Sometimes your Priest or Mage may want to cast a spell in a certain situation, but finds the situation so pressing that another spell is needed even more. You get more options than you would with a vanilla Fighter (although there are reasons I include a Fighter) or Thief. I like these kinds of characters for a number of reasons. Hybrid Characters - Hybrid characters are basically characters who can combine casting spells with either fighting (e.g., Samurai, Lord, Valkyrie, Monk) or thieving (e.g., Bard, Ninja). The Alchemist for example has some nice cloud-type spells that can cause lingering damage over the long haul. This is not to say that there is no merit to their spellbooks. They have some healing ability, and some sources of offensive damage, but both are inferior in comparison to the Priest and the Mage respectively. A Psionicist can of course use spells that use other elemental sources of damage (e.g., Blades), but these are inferior in comparison to the raw damage that a Mage can inflict.Īlchemists are a similar deal. Monsters that lack minds (e.g., slimes, undead) or monsters with strong mental resistance (e.g., demons) don't respond to such spells in the way you'd hope. The problem is, the kind of monsters this will work on is quite limited. When these spells wreak havoc on their targets, it is indeed quite fun. Their key appeal is spells like Psionic Blast and Mind Flay that can both damage monsters and render them insane, a condition that can either prevent monsters from attacking or even cause them to attack each other. They can heal some things, but don't match up to Priests in that regard. Psionicists sound really cool, but their utility is limited. Pure spellcasters tend to get more mana, and recover their mana much more quickly through resting, in comparison to hybrid characters (e.g., Lord, Bard, etc.), making your choice of pure spellcasters an important one. The four choices are Priest, Mage, Alchemist, and Psionicist. Pure Spell Casters - Pure spellcasters are characters who devote themselves exclusively to one spellbook as their specialization. Links to them are near the bottom of this page. This way, you're not arriving into Wizardry 7 practically naked, and instead have some interim weapons and armor to work with.įor more details on this, see the profiles for each character I've created. After you finished Wizardry 6, take a moment to set up your party so that each one brings through at least one item that you really want, while the rest of the items are worth less than 1000gp. So, if you think things through, it will not be in your interest to import a party from a file where they are still wearing all of its super-powered items. For reference as to what various items are worth, check out this link. You can, pretty much without limit, import items that are worth less than 1000gp. Beyond that, each character can only import ONE item that is worth a 1000gp or more, and that one item may be in addition to those unique items that always import. Some unique items will always import (e.g., Diamond Ring, Cameo Locket, Rod of Sprites, Ring of Stars). Wizardry 7, for reasons of game balance, will not let you import ALL of your wonderful weapons and armor.Īn explanation of what will be imported is warranted. In fact, something you should plan out for is not just to get the most effective items for your character in Wizardry 6, but also plan out that character's inventory for when he or she will be imported into the next game. If you plan on playing the complete trilogy, extra planning is involved if you want to create characters that will be effective in all three games. The fundamental first step in any such role-playing game of course is to roll an effective party. These maps can be downloaded, and I will use them as my frame of reference for where I am and where I am going throughout the walkthrough. Note also that complete maps for Wizardry 6 can be found through this link. Each game can be played individually without prior exposure to the others, but playing the complete trilogy from start to finish can be a rewarding experience. This is the start of a series of video-based guides of Wizardry 6, 7 & 8, collectively known as the Dark Savant trilogy. A Video Based Guide to Wizardry 6: Bane of the Cosmic Forge
0 Comments
Leave a Reply. |