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"Importing a party, 10 years after..."

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pedrorq (1 posts) Click to EMail pedrorq Click to send private message to pedrorq Click to view user profile Click to check IP address of the poster
Mar-04-12, 03:19 AM (Pacific)
"Importing a party, 10 years after..."
Hi all,

I've finished Wizardry 6 about 10 years ago and never got around to playing Wizardry 7. I have a few questions if someone is willing to help me

a) I've imported my party and started at level 5 near Ukpyr. One of the FAQs I read recommends going the (hard and long) route back to New City. I feel more tempted to go through the Umpani training and exploring around. Am I losing anything either way? I like the idea of going to an easier area to switch classes a few times.

b) I plan to switch classes, and I've read they should be switched around levels 7-10. My understanding is that I should switch them around to level up my skills, and when I have the important ones (one magic school/kirijutsu/ninjutsu/a few others) in high values, stick to an advanced class (Lord, Monk, Ninja, etc). Does this sound correct?

c) There's no Thief in my starting party and my highest Skulduggery is only 19. Am I losing something with this? Should I immediatly switch to have one? If I switch right off the start, will I suffer too much in having a lvl 1 Thief in a lvl 5 area?

d) My characters were imported with some fancy Wiz6 weapons (Muramasa Blade, Rod of Sprites, etc). Some of them ask me about if I want to invoke their special power when equipping it. Is there any way of finding what these powers are? High Artifact and Identify Spell, I am guessing?

Thanks in advance for any help you can give me!

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Dandiphoot (48 posts) Click to EMail Dandiphoot Click to send private message to Dandiphoot Click to view user profile Click to check IP address of the poster
Mar-04-12, 11:32 AM (Pacific)
1. "RE: Importing a party, 10 years after..."
a) I'm not sure if your party will make it by feet to the New City as there are heavy fights in the wilderness and around Munkarama. I prefered staying in/around Ukpyr to go through the training...and getting the card for the teleporter. Of course the New City will be a quite easy run then (apart from the Savant-guarded buildings). Don't forget the starter dungeon and the forest where the mapkit is waiting.

b) Yes
Don't forget the choose a character to get and constantly raise the map-skill that he/she maps the areas you're exploring.

c) No problem with that - most doors in Ukpyr aren't to open by Skulduggery anyway (at least that's what I felt when I just checked their locks). The ones that keep a secret behind them aren't of interest in the early state of the game.
No Thief needed, a Ninja or a Ranger with that skill would do the whole game. If you've arrived at the New City once, you'll be able to train them at the locked doors and the chests around there.

d) I didn't use them in that way ever. Some items will disappear forever if used (among them are the ones which gave you a skill/skill points). Others are able to cast "sleep" or alike for a limited attempls. The Identify spell helps to find out what power they have, but that starts to work out not before having the power to cast it 6th or 7th level. You can charge these items then with the Charge spell again.
As said I didn't make use of that.

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Brother Steven (141 posts) Click to EMail Brother%20Steven Click to send private message to Brother%20Steven Click to view user profile Click to check IP address of the poster
Mar-05-12, 07:20 PM (Pacific)
2. "RE: Importing a party, 10 years after..."
a) Can't say much about Upkyr. Finished Bane again a month back and have been playing an import that landed me near the Dane. Haven't gotten into Upkyr yet and been years since I played/read about that start.
But I can echo what Dandi said about life around Munkarma. Fights can get tough that way.

b)Sounds pretty good. One piece of advice. When leveling up your new class try to switch again when you reach the same level that you originally switched at. This is particularly true if you switched from a fighting class to a magic casting class. Because new levels beyond the first switching level with the new class will give you bonuses to stats (HP, ect.) based on the new class.

For this reason you may want to switch your magic classes as soon as possible so you have fewer 'first levels' with that magic class.


c)Use a ninja, ranger or bard for skullduggery. There is no real benefit to using just a straight thief in wizardry 7.


d) I wouldn't invoke them. As invoking tends make the item disappear after so many uses. If you want to find out what they do, then 1) save the game, 2) copy down the characters stats, and 3) equip and invoke. Note the change, then quit and reload.

Hi ho hic Fair Brothers

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