Wizardry 8 Party Creation Advice

Happened to hit the forum at the right time, glad to help. Welcome to the boards, BTW.
 
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Thanks dteowner!

I just realized that I can't have everything in a single party. So, I'll just keep replaying this awesome game.

Almost. I spend some days figuring out a party in which every character was planned to change his class later in the game, having a party that works in the beginning and which profits from the learned skills it when "upgrading" to another class later on. So I ended up with a party which gained most special abilities from 12 different classes. The party was quite good, however there was not much replayability value left afterwards, because I've seen most special skills by then already.

Tried a run with a single character recently but this isn't fun at all, because you are running away from monsters all the time. This would be nice, if the monsters wouldn't level with you, because you'd gain 6x times the experience levelling up like lightning.

Though writing about it, you could add in lots of RPCs. Actually that could be kinda funny too if you have a party with 7 RPCs :D. Must be a really f**cked up party though, because many of them won't go into certain locations with you, which would mess up the experience gained. Still… the idea has something to it…

I didn't do it. Tried another party configuration lately:
2 fighters: reptile men (axe+shield, sword+shield)
2 valkyries: dwarves (polearms)
2 wizards: faeries (psionic, bishop)

The fighters on the front and valkyries in the middle with their extended weapon rock in any closed combat, as there are 4 closed combat attacks. In my opinion the ranged weapons hit not often enough and not strong enough, therefore one is faster to run to the enemy and attack with closed combat. The wizards on the back.
I went to Rapax Castle first and became Templar at Level 10 (after killing almost every Umpani in the Umpani Base), and then I went into the Trynton. The Rapax in the Trynton Tree were actually friendly to me. However they just stood in the room and greeted me, nothing more to it. The Rapax in the Mountain Wilderness who were about to kill some of the Arnikas Brotherhood were also friendly towards me. Unfortunately once I appeared they didn't attack the Arnika Brotherhood member at all… (usually they do if you are not a Rapax Templar yet, so you "should help the Brotherhood") that was kinda boring. Maybe it would have worked if I had attacked the Brotherhood in Arnika first.

What I want to add is: it's quite ok to be a Rapax and walking around with the curse which reduces your abilities. If it is your fighter, he will regenerate each -1 Healthpoint within a few seconds. Some stats are also less than normal, but you can live with it. It would be worth to play the game to end this way, and not killing Al Sedexus, and (maybe not freeing the Rapax Queen). If I recall correctly and you kill Al-Sedexus then you suddenly have Rapax enemies in the Rapax Rift again. Only the Templars will be friendly to you, but other Rapax Patrols will again attack you. So in order to stay friendly with all Rapax types one should suck it up and remain with the "curse". Also from my first walkthrough I remember that later in the game you will meet much more often and random Rapax patrols in different parts of the map. This can be annoying if you are enemy to them and don't like to get into new fights all the time.

Final tips:
In my first game I had a hard time killing Don Barlone, the chief Rattkin (because I almost never hit him), however after a hint which said "put the experience points into "Dexterity" my characters almost always hit. And as someone else said: you don't need to develop "Speed" at all. Better put the remaining points into "Senses". If you have the "Haste" spell you gain +50 points or more in "Speed" which I recently discovered (my fighter had 50 Speed, and after "Haste" he had something about 120+).

I won't end this game though, these turn based fights are quite annoying in their length. Despite the wizfast-mod it always seems there is a 1-5 seconds "waiting time" before an opponent actually makes his movement.

If I would start again I'd try a party where the characters use weapons like mace, flail, bullwhip, throwing star, morning star, warhammer etc. as weapons. I think these weapons are less used/liked? from all available, but I have seen that many of these have very very cool status effects, e.g. "Blind", "K.O", "Stun", higher kill ratio, etc… And if you paralyze or K.O. the opponent, the fight is always won, because he suffers double damage each time.
Or starting with a solo character. After having read the guide I understand how this works now and it sounds really interesting...).

This game really offers amazing replayability value. A masterpiece with no successor. A pity. Dragon Age never provoked enough motivation to try out different parties/approaches to play (maybe due to the 0815 races... human, dwarf, elf).
 
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As much as I'd like to avoid necroing this thread, I had to come back.

Many months have passed since I first finished the game with my first party:
Dracon Fighter
Felpurr Monk
Dwarf Priest
Faerie Mage
Human Gadgeteer
Mook Ranger

Now, I wanted to try the Lord. I've heard a lot of bad stuff about him. Is it true that he is strictly worse than a Valkyrie? Anyways, here is my party for the second run:
Dracon Fighter
Human Lord (using Staff of Doom for now, pretty good)
Faerie Ninja (aiming for a Cane of Corpus)
Faerie Bishop (wiz/psi)
Hobbit Gadgeteer
Mook Ranger

I wanted to ask if there's a comprehensive list of all the unique items in the game. Like Bloodlust, Staff of Doom, Winterwand, etc?

I haven't seen most of the powerful items, and it seems like it's easier to make a party with certain things planned ahead.

Also, can someone give me tips on when I should enter a certain area? When I went to the Mountain Wilderness, I think I was pretty lucky I got out alive with the Staff of Doom. Along the way I've met Scorchers and Golems. Needless to say, I had to avoid the Scorchers like the plague.

Thanks.
 
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A Valkyrie can do everything what a Lord can do + cheating death.
You can find some good female only stuff, too.
 
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If you're relying on "cheat death" past about level 5, you're in real trouble. Valks are decent if you want someone to use polearms, and they make decent backup healers. Beyond that, remarkably bland, if solid.

Lords are very hard to build properly. They have the potential to be much, much more powerful than valks, but it takes some real good development to realize that potential. The "ultimate" build is to dual wield maces with two specific weapons. With that build, a lord is a real monster. Without going that route, lords will be adequate in melee, adequate as a backup healer (not as good as a valk), and leave you feeling like something's not quite right.

Level-wise, there's a lot of flexbility where you go when, but you can certainly get into trouble if you're not careful. Arnika by level 7, Trynton by level 10, Sea Caves in the mid teens, Mountain wilderness around level 20. Those are mostly very flexible depending on your party build, your patience, and your personal tactical abilities.
 
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If you're relying on "cheat death" past about level 5, you're in real trouble. Valks are decent if you want someone to use polearms, and they make decent backup healers. Beyond that, remarkably bland, if solid.

Lords are very hard to build properly. They have the potential to be much, much more powerful than valks, but it takes some real good development to realize that potential. The "ultimate" build is to dual wield maces with two specific weapons. With that build, a lord is a real monster. Without going that route, lords will be adequate in melee, adequate as a backup healer (not as good as a valk), and leave you feeling like something's not quite right.

Level-wise, there's a lot of flexbility where you go when, but you can certainly get into trouble if you're not careful. Arnika by level 7, Trynton by level 10, Sea Caves in the mid teens, Mountain wilderness around level 20. Those are mostly very flexible depending on your party build, your patience, and your personal tactical abilities.

Lord - I assume one of those weapons is the Diamond Eyes, I'm not sure which main hand mace you're talking about. Anyways, I am prepared to use either a mace/mace combo or a staff, since I've prepared for both.

So far I've managed to build up my magical abilities for my hybrids a lot better than in my last party. Can you imagine that I've played the game without using portal spells? :)

For unique items, I forgot to ask for their locations. I remember that the Diamond Eyes is somewhere in the Mountain Wilderness area, center. It's in a tomb along with that Giant's Sword.

EDIT: After looking at the list of weapons available in the game, I assume you mean the Vampire Chain + Diamond Eyes combo. Really, the best maces in the game. Right?

EDIT #2: In a normal game (without mods) is it possible to reach high levels?

I'm just asking, because I remember I finished the first run with my characters being 23-26 at best. I don't remember my Omnigun being an MK-12.
 
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There's a mace that Ferro sells that might be as good as the Vampire Chain (I think the name is Mauler?) for the primary, but yes, you've got the idea.

I think the highest level I've made with a 6-toon party on normal is 28, and that entailed doing everything available in the game, particularly the double agent path and all 3 easter egg dungeons. IIRC, my obligatory "expert ironman solo faerie ninja, cuz I'm just too cool" run got to level 34.
 
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At the moment my Lord is using the Staff of Doom, and is doing great dmg/kill wise. Now I'm planning to get the Vampire Chain or that mace you mentioned, we'll see.

Speaking of Vampire Chain... when should I attempt to clear that dreaded temple in the wilderness area? :)
 
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That's actually one of the toughest fights in the game for the level you're expected to hit it, probably second to Nessie. I wouldn't even attempt it below level 15 and I think I usually try to get to 17-18 before I take that plunge.

It's actually been a while since my most recent run, so my memory is a little dusty. Take all these level numbers I'm throwing around with a pinch of salt. ;)
 
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I remember going in there to grab the Lazurite Stone and escaping quickly. Also, the very first time I played the game, I just went in there unassuming and quickly got killed.

On the side: would you put the Rogue and the Bard in the same party? (Rogue would handle Locks and Traps)
 
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I am back to modding again, and this thread is interesting in that it seems to indicate that the vast majority of Wiz 8 players use a full party, which i never have done.
This is important because it means that i need to test for battle/monster strength with a full party in order to discern most players experience of how tough a battle will be.
 
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Welcome back DoddTheSlayer - btw. your mods are great ;)
 
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The link for Wiz8 Fast from Wolfie's site is dead. Also, it might be too soon to ask but does it work with the GOG release?

Yup, WizFast works just fine.

As do Flamestryke, Deathstalker (my GOD this one makes the game impossible!), and the Coder mod (can't recall the exact name).

At least, they all work for as far as I've gotten, which is Trynton.
 
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Since my not-so-hidden link to this thread in a recent question of Wiz8 party creation was not seen:

BUMP
 
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Sorry for the necro, but it appears this is the ideal thread to post my question.

I am very late to the party (pun intended), and will be starting wizardry 8 soon. I am thinking of doing this party:

Mook Ranger
Valkyrie Dwarf
Hobbit Bard (female)
Faerie Bishop
Gnome Gageteer (female)
Dracon Samurai (or perhaps a monk instead?)

My questions:
1. I am worried about being too melee/tank-lite, but Iam planning on using Vi and RFS for larger stretches. Is this group okay?
2. IS there anything wrong with doubling up on monks (if I go that way) and Valkyries with the NPCs being thrown in?
3. Finally (unrelated), does anyone know if this game works on Windows 10? I have the old version in a box.

Thanks!
 
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I would use the default Valk - she does a good job; For your first play I would also recommend the lizard warrior and drop the mook ranger or turn the mook ranger into a mook gadgeteer. I would drop the Samurai. Once you played a few times and get the hang of things then I would try something different. Ninja Faerie is always an interesting option.
 
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My advice and single rule for all RPGs - Be creative. And make a party you find interesting. 2 rules there. :)
 
Hey guys, first post here.

I'm really interested in trying out the wizardry series, and am thinking about starting the Dark Savant trilogy with Wizardry 6, with the intention of carrying a party all the way through to Wizardry 8.

Considering that this is quite the gaming commitment, I'd like to feel reasonably confident that my party composition is ready for the quest(s) ahead, and would greatly appreciate some advice regarding planning a party that endeavors to make the most of the trilogy.

I've read the manual, and done some research on the internet, and this is what I'm currently inclined towards:

-Samurai (Human/Felpurr/Hobbit)?(M)
Love the idea of a dual wielding death dealer with some magic

-Monk (Human,Felpurr/Mook)?(M)
Always love these guys in RPGs

-Lord (Dwarf//Rawulff/Human)?(M)
Dig the idea of a Paladin laying the righteous beat-down; heard dual flails are great in Wiz 8, but what about Wiz 6? Inclined towards Dwarf, but open to advice

-Valkyrie (Human/Dwarf)?(F obviously)
Cool character, and sounds really useful, but I hear there's a great NPC Valk in Wiz 8 that can join?

-Ninja (Human/Hobbit/Faerie)?(F)
Is it obvious at this point that I dig Eastern martial arts-type characters in RPGs?
This character seems like you can build it different ways. Ive read about the powerful weapon for the Faerie in Wiz 8, but it's a Wand? That seems kind of lame to me, and would probably prefer a shadowy death dealer throwing crits. I read that throwing weapons are hard to come by, however…

-Bard (Human/Hobbit)?(M/F)?
Very near and dear to me- definitely want to roll one

I'm receptive to all suggestions and insights. I do, however have a few biases and preferences:

-I generally avoid Mages/Priest/Bishop types, as they aren't as interesting to me

-Fighters seem boring (and apparently bugged in Wiz 6?)

- Lizardmen and Dracon hold no interest to me. Human,Flepurr,Rawulff,Mook, Dwarf and Hobbit are preferred; I'm neutral on Elves, Gnome, and Faeries. I'd prefer a racially diverse party to keep it interesting, with no redundancies. Maybe I can get behind a Faerie Ninja with some convincing…

-I typically like Rangers in RPGs, but in Wizardry they seem like more traditional archers?

-Gadgeteers seem great in Wizardry 8, but they don't seem to exist in Wiz6, and would make a Bard redundant?

Any and all insights wold be appreciated; because the purview of my questions focus initially around Wizardry VI, mods, please let me know if this should be a separate thread!
 
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Wizardry 7 is very difficult with no mage or alchemist, playing a pure samurai or ninja will give you the spell books, but you advance so slowly that it will be a long time before you can effectively use area effect spells. Wizardry battles are very brutal, and the gameplay favors wiping out enemies as quickly as possible, as most enemies can dish out way more damage and negative conditions than they can take. You sometimes run into large groups, like 20-30 and can wipe out half of the group in one round with two well placed area effect spells. While fighting types are great against some enemies, like ghosts (who are very resistant to magic), or small numbers of tougher enemies, you'll find the game more difficult without a true spell caster. If you can stomache it, I'd suggest starting with a mage and switch him over to a samurai or bard, or doing the same with an alchemist and changing class to ranger or ninja later. (or priest to lord).
Gadgeteer is a pure Wizardry 8 class. In all 3 games you need someone to pick locks, and a gadgeteer, thief, bard, or ninja can all do this. A gadgeteer doesn't make a bard redundant. The Gadgeteer is a ranged weapon specialist, with no magic other than a small number of gadgets. The bard is a rather weak fighter, but has access to mage spells, and while both have access to thief skills, they can be built differently.
I didn't carry over my characters, but made new ones for each game. The two best NPCS in Wizardry 8 are a Valkyrie and a monk, but I wouldn't let that bother you if you're playing Wizardry 6 & 7. Wizardry 6 takes a good 60 hours to finish, you can reckon with 200 hours for Wizardry 7.
 
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