RPGDot Network    
   

 
 
Kult: Heretic Kingdoms
Display full image
Pic of the moment
More
pics from the gallery
 
 
Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement

FAQ
Members
Usergroups
Wizardry 8 Class Requirements and Abilities List
  View previous topic :: View next topic
RPGDot Forums > Wizardry 8

Author Thread
Incindium
Captain of the Guard
Captain of the Guard




Joined: 17 Oct 2001
Posts: 187
   

I took this info from the demo ( it's all available on the Level Up Screens)

Fighter
*Minimum Requirements*
Strength 55
Intelligence 0
Piety 0
Vitality 50
Dexerity 50
Speed 0
Sense 0

Description:
Fighters are the best overall combantants in all of Wizardry.
While they have no magic, their high hit points and strength
make them effective shock troops. Their intense training allows
them to knock out opponents with a single hit and keeps them
going long after their comrades have fallen. Their uncanny
ability to fight also allows them to go berserk in combat -
a frenzied state that allows them to do double damage, but
leaves them more vunerable to attack themselves. Fighters can
wear almost all armor and use most weapons.

Abilites and Traits:
Stamina Regeneration
May Knock Out Opponents
Berserk Attack Option

Primary Skill:
Close Combant

Other Profession Skills:
Ranged Combat
Sword
Axe
Shield

Starting Equipment:
Buckler Shield
Leather Cuirass
Fur Legging
Sandals
Battle Axe or Longsword


Lord
*Minimum Requirements*
Strength 55
Intelligence 0
Piety 55
Vitality 55
Dexerity 50
Speed 50
Sense 0

Description:
Both an excellent fighter and a pious spellcaster, Lords
are the true crusader knights in Wizardry. While their
combat skills are their primary concern, Lords begin to
learn Priest spells around the fifth level of experiance,
giving them the power to heal as well as harm. Because of
their relugious training, Lords are also able to mysteriously
heal their wounds over time without the aid of magic.

Abilites and Traits:
Heal Regeneration

Primary Skill:
Dual Weapons

Other Profession Skills:
Close Combat
Sword
Dagger

Starting Equipment:
Rapier
Main Gauche
Quilt Tunic
Quilt Legging
Buskins
Steel Helm


Valkyrie
*Minimum Requirements*
Strength 50
Intelligence 0
Piety 55
Vitality 55
Dexerity 50
Speed 50
Sense 0

Description:
A profession open to only female characters, the Valkyrie
is a first-rate lance warrior. Her knowledge of weapons is
vast and her spirt for combat is great. Around the fifth
level of ability, Valkyries begin the stufy of Priest Spells.
Although no one is certain how she does it, the Valkyrie
also has the unique ability to cheat death.

Abilites and Traits:
Cheat Death

Primary Skill:
Polearm

Other Profession Skills:
Close Combat
Mythology
Axe

Starting Equipment:
Spear
Fur Halter
Chamois Skirt
Sandals
Leather Helm

Ranger
*Minimum Requirements*
Strength 50
Intelligence 50
Piety 0
Vitality 50
Dexerity 55
Speed 0
Sense 55

Description:
The nature-lover of Wizardry, the Ranger enjoys a talent
for scouting out things such as secret passaged and hidden
items. Their keen senses allow them to search constantly,
without effort or delay. Much like Robin Hood, a classic
of this profession, rangers are excellent archers. Their
deadly accurate aim allows them to occasionally kill an
opponent with a single arrow. Around the fifth level of
experience, Rangers slowly begin to learn Alchemist spells.

Abilites and Traits:
Ranged Criticals
Searches All The Time

Primary Skill:
Ranged Combat

Other Profession Skills:
Scouting
Bow
Mythlogy

Starting Equipment:
Short Bow
Bundle of Arrows
Suede Doublet
Suede Pants
Buskins


Samurai
*Minimum Requirements*
Strength 50
Intelligence 55
Piety 0
Vitality 50
Dexerity 55
Speed 55
Sense 0

Description:
The true swordsman of Wizardry, the Samurai has dedicated
his or her life to the study of the sword. Their speed and
accuracy helps them to fight their way through most any
situation, occasionally striking multiple times within a
single attack. Those who have faced the Samurai refer to
this as 'Lightning Strike.' Samurai arenever afraid, and
can learn the deadly skill of the critical kill. Their
mystical side allows them to develop Mage spells at around
the fifth level of experience.

Abilites and Traits:
Fearless
Lightning Strike

Primary Skill:
Sword

Other Profession Skills:
Close Combat
Dual Weapons
Critical Strike

Starting Equipment:
Katana
Wakizashi
Robes (U)
Robes (L)
Sandals

Ninja
*Minimum Requirements*
Strength 50
Intelligence 50
Piety 0
Vitality 50
Dexerity 55
Speed 55
Sense 50

Description:
The ultimate assassin, the Ninja is a silent and devout
killer, able to critically kill his opponents with
deadly weapons or his bar hands. The Ninja can also
kill from a distance, throwing objects with such accuracy
that they always penetrate the opponents's armor and
sometimes kill in a single shot. As they grow in experience,
Ninja gradually begin to learn Alchemist spells.

Abilites and Traits:
Thrown Criticals
Thrown Auto-Penetrate

Primary Skill:
Critical Strike

Other Profession Skills:
Close Combat
Martial Arts
Throwing & Sling
Stealth

Starting Equipment:
Shuriken
Ninja Cowl
Ninja Garb (U)
Ninja Garb (L)
Tabi Boots

Monk
*Minimum Requirements*
Strength 0
Intelligence 50
Piety 50
Vitality 0
Dexerity 50
Speed 55
Sense 55

Description:
A wandering soul in search of inner development, the Monk
is a talented spiritual warrior. The Monk also possesses
keen ingiht into the ways of the mind and the body - a gift
that allows him to resist damage and to fight even when blind.
The Monk has also mastered the art of fighting barehanded,
and may critically hit and opponent. The Monk begins to
learn spells from the Psionic spell book around the fifth level.

Abilites and Traits:
Natural Damage Resistance
Effective While Blind

Primary Skill:
Martial Arts

Other Profession Skills:
Close Combat
Critical Strike
Staff and Wand
Stealth

Starting Equipment:
Bo
Shuriken
Robes (U)
Robes (L)
Sandals

Gadgeteer
*Minimum Requirements*
Strength 45
Intelligence 55
Piety 0
Vitality 0
Dexerity 60
Speed 0
Sense 55

Description:
Experts in Engineering, the Gadgeteer can make deadly devices
from mundane items he finds during his travels. His ability
to tinker is so legendary that his objects are sought the
world over - unfortunately, they are often so complex that
none but a Gadgeteer can use them! The Gadgeteer's natural
engineering training has also taught him much about Modern
Weapons and Locks & Traps. All Gadgeteers come with their
own homemade weapon, the Omnigun.

Abilites and Traits:
Merge Items Into Gadgets

Primary Skill:
Modern Weapons

Other Profession Skills:
Ranged Combat
Engineering
Locks & Traps

Starting Equipment:
Bullet Stones
Cloth Shirt
Cloth pants
Sandals
Omnigun Mk 1

Bard
*Minimum Requirements*
Strength 45
Intelligence 50
Piety 0
Vitality 0
Dexerity 55
Speed 0
Sense 55

Description:
Few truly understand the awesome power of a Bard and the
gifts he brings to a party. His ability to play different
enchanted instruments is able to save the party time and
time again when nother else can. (And word has it that
Dominus is home to many such instruments!) His magical
songs can strengthen his friends or damage his foes. He
keeps morale strong, thus improving everyone's health
while camping,and his ability to smooth talk the most
stubborn individual is near legendary.

Abilites and Traits:
Improves Party Camping

Primary Skill:
Communication

Other Profession Skills:
Music
Mythology
Artifacts

Starting Equipment:
Short Sword
Sling
Bullet Stones
Cloth Shirt
Cloth Pants
Poet's Lute

Rogue
*Minimum Requirements*
Strength 0
Intelligence 0
Piety 0
Vitality 0
Dexerity 55
Speed 50
Sense 55

Description:
No one can do a party more financial favor than the Rogue.
Skilled at doing unto other what you would not want done
unto you, the Rogue is the master of breaking and entering,
pick pocketing and lockpicking. Whether it's opening a
trapped chest or lifting a beautiful helm right off someone's
head, the Rogue's is a theif without peer. While they can't
use heavy weapons or armor, Rogues can also be deadly warriors
capable of backstabbing and opponent for extra damage.

Abilites and Traits:
Attacks By Backstabbing

Primary Skill:
Locks & Traps

Other Profession Skills:
Dagger
Dual Weapons
Pickpocket
Stealth

Starting Equipment:
Dagger
Dagger
Throwing Knife
Cloth Shirt
Cloth Pants
Buskins

Priests
*Minimum Requirements*
Strength 0
Intelligence 0
Piety 60
Vitality 55
Dexerity 0
Speed 0
Sense 0

Description:
Long known for their healing powers, Priests are useful to
any party hoping to live for more than a day on Dominus.
Pious, dedicated individuals, Priests give all of their
attention to the study of divine Priest spells. Their
devotion allows them to learn Priest spells quicker than
any other profession. THeir constant contact with a higher
power allows them to pray for miracles - sometimes getting
results that mean the difference between life and death!
Priests are also able to dispel the undead.

Abilites and Traits:
Pray For Miracle
Dispel Undead

Primary Skill:
Divinity

Other Profession Skills:
Mace & Flail
Staff & WAnd
Communication

Starting Equipment:
Robes (U)
Robes (L)
Sandals
Potion of Light Heal
Mace or Quarter Staff

Alchemists
*Minimum Requirements*
Strength 0
Intelligence 55
Piety 0
Vitality 0
Dexerity 60
Speed 0
Sense 0

Description:
Alchemists use their knowledge to benf matter totheir own will.
Alchemists use their high intelligence to concentrate their
studies on their art, allowing them to learn Alchemist spells
faster than any other profession in Wizardry. Since Alchemists
relt on powders, potions, and gestures rather than magic words,
they can still cast spells when silenced. When the party makes
camp, Alchemists often prepare potions while the rest of the
party rests itself for the battle ahead.

Abilites and Traits:
Makes Potions While Camping

Primary Skill:
Alchemy

Other Profession Skills:
Mythology
THrowing & Sling

Starting Equipment:
Short Staff
Robes (U)
Robes (L)
Sandals
Cherry Bomb

Bishop
*Minimum Requirements*
Strength 0
Intelligence 55
Piety 55
Vitality 0
Dexerity 55
Speed 0
Sense 55

Description:
Extremely intelligent and pious individuals, Bishops devote
their lives to pondering ancient knowledge. Pooling the wisdom
of all the schools of magic, Bishops are well-read characters
who can learn any spell. However, becasue of the time required
to study four spellbooks, Bishops learn spells more slowly
than thier specialist counterparts. It is rumored that some
Bishops have chosen to purdue only two of the spellbooks at
a time to increase the pace of their learning in a particular
area. Like the Priest, the Bishop contact with the divine allows
him to dispel undead. The Bishop also has the unique ability
to remove cursed items from party members without casting a spell.

Abilites and Traits:
Remove Cursed Items
Dispel Undead

Primary Skill:
Artifacts

Other Profession Skills:
Alchemy
Wizardry
Divinity
Psionics

Starting Equipment:
Quarter Staff
Robes (U)
Robes (L)
Sandals
Mitre


Psionic
*Minimum Requirements*
Strength 0
Intelligence 55
Piety 0
Vitality 0
Dexerity 0
Speed 0
Sense 60

Description:
Psionics have develpoed their mental powers to a level
that no other profession can hope to possess. So
disciplined are they that they cannot be made afraid,
insane, or turned against their comrades. Their spells
have the ability to influence the mind, read it and
mess with it in general, while their mental power is
so great that they can influence whole groups of creatures
at once. Their intense concentration allows Psionics to
learn mental spells faster than any other profession.

Abilites and Traits:
Fearless
Mental Condition Immunity

Primary Skill:
Psionics

Other Profession Skills:
Communication
Mythology
Mental Magic

Starting Equipment:
Dagger
Robes (U)
Robes (L)
Sandals
Potion of Cure Light Condition

Mage
*Minimum Requirements*
Strength 0
Intelligence 60
Piety 0
Vitality 0
Dexerity 55
Speed 0
Sense 0

Description:
Legendary for their intense, deadly magic, Mages devote their
life's work to manipulating the elements for harm and good
(but mostly harm). Becasue they concentrate on only one
spellbook, Mages learn Mage spells quicker than any other
profession in Wizardry. They have poor hit points and are
limited in the armor and weapons they can use. However,
their powerfull spellcasting makes them ideal for any party.
A lifetime of exposure to magic has made mages sumewhat
resistant to its effects.

Abilites and Traits:
5% Bomus to All Resistances

Primary Skill:
Wizardry

Other Profession Skills:
Fire Magic
Water Magic
Air Magic
Mental Magic

Starting Equipment:
Short Staff
Robes (U)
Robes (L)
Sandals
Scroll of Magic Missles
Post Sat Nov 03, 2001 6:22 am
 View user's profile
Michael C
Black Dragon
Black Dragon




Joined: 09 Jul 2001
Posts: 1595
Location: Aarhus, Denmark
   

Well , I can't wait to make my own party, when the game hit the shelves! There seems to be alot of hard choises to make!
Post Mon Nov 05, 2001 10:18 am
 View user's profile
Raldor
Keeper of the Gates
Keeper of the Gates




Joined: 27 Sep 2001
Posts: 107
   

No kidding. I need a party of about 20 or so to have all the race/class combos I want. Guess I'll have to play more than once.
Post Mon Nov 05, 2001 4:24 pm
 View user's profile
Aelhyn
Eager Tradesman
Eager Tradesman




Joined: 05 Sep 2001
Posts: 48
   

So true! Too many choices!!! I never had this problem before! And yet I love it
Post Mon Nov 05, 2001 10:34 pm
 View user's profile
Michael C
Black Dragon
Black Dragon




Joined: 09 Jul 2001
Posts: 1595
Location: Aarhus, Denmark
   

A possible start for me could be the following:
1. Fighter, My physical powerhouse with an axe.
2. Lord, In the front row with the fighter with double sword and my backup of priest spells.
3. Ranger, My master archer with unique searching abilities (so i don't miss anything) and mythology knowledge.
4. Gadgeteer, Modern ranged combat, with abilities in locks & traps, engineering.
5. Bishop, staff/wand wielder with powerfull priest spells. Can remove cursed items, and know about alchemy,wizardry and communication.
6. Mage, Magic when it's best.

I guess this combination covers the most of all the traits and abilities in combination to using different weapons and armoury!
I think I will learn all my characters to use ranged combat in some degree, because I found it somehow important in the demo!
Post Tue Nov 06, 2001 10:24 am
 View user's profile
Raldor
Keeper of the Gates
Keeper of the Gates




Joined: 27 Sep 2001
Posts: 107
   

Sounds like a good party.
I'm currently toying with the idea of a party, but something is bound to change by the time I get the game in my hands. Here it is including some profession changes when it becomes conveniant.

1. Dracon Fighter - will probably stay a Fighter
2. Human Fighter - change to Samurai later
3. Elven Ranger - change to Ninja later
4. Elven Priest - stay a Priest or possibly change to Valkyrie or Bard
5. Human Mage - stay a Mage or possibly some specialized caster
6. Human Rogue - change to Gadgeteer later

The races aren't as varied as I'd like, but all these characters except the Dracon will be modeled after friends in other games who were evles or variations of humans. I might just have to come up with a more original party before the game comes out.

I miss how in Wiz 1 you could create a whole bunch of characters and leave them at the inn, then bring your party back there and swap out one or two or however many you wanted. I was able to have all the characters of my dreams that way. I guess it's not as easy to do when the game is more story driven though.

[ This Message was edited by: Raldor on 2001-11-06 09:43 ]
Post Tue Nov 06, 2001 2:34 pm
 View user's profile
Aelhyn
Eager Tradesman
Eager Tradesman




Joined: 05 Sep 2001
Posts: 48
   

(should start a new thread for party ideas)

Here's my party, I think:
Mage
Priest
Psionic
Alchemist
Bard
Gadgeteer

(A particularly weak party... I hope my bard and gadgeteer will be able to manage the fights early on before i get any npcs, which will surely be warrior-types (probably a fighter and valkyrie)
Post Tue Nov 06, 2001 4:22 pm
 View user's profile
Raldor
Keeper of the Gates
Keeper of the Gates




Joined: 27 Sep 2001
Posts: 107
   

Wow, you'll be short on hitpoints, but you'll have some serious magic power there. You can probably wipe out most things before they even get to you. And I almost forgot about the NPCs! Do you know if you'll be able to control them like the other members of your party?

Oh and you're probably right about making another thread. I think I'll start one so we can see other people's ideas.
Post Tue Nov 06, 2001 4:40 pm
 View user's profile
Bourrie
Village Leader
Village Leader




Joined: 09 Jul 2001
Posts: 78
Location: Belgium
   

With the info I have, my party for now is:

LIZARDMEN -> SAMURAI
MOOK -> MAGE
FELPURR -> GADGETEER
DRACON -> RANGER
HUMAN -> BARD
RAWULF -> BISHOP

Can be changed after reading the Wizardry 8 manual!

_________________
Servire Qui Serviunt
Post Tue Nov 06, 2001 4:47 pm
 View user's profile



All times are GMT.
The time now is Mon Apr 08, 2019 9:12 pm



Powered by phpBB © 2001 phpBB Group
 
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.