Lyric Suite said:Wow. Seems like this game is as much as a must have as i've been told. I need to get torreting right away.
Ah, so the game dumps large quantities of buffing items onto you, without you needing the initiative to find them on your own.Vault Dweller said:"* To use the disposable items--potions, bombs, wands, etc.--we constantly gave you as loot."
Nope. Normal monsters. Just more dangerous than the rest in the areaHobo Elf said:Bosses, huh. I'm guessing that Gregory and that one beast that you run into when you go right instead of left when there's the path that branches out to Arnika and that other place are bosses, yes? So far my Samurai has insta killed both of them as soon as I ran out of mana. Yeah. Let's hope the good luck continues later on aswell.
Gregor does qualify, being one of a kind, but it's still just a bug. The hogar was just one of many beasts of this type, regardless of it's ability to splatter less seasoned parties before any of their members could do as much as utter "oh shit!".Hobo Elf said:Bosses, huh. I'm guessing that Gregory and that one beast that you run into when you go right instead of left when there's the path that branches out to Arnika and that other place are bosses, yes? So far my Samurai has insta killed both of them as soon as I ran out of mana. Yeah. Let's hope the good luck continues later on aswell.
More like "less susceptible" than outright resistant. They're still slightly disadvantages in this area. Overall they are much more versatile than lizardmen who's only function is to hit the opposition hard. Dracons are slightly less tank-like, but more agile, smarter and have innate AoE attack. They make awesome frontliners - not just fighters, like lizardmen, but lords, valkyries and samurai as well.Gnidrologist said:Haven't tried the dracons yet. Being more resistent to koo-koo magic would be nice. Sometimes those lizard musclemen would chop my own party to pieces if they got insane or enticed. Not a nice sight to see.
Will have to try building a dacon tank.
Alchemists can reanimate dead too.Anyhow, at high levels you either have shitloads of resurrection power or even a priest, who can cast it at will, so again.
This and the 1.24 patch.dragonfk said:Wiz-Fast or something like that. It allows you to hasten the battle by raising speed of enemy combat movement animations.
Best thing would be planning your spell use. The manual describes all the available spells along with their realms and schools. Pick those that you'll want to use and are not available to the other schools first. Assign the remaining ones to those casters, who have the best proficiency in given realm. Develop your realm skills accordingly.Hobo Elf said:I have a question conserning Mages. Should I invest spells in more than just two realms? Right now I have Fire and Water, but I'm looking at some of the Earth spells and I really dig the defensive capabilities it gives. Should I go for it, or would spreading out my character too much possible gimp him later on?
Disregard all the advice of this kind. It might make things easier, but isn't worth the the hassle, time spent grinding and breaking the flow of the game.Hobo Elf said:Yup, I just consulted the manual (thank god my friend saved it) and planned my Mage.
Also, someone mentioned that some people grind level 10 in the Monastery. My party just recently hit level 10 and I'm in the Swamp now. Just wondering if I'm severly under leveled for this area, as it seems pretty hard so far. Those Bloodsucker bugs are no laughing matter.
It's not two rounds. Your party stands still till the member with the least initiative can move (usually the end of the round ) and moves before the next one begins. You can also reasign the targets of members' actions while moving (provided those actions target enemies or allies, not area of effect), so, if you don't move too far, you can often attack in the very same round.Castanova said:Just picked this up myself. Great game so far, I just finished the Monastery.
Question: how the hell do you effectively close distance between you and the enemy? Using the "move" command basically gives the enemy two turns - the one they just took and the one they get again before you're allowed to move. Is there any way to mitigate this or does it just mean I should be exploiting corners to get people to come to me?
Nice, albeit very light on magic.My party btw:
Dracon Fighter
Human Valkyrie
Human Samurai
Hobbit Gadgeteer
Fellpur Monk
Faerie Bishop
Bards plain own and are especially good for noob parties, but they are by no means obligatory.ghostdog said:This "first time" party lacks a bard. My bard was by far the best party member in the first half of the game. The bard has buffs, mass healing and some extremely useful confusion/mind mass attacks on the enemy.
If only Wizardry wasn't first person...
Darth Roxor said:Just started Wiz8 and even though I'm still only in the very first dungeon, this game seems like a really good chunk of fun.