Wizardry 8

Wizardry 8

malkavius77 May 12, 2020 @ 1:03pm
Need help with new party christian coders mod
So i'm starting a new game for this mod and i played it a decent bit on other play throughs a few months ago. I had the itch to come back and have settled on a party cept for one last spot!

Ninja focusing on daggers/throwing. Mod improves almost every dagger and throwing weapon and adds a lot more throwing weapons and adds the ever juicy assasins dagger for endgame main hand. I like how i don't feel obligated to use the gimicky faerie ninja build. Also adds new ninja gear for every slot! Ignoring alchemy cause I feel bombs and powders give me enough utility.

Bishop for obvious reasons.

Ranger focusing on dual wield and bows! I never really played rangers cause I found scouting to be meh and I felt flanks and back line could be better filled. But with the mod they get stealth and estoc de olivia which is 7-23 sword that can be used in either hand, so it's essentially as good as diamond eyes. Will ignore alchemy as well.

Bard for the extra magic power to not force bishop to do everything. Bards also get stealth so she can be in front lines. Also wizardry at lvl 5. Pretty much just act as a stationary spell casting shield since she wont really have time to focusing on any melee with spellcasting AND music.

Samurai with bloodlust early and offensive magic for ranged. Nothing special here I just like sams

Now I'm having a lot of trouble deciding my last middle spot front liner. Generally party will be 1 on each flank 3 middle bishop back. I originally planned on lizardman with giant sword (dracons and lizardman can use it in this mod). Lizardman also got some minor stat buffs so you can max str by lvl 5 fighter which is nuts. I played a game previously with lizardman giant sword and it was an absolute monster! But I was worried with too many stealth party members he might take too much damage or had the issue in one playthrough where they the fighters just tore through everything so it might make other characters lag behind. On the other hand fighters killing certain enemies quickly can be very clutch and has saved me many a times.

My other option was a dwarf lord with shield. Lords have shield bonus in this mod and fearless/knockout added to their kit. As well as the best armors in the game exclusive to lords endgame, though I'm not sure where to get the pieces. Dwarf gets dmg resistance high vit/str/piety which is perfect for sword and board frontliner who will probably never die by midgame. I figured which 3 stealth characters he would be able to take anything thrown his way and help a bit with support. But I will lose out on a massive amount of killing potential. No point in having a super beefy front liner if spells or random hits take the rest of the party. He might do 1/6th of the damage of the fighter.

Most of this party cept for the fighter would have lowish str so without it I am not sure if they will be able to break through some enemies defenses. On the other hand with lord I don't have to worry about him cleaving through everything that he sees. Which would let the combat stats of my entire party improve since they all get some hits in. I'm 100% set on every party member cept for lord or fighter and I need you guys to help me decide which to use!
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Showing 1-5 of 5 comments
Zergs May 13, 2020 @ 4:32pm 
Actually I'd go for a full stealth party in CC's mod. Wizards get stealth, so you can do 1-level dips in Wizard for your Samurai and Bishop and miss very little spellcasting progression. For your last character, go rogue 1-->gadgeteer or Monk ~20-->fighter.

Also, not going Power Cast on your ninja is really a waste in CC's mod because he buffed them to start getting magic at level 3. The Wiz 1-->Samurai into power cast/Infinity helm is also an excellent, very well-rounded character in CC. I'd actually go PC on the Bard too--it essentially makes the bard into a wizard/psionic hybrid. Go full MDP with power cast on all your hybrids and have fun :)
malkavius77 May 13, 2020 @ 10:43pm 
I don't like doing cheap gimicks with maxxing stealth then switching back over. Then again I don't like multiclassing in most games period. As I said I'm 100% set on the classes I have cept for the last spot.
vysionier May 14, 2020 @ 4:37am 
I don’t play mods, but it sounds like the lord is your guy. You don’t need the dwarf dmg resist, your ac and hp will be good enough. Divine spellbook is great because you can ignore it and still do well with it.

One other thing: throwing bombs adds great versatility to your party in early and mid game, but alchemy spellbook surpasses it quickly especially when you get it at such an early level in the mod. Just my 2 cents.
Zergs May 17, 2020 @ 12:33pm 
I'd go Lord, CC added some interesting unique equipment for Lords.
mpnorman10 May 17, 2020 @ 6:17pm 
I am a fan of the incredibly powerful magic focused characters and schools as designed in the base game, but whatever players enjoy in this single player game is great.

Zergs, the reason I dropped by in this thread is I noticed you are calling Christian Coders, "CC" which makes sense, but I and others also call an expert player who often posts here, "CeterumCenseo", "CC" also, so I ask players posting here to try to keep track as to which player is being referred to by the context. Thanks.
Last edited by mpnorman10; May 17, 2020 @ 9:56pm
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Date Posted: May 12, 2020 @ 1:03pm
Posts: 5