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RPGDot Forums > Wizardry 8

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otter
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Joined: 28 Jun 2002
Posts: 1337
Location: Portland, OR
   

Well, not quite everything...he's got a big drop list; you only get a few things unless you pp first.
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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 Wed May 21, 2003 1:22 am
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Bilbo
High Emperor
High Emperor




Joined: 12 Mar 2002
Posts: 1620
Location: New York
   

And the best weapon is not guaranteed. Of course, you also need the right person to use it.

The monastery to Arnika run isn't mandatory. You can go right from monastery to Mt. Gigas. At least one person here has suggested it, although not in this thread.

The game strongly leads you from monastery to Arnika to the monastery to Trynton. First time through I did exactly that, and after that I went to Mt. Gigas, Swamp, Marten's Bluff, back to Mt. Gigas, etc. But no special order is needed most of the time. Unlike what I did, Otter has suggested above waiting until you're already heading back north before going back to the monastery. Whenever you do it, it will probably be your first real view of the autoleveler in action - you'll remember what you fought before, and see the tougher monsters when you come back.

There's only one RPC in Trynton. Assuming you want to run around with RPCs in your party, it's a matter of what you want from your party as to who to keep and who to drop. For example, with a rogue already in your party, do you need Myles? No. But he can serve as an extra fighter temporarily until you recruit someone else. Then again, someone else here loved using rogues as fighters, and thought a two-rogue party worked well for that! It's all personal preference.
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Post Wed May 21, 2003 2:53 am
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Shrapnel
Rocket Scientist
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Joined: 03 Jan 2002
Posts: 1325
Location: Newark, NJ
   

Hmmm, well I've been browsing all the posts in this forum and everyone seems to agree the thief has been gimped in my version (1.2.4) but mine is still a great picker and good with the DblSDtrike (plus I dont want to restart yet again). But the more I read, the more I think I would have added an alchemist, just for the potions and cash.
Last time I played I went crazy on buying armor/gear for my guys and didnt have enough to buy the AD. But as long as there's no negative or lost quests associated with killing the Don...he's dead. And I get to save 10K
Post Wed May 21, 2003 3:01 pm
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dteowner
Shoegazer
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Joined: 21 Mar 2002
Posts: 7570
Location: Third Hero of Erathia
   

Your ranger can handle the alchemy book, which means he can run a potions-for-profit business for you if that's what you're looking for. In fact, because of the ease of "training up" your alchemy skill (and it's great for your bank account to boot), I don't think I'd ever take a pure Alchemist as a class. A bishop, ranger, or ninja can overcome the 25 point skill bonus the Alchemist gets with a little time and patience, and each of those classes offers very useful additional benefits.
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Post Wed May 21, 2003 4:16 pm
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Shrapnel
Rocket Scientist
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Joined: 03 Jan 2002
Posts: 1325
Location: Newark, NJ
   

ok well of the 3 alternate classes, I do have a ranger but I have her focused on Scouting, its about 60ish now...thing is I havent been far enough into the game to know how much scouting skill is enough or if she is finding everything thats hidden (she finds a LOT from what little I've played)
How much higher should I go before I get her making potions?

Also, I gave the sword I found in Antore's locker to my samurai and I gave bloodlust (the wheel key place in monastery) to my fighter. How much higher do I need to raise my samurai before he starts paying off, he seems kinda weak right now (compared to my Drac fighter, most things would I guess).
Post Wed May 21, 2003 5:06 pm
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dteowner
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I'm a bit pressed for time by I think you'll find this link useful for potion mixing.

I'll take a swat at the samurai question later tonight.
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Post Wed May 21, 2003 5:40 pm
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Shrapnel
Rocket Scientist
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Joined: 03 Jan 2002
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Dte you are like the JemyM of the Wizardry world! That link was super useful, Im already planning tonights fun based got back today alone, thanks
Post Wed May 21, 2003 7:44 pm
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otter
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Joined: 28 Jun 2002
Posts: 1337
Location: Portland, OR
   

Hey, that's pretty funny--the last list on there before the bump is me as 'guest' back before i registered!

Samurai: Since your bonus is in Swords, train up by wielding the Wakisashi--or the enchanted one(unfortunately the only off-hand swords) and any other sword. This develops your Sword and Dual Wield skills. Strength and Dex will increase your hit and damage rates. I never worry about Int with a Sam, because the benefits of Poercast are negligent compared to the amount of damage youcan do with higher Str and Dex. Vit is only important up to about 66 or maybe 72, but once you get Infinity Helm, any more is a waste. Speed is important only to about 75, only if your sole source of Haste is Ankh of Speed. If you have a Bard, Bish, Psi or Monk, your Sam's speed doesn't have to go over 55; Haste will get you all the speed you need. The only thing left os Senses, and once you got Str and Dex up, Sen helps with aim and initiative.
Skills: if you fight much at all, using 2 swords will build Sword, Close, and Dual fairly quickly automatically--usually i end up boosting Dual a lot more than anything else, but if i want massive sword action early, i pump Sword and Close, too. But most of the time Bow and Ranged get more levelling points because Sword and Close boost themselves. Critical Strike can't add more than 4% to your chance to insta-whack, so i usually leave this one to develop itself.
Magic: Well, i've found that Wizardry school isn't very essential, but if you want to develop it once you get it to 30 you can Knock repeatedly at low power level on a hard lock and it'll go up pretty fast from there. Otherwise practising by keeping all the buffs up all the time...

RANGER: Scouting develops itself well enough. Most of what a higher score means is you can spot stuff from farther away, and i stopped putting any level points into that long ago. Much better to stuff Alchemy to 15 as soon as you can so you can start mixing. And of course weapon/combat skills...
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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 Wed May 21, 2003 8:01 pm
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dteowner
Shoegazer
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Joined: 21 Mar 2002
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Location: Third Hero of Erathia
   

quote:
Originally posted by Shrapnel
Dte you are like the JemyM of the Wizardry world! That link was super useful, Im already planning tonights fun based got back today alone, thanks
*blush* Thank you. Otter's actually better at it than I am, and Bilbo's just as good. Between the three of us, we generally get the job done. I just happened to be online at the right time.

I was just noticing that the linked list (from otter in disguise apparently?) is missing a line-
Alch skill 50- Hv Stamina + Hv Heal = Restoration.

While we're at it... *pokes otter and bilbo* Do my fellow meisters think it would be useful to put up a sticky thread with the potion recipes and also the requirements to cast certain level spells? These two questions come up from time to time, but (based on my hunt today) the answers aren't always easy to locate since the thread titles aren't always an obvious clue.
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Post Wed May 21, 2003 11:22 pm
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Shrapnel
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Joined: 03 Jan 2002
Posts: 1325
Location: Newark, NJ
   

Yes Otter and Bilbo have offered tons of useful tips/strategies in the majority of the posts I've been browsing

I finished Trynton, heading to swamp next, was able to find a full samurai suit this time around

With the mage line knowing Knock knock and the priest line knowing Divine trap, I can see why the specialty of having a rogue is minimized, with lev 7 divine trap my level 10 rogue has 97% success rate already.
Post Thu May 22, 2003 4:43 am
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dteowner
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Joined: 21 Mar 2002
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Location: Third Hero of Erathia
   

The skill bonus for a rogue is in pickpocket, not L&T. Since pickpocket is nearly useless in V1.2.4, that's the skill bonus wasted with a rogue. You're correct about a L&T specialist being less critical after those spells become available.

edit- needed to add a critical word
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Last edited by dteowner on Thu May 22, 2003 5:34 am; edited 1 time in total
Post Thu May 22, 2003 5:12 am
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Bilbo
High Emperor
High Emperor




Joined: 12 Mar 2002
Posts: 1620
Location: New York
   

@Dte - If I were choosing threads to sticky, it would be the alchemy potion mixing & the gadgie gadget making solutions.

@Shrapnel - You're welcome. Any time. That's what we're here for.

As to the alchemist class:
I'm running my first pure alchemist. So far I'm underwhelmed with the class. The only thing you get is impromptu bonus random potion creation while you rest. (Roughly available once per game day.) It doesn't compare to the extra skills brought by a ranger, ninja or bishop, IMO. Maybe when the character is a higher level I'll like it better, but not so far.

As to the samurai class:
Otter knows a lot better than anyone else around here what each of the stats do. I trust his advice on this.

But, not to be repetitive, how you train your samurai depends on what you want him/her to do for your party. Dual wielding two swords is always good for the brawling type, as the samurai is the game's premier swordsman. But you can always train your samurai as a backup fighter and focus on spellcasting, should you wish to do so, even though it would be a waste IMO. For my party, unlike Otter, I wanted her to be a decent caster - I had plenty of melee capability, and could afford to have her cast rather than swing; plus you can never have too much element shield. (In my second party I had 3 casters for this, as well as 3 for soul shield.) But IIRC I never got her up to casting nuclear blast, either. And she was a mean melee type. In other words, I balanced her out nicely, because that's what I wanted, rather than either extreme. The choice is up to you.
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The world itself shifts and changes and fades to mist like the strings of a minstrel's harp, and mayhap the dreams we forge are more enduring than the works of kings and gods.-Robert E. Howard
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Post Thu May 22, 2003 5:22 am
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Shrapnel
Rocket Scientist
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Joined: 03 Jan 2002
Posts: 1325
Location: Newark, NJ
   

Well, this is only my 4th day with the game and I can already see all the replayability in this game. The Samurai seems nice but its my fighter and valk that really hit hard (but they have more str and dex too, less combat skills to spread points out over tooz)
Post Thu May 22, 2003 1:46 pm
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Michael C
Black Dragon
Black Dragon




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

My suggestion for the initial route is Monestary-Arnika-Trynton-Swamp-Martens bluff (through the mines)-Trynton-Arnika-monestary- Mt Gigas....

This way, you can get two very good NPC's Val (Arnika), and the Robot NFS82(Mine tunnel) quickly, and you can get the things you need in another area in the right order. (VAL,NFS82, Swamp merchant, Robot, Teleporters, Idol, Umpani flag quest....). But as mentioned before, there is really no right way to do it, just a more efficient way, but again depending on you play style and party composition.
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Post Fri May 23, 2003 2:46 pm
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otter
One of Us




Joined: 28 Jun 2002
Posts: 1337
Location: Portland, OR
   

er, NOT PP. Rogue bonus skill is Locks and Traps.

I find using RPC's silly. They eat up XP, few of them go very far, and none of them has been developed so far the way i would have done it. And they're usually behind me in levels.
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If you're picking pockets, another useful way to go is Monastery-Norhtern Wilderness-Umpani Camp-Marten's Bluff (just to get to)-Swamp-Mines-Martens Bluff-Arnika-Trynton-etc. This route uses the teleporter at Kunar's (if you PP or kill for his key) and gets you to the T'rangaporter quickly. Plus, the best early PP-for-weapons opportunities are Panrack and Bildublu.
I usually do all of Trynton but killing the Don in one visit, having completed MB first. From there i might go to Mount Wild via T'rangaporter or maybe some more of the Gigas quests. (you can get in to get the gadget and bard stuff out of the tunnels using the fake id Kunar drops on your first visit, but the kewl Cavern training thing is closed until you do 2 other quests first.) Oh, and you can avoid fighting the tusker guarding the road to N. Wild; just stay up against the cliff on the right, and time your passing for when the Hogar has the most room. And if you're younger than L10 or so, you might wanna skip the cave with the Hogar, too.
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Post Sat May 24, 2003 7:30 am
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