Wizardry 8

Wizardry 8

59 ratings
A New Player Party Recommendation
By mpnorman10
A party in Wizardry 8 is about the character choices, how they are created, how they are developed, how they are added to the party (the order), plus how they fight (configuration and tactics).

This recommendation is like a demo or sample which is carefully thought through and playtested for fun and playability. It is powerful and able to deal with the challenges facing the new player on Normal difficulty. It also intentionally introduces a wide variety of characters and features of the game to arm the player, if he or she desires, to replay the game later with their own party designs using the principles introduced.

It is not ultimate in any sense. The races and professions not represented are also powerful and fun to play when configured well in a party and developed in an appropriate manner for that party. The characters selected are intended to give exposure for the new player to all but a few of the Wizardry 8 special features. After playing this party, even just for a while, a new player will be well-equipped to refine or entirely change the choices, while having learned several playing principles of the game applicable to all parties.

While these recommendations suggest to do this or do that in what can seem like an authoritarian manner, know that you are in charge and this example is only here to serve you by providing a introduction to the game. This is one kind of hands-on introduction and explaining why is left for the later sections that for most new players tend to be TLDR (too long didn't read). Those explanations are there if or when you are ready for them.
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Introduction
I have been playing Wizardry 8 since the day it first became available at the local Babbages store. I have played and enjoyed this game, off and on, continuously since that time. While at first I was shy and stood by while "Spotlights" into various characters got some things right but were too narrow in other respects, gradually I began to investigate, experiment and post. The purpose of this guide is to introduce the game to new players in a "hands-on" way.

While not as complicated as chess, there has been a chess-like building of knowledge of the game through the contribution by players (mainly via forums) over the years.

What is presented here is not an ultimate guide or authoritarian in any sense. It is merely one recommendation which should work great and be fun for a new player and introduce most of the key features of the game, including melee and range fighting, spells, music, engineering, sleep, alchemy, cursed (but sometimes quite powerful) equipment, scouting, inventory management, critical hits and last but not least, Expert Skills. To whatever degree it succeeds in these objectives it is my best attempt at providing a recommendation for new players, and play testers, so far, have enjoyed it a lot.

This recommendation does contain some minimal information about weapons, places and foes in the game but this is limited to early weapons as well as usually just what is generally there in the game. I tried to limit this to "need to know" for a new player, as expressed by new players over the years as what they "wished they had known" the first time they played. There is not too much of this and most of the mysteries of Wizardry 8 will only unfold as you play.

I have done my best over the years to really listen to new players (via posts) as they share their experiences. Many tried to play this game and, at least for quite a while, did not have fun. This recommendation is for new players, in response to their perceived need, but is definitely a fun party to play for any player. The main purpose, however, is to introduce this superb game in a fun and hands-on way for the new player. The envisioned new player, including the play testers are some of the most competent RPG and other game players I know. The greater the skill and perceptive ability of the new player trying this party, the more they will gain from it in terms of sparked interest and demonstrating what is possible in this great game. The optional sections other than "The Recommendation" add reasons for the recommendation, additional details and tips applicable for most parties.
Vital Necessities
The next three sections after this one contain the recommended party for this hands-on introduction, how to create and build the characters at level-up, and for the Priest and Mage, which spells to take. The three sections cannot be combined in one section because there is a hard limit on the size of each section.

The rest of the guide contains reasons why and play principles. This is not a walk-through.

WARNING: You are more than welcome to alter the recommendation or to use only a portion of it in any manner you choose, but doing so in a major way, like changing weapon types, focus during play or attributes emphasized can greatly weaken the party.

Shields are very, very strong in this game, far more so than in other RPGs. Another very strong feature of this game is Single-Handed Swords. Many two-handed weapons in this game, in a different party design, are strong and fun, but eliminating the shield from one of the four recommended Shield Bearers will greatly weaken the balance and defense of the party.

Each character design features a main skill and one or two secondary skills. Actually, only two characters, the Gadgeteer (melee and bow) and Ranger (bow and alchemy), develop two secondary skills. Focus is important in two ways, what to focus on and what to intentionally neglect.

Each character has a main focus as follows:

Priest -> Spells
Bard -> Music
Gadgeteer -> Engineering (Gadgets)
Fighter -> Melee
Ranger -> Melee (!!)
Mage -> Spells

In any round of combat, most often, the main focus should be used. The Ranger is well known in this game as a range specialist, but this party intentionally develops him or her as a melee fighter with Sword and Shield, on the front line. Bow is also developed, just as fast as the Ranger's melee, but during battle, unless it is time to develop their secondary Alchemy skill, melee should be the choice with range being a natural backup for that if no enemy is in melee range.

The spell casting Priest and Mage need to cast spells during battle most of the time not only for the direct benefit of those well-picked (and found and purchased) spells, but also so their skill naturally rises through use and allows them to qualify for new, higher level spells as their caster level rises (see the spells section).

Often, the points at level-up do not go into that focus intentionally. That is because often used skills, like the Bard's Music and Engineer's Gadgets raise Music and Engineering rapidly through use, although they do require a few skill points in the beginning to get them appropriately started when there are no gadgets and only one instrument at the beginning of the game.

Look, this recommendation is only that, a well tested recommendation. I will claim it is fun (even for veteran Wizardry 8 players) and powerful, but there are thousands of fun and powerful parties that are possible, as well as hundreds of thousands of weak and frustrating ones. This is just one party, play it for ten minutes, ten hours or to finish the game, and only if it is your inclination as a player to do so. Please share how it goes for you on the discussion board if you wish.
Race and Class Recommendation
The recommended party (in add order) is as follows (order of adding to party is intentional and matters):

Felpurr (or Human) Priest - Sling
Mook (or Hobbit) Bard - Bloodlust and Shield
Mook (or Hobbit) Gadgeteer - Sword and Shield (Bow)
Hobbit (or Mook) Fighter - Sword and Shield (Bow)
Hobbit Ranger - Sword and Shield (Bow)
Faerie (or Hobbit) Mage - Sling

Races can vary, but are chosen for when key expert skills can be obtained, initiative (for eventual Soul and Element Shield casters only) and the key attributes (Strength, Dexterity, Senses, Intelligence, etc., varies by character).

It is also optional that the new player recruit characters in the game (2 max). I personally believe RPCs are unnecessary and disappointing and a drag to the party in a number of ways, but it is a part of the game helpful for new players in some ways. Those RPCs (recruitable player characters) will only willingly go to some places in the game. Be sure to redo your formation whenever one is recruited.

Two items in the game, a sword called "Bloodlust" and a musical instrument called "Rousing Drums" (both for the Bard) are found fairly early in the game. The former is a cursed weapon (which has implications I will describe) and the later, used in the first round of battle, mostly eliminates the need for the Speed attribute in all but the two who will cast Soul and Element Shields in battle. Do not worry if some of those terms are unfamiliar. You will learn about them in time and will not need to worry about them until then.

FELPURR PRIEST:

The Priest can be developed for the front line with a shield and medium armors but in this recommendation is a back file, stone slinging spell caster, including very high initiative that allows her (or him) to cast Soul Shield before enemies disable the party. They go first almost always before the Snake Speed Expert Skill is obtained and always go first shortly after that expert skill is opened. She (or he) is intentionally not given a melee weapon and is locked on the Sling intentionally. Later in the game the Sling, with powerful stones, is a disabling nightmare for enemies. Key is the focus, with not a single skill point used for melee or earned through use once a sling is obtained.

The Priest is first for any disabling via Web that makes enemies more vulnerable, others for their melee and range weapon usage frequency after walking or running during battle.

MOOK BARD:

Briefly, the Bard is the "Bloodlusty Bard" who uses the sword Bloodlust and a shield exclusively (no range capability at all). Range is very difficult to use at all when using a cursed weapon so the recommendation is not to try. The Bard has musical instruments for range making the rounds when the Bard will do nothing very few (there will be some - not a problem). Other than points at creation if is not necessary to put any skill points into Music at level-up. By also putting zero points in range the focus becomes Sword and Close Combat, which rise very quickly and powerfully. It is only the late game when the Fighter surpasses the Bard in pure melee damage dealing. It is recommended that the Bard keep the sword through the entire game. It remains excellent throughout. Also, because the Bard is so focused, it is recommended that he or she pick up the Locks and Traps duty for the party, even though the Gadgeteer starts with a bonus in Locks and Traps and the Bard does not, the Bard taking this burden is smooth and powerful.

MOOK GADGETEER:

The Gadgeteer has a special range weapon called the Omnigun, but I strongly recommend using a bow instead. The reason for that is because this kind of Gadgeteer will be on the front line and will maximize Strength and obtain the Power-Strike expert skill as well as direct melee skills of Sword and Close Combat. A bow benefits in the amount of damage it does via Strength while the Omnigun does not. Early in the game the contribution by the Omnigun is pathetic and late in the game the weapon is noticeably weaker that those wielding bows. The Omnigun becomes awesome as a disabler or outright killer at level 26, but by then the game is over or nearly so. The weakness throughout the game is simply not worth it. The main disabling mode of the gun is "Blind" which is only really useful and powerful for one early battle and as a desperate escape measure. The rest of the time it is annoying and not useful because it makes blinded enemies run away.

DRACON FIGHTER:

The Fighter is just that, a great Fighter and eventually the best fighter in the game. While dual weapons are possible, I am strongly recommending a Shield. It is possible to develop the Fighter for both melee and range expertise and that is what I recommend. Her or his melee is key, but towards the end of the game, strong, Eagle Eye, ranged skills are awesome in the Fighter.

HOBBIT RANGER

The Ranger is used for melee in this party and that is key to this party's strength and fun. His or her awesome range skills are developed at the same time and when magic is opened at Level 5, strong efforts are made to develop her or his Alchemy skills. The Ranger's magic is eventually powerful, at least for a long time in the game, but the early development of it is focused on potion mixing. Potion mixing is the primary way this party raises the money necessary to buy key equipment and spells. The key money-making potions mixed from purchased ingredients open at Alchemy levels of 15, 40 and 50, so a combination of magic Alchemy use and potion mixing (starting at Alchemy level 15) need to be used including boosts to Alchemy as much as possible at level-up up to 50 (not a point into Alchemy is needed after that). The main reason a Ranger is in this party rather than an Alchemist is due to the "Scouting" skill. With a Ranger in the party that skill is automatic and the dangerous "Search" mode is never necessary. That skill requires zero points at creation or level-up (it just grows on its own) but will find virtually all of the hidden items in the game and certainly all of the important ones.

FAERIE MAGE

The Mage is the offensive magic specialist in the party plus the Element Shield caster. For the latter, in order to put that shield up before enemy disablers get to do their thing requires initiative and the Faerie is very strong, initially, in the initiative giving attributes of Speed and Senses. The offensive magic benefits strongly from the Power Cast Expert Skill which happens when Intelligence reaches 100, so that is an early focus as well up to 95 (not beyond that as there is a place in the game that gives 5 Intelligence). This dovetails nicely with a Sling and Eagle Eye specialization. with the Eagle Eye expert skill as third priority (first is Power Cast and second is Snake Speed for fast Element Shield casting).
Direct Creation and Development Recommendations for this Party
It is important to understand in what follows that the pushed skills are rarely the most important ones. Skills rise through use very rapidly until natural 100 (not impacted by spells, bonuses or items in game) is reached. Skills pushed either rise slowly or will be used heavily in a later portion of the game. Many important skills such as Scouting and Artifacts require no points at creation or level-up (for this party).

Casters have a need for distribution of 3 (of the 9) of the skill points at level-up to meet various magic requirements (read the next section on Magic Requirements to learn how to distribute those). They also have attribute and skill requirements for initiative and most of their skill points at level-up (listed here).

Prioritizing Expert Skills, once they are opened, is usually the best choice, superseding these instructions at that time.

Reasons for the suggested races, professions and build instructions for this hands-on introduction are in the sections following spell instructions. Feel free to change anything; it is your game. Perhaps knowing the reasons will help you decide if there are changes you are inclined to make. The ultimate goal is fun.

You might find it handy to have a printout of this section as you play. Once you understand the magic instruction section for the 3 skill points per level-up focused on magic then you will probably not need a printout of that (just this section).

The "balance" recommendation of melee and range skills for the Gadgeteer, Fighter and Ranger are to put points into the melee weapon skill, close combat, bow and ranged combat so they all rise together regardless of which is used more (put the available points in the lowest, etc.).

"Refinements" in the below delay certain expert skills slightly in favor of higher Dexterity (important attribute for accuracy), or pushes Senses a bit to reach Eagle Eye expert skill quicker.

Priest (Felpurr or Human) : (Position: back)
Beginning Spells: Heal (for survival) and Make Wounds (often chosen attack spell)
Attributes (Felpurr) at Creation: Speed 64, Senses 52, Dexterity 54
Attributes at Level-Up: Speed 3 and Senses 3 (Dexterity 3 after Speed maxed)
Skills at Creation: Throwing & Sling 5, Ranged Combat 5, Divinity +5
Skills at Level-up: Throwing & Sling +3, Ranged Combat +3, (magic instructions) +3

Bard (Mook or Hobbit): (Position: right flank)
Attributes (Mook) at Creation: Strength 64, Dexterity 67, Senses 67, Intelligence 52
Attributes at Level-Up: Strength +3, Dexterity +3
Skills at Creation: Locks & Traps 5, Music +5, Sword 3, Close Combat 2
Skills at Level Up: Locks & Traps +3, Sword +3, Close Combat +3

Gadgeteer (Hobbit or Mook): (Position: middle)
Attributes (Hobbit) at Creation: Strength 55, Senses 64, Dexterity 70, Intelligence 56
Attributes at Level-Up: Strength 3, Senses 3
Skills at Creation: Engineering +5, then Balance Sword, Bow, Close Combat and Ranged Combat
Skills at Level-Up: Balance Sword, Bow, Close Combat and Ranged Combat
Perhaps one or two more points (total) into Engineering to help get it started

Fighter (Mook or Hobbit): (Position: left flank)
Attributes at Creation: Strength 69, Senses 68, Dexterity 63
Attributes at Level 2: Strength +1, Senses +2, Dexterity +3
Attributes at Level-Up after Level 2: Strength 3, Senses 3
Refinement: Strength +3 and Dexterity +3 until Dexterity 75, then Strength +3, Senses +3
Skills at Creation: Balance Sword, Bow, Close Combat and Ranged Combat
Skills at Level-Up: Balance Sword, Bow, Close Combat and Ranged Combat

Ranger (Hobbit or Mook): (Position: middle)
Attributes (Hobbit) at Creation: Strength 60, Senses 65, Dexterity 65
Attributes at Level 2: Strength +1, Senses +2, Dexterity +3
Attributes at Level-Up after Level 2: Strength +3, Senses +3
Skills at Creation: Sword 5, Close Combat 5, Bow 11, Ranged Combat 11
Skills at Level-Up: Balance Sword, Bow, Close Combat and Ranged Combat

Mage (Faerie or Hobbit): (Position: back)
Beginning spells: Energy Blast and Frost
Attributes at Creation: Intelligence 77, Speed 76, Senses 61
Attributes at Level-Up: Intelligence +3 (up to 95), Speed or Senses +3
Refinement +3 in either Speed or Senses (both after Intelligence 95)
Skills at Creation: Throwing & Sling +5, Ranged Combat +5 and Wizardry +5
Skills at Level-Up: Throwing & Sling +3, Ranged Combat +3, (magic instructions) +3
Magic Recommendations
For specialist casters such as the Mage and Priest obtaining spells of higher level has both a level and skill requirement in their school skill (Alchemy, Divinity, Psionics and Wizardry):

Level 1 Spells: Character Level 1 and no skill requirement
Level 2 Spells: Character Level 3 and 15 skill points
Level 3 Spells: Character Level 5 and 30 skill points
Level 4 Spells: Character Level 8 and 45 skill points
Level 5 Spells: Character Level 11 and 60 skill points
Level 6 Spells: Character Level 14 and 75 skill points
Level 7 Spells: Character Level 18 and 90 skill points

Note that the specialist casters (Priest, Mage, Psonic and Alchemist) also receive a 25% bonus to their magic school skill. At level-up you will see the skill before the bonus. So, for example, if the Mage has 36 skill points in Wizardry then, with the bonus, that meets the 45 skill requirement for level 4 spells. Thus in that example the goal is for the Mage to have that skill level before the level requirement of Level 8 is reached, so Level 4 spells can be picked during that level-up.

For the Ranger's Alchemy skill (and the school skill of other hybrid characters), the requirements are as follows:

Level 1 Spells: Character Level 5 and no skill requirement
Level 2 Spells: Character Level 7 and 15 skill points
Level 3 Spells: Character Level 9 and 30 skill points
Level 4 Spells: Character Level 12 and 45 skill points
Level 5 Spells: Character Level 15 and 60 skill points
Level 6 Spells: Character Level 18 and 75 skill points
Level 7 Spells: Character Level 22 and 90 skill points

Meeting these requirements usually requires both heavy use of spells and a few skill points added to the school skill at level-up. For the Mage and Priest meeting the requirement for Level 2 spells at character level 3 (15 skill) and Level 3 spells at character level 5 (30 skill) is pretty easy. The requirement at character level 8 requires heavy use of spells to meet.

One way to be certain of reaching the requirement is following the "level before" rule. If the skill level at the Level 4 level-up is less than 24 raise it as close to that as possible and no higher. 24 +25% equals 30 which meets the requirement for Level 3 spells at character level 5. If at the Level 7 level-up the school skill can be raised to 36 than that plus 25% bonus will meet the 45 skill requirement at Level 8 for Level 4 spells.

With appropriate heavy use of spells obtaining higher level spells when first available by level should be easy.

The recommended spell picks have many reasons behind them, like important buffs and other spells, but in this section here are the recommendations:

Mage:

At Character Level 1 (at character creation): Energy Blast and Frost
At Character Level 2: none
At Character Level 3: Enchanted Blade and Missile Shield (Level 2 spells)
At Character Level 4: none
At Character Level 5: Fireball and Whipping Rocks (Level 3 spells)
At Character Level 6: none
At Character Level 7: none
At Character Level 8: Iceball, Element Shield and one other Level 4 spell

Spell picks can be saved up which is the reason for taking no spell as indicated. Many other spells are found (the spell book that can be used to learn it) or purchased.

Priest:

At Character Level 1 (at character creation): Heal and Make Wounds
At Character Level 2: none
At Character Level 3: Identify Item and Web (Level 2 spells)
At Character Level 4: none
At Character Level 5: Magic Screen and Armorplate (Level 3 spells)
At Character Level 6: none
At Character Level 7: none
At Character Level 8: Soul Shield, Whirlwind and one other Level 4 spell

Some spells are just for battles and some like healing wounds or buffs can (and should be) cast between battles. The main buffs that greatly protect and enhance the abilities of the party are:

Enchanted Blade
Missile Shield
Magic Screen
Armorplate

There are other buffs, some of which you only obtain later, that you should obtain and use between battles (after restoring mana via a quick nap):

Light
Chameleon
Shadow Hound
X-Ray
Detect Secrets

There is no reason not to cast all of the buffs between battles and the experience of doing so can greatly help both the school skill and magic realm skill in the realm of the spell. For example the "Light" spell can help prepare the Alchemist for Fire Bomb obtained as early as Level 12 and the Priest obtaining Lightning Strike at Level 14. I do not recommend repetitive training just to raise a skill but do recommend casting all buffs between battles after a nap.

The Alchemist also gets magic spells but also has the duty in this party of mixing potions and making money doing so. The key points for mixing potions are when Alchemy Skill reaches 15, 40 and 50. Mixing potions or certain combinations of dust makes Alchemy increase through use, just like casting spells that use Alchemy does. The party finds or purchases low cost ingredients and the Ranger mixes them.

However, being a hybrid character (in this party instead of an Alchemist because of Scouting) she does not get any magical ability at all at levels 1 through 4. At the Level 5, level-up, Alchemy jumps up to 5 and it is now possible to pick a spell and learn level 1 spells from the Alchemy book. It is also important during that Level 5 level-up to increase Alchemy by +3 to make it 8. The other 6 skill points at level-up go to the balance of fighting skills as above. The spell I recommend taking during the Level 5, level-up is the Heal Wounds spell.

At first this spell will only cast in the red at Power Level 1. Do so, in battle as needed and intentionally outside of battle if anyone in the party does not have their full hit points. At first there will only be enough spell points to cast it once between replenishing of spell points via a nap between battles. Do so. It might seem like an impossible hill to climb at first, but then, over the next couple levels, there will be enough spell points to cast it twice, then three times, before replenishing.

At level 6 the recommended spell is "Light". Yes, there are better spells, but the point, early on, is not for the Ranger to cast powerful spells but rather to reach an Alchemy level of 15 so potion mixing and generating money doing so can begin. Again, please put three skill points into Alchemy (the rest in balanced fighting skills as before). This brings Alchemy up to 11. If you have been casting Heal Wounds between battles at Power Level 1 as indicated above, chances are pretty good that you still do not have any increases in the Alchemy skill through use. That is okay. Even though there is no visible progress, under the hood there is progress.

If you have been following other instructions, you gave a book containing the "Light" spell that you found to the Priest and he or she has been casting "Light", once only, at the same time other buffs are cast between battles. The Priest's Fire Realm skill is probably up to about 5 or so. Now, starting at Level 6 after she or he levels up, the Alchemist takes over this duty.

If all goes well, and it should, there will be at least one increase in Alchemy so at the Level 7, level up, Alchemy skill will have already risen from 11 to 12 via use and by adding 3 potion mixing can begin. I will not give potion formulas here but it is easy to look up or learn by experimentation.

At this point the Ranger is in a mad race to reach Alchemy skill of 40. At the Level 7, level-up you can take the spell "Acid Splash" and then use Acid Splash during battle, Heal Wounds at Power Level 1 after battle until everyone is healed or you run out of spell points, and "Light" at buff time between battles. In addition to the spells you can buy other spells for the Ranger and take or save the pick at level-up, you can mix potions and sell them, including intentionally purchasing the ingredients and selling the result for a profit. Once Alchemy skill reaches 50 put all skill points at level-up into the balanced fighting skills as above.
Beginning the Game
After the characters have been through the creation cycle and added to the game in the order specified, it is time to go through the starting story animation and start the game.

I recommend and always play in tactical turn-based mode.

The order added to the party is most relevant if the party runs or walks before carrying out their instructions for that round of combat.

The first thing to do is set the formation. The recommended formation puts front line characters across the middle and flanks, which then makes what is called the "Wide Front Line" (WFL). If you take on RPCs (recruitable player characters) be certain to move them back to one of the flanks as part of that WFL. The Priest and Mage, developed in the way recommended above, go in the back and care must be taken when fighting enemies that they cannot be directly hit by enemies. You can change formation during battle to help with this but it is not too difficult with practice.

The reason to put one on each flank and two in the middle is to protect that middle (if both unconscious those in the back can be reached). The reason to put the strongest (Fighter and Bard) on the flanks is that with none in the front the Left Flank can reach any enemies in contact in front or to the left of the party and similar for the Right Flank.

After setting up the formation move forward a couple steps to the first (unlocked) chest. In the suggestions above it is clear that certain characters are intended to use swords and shields as well as bows, crossbows and slings. However, in the beginning of the game the party will not have those things and it may be a few levels before they do.

Do not equip unidentified swords or other items. Some are cursed, tough to remove and weak. The most important spell pick in all of the instructions above is for the Priest to take the "Identify Item" spell at Level 2 and it may take a couple levels after that before she or he is able to identify everything. Be patient. Note: Identifying will also help her or his Divinity skill.

Additional Swords and Shields will eventually appear. Always be on the lookout for better equipment within the above recommendations but identify it, if needed, before putting it on. Save often and go back to an earlier save if you mess up.

So, in the beginning only the Fighter and Bard will have a sword, only the Fighter a (weak) shield and both bows and Slings will be scarce. That is okay. The Ranger will only have a Bow to fight with at first even though a sword and melee will be a key focus as soon as possible. The Gadgeteer will only have an Omnigun even though I strongly recommend getting rid of it as soon as possible for a Bow (and sword and shield) and to put exactly zero points at level-up into Modern Weapon skill.

It is easy to slip into sticking with starting equipment but do not buy into that. There are lots of right ways to equip and use each character. Do not be afraid to move around the items obtained among the characters so each achieves the desired equipment as soon as feasible.

For range weapons, I recommend the Fighter start with a Light Crossbow when found and eventually a much better (single shot) crossbow. The ranger has special bows only she or he can use and so I start out with a Short Bow and improve from there. The Gadgeteer, especially after Strength reaches 120 with a special Gadgeteer-only item for that extra 20 Strength can use something called a Strong Bow, but starting with a Short Bow when found is good. The Omnigun can eventually be sold for a single coin (go for it). The Priest and Mage should both be given Slings as soon as possible and (important!) locked on them (so they do not switch to Martial Arts or a melee weapon when enemies get close). The Ranger will soon be using a cursed (but excellent) Bloodlust Sword so I give her a bow until then but use it as little as possible (music or sword preferred but not always possible).

You will have plenty of equipment soon after reaching the first city, but at first, fight with whatever you can shoot, swing or cast. There will be some tough battles. Save often and do not be afraid to ask for help (on the Discussion board).
Basic Strategy and Tactics
SAVES:

Save often. Bad luck can destroy your party in Wizardry 8 at any time. However, with this party that is very unlikely and reducing the chance of that to very small is the best you can do. As a new player you will make mistakes, some of which can be fatal for your party.

THE MANUAL:

It is very good for most mechanical aspects of the game with illustrations for many aspects of the game like what the various screens contain and how to unlock things, cast spells and so forth. For any game-logistic questions you cannot quickly answer with the manual feel free to post a question on the forum.

TERRAIN:

Where you fight from is important, especially in many of the games early battles, including protecting the mage and using the recommended party formation. You might be facing seven tough foes, for example, but if they can only come at you one or two at a time then you have a good chance against them. As you gain power and get a better feel for the power of your party and its limits you can relax this. Sometimes the terrain will allow you to use your spells more effectively.

For example, if you are a Mage at level 5 who can cast two Fireballs before running out of mana in the Fire Realm, and you are facing four or five groups of enemies who have engaged but not arrived yet (a not uncommon scenario), you might be wise to wait on those fireballs for a couple rounds until all your foes are just outsice the nook you are fighting from. If you hit 30 enemies at once for an average of 12 damage that is 360 damage in that single round by that single character.

It is not a bad idea to look for nooks or other limited access points you can retreat to if enemies turn out to be just ahead.

There is zero shame in this game from running. In fact it is a skill that the developers expected you to develop. There are limits to its use, as with any tactic in Wizardry 8.

ENEMIES:

Foes in Wizardry 8 increase in level approximately as the party does (within a few levels). There are some fixed battles where the enemy will always be the same level when the party reaches it and areas have upper and lower limits. Never fear, however, because if you explore thoroughly but do not linger in areas you will most likely face reasonable (but often challenging) foes.

In particular, staying in the first area and fighting regenerating monsters over and over to level-up is a horrible strategy. The available weapons and armor in the first few areas you encounter are very weak. After you get to a major city or base camp this changes, allowing you to buy valuable items by selling stuff gathered during your exploration.

SEARCHING AND SCOUTING:

There is a button to press that allows you to search, but with this recommended party there is no need for you to ever press it. The reason for that is because the Ranger has Scouting Skill which finds hidden items without official searching if the party walks near.

CHESTS:

All chests are fair game. Do not be shy. Many of them are trapped. There are a number of ways to deal with traps but the most straight-forward method is by developing the Locks and Traps skill. For this recommended party it is the Bard who will serve this role by putting the maximum number of points in that skill at character creation and every level-up.

Most of the chests are trapped but someone with that skill can open them, however it remains dangerous. Locks on doorways and some chests have tumblers which can be raised and stay raised depending upon the Locks and Traps skill. There are spells obtainable fairly early in the game to assist with both of these.

SKILLS:

While skills can carefully and selectively be increased at character creation and level-up, the main way to obtain skill is through use. Using a skill creates an opportunity for it to increase by one. This is very powerful and the only way to raise a skill above 75.

This requires a very important overall strategy and that is using the main skill of the characters. Every effort should be made to have spell casters cast spells, Gadgeteers make and use gadgets, etc. Using what the character is best at almost always is the wise way to play, specifically because of the skill increases through use.

Many skills, for example Artifacts, Mythology, Communication, Scouting and non-emphasized fighting skills can be left alone to increase on their own with no points put into them.

SLEEP:

Any party with a Bard in it sleeps more efficiently, an interesting feature of the game. Sleep is something which, especially early on, should be done in very short naps, only as much as is needed to restore the spell points of the spell casters.

Enemies regenerate as the party sleeps. This means a few of the groups the party faces will only be there because of naps the party took. That is only a bad thing early, before the first city or camp is reached. After that having lots of battles is good for the party (and fun).

There is no rush and thorough exploration is a good thing. If you find certain enemies to be too tough, avoid them without shame. Later they will be no problem. Save often with multiple saves.

VENDORS:

The first vendor has very little but after that vendors greatly benefit the party. They have many standard and special items that the party can use. Money is generated by potion mixing and selling unneeded items the party has found in chests, on fallen enemies or just laying around.

It is a known bug that vendor inventories can become clogged with cheap ammo (like arrows, stones or bolts) so it is best to purchase these and either sell them back in larger piles or stash them in a chest. Dropping items to the ground can eventually clog up maps and make them slow to load. Putting things in chests is no problem and it is safe (in this game) to do so. Nobody will take what you put in chests. Once you empty a chest its contents are never regenerated so you can store and retrieve items to and from any chest.

SPECIAL EQUIPMENT:

Keep an eye out for special equipment. This can be an item only one character, like the Bard or Ranger can use, or it can be a rare item which may or may not appear in the game this time. Some of the components needed by the Gadgeteer to make gadgets can only be purchased from certain vendors. There are chests which only contain rare items sometimes. Enemies sometimes drop special equipment as well. Bard Special equipment should be worn on chest and legs when found, even if armors with higher AC can be worn.

In addition to gadget components, various oddball items are needed by vendors so they can create custom items. Talk to them to find out if they can create custom items and what they need you to find and give them in order for them to do so. The journal keeps track of exactly what they can make, what they need for each custom item in order to build it and which ones you have already given to them.

Sometimes items, including very powerful ones, are unidentified and come with a question mark on them. These need to be identified in order to know what they are and whether or not they are cursed. Cursed items can be equipped but they cannot be removed unless uncursed (such as by an uncurse spell). The uncursed spell has no impact at all upon the cursed item itself (which remains cursed) but it allows the character the spell is cast upon to remove it). A few cursed items are highly desirable but many are poor or even hurt the character wearing them.

There is a button in the same screen that shows the inventory (see manual) that can be pressed to uncurse when a character is capable of doing so. There is also a button in the same area for identify, whenever a character has that capability. These buttons will only be lit if the character has that capability.
Speed and the Bard
There is no need to hold off playing any longer. The following sections on Speed, Carrying Capacity, Alchemy, Expert Skills and Additional Character Info can be useful to know. They can be read or skipped until interested or needed. These sections are from things new players ask and claim to greatly benefit by from various forums I have participated in. This current section is about the Speed Attribute.

Speed in Wizardry 8 is a wonderful attribute (as are they all) and highly valued by this recommended new player party. Looking at the choice of races and the recommended character development this might not be immediately evident but it is true nevertheless.

Speed, in addition to several other benefits including +2 AC at higher levels, along with skill in the weapon used, increases the number of swings and attacks, which directly increases the amount of damage a character does. For example, by the midgame on the Rapax Rift, the Bloodlusty Bard has been observed as obtaining 4 hit attempts, then 4 more hit attempts.

This happens with the Bard, using the sword Bloodlust when Speed was at 125. Through creation and level-up 100 points is the maximum but items worn and spells can increase an attribute over 100 and, up to 125, that matters. Speed (or another attribute increasing above 125) is treated as 125.

So the recommended race for the Bard here is a Mook, which has a starting Speed attribute of 35. So how is 125 obtained from that? Well, there is a Bard special item that brings it up to 45, and then there is a nice set of boots always available (not a Bard special item) that brings it to 55. From there the Bard instrument Rousing Drums is used.

This Bard instrument, usually found in the early midgame, casts a spell called Haste. When successfully cast, this powerful spell iincreases the Speed attribute by a full 10 points per power level. At Power Level 7 this brings the speed from 55 up to 125. It does this for the entire party, including for the Bard even though the Speed attribute is left at the starting value of 35.

It is not important for the Bard to be fast before the Rousing Drums are used because the order of turns between party members and enemies is determined at the beginning of the round and it is not changed mid-round when the Speed attribute drastically changes because of the drums.

A typical first round in the late middle game and beyond is Bard using Rousing Drums, Priest casting Soul Shield, Mage casting Element Shield, all at power level 7.

Fire Realm spells including Haste cast via Rousing Drums do not work under water, but underwater foes are manageable with this recommended party. Death Rays are tough, but that is always the case. The vast majority of the game is not under water.

Even leaving the Bard's Intelligence alone at the required starting level, Music Skill rises fast enough through use so Rousing Drums can be used very effectively starting about level 13.
Carrying Capacity
Carrying capacity is actually important in this game, mainly because there are consequences when the party is overburdened. There is lots of loot in the game as well as equip-able and usable items. Keeping vendors unclogged by buying their cheap, or not so cheap, ammo is another factor.

For parties weak in this area the party often becomes encumbered. There is little point in creating excellent characters when that is allowed to be nerfed down to merely good or worse by over-burdening. Over-burdening starts when the weight carried is reported in blue. This takes place when that character, or all characters in the party, are forced to carry more than half of their carrying capacity. Players should always strive to keep what they are carrying in the white (unburdened).

In not so subtle fashion, this aspect is greatly assisted for this recommended party because four characters are all working to maximize Strength. Carrying capacity is also increased by increasing Vitality but only half as fast as increasing the same amount of the Strength attribute.

The Faerie has low carrying capacity and this needs to be watched. Maybe only 25 stones at a time can be equipped with the Sling, for example. This is a downside to the Faerie but there are upsides and special equipment as well. It is, IMO, part of the fullness of the game to check out one in a party.

After Intelligence, Speed and Senses are all maxed in the Faerie Mage, attribute points can be put into Strength and/or Vitality to assist with this.

An important point is to put items a character does not need during battle into party rather than character inventory. An item in Party inventory only counts as half of its actual weight. For example, an item with a weight of 12 will count as 6 distributed between all the characters rather than as 12 that it would count as in any character's individual inventory.

Different characters take on different amounts of the party inventory burden. The game does a good job of distributing this. If a single character's personal inventory is over half of their capacity they are burdened, but if each character stays under this limit then none of the characters in the party is burdened unless the items they are actually wearing make them so with no party contribution.
Expert Skills
While the most important feature of this recommendation in the opening of the game is the wide front line (implemented by putting nobody in the front), and, starting in the middle game, casting Soul and Element Shields whenever needed in battle before enemies have time to disable party members, in the end game and the toughest areas of the game the most important feature of this recommendation is Expert Skills.

Expert Skills open up whenever an attribute reaches natural 100. Natural 100 means that items worn or spells in place that increase attributes do not count for the purpose of opening up Expert Skills. These skills are mentioned but are poorly covered in the Manual.

Only some of the Expert Skills available in this game are introduced with this recommended new player party, primarily the "offensive" Expert Skills: Power-Strike, Power-Cast and Eagle-Eye. These Expert Skills are about penetration in spite of enemy resistance and armor. Power-Strike (when Strength reaches natural 100) is for melee attack penetration. Eagle-Eye (when Senses reaches natural 100) is for range penetration, and Power-Cast (when Intelligence reaches natural 100) is for spell penetration and effectiveness in spite of enemy resistances.

Toward the end of the game against higher level foes many attacks fail to penetrate or are ineffective. If the party is developed well, including Expert Skills, the toughest enemies are challenging but fun, because the party is up to the challenge.

Also used by only 2 characters in this recommended new player party is the Expert Skill Snake-Speed (when the Speed attribute reaches natural 100). This expert skill increases initiative making the character having some level of this skill more likely to go first in the first round of battle (and subsequent rounds). Both the Speed and Senses attributes increase initiative a little bit directly. When Snake Speed is added to this it makes the character very likely to be able to cast a Soul or Element Shield before enemies have a chance to disable party members.

Only the Mage in this recommended new player party is given the Power-Cast expert skill. With that, however, the Mage spells remain effective against most foes even in the toughest areas of the game world.

The Reflextion Expert Skill (when Dexterity reaches natural 100) provides additional protection against enemy attacks.

Two Expert Skills, Iron Will (when Piety reaches natural 100) and Iron Skin (when Vitality reaches natural 100) are not included in the recommendations for this particular party.

Expert Skills put an odd twist on attributes and what is important. Without any knowledge to the contrary, players will naturally put some attribute points in whatever attributes will seem to help. It is unlikely that many Expert Skills will be obtained without knowing what is required and specifically going for it. Going through most of the game while putting 3 attribute points into the same two attributes every level-up is non-intuitive, but going for those Expert Skills makes the later portions of the game more fun, IMO. That, at least, is my intent for the new player.

Note that Expert Skills are only opened when the governing Attribute reaches natural 100. To be of value the skill needs to be increased from zero after that through level-up skill points and use. They tend to increase very fast.
Additional Character Info
(under revision June 27, 2022)

This recommendation includes developing the characters toward certain specific skills and Expert Skills. There are many ways to develop a party and absolutely no claim is being made here that this party is the best. It is, however very workable. Playtesters are impressed by the power of this party and are having a lot of fun. I have also played this party, which is not a fair test in itself because I am experienced player. I did play it on expert difficulty, however, to help balance this.

Please take whatever you wish from this recommendation and apply it, or some version of it, or something completely different. This choice of characters is not original in any sense and I do not own and did not invent anything. This is just an attempt to give the new player a fun and successful first experience with an excellent game that many players have found to be difficult at first.

MAGE:

The Power-Cast Expert Skill keeps the Mage Spells powerful and highly useful against enemies all the way to the end of the game.

The Speed, Snake-Speed and Senses of this character allow him or her to cast Element Shield fast.

I should comment on the recommendation of a Faerie for the Mage. A strong alternate is a Hobbit. There are benefits as well as negatives for the Faerie but for the Mage it is fine. I have played through to the end of the game in various parties with one, lots.

PRIEST:

The Priest is probably the weakest character (in terms of hit points) that works on the front line. Using a shield really helps. In practice there are usually no special efforts needed to protect the Priest or keep him or her alive. Upper and lower armors up to +8 each are available and medium accessories, cloaks and other items and spells raise the Armor Class of the Priest up to being comparable with other front line characters such as the Bard and Gadgeteer. There are powerful one-handed maces in the game which make using a shield (strongly recommended) possible.

The Priest's Speed and Snake Speed (pushing Senses third after Strength and Speed go to max) will result in getting that Soul Shield in place when needed first, before enemies, every time unless the party is surprised.

BARD:

The sword, Bloodlust, is a pretty amazing piece of equipment. It is cursed and is the only cursed weapon I recommend for this new player recommended party. This is because:

A 5-13 damage range, modified by constant Beserk, which doubles this range to 10-26. In addition to that there is a 2% bonus to damage for every point of Strength Attribute over 50. There are many special items for the Bard, and I recommend you wear them all. One result from that is the ability to bring the Bard's Strength to 125. This results in high bonuses throughout the game and, 150% bonus when Strength 125 is reached. These two bonuses multiply. There is also a +6 to weapon initiative (and +5 to Sword Skill) for this weapon. Weapon initiative impacts not just who goes first but also how many Attacks and Swings are obtained. The weapon also gives the player an extra swing, which is a huge benefit throughout the game.

The bottom line is that if you have not worked up to having extra swings or attacks per round, yet, you get to use Bloodlust twice (against the same target) rather than once, which is, in effect, at least potentially, another doubling multiplied with the rest (if it results in two hits).

Bloodlust is cursed and this pretty much eliminates range attacks by the Bard. However the Bard has musical instruments and there is often something to do with those when enemies are not in melee range. In practice there are very few rounds when a Bard with a cursed weapon has nothing to do. By uncursing between battles it is possible to use range until enemies close and this can even be done during battle but it is not part of this recomendation to do that.

By giving up on range, in exchance for the benefits of that weapon, that means the Eagle Eye Expert Skill will be of no use (unless uncursing every time, etc.). That means the Senses attribute can be given third priority over Dexterity. By putting 3 points into Strength and Dexterity every level the Bard becomes very powerful at melee, very fast. The melee of a Bard with Bloodlust is only surpassed by a Fighter, Rogue and possibly one or two others using the fantastic weapons that begin to become available in the late midgame, but Bloodlust is available early in the game and helps the party survive until them and remains excellent throughout the game.

Shields are recommended for all front line characters initially in the party. Shields are fantastic in this game. They increase the Armor Class (AC) and, especially with Shield Skill, block many of the attacks that hit the character. When the shield is hit, zero damage is the result for that hit.

GADGETEER:

There is no reason not to use a Gadgeteer on the front line and that is what I recommend. The need to put points into Locks and Traps and frequent use of Gadgets slows down the growth of the Gadgeteer's melee a bit, but it gets there and is powerful.

The Gadgeteer comes with an Omnigun that eventually can fire arrows and bolts. However the Omnigun does not benefit from the strength bonus while the Bow does, so I recommend a bow and sell or store the Omnigun. Also, the Omnigun has a percentage chance of blinding which some new players (including one of the two playtesters) found annoying.

Blind makes that one enemy run, usually, which means they can still be alive after battle to interrupt an attempt to regain mana with a nap. Against difficult enemies area effect spells can soften enemies up but if one or two run, those are not softened in that matter... which can be annoying or even dangerous.

FIGHTER:

In this recommendation the Fighter is developed for both the Power-Strike and Eagle-Eye Expert Skills. Dexterity is also extremely important for a Fighter and any fighting character. There are various strategies for distributing points at creation and level-up among Strength, Senses and Dexterity. In one strategy points go into the lowest and then they are raised together until all are 100. For the recommended Races this will happen at about Level 18. Another strategy, and one I recommend, is to raise Strength and perhaps Senses faster to open up those expert skills at a lower level. The Reflextion Expert Skill is merely nice to have in my opinion, so it makes little difference if Dexterity is 95 or 100 IMO because the number of uses of a weapon that hit is a high percentage later in the game and improving that is a diminishing return.

RANGER:

The development of this character is a bit odd, recommending he or she be put on the front line but, after Shield Skill and Alchemy (when available) pushiing range capability first. It will probably feel a bit awkward for the sword I recommend with the shield to only gain skill via use, but there will be a lot of use and both Sword Skill and Close Combat will go up. Later, in the early midgame, the Ranger will be using the bow almost all the time because enemies in melee range are always dead. Then pushing sword and close combat at level-up after Shield Skill and Alchemy if still needed might, ironically become a good choice. Both melee and Range will get lots of use through the middle and end game and having both Power-Strike and Eagle-Eye will be very powerful.
Philosophy of Choices (background only)
This party recommendation is based on 1) power in the opening and early middle portions of the game when it is most needed, 2) strong defense and 3) introducing features of the game.

Dual weapons for some characters, rather than using shields are an option that some players recommend (even for new players) but shields are powerful in this game and greatly add to survivability through opening and early middle game after obtained (shields are rare at the beginning of the game). Offhand weapons are fair to poor in this game, negatively impact the main weapon, at least at first, and are not essential for the particular characters in this recommended party while shields remain great throughout.

This is a melee focus party but all three of melee, range and magic are needed in the game. Melee by this party will eventually become so powerful that enemies in range are dead before all party members get a chance to act, resulting in more ranged attacks by the party as the game advances, so both are important even though initial focus is melee.

Dexterity is vital and incredibly powerful for any fighting class. The melee and ranged expert skills of Power Strike and Eagle Eye, respectively, are opened when Strength and Senses, respectively, reach natural (not including item and spell effects) 100. Expert Skills, once opened, take time to rise through use and level-up points, during which time Dexterity can be pushed toward max. Changing the order is possible (because Dexterity is that powerful) but if the Expert Skill is obtained too late it will have little or no value at all when needed. Choice of Race for the intended class can be greatly influenced by the attributes which are third and fourth priority for the chosen character design.

Many foes attack with magic instead of melee or ranged force. There are buffs (described elsewhere) that should be always cast after every sleep, one of which is Magic Screen, which should be in effect at all times, after having been successfully cast at Power Level 7. This should be attempted as soon as feasible. In addition to that are Soul Shield and Element Shield spells that should be cast, ideally, at the very beginning of the battle before enemies get a chance to disable party members. Both the magic screen and the soul and element shields increase resistance to spells. For some powerful foes, that start to appear in the middle game, it is possible that the entire party can be disabled before even getting a chance to act unless party characters cast those Soul Shield and/or Element Shield spells on time, before enemies get a chance to act. That is the reason for the emphasis on Speed (and initiative) for the Priest and Mage. This makes the Priest and Mage in the party even weaker in terms of fighting skills than their meager potential. However this recommendation gives them the eventual power to physically disable even powerful foes, using the best Maces (Priest) and Stones (Mage with sling) in the game.

Some players do not go for fast Soul and Element Shield casting, which is dangerous, and might make you need to reload more, but then those attribute points put into Speed can instead be put into other attributes. I stand by my recommendation to have fast Soul and Element shield casters in the party. It is more fun, IMO, to potentially have what it takes to defeat any foe ten out of ten times, and frustrating to have certain foes it is nearly impossible to beat.

It is a core principle and several of the paragraphs above contain the implied philosophy of "contribution". Contribution, as a W8 game philosophy is the total party ability to do melee and range as successfully as possible for that party because every character contributes something, even if relatively weak, not just that of the individually strong characters at melee or range. Even small contributions to these by the Priest or Mage, for example, can make the party overall significantly more powerful when doing melee or ranged.

Related to "contribution" by all members of the party is early power. This is achieved within this party in two ways, one is by pushing melee skills early, at level up and creation. Doing this can mean, quite often, eliminating an enemy in a round of combat verses merely damaging them. Every little bit helps. At first, early in the game, most swings against an enemy will miss but out of the attempts by everyone in the party making each swing a bit more likely to hit earlier, through skill and dexterity, etc., can make a huge difference. Many new players feel the journey in the first open road on the way to the first city is the toughest in the game and many of those actually fail to get there. That includes many of the so-called RPG experts who originally reviewed the game when first released.

The other factor in the party choice adding to early power is the choice of relatively fast-leveling characters. In this party the Ranger is the slowest to rise in level, but having a Ranger in the party has many benefits for a new player, even when used unconventionally for melee rather than range as first priority.

Finally, the most important factor for survivability of this party is the wide front line. By putting everyone except the Mage on the wide front line (middle and left and right flanks), enemy hits are distributed (usually) among party members.

The Mage, even if not a Faerie, needs to be protected. If the new player has the Mage die too much it will destroy their game. The skill needed to keep the mage alive is almost necessary to play. Substituting a very-slow-leveling Bishop for the Mage is possible (not recommended), and that Bishop can be given a Shield and placed on the front line along with the rest, potentially, but it also not that difficult to keep the fast-leveling Mage alive.
Conclusion
The purpose of this new player party recommendation is primarily intended to be fun and secondarily to help the new player learn about the game in a hands-on fashion.

If you are like the rest of us, a million different party combinations and flavors and styles will pop into your head after playing this (or another successful) party. Those of us who have played this game for years are still learning new things about it all the time.

The balance of the game, however played, is incredible. Every character and race is potentially powerful or weak depending upon the methods of creation and development that the new player is given a mere sample of here.

I seriously doubt that a player will play this party and say, "Well, I guess I have played Wizardry 8". Instead, even if you play the game all the way through to one of the endings with this party I expect it will only be a primer to whet your own personal creativity.

Criticisms are welcome but I am not claiming this to be flawless or anything more than my best attempt to give new players a fun and interesting experience with one kind of powerful party.
Acknowledgements
On this board, among several others, CeterumCenseo, who I call CC and Biogoo have helped clarify the behavior of several aspects of the game. The order of battle was modified by analysis provided by Uncle Al.

Mostly, this recommendation is based upon experience with the game, drawing conclusions emphirically through experimentation and observation when playing. Still I have spent time over the years studying and investigating mechanics about how the game works at the lowest levels. This guide (if the recommendation this merely is can be called a guide) should be consistent with the discussions of mechanics in other recent excellent guides such as Peddroelm's or Goumindong's, but while only focusing on one example end result of applying all of those mechanics rather than focusing on the mechanics themselves.

I wish also to acknowledge the playtesters, named Giant Killer and Trimoona on Steam, for testing out this new player recommendation and enjoying it while giving feedback.

Longer term, Flamestryke was a great help through her detailed pages and direct discussions while she was still with us. She encouraged me greatly years ago when I was first discovering the virtues (ironically) of the Bloodlusty Bard and writing posts about it. I also learned from and used the pages she linked to, and Mad God's editor. I wish to thank Zimlab and others who preserved those Flamestryke pages for us to be able to continue to benefit from.
(temp during revision June 27, 2022)
Worth Special mention are the spells Soul Shield, cast by the Priest and Element Shield, cast by the Mage in this recommended party. These spells are exactly why the recommendation makes the Priest and Mage in this party fast. Each power level of the Magic Screen provides resistance against spells of any realm in the amount of 7 plus 4 more per Power Level, for example in the Earth realm. In addition, Element Shield provides 7 more resistance per power level against any spells in the elemental realms (Fire, Water, Earth and Air) and Soul Shield provides 7 more resistance per power level in the Divine and Mental Realms. Other things such as items, certain spells, like Superman, and character resistances also add to resistance in a realm.

Note that due to a bug in the game too much of a good thing is possible and resistances of more than 255 wrap back around to zero. This bug is hard to hit but it is possible if you pile on items, spells and natural resistances. In general you should have Magic Screen in place all the time at Power Level 7 and Soul and Element Shield up and in place at Power Level 7 when possible unless you are sure they are not needed (due to your knowledge of the enemy for example).

44 Comments
mpnorman10  [author] Jul 29, 2024 @ 9:18am 
Some Fighter builds with one focus are at least temporarily more powerful than an intentional dual focus, but Range Fighting is also potentially awesome in this game, especially in moderation when most needed. I feel it important to show that as a party option.

Also, players have demonstrated that a 2-handed extended range weapon is more powerful than a short range only weapon, strictly in terms of kills relative to other characters in the party early on and before the range capabilities, as an intentional second focus here, also blossom, but I also wished to demonstrate how shields are incredibly powerful in this game. They greatly reduce, without hiding (stealth) in this case, the average damage taken by the party due to hits of the shield rather then the character. It is a key component of this particular sample powerful party.

Yes, magical defenses are more important than physical in this game, but physical defenses also matter, especially against certain foes.
mpnorman10  [author] Jul 29, 2024 @ 8:57am 
In re-reading several of the questions below, there is an underlying reason for the Fighter and other characters given more than one focus. A Fighter will eventually powerfully bash anything in range but can do more than that single focus. Remember a powerful party is about the party, not just one character. In this case the Fighter can be given an excellent range capability as well. This kind of Fighter is deadly both in melee and range fighting. The idea is to give the new or returning player a sample of as many Wizardry 8 powerful features, including, in this case, five out of six in the party with a range capability and 3 of those powerful at range. Just as, all other things equal, a Fighter with a powerful extended weapon is more effective than a Fighter with just short range melee, this Fighter mastering range as well as melee is deadly at any range. It is, according to many, a fun party to play, definitely powerful, and introduces the power of many characters and features.
mpnorman10  [author] Jul 22, 2024 @ 11:45am 
Many players like the Dracon race for their Fighters, in part because of the power of their Breathing attack early on, which I do not recommend use of here, but not because any of what I do recommend is necessarily better. I personally do not use Breathing because I prefer the party use weapons and spells to disable and kill enemies, because these methods build toward skill increases while Breathing by the Dracon does not. That does not make choice of a Dracon race for Fighters wrong or anything like that.

In a different kind of party with lots of magic including a melee-capable Alchemist I recommend the Dracon, not for Breathing but because of favorable starting attribute distribution.
mpnorman10  [author] Jul 22, 2024 @ 11:39am 
I intentionally put the bonus attribute points that go into the attributes that will be maxed first only up until the minimal number of factor of 3 infusions until that attribute is maxed. It is Intelligence that is the oddball attribute because there is an in-game boost of 5 Intelligence that is always available. Thus for the example you quoted Speed will reach 100 after 8 boosts of 3, Senses will reach 100 after 13 boosts of 3 and Intelligence will reach 95 after 6 boosts of 3. That plus the +5 Intelligence in-game will bring Intelligence to 100.

You do not need to remember any of that as I build it into the details of the recommendation, which is just one sample of a powerful party.
XT Jul 21, 2024 @ 7:11pm 
Also one section list "Dracon fighter" ... and then the other says mook or hobbit?
XT Jul 21, 2024 @ 7:10pm 
Is this a typo?

> Mage (Faerie or Hobbit): (Position: back)
> Beginning spells: Energy Blast and Frost
> Attributes at Creation: Intelligence 77, Speed 76, Senses 61

I ask because you can have speed and int at 77 as a faerie, so this would be leaving one stat point unassigned. You might also want to give stats for the alternate race choices and maybe discuss the tradeoffs you're making with the racial choice.
mpnorman10  [author] Apr 11, 2024 @ 9:49pm 
Carry capacity is a major consideration in this game, since even blue encumbrance dulls your party's edge (figuratively and literally).

Yes, I do not recommend RPCs anymore (for a number of reasons) but new players might want to check out what they are like.

About specific pertinent details regarding reduced size parties, all of my runs over the last ten years or so have been in support of this new or returning suggestion guide and my MDP (Magic Damage Party) guide, both of which focus on full parties (mostly without RPCs) so I recommend you post something on the discussion group for other players to answer (I am sure many will).

There are currently some excellent threads about solo parties.
red haired youth Apr 11, 2024 @ 9:14am 
(reposted because posted in the wrong thread)

I started playing this game with an Elven mage despite what you wrote here because of concerns over vulnerability/carry weight/stat preferences in a low person party. And then later found out that, what you wrote here about the strategy involved in keeping your Mage alive is pretty accurate. And a fairy mage seems more fun.

The thing is, my party is a 5/6-man (no other RPCs) with a Valk/Fighter (currently have both, but might excise one of these for personal preference), Bard, Alchemist, Mage, and Gadgeteer. I am committed with running lower person parties and may drop down to even four in the future. In a lower person party, should someone still prefer a bigger race over a a fairy mage because of carrying weight concerns? Especially in respect to having ranged focused classes and needing to lug ammo around.
TimeTravelAstronaut Jun 16, 2023 @ 3:34pm 
Great guide; as an utterly new player in the wizardry franchise I practically strolled through my first playthrough following your class recommendations, thank you.
mpnorman10  [author] May 24, 2023 @ 6:28pm 
Chris, thank you for your input.

There are definitely reasons behind the choice of race, weapons and recommended development. Most of that is in the guide but I am working on some revision to help make that clear and put the reasons for everything as optional reading in close proximity to the instructions for the character provided here for optional use by players.

A vast array of types of party are possible in Wizardry 8 and many, including some very strong and fun to play parties do not all follow what most players expect. There are reasons to sometimes not use the Omnigun or choose a Felpurr for a Priest.

A lot of times players claim a character has to be played a certain way but then other players, or sometimes that same player, complain about the character and its weaknesses.