I've started playing this game after getting it from a CD accompanying
the Computer Gaming World magazine. I've got to admit that I haven't
really read the manual more than was absolutely necessary. But still,
I have a question or two.
My main question is, what would be an ideal party? I know that I
should roll them up with nothing less than an 18 bonus, but I've never
played Wizardry before, and all those class/race combinations are very
unfamiliar to me. I also know that you can multi-class later on. But
initially, what would be the best party?
My other question is, what would be the best spells to obtain early
on?
Thank you for listening.
Doppelganger
(Replace the 'kgb.russia.gov' with 'hotmail.com' to e-mail.)
You need, 1 bard, 1 priest, 1 mage or alchemist, 1 ninja and 2 fighter
types (I prefer a lord or valkyrie and a samuri).
That gives you a damage spell caseter, a healer, the bard and his lute,
a lockpicker (ninja) and plenty of fighting for the front row. If one
fighter is a lord or valkyrie, then you get extra healing spells.
The key to success is really switching classes though. Use your extra
bonus points at character creation to make sure your stats are high enough
to qualify for another class right away.
: My other question is, what would be the best spells to obtain early
: on?
Cure wounds. You can never get enough.
Blinding flash and sleep are good because the can render whole
groups useless.
--
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>Doppelganger (heinr...@kgb.russia.gov) wrote:
>: My main question is, what would be an ideal party? I know that I
>: should roll them up with nothing less than an 18 bonus, but I've never
>: played Wizardry before, and all those class/race combinations are very
>: unfamiliar to me. I also know that you can multi-class later on. But
>: initially, what would be the best party?
>You need, 1 bard, 1 priest, 1 mage or alchemist, 1 ninja and 2 fighter
>types (I prefer a lord or valkyrie and a samuri).
I would axe the bard. For me, they aren't very fun to play. Also, I like
at least starting out with a pure thief, because I don't like screwing
around with saved games to open doors.
Julian
--
A vertex of degree 0 is called isolated. It follows that an isolated
vertex is not adjacent to any vertex. A vertex is pendant if and only
if it has degree 1. Consequently, a pendant vertex is adjacent to
exactly one other vertex.
: >Doppelganger (heinr...@kgb.russia.gov) wrote:
: >: My main question is, what would be an ideal party? I know that I
: >: should roll them up with nothing less than an 18 bonus, but I've never
: >: played Wizardry before, and all those class/race combinations are very
: >: unfamiliar to me. I also know that you can multi-class later on. But
: >: initially, what would be the best party?
: >You need, 1 bard, 1 priest, 1 mage or alchemist, 1 ninja and 2 fighter
: >types (I prefer a lord or valkyrie and a samuri).
: I would axe the bard. For me, they aren't very fun to play. Also, I like
: at least starting out with a pure thief, because I don't like screwing
: around with saved games to open doors.
Your choice, but the bard's lute of Sleep makes combat much easier
at the beginning. There are a lot of doors with locks that have to
be picked early, but I didn't find that a thief rather than a bard
was enough to keep you from having to restore a lot; those locks
are tough. To original poster: do NOT save if a door becomes
JAMMED.
I had:
Lord - good fighter, Priest spells, can use most weapons
Ninja - with bare hands very good fighter, lock picking,
Alchemist spells
Monk - with bare hands a good fighter, Psionic spells
Priest- Spells for health
Mage - Spells for fights
Bard - Playing Instruments, Mage spells
The Ninja and the Monk were my top killers, because they
can do critical hits in higher levels.
The Bard is really good, because he finds nice instruments
to use in combat (Lute=Sleep, later a horn for Fireballs)
> My other question is, what would be the best spells to obtain early
> on?
Heal wounds, Fireball, Iceball, Magic Missile, Knock Knock.
Later: Silence, Deep Freeze, Nuclear Blast
Bis denne
Arnim
>Doppelganger wrote:
>>
>> My main question is, what would be an ideal party?
>
>I had:
>Lord - good fighter, Priest spells, can use most weapons
>Ninja - with bare hands very good fighter, lock picking,
> Alchemist spells
>Monk - with bare hands a good fighter, Psionic spells
>Priest- Spells for health
>Mage - Spells for fights
>Bard - Playing Instruments, Mage spells
>
>The Ninja and the Monk were my top killers, because they
>can do critical hits in higher levels.
>The Bard is really good, because he finds nice instruments
>to use in combat (Lute=Sleep, later a horn for Fireballs)
>
Thanks to everyone who answered. I've got one more question... Does
the choice of race matters? Are there races that would act better as,
say, a Mage than a Lord?
: Thanks to everyone who answered. I've got one more question... Does
: the choice of race matters? Are there races that would act better as,
: say, a Mage than a Lord?
Not as such. Initially, certain races require fewer bonus points to
qualify for certain classes, but that doesn't matter much since you
should wait for 18s anyway. Race matters when it's time to change
classes. In order to do so, your character must have the minimum
stats for the new class. When you change, each of your stats is
reset to the maximum of the minimum stat for the new class, and
the minimum stat for the race. (All these numbers are given in
the back of the manual.) The bad combinations are those where the
min stat for a class is 0, and the min stat for a race is low.
For example a Lizardman has min personality 3, so if you change
class to a class that has no min personality stat (say a mage) it
takes forever to get that stat up to a useful value. You won't
be able to change class again to a Monk, say, any time soon.
Other specialties: it's good to have a Dracon; their fire breath
is useful early. Faeries cannot use many objects that all the
other races can, and have min strength 5, so you're better off
without one. (In wiz7 there was some attempt to compensate for
this: the best weapon in the game could be used only by a Faerie.
I don't think that was true in wiz6.) Different races have
different resistances, but I never noticed that this mattered much.
Sex matters too. Males get a couple of extra strength points
at the beginning. Females can become Valkyries, which is far
more valuable in the long run.
>Doppelganger (heinr...@kgb.russia.gov) wrote:
>Other specialties: it's good to have a Dracon; their fire breath
>is useful early. Faeries cannot use many objects that all the
>other races can, and have min strength 5, so you're better off
>without one.
That is not true - a female faery character is the best class-switcher
of all !
You can improve her as bard to level 3, change to thief and directly
back to bard. This way you get lots of skill points, hitpoints and
mana for little experience. And at the end, you can change her to
ninja, then it is no problem anymore that she cannot use most armours.
Thomas
: >Doppelganger (heinr...@kgb.russia.gov) wrote:
We have different goals. Yes, you can do that, but you'll only have
the Mage spells. I like for all characters to have a good selection
of spells, preferably all of them. Faeries are not good for that.
You don't even know what you miss. I have a single Faerie in my
party and he has more hit points that any other character and maximum
number of spell points (1000) on air and magic, and more than 500 on other
elements. He also has all the spells except some psionic ones, but
that is what I'm working on just now. All that without restoring the
game EVEN ONCE!
I think that the best way to develop a faeirie is to start with a
priest, switch to a bishop, and when one gets most theology spells start
switching between mage, bard and alchemist. After a few lucky stat
rises one can get a ninja and than a psionic (and probably stop here).
There are really good weapons for faeires, like rod of sprites. So
do not forget a fearie in your party!
Marcin
> There are really good weapons for faeires, like rod of sprites. So
>do not forget a fearie in your party!
>
> Marcin
Arn't faeries the only race that can use the Cane of Corpus?........
A faery ninja if i remeber correctly.......One of the best weapons in
the game....
mmmmmmmmmm.....Cane of Corpus..................
Gouge
Lynn Johannesen <ly...@netcom.com> wrote:
>Not as such. Initially, certain races require fewer bonus points to
>qualify for certain classes, but that doesn't matter much since you
>should wait for 18s anyway.
Am I the only the Wizardry 6 player not to twink-out by waiting for
18's? If you're switching classes it really doesn't matter, you're
just going to lose the bonus anyways.
>Faeries cannot use many objects that all the other races can, and have
>min strength 5, so you're better off without one. (In wiz7 there was
>some attempt to compensate for this: the best weapon in the game could
>be used only by a Faerie. I don't think that was true in wiz6.)
Faeries just plain rock. For fun, I'm currently playing an all female
faerie party (Monk, Ninja, Samauri, Priest, Bishop, Bard) in Wizardry
7. Faerie sticks make excellent secondary weapons, and the AC bonus is
win for the Monk, Ninja, Priest and Bishop. Faerie Bards kinda lose
though, they don't start with a musical instrument...
(I wonder if Wizardry 8 will have Psionists starting with a shadow
cloak they cannot use, like in Wizardry 6 and 7.)
Ross Ridge
--
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-()-/()/ http://www.csclub.uwaterloo.ca/u/rridge/
db //
Ross Ridge (rri...@calum.csclub.uwaterloo.ca) writes:
> Doppelganger (heinr...@kgb.russia.gov) wrote:
>> Thanks to everyone who answered. I've got one more question... Does
>> the choice of race matters? Are there races that would act better as,
>> say, a Mage than a Lord?
>
> Lynn Johannesen <ly...@netcom.com> wrote:
>>Not as such. Initially, certain races require fewer bonus points to
>>qualify for certain classes, but that doesn't matter much since you
>>should wait for 18s anyway.
Various races also have different resistences and special abilities.
Presumably, they also have weaknesses as well. Dracons have a breath weapon,
and resistence to acid, but also tend to fall asleep rather easily.
Many magical weapons are also only usable by certain races - Elven Bow,
Cane of Corpus, etc...
> Am I the only the Wizardry 6 player not to twink-out by waiting for
> 18's? If you're switching classes it really doesn't matter, you're
> just going to lose the bonus anyways.
Some of us like to roll elite characters from the start and gain spells
and combat abilities without changing class...
>>Faeries cannot use many objects that all the other races can, and have
>>min strength 5, so you're better off without one. (In wiz7 there was
>>some attempt to compensate for this: the best weapon in the game could
>>be used only by a Faerie. I don't think that was true in wiz6.)
>
> Faeries just plain rock. For fun, I'm currently playing an all female
> faerie party (Monk, Ninja, Samauri, Priest, Bishop, Bard) in Wizardry
> 7. Faerie sticks make excellent secondary weapons, and the AC bonus is
> win for the Monk, Ninja, Priest and Bishop. Faerie Bards kinda lose
> though, they don't start with a musical instrument...
I wouldn't go that far, but I do have a Faerie Ninja who wields a Cane of
Corpus in one hand and a Rod of Sprites in the other for maximum
Poison/Paralyse/Stone/Critical effect!
--
__o Maher Saleh
_\<, ap...@FreeNet.Carleton.CA
|/'(*) Ottawa, Ontario, Canada
..,(*),../""""
>I wouldn't go that far, but I do have a Faerie Ninja who wields a Cane of
>Corpus in one hand and a Rod of Sprites in the other for maximum
>Poison/Paralyse/Stone/Critical effect!
Just curious, I've got Wiz Gold and I've been trying to roll a faerie
ninja. Can't do it. I must have just sat there re-rolling characters
all night just to get a goddamn faerie ninja! But because of that I
managed to get really powerful faerie samurai, faerie bishops and so
on.
How long on average do you take to get one of those faerie ninjas?
--
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child, but somehow I managed to fit in eight hours of
TV a day." --Homer Simpson
Remove DELETE.THIS from email address to correspond
: How long on average do you take to get one of those faerie ninjas?
Forever. It's easier to take one of your farie samurai or other specialist
class and wait a few level advancements for his stats to go up.
I think it is about impossible to roll a fairy ninja :-) but if you already
have a fairy samurai that is just about there ... let him/her go up a few
levels and change profession. My personal favourite is to start with a
_near_ fairy ninja, but make her an alchemist instead ( distributing the
bonus point in a ninja configuration, then play her up to level 10 or so,
get that alchemy skill up there, THEN switch to ninja ...
vice versa, I start with a felpur or whatever ninja, get ninjitsu and
kirijitsu skills up a bit, then change him/her over to samurai -> a real
killer :-) ( also gives me that set of spare ninja garb for that alchemist!)
"the integrated approach" <g>
cheers, -Peter
Fairy ninjas require 19 bonus points, 21 if they're female. I was able
to roll female one up as fluke in the DOS version, it was the second
character I tried to create.
Here's a list of bonus point requirements for Wizardry 7 (and maybe
Wizardry 6). The first number is the bonus points required, the second
is the number stat points the character will have over the minimum
required.
Male
Hu El Dw Gn Ho Fa Li Dr Ra Fe Mo
Fi 3/- 5/- 1/- 2/- 4/- 7/- -/- 2/- 4/- 5/- 2/-
Ma 4/- 2/- 6/- 5/- 5/- 1/- 7/- 5/- 6/- 2/- 2/-
Pr 4/- 2/- 3/- 2/1 6/5 6/4 12/- 8/- -/2 5/2 6/1
Th 3/- 3/1 6/- 6/- 3/- 2/6 4/2 2/- 4/- 2/4 6/-
Ra 4/- 8/5 7/4 8/5 8/5 12/13 13/7 5/1 7/6 8/8 7/3
Al 9/- 7/- 13/- 11/- 9/- 5/- 13/- 9/- 12/- 6/- 9/-
Ba 9/- 7/1 15/- 15/- 6/1 2/7 18/2 11/- 10/- 4/4 9/-
Ps 14/- 16/- 13/1 15/- 14/3 16/2 16/2 13/- 14/- 14/- 9/-
Bi 14/- 10/- 15/- 12/- 17/5 13/4 25/- 19/- 12/2 13/2 14/1
Lo 18/- 18/1 17/- 18/1 18/1 21/8 23/3 19/1 15/- 19/5 19/1
Sa 15/- 16/- 19/3 20/1 17/5 12/4 19/5 16/3 19/3 12/2 15/2
Mo 15/- 14/2 17/- 15/- 19/5 15/8 22/- 18/- 15/2 13/4 19/3
Ni 17/8 16/8 15/7 17/9 21/13 19/15 16/5 15/6 18/12 15/10 18/9
Female
Hu El Dw Gn Ho Fa Li Dr Ra Fe Mo
Fi 5/- 7/- 3/- 4/- 6/- 9/- 2/- 4/- 6/- 7/- 4/-
Ma 4/- 2/- 6/- 5/- 5/- 1/- 7/- 5/- 6/- 2/- 2/-
Pr 4/1 2/1 2/- 1/1 6/6 6/5 11/- 7/- -/3 5/3 6/2
Th 3/- 3/1 6/- 6/- 3/- 2/6 4/2 2/- 4/- 2/4 6/-
Ra 6/1 10/6 7/3 9/5 10/6 14/14 12/5 6/1 9/7 10/9 9/4
Al 9/- 7/- 13/- 11/- 9/- 5/- 13/- 9/- 12/- 6/- 9/-
Ba 8/- 6/1 14/- 14/- 6/2 2/8 17/2 10/- 9/- 3/4 8/-
Ps 15/- 17/- 13/- 16/- 16/4 18/3 15/- 14/- 16/1 16/1 10/-
Va 12/1 13/1 9/1 11/2 15/6 17/8 13/3 11/1 10/4 13/4 15/2
Bi 14/1 10/1 14/- 11/- 17/6 13/5 24/- 18/- 12/3 13/3 14/2
Lo 19/- 19/1 18/- 19/1 19/1 22/8 24/3 20/1 16/- 20/5 20/1
Sa 17/1 18/1 20/3 21/1 19/6 14/5 20/5 17/3 21/4 14/3 17/3
Mo 17/1 16/3 18/- 16/- 21/6 17/9 23/- 19/- 17/3 15/5 21/4
Ni 19/9 18/9 17/8 19/10 23/14 21/16 18/6 17/7 20/13 17/11 20/10