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Honestly, don't worry about your starting stats too much. You can (and should) replace most of the starting characters with recruited characters later on. In my first run through of the game, only 2 of my first 6 heros (first 4 plus the first 2 recruited) actually were in my A-team party by the end of the game.
Hell, I remember playing the original Wizardrys and each char took hours because you had to sit there and try and get the best stats you could. Even the later ones like Crusaders had this issue. Thank god someone invented the points based system so you could craft a char you wanted fairly.
But in this game, you only get 8 rerolls for the entire party?! With no ability to "save a best one" (like Realms of Arkania)?
Terkala, so it doesnt matter too much? Thats good. I was a bit irritated with the unalterable random names and pics. I got a chick named Anita, which was my grandmas name.
Not exactly helping with the immersion factor thinkin of my grandma out adventuring. The lulz, yes. Immersion, no,
But it still looks cool.
The character creation could be a lot better, but the game has a lot more character options later on. There are something like 10-15 classes in the game, and you can specialize your characters with talent choices as you level to further specialize them. And by the time you're level 10, everyone in your party will have ~20s in most of their bad stats, with ~30-40 in their good stats.
Classes (from memory)
Fighter
Rogue
Wizard
Cleric
Paladin (advanced cleric)
Adventurer (advanced fighter/rogue)
Lizardman
Pixie
Sorcerer
Monk
Archmage (advanced wizard)
I just got super-duper-extra lucky, and found two shrines that gave me +5 endurance and +6 endurance for my whole party (yes, +11 endurance on every member of my party).
Base stats are nice, but good loot and good luck on shrines can trump that.
You have the classic four base classes, Fighter, Rogue, Mage, Priest
Each of these base classes have two advanced classes they can switch to
Fights can become Gladiators (more damage) and Knights (holy melee attack and some Priest spells)
Rogues can become Adventurers (all-rounders with useful non-combat abilities) and Assassins (poison attacks and poison/dark spells)
Mages can become Wizards (better spellcasters) and Sorcerers (focus on elemental damage, plus better melee)
Priests can become Monks (very fast unarmed melee attacks, little new magic) and Bishops (better spellcasters)
Lizards, Golems and Faeries can´t pick up advanced classes.
Though do beware of alters they can lower stats significantly as well as raise.
Yeah, I finally just went with it. Doing ok, got 10-11 int & wil for my main magic guys, my thief has a 13 and a 14 on speed/agi and my fighter has 13 str, 14 end and really slow agi and speed. Everyone has a least 2 skills in the 5-6 range and I hate it when I get a roll thats decent, pick a class and then the next roll fits that class better. Lame.
Just would have been so much easier if they would have let us reroll forever. Or at *least* had it so you could "save" and recall one good roll at a time. I musta had to quit (there isnt even a quit to menu, you have to quit to desktop) like 18 times to get even these stats.