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"First Timer - Character Creation"

Posted by sphynx on Nov-16-05 at 06:38 AM
Heya, first-timer on Wizardry 8. I've had the game a couple of years now, but only now installed it. Anyhows, I've completed 7 about 12 times now, and have a few questions...

First, does everyone start at the same place? I know in 7, your starting location was dependant on how you ended Wizardry 6, and am curious if how I ended the game will matter.

Secondly, is it worth it to Import? I found the item/list for what to bring over, but not sure it's worth the trouble if, like the last game, you're going to start in a rougher area of the world....

Lastly, anyone wanna tell me what's wrong with this list of starting characters?
1) Draconic Fighter (Planning on Multi-Classing him to a Lord)
2) Felpurr Monk
3) Elven Samurai (Planning to MultiClass him to a Ninja)
4) Rawulf Bishop (still trying to understand what I'm reading on not giving him spells until later....)
5) Elven Ranger (Possibly start as a Valkyrie instead, and MutliClass into a Ranger)
6) Fairy Bard (Maybe start as a Thief. Anything worth being a bard for that a Fairy can't use?)

Much help for any help, I'll keep reading what I can until I get this figured out.


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Messages in this discussion
"RE: First Timer - Character Creation"
Posted by otter (Guest) on Nov-16-05 at 07:48 AM
Multi-classing doesn't work the same in W-8. Very few people change classes much, mostly because your XP requirement doesn't drop like it does in W-7. Imports are a little different, as you get extra Attribute points, and 5 levels free. Still, class-changing across spellbooks doesn't usually work very well (eg Valk to Ranger).
For your choices, i would say don't multiclass. Change a couple in W-7 thus: The Faerie should be a Ninja. You can't import the Cane, but you can get it fairly early. If you want a Bard, an Elf could be good for that, with the Elven Bow. Leave the Drac a fighter, and make the other Elf a Valk, maybe.
Bishops hold off on picking spells because you can get books for all the lower-level spells and have picks left for the higher ones. (again, you don't have limitless levels to pick spells).
Most important things to import are instruments and spellbooks, and maybe a Spear+2 for a Valk and a Broadsword+1.
There are three starts for imports, from the "Girl" ending you start where non-imports start, and you can also go with the Umpani or the T'rang and start in their respective locations. I like both the "Girl" and "Umpani" starts.

"RE: First Timer - Character Creation (long)"
Posted by Wim Denie (Guest) on Nov-18-05 at 10:38 PM
there's nothing inherently wrong with that line-up, but:

things work quite differently in 8 compared to 7. There is no such thing as multi-classing. The trick to change professions and get a few cheap levels and thereby hit points and Mana in another profession doesn't work in 8. If you change a lvl. 8 fighter into a Lord, he gets his next level as a lvl. 9 Lord, with the experience required for that lvl. 9, not like in 7 starting off at lvl. 1 again. Therefore it doesn't pay to change classes in 8 , especially to another spellbook. Turning an Alchimist into a Ninja, or a Ranger isn't such a bad idea, but your Samurai turned Ninja will still be getting very lowly Alchimist spells, while he could be getting advanced mage spells.
Your line-up as such sounds OK, but: if you want a Lord, start as a Lord, which I prefer. A Fighter does a lot of damage, especially berserking, but I still prefer the healing and buffing spells from a Lord. And then the Dracon has a problem, just like a Dwarf, or a Rawulf: they're DUMB, and therefore their skills rise very slowly, unless you put lots of points in Intelligence, which are better used elsewhere. A Lord up front, double wielding or (my secret tip), Mace and Shield, can take a lot of damage, and if you play a second or third time, I would advise you to install a mod (I prefer Flamestryke's one), and go for a Gnome Lord, he can find some pretty special stuff. And the ability of a Lord to wear and use all that cursed stuff that takes away points from your stamina or spell points, like a Ravens'Bill or Faust's Halberd or the Staff of Doom, is also impressive. I've seen -7 per turn being shrugged off, without any problems.
No problem with a fellpur Monk, except Psionic is the weakest spellbook, but hell, I use one, it's a matter of taste.
A Samurai is not my favourite class anyway, and turning him into a Ninja is not a good idea. Start as a Ranger, and find all the good stuff, or start as a Ninja, and THROW, preferably double handed, and see these criticals. Maybe later on, you'll want to change him into a Ranger, and get many criticals with a bow or Blunderbuss, especially if you're modding and find things to use to let your Bard or gadgetteer do the searching, so you do no longer need a searching Ranger from the start.
The Bishop is fine, though I prefer a more intellectual type, Mook, or Elf or Gnome. And funny enough, for almost every class, in Wizardry 8, the silly Hobbit is one of the best picks.
An Elven Ranger is fine, a Fairy Bard is unlike in 7 no problem, he/she (there are good reasons to make it a she!!) does get a Lute, so you do not need to start as a thief, and both a Bard and a gadgetteer can pick locks or pockets fine. But Fairies can use almost nothing, and I do not find the Cane of Corpus important enough to go Fairy. In the mods, it's slightly better, with soms exta items for Fairies, but I would advise an Elven, Hobbit or Mook Bard.
Two classes I would advise you to consider a bit more: Alchimists, your party is a bit light on the magic side, and in Wiz 8 the hybrids develop their magic skills very slowly. Or even better, a gadgetteer, who especially in the mods, but also in the unmodded game grows stronger and stronger as the game goes on. Especially in the mid and endgames a Gadgetteer is a sight to behold. The other questions are answered competently already, so do not waste your precious spell picks on Light or Stamina or Bless, which you'll find for free early on, but go for better spells like Acid or Fire Bomb, or Noxious Fumes or Whipping Rocks, anything mass destructive, OR spells which can be practised outside of battles, like Knock Knock, or Chameleon, or even better Missile Shield and Enchanted Blade or Armorplate, to make your skills rise quicker. But you can buy far more books in 8, than in 7 and money is almost no issue. HTH, and the main thing to remember is: (almost) anything works in 8, even a Lizardman Bishop can be fun, so first of all, ENJOy. Gr. from Holland, Wim Denie


"RE: First Timer - Character Creation (long)"
Posted by sphynx on Nov-20-05 at 02:50 AM
Thanks Wim (Ik ben ook een nederlander ;)), and Otter.

I hav a few more questions, now that I've been playing, and gotten through and past Arnika...

1) What is the CloseCombat and RangedCombat skill for vs the actual Weapon skill? Are they both just as important? Or is the CloseCombat more intended for people who want to be genericly good with all CloseCombat weapons, and the special skill for those that want to specialize? Ie: If I get to 100 in Close Combat and a 0 in Axe, will I wield an Axe as greatly as if I had a 100 in Axe and a 0 in CloseCombat (an impossibility since the skill automatically goes up, of course)?

2) You say that Intelligence effects the speed skill rises? I assume this is via the automatic raises (since everyone seems to get 9 skill points every time per advance....)

3) I pulled my guys over from Wizardry Gold. I can't seem to advance Power Strike or Snake Speed or Reflexion. Will that change at some point?

Thanks for the Intel,
Sphynx


"RE: First Timer - Character Creation (long)"
Posted by otter (Guest) on Nov-20-05 at 09:44 AM
Points in the individual weapons are worth about twice the amount in the generic combat skills with regard to how often you hit.
Int only affects certain skills' learning rates. These are visible when you right-click on the name of a skill in your inventory window. The effect is on in-play advances, not on level-up.
In W-8, the special skills are only available on maxxing their respective attributes: Power Strike requires a natural 100 in Str; Snakespeed in Spd; and Reflextion in Dex. (there are also: Int~Powercast, Pie~Iron Will, Vit~Iron Skin, Sen~Eagle Eye)

"RE: First Timer - Character Creation (long)"
Posted by Wim Denie (Guest) on Nov-21-05 at 02:00 AM
Nothing to add to that, accurate and complete. It's all about these little messages after a fight or even like identifying an object: Ui Er (My Mook) gets 52 in Engineering, after a lenghty fight it's often quite a list. Quite a few of these improvements depend on INT, but by no means all, as Otter says, right click on the skill. groeten, Wim Denie

"RE: First Timer - Character Creation"
Posted by sphynx on Nov-21-05 at 04:45 AM
Very cool, thanks for the starting assist. I know some racial recommendations were made, but I can't go with them since these are being brought over from Gold. I did change the line up a bit though.

Having finished Arnuka, and seeing that I'll get a Thief anyhows (Myles), I think I'll change my Fairy into an Alchemist, and my Bishop only concentrate on Mage/Priest spells like he did in Wiz 7. Also, seeing the BloodLust, I think I'm going to go with a Lord and get the Berserking from there....

Anyhows, I'm going to 'start over' in a day or so, after a bit more exploring so I have a better feel when I start over. I have one question though... I first arranged my starting equipment based on the post here: http://www.softwarespecialties.com/dcforum/DCForumID19/2114.html

But it lacks any Shields, Staves or Wands, and I didn't think to (nor really know how) test if shields are a (1) (2) or (3). Anyone know? Would like to start with a Heater Shield for my Lord if possible.

Here's the lineup I will endeavor (with items)

Considering my utter folly the first time I attempted importing, anyone see anything that doesn't look possible/probable?


"RE: First Timer - Character Creation"
Posted by sphynx on Nov-21-05 at 05:09 AM
LAST EDITED ON Nov-21-05 AT 05:15 AM (Pacific)

Reasons for choices (since I know you just 'must' be asking)

Draconic Lord. To be honest, just thematic, I want a Lord as the leader of the group. I have him, the monk and ninja in the front of the formation, with him dead center. I only did a Fighter to begin with because I heard you get to keep berserking, which I may still do when I restart, if that's true. Level 2, change him to Lord I suppose (not sure how multi-class berserking works. I have a decent ranged-attack in his breath, and he's strong as an ox. Good for a fighter type.

Felpurr Monk. In Wiz 7, he gets so many attacks its sick when unarmed. I heard it wasn't so different in 8, and I like the idea of an unarmed maniac in combat. (Again: Theme) Felpurr was just a choice back in Wiz 7 because that was an easy race to switch classes back and forth with the Ninja class for fast advancing.

Elven Ninja. I realize the Fairy Ninja is preferred, but this was the very first wizardry character I'd ever made for Wizardry 7, and he made it to level 100 (because everyone else kept dying to Tshober's Ghost, and he'd go up 3+ levels everytime they fought) I'm just attached to him, and back then he always used 2 nunchaku, which is what he still uses, though I like that he'll be bad-ass with shurikens. I'm sure there are better choices for race, but I like him as an Elf, and I heard in 8 race didn't matter as much (since class-switching doesn't help as much)

I have no characters in the left and right side of the formation, I will put Myles on the left, and Vi on the right when I get to them, until then, no need.

Center of the formation I protect my Bishop and Alchemist.

I chose the Bishop for the wide spell arrangement, and the very nifty atifacts bonus he has. It's great, by the time I was in the first town, he'd already identified everything we'd ever picked up. And I have a great healer and spell caster in one. Rawulf was just the race he started out as before I understood the game (back in 7). Race doesn't matter so much now, so I let him stay as a Rawulf.

Alchemist was decided only because, as commented, silence might be an issue, and she can heal. Keeping my Bishop alive is her primary goal, while his is to keep everyone else alive. This was actually the Mage/Thief/Bard in 7 who could switch classes every 2 levels. I will have to play Gold for a few hours to get her into a level 5 Alchy, but I need the time anyways to collect the gear.

Lastly, the Elven Ranger is just a classic. And man can he shoot. That Elven Bow and Mystic Arrows took out a 3500 XP monster that was roaming just outside the Monastary in 1 shot. It never even noticed we had entered combat, just died and wow, 3500 xp for it. I heard Gregor was tough, no idea, critical'd him the first round also (I enter combat before opening the door, and my Ranger lethally shot him in the 'surprise' round). No way I'm giving up my Ranger, ever. Besides, I've had him since Wizardry 6 (something I went back and played after finding 7 out, and wanting to see it's heritage). That Elven Bow has been around from back then, along with the Fairy's Diamond Ring.

Sphynx


"RE: First Timer - Character Creation"
Posted by otter (Guest) on Nov-21-05 at 07:36 AM
Ammo will evaporate--a bundle of 100 Mystic Arrows will turn into only 20 en route. Same with Spike Stones. Shuriken come out as only 15.

Buckler, Heater, and Round are the shields you can import. They're all "1". Soaring shield too, but you don't want one.

Lord should dual-weapon, no shield. Their Dual Wield bonus makes a second weapon improve the first one once you get the dual-wield skill over 100.

It's very hard to get everything that's possible. I had to rearrange the load several times before i was happy each time. Generally, what you are wearing/holding will be easier than the carried stuff. It's almost impossible to get all the books or all the instruments. Especially the books, with 5 being "2" and 2 "3".


"RE: First Timer - Character Creation"
Posted by sphynx on Nov-21-05 at 12:27 PM
WooHoo! I finally found flamestryke's site, what a find that is!

Anyhows, now I see exactly what to bring, etc. Nice to know Cherry Bombs come over as a 1, those are useful to the extreme.

I'm restarting tonight, and will see what it is I can keep on the trip over...


"RE: First Timer - Character Creation"
Posted by Andrew (Guest) on Nov-24-05 at 10:29 PM
>WooHoo! I finally found flamestryke's site, what a find that is!

Be sure to check out Wolfie's Wizardry 8 Info Site too, has lots of details about spell casters, spreadsheets and other downloads n stuff.


"RE: First Timer - Character Creation"
Posted by sphynx on Nov-21-05 at 11:19 PM
Hah, ran into the Hogar (that was the monster I commented about never giving up my Ranger for...) again, and not so unlike last time, my Ranger KO'd the beast in the surprise round! Of course, getting through 400ish hps looked like it was going to be a pain in the behindy, so I walked around behind him and got x2 damage for the next 5 rounds until it was dead dead dead. We had good eatin that evening as we camped in the cave around the corner from where we'd killed it. I can still smell the Hogar roasting over the fire. Mmmmmm, Lekker.

Definitely happy with my Ranger choice, he also 1-shot Gregor in the surprise round again. (I started over... )

I still have quite a few cherry bombs, definitely enough to last me until I get the Fireball spell.


"RE: First Timer - Character Creation"
Posted by Ravashack on Nov-27-05 at 04:31 AM
I hope my comment isn't too late...

Import a Stun Rod.

Stun Rods RULE in Wizardry 8.


"RE: First Timer - Character Creation"
Posted by sphynx on Nov-28-05 at 09:25 AM
I just wanted to say thanks for all the help guys. I'm touching on level 12, and haven't died yet.

I finally understand why I was told to turn the Fairie into a Ninja instead of an Alchemist, Her combat skills are higher (from practice) than her magic skills. If I'd advanced the same way as a Ninja I'd be nicely powerful as a fighter, and the same in magic (though maybe fewer spells). Still, happy I stayed an Alchemist, it's cool that everytime I rest I get something like a Superman potion. I sleep once a day now.

Anyhows, my team is almost pure 'ranged' combatants. I rarely even get in melee, always pulling back to a wall first (thank goodness for XRay), and pelting them from a distance with only leaving room for 2 or 3 to get close enough for melee but rarely getting a chance to strike.

I regret not having made the Lord a Fighter, but maybe I'll get to heal more in higher levels. The BloodLust has been more detrimental for me than helpful. He picked up a Siege Arbalast along the way and I have to keep the BloodLust in Alternative Primary or not be able to use the Siege Arbalast.

The Ranger is a God! I should try 6 Rangers one day. I think I've insta-killed every major monster I've encountered so far. Geomancers gave me a rough time, The kept 'Crush'ing my characters and Whipping Rocking them if they got close. Fortunately I was able to keep terrain between us long enough to take them out one at a time.

Sorcerer Queen is up next. I've a feeling she's going to be the toughest fight of them all so far, what with her cultists and demons and everyone being immune to my Silence spell for some damn reason.

BTW, what's up with every monster from simple bugs onward having like 75%+ resistance to all elements?


"RE: First Timer - Character Creation"
Posted by Avatar (Guest) on Nov-29-05 at 07:07 AM
There are 3 spells that are needed when you face the sorcerer queen. 1 Eye for an eye this is a bounceback spell and while you may take damage so will they from thier own spells. 2 Summon elemental elementals are tanks they take a lot of killing and while they are being attacked you aren't. 3 Purify air this one is a must as they tend to use lingering ckoud type spells that hang on and damage you for muliple rounds if you don't neutralize them. 1 & 2 can be bought from vendors so have a couple in your packs. BTW did you know that the alchemist can craft potions combining lesser to make greater. This is where you can make an awful lot if gold.

"Pure range combat"
Posted by Kuli (Guest) on Dec-01-05 at 05:47 AM
I once did exactly that: a party that specialised in ranged combat. I had three Rangers (Human, Dracon, Mook), a Gnome Gadgeteer (the Omnigun becomes incredibly powerful, and Gadget are fun. Furthermore, she produced all the precious tripleshot-crossbows), a Felpurr Ninja (who had a bow as alternative weapon, if the monsters were out of reach for thrown weapons), and an Elven Bishop. The Bishop's main task was mostly healing and protection.
They had Sparkle (Ranger) and Vi (who specialised in firearms) with them most of the time.

All of them maxed Senses ASAP, to get the needed accuracy and the important Eagle-Eye - Skill. After that, strength was important, because the ammunition is sooo heavy (and you need a lot of ammo!), and firing four bolts in own attack is quite exhausting. Dexterity and Speed also was important.

The good thing about rangers is that they can wear pretty heavy armor and use quite powerful melee-weapons (the Mook Ranger used the Giant Sword ). My party was surrounded regularly at the beginning, when the most monsters have no ranged attacks, so this helped. The Arnika - Trynton - Road was quite difficult. Later in the game, the party became extremely powerful. Expecially after they met Ferro with all his lightning bolts etc...