From the guide:
Casting a spell that requires Oratory is less likely to be effective if
you switch to a class that does not have Oratory as a native class
skill. This makes classes that use Alchemy less useful than you may think.
----
Back to the drawing board. At first I thought it was just the low char. levels, but Treon likes to backfire in big matchups where it hurts. He easily class changes into an alchemist, but there goes your fireball.
Had a lvl 11 valkyrie with spear+2 too which will be a shame to put in
the recycle bin.
The party that killed 7 Savant Troopers in one go.
This is all for my wiz 7 game (I've got ongoing games in 6-8).
The up side is that I've got a promising Wiz 6 party. I made it to the Toll Troll a couple days ago which is the furthest I've been since the 90s.
This is what's important:
"Party import is most enhanced by advanced items and especially weapons
in particular."
It's not about getting all your spells moved across or having your experience decimate the landscape - that will all be leveled in time,
but like, for example, how the spear + 2 shows up in Wiz 8 as "Mystic
Spear" and is even more splendid and deadly.
It's probably a good place to stop. I'm up against a brick wall. I've got to travel to Munkharama, Orkogre Castle etc. to get anything done. Orkogre Castle is in a clearing in the Forest to the ...
By better - I consider a samurai better than a fighter and so on and so >forth.
On Mon, 18 Nov 2024 19:55:32 -0600, Jhulian Waldby
<wichitajayhawks@msn.com> wrote:
By better - I consider a samurai better than a fighter and so on and so
forth.
I have now played Wiz 1,2, 3 and 5. I only played Wiz 4 briefly before dumping it. Other then a thief to a ninja (which I ended up
regretting), I never class changed and I am hoping I won't have to in
Wiz 6 either. I can't identify with my characters when every character
in my party can do everything.
One of the things I did this time around in Wiz 6 was to get rid of the >dedicated thief. While a thief can produce damage near to a fighter
type or ranger, they have poor AC and HP. My rolled party included a
Ninja and a Ranger. The Ranger became the best skullduggery and was >sufficient to the task of unlocking castle doors. Trapped chests are
still a circus, however, but manageable through save/reload.
On Tue, 19 Nov 2024 08:45:51 -0600, Jhulian Waldby
<wichitajayhawks@msn.com> wrote:
One of the things I did this time around in Wiz 6 was to get rid of the
dedicated thief. While a thief can produce damage near to a fighter
type or ranger, they have poor AC and HP. My rolled party included a
Ninja and a Ranger. The Ranger became the best skullduggery and was
sufficient to the task of unlocking castle doors. Trapped chests are
still a circus, however, but manageable through save/reload.
This is why I regretted getting rid of my thief in the earlier
Wizardries. They pick locks better then Ninjas. I hated winning a
battle only to have my party blown to smithereens because of the loot.
Mike S. wrote:
On Tue, 19 Nov 2024 08:45:51 -0600, Jhulian WaldbyOh, I think you will like Wiz 6 then. Chests are separate from encounters. When the battle's over, it's over.
<wichitajayhawks@msn.com> wrote:
One of the things I did this time around in Wiz 6 was to get rid of the
dedicated thief. While a thief can produce damage near to a fighter
type or ranger, they have poor AC and HP. My rolled party included a
Ninja and a Ranger. The Ranger became the best skullduggery and was
sufficient to the task of unlocking castle doors. Trapped chests are
still a circus, however, but manageable through save/reload.
This is why I regretted getting rid of my thief in the earlier
Wizardries. They pick locks better then Ninjas. I hated winning a
battle only to have my party blown to smithereens because of the loot.
Oh, I think you will like Wiz 6 then. Chests are separate from
encounters. When the battle's over, it's over.
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