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TekWarrior
Publicado originalmente por wuffymcwuff:
Just started playing this for the first time with a party I imported from 6->7->8 (currently struggling with acid vines at arnika road but I'm sure I'll get past them eventually). Since the game mechanics (including classes) changed a lot more going from 7 to 8 than they did from 6 to 7, I was wondering if my party is fine in 8 as is or if I should change anyone around. I have:

M-Dracon Fighter
M-Felpurr Ninja
M-Rawulf Lord
F-Elf Valkyrie
M-Dwarf Bard
F-Faerie Bishop

Any suggestions or is this party fine as is? I'll probably change my fighter to a samurai if I find some samurai equipment, and I also might want to change the bard at some point (a bit disappointing that he can't use magic anymore like in 6 or 7). Should I have a character with the psionic spellbook? What about a gadgeteer? Anything else my party is missing?

Also is it worth changing classes just for the sake of leveling up skills/gaining more spells? Or should you only change classes in this game if you're replacing the new class with the old one? I did quite a bit of class changing in 6 and 7 to build up my characters more (e.g. changing bishop->priest->mage->bishop to get access to way more spells).

First things first, are you importing some of the special items like Elven Bow or Sword of Hearts?
There's a lot of nice gear that only exists when you import.

Can you check to see what the starting stats will be for each character?
In some cases you will get extra points that naturally don't get.

You might want to figure out what expert skills that unlock at 100 that you want.
The earlier they unlock the more likely they will be developed late game.

Multiclass is really restrictive in wizardry 8 unlike any other game in the series.

Previous series entries reset your level back to 1 with penalty stats and HPs but let you keep your skills and spells.
Wizardry 8 when you multi-class you lose any class defining skills like Berserk, Backstab, etc that are not present in your new class.
Yes you keep your spells but if the new class is not a caster they lose -1 level of effectiveness or a Hybrid they lose -4 levels effectiveness (massive penalty)

Stealth skill is one big exception where you can dip in and out only losing a caster level.

I usually multi-class with a plan in mind. Keep saves at each level because if you didn't get your stats right fixing them can be difficult or impossible.

Avoid changing TO hybrids.
In my current range party game the only multi-classing i have considered is
Bishop(23)->Rogue(1)-Psionics
[The rogue level will cost me a caster level but give the character stealth since Psioncs has poor armour choices]
Bard(26)->Fighter

***How do you like to play wizardry? balanced range or magic***

M-Dracon Fighter SOLID choice
M-Felpurr Ninja (won't have access to CoC if it drops)
M-Rawulf Lord (base game stats are usually bad check after importing)
F-Elf Valkyrie (base game stats are usually bad check after importing)
M-Dwarf Bard Focus on maxing stamina with strength vitality
F-Faerie Bishop (She can cover Psionics)

My guess this party generally will develop into heavy melee party unless you put a focus in range early on. Having multiple divinity casters is generally good.

The biggest weakness I see is lack of AOE magic to help out the Bishop.
I like to have extra Wizardry and Alchemy casters in my parties for this reason.

You can also go specialist casters to get your magic online quicker and take pressure off Bishop. I'd probably change the Ninja to alchemist, mage or ranger.
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