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Old 01-30-2002, 01:15 PM   #81
dale
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Join Date: January 27, 2002
Location: Columbia MD
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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.
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Old 01-30-2002, 06:29 PM   #82
GenXCub
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Join Date: January 30, 2002
Location: Las Vegas, NV
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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)
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Old 01-31-2002, 11:00 AM   #83
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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]
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Old 01-31-2002, 11:34 AM   #84
Rokenn
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Join Date: January 22, 2002
Location: california wine country
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Posts: 2,193
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.
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Old 02-04-2002, 01:56 PM   #85
Jem
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Join Date: January 28, 2002
Location: Dallas, Texas
Posts: 347
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.
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Old 02-04-2002, 07:30 PM   #86
Wolfie
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Join Date: February 1, 2002
Location: Australia
Posts: 307
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

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[ 07-15-2004, 09:20 PM: Message edited by: Wolfie ]
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Visit [url]\"http://www.foerster.cc/wolfie\" target=\"_blank\">http://www.foerster.cc/wolfie</a> or [url]\"http://wiz8.web1000.com\" target=\"_blank\">http://wiz8.web1000.com</a> (US) for a spreadsheet that allows you to enter in your spellcaster\'s stats, and it will tell you what spells the character can learn, or for spells that they are not yet able to learn, it will tell you how many points they need, or why your character can\'t learn the spell.
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Old 02-05-2002, 04:21 PM   #87
Jem
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Join Date: January 28, 2002
Location: Dallas, Texas
Posts: 347
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.
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Old 02-07-2002, 04:38 PM   #88
Jem
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Join Date: January 28, 2002
Location: Dallas, Texas
Posts: 347
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 ]

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Old 02-07-2002, 07:44 PM   #89
Wanger
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Join Date: February 7, 2002
Location: University of California, Irvine
Posts: 3
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...
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Old 02-10-2002, 04:49 PM   #90
Pangur Ban
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Join Date: June 3, 2001
Location: Melbourne, Australia
Age: 64
Posts: 569
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]
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