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"Wizardry 7 Ironman run"

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Conferences Wizardry(r) 1-7 Conferences Wiz 7 - CoDS and Gold (Protected)
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magnus (8 posts) Click to EMail magnus Click to send private message to magnus Click to view user profile Click to check IP address of the poster
Apr-15-16, 09:59 PM (Pacific)
"Wizardry 7 Ironman run"
Sometimes I do 'ironman' runs through old RPGs. Final Fantasy, Wizardry 8, etc. Ironman means, you have to play like the old Wizardry games -- no save/reloading, and a party wipe means the save file is invalid and must be deleted. I started playing like this in Wizardry 8 and got hooked because to me there's a certain challenge or thrill that comes with it.

However. Wizardry 7 is providing to be quite the challenge, even on easy mode.


Current party:

Faerie Ranger --> Monk
Faerie Ranger --> Monk
Faerie Ranger --> Ninja
Faerie Alchemist --> Monk
Faerie Priest --> Monk
Faerie Mage --> Monk

Faerie is, hands down, the best race. +25 Lifeforce, +25 Psionic and +25 Paralysis resistance. (+25% Magic/Missiles is more or less useless.)

Humans come in second as they have +20% Lifeforce.

Monk is the best class for the front line. Beyond the AC, their resistances are the best in the game. Mainly, they have huge Lifeforce, Psionic and Light resistance. Also good Paralysis/Poison resist. Since they stack with a Faerie's resistances, a Faerie Monk becomes immune to any Lifeforce-related spell at around level 12, immune to Paralysis on-hit effects, and achieves 100% Light resistance at level 20. (Blinding Flash, Dazzling Lights, Prismic Missile). In other words, it is impossible to insta-kill a high-level Faerie Monk, outside of KIA or perhaps Deadly Poison. (Asphyx can be blocked with Air Pocket.)

Ninja has a weakness with low Lifeforce resistance. The Cane will offset that. Cane + Blackbelt gives +90% Death resistance which reduces KIA chance.

Starting the front row out as Rangers for the HP + extra Ninjutsu.

Switching the back row to Monks once they get 100 in their perspective spellcasting skill. To give them better AC, resistances and the ability to hide.

The vitality of everyone is maxed out since high HP is important for surviving stray breath/fireballs.

Ymuu's Paw is arguably the best off-hand weapon in the game as it provides +30% Paralysis resistance, making any Faerie Monk or Ninja equipping it immune to on-hit paralysis, which seems common among higher-level monsters. (Of course, Rod of Sprites is better, but very rare, and since I can't save/reload, I'm not planning to get it.)

(Paw can be removed for boss battles since bosses typically have 100% or higher Death resistance making them immune to KIA and Stone.)

Some notes:
Cross of Protection is, in fact, one of the best accessories early game. It makes the Powerglobe battle way easier, for example, as it helps resist the initial paralysis and the Death spam from Skeleton Lords afterward.

Sword of 4 Winds is actually a really good item. Discounting Gorrors weapons and the Cane, it's the highest damage weapon in the game, can be found relatively early, and its level 6 Asphyxiation can be used as a panic button in emergency situations. It can also be wielded by both Faeries and Monks. o.O

Haven't leveled high enough to know if bare hand damage keeps going up with level. If not, it might be beneficial to run one Human Lord to take advantage of the 2H Axe, which is the 2nd best damage weapon in the game (again, discounting the super late end-game weapons. At that point, the game is already over...)


Any thoughts on how I could improve this party?

(I guess I could just grind until everyone is level 70+ to cap resistances, but that's kinda against the spirit of what I'm trying to do... no grinding allowed)

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Llevram (5413 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Apr-16-16, 06:22 AM (Pacific)
1. "RE: Wizardry 7 Ironman run"
It's sad that I have not played Wiz 7 in so long ... that I don't even think I can comment. Even sadder that most of my "free" time is being sucked up by this stupid, pointless idle game: zombidle.

Thank you for this post, I am making it my mission to play Wiz 7 again ... as soon as I find my disk!

WindowShadez™

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Llevram (5413 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Apr-17-16, 07:06 AM (Pacific)
3. "RE: Wizardry 7 Ironman run"
Found it ... and the Wizardry 7 Map ... it's a sign!

WindowShadez™

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nomad (43 posts) Click to EMail nomad Click to send private message to nomad Click to view user profile Click to check IP address of the poster
Apr-18-16, 05:35 PM (Pacific)
4. "RE: Wizardry 7 Ironman run"
Rick if you do want to play wiz 7, I suggest you go to GoG and buy the Wiz 6 and 7 package for $5.99 It comes with dosbox set up so all you have to do is install and play. Even on my 30" 2560 x 1600 monitor it looks fairly good. It is a lot less stressful than trying to set it up yourself.
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myrddin (24 posts) Click to EMail myrddin Click to send private message to myrddin Click to view user profile Click to check IP address of the poster
Apr-16-16, 07:12 AM (Pacific)
2. "RE: Wizardry 7 Ironman run"
LAST EDITED ON Apr-16-16 AT 07:15 AM (Pacific)

You have a good argument for using faerie monks and have one faerie ninja I assume so you can use the cane of corpus.

However I would go with at least one more Ninja and concentrate a bit more on the Alchemy skill for that second character. Alchemy has some pretty powerful area effect spells that can come in handy later in the game and the fact that they can't be silenced makes them very useful.

I would start them off as a Faerie Alchemist and then switch to Ninja.

Just my 2 cents.

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magnus (8 posts) Click to EMail magnus Click to send private message to magnus Click to view user profile Click to check IP address of the poster
Apr-30-16, 04:41 AM (Pacific)
5. "RE: Wizardry 7 Ironman run"
LAST EDITED ON Apr-30-16 AT 04:47 AM (Pacific)

>LAST EDITED ON Apr-16-16
>AT 07:15 AM (Pacific)

>
>You have a good argument for
>using faerie monks and have
>one faerie ninja I assume
>so you can use the
>cane of corpus.
>
>However I would go with at
>least one more Ninja and
>concentrate a bit more on
>the Alchemy skill for that
>second character. Alchemy has some
>pretty powerful area effect spells
>that can come in handy
>later in the game and
>the fact that they can't
>be silenced makes them very
>useful.
>
>I would start them off as
>a Faerie Alchemist and then
>switch to Ninja.
>
>Just my 2 cents.


Two monks, two ninja? That's a good idea. I'll try it out if (when) my current party wipes. Alchemy is probably the best spellbook? Summoning a Godzylli is just ridiculous. Also, so many monsters have extremely bad Acid resistance (PCs, too) Acid Bomb has to be one of the best damaging spells.

Current party is:
Faerie Ranger -> Monk (Artifacts into Theosophy, wielding SofFW as mid/end-game panic button)
Faerie Ranger -> Monk (All Theosophy, mainly for Silence)
Faerie Ranger -> Monk (Mapping into Kirijutsu)
Faerie Ranger -> Ninja -> Ranger (Skullduggery)
Faerie Bard -> Bishop -> Priest
Faerie Bard -> Bishop -> Priest

Bard/Bishop/Priest gives easy access to Ninjutsu, decent HP, good spellpoints/picks and a Priest's resistances are quite decent (better than anything except for Monk/Samurai/Psionic. All 6 members need good Light resistance so a stray Dazzling Lights doesn't take out half the party in one go.)

I've never gotten the Cane of Corpus before. How hard is it to obtain? He flees the battle, right, so is it hard to find him again after that? (As I can't abuse reload.)

Recharge has a 0% chance of destroying the Amulet of Life (from the starter dungeon). So it's a neat little "hack" for infinite Resurrects.

Not being able to abuse reload is quite a handicap in CDS. Had to actually play through a sprung Basilisk Eye that hit two or three people. Erg.

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emeraldFN (29 posts) Click to EMail emeraldFN Click to send private message to emeraldFN Click to view user profile Click to check IP address of the poster
May-04-16, 09:55 AM (Pacific)
6. "RE: Wizardry 7 Ironman run"
LAST EDITED ON May-04-16 AT 09:57 AM (Pacific)

BTW, 7th level spells really kick ass in CoDS. I used to fight huge mobs like those in Rattkin Ruins like this: I cast a level 7 spell at them all and then some just in case and repeated this in other encounters until spell points were used. Then I jogged back to the Gorn fountain for replenishing spellpoints. Should I be ashamed? Or should I blame the system, which made resting more time consuming than walking half the world and back?

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magnus (8 posts) Click to EMail magnus Click to send private message to magnus Click to view user profile Click to check IP address of the poster
Jul-18-17, 10:23 AM (Pacific)
7. "RE: Wizardry 7 Ironman run"
Well, it's that time of the year again. Another Wiz7 ironman run.

I'm still going with a mostly Faerie party, and mostly classes that have high resistance, especially Light and Lifeforce, because one bad Dazzling Lights is all it takes when you can't save/reload.

One thing, though, is the inclusion of a Valkyrie, for the 2H axe. That axe -- with melee -- is pretty much the highest damage weapon up until late game, with the exception of the Sword of 4 Winds, which I've already mentioned. Both weapons, with their high damage and melee, are just under Excalibur in damage and can be obtained very easily in the early game.

Since most of the "boss" monsters are immune to KIA and spells, raw physical damage is really what matters.

I'm also wondering if a Samurai up front would be a good idea to cast Fire/ice shield to relieve pressure on the spellcasters. A Faerie Thief/Bard constantly switching would work too, but isn't that cheating?

No idea. Maybe Wiz7 isn't meant to be ironmanned.

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Llevram (5413 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Jul-18-17, 06:38 PM (Pacific)
8. "Blast from the past"
Not the Ironman concept, but the topic of class switching to "boost" ... and whether it is "cheating" or not. Seems like that was all we used to talk about ... 20 years ago

WindowShadez™

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zeldorn (13 posts) Click to EMail zeldorn Click to send private message to zeldorn Click to view user profile Click to check IP address of the poster
Jul-19-17, 11:32 AM (Pacific)
9. "RE: Blast from the past"
25 years (I guess) after playing this game first time ... perhaps we could agree that unlimited "class switching" was an interesting option not available in most similar games. For me the most important fact is that it was a source of incredible pleasure, allowing me to shape and develop party characters in a way which seems to have extremely well balanced ratio between invested effort and gained result.
As you wrote few times through years, the same result could be achieved by using the editor and maxing all stats, but the whole (gaming) world of difference is that there is no pleasure in that.

Anyway, I am glad that there are still people interested in this game. This spring I actually started playing it again, this time with almost vanilla party (very minimal class switching). It was not so bad

Z.

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magnus (8 posts) Click to EMail magnus Click to send private message to magnus Click to view user profile Click to check IP address of the poster
Jul-25-17, 10:07 AM (Pacific)
10. "RE: Blast from the past"
Well, I've tried using the Faerie Thief/Bard combo before, and the character always becomes way too powerful way too quickly. Like 200+ hit points, 0 hit chance, tons of spells, all by mid game.

Question: if Blindmeis runs, will he approach the party later or is he gone forever?

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emeraldFN (29 posts) Click to EMail emeraldFN Click to send private message to emeraldFN Click to view user profile Click to check IP address of the poster
Jul-25-17, 09:10 PM (Pacific)
11. "RE: Blast from the past"
LAST EDITED ON Jul-25-17 AT 09:13 PM (Pacific)

I've never had Blienmeis running away, but I suppose he will appear again if you take a step back and then re-enter his place (until you have dealt with him, one way or another). He is vital for getting into the Funhouse, you know.

You seem to be thinking about the wandering NPC:s. They may appear later if they run away from an encounter.

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Barny (73 posts) Click to EMail Barny Click to send private message to Barny Click to view user profile Click to check IP address of the poster
Aug-01-17, 05:52 PM (Pacific)
12. "RE: Blast from the past"
Started playing again myself. Was in the greater wilds on expert and ran into 2 godzylli, it took forever. Had to conjure to give them something to hit besides my party.


Diane


My Valkyrie did WHAT!!!!

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