It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Hey guys, so I'm just starting Wizardry 6 and I have a few questions about class changes that I have not been able to find answers to:

1. How/When do you actually make the class change? Is it only on level up or is there a way to do it mid-level?

2. I have read that when you change your class all stats revert to the bare minimum race/class levels except HP/CC/Karma/Spell+Skill Points, but there was no specific mention about Stamina or the potential bonuses you can receive to it at character creation (from Vit). So, do you get to keep your initial Stamina with bonuses or will that also drop with a class change?

Also, I have read that Felpurrs receive a penalty to Water Resistance in Wizardry 8, making them less effective than in the previous two games. If I were to include a Felpurr in my Wizardry 6 party and carry it through to 8, how much of an impact would that penalty actually have? Is it a minor inconvenience or a big enough issue to warrant using another race instead?

And finally, are there any races other than Mook, Elf and Faerie that receive special dialogue or equipment in Wizardry 6, 7 or 8 that would make them worth including in my initial party?

Thank you all in advance!
Post edited August 27, 2013 by ofsaturn
This question / problem has been solved by Garranimage
I can't help you with the class changing stuff, but when it comes to the races, their resistances, stat baselines, and specials all change somewhat across the series. Felpurr certainly aren't the only ones who end up developing weaknesses - in some cases the resistance in 6 actually becomes a weakness in 8! Unless you're trying to play ironman/hard difficulty then it isn't likely to be an issue, though.
1. You can enter the class changing menu any time, and get a list of possible classes to change to.

2. In Wiz 6 any bonuses to spell points and hit points are determined at character creation, and the bonuses don't change when the governing stats change. I assume the same applies to Stamina.
avatar
Garran: Unless you're trying to play ironman/hard difficulty then it isn't likely to be an issue, though.
Hey there, thanks for the reply!
Out of morbid curiosity, if I were to play on the highest difficulty setting, how much of an impact do you think that Felpurr's water resistance penalty would actually have? My party will most likely contain the following other races: Dwarf, Elf, Faerie, Mook, and Rawulf, if that matters at all, and I will most likely carry the original party all the way through to Wiz8.
avatar
PetrusOctavianus: 1. You can enter the class changing menu any time, and get a list of possible classes to change to.

2. In Wiz 6 any bonuses to spell points and hit points are determined at character creation, and the bonuses don't change when the governing stats change. I assume the same applies to Stamina.
I finally found the class change menu and have since confirmed your suspicion: your initial stamina including any bonuses from character creation are locked in and do not get reduced when changing class.
Thanks for your help! =)
Post edited August 29, 2013 by ofsaturn
When you reach w8 your Felpurr aversion to water is controllable with armour (Bard, Fighter, Gadgeteer, Lord, Ranger, Samurai or Valkyrie) and an 'element shield' against enemies with Paralyze effects will make it a non-issue.
With that group, the felpurr will be the only one with a resistance penalty. Everyone will have 1-4 resistance bonuses (the felpurr will have three). He won't have an inherent missile dodging ability anymore though.

A single Aqua Ring would take care of the penalty and general resistance boosts will do the rest. He may be a bit susceptible to paralysis until you obtain one, but even on hard difficulty it's manageable. If it's Iron Man then it could be an issue mainly because you can't afford to have anything go wrong when you can't reload.
avatar
ussnorway: When you reach w8 your Felpurr aversion to water is controllable with armour (Bard, Fighter, Gadgeteer, Lord, Ranger, Samurai or Valkyrie) and an 'element shield' against enemies with Paralyze effects will make it a non-issue.
Excellent, thanks for your reply! Looks like I can finally start playing now. ;-)
avatar
Garran: With that group, the felpurr will be the only one with a resistance penalty. Everyone will have 1-4 resistance bonuses (the felpurr will have three). He won't have an inherent missile dodging ability anymore though.

A single Aqua Ring would take care of the penalty and general resistance boosts will do the rest. He may be a bit susceptible to paralysis until you obtain one, but even on hard difficulty it's manageable. If it's Iron Man then it could be an issue mainly because you can't afford to have anything go wrong when you can't reload.
This is good to know! It sounds like my party can take the hit, at least until I can get an Aqua Ring and the courage to try this Iron Man difficulty.

Anyway, thank you guys very much for responding, I gave you each a +1 for taking the time to help.
And now, I do believe I'm off to roll some characters for the next few hours! ;-)