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Double Edit: You would think that the Trynnie would be happy with both the Rattkin Breeders, and the Don and Milano, whacked. This is why I have taken it upon myself to completely clear out the Sixth Bough.
Staff of Doom is the strongest weapon.

CoC is a guaranteed item in Crusaders. Regardless, a faerie ninja is good even without it in 8.

Dracon breath is very good. The "lost" skillpoints aren't a problem. It's not like Bane and Crusaders where it is meh, at least at low levels. Heralds seems to follow that paradigm.
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ZyroMane: Staff of Doom is the strongest weapon.

CoC is a guaranteed item in Crusaders. Regardless, a faerie ninja is good even without it in 8.

Dracon breath is very good. The "lost" skillpoints aren't a problem. It's not like Bane and Crusaders where it is meh, at least at low levels. Heralds seems to follow that paradigm.
Damage-wise, the Staff of Doom is not the strongest, though it is really good if you can live with the curse.

Dracon Breath pales in comparison to its incarnations in Wizardry Gaiden 4, Wizardry DIMGUIL, and Elminage Gothic. While the breath in those games can eventually fall off (caps out around 200 damage, which in Elminage Gothic's post game just isn't enough), and in Gaiden 4/DIMGUIL has a problem with it often not working (I think enemy magic resistance affects it), it's still useful up to that point. The Wizardry DIMGUIL speedrun I saw used 3 Dracon Rangers, I believe. (The other 3 were Mages, who the player class changed if they reached level 13 and failed to learn TILTOWAIT IIRC.)

The Experience games, unfortunately, lack player-usable breath attacks (though Wizard Bolt/Soul Blast apparently is a similar type of damage). In Saviors of Sapphire Wings, Healer/Alchemist spells are *really* powerful, and physical attacks struggle to keep up even with the ability that allows you to dual-wield 2-handed weapons. They're not as strong in Stranger of Sword City (and no Alchemist), while weapons aren't as weak. (Revisited's new classes, Clocker and Puppeteer, are *really* powerful, not to mention unconventional, and both have very good level 1 abilities.)

I really wish that Wizardry 8 made more items guaranteed or farmable. I also wish that fairy specific equipment were far easier to get, and I think fairies could have used an SP regen item to compensate for not being able to equip the Robes of Rejuvenation.
Staff of Doom is the strongest weapon for a caster. Non-casters can get *Light Swords* (can you imagine a Fighter or Rogue, attacking a Savant machine with said weapon)? It would be a 1 or 2 hit kill.

A Fairy Ninja doesn't strike me as *powerful*, the way a Human Fighter does. That stupid mechanic to get the CoC isn't even guaranteed, only an 80% chance.

Dracon Breath has an opportunity cost of preventing any skill increases, and is supposedly useless against enemies strong against the Water realm.

Maybe they should have balanced the Fairy race better, but you can always play as Humans in the meantime, ensuring that you get the most "vanilla" experience, and the highest stat sum.
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RChu1982: Staff of Doom is the strongest weapon for a caster.
The Mauler, I believe, is stronger than the Staff of Doom, provided that you meet the class and Strength requirements. Plus, it's only one handed, so you can use it with a shield. While it's harder to get the first one (contrary to flamestryke's website, I've had it pop up in the Rapax Rift), you can eventually get as many as you need.

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RChu1982: Maybe they should have balanced the Fairy race better, but you can always play as Humans in the meantime, ensuring that you get the most "vanilla" experience, and the highest stat sum.
But I'd rather have a chocolate experience, as it makes the game more interesting!

(That's why I like Dracons, and I wish Fairies had more interesting equipment, and that Fairy equipment (other than the CoC) were much easier to get.)
Post edited March 14, 2024 by dtgreene
For the Alchemist, Psionic, and Mage, it's no contest: Staff of Doom all the way.

For the Priest and Bishop, they get the Mace and Flail weapon set. While whips (Bullwhip, Cat O' Nine Tails, and Vampire Chain), can hit from extended range, they only get half the Strength damage bonus (while allowing you to equip shields, to balance).

Of course, you could put your Priest or Bishop into danger (short range), with the Mauler OR Diamond Eyes, with a Shield for support. This is assuming that you want said caster built for melee combat.

Some of us, including me, want to create Battle-Bishops. Max Strength, Intelligence, Speed, and Senses (this is done by level 31, as a Human). By doing this, I get PowerStrike, PowerCast, SnakeSpeed, and Eagle Eye, creating Bishops that are (at least decent), at melee, ranged, and magic combat.
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RChu1982: For the Alchemist, Psionic, and Mage, it's no contest: Staff of Doom all the way.
In the Alchemist case, however, you need to weigh the Staff of Doom against the alternative, which is to use a shield and not care about melee damage. You can use a sling for when you want to attack, but switch to a shield when you're casting a spell. Also, there's that Flame Staff, which isn't that much worse damage-wise, and isn't cursed so you can still have a sling or shield in your other slot. (Just mind the 20% Blind.)

Psionic and Mage can't use shields, but can still use the Flame Staff.

(There's only one Flame Staff in the game, but it's a guaranteed drop from a unique enemy.)

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RChu1982: For the Priest and Bishop, they get the Mace and Flail weapon set. While whips (Bullwhip, Cat O' Nine Tails, and Vampire Chain), can hit from extended range, they only get half the Strength damage bonus (while allowing you to equip shields, to balance).
Worth noting that they also only get have the Strength *penalty*; this is very useful if you're using a full caster Bishop (Int/Pie) or a fast caster Bishop (Int/Spd).
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RChu1982: Some of us, including me, want to create Battle-Bishops. Max Strength, Intelligence, Speed, and Senses (this is done by level 31, as a Human). By doing this, I get PowerStrike, PowerCast, SnakeSpeed, and Eagle Eye, creating Bishops that are (at least decent), at melee, ranged, and magic combat.
The way I see it, "level 31" means never (assuming a full party).

In practice, a battle Bishop will get Power Strike and Power Cast in the teens, but likely no other expert skills before the game is over. (Levels are 12/17 for a human, something like 16/18 for a dwarf, and levels may vary for other races; I note that lizardman is worse than dwarf for this build.)
Post edited March 15, 2024 by dtgreene
As Humans (having the highest stat sum):

My Rogue will max Strength, Dexterity, Speed, and Senses by level 28.

My Fighter will max same by level 29.

My Ranger by level 30.

My Valkyrie and Bishops by level 31.

This will ensure that they will be the most powerful of all the races.