Wizardry 8

Wizardry 8

health point logic
Since there is no retroactive hp gain, I was wondering if it's a good idea to "round up" vitality in character generation to the next hp bonus point (and then don't increase it anymore). This only makes sense ofc, if this one hp gets added again on every level up. Anyone know how it works? The game doesn't exactly give you a lot of information...
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Showing 1-15 of 17 comments
vysionier Mar 21, 2018 @ 11:51am 
There is retroactive hp gain. You get it at level up
vysionier Mar 21, 2018 @ 12:19pm 
Read the info on this: https://steamcommunity.com/sharedfiles/filedetails/?id=899973393

It's far more correct and insightful than the old forums/info sites.
vysionier Mar 21, 2018 @ 12:21pm 
Also, if you are into character building, go to flamestryke's site, it has the best character building info, among other things.
CeterumCenseo Mar 21, 2018 @ 1:14pm 
In a nutshell: HPs depend on Class, Level, VIT, nothing else. There is no "history" or incremental increase. Increasing VIT for another HP is nice, but with next level-up might be not applicable anymore.

The guide visioneer mentioned has a link to spreadsheets where you can calculate and plan HPs, if you want to go in this direction.

But always be aware, Wizardry is not Diablo. The more the game progresses, the more relaxed the game becomes overall. There are some spikes, like the cathedral, but the last few % do not make a big difference in a game experience.
I don't want to make this a science actually. I just find it weird that everywhere on the web it says there's no retroactive hp gain. It doesn't explicitly say so in the guide either. There's just this equation that apparently suggests that hp gets calculated from scratch every level. Good if it's true. And then there's this excel sheet I don't even want to to try to understand... I just want to know, if vitality should be taken as early as possible (if at all) and if there are certain levels (like 30, 45, 60, depending on class etc.) that give you the most benefit and with anything in between being useless (or rounded down).
Ok thanks to both of you. I guess that means there are no effective vitality "steps" and no need to get vitality right away. Still funny why people would claim otherwise about the retroactive hp everywhere...
Last edited by Dimwit Donald (very high IQ); Mar 21, 2018 @ 1:22pm
biogoo Mar 21, 2018 @ 2:32pm 
If the peddroelms formula (and my quick math) is correct, then having 100 vitality means having 50% more hitpoints than with 42 vitality.
Last edited by biogoo; Mar 21, 2018 @ 2:32pm
CeterumCenseo Mar 21, 2018 @ 2:44pm 
distilling the formula and removing the class and level effects as constants, it would mean:
75 + 100 = 175 = 1.5 x (75 + 42) = 1.5 x 117 3 x 117 / 2 = 351 / 2 = 175, correct.

If peddroelm says that Fighter has double HPs as Alchemist (Class effect in the formula 14 + 4 = 18 for the fighter and 5 + 4 = 8 for the Alchemist), the 50% can make a huge difference.

I am always fascinated how Sir-Tech balanced those equations with just mild adjustments.
vysionier Mar 21, 2018 @ 3:11pm 
I agree, looking at the formulas is fascinating.
mpnorman10 Mar 21, 2018 @ 5:51pm 
Games such as Morrowwind and Oblivion do not work that way, which has created some confusions and assumptions in the past. The above posts here are correct.

In those Earlier Elder Scroll games (that a lot of W8 players also played), the hit points per level depended upon the Endurance level at level-up. Points lost from increasing Endurance in those games later rather than earlier were never recovered.
Last edited by mpnorman10; Mar 21, 2018 @ 11:08pm
By the way... are there any spells that you absolutely have to get on level up? I don't mind having to buy them, I just don't want to realise that I royally ♥♥♥♥♥♥ up my spell selection half-way through the game. My most recent pick was divine trap... thought I could boost my gadgeteer's skill with it to handle difficult locks and traps. But it doesn't seem to work that way. Apparently, that was one pick totally wasted.
vysionier Mar 21, 2018 @ 8:09pm 
It's only wasted because there's a spellbook on the 2nd level of the monastery. When you cast it, it boosts the rogue's (gadgeteer in this case) chance to disarm the trap. If you read the thread in this forum new party investigation or something close to that, there's quite a bit of good advice about starting spells.
Ok.. I couldn't cast it when I tried.
mpnorman10 Mar 21, 2018 @ 11:13pm 
There are a couple spells, Divine Trap and Knock Knock that you only have the option to cast when actually unlocking something after clicking on it. If after clicking on the chest you click on your character that has Divine Trap there will be a little open book in the window. If you click on that it will ask what power level you wish to cast at. If you are successful in casting it and then click on whoever opens things for you then you will see that their skill for unlocking that trap, if you attempt it immediately, will be significantly higher.
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Date Posted: Mar 21, 2018 @ 11:35am
Posts: 17