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Topic Review (Newest First)
05-01-2014 01:30 AM
kmonster The Lute is useful until the end, the sleep spell is powerful and barely anything is immune to it.
There are of course other options for your bard (although not necessary):
use other instruments, cast mage spells, attack from the back with a polearm like the cat o' nine tails, hide and backstab, ...

Excaliber is a very rare random drop, farming for hundreds of hours (for an item you can't even keep for W8) without succeeding isn't worth it.
04-01-2014 05:42 PM
mowarning Thanks mate. How should I play the bard in W6 and W7 because right now all i do with him is use the lute and the angels tongue. What is decent/the best equipment for him in W6? I read something about a sword of tears?

talking about equipment and more importantly transferring parties over to W7...i keep reading that people take The Avenger over but i saw that there is a sword called Excaliber which sounds a lot better to me both dmg and bonus wise...why are people not taking that instead? Is a 2 hand sword on a valkyrie not good? I understand that the sword is very hard to get because of its low drop chance but i don't mind farming for it.
04-01-2014 01:19 AM
kmonster Your party is fine, there's no need to switch anything unless you desire some cheesy imbalance.

Switching your mage to priest and your priest to mage will delay your access to the high level spells by about 1,000,000 XP, your spells will be easier to resist and your saves will be worse because you're lacking 320,000 XP or about one level in the final class. There's enough time (but no need either) for switching classes in W7.
If you insist on switching level 10 is very late, giving up extra 160k XP in your final class just for one level up from 9 to 10 just for a few skillpoints.
If you want more alchemy you could have your fairy switch to ranger at level 7-8 and switch back to ninja at the same level (requires reloads at level up).

The bardic instrument will be useful all the time until the end.
Ranger is neither good in W6 nor in W7.
03-01-2014 12:54 PM
mowarning
Quote:
Originally Posted by kmonster View Post
Each attempt on a non-jammed door has a chance to raise the skill whether you succeed or not.
Save bevor you try for the first time and keep on trying until either you succeed or the door gets jammed (in this case reload and try again).
Thanks. I have been progressing rather well since my last post.

I am now in the Mines and slowly but surely approaching the time where it makes sense to switch class (Most my chars are lvl 7 now)...

The party I ended up with is:

Dwarf Valkyrie
Felpurr Samurai
Fairy Ninja
Felpurr Bard
Rawulf Priest
Elf Mage

Now... I think I will switch the Priest to a Mage and the Mage to a Priest at lvl 10... or maybe both to a Bishop?
I am more concerned about the Bard... I do understand that whilst he is still useful with the Lute, his usefulness will run out in the late game I suppose... and since I already have a Ninja, which class makes sense? Monk? Ranger (planning ahead for W7 where Rangers are more useful) ?

Cheers guys!
02-01-2014 06:05 PM
kmonster Each attempt on a non-jammed door has a chance to raise the skill whether you succeed or not.
Save bevor you try for the first time and keep on trying until either you succeed or the door gets jammed (in this case reload and try again).
01-01-2014 11:14 PM
mowarning
Quote:
Originally Posted by kmonster View Post
You don't have to create a very powerful party or switch classes, just level up until you're strong enough to defeat the monsters you face.
You can afford to combine your races/classes as you like.
The players who bought the games when released didn't read non-existing guides and faqs about party development, they only had the quite useless manual.

Putting leftover points into strength and vitality at creation isn't a bad idea, stats will raise during the game but carrying capacity is set at creation.

Bards don't equip instruments, they use them during combat.
Thanks mate!

I read a post (from you?) on here that stated that importing a Party from W6 into W7 is not worth it or is actually worse than starting a new party in W7. Is that true?

Also, there is a lot of locked doors on the Castle Entrance Level and I seem to be unable to open any of them with lockpicking of my Bard or my Ninja... admittedly they were very unlucky when it came to the skill points available to spend, I think I was only able to put 3 or 4 points into Skulduggery... so how do I raise it? I assume I need to spend some time in the Entrance level before I go up or down because I had an encounter with 3 slime groups in the Lower levels who killed 2 of my characters in the first round , the rest is history...
01-01-2014 10:43 PM
kmonster You don't have to create a very powerful party or switch classes, just level up until you're strong enough to defeat the monsters you face.
You can afford to combine your races/classes as you like.
The players who bought the games when released didn't read non-existing guides and faqs about party development, they only had the quite useless manual.

Putting leftover points into strength and vitality at creation isn't a bad idea, stats will raise during the game but carrying capacity is set at creation.

Bards don't equip instruments, they use them during combat.
01-01-2014 09:14 PM
mowarning
Salutations!

Hi all,

First of all apologies for "resurrecting" this thread but this seems to be one of the forums to go to for these kind of games.

As many of you will probably know Wizardry 6,7 and 8 are (or were recently?) on sale on Steam.

I remember buying Wizardry 7 when it came out and playing it excessively without having too much of a clue of what I am doing which eventually meant that in the later stages of the game I simply could not continue as I screwed up a lot.

I also played Wizardry 8 a little bit as well.

I never played Wizardry 6 but when I saw it on Steam I bought all 3 again and my intention is now to start with Wizardry 6 and take the party over to 7 and eventually 8.

My "problem" is that not too much has changed since I first played Wizardry 7 in terms of my knowledge of the game series. I spent the the last 3 days reading various different FAQs/Guides but I am still stuck at the very basic but important hurdle of creating a party that won't make me quit the game half way through or later because the party didn't work out or because I made class switches that sounded cool but were in fact rather stupid and done at the wrong times.

So my question/request really is to get some advice from some of the veterans on here.

I intend to have the following "rough" party line-up:

2 Valkyries (or maybe just 1 Valkyrie and 1 Ninja?)
1 Samurai
1 Bard
1 Priest
1 Mage

First problem I am not entirely sure on races: I had Dwarf/Rawulf in mind for the Valkyries. Felpurr for the Samurai, Fairy for the Bard (only to then discover that the fairy cannot equip the lute? or am I being silly?), Rawulf for the Priest and Elf or Mook for the Mage.

Note: those are just initial "preferences"/ ideas, I am more than happy for you to critique here and tell me I got the races all wrong.

On to the next topic and this is probably my biggest worry: Bonus point distribution

For my first chars all I did was max out STR and put the rest in VIT , no matter what the class actually is (so even for a Mage)... now I am pretty sure this is wrong.


I also understand that I should use the bonus points to work towards the class I want the character to switch to?

On the topic of switching which is probably of equaly importance as the bonus distribution for me:

What kind of switches make sense for the party above and when?

I was thinking about switching the Mage to a Priest at lvl 10 maybe and the Priest to a Mage.
The Bard to a Ninja and the Valkyries to Samurais for the critical strike chance skill and then back again immediately?
Not sure what to do with the Samurai?

Do these switches even make sense? Or would I make things harder for myself?

With regards to the "When?" I read conflicting information here, some people say I should switch before LVL 2 even, others say LVL 5 is a good time for example.

Many thanks in advance for your feedback, it is much appreciated!
07-05-2013 09:17 AM
VanDine
Quote:
Originally Posted by kmonster View Post
There are so many ways to create an effective party, what are the characters you want ?
Good question. I know what party I want but I don't know which characters, especially which races would fit my idea of party. And you can add to the difficulty of choosing the party creation itself - suppose I pick faerie race for monks profession... that one seems almost impossible to roll with half decent stats and I am unsure if choosing another race for monk (like dwarf or hobbit) would make it easier to roll (because of initial race stat requirements). My knowledge doesn't quite reach that far and trying to find out by try and miss would take me ages.

Otherwise when I played online where you play with single character only, in early years I started with warrior char (fighter, the other choices were wizard, taoist, assassin) but in later years I played assassin char. which would be equivalent to the hybrid chars here. So I want party of hybrids, not sure now if that extends only to professions or to races also.

Party weighted towards fighters is ok for those new to wizardry or maybe to gaming as such. That's why it was good to cut my teeth with fighter in that online game because it was fairly simple and easy to understand - you just use your club to stop all arguments, and bingo.

In race choice that rules out humans, lizards, dracons, and maybe others, because they are either ordinary (human LOL) or dumb fighters.

I rolled F faerie monk with bonus 18 but that didn't leave enough points by far for Vitality. I would have needed to roll bonus like 24 I think to bring Vit to 16 and that is almost like winning jackpot
I learned that maybe it is not such a good idea to try for faerie monk or maybe one has to settle for some quite ungainly stats.

It would be handy to have some stats table where you could see right away which race is optimal (not best) for which profession in terms of how realistic it is to roll it with acceptable stats.
---------------
From that table you can see that to make a Gnome Ninja (for example) would eat up 17 points from your rolled bonus (to satisfy char requirements) leaving you with Vit 12 which means to then get Vit at least up to 16 pts you would need 17+4 points = 21 bonus to roll or higher... Correct?
04-05-2013 09:20 AM
yoga With the risk to be criticized I sing an ode to Kmonster and Master Scatty
I will say definitely:
Follow the team model of Kmonster and You, dead VanDine will enjoyed the game W 6. As I did.
He knows what to do.


btw Are You the Bridegroom?
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