expense of taking a long time to get there. (I'd consider the every-spell Bishop in Wizardry 8 to be in this category, with the additional consideration that the character will be nearly useless in the early game.)

I would also take the same approach to Dragon Wars's New Game + feature (with the exception that I would consider using the Irkalla skill point bonus repeatedly an exploit simply because it quickly allows you to reach high levels of power).
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Sarisio: Also I just tried starting with 6 Wizards and so far it isn't as hard as I thought. I also want to keep Intelligence stat low, because it increase amount of skill points you gain on level up. There was a nasty bug in the game (I am not sure if it is fixed), when you get at high enough level that you can't increase skills anymore, you are stuck at leveling screen and need to brute-force shutdown game.

Anyone knows if this high level bug fixed in GOG version?

Also, if I have low INT party (I will try keeping INT low for as long as possible), will it screw me in learning high level spells?
I'm not sure if keeping the INT stat low is such a good idea. You will take a very long time to get your sun and stone magic to 7 to get access to the level 7 spells. The alternative would be to spend huge amounts of money to train 6 wizards, which you most probably won't have.

I never encountered the bug you describe in W&W (which of course does not mean that it does not exist). Anyways: skill levels are capped at 12 (afaik) so you can get to 14 with a Zen-Master. Getting to 12 in all skills with low INT will probably take a lot longer than you are willing to play since many skills are not increased in a "learning by using it" way (the spell-school skills will not increase by casting spells from that school).
Post edited September 12, 2018 by jhAtgog