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Favourite offensive spells
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RPGDot Forums > Wizardry 8

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Irf
High Emperor
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Joined: 18 Jul 2002
Posts: 1032
Location: England
Favourite offensive spells
   

whats everyones favourite offensive spell?

I'm about 1/3 through the game, 5 party members all level 11-13, so far my favourite spells have been Instant Death (although it uses alot of SP) and Insanity
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Post Thu Jun 05, 2003 4:58 pm
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_gator
High Emperor
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Joined: 28 May 2003
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Location: Kentucky
Re: Favourite offensive spells
   

quote:
Originally posted by Irf
whats everyones favourite offensive spell?
My favorite offensive spells up to level 13 would be Insanity, Whipping Rocks, Firebomb, and Armormelt. Insanity becomes less useful later, but in the early levels IMO it is the best spell. Whipping Rocks and Firebomb are just good damage spells. Armormelt cannot be resisted for some reason, so it is good throughout the game.
Post Thu Jun 05, 2003 6:24 pm
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dteowner
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Location: Third Hero of Erathia
   

So that would be spells up to level 5. Hmm.

Freeze All / Freeze Flesh
Crush
Insanity
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Post Thu Jun 05, 2003 6:30 pm
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Irf
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I tried an amormelt scroll on don barlone, but it back fired

what spells would be most usefull later on?
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Post Thu Jun 05, 2003 9:46 pm
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dteowner
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Location: Third Hero of Erathia
   

The Don is a special case. He has incredibly high stealth and incredibly high magic resistance.

From everything I've ever seen, your best bet is to have a party strong enough to go toe-to-toe with him (melee), knowing that 3/4 or more of your attacks will miss.
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Post Thu Jun 05, 2003 9:57 pm
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Shrapnel
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Joined: 03 Jan 2002
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Location: Newark, NJ
   

Insanity, crush, whipping rocks, magic missle, fireball all good lev 5 spells, could be wrong on the levels

PS: Anyone ever find a *Light* *Shield*, AC+10 90%fire 90%water
anyone remembered what dropped this (and me with no shield users in my party)
Post Thu Jun 05, 2003 10:27 pm
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otter
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Light Shield may appear in the chest in the hut with the sentry in Beyjin, and may also be dropped by the dying Princess in Beyjin.

My favorite offense spell of any level is Quicksand. L6, Alchemy, Earth. The lowest-level All Enemies Death spell. Kills lots of Scorchers! Since i usually build much of my Alchemy by KK-ing, my Earth skill is high enough to help overcome resistance easily.
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Post Thu Jun 05, 2003 11:49 pm
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Irf
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Joined: 18 Jul 2002
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Location: England
   

i'm using a psionic, priest and a ranger learning alchemy.

what happens if i change profession? does my PC keep the skills they learn't? and is it possible to go back to a former profession?
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Post Fri Jun 06, 2003 12:41 am
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otter
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Yah, you can change class any time you level, to any class your attributes satisfy, even back to one you've had. You keep all the skills that have boxes in the Skills graphs, but class-specific skills develop only when you're that class. Ex-Bards and -Gads can still use their toys, but their skills in music and engineering won't go up any more. (and only current gads can Omnishoot.) Ex-Rangers don't automatically scout, but their Scouting score determines how far they spot items when Searching. Skill bonuses and class abilities that don't have Skill-page boxes go away.
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Post Fri Jun 06, 2003 12:49 am
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Shrapnel
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Ok it must have been off the dying lady, cause I was clearing out the Bayjin huts when I found it


I dont follow on the class change.
So for ex an Elf mage, if I go thief for one level for T&L, then back to mage, will I be able to pick locks and disarm traps without magic?
(ie will I still be able to put points/keep T&L after I go mage again)


Last edited by Shrapnel on Fri Jun 06, 2003 1:04 am; edited 1 time in total
Post Fri Jun 06, 2003 1:03 am
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sealight4
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Joined: 02 Sep 2002
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Location: Massachussets, USA
   

Death Cloud and Pandemonium
Post Fri Jun 06, 2003 1:04 am
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otter
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Yah, if you get up to 50-60 (subtract the 25% bonus) you should be ok esp if you have the Poseur's Cap and Thieve's Buckler. Get Stealth while you're at it!!!
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If thousand-year-old family traditions are so important to you, why do you have indoor plumbing and electricity in your family's house?
Post Fri Jun 06, 2003 1:21 am
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Shrapnel
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so then, why not just make a new team have them change classes each level for 1st 6-7 levels and then make super chars for the rest of the game?
Post Fri Jun 06, 2003 1:30 am
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otter
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There was a poster in the old Party Tracker thread (i think...) who started everyone as Ninjas and kept them @ L1 until they all got 100 in Stealth, Instawhack, and i think Dual Wield; he had one push L&T to 100 and the one he wanted for PP stayed Ninja. Then he made a fairly standard mostly-hybrid party of'm. The only problem some have with this is if it takes more than a couple of levels, you seem to regret the delay in developing the final class.
I always change Bards to Sam or Fighter and Bishops to Lord or Sam (Maces or Staff) at L20 or so, mostly because you get Attack Ratings and swings per round as L2X instantly, and get to wear Infy Helms. In the last 1/3 or so of the game, berserking with Mauler and Diamond Eyes kills more stuff faster than magic, esp since most of the real battles are against single opponents and smaller mobs of highly resistant types. Well, maybe not in a party of 6-8, where you don't need as many whacks per round per character. Class changing works out much better in smaller groups anyway; the XP savings give you plenty extra levels...
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If thousand-year-old family traditions are so important to you, why do you have indoor plumbing and electricity in your family's house?
Post Fri Jun 06, 2003 1:42 am
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Shrapnel
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*rEads aNd rEReads tHe lASt p0sT til hE rUnS aWay, mAd wItH iNSAnitY"

cant...comprehend...
Post Fri Jun 06, 2003 2:10 am
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