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my party consists of a lizardman fighter, felpurr sam, ninja, gnome priest, mook alchamist, and a elf mage. no problems so far about to enter swamp. I might change my alchamist to a ranger and my priest to a valkary. well see.
Which sounds pretty interesting. He left open 1) two of the middle profs, which I planned to fill in with a Bishop and a Ranger and (2 the specifics on who changes to what. So that's what I was wondering. I like his idea though, all priests and mages to start for spell casting abilities, then switch to prof 2 before you hit level 2 for a nice party to go through to mid game or so with, then switch to the last prof before the halls. I'm assuming the last switch would be in time to get everyone to a decent level by endgame? Also keep in mind that I do plan on transferring this party to the next game.
Everyone will have spell casting and fighting abilities.
4 chars will have ninja/samurai for the hit chance/hide.
Most chars are female to take advantage of higher karma and the female only gear in the game and the next.
2 male chars for the male only stuff (which there's only a few IIRC.
At char creation fill enough attributes to get to the next prof, then bump STR and VIT for carry ability/hitpoints or something. So the first switch is right at the start.
It seems like a powerful and fairly balanced party from start to finish. I'm just wondering about my prof switching because the guide didn't specify the specific order on who switches to what and it's been forever and a half since I played, and this game has a lot of strage little quirks that could affect my choices.
Male Dwarf Lord
Female Rawulf Valkyrie
Female Elf Fighter/Samurai (When the class become availible if can't be built out right)
Female Felpurr Ninja (its just easyer to build her out right)
Male Mook Mage/ Bard (I do this for my farie but go pcionic/monk)
Female Farie Psionic/Monk (this girl is the hardest to get becasue of her low strength, but my god she is death on roller blade.)
This is a good blend. You got the healing power of Priest with the heavy hitting of the Lord and Valkyrie, You the the crits of the Ninja and samurai, The ability to use the instroments in the bard with out losing much spell power and you got the psi of the farie (and then the Jesus Christ facture when she becomes a monk.)
This is my party that I used and dusted off for the rerelease of the game. (all except the Elf Lord, he's new)
Male Elf Fighter/Lord (spread point between Sword, Sheild, and Scout.Lord at Lvl 5 Healing)
Male Dracon Samurai (Critical, all on critical)
Male Rawulf Thief/ Ninja (Scout,after promo 2/3 crit and 1/3 Alchemy))
Female Human Valkyrie (Healing)
Female Elf Mage/Bard (Mage Magick)
Female Farie Psionic/monk (Psi,then hide and crits)
All my starting classes are ther to help my promo class and carry me threw all three games with the min hassel. And FYI never ever use the wiki faqs for these old games. Hell even in the clue book (witch actually comes with the game when you buy it from steam) says
"Throughout this section, you will find tips on creating your party, handling
combat, recuperating magic spells and more. Since many of these strategies
were provided by Wizardry gamers and beta-testers, each is different from the
other (and in fact, may even contradict the other). However, keep in mind
that Wizardry and the characters created within it are personal. Therefore,
everyone has their own ideas, strategies and general "way of doing things."
Here's a collection of the best."
And that is directly from the Wizardry 7 clue book on party creation.