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-   -   BEST TIPS for Wizardry 8 (http://www.ironworksforum.com/forum/showthread.php?t=42747)

dale 01-30-2002 01:15 PM

You've seen people posting about the importance of trying to get your back to a wall when a mob of agressive enemies approach. Here is a hint that is even better.

Look for a door way that you can duck into (in walk mode) -- one with a hall is even better. Your attackers will pile up in a straight line to get hammered by your guys. The hall way into He'Li's bar is especially nice place to line up some savant hencement and other assorted villans.

GenXCub 01-30-2002 06:29 PM

A great way to get extra skill points. Don't learn the Knock-Knock or Identify Item when you level. Buy the books from Anna in Arnika. The Book of Knocks and Book of Relics. Identify everything you get and your mental skill will rise very quickly.

Then take the secret passage in the jail to the bank vault. It has 8 tumblers so you will never open it with just one spell, keep casting knock-knock on it at the highest power you can. This will give you a ton of Earth Magic points. It's also funny to see it backfire. (keep in mind, don't open the vault. it will set off the alarm)

DraconisRex 01-31-2002 11:00 AM

When ever you read something and some of the words are in ALL CAPS, write it down. That includes sub-titles. Doh! [img]smile.gif[/img]

Rokenn 01-31-2002 11:34 AM

Another shopping tip:

The new items in a merchant's inventory are generated when you first click on the merchant after entering an area or after resting. So if you are looking for something specific, like light crossbows for your gadgeteer or a certain spell book, save the game then check the merchant. If they do not have waht you are looking for reload and check again. May take a few tries but you can stock on you some good stuff this way.

Jem 02-04-2002 01:56 PM

In addition to the 'save often' that every good gamer knows, always ALWAYS save before talking to any NPC so you can revert back if they decide to try to kill you for one reason or another (pickpocketing, spying, asking the wrong question...)

This is also good if you are trying to raise your pickpocket skill as you can go in and steal until you get caught, remember what the last thing successfully stolen was and then reload to pickpocket again until just before you were caught the last time.

Wolfie 02-04-2002 07:30 PM

At Catzenpewters suggestion, here's a tip;

After playing Wizardry 8 for awhile, I was continually finding spell books and being offered them from merchants in the game, but when my spellcasters would try to use them, would get this message "Bloggs is not powerful enough to understand the writing". Then I found an old message that had been posted here by one of the Wizardry 8 programming team (Alex Meduna, Wiz8 Lead Gameplay Programmer / Designer), I got the idea to make a spreadsheet to do the calcuations for me.

Basically, all you do is enter in your characters current stats, and the spreadsheet will tell you what spells you can learn, or for spells you're not yet able to learn, it will tell you how many points you need, or why your character can't learn the spell.

I've set up a web site where you can download it and see if this file is of help to you. Visit http://wiz8.web1000.com or http://wolfie.wiz8.de for all the details.

There's even a link of where you can download a FREE fully functional spreadsheet application (OpenOffice).

Spread the word

[img]smile.gif[/img]

[ 07-15-2004, 09:20 PM: Message edited by: Wolfie ]

Jem 02-05-2002 04:21 PM

I figured a good way to get this to a place where people would see it is to post it in the Wizardry tips section. This has to do with merging items using Alchemy or Engineering. Here is the list along with the level of skill needed and some other tips I've discovered while playing the game.

Merging Combos dependent on Alchemy Skill:
- Guardian Angel = Light Heal + Bless (L15)
- Heavy Heal Pot. = Light Heal + Med. Heal (L15)
- Pickmeup Pot. = Mod. Heal + Mod. Stamina (L20)
- Acid Bomb = Stink Bomb + Boom Bomb (L20)
- Cure Poison Pot. = Light Heal + Poison Reduction (L30)
- Cure Disease Pot. = Heavy Heal + Cure LightCondition (L40)
- Restoration Pot. = Heavy Heal + Heavy Stamina (L50)
- Renewal Pot. = Heavy Heal + Cure Disease (L50)
- Pandemonium Pdr. = Flash Powder + Sneeze Powder (L50)
- Skeleton Pdr. = Dessication Dust + Concussion Powder (L75)
- Resurrection Pdr. = Magic Nectar + Renewal Pot (L85)
- Canned Elemental = Fire Bomb + Ice Bomb (L95)

Merging Combos dependent on Engineering Skill:
- Doubleshot Xbow = Lt Xbow + Lt. Xbow (L35)
- Tripleshot Xbow = Doubleshot Xbow + Lt. Xbow (L70)
- Doublestrike Dagger = Dagger + Dagger(currrently bugged)

It's always better to identify the items if you can because if you do then shopkeepers will pay you more. For example: If you identify Pandemonium Powder you will get something like 3000/item while if you sell it unidentified you only get about 600-700/item.

Besides, it gives your Mental spellcaster a chance to boost that realm by casting the Identify spell a few times.

Also - it takes longer but if you merge one potion at a time instead of 4 flash + 4 sneeze (for example) at the same time, your Alchemy specialist will increase his chances of increasing his Alchemy skill. Then you can merge the unidentified potions together (as long as they are the same type) so you only have to cast one identify spell per 5 items.

Jem 02-07-2002 04:38 PM

I thought I'd post a list of gadget recipes and where the items can be found.
SPOILER
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
??? means that the item is reputed to be in that area but I didn't find it myself. Naturally any gadgets made with those items I did not get to try out. With few exceptions, most of the gadgets are pretty nice. Some become pretty useless towards the end of the game but by then you've got plenty of goodies to choose from so you no longer need things that just scare opponents or distract them. I've put things in alphabetical order and separated the items from what you can make from them. The 2nd list is ordered by Gadget name/Spell/Recipe.
  • Bellows - In Ferro's shop
  • Broken Blaster - Bayjin
  • Chisel - SE Wilderness
  • Demon Doll - Rapax Castle Cellar ???
  • Doll - Arnika
  • Duct Tape - Anna in Arnika
  • Electric Eye - L. Marten's Bluff ???
  • Electric Lamp - T'Rang House on Arnika-Trynton Road
  • Electrodes - Anna in Arnika
  • Giant Magnet - Trynton
  • Glowing Goo - Fuzzfas
  • Gunpowder - Mt. Gigas Base Camp
  • High Voltage Transformer - L. Mt. Gigas Caves ???
  • Hinged Box - Arnika
  • Hose - Mine Tunnels
  • Large Prism - Croc
  • Laser Pointer - L. Marten's Bluff
  • Lazurite Stone - SE Wilderness
  • Long Metal Tube - Sea Caves
  • Loudspeaker - Mt. Gigas ???
  • Magic Polish - Croc
  • Magnifying Glass - Upper Monastery
  • Metal Belt - SE Wilderness
  • Microwave Chip - Upper Monastery
  • Orange Goo - Fuzzfas
  • Oscillator - Marten's Bluff
  • Pendulum - Upper Rapax Castle
  • Porthole - Arnika
  • Pot w/Hinged Lid - U. Marten's Bluff
  • Ptorch - L. Mt. Gigas Caves
  • Scanner - Mook in Arnika
  • Shiny Chrome Plate - Trynton
  • Vacuum Pump - Bayjin
  • Voltage Amplifier - Croc
  • X-Ray Chip - Arnika
  • Demon in the box - Psionic Blast - Jack in the box + Demon Doll
  • Electroshocker - Resurrection - Electrodes + H.V. Transformer
  • Forcefield Generator - Armorplate - Voltage Amplifier + G. Magnet
  • Holograph Projector - Guardian Angel - Large Prism + Laser Pointer
  • Invigorator Belt - Superman - Metal Belt + Electrodes
  • Jack in the Box - Terror - Hinged Box + Doll
  • Jackhammer - Earthquake - Chisel + Pendulum
  • Lava Lamp - Hypnotic Lure - Glowing Goo + Orange Goo
  • Lightning Rod - Energy Blast - Upper Monastery
  • Magic Mirror - Eye for an Eye - Chrome Plate + Magic Polish
  • Microwave Ray - Boiling Blood - Microwave Chip + Br. Blaster
  • NegatAir - Asphixiation - Long Metal Tube + Vacuum Pump
  • Noisemaker - Sonic Boom - Empty Bottle + Gunpowder
  • Port-o-potty - Noxious Fumes - Pot w/Lid + Porthole
  • Regenerating Stone - Heal All - Electrodes + Lazurite Stone
  • Seachlight - Detect Secrets - Ptorch + Mag. Glass
  • Strobe Light - Prismic Ray - Electric Lamp + Oscillator
  • VapoRizer - Instant Death - Bayjin Shallows
  • Watchdog Alarm - Shadow Hound - Electric Eye + Loudspeaker
  • Water Cannon - Tsunami - Hose + Bellows
  • X-Ray Scanner - X-Ray - Scanner + X-Ray Chip

[ 02-07-2002: Message edited by: Jem ]

[ 02-07-2002: Message edited by: Jem ]</p>

Wanger 02-07-2002 07:44 PM

When creating a different party, try using all dracons- their breath attack does not do much damage individually, but when all six characters breath at the same time, the effects can be devistating.


An earlier post mentioned some difficulty dealing with sprites, but a dracon party has no such problems- the breath weapon almost always hits, protective spells seem to have no effect on its damage, and eye for an eye does not reflect breath attacks.


Enjoy, and just remember to breathe...

Pangur Ban 02-10-2002 04:49 PM

Managing save games ( applies to most CRPGs, not just Wiz8 )

I've found it very useful to identify game saves by number, as follows.

00 Start Game
01 (next save)
02 (the save after that)
... and so on

I usually keep between 10 and 20 saves before I start overwriting them, starting at the lowest save number.

Every 20 or so saves, and/or at places where you make a critical decision in the game, do a special save. I identify these by putting XX before the save number .. eg.

XX 46 before dragon

Special saves are generally not overwritten, though as you progress in the game you may want to delete every second special save, if you are running low on storage ...

Using the above strategy it is very easy to backtrack in the game, if you find you have made a major error. [img]graemlins/nicekitty.gif[/img]

Pang [img]graemlins/cat3.gif[/img]

Murmandamus 02-10-2002 09:39 PM

Q. I'm having trouble targeting moving creatures like Bats or a weed that's behind other creatures.

A. Just hold down Ctrl and it will pause the animations making them easy to select/target. May only work in phased mode?

a_silent_lamb 02-16-2002 07:20 AM

Change Formation in Combat



You may probably know: you can keep changing formation in the middle of a round (ie. even you have started a round). Very good if you want to move characters in front line to frank a second before the end of a round, because for instance all monsters in the front are dead.

Zuljin 02-19-2002 08:40 PM

You can right click the up arrows when adding to stats and attributes, etc and it will automatically raise it as high as possible!?.

V^^^^V 02-22-2002 06:11 PM

One of the things I like to do, especially when the enemy group has a lot of casters or missile users is to run around a courner. If they can't see me they cant hit me usually. I like for them to come to me. If you pick a good spot, only a few can come around the courner at a time and it makes it very easy to kill them off.

V^^^^V 02-22-2002 06:20 PM

Elementals in a can come in very handy. Want to make a hard fight easy? Give all your party members one and sit back and watch the fun.

Psycho 02-23-2002 07:12 AM

Hi wizpeople out there,

This is something you can only use while forming your party, but keeping some things in mind can work wonders.

I haven't seen this tip in here... so...

You might have noticed that after you selected walk/run in combat, your characters attack/cast/... in the order they are in. (i.e. top left-top right-.... - bottom right)

Now... when creating your party.

* put your bard/bishop or other char with disabling possibilities in the last position. This way you can cast sleep/insanity/freeze/web/...
at the end of a round. The round the enemy wakes up/... they lose their first or even all attacks. You don't want to get them to sleep and then your last char wakes them up again = wasted turn. Doing this each round can let you finish tough fights without even taking a scratch.

* put your chars with insta-kills before your heavy damage fighter/lord/valkyrie/rogue = they always get a strike, even against weaker enemies before the others finish them, so their skills go up faster + you want to give them a chance to instakill before your tanks move in.

This of course is only true after walk/run, where initiative has no/low effect.
Many of you might already use this, but if you didn't... remember it when you form your next party.

Sorry, this post became a bit longer than intended.

Signed,
one sick Psycho

Psycho 02-23-2002 08:05 AM

Tip to identify items... especially before getting the identify spell.

powders/potions: save game - use to see effects - restore game
You can use them even if not identified!

armor/weapons: just equip to see effects (few cursed items in early game), or put in party inventory, get to a merchant (Burz first chance), and check out what he will give you for it... it should be clear if one of them is special (u don't get the full price, but it will be a lot higher than the others).

Just equip it to see the effects... your skills will raise, even without knowing what u r using.

Signed,
one sick Psycho

V^^^^V 02-23-2002 06:22 PM

As you all know by now(well I guess you all know it) your defensive spells like armor plate will affect all friendly/green npcs around you when you cast them. This also includes anything you summoned. Did you know that you can also heal and cast other benifical spells on any friendly that's in range? This includes healing, superman and guardian angel to name a few. I like to cast these on my elementals to make them even tougher in a big fight.

Nordoki 02-24-2002 03:01 AM

It has been wisely pointed out how you can gain more skill points in Wizardry and Earth spells by having one of your magic casters use the Knock Knock spell on the lock in the bank.

Additionally you can pick-up some extra spell points by casting Enchanted Blade and Light at the lowest setting each time before you rest. Nothing will tell you you have gained any additional knowledge, but you will see your spell points slowly advance in Fire and Divine as you do this.

[ 02-24-2002: Message edited by: Nordoki ]</p>

Invar 02-24-2002 01:08 PM

Do you miss the detailed info about what you're hitting with and being hit by that Wiz7 provided? You can get it in Wiz8! Just go to Page 3 of the Options and check the "verbose" box.

Helix 02-25-2002 01:33 PM

Guardian Angel is your friend. This is a level 4 Priest spell,
and it will save your party over and over. I can cast this spell
at power level 7, and the recipient takes absolutely no damage
from melee or missile attacks. (not sure if it works vs magic though).
Learn it. Use it. Trust me.

Gimli 02-25-2002 10:18 PM

Guardian Angel "absorbs damage from any attack". Also it's a level 2 spell so you get it early on.

Helix 02-26-2002 05:03 PM

My bad, Grimli. It is a level 2 spell indeed. Tnanks for
clearing that up.

Helix

Annheiser 03-02-2002 03:29 PM

About Bloodlust and for that matter, most cursed weapons...

If they don't have extended range, you're better off giving this weapon to characters that can cast offensive magic. Most of the time, your party will be standing still in the first round casting combat-only buffs (e.g. bard songs, elemental shield, etc.), while your melee will get busy with bows, slings, and whatnot. Having someone sit there is a waste of a turn. That's why this would make a good Samurai weapon. He can pair this with his inate speed of lightning, and he can cast Mage spells. :D

ThorinOakshield 03-07-2002 11:41 AM

I noticed a tip on using a excel spreadsheet for determining if a spellcaster was able to cast a spell or not.

I found that when in a shop if you click on the spellcaster and then right click on the spellbook you are interested in, It will give a green message if you know it, it will give you a red message that you are not able to know if in the text about the spell. Of course if you need to pay attention to the books required realm, it will not give you a message telling you can use it, you need to make sure the spell is for your realm. (i.e. It won't give a message telling you you can't learn the spell if you a mage looking at a alchemy spell)

When in inventory, I believe the same messages will appear, but it at least higlights the item in read if you can never learn it.

FuriousGeorge 03-08-2002 08:39 PM

When starting a new party, instead of using the chars you want, start with all fighters or lords.

Immediately upon starting at the beach, go and REPLACE all the fighters & lords with what chars you want. You'll be able to start out with better equipment than you'll find in lower or upper monastary this way.

For bards, you may want to buy his starting equipment (which includes the lute) or just start with the bard. Ditto for Ninja, Faeries, Samurai, etc..

jsalsb 03-09-2002 11:57 PM

At initial ranged encounters against spell casting opponents: cast element and soul shield in the first round while your archers "soften up" the monsters. Second round use RUN and wade in to melee. But run carefully. Guide your party to a spot where your hackers can hit at least 2-3 monsters without having to move again.

If you have a third pc who can cast freeze all, do so in the first round as well (for all but water resistant monsters… a life saver in Castle Rapax!). Freeze all allows you to concentrate on those you are attacking, without worrying about those you are not. Freeze it and forget it! I found this to be the best spell overall.

jsalsb 03-10-2002 12:00 AM

Short on cash to buy those goodies from the armorer in Castle Rapax? How about all that litter you've left behind? Collect all the armor you've despoiled your vanquished foes of, and trade it all in for a nice 150000 gp infinity helm!

jsalsb 03-10-2002 12:04 AM

Keep all your duration spells going at all times: armorplate, enchanted blade, missile shield, magic shield, and especially X-ray. Light is optional (batteries not included...).

jsalsb 03-10-2002 12:09 AM

Shopping: merchants seem to max out on item slots. Buy all their 25-or-less grouped missiles, and sell them back in groups of 100, or just drop them if you can spare the cash. Will free up slots. I noticed this in the demo, when burrz stopped spawning new items once he had about 50 rows of bullet stones. In my demo, Burrz's ledge was littered from end to end with arrow clsters and bullet piles.

Viscer Spineshank 03-11-2002 02:47 PM

Prior to leveling up your spell caster, make sure that their primary spell casting skill is equal or greater than the required skill for that level BEFORE leveling up. This will allow you to select spells for that level.

Spell Level .... Min. Class Level
................. PURE .. HYBRID
1 ................ 1 ....... 5
2 ................ 3 ....... 7
3 ................ 5 ....... 9
4 ................ 8 ...... 12
5 ............... 11 ...... 15
6 ............... 14 ...... 18
7 ............... 18 ...... 22

Spell Lvl ..... Min. Effective Skill Lvl
1 .................. 0
2 .................. 15
3 .................. 30
4 .................. 45
5 .................. 60
6 .................. 75
7 .................. 90

Plus 10% rule.

If you had a wizard who was level 10, to get level 5 spells, make sure your wizardry is at least 60 to select from ALL wizard spells available at lvl 5 or greater.

[ 03-11-2002: Message edited by: Viscer Spineshank ]</p>

Nordoki 03-20-2002 11:16 PM

Bump

Nordoki 03-23-2002 06:20 PM

Time for a bump.

vesselle 05-17-2002 06:02 AM

definitely time for a bump. yipes. 2 months or so.

V***V

[img]graemlins/chaos.gif[/img]

el_kalkylus 05-17-2002 10:25 AM

Quote:

Originally posted by Helix:
Guardian Angel is your friend. This is a level 2 Priest spell,
and it will save your party over and over. I can cast this spell
at power level 7, and the recipient takes absolutely no damage
from melee or missile attacks. (not sure if it works vs magic though).
Learn it. Use it. Trust me.

I just want to add that with guardian angel on, you will not be KO'ed, paralyzed, sleep etc from attacks, only from spells or if guardian hp run out.

milotin 05-18-2002 08:29 PM

Has anyone mentioned anything about party formation? If you put NO ONE in the front rank and only put your fighters in the center and side ranks, this will allow all your members in the center and side to attack with close range weapons. This also means that everyone in the party can get hit, but hey, there's a trade off in everything right?

Gimli 05-18-2002 11:55 PM

More formation info - if you leave the front rank empty and put characters on one flank and others in the middle and rear, the characters on the flank can cover that flank, the middle and the other flank if they have extended weapons.

Personally I like to have parties capable of doing lots of melee damage so I go with three short range melee guys in the middle and 3 extended on the flank - yes they can all be attacked but it also gives the enemy 6 different targets to hit which spreads any damage out.

Also use the formation editor in the middle of combats if you see your caster types getting exposed to melee. You can move them out of harm's way by swapping them with a better equipped character. No formation will be right 100% of the time, be flexible and change it within a fight if need be.

el_kalkylus 05-19-2002 09:14 AM

Quote:

Also use the formation editor in the middle of combats if you see your caster types getting exposed to melee. You can move them out of harm's way by swapping them with a better equipped character.
Yes, change the formation in the middle of the fight.

When monsters with extended reach come up to you, they will first come in extended reach, so if your characters don't have extended reach, they can't attack with melee. If you then move forward, so that all character should be able to hit the monsters, everyone will be exposed to attacks, except those in the back (if you have people covering the middle and front). This is why I always like to have my fighting types use extended weapons only, but also because they don't have to use the walk button as much when fighting in melee.

milotin 05-19-2002 06:29 PM

That's not true. Only creatures with extended range attacks can hit party members when there are other members blocking the way. The same goes for your characters. You can't hit that Savant Drone if there's a Savant Berserker right in front of you.

MasterPooBaa 05-20-2002 01:51 AM

i would have to say paty buff spells!
as soon as you can, get them and practice them until you can cast them at 7th level!

magic screen
armourplate
missile shield
xray
enchant blade
light(optional)
detect secrets (optional)

and in difficult combat situations immedialy cast
haste
bless
elemental shield
soul shield
guardian angel

even just the basic protection spells make a hell of alot of difference.


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