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The Monk has the best resists, with high resist to PARALYZE, LIFEFORCE -- that is, instant death spells -- and LIGHT -- blinding flash and dazzling lights as well as high PSIONIC and HYPNOSIS resist. (HYPNOSIS is only for sleep but it's such a common debut that it's really good).
The Ninja has great resists, similar to a monk, except with additional boost to AIR and POISON (useful) and almost no LIFEFORCE resist (very bad). Low Lifeforce means they will be easily killed by any random instant death spell thrown their way. A major weakness. However the Cane of Corpus does provide +50% Lifeforce so Ninja becomes amazing with this weapon.
The Lord/Valk/Ranger all have the best LIFEFORCE resist (40% + 2%\level) but low LIGHT, PARALYSIS. Still, Lifeforce resist is by far the best single resist to have.
Priests, Bishops, Psionics and Samurai have great overall resists, similar to Monk except not quite as good. Samurai have a somewhat low Lifeforce resist IIRC but not as bad as Ninja/Thief.
Thieves, Bards, Mages, Alchemists and fighters have terrible resists. Fighters have the highest poison resist which is not very useful. Thieves/Bards have great air and paralysis resists which are useful, but low Lifeforce which is more important.
Overall the most resilient party for weathering end game spell effects would be six Monks, but Ninja/PSI/SAM/LORD/VALK/BISHOP are all pretty decent.
Faerie is by far the best race as it has a 25% bonus resist to PARALYSIS PSIONICS HYPNOSIS LIFEFORCE and MAGIC (Magic resist is not so great -- only magic missiles and whipping rocks use this IIRC) but 25% bonus to PARALYSIS and LIFEFORCE is too good.
Human is the second best race as they get a 25% bonus resist to LIFEFORCE
The DEATH resistance is anti-KIA. Most bosses have high DEATH resist. That is why you'll never critically hit Godzylli and most bosses. Since boss monsters are the most significant threats, and are mostly immune to critical hits as well as spells, the best way to deal with them is through raw physicals DPS.
The weapons with the highest damage output that are easily attainable are the Crusaders 2H Axe and the Sword of 4 Winds. Both weapons have the melee ability which means double damage and their damage output is only slightly less than endgame weapons such as Excalibur that only have a slight chance of dropping from chests.
Cane of Corpus and Light Sword are also "100%" drops although they can only be obtained much later so their usefulness isn't as great.
ymmus paw is a wonderful secondary weapon because it can be obtained early AND has stone on-hit AND gives 30% PARALYSIS resist which is amazing.
A Ninja with Cane of Corpus and Ymmus Paw is the most resilient frontline combatant in the game and just below someone with a Light Sword in damage output.
Best possible party for resilience and overall power is probably Human Lord with 2H axe, Faerie Monk with 4 Winds, faerie Ninja with Bushido Blade / Ymmus Paw, and three Faerie spellcasters, one spell caster with access to Magic Screen, another with Armorplate and Enchanted Blade.
6 fairies would not be as efficient as 5 because you need a Lord/Valk to use 2H axe and possibly Excalibur or Aesir Blades later on.
Faeries are also by far the best race to multiclass with especially for casters as their speed is naturally high and in mid and end game you want casters with 16-18 speed.
A great caster is Faerie Bard -> Bishop -> Priest -> Mage. Ninjutsu from the start, high Wizardry/Theology, tons of spell picks and relatively high HP, although ending with Mage does lead to a character with poor resists -- staying at priest might be better if spell picks are carefully managed.
Best early game MISC item is the Cross which can be purchased for just 250 GP at the abbey in New City. 10% LIFEFORCE and PARALYSIS is so good, and extremely good for the Skull Lord fight in Old City. A Faerie Monk with the Cross will be extremely hard to shut down. An all-Faerie and Human party with crosses will pretty much shrug off the many many spells which use LIFEFORCE resist, and PARALYSIS is one of the most common and debilitating debuffs -- the party member may as well be dead until someone spends a valuable turn curing them.
Mana regen is pretty much worthless in wiz7.
According to the CosmicForge editor which pulls it directly from the game files its:
MANA: 1d[SphereRegenValue + 1]-1 per 1 game hour of resting, that is an average of 4!! points of mana per 8 hours per regen point, that is absolutely pointless
Testing it with fairies and 6 mana regen (max) i can confirm these numbers.
It matters only at character creation once you hit certain threshholds. However point above mana regen is useless in wiz7.
I would argue the amulet of healing is better. No other item gets +2 regen which would offset the -2 from Black Gown. Also considering large groups of enemies are more efficiently dealt with nukes, melee damage only matters in certain fights.
That would require a roll of 22+ which has 5/6 * 1/20 * 1/20 odds = 1:480 (unless applying the CosmicForge patch). A fairy fighter requires a much more reasonable roll of 17 and as a melee fighter is on par with Valk. One could even argue for a fairy Samurai which only needs 20 points (still requiring a roll of 21 since in vanilla 20 isnt possible). A dracon fighter would be much better in the beginning aswell with being able to use breath.
Nice list otherwise.
Some additional info not available in the manual
http://www.abandonia.com/vbullet/showthread.php?t=995&page=24
which is quite different from wiz6
http://www.abandonia.com/vbullet/showthread.php?p=430591#post430591
—a 7th level elf valkyrie with 1 mana regen in the mental realm
—a 7th level elf priest with max piety and vitality at creation, so 4 mana regen in the mental realm
With one full rest, the valkyrie regained 5 mana each time
The priest gained an average of 20 mana each time
5 mana isn’t even enough to cast a first level identify…
Also, keep in mind that regen applies to all six realms, each realm is restoring mana separately
So in the above example it would be as high as 5x6 (30) mana for the valkyrie and 20x6 (120) mana for the priest
Try it out in-game. The only other option for restoring mana would be walking all the way back to one of the fountains which aren’t exactly common