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"advice needed for a magic party creation"

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farl (0 posts) Click to EMail farl Click to send private message to farl Click to view user profile Click to check IP address of the poster
Jan-28-05, 00:35 AM (Pacific)
"advice needed for a magic party creation"
I want to delve into Wizardry's world of magic and therefore I am planning to create a group of all four magic factions: mage, priest, alchemist and psionic. But who should accompany them? I end up with three characters, which I think are necessary, but obviously there is one too much.

A fighter as meat shield in the front row with high hitpoints and armor class who could finish off the webbed/paralyzed/knocked out opponents. Perhaps he should even go for iron skin and shield skill.

A bard to reduce the unevitable camping time for replenishing the spell points of my magic users, and to handle locks and trapped chests.

A ranger who spots hidden items, prevents beeing surprised while resting or by camouflaged creatures. But his most valuable ability should be to surprise opponents by spotting them when they are still far away (high scouting/senses values). This would allow an extra round for my magic users to cast some buffing spells like elemental/soul shield.

A fighter could be dispensable, *if* my party could make it to Arnika without him, because two frontliners are waiting there. The bards lock&trap skill could be replaced by magic (knock-knock) or by items found in the monestray (poiseurs cap and knock picks), but because of her/his unique ability to half the resting time I would not skip a bard. Furthermore she/he makes a decent melee/ranged attacker, which is true for a ranger, too. In the course of the game, the above mentioned ranger's special abilities could be replaced by spells (detect secret, shadow hound(?), x-ray), but again they are most important in the beginning, when my party is most vulnerable.

If a kind soul would have some advice for me, I would be greatful.

Side question: Which races should I select for my classes? I am planning:
mage - faerie (obviously)
priest - dwarf (because he could fight, if necessary) or rawulf for higher speed and initiative?
alchemist - gnome or elf (emphasis on INT, PIE and DEX)
psionic - elf or gnome (emphasis on INT, PIE and SEN)
fighter - lizardman for iron skin at level six or dwarf for added damage absorption once VIT=100?

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Kuli (210 posts) Click to EMail Kuli Click to send private message to Kuli Click to view user profile Click to check IP address of the poster
Jan-28-05, 04:59 AM (Pacific)
1. "RE: advice needed for a magic party creation"
How about a company of two Bishops? One specializes in Psionic / Alchemist, the other Mage / Priest. Then you have a truly magic party! I've started such a team a while ago, and once they can cast mass - destruction spells, the game becomes quite simple. The only real problem is the roach king right at the beginning. I've ended up luring the beast to Burz, who had no problems despatching it.

The Bishops and the Priest can wear quite heavy armor, so they can be used as front row "fighters". With spells like web, sleep, paralyze quite early on, the party won't be taken apart by "normal" monsters.

There are plenty of characters who have "Divine Trap" and "Knock Knock". I havent' found a chest or door that I couldn't open.

I don't think that a Bard is necessary because of resting time, for time is irrelevant in the game (except for monster - respawn) and there are plenty of amulets and rings, that have MP-regeneration +1 or higher. Some of them can be found early on. With the Alchemist's cash-machine ability you have enough money to buy plenty of magic nectar.

With the detect secret-spell on there is no item that escapes the party's attention. Until you get this spell, the Psionic's high Senses guarantee, that you find most items.

My party was Dwarf-Priest (not so good, because of low Int), Gnome Alchemist, Faerie Mage, Elven Bishop, Mook Psionic, and Human (I think) Bishop.

Have fun!

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otter (Guest) (0 posts) Click to check IP address of the poster
Jan-28-05, 09:57 AM (Pacific)
2. "RE: advice needed for a magic party creation"
Do it with just the four characters. I've done that, and it's not very hard, once you get out of Arnika Road the first time.

I've also done two Bishops only, that's a little harder for a little longer, but if you make them Rogues for a level to max Stealth, it's a lot easier. Three Bishops is more fun, except when it comes to buying Spellbooks.

And if you do any practising, there's no need to limit your Bishops to two Magic Schools apiece.

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Marc (109 posts) Click to EMail Marc Click to send private message to Marc Click to view user profile Click to check IP address of the poster
Jan-28-05, 10:13 AM (Pacific)
3. "RE: advice needed for a magic party creation"
LAST EDITED ON Jan-28-05 AT 10:14 AM (Pacific)

I'm having fun with my current magic party of:

Mage
Priest
Psi
Alc


I using the Ninja (Faery) for my Alch for the firepower the CoC can bring when you need it.

It's a good group.


Marc

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