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So, I thought to go and give a try to make a party in 6 and move it all the way to 8, as afterall Wizardry 8 is one of my favorite games. I was just thinking I might ask for some general advice here first, considering I haven't played any game of the style of Wizardry 6 before, so it will be difficult to get into. I assume there are no patches that would be recommended to get for Wizardry 6 or 7 before playing?

But thanks for any advice you can give! Just so I have a bit easier time getting into these 2.
This question / problem has been solved by dtgreeneimage
You don't need any additional mods. Focus on Wizardry 6 and ignore the rest for now, a party which has beaten W6 will be good enough for W7 if imported. A few hints:

- Carrying capacity is set at creation in W6 depending on strength and vitality (adds half as much as strength).
Spell regeneration rate is also set at creation, pure casters get about 15, bishops 10, other classes 6. Starting vitality of 16+ grants a +6 bonus and being a fairie another +6.
For other stats it doesn't matter much whether they were high at the start or raised later.

- Avoid lizardmen, fighters and thieves, hybrids get the same fighting power and skills and can also cast spells. Faerie item restrictions don't matter for mages, alchemists, psionics, monks and ninjas but the racial benefits do.

- Don't waste points for weapon skills, they'll go up on their own by using, as well as most other skills. Put all skill points into the academic spell school instead so you can learn high level spells as fast as possible. Kirijutsu can't be raised by training either. Skulduggery can be raised by using but you can spend a few skillpoints there for comfort. Scouting won't go up on its own either but you can replace it by casting "detect secret".

- Train your characters in combat, always have your monk and ninja hide to train ninjutsu and fight without weapons to train unarmed and have your bard sing to train music for example.
Post edited December 04, 2018 by kmonster
In Wizardry 6:
* Valkyries are really good. They level up faster than Priests while getting the same spells, albeit delayed a couple of levels and with some skill points being forced into Pole and Staff (so try to raise that skill to 51 by practice as soon as possible). The faster leveling means that Valkyries are better casters than Priests in the long run. (Try creating a Priest and then changing her to Valkyrie early; you get the early start on learning Priest spells, but get to enjoy the Valkyrie's faster leveling and better equipment selection, not to mention HP and accuracy.)
* Rangers are really bad. They level up slowly and have horrible equipment (armor in particular) selection; avoid them. If you want a fighter/caster hybrid in your party, choose a different one.

To my understanding, Wizardry 7 addressed those problems: Valkyries don't level up quite as fast (I believe Priests might now level faster than Valkyries) and Rangers got better equipment selection and the ability to critical with bows (I don't know if their leveling speed was adjusted).

Interestingly enough, the Japanese Wizardry spin-off Wizardry Gaiden 3, while having different mechanics (more like Wizardry 1-5), copied these balance issues. The Priest to Valkyrie change doesn't work as well there (in fact, alignment restrictions make it *impossible*), but the relative leveling rates and the Ranger's poor equipment selection are an issue there. Wizardry Gaiden 4 took a different approach to addressing those issues than Wizardry 7 did.
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kmonster: - Train your characters in combat, always have your monk and ninja hide to train ninjutsu and fight without weapons to train unarmed and have your bard sing to train music for example.
Note that not all skills can be trained this way; Kirijustu (critcal hit) and spellbook skills (determine what level of spells you can learn), for example, can only be increased via level-up points. Generally, the best strategy is to practice the skills you can and save your level up points for these skills you can't.

Also, note that when you change class:
* Any skill that is at 0 will be lost, unless the new class has access to it.
* Any skill that is above 0 will be kept.
* There are certain skills that are useless after changing class. In particular, weapon skills are useless if you can't equip any weapons that use it, and in Wizardry 6, Music is useless for non-bards. I believe there's at least one weapon skill that's useless for fairies as well.
* Being a high level is not needed to learn high level spells, but it is needed to cast them at a power greater than 1.
* I do not know how the game handles the case of an Alchemist who has the Oratory skill from a previous class.
Post edited December 04, 2018 by dtgreene
Thanks for the advice kmonster and dtgreene!