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Or grab some mental resisting gear.
Plus, fight somewhere your at an advantage. In the open where you can be surrounded is bad...try walls, cliffs, and other obstacles to prevent getting surrounded. A door way is good so only 1 or 2 can attack at once.
Apart from that, if you have a bishop, you should definitley look for the anti-magic buff spells: magic shield, soul shield, elemental shield. You can also hire some NPC character who can cast 1 or 2 of those shields. Then you should look out for items which grant you a higher immunity against magic ("shield +20% against water, etc."). Look closely what spells the magic user casts, often the spells will be mostly from 1-2 realms, so you can try to adapt especially to that realm.
If it comes to a fight, the disabilities are your friend. A blinded spellcaster has trouble casting, same goes to one who is afraid, unconcious, sleeping, etc. There are some weapons which grant you a higher chance of inflicting those disabilities. As you have 2 rangers and a gadgeteer, you could maybe hope to inflict some problems from afar.
Last option could be to just close your eyes, storm through and hack them to pieces, as most spellcasters (especially in the early game) will not have a lot of HP. That depends a bit on your melee qualities. Or, as seewhyseech said, try the trick where they are following you around the corner, and then use that 1 round to your advantage.
Furthermore, don't overlook the "heal all" spell. Your bishop can (and should!) eventually learn it. There's also a gadget that can give your gadgeteer this function. You're going to run into even more hostile spellcasters and "spellswords" later on, and their area spells will whittle down even a strong, shielded party without a good way to offset the incoming damage.
Before you fight the Ryjin (hope I've spelt that right!) explore the swamp further and find the T'rang, or locate the Umpani (back via Trynton and Arnika is the best route at this level) and do some of the quests they give you. This will give your party a chance to increase their level and locate/learn some of the spells mentioned above.
Wizardry 8 has many areas and some will be too tough at this stage. Don't worry about retreating and coming back later. Enjoy your game :)
Wizardry, Alchemy: Elemental Shield (Earth), short combat buff
Psionics, Divinity: Soul Shield (Divine), short combat buff
On this play through, 5 of my 6 are lvl10 and 1 lvl 9 (Darn Bishop's take much more exp to lvl up!!) and I've yet to reach Arnika.
By the time I reach the Swamp, I'll be ready for Rynjin casters, I'll have lots of Magic points and all the Buff spells :)
Every gadget and every music instrument has an equivalent as a spell. This is also important because the resistances against those items are measured againt the equivalent magic realm. Hypnotic lure is Fire Realm, so creatures resistant against fire will not fall for the lure as easily.
Magic Shield, Missile Shield, and Armorplate are the three most important spells in the game with the first two being leaps and bounds more important than Armorplate. Add to that elemental resist and soul shield plus bless and enchanted blade and you have the spells that you will cast most often and have up at all times (bless, elemental resist, and soul shield can only be cast in combat). X-ray is another spell you should constantly have on. In Wizardry 8, the best magic spells are the ones that buff/shield debuff enemies. With so many spells that need to be up, I like having the specialty classes like Samurai, Monk, Valk, Ranger because they can help your bishop. Sometimes you will have to cast both soul shield and elemental resist on the first turn, not to mention Haste.