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A fighter/bard. Basically, make a Mook (or Hobbit) fighter, set their stats to meet the minimums required for the bard class, then dump all remaining points into strength at character generation. Swap to bard at level 2 and stick with it for most of the game. Your bard will have tremendously more strength, will be considerably closer to unlocking the power strike skill (at 100 strength), and will be a very respectable melee combatant from start to finish whenever you don't need to use an musical instrument. You can swap back to fighter later on, retaining all musical/lockpicking ability, and deck out in the best gear in the game.
Mage/Bishop. The premise is the same as above. Roll an elf mage with stats setup to meet the bishop miniumums, dump remaining points into intelligence. Swap to bishop at level 2. Higher INT, quicker power cast unlock, and realm skill boosts make it interesting.
Dracon Fighter/Samurai. Same premise as the fighter/bard. Note that since the fighter has no inherent spell casting ability, you'll effectively be "behind" by one spell caster level. I found for a melee specialist it was worth the loss, though. The sooner power strike gets unlocked, the more time it has to develop over the many battles that occur over the course of the adventure. The higher base damage of more strength also means not relying entirely on instant kills to get battles over with.
You can apply those basic premises to other combinations as well. These lead to some small boosts in power or a better specialization, but yes, class changing has been toned down since the earlier Wizardry games.
Another time I used it was when soloing the game. My final character was primarily a bishop, but had 6+ levels in Lord, 1 in rogue, and 1 in samurai before it was all said and done.
Multiclassing is reasonable if you use mix-in strategy: exploit the crabs or seekers to powerlevel shield and evasion as lvl 1 rogue and then change class to, say, bishop. This can give caster character godly armor class with minor loss of caster level. This is tedious and pretty close to cheating.
Other exception is changing pure casters to hybrid classes (alchemist to ranger for example) at VERY high level, when the magic abilities are maxed and blasting monsters with spells is enefficient anyway. You won't reach these levels during normal gameplay without mods or grinding monsters A LOT.
For normal games, especcially first playthroughs, I would recommend full party, with all roles filled and no multiclassing.
Healer/Monk hybrids, Samarui + bishop, fighter/ranger combos chance to insta kill....so many fun things to play with.
There are the more obvious ones (classes that share very similar base attributes), and then the more interesting and tougher to develop ones that turn out to be endgame power houses.
/shrug. 90% of the fun of this game for me, is trying to come up with intersting combos and making them work.
As for Bards, I eventually turn mine into rangers. Because I usually keep my bards in the back shooting bows between tunes, their range skill is already pretty high. Also learning to cast stamina on themselves (if the game runs that long) is of some use too.
Not really. A lot of things go off of relative level and you don’t want to fall behind on that. I used to do Mage1/Sam to get him started on Magic training but that really sets him back on his weapon training, and that snowballs since missed in melee don’t do much to generate skill points.
Basically if you want to be casting offensive spells when it matters, play a pure caster and get Power Cast. If you want to be attacking develop that and use spells for support.
Anyone/Rogue(for one level) as a solo/up to 3 in party--Stealth is quite important
Bard/Gad is a lot of fun
base game gadgeteers and bards have class based STR boosting items .. I tend to save STR points (no powestrike ) and get them near 125 STR using their custom STR items ... Saved points could go to SEN (eagle eye) instead ..
125 STR + something like 3x Xbow or even Bows .. and max DEX and SEN .. targets outside melee range aren't going to have a good time ..
STR seems like no-brainer to get Stamina up early to use and carry instruments. You can make up for some of that with items later but not early mid-game where you get a lot of your skill training in (if you don’t nerf yourself with Bloodlust).
And Power Attack definitely is something that benefits you, unless you want to go an entirely different direction and go Artifacts instead with Stix and items and no weapons at all.
Taking "only 1 level" in other class for stealth or w/e can be done, but it's a tiny boost in power compared to the wiz6/7 - new class in lategame area > 7 levels in a single battle > reclass again > having more HP than all single class charathers in partty and having learned all spells from 2 schools for same amount of experience that a "pure" mage has just gotten his first level 6 spell.
Is that for the Soulful Sax lifted from Saxx?
There was an earlier misperception about the Bard that many players thought that if the bard banged the Rousing Drums fast enough, it would change the order of battle so Soul and Element Shield could be cast by otherwise not fast enough casters. It does not. That order is fixed at the beginning of the round of combat before any character or monster actions. It can change the number of swings on the fly, however.
If your reason for pumping Speed on the Bard is the former, then it makes total sense and the Felpur starts with the highest initiative (Speed + Senses = 110, just by race, plus 5 for the Bard profession minimum = 115, before 35 bonus attributes are applied during creation).