Wizardry 8

Wizardry 8

Things I used the Cosmic Forge Editor to do...
I took away all the Hybrid Classes Magic and turned them into Specialists, (with the exception of the Valkyrie and the Lord.)
I gave the Alchemist an the Psion access the Mage Spells and I gave the Mage access to Divinity.
And I also changed every Spellbook in the game to be able to be learned by any Spellcaster... (but that reminds me, I forgot to take away Hybrid Classes from those lists but I'm gonna do that too.)
I gave every Class every Weapon Skill, tho I only changed some of the Weapons, (the one's I wanted to use,) to make the Classes actually able to use them... ( did this because sometimes, very rarely, you will get a Weapon that your Character can Equip but they don't have the Weapon Skill for... thereby making it pretty useless, lol.
I specifically made it so that the Mook can use the Giant's Sword no matter what Class they are.
I gave various Classes other Skills tho I left Class Specific Skills like Music, Engineering and Scouting alone.
I boosted Races Resistances to basically always work like the Dwarves Fire Resistance, (tho I left Weaknesses unchanged and I made Mind use Intelligence and Divinity use Piety, everything else uses Vitality.)
I gave Races and Classes various other Abilities to use all the available slots.
I put some high level loot in the Starter Chest.
There's a lot of stuff you can do with that there Cosmic Forge Editor, lol.
< >
Showing 1-6 of 6 comments
Mardoin69 May 11 @ 10:00am 
Just because you 'can' doesn't mean you 'should' lol. You'll probably find the game kind of 'unbalanced' doing all that.

I can get behind opening all wpn types to each class though. In old ADnD (even DnD) rules, any class 'could' learn most any wpn class. Doesn't mean they'll ever find a wpn in that class that they can properly use but, they have the option to learn proficiency with the chosen wpn type.

For example, in old DnD rules, you could opt to have your mage learn to use a sword. Would they be great at it? Probably not for a long time yet--till gaining several levels and increasing their proficiency. Same in this game in a way... the mage could learn swords but, won't be good at using them till they get that sword skill up there quite a ways.

Ofc, doing this... you have to go through the items list and make 'some' particular swords available to the mage class. One such sword comes to mind in the Rapax territory... hint: rapax, mage, sword. I actually did this very thing with the mage class. Then selected ONLY the more common lighter sword types to unlock use by mage... rapier's, cutlass, short swords, and some long swords. Personally, imo a mage shouldn't be using big heavy or 2H swords so, I kept their class not able to use those. I have played DnD with a guy once upon a time who had a 2H sword wielding mage though... I guess you could RP it but, it's just not fitting imo.

Edit: A side note; Taking away magic schools from the Hybrids kind of makes a Hybrid not worth using... imo. That's part of the charm of a Hybrid... being able to also use magic. If I could have it my way, I'd limit which spells they can learn. Unfortunately, I don't believe that's an option... open a magic school to them and they can learn any spell in that school. You can limit which elements are open to them though... like Fire / Water / Air / Earth / Mental / Divine... so, you could limit them somewhat by element. Personally, I'd like to open up 'some' Mental realm spells for the Bard but, again... can't limit which spells they can learn unfortunately.
Last edited by Mardoin69; May 11 @ 10:12am
vysionier May 11 @ 11:15am 
It could be fun to make a ‘geomancer’ class or aeromancer etc. I visualize geomancer getting special powers in exchange for specializing. All earth magic but nothing else, immune to earth, can bypass some enemy resist, wears heavy armor.

Similar to that, the aeromancer has the same benefits but instead of armor, has stealth skill.

Pyromancer would be able to use all weapons

Aquamancer has stamina regen plus medium armor.
I'm glad you are getting some return on your time investment learning to mod Wizardry 8. There's nearly endless possibilities!
The only things i edit in Cosmic is remove travel restrictions on NPCs.
Kriz-Eon May 11 @ 7:47pm 
Thanks guys.
Slooge May 16 @ 12:04am 
I removed travel restrictions on RPC, fixed the doublestrike dagger combine and deleted the bad item entry for that combine, and made everything that stacks stack to 250.

I also created 2 xp mods, one is 4x exp for everything, the other is 10x. I tend to use the 4x one most of the time. Level way too fast with the 10x one and skills get out of whack. In my current game, not activating either of the xp modes until the party is up to level 15-18.
Last edited by Slooge; May 16 @ 12:06am
< >
Showing 1-6 of 6 comments
Per page: 1530 50