Character Class and Race Guide for Wizardry 8 by Robo-Mike This guide supports patch version 1.24 (final version) of the game. Latest update: (03-03-2006) v1.1 INT does not increase spell points directly... added notes on this. Fixed all tabs. ====================================================================== Section -1: Disclaimers (DISC) ============================== Wizardry 8 is (c) Sir-Tech Canada (or what's left of it). This document is (c) 2006 Robo-Mike. All rights reserved. You may download and print this file for your personal use but you may not profit in any way. Because I am lazy, only gamefaqs.com is allowed to "host" this guide... for now. No, I don't hate your gaming site, I'm just lazy. *** This document is best viewed with a monospace font (e.g. Courier New). Your standard web browser will do, but just in case your browser's settings are weird, here's a line of 70 numbers followed by a line of 70 hyphens. 1234567890123456789012345678901234567890123456789012345678901234567890 ---------------------------------------------------------------------- If they don't have the same length, then something is messed up. Just change your font settings or something. Trust me, I use columns a lot. ====================================================================== Section 0: TABLE OF CONTENTS ============================ s# code title -- ------ --------------------- -1 (DISC) Disclaimers 0 ( ) Table of Contents 1 (INTR) Introduction 2 (STAT) At a Glance: Tables 3 (RACE) Character Races [HUM] Dracon [HOB] Hobbit [DWA] Dwarf [HUM] Human [ELF] Elf [LIZ] Lizardman [FAE] Faerie [MOK] Mook [FEL] Felpurr [RAW] Rawulf [GNO] Gnome 4 (CLAS) Character Classes [FIG] Fighter [GAD] Gadgeteer [LOR] Lord [BAR] Bard [VAL] Valkyrie [PRI] Priest [RAN] Ranger [ALC] Alchemist [SAM] Samurai [BIS] Bishop [NIN] Ninja [PSI] Psionic [MON] Monk [MAG] Mage [ROG] Rogue 5 (MISC) Class/Skill Training Strategies [L2C] Class Change [34B] 3 or 4 Spellbook Bishop [SKL] Skills Training Tips 6 (PART) Sample Parties 7 (FAQ-) Appendices [GLO] Glossary [EXP] Expert Skills [VIT] About Vitality [PIE] About Piety [INT] About Intelligence [RWP] About Strength and Ranged Weapons 8 (ABOU) About the Author 9 (MAIL) Contact Info 10 (ENDC) Links / Special Thanks 11 (HIST) Revision History ( ) Final Words ** To go to a specific section, search for the code including ( ) or [ ]. For example, search for (FAQ-) to go to the Appendices or search for [SAM] to proceed to the subsection on Samurai. ====================================================================== Section 1: Introduction (INTR) ============================== Greetings, thank you for reading this guide. Having rediscovered Wizardy 8 recently, (and with it being sold again at discount rates) I am replaying it again, so I've decided to write a little guide. Mainly I'm writing this guide for myself while getting info from various websites, since I wanted a one-stop-shop for the ins-and-outs of the art of character creation and party planning. I'm sharing it with everyone via GameFAQs, and I hope it gets people interested again in this underrated classic (cult classic?) game. Trust me, I use my own guide... a lot. (: What's so great about Wizardy 8 is that there is no Best Class or Best Party combo. There are so many ways to make a successful party that can beat the game. Granted there are worse-off party combinations (for those who wish a challenge). And there are character classes (and builds as well that are worse-off during the start, middle or end of the game. With that said, this guide will help you pick your character classes and race and give you suggestions on how to add points during level- up. The builds are just my opinion. There is no "best build", just a couple of suggestions from me, with my favorite marked with a "(!!)" icon. Again, the CHARACTER BUILDS ARE JUST MY OPINION. A final warning, though: stats, resistances and racial bonuses are not everything to a character. You can pick your races based on good looks as well, whatever drives your car, but unfortunately (or rather, fortunately?), that's not covered by this guide for the most part. P.S. Oh, by the way, the guide may contain SPOILERS such as weapon locations and NPC info, among other things, so use at your own risk. And one more thing, I think I write game guides like cold, hard news: I usually get straight to the point and don't have excess details and interesting descriptions or anecdotes. I guess I'll just warn you now before you fall asleep from my guide. With that said, there are far more interesting guides to read out there in terms of style (see the Supplemental FAQ on gamefaqs for an example), so just bear with me, okay? ====================================================================== Section 2: At a Glance: Tables (STAT) ===================================== * The race lists are in alphabetical order rather than in-game order. Classes are left in game order (the way it's arranged is very intuitive). A. Class Requirements STR INT PIE VIT DEX SPD SEN +-----------------------------------------+ Fighter | 55 | | | 50 | 50 | | | Lord | 55 | | 55 | 55 | 50 | 50 | | Valkyrie | 50 | | 55 | 55 | 50 | 50 | | Ranger | 50 | 50 | | 50 | 55 | | 55 | Samurai | 50 | 55 | | 50 | 55 | 55 | | Ninja | 50 | 50 | | 50 | 55 | 55 | 50 | Monk | | 50 | 50 | | 50 | 55 | 55 | Rogue | | | | | 55 | 50 | 50 | Gadgeteer| 45 | 55 | | | 60 | | 55 | Bard | 45 | 50 | | | | 55 | 55 | Priest | | | 60 | 55 | | | | Alchemist| | 55 | | | 60 | | | Bishop | | 55 | 55 | | 55 | | 55 | Psionic | | 55 | | | | | 60 | Mage | | 60 | | | 55 | | | +-----------------------------------------+ B. Racial Starting Stats STR INT PIE VIT DEX SPD SEN +-----------------------------------------+ Human =| 45 | 45 | 45 | 45 | 45 | 45 | 45 |= Dracon | 55 | 35 | 30 | 60 | 50 | 40 | 30 | Dwarf | 45 | 30 | 50 | 60 | 35 | 35 | 35 | Elf | 35 | 50 | 50 | 35 | 50 | 45 | 40 | Faerie | 25 | 55 | 35 | 30 | 50 | 60 | 45 | Felpurr | 40 | 40 | 30 | 35 | 50 | 60 | 40 | Gnome | 35 | 50 | 40 | 50 | 50 | 35 | 45 | Hobbit | 40 | 40 | 30 | 45 | 55 | 50 | 50 | Lizardman| 60 | 25 | 25 | 70 | 40 | 50 | 30 | Mook | 50 | 50 | 25 | 50 | 35 | 35 | 55 | Rawulf | 40 | 30 | 55 | 50 | 40 | 40 | 50 | +-----------------------------------------+ C. Racial Starting Stats vs Humans STR INT PIE VIT DEX SPD SEN Pts vs Human +-----------------------------------------------+ Human =| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |= Dracon | +10 | -10 | -15 | +15 | +5 | -5 | -15 | -15 | Dwarf | +10 | -15 | +5 | +15 | -10 | -10 | -10 | -15 | Elf | -10 | +5 | +5 | -10 | +5 | 0 | -5 | -10 | Faerie | -20 | +10 | -10 | -15 | +5 | +15 | 0 | -15 | Felpurr | -5 | -5 | -15 | -10 | +5 | +15 | +5 | -10 | Gnome | -10 | +5 | -5 | +5 | +5 | -10 | 0 | -10 | Hobbit | -5 | -5 | -15 | 0 | +10 | +5 | +5 | -5 | Lizardman| +15 | -20 | -20 | +25 | -5 | +5 | -15 | -15 | Mook | +5 | +5 | -20 | +5 | -10 | -10 | +10 | -15 | Rawulf | -5 | -15 | +10 | +5 | -5 | -5 | +5 | -10 | +-----------------------------------------------+ D. Resistances * All nonhuman races have resistance bonuses, some races have penalties. Fire Water Earth Air Ment Div Misc notes +-----------------------------------+ Human | | | | | | | Dracon | | +15 | | +5 | -5 | -5 | Dwarf | +?? | | | | | | *Bonus Fire Res = Elf | | | | +10 | +20 | | VIT/5 rounded down Faerie | | | +15 | +15 | +15 | +15 | Felpurr | | -15 | +10 | +10 | +10 | | Gnome | | | +10 | | +10 | | Hobbit | | | +?? | | | | *Bonus Earth Res = Lizardman| +15 | +10 | +10 | | -10 | -10 | VIT/5 rounded down Mook | | +15 | | | +15 | +10 | Rawulf | | +10 | +5 | | | +15 | +-----------------------------------+ E. Debilitating Spells * Sorted by magic realm. This might help you select your resistances. At the moment, it is uncertain if weapons and monster attacks that cause status ailments are resisted through magic resistances. * Let me know if I missed any spells. Fire: Blinding Flash (Blind), Hypnotic Lure (Hypnosis), Prismic Ray, Prismic Chaos (various) Water: Slow, Paralysis, Freeze Flesh, Freeze All (Paralysis), Acid Bomb Air: Sonic Boom (Afraid, KO), Sleep, Noxious Fumes, Toxic Cloud (Nausea, KO), Silence, Death Cloud, Asphyxiation (Death), Pandemonium (various), Concussion (KO) Earth: Itching Skin (Irritation), Web (Webbed), Armormelt, Quicksand (Death) Mental: Mind Stab (Insanity, KO), Terror (Afraid, KO), Insanity, Turncoat, Psionic Blast (Insanity), Cerebral Hemorrhage (Insanity), Mind Flay (Fear, Insanity) Divine: Instant Death, Death Wish (Death), Draining Cloud ====================================================================== Section 3: (RACE) Character Races ================================= Notes: 1. Your character's race should be chosen not only because they have the most bonus points to distribute to attributes. 2. Resistances (or lack thereof) should be taken into consideration. ex. A Mook has high water resistance which is great against Paralysis and Freeze All spells. Felpurr on the other hand are weak against water... ex. A Lizardman Fighter has great physical stats but the -10 to mental resistance makes them vulnerable to Insanity or Turncoat. 3. Dracon, Dwarves and Faeries have special skills you may want to consider. ############### A. Dracon [DRA] ############### One of the reptilian races in Wizardry 8, the Dracon have good STR, VIT, and DEX, making them suited for fighting professions. In fact, their starting stats already qualify them as fighters! Recommended classes: 1. Fighter 2. Rogue 3. Lord, Valkyrie, Samurai Other options: 1. A Dracon as a spellcasting class starts with high vit, making him tougher than other casters, and can use Dracon Breath when out of magic. Psionic class also eliminates the Mental Resist problem. Pros: 1. Good physical stats, giving the Dracon high HP and weapon damage, and more carrying capacity. As a fighter, can reach 100 in STR and VIT easily. 2. High resistance to water means they resist paralysis. 3. Dracon Breath is an excellent crowd damage attack, costing only stamina. Perfect for helping your spellcasters kill that occasional swarm of insects or mob of acidvines. In addition, it gets stronger automatically as the Dracon levels up. Cons: 1. Mental resistance penalty. An insane or turncoat fighter with a big axe is one of the worst things your party can experience. A fighter who is afraid isn't that much better. 2. Low Int & Senses. This causes Close and Ranged Combat to rise very slowly. 3. Use of Dracon Breath does not improve any skills, and reduces the opprotunities for skill training in the current battle. Dracon Breath also uses up stamina; low stamina results in stat penalties. TIPS: a. Don't use breath attack unless you feel that your party is guaranteed to be overwhelmed by a swarm of insects or other lower-level enemies. b. Carry stamina potions or have a magic user support the Dracon with a Stamina spell. ############## B. Dwarf [DWA] ############## Dwarves have 7% damage resistance. That, coupled with high VIT, will ensure they survive most battles. They also have above average Strength and Piety. Recommended classes: 1. Valkyrie, Lord 2. Priest (Battle Priest is very possible...) 3. Fighter, Bard Other options: 1. A Dwarven Monk may start out with a huge bonus point deficit, but training long and hard will pay off with a warrior who will shrug off most forms of attack. (Yes, it stacks.) Pros: 1. High strength and vit, coupled with damage resistance makes them good on the front lines as tanks. 2. Decent Piety rating makes them great for the priest class and associated hybrid classes. It also ensures a good spell point reserve. Cons: 1. Below-average DEX SPD and SEN means low initiative. NOTE: This "may" be an advantage, especially if you have faster characters with Instant Kill capability, since you only want to damage the enemies who are not killed outright by the Monks or Ninjas. 2. Fire resistance isn't exactly the best resistance in the game. ############ C. Elf [ELF] ############ Just as you'd expect (if you're familiar with fantasy novels), the Elf is suited for most casting classes. Unfortunately, they don't have too many bonus points as Rangers. Recommended classes: 1. Alchemist, Mage 2. Psionic, Bishop 3. Monk Other options: 1. Elf stats are actually decent for Bards or (GASP!) Gadgeteers. Everyone knows Elves are tree-huggers, so an Elf Gadgeteer may make for some interesting roleplay (if you're into that). Pros: 1. High intellect and piety is good for caster classes. Dexterity bonus is also doubly good for the Alchemy skill. 2. Highest resistance to Mental Magic among all races. Air resist also helps avoid poison or nausea effects. Cons: 1. Low vitality = Low HP. 2. Low vitality and strength = Low carrying capacity. ############### D. Faerie [FAE] ############### Basically "miniature Elves with wings", they are even better suited for spellcasting than other races. But such terrible power does come with a price... Recommended classes: 1. Alchemist, Bishop 2. Mage, Psionic (warning: extremely low HP) 3. Monk (see below) Other options: 1. Faerie Ninja: In any game, you almost have a guaranteed chance to get the super weapon only Faerie Ninjas can use: the Cane of Corpus. 2. How about a Faerie Monk? If you're scared to try a Fae Psionic because of dismal HP, this is your alternative. Stealth and damage resistances sort of makes up for lack of armor (and Monks can't wear much anyway). Low HP means you still might not put her on the front lines, though, so Boomerang Shuriken and extended range weapons (Bo, Hayai Bo, Zatoichi Bo) are the way to go. Pros: 1. High magic resistances in four areas, including Mental. 2. +2 armor class. 3. Faerie Sticks are by themselves very effective melee weapons. 4. Fast magic regeneration. Cons: 1. Really low vitality = really low HP. 2. Limited armor and weapon selection. 3. Low carrying capacity... making them poor as classes that need a lot of ammunition such as Rangers or Gadgeteers. ################ E. Felpurr [FEL] ################ As one of the races that starts with the highest speed, these cats are good for most classes with DEX or SPD requirements. Just avoid those Piety classes. Recommended classes: 1. Rogue 2. Ninja, Alchemist 3. Samurai Other options: 1. Because of high speed, Felpurr actually make decent Monks or Martial Arts ninjas. By adding 3 points to DEX and SPD every level, they can get multiple strikes in their martial arts quite early in the game (level 6 or 7). 2. Felpurr can also be Fighters. They can get Snake Speed (the SPD Expert Skill) early which lets them deal more damage earlier. I personally recommend a Fighter-Samurai dual class. Pros: 1. Again, high speed. 2. +10 resistance to Earth, Air, and Mental. 3. Piety penalty is not going to hurt most character classes. Cons: 1. Low piety and vit means really low stamina. 2. In addition, low VIT means low HP. 3. Weakness against water which makes them vulnerable to Freeze All and Paralysis spells. ############## F. Gnome [GNO] ############## Gnome Males: Think Dwarves, except they look older, thinner and with longer beards. They are stereotypically good with technology. Unfortunately, this game gives Gnomes no love. Recommended classes: 1. Mage 2. Gadgeteer 3. Bard or Ranger Pros: 1. Has +10 Earth and Mental resists. 2. Decent VIT means higher HP which is important especially for Mages. Cons: 1. Poor stat distribution. Seriously, a huge penalty to Speed cripples them as casters (or any other class for that matter), while a low Strength makes them poor fighters. Unlike the Mook, they also have no extra Senses to make up for the loss of Speed. ############### G. Hobbit [HOB] ############### The other jack-of-all-trades race, rivaling the stat total of Humans. Because of their penalty in Piety, a stat of little importance to most classes, they are the ideal choice for many professions. Recommended classes: 1. Gadgeteer, Rogue 2. Ranger, Samurai, Ninja, Alchemist 3. Mage, Bard Other options: 1. Surely you don't think midgets make good fighters? With the Hobbits' stats you can easily reach multiple Expert Skills... you will just get Iron Skin and Power Strike later than a Dracon or Lizard fighter will, but that's a small price to pay when you can eventually get Reflexion and Snake Speed faster than they do. (if you plan to level up that far) Pros: 1. Hobbits have the best stat distribution of any race in the game. Piety penalty does not hurt a lot of classes. 2. High DEX, and above average speed and senses ensures a decent initiative score from the start. Cons: 1. They only have Earth resistance which isn't exactly the best type of resistance (but this still gives them an edge over Humans). 2. Low Piety results in a low spell point count especially for hybrids. ############## H. Human [HUM] ############## Being average in all stats, humans can be good at any job, however, they are better as hybrid fighters and other classes that have a lot of requirements... Recommended classes: 1. Lord, Valkyrie, Ranger, Samurai, Monk 2. Bishop, Ninja 3. Bard, Rogue Other options: 1. Even as pure classes, humans can make use of their average stats well. Want a spell caster with decent VIT? A fighter with decent INT and SEN for faster training of combat skills? Maybe. Pros: 1. Their skills train reasonably fast, since they have average starting stats in all catergories. Cons: 1. No resistance bonuses available. 2. Being average, they do not particuarly excel in any field or profession as well. ################## I. Lizardman [LIZ] ################## As generic goons, soldiers and bodyguards in many a fantasy novel, Lizardmen and women fill that role nicely in this game. Recommended classes: 1. Fighter 2. Lord, Valkyrie 3. Rogue Other options: 1. How about a Bard or Gadgeteer? The Lizards' high stamina ensures that they can fuel their use of instruments and gadgets, and you can even use them to guard weaker party members when they're not playing! Ah, the practical applications of a character with a lot of Vitality. Pros: 1. Exceptional Strength and Vitality totals make them the masters of physical damage, whether dealing it or taking it. Yeah, them Lizards are meaty macho. 2. High resistances to Fire, Water and Earth. Cons: 1. High mental resistance penalty can be a pain when you face casters and Nightmares. An insane Lizardman can cut up his own party in record time. 2. Close and Ranged Combat rise very slowly due to low Intellect & Senses. 3. Slower magic regeneration which makes him less ideal for classes that cast spells. ############# L. Mook [MOK] ############# The gentle giants actually have a lot of killing potential. Recommended classes: 1. Ranger 2. Psionic 3. Bard, Gadgeteer, Fighter Pros: 1. +15 Resistance to Water AND Mental Magic! With +10 to Divine Resistance. 2. Decent VIT and STR totals make them fine warriors... if not, they help carry the gear of the party. Cons: 1. Low Dexterity and Speed which can hurt Initiative. (Although pumping Senses helps increase Initiative quite a bit.) 2. Low Piety can result in low spell point totals. ############### M. Rawulf [RAW] ############### What do you know, wolves actually make great Priests..? Recommended classes: 1. Priest 2. Lord, Valkyrie 3. Bishop Other options: 1. Because Divinity isn't the best offensive spellcasting school, a Priest probably won't be casting every round. Because Priests can wear decent armor and weapons as well as a shield, they can (with help from additional strength and dexterity) go to the front lines and lay some righteous smackdown with a Stun Mace. Think of this if you need another guard to block weaker party members but you don't have another fighter around. Pros: 1. Decent resistance totals, including a +10 vs. Water. 2. High vit and piety rating ensures a lot of available stamina. 3. High piety also grants a huge spell point pool. Cons: 1. Piety isn't the most useful attribute out there in terms of skill training. 2. Below average Strength, DEX and Speed means they will struggle as warriors initially without putting bonus points there and before they learn powerful buffs like Superman. ====================================================================== Section 4: (CLAS) Character Classes =================================== Note: Your Int should not go above 95 because a fountain in Trynton grants a permanent bonus of +5 Int to all party members. * I didn't include most Expert Skills in the important skills list since their appearance varies according to build. Put points into Expert Skills as you see fit. See the Appendix for info. * Also, I did not include Magic Realms since they'd take up a lot of space, so here's a general tip on what realms you should prioritize. Note that Set/Return Portal is in the Air realm, although the system will automatically grant you 50 spell points in Air once you learn the spell. Psionic - Mental, Fire, Divine Alchemy - Water, Earth, Air Divinity - Divine, Water, Air Mage - Fire, Water, Divine (for Samurai who are just there to support, pump Water, Divine, and Air) * For the STR-DEX/SPD-SEN warrior builds, you can opt for STR-SPD/DEX-SEN instead. I advocate STR-DEX though since STR only increases accuracy of melee strikes and not ranged. STR-SPD is for pure melee. @@@@@@@@@@@@@@@@ A. Fighter [FIG] @@@@@@@@@@@@@@@@ * Features: Berserk attack option (2x damage) Stamina Regeneration Highest HP count of all the classes Can use heavy weapons and armor, and most weapons/armor in the game Clost Combat skill bonus * Disadvantages: No magic or utility skills Best choice for early game-mid game but can be left behind by other classes in terms of kills and effectiveness. * Important attributes: STR - Deals more damage and slightly better chance to hit, Power Strike skill DEX - Gets better chance to hit and slightly better initiative VIT - Gains more HP, stamina, and carrying capacity SPD - Better initiative and more attacks SEN - Somewhat better initiative * Sample builds: Tank: Put 3 points into STR and VIT, then DEX and SPD. You don't really need to put points in DEX since STR will suffice for accuracy. Will swing slowly at first then speed up once DEX and SPD are being increased. Killer: Put 3 points in STR and SPD, then DEX and SEN. (!!) Sacrificing HP and Iron Body to deal as much damage as possible in as many attacks as possible per turn. Since increasing VIT does not retroactively increase your HP vs. previous levels, it's not worth adding later in the game. Balanced: Put 2 points in STR VIT DEX, then SPD and SEN. Gets expert skills slower, with average HP and damage compared to the above two. Speedy: Put 3 points in DEX and SPD, followed by STR and SEN. I hope you have a good light weapon and Stamina potions or support, this fighter will tire quickly but level up his weapon skills faster due to more swings. * Important skills: Sword/Axe/Polearm/Mace and Flail - Pick only one weapon class and stick with it. An exception is dual wielding fighters. Axes are generally outclassed by Swords, while Polearm is there for range and Mace and Flail for the chance to K.O. Weapon skills will rise quickly by themselves, though. Dual Weapons/Dagger/Mace and Flail - For dual wielders who want to drop their shield. Close Combat - Impacts your chance to hit but not as much as the weapon skills. Not very important to raise, you might as well put the points on a ranged weapon such as Bow. Shield - For tanks, 'nuff said. Bow/Modern Weapon - For fighters acting as tanks for ranged parties. Ranged Combat is not that important as Bow or Modern Weapon skills when determining chance to hit. @@@@@@@@@@@@@ B. Lord [LOR] @@@@@@@@@@@@@ *Features: Health Regeneration (depending on level, can equip HP drain cursed items without penalty) Can use heavy weapons and armor, and most weapons/armor in the game Dual Weapons skill bonus *Disadvantages: Dual Weapons isn't the best skill for the skill bonus. Lower HP compared to fighter. Initially lower damage output compared to Fighter or other hybrids. Takes a long time to train before seeing the power * Important attributes: Divinity isn't the best offensive spellbook so we'll just leave Piety at the starting level. It should be sufficient to eventually cast buffs and enchantments. Besides, Lords already pale in killng power compared to other melee classes. They need all the help they can get. STR - Deals more damage and slightly better chance to hit, Power Strike skill DEX - Gets better chance to hit and slightly better initiative SPD - Better initiative and more attacks VIT - Gains more HP, stamina, and carrying capacity. Not as important as Fighter since Lord has health regeneration. * Sample builds: Killer: Put 3 points in STR and SPD, then DEX and SEN. (!!) More swings for more damage = better. Speedy: Put 3 points in DEX and SPD, followed by STR and SEN. The Lord will tire quickly but level up his weapon skills faster due to more swings. Stamina support is even more important here than with the Fighter. * Important skills: Sword/Polearm/Mace and Flail - Pick a type of Weapon you want. Of course if you go Polearm or weapon+shield you will forgo your Dual Weapon skill bonus and you might as well pick a Fighter or Valkyrie. Dual Weapons/Dagger/Mace and Flail - For offhand wielding. Note that Diamond Eyes, the best offhand weapon, is a mace. Close Combat - Impacts your chance to hit but not as much as the weapon skills. However if your INT and SEN is low you may want to add some points. You can ignore this for the most part though. Bow/Modern Weapon - For Lords in ranged parties. Ranged Combat is not that important as Bow or Modern Weapon skills when determining chance to hit. Shield - For tanks. But you might as well pick a Fighter. Divinity - I guess putting 3 points per level is good for helping the Lord gain necessary spells in time. @@@@@@@@@@@@@@@@@ C. Valkyrie [VAL] @@@@@@@@@@@@@@@@@ *Features: Cheat Death - Anytime the Valkyrie is subjected to instant death effects or HP goes below 1, there is a good chance she will just be unconscious with a sizable amount of HP. This happens so often it's very useful. Can use heavy weapons and armor, and most weapons/armor in the game Polearm skill bonus *Disadvantages: Lower HP compared to fighter. Large and unpredictable range of damage for Polearms. Polearms are usually slow and heavy. * Important attributes: Divinity isn't the best offensive spellbook so you can leave Piety at the starting level and it should be sufficient to eventually cast buffs and enchantments. However, Valkyries have better damage than Lords, so they can develop their mystical powers... STR - Deals more damage and slightly better chance to hit, Power Strike skill DEX - Gets better chance to hit and slightly better initiative SPD - Better initiative and more attacks PIE - Helps Divinity and realm skills rise faster, more spell points VIT - Gains more HP, stamina, and carrying capacity. Not as important as Fighter since Polearms are Extended range weapons. INT - Helps Divinity and magic realm skills rise faster * Sample builds: Tank: Put 3 points into STR and VIT, then DEX and SPD. You don't really need to put points in DEX since STR will suffice for accuracy. It's a good idea to have a Valk on the front lines since she will often cheat death. But we won't leave everything to luck. A high HP count helps. Killer: Put 3 points in STR and DEX, then SPD and SEN. Enhance the good damage of spears with more power, and later, attacks per turn. Caster: Put 3 points in PIE and SPD, followed by INT and DEX. A caster Valk is a Priest with better weapons and armor. But you might as well go with a Priestess, unless you want a gun-toting battle Priestess... :) Swap INT and PIE if you prefer to get Power Cast, though. True Hybrid: Put 3 points in STR and PIE, followed by SPD and DEX. (!!) Eventually your Valkyrie's support and healing spells, along with her combat skills will make her an indispensable party member. * Important skills: Polearm - The Valkyrie is all about spears. Max this one and don't even think about shields, or other melee weapons. Close Combat - Impacts your chance to hit but not as much as the Polearm skills. However if your INT and SEN are low you may want to add points every level. Bow/Modern Weapon - For Valkyries in ranged parties. She will tend to use ranged weapons less though because of her spear's extended reach, though. BTW Ranged Combat is not that important as Bow or Modern Weapon skills when determining chance to hit. Divinity - Once this is available, put 3 points into this, foregoing Close Combat or Mythology. Mythology - This will rise by itself, but it helps to put some points into it to start or in the first levels. @@@@@@@@@@@@@@@ D. Ranger [RAN] @@@@@@@@@@@@@@@ * Features: Ranged criticals (based on Ranged Combat skill) Searches automatically even while running (based on Scouting skill) Ranged Combat skill bonus No penalties from Silence when casting Alchemy spells * Disadvantages: Instant kill is based on chance Less armor than other melee classes, generally poor tank Wastes a lot of ammo, needs a lot of carrying capacity (the hassle of returning to town can be reduced by multiple portal spells though) * Important attributes: Dexterity helps out the Alchemy skill so you don't need as much INT; starting INT is usually enough unless you plan on mastering your magic realms... SEN - Gets somewhat better accuracy and initiative and unlocks Eagle Eye expert skill SPD - Better initiative and more attacks DEX - Gets better chance to hit and slightly better initiative, Also helps Alchemy rise faster STR - Deals more damage for bows/slings/darts but only 1/2 as effective for ranged weapons. This can be ignored if Modern Weapons are used, use VIT for carrying capacity instead. INT - Helps Alchemy and magic realm skills rise faster VIT - Along with STR, helps increase carrying capacity. * Sample builds: Archer 1: Put 3 points in DEX and SEN, followed by STR and SPD or INT. Archer 2: Put 2 points in STR, DEX and SEN, followed by SPD and (!!) INT. (Or do what I do: 1 STR 2 DEX 3 SEN) Hybrid 1: Put 3 points in SEN and INT, followed by SPD and DEX. Hybrid 2: Put 2 points in DEX SEN and INT, followed by 3 in SPD and STR. NOTE: Replace STR with VIT if using Modern Weapons. * Important skills: Bow - If you pick Bow, go all the way, otherwise there are other choices... however, you might as well select an Alchemist if you go sling. Modern Weapons - You will have to suck it up through the monastery with a bow. If you don't have the money for a Musket or Blunderbuss, just grab a free Zip Gun from Rattus around the Arnika-Trynton Road. Ranged Combat - It will rise on its own due to your high Senses. But since it controls Ranged Criticals, you should probably put points every level. Alchemy - If you don't have a dedicated Alchemist (or Bishop), you will have to rely on your Ranger. 3 points per level if so. Mythology - This will rise by itself, but it helps to put some points into it to start or in the first levels. Scouting - Basically acts as a Detect Secrets spell that is active all the time; hardly the most useful thing in Dominus. Fortunately, it goes up quickly. Just put 20-30 points in it to start, if you want, to help spot hidden stuff painlessly. @@@@@@@@@@@@@@@@ E. Samurai [SAM] @@@@@@@@@@@@@@@@ * Features: Chance of instant kill (based on Critical Strike skill) Chance of lightning strike (4 strikes or more during a turn) Immune to fear Sword skill bonus Has unique items available (most imporantly, offhand swords) * Disadvantages: Lower HP compared to fighter Less armor and weapon choices than Fighters Lightning strike and instant kill based on chance * Important attributes: SPD - Better initiative and more attacks DEX - Gets better chance to hit and slightly better initiative STR - Deals more damage and slightly better chance to hit, Power Strike skill INT - Helps Wizardry and magic realm skills rise faster VIT - Gains more HP, stamina, and carrying capacity SEN - Somewhat better initiative * Sample builds: Tank: Put 3 points into STR and VIT, then DEX and SPD. You don't really need to put points in DEX since STR will suffice for accuracy. Will swing slowly at first then speed up once DEX and SPD are being increased. But with this build, you might as well go with a Fighter. Caster: Put 3 points in INT and SPD, followed by PIE and DEX. A caster Samurai starts on magic later than a Mage but has more armor. Hybrid: Put 3 points in STR and INT, then DEX and SPD. Develop the Samurai to their full potential by training both their mind and body. Speedy: Put 3 points in DEX and SPD, followed by STR and INT. (!!) With more swings comes quick combat skill increase as well as more chances of seeing the words INSTANT KILL on your screen. Grab a low-weight sword (and eventually, Bushido Blade and Muramasa) and watch the kills pile up. * Important skills: Sword - Max this. You can leave the other melee weapons to other characters. Critical Strike - Fighters deal more damage than Samurai, so Samurai better polish up on their instant kill techniques. 3 points per level up. Dual Weapons - If your Samurai goes with the initial weapon loadout, you can put points in this. However, maxing Sword skill first is better. Shield - You can always ditch off-hand weapons for more defense. You may choose to start as a Fighter then class change to Samurai on Level 2 to get a higher Shield skill. Wizardry - Important to learning spells on time. 3 points per level. Bow - Put points here if with a ranged party. Alternatively, to give the Samurai ranged options you can pump Fire or Water magic instead. @@@@@@@@@@@@@@ F. Ninja [NIN] @@@@@@@@@@@@@@ * Features: Chance of instant kill (based on Critical Strike skill) Instant kill also applies to thrown weapons Thrown weapons always penetrate armor as long as they hit Critical Strike skill bonus Has unique items available No penalties from Silence when casting Alchemy spells * Disadvantages: Instant kill is based on chance Usually is the worst party member for a long time: Takes an eternity to train properly before shining Largest experience requirement (same as Bishop) Severely limited armor choices (buy from Crock in the swamp area if dualclassing) Thrown weapons aren't the most common ammo-based items in the game * Important attributes: SEN - Somewhat better initiative, helps throwing weapons and combat skills DEX - Gets better chance to hit and slightly better initiative, also Alchemy's controlling attribute SPD - Better initiative and more attacks STR - Deals more damage and slightly better chance to hit, More important only with Melee Ninja INT - Helps Alchemy and magic realm skills rise faster, not as important for Alchemy skill because DEX is OK for Alchemy; INT also helps combat and some misc. skills rise faster * Sample builds: Throwing: Put 3 points in DEX and SEN, followed by INT and SPD/STR. Mainly for Throwing ninjas. DEX will help your weapons skills and Alchemy, while SEN will pump your Critical Strike and combat skills. INT later will help train magic realms to help cast higher-level Alchemy spells when they count in the late game. Patience: Put 3 points in INT and SEN, and then DEX, SPD and/or STR. Also for Throwing ninjas, you will need to wait for a long time before seeing the power. Spend a lot of time training magic and combat skills in the early levels. Eventually, the Ninja will destroy everyone in their path. Melee: Put 3 points in STR and DEX, followed by INT and SEN. If you plan on using a Sai (or two) or Nunchaku (or two) or the Zatoichi Bo. Patient Melee: Put 2 points in STR INT DEX followed by SEN and SPD. * Important skills: Critical Strike - This is why are you playing a Ninja, remember? Max this. Throwing and Sling - You might as well take advantage of a Ninja's innate strengths. Mace and Flail/Staff and Wand/Dagger/Martial Arts - Pick a melee weapon and stick with it. Alchemy - A character who's strong in the late game gets paired up with the magic school that's strong in the late game. Don't pass up this one. Dual Weapons - Ever thought of Double Shuriken? Double Sais? Double Nunchaku? Cane of Corpus + Fairy Wand? Thought so. Put points here if needed. Stealth - Every bit of armor helps. Although you can skip points in this if you are willing to spend time dodging monsters for Stealth training. Locks and Traps/Pickpocket - I guess, if there are no other party members to do these skills, you can setup your Ninja to train in them, but it will come at the cost of their valuable training in fighting or spellcasting skills. @@@@@@@@@@@@@ G. Monk [MON] @@@@@@@@@@@@@ * Features: Chance of instant kill (based on Critical Strike skill) No penalties from blindness Martial Arts skill bonus Has unique items available * Disadvantages: Instant kill is based on chance Can only use minimal weight armor, limited armor choices (Requires heavy training in Stealth) * Important attributes: DEX - Gets better chance to hit and slightly better initiative, also Alchemy's controlling attribute SPD - Better initiative and more attacks STR - Deals more damage and slightly better chance to hit, Less important with Martial Arts, more important with weapons SEN - Somewhat better initiative, helps throwing weapons, combat skills, and Psionics INT - Helps Psioncs and magic realm skills rise faster, not as important for Psionics skill because SEN helps it * Sample builds: Speedy: Put 3 points in DEX and SPD, followed by STR and SEN or INT. (!!) Mainly for Martial Arts masters, since punch and kick damage rise with skill, diminishing the importance of STR in early game. Melee: Put 3 points in STR and SPD, followed by DEX and SEN/INT. If you plan on using the Zatoichi Bo or Nunchaku (or two), or you don't even think about hitting with ranged weapons. Weapons: Put 2 points in DEX STR and SPD, followed by SEN and INT. Don't trust STR to improve your chances of hitting? Tank 1: Put 3 points in VIT DEX, followed by SPD and SEN or INT. A tank that forgoes STR due to Martial Arts. Tank 2: Put 2 points in STR VIT DEX, followed by SPD and SEN or INT. A tank that wants to use weapons. Caster: Put 3 points in INT and SEN, followed by DEX and SPD. Basically a Psionic with better HP. * Important skills: Stealth - Monks have minimal armor. You must max this ASAP. It will go up automatically, but you can go back to the monastery to dodge roaches for training. Critical Strike - Instant kills are always great. Max this. Martial Arts/Staff and Wand/Mace and Flail - Pick a melee weapon and stick with it, although Martial Arts is a good pick since Monks have the skill bonus Dual Weapons - Ok, this is not needed by Martial Arts. Only dual Nunchaku wielders really need this. Psionics - Not too important in my opinion, but why deny your Monk of spellcasting ability? I'd still put points here every level. @@@@@@@@@@@@@@ H. Rogue [ROG] @@@@@@@@@@@@@@ * Features: Locks and Traps skill bonus Backstab ability - Double damage with any thrusting weapon - I think you do normal damage if you don't penetrate armor - Thrusting weapons include: Polearm (pointless), Sword, Dagger - You won't backstab and berserk (with Bloodlust) at the same time * Disadvantages: Less HP than fighters (fortunately Rogues have Stealth) No magic ability * Important attributes: STR - Daggers aren't the strongest weapons in the world, even with double damage. DEX - Improve your chances of landing a hit and go a bit faster, also boosts Locks and Traps skill SEN - Go a bit faster and train your combat and dual weapons... SPD - You can never have too much speed... VIT - Rogues don't have much HP... (No you don't need INT, trust me.) * Sample builds: Common 1 - Add 3 points in STR and DEX, followed by SPD and SEN. For max accuracy and damage. Two knives or sword and knife are the way to go. Common 2 - Add 3 points in STR and SPD, then DEX or SEN or VIT. Striking hard and fast. Less accuracy than the above build but you have more attacks. Tank 1 - Add 3 points in STR and VIT, followed by DEX and SPD. Rogue equips a shield, and becomes a fighter with Stealth. How about max Shield and Stealth for a stellar AC? Tank 2 - Add 3 in DEX and VIT, followed by STR and SPD We're sacrificing chopping power for the chance to get Reflextion and further up the armor total. Speedy - Add 3 points in DEX and SPD, followed by SEN and STR. Besides striking fast, this rogue can get the same huge armor bonus as Tank 2 via high Speed, Stealth, Shield and Reflexion. Only not as much HP or damage to begin with. * Important skills: Stealth - Since Rogues are not Fighters, they need all the armor they can get. Sword, Dagger, Sword&Dagger - Make your weapons selection. Swords are better than daggers (who wants to use a Thieves' Dagger for 70% of the game?) though, and you can still stab with them. Shield - Yes, Rogues can use shields! They will have to make do with one less weapon though. With shields, swords are the weapon of choice due to more damage. That, and daggers suck as primary weapons. Dual Weapons - 2 daggers? Sword and dagger? Put points here. Locks and Traps - What the Rogue is for. Put points here, unless you'd rather have a super stealth combat specialist and leave the lockpicking to the Gadgeteer. Pickpocket - A useful skill, but it isn't for everyone. But the Rogue has many skills needing attention (*cough*Stealth*cough*) so if you really want this skill I'd say bump it to 20 and raise it through practice only, until the later levels where you have points to spare. @@@@@@@@@@@@@ I. Bard [BAR] @@@@@@@@@@@@@ * Features: Communications skill bonus Doubles life and magic regeneration rate during camping Music skill: enables use of musical instruments * Disadvantages: Can run out of stamina quickly in battles Males cannot equip many early-game stamina regenerating items More powerful gadgets outclass most later instruments * Important attributes: VIT - Increases HP and stamina which is the fuel for Bard "spells", also increases carrying capacity. STR - Increases same stamina as VIT but more carrying capacity, Great if your Bard will be doing close-range fighting DEX - Better than STR if your Bard will be using bows. SPD - Helps musical spells launch faster. SEN - Increases initiative somewhat, also for bow Bards. * Sample builds: Tank - 3 in STR and VIT, then DEX and SPD. STR and VIT will not only ensure a huge Stamina supply, it will allow the Bard to stand in the front row and chop up enemies. Ranged 1 - 3 in VIT and DEX, then SEN and STR or SPD. - This will ensure a healthy HP count while letting the Bard train in their Music and Bow skills. Ranged 2 - 3 in DEX and SEN, then STR and SPD. - Less music, but you will get Eagle Eye earlier. * Important skills: Music - The food of love. Max this out. Sword/Bow/whatever - Choose weapons you want the Bard to equip. Locks and Traps - If there is no one else to do the dirty work... Pickpocket - A useful skill, but it isn't for everyone. Either you put points in this skill every level or you don't put a single point into it, ever. Communication - Reduces prices for the most part. Important but not worth putting points into. It will rise by itself. @@@@@@@@@@@@@@@@@@ J. Gadgeteer [GAD] @@@@@@@@@@@@@@@@@@ * Features: Modern Weapons skill bonus Engineering skill: enables use of gadgets Starts with Omnigun which improves every few levels * Disadvantages: Can run out of stamina quickly in battles Males cannot equip many early-game stamina regenerating items Low damage omnigun ammo and few gadgets available in early game * Important attributes: SEN - Increases initiative somewhat, and unlocks Eagle Eye. DEX - Increases accuracy. VIT - Increases HP and stamina. More stamina is good for more gadget use. SPD - Allows more firing opportunities a round and helps gadgets spells launch faster than with SEN. * Sample builds: Ranged - DEX and SEN, 3 every level. Followed by VIT and SPD. The goal is to get Eagle Eye ASAP. Balanced - DEX SEN and VIT, 2 every level, followed by PIE and SPD. More HP and stamina but less accuracy for a long time. Training will be difficult due to less DEX, but you'll be average in terms of gadget use while sharpening your marksman skills. Mad Scientist - STR and VIT, 3 every level, followed by SPD and SEN. If you want to totally ignore your Omnigun and use gadgets all the way, here's the build. Training skills can be difficult due to lack of DEX and low initiative but at least you have all the stamina in the world to launch multiple gadgets every fight. By the way, you will be be able to tank as well so grab a shield. * Important skills: Engineering - Put points into it every level. Modern Weapon - For Omnigun and Musket users... max this. Locks and Traps - A gadgeteer starts with some points here, making him a candidate for the party's lockpicker. Ranged Combat - Low-priority, but you still need this, so add points into it, if necessary. Shield - For the gadget user in you, any amount of defense is worth it. Sword - For the scientists who hate guns and let gadgets do the dirty work, self-defense may be necessary in extreme cases. @@@@@@@@@@@@@@@ K. Priest [PRI] @@@@@@@@@@@@@@@ * Features: Divinity skill bonus Turn Undead ability once per battle Pray for Miracle ability once per battle Unusually high HP and good armor choices for a spellcaster * Disadvantages: Divinity has minimal offensive options * Important attributes: SPD - Speed is far more important on a healer than any other caster PIE - More spell points, faster Divinity training INT - Faster magic realm training, Power Cast is always useful SEN - More initiative bonus, but less than Speed VIT - Every bit of HP helps, even for casters STR - For priests who are going into battle * Sample builds: Standard Caster - INT SPD 3 each, PIE SEN later. Why INT first? To get Power Cast of course! Don't worry, we'll add PIE later for the spell point loadout bonus. And Divinity will go up on its own, considering the Priest's high starting Piety. Battle Priest - STR PIE 3 each, SPD DEX later. Decent damage, decent chance to hit and magical training... just don't expect it to be as good as a Fighter or even a Valkyrie. Tank - VIT 2 PIE 2 STR 2, DEX SPD later. When stunning and tanking are more important than dealing damage. * Important skills: Divinity - Learn spells on time, always put 3 points here. And prioritize some of your magic realms as needed; don't waste points on other skills unless necessary. Mace and Flail - Good weapon choice for Battle Priests. Staff and Wand are slightly worse since the one-handed versions of them are weaker, and the two-handed versions don't let you use a shield. Shield - 10 points to start with is good to increase defense. Communication - The laidback Priest can do the haggling and public relations for your party if there aren't any alternatives (low INT low SEN Bard doesn't count). Just let it rise by itself or help it out if necessary. @@@@@@@@@@@@@@@@@@ L. Alchemist [ALC] @@@@@@@@@@@@@@@@@@ * Features: Alchemy skill bonus Can mix potions into more powerful potions Random free potions while camping (higher Alchemy = better potions) No penalties from Silence when casting Alchemy spells * Disadvantages: Pales in early game compared to Mage (however Alchemy has some healing spells) * Important attributes: INT - Faster magic realm training, Power Cast is very useful especially against late-game baddies, somewhat faster Alchemy training SPD - Speed lets you strike and heal first SEN - More initiative bonus, but less than Speed PIE - More spell points than INT DEX - It helps Alchemy rise the fastest, also aids the Throwing and Sling skills -- however, the starting level should be okay. * Sample builds: Standard Caster - INT SPD 3 each, PIE SEN later. Mini-Ranger - INT DEX 3 each, SPD SEN later. * Important skills: Alchemy - Of course. Add points to this along with a magical realm of your choice. Throwing and Sling - If you want your Alchemist to toss some of those powders or bombs you gather during the adventure. Put about 20-30 points to start, it helps minimize clumsiness. Artifacts, Mythology - If no one else is up to the job, add some points to either and leave the game to add the rest. @@@@@@@@@@@@@@@ M. Bishop [BIS] @@@@@@@@@@@@@@@ * Features: Turn Undead ability once per battle Free Remove Curse ability outside of battle No penalties from Silence when casting Alchemy spells? Artifacts skill bonus Decent armor loadout for a spellcaster * Disadvantages: Among the slowest to gain levels Necessity to save spell picks to reach full potential Expensive to purchase a lot of magic books (solved for the most part by mixing potions for profit) Many magic schools to increase makes it difficult and disadvantageous for the Bishop to learn other skills Generally takes forever to train before seeing the power * Important attributes: INT - Faster magic school and magic realm training, Power Cast is very useful SPD - Speed is always great on a caster PIE - More spell points, faster magic training SEN - More initiative bonus, but less Speed, faster Psionic training VIT - Every bit of HP helps, even for casters * Sample builds: Standard Caster - Pump INT and SPD at the rate of 3 a level, then add 3 to PIE and SEN later. * Important skills: Wizardry, Alchemy, Divinity, Psionics - Select 2-4 schools and go with them. Realm skills can be ignored in general since they rise fast. Other skills must be ignored because a Bishop has to concentrate on multiple schools of magic. See training tips for help on how to level up a 3-4 school Bishop. @@@@@@@@@@@@@@@@ N. Psionic [PSI] @@@@@@@@@@@@@@@@ * Features: Immune to mental status ailments Psionic skill bonus * Disadvantages: Very low HP Next to no party strengthening spells Very limited armor choices * Important attributes: INT - Train Psionics faster, Power Cast? Yeah. SEN - Initiative bonus, but less than Speed, faster Psionics training SPD - Speed is always great on a caster PIE - Gains more spell points VIT - Every bit of starting VIT helps HP totals, especially for Psionics * Sample builds: Standard Psionic - Pump INT and SEN at the rate of 3 a level, then add 3 to PIE and SPD later Standard Caster - INT SPD 3 each, PIE SEN later. You can opt for this since Snake Speed is obviously better than Eagle Eye for a Psionic * Important skills: Psionics - Add this please. Communications, Artifacts, Mythology - If you follow the INT SEN build, these skills will rise faster for a Psionic than anyone else. In fact, you can leave these skills alone... and train effortlessly... or maybe give them a little push? @@@@@@@@@@@@@ O. Mage [MAG] @@@@@@@@@@@@@ * Features: +5% Fire, Water, Earth, Air resistances Wizardry skills bonus * Disadvantages: Very low HP Limited armor choices * Important attributes: INT - Faster Wizardry and realm training, Power Cast is very useful SPD - Speed is always great on a caster PIE - More spell points SEN - More initiative bonus, but less than Speed VIT - Every bit of HP helps, even for casters * Sample builds: Standard Caster - Pump INT and SPD at the rate of 3 a level, then add 3 to PIE and SEN later. With Vitality - INT 3 VIT 2 SPD 1, PIE and SEN later. A weak mage can be slain by random Crush or Cerebral Hemmorhage spells. Make them a little tougher. * Important skills: Wizardry - Add 3 points here. Add realm skill points as needed. Throwing and Sling - Maybe you feel the need to throw a few stones or darts when the Mage runs out of batteries. But I'd rather raise my spell points bumping realm skills. So bite the bullet (stones) and just defend when out of magic to avoid being tempted to swing a staff or toss a rock. In short: don't put points in T&S. ====================================================================== Section 5: (MISC) Class/Skill Training Strategies ================================================= --------------------- A. Class Change [L2C] --------------------- Level 1 characters gain the greatest bonus from starting skills. However there are some "wasted points" that your character might not need. This problem is solved by picking a starting class with the skills you need then changing into the class you really want. This is the rationale for the Level 2 Class Change. However, your character functions one level less effective in the new class, potentially delaying the spell advancement of hybrids or hampering instrument or gadget use. To perform the class change, create a new character of the "starting class", but when putting points make sure that you are meeting the requirements of the class you are changing into. Here are some suggested early-game class changes: 1. Fighter to Samurai If you want to make a "Sword and Shield" Samurai. This eliminates the wasted points in Dual Weapons, and lets you start with 10 or more Shield skill. You also get 5 free points in Critical Strike upon switching to Samurai. 2. Fighter to Rogue Similar to the above. You get 5 free points in Stealth, Lockpick, and Dagger. 3. Lord/Samurai to Fighter For dual-wield Fighters. Samurai to Fighter will have excess Critical Strike points and unusable Katana and Wakizashi though. 4. Valkyrie to Fighter To start the game with Polearms. 5. Priest to Lord If a dual-wielding mace Lord is desired. The 1 level in Priest is not wasted since it counts once Lord levels reach Level 5. Also to get 2 spell picks and starting points in Divinity. 6. Alchemist to Ranger If you're actually going to make a Sling Ranger, a most unorthodox character. Also to start with more points in Alchemy and 2 spell picks. 7. Gadgeteer to Ranger (Note, the mighty Omnigun can only be used by Gadgeteers.) This sort-of solves the lack of Modern Weapon practice for the beginning musketeer at the Monastery. Stay at Level 1 and practice with the Omnigun, do not switch to a Ranger until you finally get a rifle (Zip Gun is free to get). -------------------------------- B. 3 or 4 Spellbook Bishop [34B] -------------------------------- Training a bishop takes a lot of self-control. First of all you can't afford to use any of your spell picks for any cheap spells. You need them all to get level 6 and 7 for multiple spell schools. Second, let's face it, while the Mage can happily pump her Wizardry and her 2 favorite realms (say, Fire and Water) for early-on high-level Fireball and Freeze Flesh action, and learn Power Cast much earlier, the Bishop isn't going to kill everyone and everything early on. He will just have to make do with a large variety of spells that he can't cast at full power for a long time. That's all right, because looking into the crystal ball we see the Bishop's bright future: mastery of a huge variety of powerful spells, with a very large pool of spell points in every realm. Here's how to ensure that such power will be in your grasp: 1. Save spell picks for level 6 and 7 spells. You need 10+ for two spellbooks, 18+ for three, and 25+ picks to acquire all the best spells for four spellbooks. You must buy and find spellbooks for any and all low-level spells you need. This may cost a lot, but mixing potions is a good way to make money for the Bishop (if s/he studies Alchemy). 2. Unless you're limiting yourself to 2 schools (which will be weak) you shouldn't bother putting points on magic realm skills. Putting points on magic school skills ensures that the Bishop will learn spells on time. 3. So how about going for a fourth school? Some tricks here: a. Even out the four magic schools by putting points in schools with the lowest skill levels. This can cause you to get spells slower, however. Another way is to allocate 3 points to one school then 2 points in three others. b. Put points in the three other schools during levelup, and then (preferably during battle) cast spells that belong exclusively to the last school. A good choice for this "fourth school" is Wizardry, which has a lot of effective offensive spells and buffing spells that are not shared by other schools (e.g. Fireball, Enchanted Blade). The Bishop requires more effort to train than other casters, but ends up being the most powerful and versatile of the bunch in the end. ----------------------------- C. Skills Training Tips [SKL] ----------------------------- Locks and Traps - * Keep inspecting a trapped chest. For this purpose, you should save a weak trapped chest (e.g. the chests in He'Li's inn) for later because you may accidentally set off the trap and "waste it" if your skill level is too low. * An alternative is to go to the secure vault in Arnika (through the tunnels) and pick the 8-tumbler lock, although I find that this takes longer than the previous method. Stealth, Shield, Reflextion, Iron Skin, Snake Speed?, Iron Will? - * Don't kill some of the set weak monster encounters (e.g. the three seekers in Arnika Road, the three roaches in the Lower Monastery prison area). Equip your shield and possibly some life regen gear, set everyone to defend, put the game on continuous combat, and wait or go to sleep (in real life). (Class change everyone into Rogues if desired.) Magic - * Repeatedly casting buffs seems to work well. I think that once you gain a skill point, it will be harder to gain another skill point for a while, so just drop the act and switch to another spell for now. This includes useful spells in specific situations such as Charm/Mindread, Identify Item, Remove Curse, Divine Trap, Knock Knock. Pickpocket - * Save the game before pickpocketing an NPC. Memorize how many times you succeeded before you fail. Reload the game on failure then pick the NPC's pockets as many times as your character could before failure. (patch 1.24) Artifacts, Alchemy - * Mix potions one by one instead of in groups of 5. Also identify the new mixtures one by one as well. Mythology - * Walking around the T'Rang base or the Umpani base to identify the groups of soldiers is a safe way to raise it. If you become a Templar, the Rapax Castle or Rapax Rift also works. Communication - * Going around and talking to newly-met NPC's raises it automatically. * Pickpocket NPC's of little importance that will turn Neutral once they catch you stealing. Then Threaten, Friendly, Offer 1 gold. You get to do this once every 24 game hours per NPC, though. (Tip: Do this with Panrack, Balbrak, Bildblu, Saxx and Sparkle at the Umpani Base. That is, if you're not into recruiting Saxx or Sparkle.) Music - * Grab the Viola de Amore from He'Li's inn and repeatedly play it with every NPC you meet. * Use the Dulcimer of Mending after every battle. Engineering - * Repeated use of the X-Ray Scanner or Forcefield Generator until your skill increases seems to work. Just go into battle after "practicing" before practicing again if ever your skill goes up. Weapon Skills - * Find a weak monster with decent HP, equip weak weapons (preferably those that do multiple attacks). Cast Body of Stone on it and whack away. Heal the monster or protect it with a Guardian Angel if necessary. Do not paralyze it as it will take more damage. * When training ranged weapons, always use the cheapest, weakest ammo available and try not to attack with your melee warriors (or have your melee warriors equip bows and lock them to avoid weapon switching). ====================================================================== Section 5: (PART) Sample Parties ================================ *** Basics *** Must have at least one tank Must have at least one Physical damage character (can be tank too) Must have at least one Magic damage character Must have at least one character with Locks and Traps Support/healing character makes life easier but not a necessity Portal character/s make life a LOT easier, but again not required Also you can take into account if you wish to hire extra members later on. There are only three good choices that will go with you to most areas and until final areas of the game: RPS-81 (Monk), Saxx (Bard), Vi Domina (Valkyrie). Rodan (Lord) and Drazic (Ninja) will go to all areas as well, but you need them together in the same party. Note: 1. Apparently you CAN do without a character who will pick locks. First you need one or more strong party members to force open the early-game locks (it's easier then). Then later in the game, you need 2-3 people casting Knock Knock (buy the Knock Picks wand if necessary), and 1 person with the Poseur's Cap to raise the one or two remaining tumblers. 2. You can do without too many Physical damage characters later in the game, they can be replaced for the most part by summoning elementals against monsters who are resistant to magic. 3. Support members can be replaced by potions, powders and wands. X. My current party: M Dracon Samurai, F Felpurr Monk, F Mook Bard F Hobbit Gadgeteer, M Mook Psionic, F Faerie Bishop + Android Monk (RFS-81) A. Beginner's Party: Fighter, Valkyrie, Rogue/Bard, Ranger, Priest, Mage/Alchemist * Fighter and Valk make good tanks and can wear most armor in the game. * Rogue handles Locks and Traps skills and you can experiment with Pickpocket. Alternatively, pick Bard for your first run in with musical instruments (but less Locks and Traps skill to start with). * Ranger's Scouting helps find hidden items for your first run-through of new areas. * Priest is the quintessential healer. * Mage/Alchemist as an offensive caster. B. Making the most out of the game in one play: Fighter/Lord/Valk, Monk/Ninja, Bard, Gadgeteer, Ranger, Bishop * You can use most armors and items you find in the game. C. Melee Party: Fighter, Samurai, Monk, Lord/Valkyrie, Priest/Bishop, Ninja * This party can use most melee weapons found in the game. * Priest/Bishop is there to support the party with heals and buffs. * Ninja to use the Ninja-only weapons and pick locks. D. Ranged Party: Fighter/Samurai/Valkyrie, Ranger, Gadgeteer, Ninja, Bard, Bishop * This party can use most ranged weapons found in the game. * Fighter/Sam/Valk can act as tank but will train in Bow or Modern Weapons. * Gadgeteer can make Tripleshot Crossbow. * Bishop is there to support the party with heals and buffs. Can be Priest; if so, Samurai must be chosen as tank (Wizardry spellbook has some useful buffs). * You can forgo the Ninja for another Ranger. E. Hardcore: Any party without Fighter, Bard, Gadgeteer and classes with Alchemy Any of: Lord, Valkyrie, Samurai, Monk, Rogue, Priest, Psionic, Mage * Fighter makes early game too easy. * Bards and Gadgeteers make life easier with their gadgets. * No Alchemy means you will not be tempted to mix for profit. F. The Odyssey: Only Lord, Valkyrie, Ranger, Samurai, Ninja, Monk, Bishop are allowed. The goal is to level up as slowly as possible (while training skills of course). ====================================================================== Section 6: (FAQ-) Appendices ============================ ----------------- A. Glossary [GLO] ----------------- AC - Armor class. Higher totals reflect the ability of a character to avoid blow added to the ability of their armor to deflect attacks that actually hit. attribute - Physical and mental statistics of a Wizardry 8 character. These stats max out at 100. buff - An effect (usually magical) that boosts the statistics of a character or a group of such. build - A stragegy for attribute, skill and/or spell allocation; or a general plan for leveling up a character with a goal in mind. class change - Changing professions during level-up. Cane of Corpus - CoC for short: the most powerful weapon in all of Wizardry 8, it is a one-handed staff can only be equipped by Faerie Ninjas. casters - Mage, Psionic, Alchemist, Priest; also Bishop if this term is not used to refer to experience divisions. challenge - Usually refers to a handicapped or restricted party combination designed to test a player's skills. Also refers to restrictions willingly implemented on her/himself by a player to add an element of challenge to a game. damage resistance - In Wizardry 8, it specifically refers to the special ability of a Dwarf or Monk to take reduced physical damage (by a percentage). debuff, curse - Any effect (usually magical) that gives a penalty to the statistics of a character. 'Status ailments' are the most common debuffs. elements, elemental - Refers to one or more of the magic realms of Fire, Water, Air and Earth. elites - Refers to the Bishop and Ninja, classes who can learn many skills and abilities and thus penalized with having a huge experience requirement to level up. experience tracks, experience divisions - Classes are said to belong to the same experience track if they share the same experience table. There are four tracks in this game, referred to as: specialists, casters, hybrids, elite. expert skills - A skill unlocked by having 100 points in a certain attribute (excluding points added by items or magical buffs). fighters (small 'f') - Refers to any character or hybrid clearly designated to be a short-ranged melee character, such as Fighters, Lords, Valkyries, Samurai, Monks, Rogues. It can also refer to Bards, Ninja and Priests who are on the front lines. furry - Refers to anthropomorphic animal characters, usually mammals, but may also include animals who don't actually have fur on them (e.g. bird characters, Lizardmen). The term also refers to people who are fans of such characters. hybrids - Character classes that have fighting skills and magic abilities. This excludes the Ninja if the term is used to explain experience divisions. level up, levelling - The act of gaining enough experience to advance to the next experience level, and the act of allocating point bonuses to a character as a result of this advancement. mix, mixing - The ability of an Alchemist character to merge two potions. Muramasa - The most powerful sword for the Samurai class. NPC - Non-Player Character, generally any character who is not created or controlled by the player. party - Generally refers to a group of characters who participate in the adventure. PC - Player Character, generally any character whose actions are controlled by the player (you). realm, magic realm - Refers to one of Fire, Water, Air, Earth, Mental or Divine. recruit, hire - To invite an RPC to join your party. resistance - A point total that determines a character's ability to take reduced damage from certain types of attack. Usually refers to magic resistance. Also see 'damage resistance'. RPC - Recruitable Player Character, a Wizardry 8 term referring to NPC's who can be recruited into the party. skills - Weapon, magic and other miscellaneous skills of a Wizardry 8 character. These stats max out at 100. Classes have a 25% bonus to particular skills. specialists - Non-caster classes designated to fill specific roles and thus are on the fastest experience track. spellbook, magic school - Refers to one of Divinity, Psionics, Alchemy or Wizardry. status ailment - A usually curable state or states that reduce a character's statistics--hampering their ability to fight properly or reducing the player's control over a character. tank - A character with a high defense and/or hit point count designated to absorb damage and protect weaker party members. tumbler - One of the teeth inside a lock. Combinations of tumblers are designed to fit a particular key (if available). Locks in Wizardry 8 are picked open by clicking tumblers until they all are on the 'up' position. Zatoichi Bo - The most powerful staff available to a Monk or a (non-Faerie) Ninja. ---------------------- B. Expert Skills [EXP] ---------------------- Expert skills are gained when your character reaches 100 (excluding item bonuses) in certain stats. Power Strike (100 STR) - Grants extra chances to hit and penetrate with a melee weapon. Power Cast (100 INT) - Lets your spells penetrate enemy resistances. Iron Will (100 PIE) - Reduces magic damage and protects against status ailments. Iron Body (100 VIT) - Reduces physical damage. Reflextion (100 DEX) - Grants extra AC. Snake Speed (100 SPD) - Grants extra initiative. Eagle Eye (100 SEN) - Grants extra chances to hit and penetrate with a ranged weapon. ----------------------- C. About Vitality [VIT] ----------------------- Here are some things you may want to know about VIT: 1. Raising Vitality DOES raise your HP retroactively. (It also adds the life that you should've gained in the previous levels.) But it is not certain if you have more max HP for raising VIT earlier than later. 2. There are almost no skills that require Vitality as a controlling attribute. 3. As a result, I prefer to add STR DEX or SPD first, whatever will kill the enemy faster, then VIT later IF any more life is needed for the final areas. Adding VIT last allows for faster training in relevant skills. But I usually end up not adding VIT since by that time my characters don't take too much damage anymore. -------------------- D. About Piety [PIE] -------------------- Here are some things you may want to know about the PIE: 1. Raising Piety nets you more spell points than INT. It also raises retroactively based on existing spells and caster levels gained. 2. The only skills with Piety as a controlling attribute are Divinity and then the magical realms of Fire, Air, Mental, etc. 3. Thus the only situation where raising PIE would make sense is for the Priestly classes, and it does come at the cost of training in (the less important skills of) Artifacts, Mythology, and Communication. 4. In general, if you want more spell points, it's better to raise Piety than Intelligence. --------------------------- F. About Intelligence [INT] --------------------------- 1. Intelligence apparently does not actually increase your spell point total. However, it does influence magic realm skills and all magic schools, so I guess that could (indirectly) help increase spell point count. 2. INT is also the controlling attribute for many skills. 3. Still, most builds emphasize INT first because we want to get Power Cast as soon as possible, unless that character studies Divinity (or even Wizardry) and is only there for support. ------------------------------------------ F. About Strength and Ranged Weapons [RWP] ------------------------------------------ 1. Strength is only 1/2 as effective for damage increases on Bows, Slings and Thrown Weapons. 2. Strength does not affect damage of Modern Weapons. ====================================================================== Section 7: About the Author (ABOU) ================================== Location: Project 8, Quezon City, Philippines About me: I prefer the online alias Robo-Mike. Robo comes from Robo-Ky, a character in the fighting game Guilty Gear XX. Thank you for reading this guide. Do you notice that all my guides look the same? Yeah, I'm lazy to make a new layout for each one, but the layout is good, right? If it isn't broken, why change it? As of February 2006, I am still the greatest Juniper Lee fanboy ever. And I make references to it. Links: pencil-sketch-badger.deviantart.com ====================================================================== Section 8: Contact Info (MAIL) =============================== e-mail: hidden for now Post at the Wiz 8 board at GameFAQs or the vnboards, if you have any questions. Someone might answer. If you see problems with this thing, just post at GameFAQs boards and I'll respond. I'm not accepting contributions for this guide (unless I know you personally) since everything has been said about this game and party formations are a matter of personal taste and opinion. Do not ask me questions on the plot, or how to get the Muramasa or whatever super weapons as those are not covered by this guide and that info is most likely in one of the other guides or among the links provided at the bottom of the page. ====================================================================== Section 9: Contributors/Special Thanks/Links (ENDC) =================================================== Special Thanks to: Several WIZ8 sites for great information and the inspiration to write this guide... "Samurai Jack for Wizardry 8 page" http://www.geocities.com/grieversnr/ Flamestryke's Wizardry 8 http://www.flamestryke.com/wizardry8/flamestrykes_w8.html Wolfie's Wizardry 8 Info Site http://www.foerster.cc/wolfie IGN's Spoiler Boards http://vnboards.ign.com/board.asp?brd=21210 Wizardry Database, most specifically the stat info http://www.spydah.com/wiz8/articles/statinfo.asp Jandrall's collection of forum posts, has similar info to above http://www.geocities.com/jandrall/ Also some guides... http://userweb.tsr.ru/~gray_/WIZ8.TXT All Wiz 8 guides on GameFAQs GameFAQs For FAQ hosting, a great interface and a big collection of cool guides. "Chan", crosshair25 He helped me find a copy of this game. Did I mention he also plays this awesome classic game? ====================================================================== Section 10: Revision History (HIST) =================================== (02-28-2006) v1.0 First Release ====================================================================== Final Words =========== "You must be a riot at parties."