Posted November 06, 2018
Wizardry 8 is a wonderful cRPG for me. It has turn-based fights with randomly re-spawning monsters. Every play-through is a little different. And the many races and professions allow a lot of min-maxing for more fun at the next play-through. As an old school cRPG it gives no hints in-game about character creation, level-up or fight choreography. The explanation of the game mechanics in the manual is vague and incomplete. But - surprise, surprise - here is finally the simple game mechanics guide. I present a beginners party and all the spells and knowledge that you need to make it to Arnika without grinding on difficulty level Normal.
Fighter, Rogue, Priest and Mage are the traditional professions in a Wizardry cRPG party. Wizardry 8 has additional spell casters Psionic and Alchemist. Every party needs a priest, psionic or alchemist to supply the Player Characters (PC) with healing and stamina spells. A rogue is needed for Locks&Traps. A Mage, Psionic or Alchemist provides damage dealing (DD) spells like Fireball. More important are the crowd control (CC) spells like Sleep and Web. Most important are the buff or party improvement spells. Niccolò Machiavelli told us "a government must commit atrocities right at the beginning". Wizardry 8 is tough in the beginning. You can ease the pain with good character creation, good level-up selection of attributes, skills and spells, knowledge of fight choreography and some minor tactics.
Because there are six party members, and I like diversity, we will have one Fighter (FIG), one Rogue (ROG), one Priest (PRI), one Alchemist (ALC), one Psionic (PSI) and one Mage (MAG). We use the humble Hobbit race for the Fighter-type FIG and ROG and the Gnome race for the Caster-type PRI, ALC, PSI, MAG. Using Human race for all PC is fine, too.
The following party is a "Warehouse 13" TV show theme party. Pete Lattimer is re-cast as Fighter. Artie (Arthur Nielsen) with his bag finds a new job as rogue. Dr. Vanessa Calder, Artie's flame, goes as Priest, Leena as Alchemist, Myka Bering as Psionic and Claudia Donovan as Mage.
At character creation do the following. Use male characters for melee in the front row and female characters for spells in the back row. Some stamina regeneration amulets are female only. Give every character a VIT value of minimum 45 for easy game play. For initial skills selection see "at level-up".
- For a Fighter increase STR, DEX, SPD because STR gives "to Damage" bonus, DEX gives "to Hit" bonus and SPD gives later "# of Attacks" and "Max. Swings" bonus.
- For a Rogue increase STR, DEX, INT because INT improves the Lock&Traps skill.
- For a Priest increase PIE, SEN, INT because PIE gives bonus to the spell mastery skill, SEN gives Initiative (movement in combat) and Search bonus and INT gives magic skill bonus.
- For a Alchemist, Psionic or Mage increase PIE, INT, SEN because PIE and INT give bonus to the spell mastery skills.
At level-up increase the attributes to 100 to earn expert skills. After you have maxed out the first two attributes continue with the third attribute from above and/or SPD and SEN. The front row PC fight melee with Sword/Shield and later Sword/Dagger and fight ranged with bow or crossbow. The back row PC don't fight and are equipped with quarterstaff and feather darts just for looks. Important for the back row PC are good armor class and (maybe) Stamina regeneration amuletts. If the clothing is not acceptable for your spell casters, it is equipment for your "strong men".
- For a Fighter increase STR, DEX. Increase the skills Close Combat, Sword and Bow.
- For a Rogue increase STR, DEX. Increase the skills Close Combat and Locks&Traps.
- For a Priest increase PIE, SEN. Increase Mastery skills Divinity every time and the Realm skills like Divine magic, Mental magic as needed.
- For a Alchemist, Psionic or Mage increase PIE, INT. Increase the Mastery skills Psionic and Wizardry every time and the Realm skills like Air magic, Fire magic as needed.
The basic fight choreography consists of buff, crowd control, damage dealing and party healing. The "any time" buff spells like Enchanted Blade and Magic Screen can be cast before combat. The "combat" buff spells like Bless and Soul Shield are used in the first round of combat. Crowd control (CC) spells like Sleep and Web allow you a "divide and conquer" approach. Your spell-casters neutralize as many opponents as possible. Your front row melee damage dealers terminate the still moving monsters one by one. The "shift left click" mouse command focuses the attack of all Player Characters (PC) on one monster supports nicely this "slicing" tactic. If you use the "Party walk" option, as you should do with melee damage dealers in most cases, you should know that you can "shift left click" your preferred enemy after the monsters have moved. If all monsters are doing no harm and all PCs are full of health and stamina, then the spell casters will use damage dealing (DD) spells. A Fireball spell from the Mage, a Whirlwind spell from the Priest and a Shrill Sound spell from the Psionic help to finish the combat. With easy enemies you can skip the buff and CC phase and jump directly to the fun DD part. BUT, Wizardry 8 is an old school cRPG and expects that you know your fight choreography!
Wizardry 8 implements the "learning by doing" approach. Train your spell casters in combat and you don't have to grind! In combat with an equal or weak enemy go through the full fight choreography and use your newly-learned spells. After the combat use the remaining Divine Magic spell points to heal you party. Then you are well prepared for rest interrupting monsters. If you increase the mastery skills Divinity, Wizardry at every level-up you can cast on the "yellow power level" without (too much) angst of backfire. The realm skills spell points and (I assume that) the INT value lowers the risk of backfire, but the Wizardry 8 manual is very vague about INT.
The fights on the road from Monastery to Trynton are easier if your party "slides" along the level boundary "wall". Do not walk in the middle of the road. I use the left hand boundary. Later you will probably walk back to get some fine weapons from the Monastery. In time you will have searched the "Trynton Road" game level both sides and have found some trinkets "in the woods". Look for a "wall corner" for resting. If the monsters come in the night - and they will do - only your front row characters get melee attacks. The high SEN value of your Psionic and later your Priest will wake you up the same as a Shadow Hound spell would. Sometimes two enemy groups of six bad-ass thugs each want to attack you. In this situation run away from the combat with the Shift-Walk key (Shift-G in my keyboard layout). Use the map to look out for enemies! The map is not totally reliable, but better than nothing.
Using our three (mostly) melee fighters in the front row and our three (mostly) spell casters in the back row in the described labor sharing method is playing "Rock–paper–scissors". An enemy spell caster hides normally behind some bulky monsters and hinders your fighters with Sleep, Paralyze and other CC spells. Your fighters can not easily switch off this annoyance. But your spell casters can buff the party with Magic Screen and can mute the enemy Mage with a Silence spell. Once in a while you can instant kill a small bug with a level-6 fireball, just to let go the many spell points you have collected.
I do not like grind, but I do not like waste, either. Therefore I do the Priest Light grind: After every rest I let the Priest cast Light until the Fire Magic spell points "storage" is empty. This grind is quick. Just hit the "cast last spell" key again and again. It is Shift-C in my keyboard layout. Another grind is Charm. You cast Charm on a trader until the storage is empty. Not a grind, but a necessity, is the Identify Item routine. Directly after a rest I identify items until the spell points storage is empty. The only other spell using the same storage is Terror. At the time my Priest learns the Identify Item spell there is no longer need for the Priest Terror spell. After the Light grind and the Identify item necessity I continue adventuring without(!) additional rest.
Three spells are my all-time-favorites: the buff Bless, the crowd control Web and the damage dealing Fireball. Get Bless and Web for your Priest as early as possible. Get Web and Fireball for your Mage. After you find Vi Domina in Arnika use her to spell Bless. This allows a Bless, Web, Fireball combat opening combo.
Buy books is a tip from dtgreene. In Arnika Lord Braffitt and Anna sell them. I sold all the clothing and weapons my party did not wear and the damage dealing potions and powders that my Throwing&sling skill is zero casters can not use. In hindsight I regret not doing this tip 16 years ago on my first play-through.
The details about the Beginners Party, the Priest, Alchemist, Psionic and Mage Party Spell list and my Keyboard Layout are in a second post in this thread. GOG has a posting size limitation.
I play Wizardry 8 since 2002 and got it again for my actual computer from GOG. Turn based cRPGs rock!
Revision:
07nov2018: Change fighter and priest level-up from SEN to DEX, mage level-up from INT to DEX.
08nov2018: SPD is more important than SEN like dtgreene said.
15nov2018: complete re-write. Add fight choreography, spells and WASD keyboard layout.
17nov2018: add Priest Light, Charm grind. Add Healing, Identify Item routine. Add buy books tip.
19nov2018: Change party to two Fighter-type and four Caster-type
Fighter, Rogue, Priest and Mage are the traditional professions in a Wizardry cRPG party. Wizardry 8 has additional spell casters Psionic and Alchemist. Every party needs a priest, psionic or alchemist to supply the Player Characters (PC) with healing and stamina spells. A rogue is needed for Locks&Traps. A Mage, Psionic or Alchemist provides damage dealing (DD) spells like Fireball. More important are the crowd control (CC) spells like Sleep and Web. Most important are the buff or party improvement spells. Niccolò Machiavelli told us "a government must commit atrocities right at the beginning". Wizardry 8 is tough in the beginning. You can ease the pain with good character creation, good level-up selection of attributes, skills and spells, knowledge of fight choreography and some minor tactics.
Because there are six party members, and I like diversity, we will have one Fighter (FIG), one Rogue (ROG), one Priest (PRI), one Alchemist (ALC), one Psionic (PSI) and one Mage (MAG). We use the humble Hobbit race for the Fighter-type FIG and ROG and the Gnome race for the Caster-type PRI, ALC, PSI, MAG. Using Human race for all PC is fine, too.
The following party is a "Warehouse 13" TV show theme party. Pete Lattimer is re-cast as Fighter. Artie (Arthur Nielsen) with his bag finds a new job as rogue. Dr. Vanessa Calder, Artie's flame, goes as Priest, Leena as Alchemist, Myka Bering as Psionic and Claudia Donovan as Mage.
At character creation do the following. Use male characters for melee in the front row and female characters for spells in the back row. Some stamina regeneration amulets are female only. Give every character a VIT value of minimum 45 for easy game play. For initial skills selection see "at level-up".
- For a Fighter increase STR, DEX, SPD because STR gives "to Damage" bonus, DEX gives "to Hit" bonus and SPD gives later "# of Attacks" and "Max. Swings" bonus.
- For a Rogue increase STR, DEX, INT because INT improves the Lock&Traps skill.
- For a Priest increase PIE, SEN, INT because PIE gives bonus to the spell mastery skill, SEN gives Initiative (movement in combat) and Search bonus and INT gives magic skill bonus.
- For a Alchemist, Psionic or Mage increase PIE, INT, SEN because PIE and INT give bonus to the spell mastery skills.
At level-up increase the attributes to 100 to earn expert skills. After you have maxed out the first two attributes continue with the third attribute from above and/or SPD and SEN. The front row PC fight melee with Sword/Shield and later Sword/Dagger and fight ranged with bow or crossbow. The back row PC don't fight and are equipped with quarterstaff and feather darts just for looks. Important for the back row PC are good armor class and (maybe) Stamina regeneration amuletts. If the clothing is not acceptable for your spell casters, it is equipment for your "strong men".
- For a Fighter increase STR, DEX. Increase the skills Close Combat, Sword and Bow.
- For a Rogue increase STR, DEX. Increase the skills Close Combat and Locks&Traps.
- For a Priest increase PIE, SEN. Increase Mastery skills Divinity every time and the Realm skills like Divine magic, Mental magic as needed.
- For a Alchemist, Psionic or Mage increase PIE, INT. Increase the Mastery skills Psionic and Wizardry every time and the Realm skills like Air magic, Fire magic as needed.
The basic fight choreography consists of buff, crowd control, damage dealing and party healing. The "any time" buff spells like Enchanted Blade and Magic Screen can be cast before combat. The "combat" buff spells like Bless and Soul Shield are used in the first round of combat. Crowd control (CC) spells like Sleep and Web allow you a "divide and conquer" approach. Your spell-casters neutralize as many opponents as possible. Your front row melee damage dealers terminate the still moving monsters one by one. The "shift left click" mouse command focuses the attack of all Player Characters (PC) on one monster supports nicely this "slicing" tactic. If you use the "Party walk" option, as you should do with melee damage dealers in most cases, you should know that you can "shift left click" your preferred enemy after the monsters have moved. If all monsters are doing no harm and all PCs are full of health and stamina, then the spell casters will use damage dealing (DD) spells. A Fireball spell from the Mage, a Whirlwind spell from the Priest and a Shrill Sound spell from the Psionic help to finish the combat. With easy enemies you can skip the buff and CC phase and jump directly to the fun DD part. BUT, Wizardry 8 is an old school cRPG and expects that you know your fight choreography!
Wizardry 8 implements the "learning by doing" approach. Train your spell casters in combat and you don't have to grind! In combat with an equal or weak enemy go through the full fight choreography and use your newly-learned spells. After the combat use the remaining Divine Magic spell points to heal you party. Then you are well prepared for rest interrupting monsters. If you increase the mastery skills Divinity, Wizardry at every level-up you can cast on the "yellow power level" without (too much) angst of backfire. The realm skills spell points and (I assume that) the INT value lowers the risk of backfire, but the Wizardry 8 manual is very vague about INT.
The fights on the road from Monastery to Trynton are easier if your party "slides" along the level boundary "wall". Do not walk in the middle of the road. I use the left hand boundary. Later you will probably walk back to get some fine weapons from the Monastery. In time you will have searched the "Trynton Road" game level both sides and have found some trinkets "in the woods". Look for a "wall corner" for resting. If the monsters come in the night - and they will do - only your front row characters get melee attacks. The high SEN value of your Psionic and later your Priest will wake you up the same as a Shadow Hound spell would. Sometimes two enemy groups of six bad-ass thugs each want to attack you. In this situation run away from the combat with the Shift-Walk key (Shift-G in my keyboard layout). Use the map to look out for enemies! The map is not totally reliable, but better than nothing.
Using our three (mostly) melee fighters in the front row and our three (mostly) spell casters in the back row in the described labor sharing method is playing "Rock–paper–scissors". An enemy spell caster hides normally behind some bulky monsters and hinders your fighters with Sleep, Paralyze and other CC spells. Your fighters can not easily switch off this annoyance. But your spell casters can buff the party with Magic Screen and can mute the enemy Mage with a Silence spell. Once in a while you can instant kill a small bug with a level-6 fireball, just to let go the many spell points you have collected.
I do not like grind, but I do not like waste, either. Therefore I do the Priest Light grind: After every rest I let the Priest cast Light until the Fire Magic spell points "storage" is empty. This grind is quick. Just hit the "cast last spell" key again and again. It is Shift-C in my keyboard layout. Another grind is Charm. You cast Charm on a trader until the storage is empty. Not a grind, but a necessity, is the Identify Item routine. Directly after a rest I identify items until the spell points storage is empty. The only other spell using the same storage is Terror. At the time my Priest learns the Identify Item spell there is no longer need for the Priest Terror spell. After the Light grind and the Identify item necessity I continue adventuring without(!) additional rest.
Three spells are my all-time-favorites: the buff Bless, the crowd control Web and the damage dealing Fireball. Get Bless and Web for your Priest as early as possible. Get Web and Fireball for your Mage. After you find Vi Domina in Arnika use her to spell Bless. This allows a Bless, Web, Fireball combat opening combo.
Buy books is a tip from dtgreene. In Arnika Lord Braffitt and Anna sell them. I sold all the clothing and weapons my party did not wear and the damage dealing potions and powders that my Throwing&sling skill is zero casters can not use. In hindsight I regret not doing this tip 16 years ago on my first play-through.
The details about the Beginners Party, the Priest, Alchemist, Psionic and Mage Party Spell list and my Keyboard Layout are in a second post in this thread. GOG has a posting size limitation.
I play Wizardry 8 since 2002 and got it again for my actual computer from GOG. Turn based cRPGs rock!
Revision:
07nov2018: Change fighter and priest level-up from SEN to DEX, mage level-up from INT to DEX.
08nov2018: SPD is more important than SEN like dtgreene said.
15nov2018: complete re-write. Add fight choreography, spells and WASD keyboard layout.
17nov2018: add Priest Light, Charm grind. Add Healing, Identify Item routine. Add buy books tip.
19nov2018: Change party to two Fighter-type and four Caster-type
Post edited November 19, 2018 by AndreAdrian