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

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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