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RPGDot Forums > Wizardry 8

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Shrapnel
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Joined: 03 Jan 2002
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Did it
   

Not a bad ending, its cool that there are 3 diff endings

Now, can a lord dual wield maces?
Post Sun Jun 01, 2003 9:54 am
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dteowner
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Congrats! I was hoping you'd have a save shortly before the ending so you could go back and see all three endings, but I didn't want to spoil the ending(s) for you.

Yes. Otter's favorite tank is a lord wielding Mauler (a great mace Ferro sells) and Diamond Eyes (a mace that happens to be the best off-hand weapon in the game).
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Post Sun Jun 01, 2003 4:21 pm
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Shrapnel
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Thanks bud

Yea, I like the way they did the endings
now Im using a sam, lord, valk, bish, mage, priest, working well...about to hit Trynnie
Post Mon Jun 02, 2003 12:32 am
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Bilbo
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Congrats, Shrapnel.
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Post Mon Jun 02, 2003 2:03 am
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Shrapnel
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gracias

Well i dont know how many more times Im gonna run through this (maybe just enough times until I can get my hands on Gothic 2) what other games are you guys currently playing, looks like I still have at least 2 weeks of free time on my hands

btw Im trying a dual wielding mace lord. After seeing all the maces in my first run, I think I can make a real crusher.

And a question on samurai: He has too many skills to cover per level (Crit, CCombat, Dual and Sword)
Since sword is his bonus skill, I decided to max out the 1st 3 per level and I've given him bloodlust so that his sword skill can catch up with the extra strike on that weap, whaddya think
(When his lightning strike kicks in lev 9 Sam gets 5 attacks: damn!!)
Post Mon Jun 02, 2003 2:04 pm
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Bilbo
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Location: New York
   

quote:
Originally posted by Shrapnel
gracias
....
And a question on samurai: He has too many skills to cover per level (Crit, CCombat, Dual and Sword)
Since sword is his bonus skill, I decided to max out the 1st 3 per level and I've given him bloodlust so that his sword skill can catch up with the extra strike on that weap, whaddya think
(When his lightning strike kicks in lev 9 Sam gets 5 attacks: damn!!)
De nada senor.

After I had my samurai's sword and close combat skills up to a certain point, I left them and dual wield alone. Fighting two handed with two swords was going to pump all 3 skills fast enough, IMO. I put points into critical and spell casting, as she wasn't getting enough casting to buff them on her own. Just my way of doing things.
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Post Tue Jun 03, 2003 5:34 am
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otter
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Yah, i like Sams myself, my fave was Mage at L1 (lots of extra Realm and Book points!!) and had one rogue level for Stealth. With the E Wak and Bushido she was already mowing down mobs at L8! (party also had Ninja and Monk)
Because of the faster skill development with only 3 in the group, they were all cranking their combat skills with almost no help from me after L4.
The extra level as Mage only helps at L1: start a Hobbit and you can pump her up to fit the Sam form, and even end up with more Dex than as Sam! You get 5 points in the 4 Element realms, and 12 in Wizardry, which i usually push to 17, and boost Water and Air with the rest of the starting points, kuz they're the harder ones to build.
Using the Wak, even if you don't have an enchanted one, builds your Sword skill faster. There is an awkward period, when you could get 2 swings with the primary but only one each if you have the secondary...use it anyway; you'll build Dual high enough to get multiple swings soon enough.
(and Bloodlust does help, but i prefer to keep developing my Bow skill...)
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Post Tue Jun 03, 2003 5:58 am
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Shrapnel
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how did you pull a thief skill and mage skills on a sam?
Post Tue Jun 03, 2003 12:56 pm
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_gator
High Emperor
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quote:
Originally posted by Shrapnel
how did you pull a thief skill and mage skills on a sam?
You can start a character as a Mage, but make sure that their attributes also satify the requirements for a Samurai and Rogue.

Mage needs INT 60, DEX 55
Samurai needs STR 50, INT 55, VIT 50, DEX 55, SPD 55
Rogue needs DEX 55, SPD 50, SEN 50

So the starting Mage would need STR 50, INT 60, VIT 50, DEX 55, SPD 55, SEN 50

Like otter says, make the character a Hobbit as they start with a Piety of 30 which you will not need.

At level 2, class change the Mage to a Samurai. Depending on where you like to train Stealth, you will class change to a Rogue for 1 level and then on the next level class change back to a Samurai. I usually like to train Stealth in the Seeker room (the one with the pool in the middle) in the Upper Monastery. At level 4, I class change to a Rogue and do not level up (even if I have the experience to do so) until I am done training Stealth (and I usually train Shield at the same time). After training Stealth, class change back to a Samurai.

If you need information on how to train Stealth (and Shield), let me know.
Post Tue Jun 03, 2003 3:42 pm
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Shrapnel
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one sec bud, lemme grab all the lil pieces of my mind that just got blown away... Lemme get this straight, not only can you change class @ level 2, but you can change *again* to a totally diff class and then BACK to your original after that? This game is not following AD&D rules, thats for sure.

And why train shield for a sam who is a dual wielder?
NOW I understand how people are able to solo a game that should take 6 people...when you have EVERY Class's skills, the game aint that tough lol

When you fight solo, I assume the ratio of monsters is scaled back as well.

Your training techniques are very interesting, although I dont think I'll have to chance to try em out, my 2nd run through the game is acting as a great sleep inducer.

PS: How did you figure all this out? In a standard rpg, changing classes requires lev 15 min, and its a one time thing and skills in your 1st class are set in stone (wont rise or fall from after the change) and you can definitely not go back to the original class (as per AD&D anyway)
Post Tue Jun 03, 2003 4:07 pm
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High Emperor
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Joined: 28 May 2003
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Location: Kentucky
   

quote:
Originally posted by Shrapnel
one sec bud, lemme grab all the lil pieces of my mind that just got blown away... Lemme get this straight, not only can you change class @ level 2, but you can change *again* to a totally diff class and then BACK to your original after that? This game is not following AD&D rules, thats for sure.
Yeah, that blew me away too. Mostly played AD&D before Wizardry 8 myself (Have you ever taken a character to level 39 in Pools of Darkness then changed its class so that at level 40 in the new class you would have, say a level 39/40 Thief/Mage? Took about 3-4 times going through the game, but the game let you start with a finishing character.)

quote:
Originally posted by Shrapnel
And why train shield for a sam who is a dual wielder?
Not all of the Sams that I have run have been dual wielders. Some have used shields. It's a feebie anyway when you are training Stealth, so why not?

quote:
Originally posted by Shrapnel
When you fight solo, I assume the ratio of monsters is scaled back as well.
Never tried solo. Someone else will have to tackle that one.

quote:
Originally posted by Shrapnel
PS: How did you figure all this out? In a standard rpg, changing classes requires lev 15 min, and its a one time thing and skills in your 1st class are set in stone (wont rise or fall from after the change) and you can definitely not go back to the original class (as per AD&D anyway)
Just playing the game and reading the boards. One thing different in Wizardry though is that you only get to keep the special skills of the current class. For example, if you class change from a Rogue to a Fighter, then you loose your backstab ability and your 25% bonus to L&T. Also all skills remain static except for the ones that the Fighter also has. So Sword will continue to go up but L&T will not with use. So it is fairly well balanced. In AD&D, once your new profession passed your old profession then you "got back" the skills from the old profession. So your Thief->Fighter (new class) would be able to backstab (skill from Thief), which is not possible in Wizardry.
Post Tue Jun 03, 2003 6:04 pm
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