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Having a ton of fun in Wiz 8, so i'm interested in doing 6 or 7 after. They seem daunting, but so did 8 at first. What is currently most daunting is the lack of clear info on what I need for a first playthrough. Do you have any tips?

I installed the DOS version, downloaded and installed the Cosmic Forge Editor, but there are so many options! What are your recommendations on settings in this? Do I install all patches or just the BugFix type? Are there any other settings in the editor I need to worry about?

Also I'm reading contradictory messages on use of an auto-map mod, what do you advise?

Thanks a lot in advance! :)
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6 & 7 are much harder games than 8
they are older so getting them to work in moden systems is tricky + the games are old school, make a mistake = die

i recommend playing them without mods or cheats at least once... the real point of playing these old games now is for the end-game save file you can then import to the next part of the story
Thanks for your thoughts. :) Yeah, I was thinking about vanilla as possible, but Cosmic Forge Editor does seem to have some useful patches. One mod/cheat I don't think i'll skip: the attribute luck boost for when creating characters because having to grind the character creation sounds like no fun at all.

" the real point of playing these old games now is for the end-game save file you can then import to the next part of the story"

So are you saying the games are not interesting to experience? Since i'm already over half-way in 8, I'm not gonna worry too much about character continuation. I'm more interested in story, atmosphere, lore, general vibe. I love how desolate the monastary at the start of 8 feels, but that's not where the rest of the game went so far vibe-wise, which I was hoping to find more of in 6/7. Also, I ain't gonna lie: the more someone says a game is extremely difficult, the more I wanna try it. If even only for research :). On the other hand, what i'm hearing about stuff like swimming in 7 and such might just keep me away for good.
the story is different if you play 7 before playing 8 and import your save file i.e, which group did you pick to help in 7 makes a difference to where you start in 8 + a few of the quests have more or less options if they know you from before landing on this planet they may help or hate you now

importing your characters isn't about making them more powerful [yes they hve some extra items] its about , "hay i know you" attack/ help them

i never did grind the character creation when i played but i was not upset if my samurai wasn't the best lock picker possible as well as being great with a sword
Ah makes sense! Pretty cool to have characters react differently.
I figured i'd try out the game and now i'm a few hours in :). I find myself with a few questions I can't find the answer to in the manual. Perhaps there's a better topic for these, but for now i'll just hi-jack my own.

Firstly, I love it so far. It's not kicking me down all too much. A lot of things make at least a bit of sense coming from 8.

I installed the automap mod, not necessarily with the intention to actually use it much, but more as a backup plan if in-game options are too obtuse. It works great and I can even add notes. But closing the game and starting it again wipes the notes. Being able to make my own notes on a map is gonna prove important as I won't remember where places or puzzles are once I get going a bit.

1. Does the mapping skill give you the option to make notes on maps at some point? If so, i'll just start playing the game as intended.
2. If not, is there any way to fix the automap to actually save the notes?

3. How does leveling magic work? Does using spells of a specific element make you better at magic in this element/give you more choices of spells in it/add to your spell points in this category? Or is it purely based on the choices you make when levelling up? In that case, does for instance picking a fire spell give more fire spell options on next level-up? In other words, is there a similar 'learning-by-doing-system' in place like in 8?

4. Are skills like climbing individual in nature?
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Bloyamind: 3. How does leveling magic work? Does using spells of a specific element make you better at magic in this element/give you more choices of spells in it/add to your spell points in this category? Or is it purely based on the choices you make when levelling up? In that case, does for instance picking a fire spell give more fire spell options on next level-up? In other words, is there a similar 'learning-by-doing-system' in place like in 8?
It depends what aspect of magic you mean.
* To learn higher level spells, you need to raise the corresponding spellbook skill (Thaumaturgy, Theology, Alchemy, or Theosophy). These skills *only* increase through level up points; using magic will not help boost this faster. Class changing, however, will. Be aware, however, that each class (except maybe Fighter) have skills that are automatically increased, at the expense of points you would otherwise be free to allocate yourself, as long as they're under 50. For example, for Valkyries it's Pole & Staff, while for Priests it's Theology.
* To get SP to cast your spells, you need to learn a spell at level up (learning from a book doesn't count for this). In order to get SP for a realm at level up, you need to actually have SP in this realm to begin with. Furthermore, if you've recently class changed, you'll only get 1 SP per realm per level until you reach the highest level you've previously reached. (Apparently, there's a similar mechanic for HP, and for the hidden base miss chance (like D&D THAC0).)
* To cast spells at power levels higher than 1, you need to be of a high enough level. In particular, your level must be at least (SL + PL - 1) to cast the spell at that power level, so using a level 7 spell at power level 7 can't be done before level 11.
* For non-alchemy users, the chance of casting a spell successfully, particularly at higher power levels, is determined by the Oratory skill. Oratory, unlike the spellbook skills mentioned above, *does* increase with use. (So, in Wizardry 6, which has similar mechanics, but gives you a single pool for all your level up skill points, it might make sense to focus on the spellbook skill and allow Oratory to increase through practice.)
* SP regen is fixed at character creation, based on starting class, race (more for Fairies, less for Lizardmen), and starting stats (I know Piety matters and I think Vitality does as well), With that said, SP regen is so horrendously slow that, even with the best possible values, it still takes way too long to rest past the early game; you're going to want to find fountains and Magicfood items (which can be recharged via spell) if you want to get SP back in a reasonable amount of time.
Thanks for taking the time! Much appreciated.
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Bloyamind: Thanks for taking the time! Much appreciated.
You're welcome, though I still haven't done a real playthrough of that game (though I did watch my mother play through it many decades ago, hence why I know about the problem with SP regen (and HP recovery, for that matter) being way too slow later in the game.
In case you're open to twiddling and want to dive in at some point, there seem to be options to 'fix'/tweak some of this stuff in the cosmic forge editor.
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Bloyamind: 4. Are skills like climbing individual in nature?
Just like for swimming, everyone must make his climbing skill check or be screwed.
Brutal!

Taking it slow and having fun so far.
One more question for on the road: how does offering a truce work exactly? So far either i've been attacked or NPC's are 'reserved'. I'm a bit hazy on how this works, even having read the manual. Can you accidentally scare away important characters this way?