Wizardry 8

Wizardry 8

First world ambush problems
The best way to slay Leaf Sprites is to lob spells at them from where they can't see you. These foes are pushovers if you can get the drop on them, but can be extremely dangerous in any other circumstance.

In my current game Trynton has spawned four groups of level 10 Leaf Sprites, and they've been in annoying positions so I had a bit of trouble with the first two groups on the way up the tree.

After slaying all the enemies near the 7th Bough, heading back down to the ground is interrupted by two more groups flitting about. With X-Ray it's easy enough to see them coming, though you have to be alert, because they move fast and engage from (I think) thrown range if they spot you.

So I've lain in wait for them twice, but there are too many Trynnies. Neutral enemies cannot be ambushed with friendly green dots around--you will inadvertently target both the neutral and the friendly creatures.

So far those lucky little nudists are getting away with their annoying patrols!
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Showing 1-3 of 3 comments
CeterumCenseo Sep 3, 2024 @ 12:33pm 
While yellow, you can target them with group spells, like insanity or terror, or single target, like crush in case of bigger distances. This will turn them red without affecting the Trynnies. Area spells won't affect them at all, as long as they are not red. Ranged attacks should also work, but to turn them red, you must hit them, I believe. Simply firing at them is probably not enough.

My recommendation is not to try this after they become red. They are very fast, and one of their favorite spells is blind. The blinded char will target any group, including your allies. I lost more than one party due to hostile trynnies caused by that action. "Lost" doesn't mean I was killed by them, but I quit or reloaded, which is basically the same.

The pagoda area with the 7th bough inside is "your" area, because there their spells do not work and their melee is weak.
Last edited by CeterumCenseo; Sep 3, 2024 @ 12:34pm
Horpner Sneed Sep 3, 2024 @ 1:05pm 
Ah, I did not think of pulling them with a group-targeted spell. That could have worked while I was lurking in the Leaf Sprite pen. I could have used a Walk action to force Saxx to use Siren's Wail on them before the Fireball and Noxious Fumes went off in their faces.
Last edited by Horpner Sneed; Sep 3, 2024 @ 1:07pm
mpnorman10 Sep 3, 2024 @ 2:05pm 
If your arrows and stones hit them by mistake the magic number is 4. Hit them 4 times and they turn red.

I cast all attack spells in the green only and avoid range attacks if there are green dot allies between the party and the enemies. Even so if the one you run up to, toe to toe (thus leaving little or no chance of missing that one and hitting allies) but you end up killing that one quickly and the next one is partially behind allies you can still get into trouble with them. AOE magic damage spells all cast in the green are safe, IMO.

The best splitting of foes I know of (and find funny) is that there there is one red dot Savant Trooper among the yellow dot fixed enemies by the Tower in Arnika. Moving into long range but not close enough to get the yellow ones to talk to you and turn red, but then starting battle manually, results in the one red Savant Trooper attacking while the others flee. It is really not necessary to do that, but getting rid of that one in a separate battle usually enables taking them on in the open without any risk of being surrounded. An alternative, to also avoid a risk of being surrounded is to lure them until the party has its back to the Tower area's surrounding rock wall. Splitting them reduces the number of Guards and Troopers from 6 to 5 (plus the orb).
Last edited by mpnorman10; Sep 3, 2024 @ 2:09pm
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