I got Wizardry 8 a few months back from a bargain bin. ( I didn't get it when it came out initially because I was busy with Wizards & Warriors ) I don't get that much time so its taken a while to get the group up to their current levels. I put some effort into making my group (Planning). I got to about Arnika and then restarted with a more refined group. They're all designed to max out their attributes as soon as possible. Here's what I came up with.....
"A-Ko" Dwarf Valkryie ( currently level 17 )
Plan--------------------
- Stats to max at lvl -> Str 13 Spd 15 Dex 27 Sns 37
- Armored fighter to hold flank position with polearm
- Use modern weapons (first musket now blunderbuss)
- Defensive priest spellcaster
Observations--------------------
- Weak Int and Sns have made skill development slow
- Had accuracy and weapon speed problems at first.
- The damage she is doing now at 17th level is inspiring. (Mystic Spear)
- Real strong Divinity and Mental magic skills. (Divine Trap training)
- Decent Divine magic skill, but all other magic skills stink.
"Lord Port" Elf Samurai ( currently level 17 )
Plan ---------------
- Stats to max at lvl -> Dex 15 Spd 15 Str 31 Sns 35
- Dual sword master with high criticals
- Bow for distance weapon
- Offensive Mage spell caster
Observation--------------
- Abandoned bow in favor of using cursed Bloodlust
- Bloodlust and Lightning strike. So happy together.
- Really bad accuracy problems initially with Bloodlust.
- Used a ankh dexterity to help while dex and skills rose.
- Bloodlust vastly outperformed Bushido Blade when I tested one.
- Gave Cloak Perception to compensate for weak senses.
- Very powerful in wizardry and Earth due to vault training.
- Decent in Fire and Divine magic skills but not good in other magic skills.
"Lucas" Human Monk ( currently level 17 )
Plan----------------------
- Stats max at lvl -> Spd 13 Str 17 Dex 27 Sns 32
- Martial Arts master to crush opposition
- Use thrown items as distance weapons
- Carry lots of spell effect thrown items
- Learn Psionic magic skills
Observation ----------------
- During the early and mid game the damage just wasn't there.
- Now becoming one of the groups biggest hitters.
- Extremely Strong Psionic and mental magic skills (Divine Trap training)
- Fair Fire and Divine skills but Very weak Earth, Water and Air skills
- Ended up giving up thrown weapons for a wrist rocket.
- Perfect Canidate for wearing the Helm of Serenity.
"Sam" Hobbit Ranger - ( currently Level 17 )
Plan---------------
- Stats max at lvl -> Sns 13 Spd 15 Dex 25 Str 31
- Scouting considered important
- Uses the bow constantly while defending the rear formation postion
- Have alchemy as back-up
Observation----------------
- Never had a problem with accuracy
- Weaker in mid-game do to low damage
- Improved greatly lately due to high # of attacks and criticals
- ( maxed spd/sns, cloak Percept, ankh speed and Flynn's Cap )
- Has no melee skill to speak of as he is a constant bow user.
- Currently competing with Bishop over highest mythology skill.
- Low hobbit piety has crippled this character with spellpoints.
- Only Alchemy and Earth magic skill is high ( vault training )
- All other magic skills are pathetically low
"Starspeak" Mook Bard-Fighter (current level 19 (bard 18 / fighter 1))
Plan-----------------------
- Stats max at lvl -> Dex 12 Spd 18 Str 24 Vit 35
- Use Music Constantly and Develop Thief Skills for group
- Become an extended range fighter after maxing out music
- Use a crossbow
Observation----------------
- Most valuable character in the early game.
- Her music became less effective as monster resists grew.
- The crossbow was dropped for a bow for stanima reasons.
- Instruments that enemy resists don't effect are valuable.
- ( Haste, Armormelt, Heal All )
- Before the fighter switch she had Music:100 PickP:98 Locks:75
- Melee and range skills are currently weak. (too much music)
- Heavy weapons, instruments, and armor has caused encumbrance problems.
- Giant sword (beserk!) does tremendous damage though slow and stanima costly.
"Forge" Faerie Bishop ( currently level 17 )
Plan:----------------
- Stats max at lvl -> Int 12 Vit 22 Spd 23 Pty 37 Sns 38
- High vitality required due to severe low hp problems.
- Save all spell picks for 6th and 7th level spells
- Learn all other spells through books.
- Concentrate on Psionic, alchemy, and Divinity
- Learn every spell in the game.
- Upon learning all non-mage spells switch to mage class
- Keep Faerie in middle of formation
Observations:-------------
- Obviously weakest group member at first.
- Now one of the most powerful group members
- All magic skills are above 75. Many are maxed out or in 90's.
- Hps still on low side despite high vitality.
- Power Cast crucial if you want spells to affect high resist enemies
- Sheer number of spells compensating for leaving Pty alone
- All weapon skills extremely weak.
Myles : Did what I could to turn him into a frontline fighter raising str and spd exclusively. But he never came into his own until I gave him 2 thieves daggers. ( which I learned at that moment were cursed. ) He did good melee damage but I didn't like the loss of ranged attacks. At that point I gave him up for Madras. Also for some reason Myles kept getting himself killed. I must of heard him complain "You let me die?" 4 or 5 times.
Vi: She's been with me for a while now. She's a vital part of my formation: one armored, extended range fighter on left and right flanks. I've even avoided some areas to keep her on the team. The bard once she switches to fighter should fill her spot nicely though. I've decided to keep her with the group through Rapax territory despite her objections.
Madras: If there was one thing I seriously considered before playing was "Should I have a gadgeteer?" I'm kinda glad I didn't go for it. I kept Madras around for a while though and constantly used his lightning rod to up his engineering. Finally I made a nice triple X-bow for my bard to use when her stanima was low and she needed a backup. ( That plan didn't work out well at all )
RFS-81: Old Sparky has been a group member ever since I found him and gave Madras his walking papers. He's kind of a pale reflection of my monk although inferior in almost every aspect.
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Overall I'm quite happy with the group right now. They've become quite strong. I've only had to reload for group death 3 times. One early cemetary encounter (before soul shield) with screaming heads turned out very badly thanks to insanity. My first try against the death lord in the Mountain Wilderness went sour when the samurai was turncoated and before anyone could react critically hit two other characters. ( That turncoat spell effected an elf through a level 7 magic screen. A level 7 soul shield was cast a second too late. Talk about bad luck! ) Finally a group of friendly trynnies pushed me out of the tree. ( Technically the valkryie's cheat death prevented group death, but I somehow forgot to save my current position before turning off the game ) I've just entered the Rapax area and still have the Rynjin, underwater areas and southeast wilderness areas to go as well.
[ 06-16-2004, 05:17 PM: Message edited by: booklord ]
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