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Old 12-08-2001, 05:14 PM   #1
El Greco
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Join Date: December 6, 2001
Location: Slovenia (Europe)
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Hi!

I am a Wizardry 8 newbie. I just started a party with a fighter, a samurai, valkyrie, mage, priest and psionic.

Can anyone give me some tips on how to distribute my skill points for my (would be) spellcasters so i can get a decent amount of buff/crowd control/damage spells for this combination?
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Old 12-08-2001, 05:33 PM   #2
Vaprakgruumsh
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Join Date: November 24, 2001
Location: Neverending Nights
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Everyone's going to have their own take... but here's mine.

With the first set of stats, you get 6 points to toss around.

For me, it's:

Fighters, Valkyries, Lords, other "melee" (close combat):

3 points in strength, 3 points in vitality.

Rangers, Rogues, Ninjas, Monks (etc):

3 points in Dexterity, 3 points in vitality.

For priests, bishops, (piety casters):

3 points in piety, 3 points in vitality.

For mages, psionics (intelligence casters):

3 points in intelligence, 3 points in vitality.

On the next screen (9 points, I believe):

Melee (Fighters, Lords, Samauris, etc):

3 points in whatever weapon they use (i.e., swords for fighters, lords, etc; polearms for Valkrries, bows for Rangers), 3 points in close combat, 3 points on anything else (bow usually, if not a ranger)

Casters:

Points in whatever their specialty is (Divination for Priests, Bishops, etc, Wizardry for Mages, Alchemy for Alchemist, etc), with the other points going into various "spheres" where they currently have spells.

If ya notice two things for me...

Vitality is extremely important, even for non melee for me. Because if ya get flanked, someone with no hit points is either gonna drain your priest dry of magic; or they're gonna die. So I always put points into vitality to raise their hit points, no matter the class.

Dumping weapons into whatever specific weapon - this is because at 50 (I think it is), they can begin gettting double attacks (and higher if they have magical weapons, say like Bloodlust).

Dumping points into specialties for casters - simply so they don't fizzle or backfire so often. Nothing like having a big fight, go to cast Heal All and it fizzles and most of your party is down on their health.

Anyway, just my two copper on the matter.
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Old 12-09-2001, 02:35 AM   #3
El Greco
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Points in whatever their specialty is (Divination for Priests, Bishops, etc, Wizardry for Mages, Alchemy for Alchemist, etc), with the other points going into various "spheres" where they currently have spells.

thanks for your reply, but i wanted to get tips specifically for my combination of spellcasters (mage, psionic, and samurai - a backup mage)
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Old 12-09-2001, 03:14 AM   #4
judee
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Join Date: December 9, 2001
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The best way I know to decide about your mages is to make a chart for each, showing the different spells for each level, but categorized according to element. Plsace levels across the top, and elements on the side, like this:

Level 1 Level 2 Level 3 (etc.)

Divine Heal, etc. Guardian Magic Screen

Mind Terror ID Item

Water Stamina Holy Water

etc.

I hope the formatting holds and you get the idea. If you do this for each of your magic users, you can then put them side by side (the charts) and compare. Look mainly at the spells you will be using most, and at least in the beginning, choose to concentrate on raising stats in those areas like divine and water for Priest, thought Mental can be good for that ID Item if you don'r have a psi. If you do have a Psi, then Mental is basically useless for a Priest.

Half the fun is figuring it all out, IMO.

Enjoy!
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Old 12-09-2001, 05:37 AM   #5
Moni
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Early on in the game the spell fear comes in handy as does fire magic, so I would recommend that for your mage at least, you spend your points in those realms (air magic gets you a Missle Shield spell later that keeps arrows, rocks and slime or weed spit from hitting you).
The mage also has decent Divine spells (Magic Missles early on, Summon Elemental later) and Earth spells that both cause damage and offer protection (element shield for in-battle purposes and whipping rocks).

Your Samauri is not going to learn spells for a while so put the points wherever you want to specialize. I chose Fire to specialize in for future fireballs and have him cast the light spell constantly to get his skill up (your skills progress as you use them)

Since a Psi specializes in Mental spells, pay attention to that realm and Divine since they also have the heal spell.

Use the Priest for Divine spells and perhaps Earth (for Armorplate).

I do not totally neglect other realms though because you can buy or steal books in order to teach your spellcasters new spells and add spellpoints to the respective realms...I'll add a point here and a point there sometimes for future prospects of having power LOL.

I made some comments in a thread about advancing my spellcasters in another thread...here's the link here if you want to take a look:
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Old 12-09-2001, 06:11 AM   #6
Merkin
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Join Date: August 29, 2001
Location: Santa Rosa, CA
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Fire! My mage is a fire specialist, and she kicks big bad butt! Every level, her points go into wizardry and fire, with the4 other three going where needed. At level 7, she can cast four 4th lev. firebalss, and just devastate a mob. Also, energy blast is one hell of a single-target attack. I don't worry too much about buff spells with my mage, that's the priests job. Earth is the handiest realm for me after fire. Web is a great immobilizer (when it works) and whipping rocks does pretty good damage. Divine at this level only has one spell I use, enchant blade. I don't have any water spells, and one air spell that I never use, and wish I would have saved the pick.

So my advice:
First, increase NOTHING but INT and PIE on your mage's attributes.
Second, every level up put three points to wizardry, three to fire. Use the other three for whatever non-fire realm you're using the most.


Get Energy blast for your first spell, save the other pick (you'll be glad you did when higher level spells open up) If you have to use both your spells, get terror.
You will get light quite soon (another fire spell) use it all the time to build up your fire spell points.

Pass up all other first level spells. At second level get enchant blade and web. As you shouldn't have too many points in these realms yet, use them as often as you can.

For you're thrid level spells, yeehahh! Fireball, baby. Use it lots, you can have fire skill up to 50 before you hit Arnika, easy. Whipping rocks also does good damage at this level, but doesn't have near the range of fireball.
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Old 12-10-2001, 11:58 AM   #7
MaskedFrog
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Join Date: November 28, 2001
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Well here goes my two cents which is quite differnt than the others. I have found that the best spells to have are not necessarilly the damage spells but the ones that add conditions such as sleep, insanity, fear, web, paralyze. I really love insanity. I have one more battles by hindering the enemy so my fighters can beat them down without getting hit themselves.

For a priest I would concentrate on Piety and Intelligence with some
Speed. Intelligence gets you the Power Cast skill. Spend your skill points on Divinity and whatever realm(s) have your best spells.

For a psionic concentrate on Intelligence and Speed with some Piety. I like to have a high speed so I can get the spells off before the enemy goes. Concentrate your skills on Psionic, Mental, and Fire. My favorite spells are Insanity, Psionic Fire, and Paralyze.

For a mage concentrate on Intelligence and either Piety or Speed depending on your preference. Skills picks should always be Wizardry and whatever realm(s) have your favorite spells. I am not absolutely sure about which spells are mage or priest as I play a Bishop but Paralyze, Fireball, and Web are good.

From all the different threads I have read there is not one all powerful way to put together your characters. Basically put together a group that best fits your playing style and have fun.
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Old 12-10-2001, 12:17 PM   #8
Virgil
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Join Date: May 8, 2001
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When I'm spending my skill points at level up, I try to think of the spells I have and which ones I would like to get more powerful. Also, consider which spheres have few spells, or go up well on their own. For example, my mage casts Enchanted Blade and Missile Shield after every rest, so those spheres of magic move up pretty well on their own. With my priest, she is always casting Armorplate, and that's her only earth spell, so there's no need to put points into Earth. She also has no fire spells (I didn't bother to pick light). I've read there's one at seventh level, but I don't want to spend the points just for one spell.

So, at level up, for my priest I put three points into Divinity. The remaining six points I divide between Water, Air, Mental and Divine. I'll often put three into Divine, and one into each other realm. Now, Divine is around sixty, so I can start putting two into each of the other three spheres and leaving Divine alone.

For the mage, I again put three points into Wizardry, until that reaches seventy five. Mages have their spells spread out, so there's a few useful ones in each sphere. I'll usually spend 2-3 points bumping up the lowest spheres (earth and water usually). I'll put one or two in fire, to improve my fireball. The rest I spread around to improve my favorite spells.

I hope this is some help. My main point is to consider what spells you have and use, how quickly a sphere improves through practice and spend your points accordingly.
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Old 12-10-2001, 12:55 PM   #9
El Greco
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Thanks for your replies. I had no problems managing my fighters, but spellcasters were a mystery tome, until now [img]smile.gif[/img]

Thanks again.
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Old 12-10-2001, 03:11 PM   #10
Skrewloose
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Join Date: November 26, 2001
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I too looked ahead at the spells I wanted later, especially for my mage and psionicist.

Don't overlook Air for mages, because they get Asphyxiate, really the best offensive spell in the game, and it eats up a lot of Spell Points.

For Psionicists, I focussed mostly on Mental (of course) and Fire, because that's where their highest level spells were.

As stated in the tips section, you can build up your mages Earth skill pretty easy by repeatedly casting Knock Knock inside the bank vault in Arnika.

I had 85 skill at level 7, and, let me tell you, nothing beats casting a full force Whipping Rocks at level 6-8 creatures! SMACK SMACK SMACK!!!
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