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While I was playing playing Wizardry 8, Lord Braffit got involved in a fight. During the fight, he cast Cerebral Hemorrhage, which is a 7th level spell, and therefore can't be learned until 18th level. Lord Braffit is only level 9.

Also, does anyone find it odd that he uses Psionics rather than Divine Magic? (I also saw him use Psionic Fire and Mind Stab.)
Some NPCs break the rules about who can learn/know what, but his choice of magic school is perfectly reasonable - like the rest of the order in town, he's a monk, and monks work with Psionic magic.
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Garran: Some NPCs break the rules about who can learn/know what, but his choice of magic school is perfectly reasonable - like the rest of the order in town, he's a monk, and monks work with Psionic magic.
Thing is, if you look at the spellbooks he sells, they tend to be mainly either Priest or Divine Magic spells (or both). No Psionic Fire or Mind Stab sold at all. Also, his dialogue suggests that he offers healing, and Psionic healing is rather limited (only Heal Wounds, Cure Lesser Condition (why doesn't he sell that spell? It would fit with the other spells he sells), and Sane Mind).

Then again, Lord Braffit should have sold Holy Water spellbooks (but doesn't), and Anna should have sold Mind Stab.

Of note, Lord Braffit is one of the two creatures that can drop the Holy Water spellbook when killed (the other is a single special drone encountered in Arnika), so it would make sense for him to sell that spell, especially since he also sells Banish.

By the way, I actually saw one of his spells fizzle during the fight. (Then again, I saw my new Bishop's Paralyze spell backfire, but it didn't seem to do anything; not even an "UNAFFECTED" message.)
His healing is via the potions he sells - clearly he must be an alchemist! ;)

Braffit leans toward Divinity magic but he does sell some of everything (including Wizardry books). It's the same with the other spellbook vendors, who tend to focus on one or two types but offer a handful of books of the others as well, and who likewise don't necessarily specialize in using the type of magic that they sell, even when they're casters of some sort.
Spells from foreign schools can be explained with class changes.


Each race has minimum values for attributes and gets a fixed number of attribute points on charater creation, e.g. 375 for humans.
Imports get up to +10 bonus and the fountain in Trynton gives +5 Int.
This caps to 375 +10 +5 +(6x(Lvl-1), most if not all RPCs brake that rule.
Humans minimum value for each is 45, at least Myles brakes the latter.


One of the most facinating things of RPGs:
Even if you know the rules perfectly, you cant rely on them.
A creature's class is largely irrelevant to their spellcasting. Each creature has a list of spells that they're capable of casting, and they choose a spell at random. The school of those spells doesn't really matter. That's why you get Wind Sprites casting air spells from a variety of different schools, and Aquamancers doing the same with water. The spells are usually linked thematically rather than by school. Simply put, like in most games, NPCs in Wizardry 8 follow a different set of rules from PCs. They don't have mana, either, and can cast spells endlessly if you let them. Braffitt is by no means an anomaly.
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bevinator: They don't have mana, either, and can cast spells endlessly if you let them.
Why did they do that, especially since:

1. There is a spell that drains spell points: Draining Cloud. Why make that spell even less useful than it already is. (In fact, the Stamina drain doesn't seem to work at all, or if it does, it works poorly, so the spell is useless.)

2. Wizardry 5 (and 4, I believe) did in fact give enemies limited spells, so why did they undo that? (Enemies actually switch to lower level spells after using up their higher level spells, and eventually stop casting entirely.)
Enemies generally have massive stamina pools, so the drain doesn't make much of a difference to them.

I don't know whether the mana drain effect actually does anything to NPCs. (It may be scripted to interact in some other way, such as blocking some spells from being cast, or it might not do anything at all.)
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Garran: Enemies generally have massive stamina pools, so the drain doesn't make much of a difference to them.

I don't know whether the mana drain effect actually does anything to NPCs. (It may be scripted to interact in some other way, such as blocking some spells from being cast, or it might not do anything at all.)
I have actually had enemies run out of stamina. There are two situations that are likely to cause it to happen:

1. Enemies are hit with fear/blindness effects. Unlike enemies that miss turns due to disabling statuses, enemies that run away use stamina in doing so. By the time the enemy gets back into the fight, it has lost so much stamina that it falls unconscious before the battle ends.

2. Enemies use breath attacks on the party. These breath attacks cost stamina (just like your Dracon's breath), and not all breathing enemies have enough stamina to sustain it for long. After a while, the enemies run out of stamina and fall unconscious.

Also, don't forget that every attack targeted at an enemy will make it lose stamina, even if the attack misses.
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dtgreene: While I was playing playing Wizardry 8, Lord Braffit got involved in a fight. During the fight, he cast Cerebral Hemorrhage, which is a 7th level spell, and therefore can't be learned until 18th level. Lord Braffit is only level 9.
Couldn't happen to a more non-cheating player. ;-)
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dtgreene: While I was playing playing Wizardry 8, Lord Braffit got involved in a fight. During the fight, he cast Cerebral Hemorrhage, which is a 7th level spell, and therefore can't be learned until 18th level. Lord Braffit is only level 9.
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PetrusOctavianus: Couldn't happen to a more non-cheating player. ;-)
There are waypoints leading into Braffits room and the troopers will occasionally use them,
so camping there may be the reason, which i would not consider as cheating.

Also falling back to get aid from braffit is ok for me and probably also was for the designers,
else they could have added doors without door flag,
i.e. doors you cant even open in combat, several of these are already in game.


However i try to keep friendly NPCs out of battle, if only that they cant steal from my killcount;)
One other thing: If they didn't want the player getting aid from Lord Braffit, they could have marked him as neutral for combat purposes, as they did with Sadok. (Why didn't they do that with Ferro. who has no business fighting the other Rapax?)

(In case you are wondering, I actually did try to sleep there after avoiding the level 12 (IIRC) higardi that has spawned, and they attacked right away.)
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Garran: Enemies generally have massive stamina pools, so the drain doesn't make much of a difference to them.

I don't know whether the mana drain effect actually does anything to NPCs. (It may be scripted to interact in some other way, such as blocking some spells from being cast, or it might not do anything at all.)
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dtgreene: I have actually had enemies run out of stamina. There are two situations that are likely to cause it to happen:

1. Enemies are hit with fear/blindness effects. Unlike enemies that miss turns due to disabling statuses, enemies that run away use stamina in doing so. By the time the enemy gets back into the fight, it has lost so much stamina that it falls unconscious before the battle ends.

2. Enemies use breath attacks on the party. These breath attacks cost stamina (just like your Dracon's breath), and not all breathing enemies have enough stamina to sustain it for long. After a while, the enemies run out of stamina and fall unconscious.

Also, don't forget that every attack targeted at an enemy will make it lose stamina, even if the attack misses.
Creatures also quickly run out of stamina when you powertrain Stealth on them. For low level enemies like some early crabs or insects, this doesn't take too much time to happen.

And yeah, you CAN get attacked in Braffit's room.