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Hello folks,
I'd like to say hallo to all of you. This is my first posting here. I have read some postings, though. I'll get wizardry 8 in the next days (bought by auction at ebay). And I'm desperatly waiting for it to get it delivered. My intention is to get through the game with a all magic party. I don't like the melee combat and hack and slay stuff. I have read that the ability to perform magic will decrease during the game. This would mean that I absolutely need a fighter. 1. question: Is this avoidable? Can there something done against this loss of magic effectiveness? I would like it, as seen e.g. in KotoR, to root the enemies out only by using magic, to rotate them or whirl them through the air or so. This was a great joy! I have read here, that every enemy has some weakness or a gap in its defence. 2. question: How can I see what the weakness in the enemys defence is? |
Mythology skill will tell you a lot when you right click on the enemy. Spells like Insanity, Turncoat and instant death should be of some use to you.
I've just played 2 parties with 3 non magic users and a priest and I find that magic is pretty much useless when you have Gadgeteers and Bards. I've lvl 25 now and my priest does more fighting than casting. Also remember that it's ok for your magic users to hit as well. Web and paralyze type spells will do the job too! |
Welcome Micha369,
it seems, you've found your way to IW too :D . Viel Spaß [img]graemlins/monster5.gif[/img] |
Hi Loudhy,
have you really tracked me down? Wow! However, I thought it would be no harm to ask the same questions here to get some further opinion. Besides, I'm still impatiently waiting for my package!! |
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It is possible to play the whole game only with magic, without melee (but there are 3 difficlut fights in this mode). It's a metter of playing style. When someone has 3 fighter types (fighters, rougues, most hybrids, some bards), they walk around a lot in combat, to be in melee range. In this case, the damage done by spells is usually lower than the melee damage. But if you have a range oriented party, just hold back and cast spells. You'll do less damage per opponents, but often damage a dozen enemies at once, for a higher total damage. |
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BTW , what package do you mean ? The information about the way to kill the Trynnie Shaman Illusion to receive the key :confused: [img]graemlins/1ponder.gif[/img] ? You have not told me that you want it. Or have I missed something else ? [img]graemlins/monster5.gif[/img] |
Micha369, Welcome and enjoy. An all magic party can be very fun but a little hard in the begining 3 levels just becuase you haven't developed enough magic points to do a lot of casting. You will want at least two people who can cast gardian angel and body of stone for protection. as the game goes on you can summon elementals to do any fighting for you and just support them. However, spellcasters can become effective fighters with the right weapons later in the game. The game is very easy with all spellcasters in the middle parts. Alchemists become very effective later in the game and will provide needed funds for all the spell books you will want to buy.
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Hi Micha369,
At the begining do be afraid to keep resting when needed to rechard up those spell points, the place you start is fairly safe. Later on you won't need to rest as much, a bard can help as they speed up the recharging process and can help keep monsters away from your casters. |
Hello folks,
Now, that I have studied the resistance data of the monsters in W8, I'm a little surprised about the amount of species equipped with very high magic resistances! e.g. on page: http://www.flamestryke.com/wizardry8...trykes_w8.html under Monster Index/humans & others you can find Nebdar with Fire 130% Water 110% Air 160% Mental 130% Divine 130% Puhhhh! What a guy! But please tell me, why more then 100%. Wouldn't 100% not enough? Doesn't 100% mean total immune? Thanks! Micha |
Nebdar is a very special encounter in one of the easter egg "retro" dungeons, and not someone you come upon by chance. So I hope you feel a bit better ;)
Yeah, the game was meant, after all, for a team balanced between (ahem) might and magic. So resistances in some cases are high. Otherwise, an all-magic party would just blast their way through with little trouble. Of course, it can be done anyway. One of the great things about Wiz 8 is how it allows for such a variety of party make-ups. People have done all-magic, no magic, short parties (less than six) and solo. And they've all come through it. You might want to create a test a test party or two with a mix of classes to get a feel for the game first, then settle down to serious playing once you have the hang of things. <center>Nightowl2</center> |
No, the powercast skill reduces the target's resistance to your caster's spells. The only pure spell caster that I think could get away with not getting powercast as soon as possible would be the priest.
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Welcome Micha!
Some thing the others didn't mention yet: in Wizardry the formation of your characters is important, the ones at the front will get hit much more often than the others. So, normally the casters can hide behind someone with lots of hitpoints! I would suggest at least one "mixed" character (e.g. Lord, Samurai...) or else a Bard / Gadgeteer... Also, in Wizardry pure Casters are very limited in their choice of armor! |
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Nebdar is one of the 3 fights that are very hard for a spell-only party (at least in expert). They are able to do a bit of damage, but Nebdar has a healing spell. |
Micha, in the fight with Nebdar or any other hard fights, get toxic cloud out fast as well as elementals. It's tight for elementals and sometimes you can't summon them, you just have to be in the right spot.
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Nebdar is fairly easy to paralyze, but only by weapon. Get Diamond Eyes and she'll go down pretty easily.
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..and welcome micha369! |
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[img]smile.gif[/img] |
Is there any teleport function available in Wizardry 8?
How does it work? Where can I find the necessarily stuff? thanks! Micha |
My two mages finally have got 100 Int Points, but it seems to me not much of a difference.
Everybody told me I have to get 100 Int points as soon as possible so I have more wizardry power. How can I use now the bigger amount of my might? I thought I have two spells per round now??? |
Indeed there are a few creatures that are going to be EXCEEDINGLY tough to kill with just magic.
Nessie and El Dorado are two. They have insane magic resistance and spells just bounce off. And Micha369, when your NATURAL intelligence (not boosted by items) reaches 100 you can start learning the powercast skill. That lets u do more damage and punch through resistances better. |
You can avoid Nessie. If you make her retreat by hiding behind the rocks, you can get to the Sea Caves and get back outta there via Portal.
Yeah, Portal, you asked about teleporting. There's two ways--some handy fixed machines, and the Spell, learnable by all Schools. You cast one where you are, and then the other will recall you there. Go back to Flamestryke under Items then Spellbooks. You can avoid El D and Al S, too, if you don't mind having to Super yourself just to be normal. I always practise a bit as soon a i get Powercast. You'll start to notice the difference much more once it's around 40. (About 5 minutes of Knocking at PL1--or throwing your highest-level spell from each Realm at lowest Power for about 50 rounds of Combat) (EDIT) Another way i've avoided El D and Al S was to pick one character at the Start to be the victim, allowed to die after the Altar. (EDIT some more) If your natural Intj is still below 100, and you haven't been to Trynnton yet, stop adding Int at 95 and get to Trynnton and you will find a Fountain that you can get 5 INT from, near some Sprites. [ 07-22-2004, 02:40 AM: Message edited by: Scatter ] |
Nessie isn't that bad with pure spellcasters. If she delays her elemental shield spell, she won't take long. Even with, she reactts nicely to mental spells.
El dorado is another level. The onbly pure magic damage i've done to him was with a reflected (eye for an eye) magic missile spell from himself. He dies very fast to elementals, if you count them as spells, not as melee damage. It is also possible to kill him with the razor cloak spell. It takes a long time, since he only rarely uses melee attack, but it is possible, since he doesn't heal himself. And then it is possible to avoid el dorado altogether, and don't do the templar route. You just have to ensure that the alndslide doesn't happen. |
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Also, all your magic users will be able to learn the Set / Return Portal spells. The Set Portal spell creates an invisible "return point", which when that same spellcaster casts the Return to Portal spell, the entire party are immediately returned to, no matter where they are located on Dominus (as long as they are not in a no-magic zone). Each spellcaster can set their own "return point", so you can have as many return points as you have spellcasters able to cast the Set / Return spells. Add these to the in-built teleporters already mentioned, and you'll be "wizzing" about in no time (no rude comments [img]tongue.gif[/img] ). As for requirements, they're spells, so the usual spell learning requirements are all you need. This is explained in detail here (or here if the other link doesn't work). Basically, both are Spell Level 5 spells, so a pure spellcasters needs to be level 11 and hybrids need to reach 15. On top of this is the requirement to have 60 skill points. This is calculated by adding the highest Mastery skill the spellcaster has (Wizardry, Alchemy, Psionics or Divinty), and adding 10% of their Air Realm skill (rounded down). If this total to equal or greater than 60, the spells are available for learning. Then just find / buy the spellbooks (or select as a spell pick at the next level up), and begin teleporting to your hearts content. Oh, one last thing, you can only cast the portal spells out of combat, so you can't use them to get out a tough battle. Have fun! [img]smile.gif[/img] |
Powercast will not let you use multiple spells per round, but rather increases the effectiveness of a spell at a given level.
To be able to learn higher level spells, it is best to have a higher rating in that spell's realm (air/water/etc.), only 10% of your wizard/alch/psi/etc. rating is added to spell realm rating, and roughly 10% of the result is what level spells the caster can learn for that realm (or be 'able' to use a spellbook for). I have found that some of the 'Hydrid' types become effective spellcasters fairly quickly (I like Ranger/Ninja/Monk/Saumari/Priest/Bishop/Lord types for that, sometimes starting as 'pure' spellcasters to have some magic right off - then at lvl2 changing [Alch -> Ranger, or Psi -> Monk] to a 'related' hybrid who can continue practicing spells yet use better weapons also). I like to put a Ranger and Ninja in front, and both can use bow/crossbow as well as close weapons and spells - the Ranger is good to develop Scouting skills, and will find stuff that otherwise may be missed and also gets ranged critical hits...love those critical hits ! Work up your air spells to be able to have enough points to do two portal returns in a row and enough Divine to summon higher level elementals (now isn't an elemental a lot like a fighter ?). |
Help please, it's urgend!
My fighter is drained! I need a Renewal Potion! But where can I get one? EDIT: Besides, It is pretty costly (5000). I'm not willing to spend that much money at the moment. How long can I leave my fighter in that condition without a harm? I'm still looking for that potion, though. Best Wishes! Micha [ 07-23-2004, 12:34 AM: Message edited by: Micha369 ] |
Hi Scatter,
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Thanks! Micha |
Micha, there should have been a renewal potion just outside the gate to Arnika by the wall towards the monistary. You may be able to buy one from Braffit in arnika or if your Alchemist is high enough skill level 50 you can mix two potions.
spoiler . . . . . . . . . heavy heal and cure disease PL1 is power level 1 |
PL1, Power Level 1, means just the first green circle, the least amount you can cast the spell at.
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This is explained indepth here or here (whichever works for you, contents are the same), and covers profession-changed character too. [img]smile.gif[/img] |
How to spend my money?
I have an almost all magic party (exept my fighter). Since that game is pretty hard some times I'm wondering what should I spend my money for to improve my power? |
1. Spellbooks. 2. Save up a bunch for the Robes of Rejuvination you can buy from Ferro. They're 100,000 bux each.
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What Shield can I use to reduce Hogars really heavy hits?
I have Soul Shield, Element Shield and Missle Shield. What is the best tactic for Hogars? Besides, what is the best tactic for Fright Mares? They are so tough! Thanks! Micha |
Armorplate (party travel buff) and Body of Stone, Guardian Angel, Bless and Super (individual combat buffs) all help against close combat attacks. I hardly ever run into Frightmares--i'm either too low or too high a level when i'm where they'd spawn. But i'd say if you have Magic Screen running at max and cast Soulshield as high as you can, they'll insane and turn you less often. Often they engage right at the edge of Long range, and you can run away from combat with them, esp if you can get around an obstacle or corner as you go. Or just keep running out of the Zone.
[ 07-24-2004, 02:36 PM: Message edited by: Scatter ] |
Hello folks,
Why isn't it possible for my mages and my alchimist to spellcast Summon Elemental? After selecting that spell, I get the staff to set the position, but wherever I click, I only get a sound that indicates to something that is incorrect. indicate [ 07-25-2004, 04:36 AM: Message edited by: Micha369 ] |
Where should I go now?
Unfortunately on my way to Arnika I have left the northern wilderness out. Now I am through Trenton and the trees and I've been in the swamps. Is it better to go ahead to the next possible stations from the swamp or should I return to arnika road and continue with the northern wilderness and the regions that follow? What is the easier way for my magics? Thanks in advance! Micha |
Well there are multiple options at hand here. And to solve your elemental problem...
The reason why you get that noise is because where you are summoning it is apparently to small for your elemental. They are big creatures, and need lots of rooms, so you really can't cast that spell in hallways, only in open areas. Also, you may be summoning to big of an elemental. Different power levels bring stronger elementals, and stronger elementals are bigger. Thats why. And now where should you go? Well, either clear out the northern mountain wilderness or go into Martens Bluff via swamp. Find the Umpani and T'rang bases (Umpani by Mountain Wilderness, big metallic bridge, T'rang Martens Bluff). Next, find out what each faction is all about (I'll give you a rundown) Umpani- My personal favorite, afterall, the T'rang killed Yamo in Wiz7, anyway. The Umpani are more Ranger/Fighter related with no magic. They are militaristic fighters that loathe the T'rang. These are people are the military. T'rang- T'rang are more magical with Psionics/Mages/Samurai. They are more technologically advanced then the Umpani, despite what you see when you compare both bases. Eventually, your best bet is to align with one of the factions. The bonuses are you get sh*tloads of XP, and lots of gold. [ 07-25-2004, 03:57 PM: Message edited by: SecretMaster ] |
Or double your fun and align with both...
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Spoilers.
yeah, but can't you get caught by the T'rang. It happened to me once, so i stopped playing. |
Possible spoiler
. . . . . . . .. . .. I got caught once only because I was trying to do both at the same time. Do the Umpani training first then do all the T'rang stuff up to and incl. getting the coordinates. Then do the Umpani stuff up to and including Bayjin then you can do the rescue mission. |
Or just pay He-Li and turn in/kill Kunar.
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