Poseidon00
Arcane
- Joined
- Dec 11, 2018
- Messages
- 2,218
The Ps2 Wizardry really isn't so bad.
*runs and hides*
*runs and hides*
Annoyingly, Gridmonger doesn't solve this problem, because you have to set a map size to start with. One of the things I've been meaning to bug the creator about. I suppose you could always set the map size to 1000x1000 and start in the middle, but that's a bit of a hassle.Wiz5, like Wiz1, has Dumapic as your only navigational spell and it works the same way. You might be able to get through the same way you did Wiz6, but it's not ideal. I suggest you just use Gridmonger or Grid Cartographer to make a map rather than graph paper. That, or play the SNES version, which changes Dumapic so that it gives you a minimap temporarily.I have a question regarding Wiz5 however. I saw that its maps are more like 6-7 than 1-4, in that they are no longer on 20x20 squares. Therefore, how much do they need to be mapped strictly on graph paper?
There's a hidden class-based bonus per level. The fighter types get the most out of it. You just have to grind. The early area SUCKS. Be prepared to save scum and reload until you get your second level.As far as I can tell none of the stats increase your chance to hit.
Dex, spd, weapon skill, items, and class level all combine together to determine attacks and swings. Min/maxing might get you an extra attack early, but overall it's not a huge difference. Stats don't do much unless they are at least 16 in most cases. Class plays a big roll, Samurai get the most swings, followed by Ninjas and Monks.Should I reroll and increase my speed or is it not worth it?
This is a personal choice. You can grind up weapon skills directly and not 'waste' skill points on them. The lock and trap skills need a lot of points to be of any use and are hard to increase without levels. Spell skills should be prioritized for casters. Though I can't remember if Wiz6 has dedicated category skill points on level up like Wiz7 does.Should I reroll and give everyone max skill in their main weapons?
Should be fine. I'm guessing you're planning to multi into something like lord/samurai/ninja/valkryie/bishop/bishop etc? One thing to keep in mind, it's easier to learn spells by swapping mage and priest back and forth than bothering with the Bishop class. I planned a multi-class grind that gave everyone ninja levels and maxed out the hide and instakill skills (ninjutsu and kirijutsu?), which was a little overkill, but fun.fighter/fighter/thief/ranger/mage/priest
I don't think so, you just fall asleep when it runs out.Does stamina affect chance to hit?
Yeah you are interpreting that correctly. Melee is a special attack on certain weapons with increased damage but lower hit chance. Melee weapons all have their own variable bonuses.melee weapons having a lower chance to hit is a misinterpretation?
I can get through fights fine if I save-scum and spam rest after every encounter but Wizardry 6 is well loved and I've seen people talk about 0 save play-throughs so I assume these kind of degenerate tactics aren't necessary
It's more nuanced than that. Every character starts with a miss chance of 100. Every level (until you reach 20 but not while your previous highest level exceeds your current level) that miss chance is reduced by a variable amount, based on class. Fighters get 1d4 + 1 reduction, Ninjas get 1d4 + 2 reduction, Mages only get 1d3. The games don't tell you this anywhere; I only know it from looking in the Cosmic Forge editor.The thing to understand about Wizardry 6 and 7 as well is that it is really all about your level vs the monster level, this affects everything including to hit chance
That's where you're wrong. They are necessary, at least in the beginning and during some other tough sections. Once you get a level or two as well as some better equipment the game gets less dependent on luck, but you'll still have to rest all the time. Spend those mana points with impunity.I can get through fights fine if I save-scum and spam rest after every encounter but Wizardry 6 is well loved and I've seen people talk about 0 save play-throughs so I assume these kind of degenerate tactics aren't necessary,
How was I supposed to know that putting 10 out of 15 of my skillpoints into my weapons was barely anythingBut also, if you're complaining about low hit chance yet barely put any points into weapon skills...
People have been savescumming and rest-heal spell spammed in the first 5 games forever, not much different from 6 and 7If savescumming and abusing resting is the optimal way to play Wizardry 6 and 7, maybe the first 5 games really were better.
It's a different extreme when you're saving every couple of steps. Even Wiz6's manual recommends frequent saving, while previous Wizardries only officially allowed you to save in towns, the savescumming simply being an exploit of the "out party" mechanic.People have been savescumming in the first 5 games forever
This isn't even possible in those games because you can't rest in dungeons.rest-heal spell spammed
It's a different extreme when you're saving every couple of steps. Even Wiz6's manual recommends frequent saving, while previous Wizardries only officially allowed you to save in towns, the savescumming simply being an exploit of the "out party" mechanic.People have been savescumming in the first 5 games forever
This isn't even possible in those games because you can't rest in dungeons.rest-heal spell spammed
Only if you really enjoy fighting endless hordes of HP sponges. Otherwise Wiz6 is superior in most respects.My advice for Wizardry 6 is it's a dry run of a much better game, Wizardry 7, and entirely skippable (and Wizardry 8 destroys them both).
It's more nuanced than that. Every character starts with a miss chance of 100. Every level (until you reach 20 but not while your previous highest level exceeds your current level) that miss chance is reduced by a variable amount, based on class. Fighters get 1d4 + 1 reduction, Ninjas get 1d4 + 2 reduction, Mages only get 1d3. The games don't tell you this anywhere; I only know it from looking in the Cosmic Forge editor.The thing to understand about Wizardry 6 and 7 as well is that it is really all about your level vs the monster level, this affects everything including to hit chance
Naturally, enemy AC and weapon skills also affect hit chance, plus things like Sword of Striking's bonus or debuffs like Irritated or Blinded.
As I recall, Wiz 6 is very well designed in this way and never really feels stupidly obscure. The challenges are generally fair, though things can go sideways pretty quickly in combat later on, which isn't all that dissimilar from the feeling of the early game.One thing that has really surprised me about Wizardry VI is how well done the puzzles and navigational challenges are. I was worried I'd run into nothing but esoteric adventure-game puzzles (I'm sure I will eventually), but for now every time I've felt lost I could progress by going to an area behind a door that I recently found the key for or solve a puzzle that I haven't done yet. The way the map slowly opens up feels very natural and logical without ever talking down to or hand-holding the player, really impressive design.
Use an external automapper and do take notes of obscure references and such.Gonna play VII, going in completely blind. I've never played a Wizardry other than 8.
Any non-spoiler things I should know beforehand?
Use an external automapper and do take notes of obscure references and such.Gonna play VII, going in completely blind. I've never played a Wizardry other than 8.
Any non-spoiler things I should know beforehand?