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Wizardry The Wizardry Series Thread

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,778
All my dudes have the skill, but I think I've seen it work like two times before I reached the Upper Monastery.
Banking on crit skill early game is a trap. Banking on it later on can also be tbf, although there are builds where you can combine pure dmg with good crit rate (like staff monk).
 

The Limper

Educated
Joined
Apr 24, 2021
Messages
187
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Wishing I was back in Cheesesteak Heaven
I assume that if I class change all my characters the game will not throw lvl 1 monsters at me, but will use the "real" levels of my character?
Seems like using imported characters you reach too high levels before you find any decent weapons? I've reached the Upper Monastery and I still haven't found a single weapon worth equippin
Ah, metallic slimes. Better go make yourself a cup of something, set combat to continuous and sit back, because you're gonna be there for a while.

Seems like using imported characters you reach too high levels before you find any decent weapons? I've reached the Upper Monastery and I still haven't found a single weapon worth equipping.
I mean, you're still in the tutorial dungeon. Can't expect to be showered in riches at that point.
Doesn't the imported Wiz 7 team start elsewhere…..?
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,664
I assume that if I class change all my characters the game will not throw lvl 1 monsters at me, but will use the "real" levels of my character?
Seems like using imported characters you reach too high levels before you find any decent weapons? I've reached the Upper Monastery and I still haven't found a single weapon worth equippin
Ah, metallic slimes. Better go make yourself a cup of something, set combat to continuous and sit back, because you're gonna be there for a while.

Seems like using imported characters you reach too high levels before you find any decent weapons? I've reached the Upper Monastery and I still haven't found a single weapon worth equipping.
I mean, you're still in the tutorial dungeon. Can't expect to be showered in riches at that point.
Doesn't the imported Wiz 7 team start elsewhere…..?
Depends on your ending. The Vi Domina ending puts you at the Monastery. You have to end with the Umpani or T'Rang to start elsewhere, which I figure most people don't do.
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
2,940
Location
SADAT HQ
All my dudes have the skill

smart lad

but I think I've seen it work like two times before I reached the Upper Monastery.

Yeah, unfortunately you won't really start seeing it consistently for a longer while. But once you do...

8RKAP94.jpg

Even with the slight nerf kirijutsu got between 6/7 and 8, it is easily the most important late game skill for anybody that has it. I completely neglected magic for my samurai in order to get him to max crit chance in all 3 games and it was worth it.
 

octavius

Arcane
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Joined
Aug 4, 2007
Messages
19,716
Location
Bjørgvin
I restarted Wiz 8, but this time I didn't change my Lord into Priest. And I focused more on improving STR for Lord and Valk. Things are going much smoother this time.

One drawback of imported characters is that the class choices becomes more limited. Not much use changing to Gagdeteer when there's not a single gadget or modern weapon for him in the lower Monastery, for example.
 

Strange Fellow

Peculiar
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Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
Not in the short term, no, although there is a gadget in the upper monastery, and he does have his gun. The Gadgeteer is another one of the classes that needs a bit of time to get going but shines in the mid- to late-game, much like the Ninja. I'm not sure how strict you are about avoiding spoilers, but
there's a Gadgeteer companion you can pick up later on.
 

octavius

Arcane
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Not in the short term, no, although there is a gadget in the upper monastery, and he does have his gun.

Ah, but an imported party does not start with a gun. Unless the game adjusts the loot you find if you change one of your strange fellows to a gadgeteer at the start.
I started with lots of instruments though, but I guess my Wiz 7 party ended the game with them (I can't be assed to look up the copy protection question to check my old party).
 

Strange Fellow

Peculiar
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4,241
Steve gets a Kidney but I don't even get a tag.
Ah, but an imported party does not start with a gun. Unless the game adjusts the loot you find if you change one of your strange fellows to a gadgeteer at the start.
I believe the newly educated Gadgeteer manufactures an omnigun out of thin air. Clever, eh? The omnigun is a special weapon that cannot be dropped, and levels up alongside the Gadgeteer who wields it. It starts out quite weak, but eventually gets to be one of the strongest weapons in the game.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,850
Insert Title Here Pathfinder: Wrath
All my dudes have the skill, but I think I've seen it work like two times before I reached the Upper Monastery.
Banking on crit skill early game is a trap. Banking on it later on can also be tbf, although there are builds where you can combine pure dmg with good crit rate (like staff monk).
Crit is more for smaller parties tbh. I wouldn't count on in much at all if you're using RPCs. Putting pts into Crit Strike is a massive trap.

Ah, but an imported party does not start with a gun. Unless the game adjusts the loot you find if you change one of your strange fellows to a gadgeteer at the start.
I believe the newly educated Gadgeteer manufactures an omnigun out of thin air. Clever, eh? The omnigun is a special weapon that cannot be dropped, and levels up alongside the Gadgeteer who wields it. It starts out quite weak, but eventually gets to be one of the strongest weapons in the game.
The weapon is only weak for a (very) few levels. What ends up weak is players whiffing with their Gadgeteers so not leveling up the Modern Weapons skill naturally. Need to pump points into it (and get your Speed up since it's a governing Stat for Modern Weapons - Strength isn't so can wait) and thinking about heading up to Umpani first to buy some Impaling Stones to give it relevant damage and +1 to hit. As the skill progresses that will get it hitting regularly and progressing naturally, as will maxxing SEN to unlock Eagle Eye.

The powergamers like to use triple xBow instead but that's just... not great on multiple levels. Debuffs are good.

hm don't remember where are metal slimes early but I think banal lightning rod works ok. And microwave ray burns even platinum slime.
People need to use debuffs or spells. Get Mythology up and attack the weak resist with Power Cast and Gadgets/Instruments and they'll go down only slightly slower than the rest. Armormelt can't even be resisted.
 
Last edited:

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,850
Insert Title Here Pathfinder: Wrath
Steam forums have some good vanilla purists and it really is a great game as is.

DFortae's mod is a nice change of pace since it lower resists for random spawns making hybrid casting more useful and ups the quantity of Bombs and Artifacts so you can develop those skills as well, while he buffs the bosses some and adds some more challenging gate encounters.
 

octavius

Arcane
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Bjørgvin
So, does resting in Wiz 8 influence the monster composition and respawning of a dungeon?

On my first attempt I rested twice in the lower Monastery, and evnentually faced many groups of Metallic Slimes, and one Emerald Slime, as well as huge packs (14) Seekers, and then a very large pack of Rabid Rats in the upper.
When I restarted (keeping my chad Lord instead of turning him into a virgin Priest), I haven't rested once, and things are going much smoother, with smaller and easier groups of enemies, and less respawning. And Arnika Road was a cakewalk. Only met one small group of Blood Vines.
 

Poseidon00

Arcane
Joined
Dec 11, 2018
Messages
2,227
So, does resting in Wiz 8 influence the monster composition and respawning of a dungeon?

On my first attempt I rested twice in the lower Monastery, and evnentually faced many groups of Metallic Slimes, and one Emerald Slime, as well as huge packs (14) Seekers, and then a very large pack of Rabid Rats in the upper.
When I restarted (keeping my chad Lord instead of turning him into a virgin Priest), I haven't rested once, and things are going much smoother, with smaller and easier groups of enemies, and less respawning. And Arnika Road was a cakewalk. Only met one small group of Blood Vines.

What level were you? I have never seen a metallic or emerald slime in the Monastery but I have never beaten the game, so idk if you go back there for another reason or what.
 

octavius

Arcane
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Bjørgvin
Lvl 6. The Bard lvl 7, I think.
I think you have to go back if you want to enter the tomb (unless I managed to miss the item that opens it).
 

LarryTyphoid

Scholar
Joined
Sep 16, 2021
Messages
2,233
Do you guys prefer to have 3 fighting classes for the first 3 slots, or only 2? I've been using 2 fighters and a priest, but the priest gets one-shot by rats pretty easily when just starting off, since he doesn't get any armor by default.
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,717
So, does resting in Wiz 8 influence the monster composition and respawning of a dungeon?

On my first attempt I rested twice in the lower Monastery, and evnentually faced many groups of Metallic Slimes, and one Emerald Slime, as well as huge packs (14) Seekers, and then a very large pack of Rabid Rats in the upper.
When I restarted (keeping my chad Lord instead of turning him into a virgin Priest), I haven't rested once, and things are going much smoother, with smaller and easier groups of enemies, and less respawning. And Arnika Road was a cakewalk. Only met one small group of Blood Vines.
As far as I know, respawning happens at select spots with a simple check. So your benign run through the "Road to Heaven" was the result of RNG. As is the "Road to Hell" when you enter at 6+ and the RNG decides to generate multiple crimson poppy spawns.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Kinda dumb question but here it goes: why should i invest in locks and traps when i can do it better with knock knock and divine trap? Is that a trade off that i'm not seeing?
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,994
Kinda dumb question but here it goes: why should i invest in locks and traps when i can do it better with knock knock and divine trap? Is that a trade off that i'm not seeing?

But what about the Poseur's Cap and Thieves Buckler?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Gives a little more chance tumblers won't fall down while a single cast of knock knock will get me 4~5 tumblers open and locked in place.
 

LarryTyphoid

Scholar
Joined
Sep 16, 2021
Messages
2,233
Kinda dumb question but here it goes: why should i invest in locks and traps when i can do it better with knock knock and divine trap? Is that a trade off that i'm not seeing?
I think it's just because those spells can take awhile to get. In Wiz1, you could discard your thief and get a new party member whenever your mage or priest got spells that could replace him. In Wiz6 onwards, I think it's just something for the early-game.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,643
Are there any mods for Wiz 8 that actually make the game better after all this time, or is it all terribly-conceived uber difficulty stuff?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Are there any mods for Wiz 8 that actually make the game better after all this time, or is it all terribly-conceived uber difficulty stuff?

I'm really enjoying Wizardry Expanded, adds a lot of stuff, new items, ammo, gadgets, a lot of new locations and enemies. It's harder than vanilla but enjoyable. Also they use Warcraft III models for some of the new enemies, which is fun.

How do you like your gadgeteer summoning a mecha in combat? You can do that with this mod.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,643
Are there any mods for Wiz 8 that actually make the game better after all this time, or is it all terribly-conceived uber difficulty stuff?

I'm really enjoying Wizardry Expanded, adds a lot of stuff, new items, ammo, gadgets, a lot of new locations and enemies. It's harder than vanilla but enjoyable. Also they use Warcraft III models for some of the new enemies, which is fun.

How do you like your gadgeteer summoning a mecha in combat? You can do that with this mod.
Veeeeery wary of "Re-balancing of classes, magic tree, spells, items, monsters"

I have never in 30+ years of gaming seen a modder who has any idea what they're doing when it comes to "rebalancing"
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I think it's well done. Enjoying the shit out of this mod so far.

I have never in 30+ years of gaming seen a modder who has any idea what they're doing when it comes to "rebalancing"

There's only one way to find out...
 

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