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Wizardry The Wizardry Series Thread

SophosTheWise

Cipher
Joined
Feb 19, 2013
Messages
522
Thanks. Downloading now. Hopefully I'll get around playing tonight! I'm a bit daunted, but oh well.

What's the recommended monster speed? MAX?
 
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aweigh

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Joined
Aug 23, 2005
Messages
17,978
Location
Florida
Wizardry Empire II English-Patched by fellow Codexers MrRichard999 and Helly (Windows PC version):
http://www.rpgcodex.net/forums/inde...-princess-for-pc-translation-completed.96776/

563984_front.jpg

563984_back.jpg



CURRENT PROGRESS

COMPLETED! (ABOUT 98% COUNTING BUGS AND FIXES THAT MAY BE FOUND)

TESTED AND WORKS IN 64-BIT WINDOWS 7

CREDITS
MRRICHARD999 - HACKING
HELLY, RIKOREN, JINK640, & AGENTORANGE - TRANSLATIONS
PACNSACDAVE - GRAPHICAL EDITS
AWEIGH -
Helped in fixing up item menu and changed spell/item names to be more faithful to the series
ThisNameIsFree - Changed the font to make it work better in dialogue boxes & inserted English graphics.


Here is a full beta release of the English EXE (Version 0.98). You can download it here on this site. ----->http://www.romhacking.net/translations/2318/

DO NOT APPLY UPDATES FROM THE WEBSITE AS THEY HAVE ALREADY BEEN APPLIED TO THE TRANSLATION PATCH!!!!!


Currently we believe we have 98% of the text completed but there may be imperfections, misspellings, and bugs which are currently being looked for during testing at the moment.

What remains to be done
- Names of locations when in town on the ribbon banners at the top of the screen (Shouldn't handicap
anyone from playing though..)

- Unknown things to be found during play-testing

ALSO WHEN RUNNING THIS BE SURE TO RUN MICROSOFT APPLOCALE AS A PRELOADER AS THE FONT WILL NOT BE CORRECTLY DISPLAYED AND WILL ALSO EFFECT ENTRY OF LETTERS ON PROMPT MENUS IN THE GAME!!

WHEN PLAYING THE GAME, YOU MUST GO INTO THE CONFIGURATION AND ENABLE THE ENGLISH LANGUAGE OR ELSE THINGS WILL NOT BE DISPLAYED PROPERLY. SEE THE IMAGE BELOW FOR AN EXAMPLE.


cPEAiSb.jpg


FOR THOSE HAVING TROUBLE ENTERING ENGLISH LETTERS FOR NAMES, SEE THE PICTURE BELOW AND CLICK ON THE ARROWS WHEN ON THESE SCREENS TO TAKE YOU TO THE ENGLISH LETTERS. YOU CAN USE THE KEYBOARD AND TYPE IN WHAT YOU NEED TO USE AND HOLD SHIFT FOR CAPITALS. CURRENTLY THERE ARE SOME ISSUES WITH CLICKING THE LETTERS DUE TO THE FONT RESIZING. WE ARE CURRENTLY ADDRESSING THIS ISSUE AT THE MOMENT SO PLEASE BE PATIENT.

Mj8Iywq.jpg


ALSO DO NOT APPLY THE UPDATE FROM THE WEBSITE AS THIS HAS BEEN UPDATED ALREADY AS THE EXE WAS THE ONLY THING TO HAVE BEEN MODIFIED.

If you happen to find anything please feel free to contact MrRichard999 and supply screenshots if you have them.

Enjoy the translation!

IF ANYBODY HAS PLAYED THIS OR OWNS A COPY AND HAS ANY SAVE FILES/DATA THAT THEY COULD SEND US PLEASE LET US KNOW!!

-NOTE ABOUT SAVED GAMES

IF YOU PREVIOUSLY PLAYED A GAME BEFORE WITHOUT USING APPLOCALE AND STARTED TO USE IT, YOU MAY
NOTICE THE SAVED FILES ARE GONE, THIS CAN BE FIXED BY GOING INTO THE SAVE DIRECTORY WHICH
IS HIDDEN IN THE INSTALLATION FOLDER AND SIMPLY RENAMING THE SAVED FILES WITH REGULAR
CHARACTERS. THEY WILL THEN SHOW UP WHEN YOU LOAD THEM WITHOUT ANY PROBLEMS!

Updates since Version 0.951
- Fixed weapons names used in battle as some were missed
- Eliminated &'s from dialogue as they left Underscores in the text.
- Corrected introduction text at the castle.

Updates since Version 0.952
- Fixed enemy names to now show when summoning them as allies.
- Fixed spell names and a few item names to make them more faithful to the Wizardry series (Thanks Aweigh!)
- Cleaned up item characteristics when brought up in the item menu (Press "i" while using an item)
- Some grammar fixes in the dialogue.

Updates since Version 0.953
- Font has been changed to better fit in the dialogue boxes thanks to ThisNameIsFree
- Few corrections in dialogues.

Updates since Version 0.98
- Insertion of English graphics for maps, SPEEL correction, and clickable buttons when entering characters are in English now.

Also I posted below the home page of the games website and also where you can purchase your own copy on Amazon as well for those who wish to have the disc and original content.

Game Home Page ------> http://www.s-f.co.jp/soft/pc/wizpc2/wiz2plus.html

The Original Japanese copies can be bought here ---->http://www.amazon.co.jp/dp/B00027LDFC?tag=starfish0c-22&camp=243&creative=1615&linkCode=as1&creativeASIN=B00027LDFC&adid=1XD4GXSXTR6TYMG08YNP&&usg=ALkJrhgszib45itWinVwRb-qn_Qgs4SVUg


Treasure Japan - Japanese Proxy Service for those who wish to order from the site above or other vendors in Japan that wont ship to the states! ----->https://treasure-japan.com/

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fJiHQFZ.png
 
Self-Ejected

aweigh

Self-Ejected
Joined
Aug 23, 2005
Messages
17,978
Location
Florida
Wizardry Gaiden IV English-Patched by fellow Codexers MrRichard999 and Helly (SNES version)
http://www.rpgcodex.net/forums/inde...lation-to-english-current-version-1-01.88097/

Here to announce the completion for Wizardry Gaiden IV for the SNES!


CURRENT VERSION 1.01!



ALSO WHEN DOWNLOADING A NEW PATCH, BE SURE TO APPLY IT TO A CLEAN JAPANESE ROM AND NOT ONE THAT HAS BEEN ALREADY BEEN PATCHED WITH AN OLDER PATCH VERSION!!!! THE ROM WILL BREAK IF THIS IS DONE!


IF ANY BUGS OR ISSUES ARE FOUND PLEASE POST A SCREENSHOT AND A LINK TO A SRAM FILE IF POSSIBLE.


Here is the link to the current patch ---------------> http://www.romhacking.net/translations/2061/

You will need this utility to patch the original Japanese ROM -------> http://www.romhacking.net/utilities/893/

Make sure you have this ROM when applying the patch or it will not work correctly.

  • Wizardry Gaiden IV - Taima no Kodou (Japan) (Rev 1).sfc - NOINTRO
  • CRC32: 1703D522
  • MD5: 7BA541A38E7C5E86FB0D4519B490EFE8
  • SHA-1: F4B6B592442F395CE5284FFF02A9556F8B3D9FBF
  • SHA-256: BD5023F7FBF1E1D1C5C6B350506B7F727B4A8EC05ADD7281FFAF8F3016FD7099

Credits
Contributor Type of contribution Listed credit
MrRichard999 Project Lead and hacked small font text.
DackR Hacking & insertion of large font scripts.
D.D.S. Hacking & insertion of VWF font and scripts.
EsperKnight Hacking dealing with large font scripts.
FinS Hacking, creating the table files, and script dumps of all the large font script.
AgentOrange Translation of all large font script dumps.
Helly Translation of locations in large font and small font dialogue.
Eien Ni Hen Translation of small font dialogue.
Mark Patraw Translation of small font dialogue.
Jink640 Wrap up text translations.

Special thanks to
Cooked Bee & Tangyi Chang
To all who have shown support and brofisted me :D

Also if anyone has information on importing characters from the past games or has save files, please let me know.
Thanks :)

Wizardry%20Gaiden%20IV%20%20Engl005.png
Wizardry%20Gaiden%20IV%20%20Engl001.png


Wizardry%20Gaiden%20IV%20-%20Engl004.png
Wizardry%20Gaiden%20IV%20%20Engl008.png
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,476
Location
Djibouti
What's the recommended monster speed? MAX?

I usually go with roughly x20. Keep in mind it's only for movement (as in walking and stuff), and not all actions, and at higher speeds they move lightning fast. You might at least wanna keep track which munster moved and how, and ~x20 is the cut off point for that.
 
Self-Ejected

aweigh

Self-Ejected
Joined
Aug 23, 2005
Messages
17,978
Location
Florida
Wizardry Chronicle Eng-Patched by fellow Codexers MrRichard999 and Helly (Windows PC version):
http://www.rpgcodex.net/forums/inde...t-to-english-complete-v0-983b-released.97755/

g2ffeFa.png

X007kUh.png
d63VRb9.png

Thank you for playing our Wizardry Chronicles English translation. This project has been hard at work for over 2 years and now is available completed to the public!

Be ready to encounter deadly enemies such as the Crooked Killer Bee, the deadly RootToadeon, and the dreaded Helton Ant!


This has also been tested under Windows 7 64-Bit. No issues have been found as of yet in game-play.

You may wish to use JoyToKey to play this game - http://joytokey.net/en/

APPLocale is not required for running this game.


Current Issues -


1. Some of the letters may appear squished together in some instances. Currently there is no fix for this but is still legible when reading.


2. Class Abbreviations for stats & item usage are still in Japanese as I have no idea how to change that. If someone can lend assistance with this issue please let me know. Otherwise in the meantime I would write them down on paper to associate them to what class they are in avoiding confusion.


3. What issues remain to be uncovered!



Current Project Members

Coding
MrRichard999

Translators

Helly
Rikoren
AgentOrange
Eien Ni Hien
Alkeides
Jink640 (Spot Translation)
Mark Patraw (Enemy Names)
Eggs is Eggs (Item Names)



Here is where the patch can be downloaded from (Current Version 0.983b) -------->http://www.romhacking.net/translations/2321/
 
Self-Ejected

aweigh

Self-Ejected
Joined
Aug 23, 2005
Messages
17,978
Location
Florida
SophosTheWise

Wiz 8 game mechanics guide (from Steam):
https://steamcommunity.com/sharedfiles/filedetails/?id=899973393

You can find more simplified guides for Wiz8 on GameFAQs for sure but the above one is the most autistic one hehe. Too long of an info dump to put inside a quote tag.

However if you just want the raw formulas here they are:
Wizardry 8 Statistics & Formulas Chart by ???
I wrote this up after getting tired of restarting the game to try different
character types. All testing was done with level one characters. I'm still
looking for information on how leveling up changes your attacks and swings,
and whether it differs between character classes. All the statistics are
on a per-point basis; that is, the .04 AC that each point of speed gives
you means that a character with 100 dexterity will have 100 * .04 = 4 more
points of AC than a character with 0 dexterity. For the character class
comparisions, I only added up the statistics the class actually uses, listed
in the suggested order for increasing at level up.

--------------------------------------------------------------------------------
Gaining Levels: Other than points for statistics and skills, you get extra
swings, extra attacks, spell points, and a little attack rating.
No idea how it all works, exactly.
--------------------------------------------------------------------------------
Strength 2.5 lbs carry weight, .7 stamina
Melee: .1 to Hit, .1 Attack Rating, 2%/1% damage above/below 50
Ranged: 1%/.5% damage above/below 50
Intelligence ? spell points
Piety .7 stamina, ? spell points
Vitality 1.25 lbs carry weight, .7 stamina, .125 HP/Level
Dexterity Ranged: .1 to Hit, .125 Attack Rating
Melee: .1 to Hit, .083 Attack Rating
Adds extra attacks as you level up, although slower than speed
Speed .04 AC, .2 Initiative
Adds extra attacks and swings as you level up
Senses Melee: .05 to Hit, .05 Attack Rating
Ranged: .05 to Hit, .05 Attack Rating
--------------------------------------------------------------------------------
Power Strike Melee: .05 to Hit, .05 Attack Rating
Iron Will .2 all magic resistances
Iron Skin .25 damage resistance
Reflection .06 AC
Snake Speed .1 Initiative
Eagle Eye Ranged: .0625 to Hit, .0625 Attack Rating
--------------------------------------------------------------------------------
Close Combat Melee: .05 Attack Rating, .01 # of attacks
Ranged Combat Ranged: .05 Attack Rating; maxing this gives you an extra swing
Dual Weapons .005 of weapon skill Attack Rating bonus for primary weapon
.0025 of weapon skill Attack Rating bonus for secondary weapon
note: percentage-wise enables all the extra attacks, swings,
and attack rating you'd receive from weapon skills
note: 0 skill gives 1/2 weapon skill bonuses for primary
1/4 weapon skill bonuses for secondary
note: strength damage bonus for second weapon starts off 1/4
--------------------------------------------------------------------------------
Sword .1 Attack Rating, .01 # of swings
Axe .1 Attack Rating, .01 # of swings
Polearm .1 Attack Rating, .01 # of swings
Mace .1 Attack Rating, .01 # of swings
Dagger .1 Attack Rating, .01 # of swings
Staff .1 Attack Rating, .01 # of swings
Shield .01 * shield AC
Modern Weapon .1 Attack Rating, no extra swings, no strength damage bonus
Bow .1 Attack Rating; maxing this gives you an extra attack
Throwing/Sling .1 Attack Rating
Martial Arts .1 Attack Rating, .085 damage
Stealth .1 AC
--------------------------------------------------------------------------------
Fighter
Dual-wielding appears to increase your damage between 25% and 50%, so I'd
recommend it over the small boost in AC a shield will give.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, vitality, senses
Lizardman 310, +15 magic resist
Mook 285, +40 magic resist
Dwarf 280, +12 magic resist, +7 damage resist
Dracon 295, +10 magic resist, breathes acid
Hobbit 300, +10 magic resist
Felpurr 295, +15 magic resist
Rawulf 275, +30 magic resist
Elf 265, +30 magic resist
Gnome 275, +20 magic resist
Human 285
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
--------------------------------------------------------------------------------
Lord
The fighter is better as a duel-wielder (the extra 25 points in dual wield
doesn't do squat), so only use this class if you want the magic.
The health regeneration isn't fast enough to notice in combat, which is
the only time it would matter.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, vitality, piety, senses
Rawulf 335, +30 magic resist
Dwarf 305, +12 magic resist, +7 damage resist
Dracon 325, +10 magic resist, breathes acid
Hobbit 330, +10 magic resist
Felpurr 325, +15 magic resist
Human 330
Elf 315, +30 magic resist
Gnome 315, +20 magic resist
Mook 300, +40 magic resist
Lizardman 335, +15 magic resist, slower mana regeneration
Faerie 290, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
--------------------------------------------------------------------------------
Valkyrie
Like the lord, only use if you want the magic. She's almost as good as a
non-lizard fighter at polearms, though.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, vitality, piety, senses
Dwarf 330, +12 magic resist, +7 damage resist
Rawulf 335, +30 magic resist
Dracon 325, +10 magic resist, breathes acid
Felpurr 325, +15 magic resist
Elf 315, +30 magic resist
Hobbit 330, +10 magic resist
Human 330
Mook 305, +40 magic resist
Gnome 315, +20 magic resist
Lizardman 335, +15 magic resist, slower mana regeneration
Faerie 295, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
--------------------------------------------------------------------------------
Ranger
Only useful as a bow specialist, or possibly for the auto-scouting, depending
on your play style. Items appear to be in obvious locations so far.
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, strength, vitality, piety
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Mook 310, +40 magic resist
Elf 315, +30 magic resist
Rawulf 315, +30 magic resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Human 325
Dwarf 310, +12 magic resist, +7 damage resist
Dracon 310, +10 magic resist, breathes acid
Felpurr 315, +15 magic resist
Lizardman 307, +15 magic resist, slower mana regeneration
--------------------------------------------------------------------------------
Samurai
Fighters with critical strike, a bonus to swords, and mage spells. Dual wield
looks good, as the increased number of attacks should give more criticals.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, vitality, piety, intelligence, senses
Dwarf 355, +12 magic resist, +7 damage resist
Mook 360, +40 magic resist
Elf 365, +30 magic resist
Rawulf 360, +30 magic resist
Gnome 365, +20 magic resist
Hobbit 370, +10 magic resist
Human 375
Dracon 360, +10 magic resist, breathes acid
Felpurr 365, +15 magic resist
Lizardman 360, +15 magic resist, slower mana regeneration
Faerie 360, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
--------------------------------------------------------------------------------
Gadgeteer
Stick with your gun. Anyone know the maximum engineering you need for gadgets?
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, vitality, strength
Mook 280, +40 magic resist
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
Hobbit 285, +10 magic resist
Dracon 275, +10 magic resist, breathes acid
Felpurr 280, +15 magic resist
Elf 260, +30 magic resist
Gnome 270, +20 magic resist
Lizardman 270, +15 magic resist
Human 275
Rawulf 255, +30 magic resist
Dwarf 249, +12 magic resist, +7 damage resist
--------------------------------------------------------------------------------
Ninja
Best used as a thrown weapons specialist for the thrown criticals and
penetration bonuses. If you want martial arts, go with a monk.
Faeries apparently can use all ninja armor and weapons; can anyone confirm?
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, vitality, strength, piety
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Mook 310, +40 magic resist
Elf 315, +30 magic resist
Rawulf 315, +30 magic resist
Dwarf 299, +12 magic resist, +7 damage resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Human 325
Felpurr 315, +15 magic resist
Dracon 310, +10 magic resist, breathes acid
Lizardman 307, +15 magic resist, slower mana regeneration
--------------------------------------------------------------------------------
Monk
The martial arts specialist; regular weapons with this one is a waste. Max
your stealth, critical strike, martial arts, and close combat. Stealth is
absolutely necessary to stay alive; you need that AC.
Faeries apparently can use all monk armor; can anyone confirm?
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, vitality, piety, senses
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Mook 310, +40 magic resist
Dwarf 299, +12 magic resist, +7 damage resist
Rawulf 315, +30 magic resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Felpurr 315, +15 magic resist
Human 325
Dracon 298, +10 magic resist, breathes acid
Lizardman 287, +15 magic resist, slower mana regeneration
Elf 265, +30 magic resist
--------------------------------------------------------------------------------
Rogue
Dual-wielding two daggers looks like the way to go. Then again, if you can
backstab with other weapons (can you?), using swords would be a lot better.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, vitality, senses
Lizardman 310, +15 magic resist
(Yes, this isn't a misprint. Intelligence isn't used for
anything but the secondary statistic for lockpicking.)
Dracon 295, +10 magic resist, breathes acid
Felpurr 295, +15 magic resist
Hobbit 300, +10 magic resist
Mook 285, +40 magic resist
Dwarf 280, +12 magic resist, +7 damage resist
Rawulf 280, +30 magic resist
Gnome 275, +20 magic resist
Human 285
Elf 265, +30 magic resist
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
--------------------------------------------------------------------------------
Bard
A versatile class, as you can go ranged, dual wield, or sword and shield with
equal effectiveness.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, vitality, senses, int
Hobbit 340, +10 magic resist
Mook 335, +40 magic resist
Faerie 325, +60 magic resist, +2 ac, 2/3rds carrying capacity
Felpurr 335, +15 magic resist
Elf 315, +30 magic resist
Dracon 330, +10 magic resist, breathes acid
Dwarf 310, +12 magic resist, +7 damage resist
Lizardman 330, +15 magic resist
Gnome 325, +20 magic resist
Human 330
Rawulf 310, +30 magic resist
--------------------------------------------------------------------------------
Priest
Depending on whether you want to emphasis fighting or power-casting, add points
to vitality or intelligence.
Suggested order for increasing statistics at level up:
Piety, intelligence, speed, vitality, dexterity, strength, senses
Faerie 360, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Mook 360, +40 magic resist
Elf 365, +30 magic resist
Rawulf 365, +30 magic resist
Gnome 365, +20 magic resist
Felpurr 365, +15 magic resist
Dwarf 360, +12 magic resist, +7 damage resist
Dracon 360, +10 magic resist, breathes acid
Hobbit 370, +10 magic resist
Human 375
Lizardman 360, +15 magic resist, slower mana regeneration
--------------------------------------------------------------------------------
Alchemist
Stock up on those sling bullets.
Suggested order for increasing statistics at level up:
Intelligence, piety, speed, vitality, dexterity, senses
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Elf 330, +30 magic resist
Rawulf 325, +30 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Felpurr 325, +15 magic resist
Mook 310, +40 magic resist
Human 330
Dwarf 305, +12 magic resist, +7 damage resist
Dracon 305, +10 magic resist, breathes acid
Lizardman 300, +15 magic resist, slower mana regeneration
--------------------------------------------------------------------------------
Bishop
I'd almost not bother with weapons at all for this one.
Suggested order for increasing statistics at level up:
Piety, intelligence, speed, vitality, dexterity, senses
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Elf 330, +30 magic resist
Rawulf 325, +30 magic resist
Gnome 330, +20 magic resist
Mook 310, +40 magic resist
Felpurr 325, +15 magic resist
Hobbit 330, +10 magic resist
Human 330
Dwarf 295, +12 magic resist, +7 damage resist
Dracon 290, +10 magic resist, breathes acid
Lizardman 260, +15 magic resist, slower mana regeneration
--------------------------------------------------------------------------------
Psionic
Slings once more.
Suggested order for increasing statistics at level up:
Senses, piety, speed, intelligence, dexterity, vitality
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Elf 330, +30 magic resist
Rawulf 325, +30 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Felpurr 325, +15 magic resist
Mook 310, +40 magic resist
Human 330
Dwarf 305, +12 magic resist, +7 damage resist
Dracon 305, +10 magic resist, breathes acid
Lizardman 300, +15 magic resist, slower mana regeneration
--------------------------------------------------------------------------------
Mage
Slings, as if you have a choice.
Suggested order for increasing statistics at level up:
Intelligence, piety, speed, vitality, dexterity, senses
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Elf 330, +30 magic resist
Rawulf 325, +30 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Felpurr 325, +15 magic resist
Mook 310, +40 magic resist
Dwarf 305, +12 magic resist, +7 damage resist
Human 330
Dracon 305, +10 magic resist, breathes acid
Lizardman 330, +15 magic resist, slower mana regeneration
--------------------------------------------------------------------------------


EDIT: My personal recommendation for a first playthrough is to just play on Normal difficulty and just use the game manual + in-game information... dont worry too much about making mistakes or anything the game isnt very hard.

Basically dont sweat the small stuff and just have fun. Nothing wrong with going with a standard boiler-plate party on the first go around that covers all the standard bases. MAYBE avoid rolling any Faery race character for a first time.

The only thing I truly recommend is that you download WizFast and use it otherwise the long enemy animations will make u want to kill yourself.
 
Last edited:

Iznaliu

Arbiter
Joined
Apr 28, 2016
Messages
3,686
my all-time favorite item in a Wizardry game is the Helm of Teleportation (or Helm of Malor) from Wizardry Empire 2

when you equip the Helm of Malor after an indefinite amount of steps (random count but usually 1-3 steps) it will teleport you to a random part of the dungeon !



what I find most devilish about it is the fact that it can teleport you precisely where you want to go (several floors ahead) or into a wall its all random.

This isn't something that's amazingly unique. Nethack and ADOM both have effects that grant you constant teleportation. In both those games, teleportation is random without "teleport control"; the result is that you end up randomly teleporting every once in a while (though in those games you can't teleport into a wall)
 
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aweigh

Self-Ejected
Joined
Aug 23, 2005
Messages
17,978
Location
Florida
the actual item itself - Helm of Teleportation - is from the treasure table list of magical items from the Original D&D books.

(the first 3 books which together comprised OD&D; this is when the Chainmail ruleset was still suggested for combat resolutions).
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,699
Location
Small but great planet of Potatohole
my all-time favorite item in a Wizardry game is the Helm of Teleportation (or Helm of Malor) from Wizardry Empire 2

when you equip the Helm of Malor after an indefinite amount of steps (random count but usually 1-3 steps) it will teleport you to a random part of the dungeon !



what I find most devilish about it is the fact that it can teleport you precisely where you want to go (several floors ahead) or into a wall its all random.

This isn't something that's amazingly unique. Nethack and ADOM both have effects that grant you constant teleportation. In both those games, teleportation is random without "teleport control"; the result is that you end up randomly teleporting every once in a while (though in those games you can't teleport into a wall)
You can't teleport in a wall but teleportitis (random uncontrolled teleportation) is most of the time deadly in the long run. Sooner or later you find yourself in the middle of a group of deadly enemies at the worst moment imaginable and end dead. At least that's how it works in RLs i played. Honestly don't know how it works in ADOM/Nethack but iirc it used to work like this in DCSS for example.
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,348
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
Teleport items are a best used as a survival contingency in dire situations only. Even then they can be deadly.

I lost my best Moria/Angband character to a desperate phase door which landed me in the middle of a large room full of Etheral Hounds. Nasty fuckers.
 

ilitarist

Learned
Illiterate Village Idiot
Joined
Oct 17, 2016
Messages
857
Angband had much more tame teleport. IIRC it was easily available - as in you often find scrolls of phase door - and you were expected to use it often. See named character you don't want to deal with - cast that thing and run away because it has some time to cast.

In games with puzzles that thing would probably be a bad idea. Or you need algorithm that only teleports you where you can physically walk to from current point. Unexplored, great realtime roguelike a la Brogue, had relatively compelx system to prevent random teleportation from ruining your game. It made so that many puzzles would work both ways (i.e. locked door has lever to open it on both sides) and when you screwed up completely some god would send teleport to you.
 

Doctor Sbaitso

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Yes Angbad has at least 4 varieties of random teleportation, from low range random, to within the whole level random to (0-3?) Level down range random, plus controlled.

Really it wasn't the phase door that killed me, I killed myself by allowing my survivability to sink to randomness. Such is life with RLs.
 

Iznaliu

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Teleport items are a best used as a survival contingency in dire situations only. Even then they can be deadly.

Not in games which have teleport control which isn't that hard to acquire; additionally in ADOM it isn't too bad since you can't randomly teleport between levels in any circumstance whatsoever (I'm don't think there is even any way to move between levels other than going up/down stairs in ADOM)
 
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aweigh

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The ISO for Wiz Empire 2 and Wiz Chronicle (both are native Windows games) are available via Google in a Zone designated for ISOs.

The Wiz Gaiden 4 SNES ROM is also avaiable via Google in too many places to count.

(I personally uploaded the Empire 2 and Chronicle ISOs to the Zone).

EDIT: I also personally uploaded an ISO of the Windows version of the Wiz 1-3 remakes to said Zone designated for ISOs... though I heavily recommend playing the Playstation discs instead as the Windows version features tons of glitchy shit like corrupting your saves and or simply crashing a lot.
 
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theSavant

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theSavant

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Ah, forgot to mention: I'm only asking about the "standalone combat accelerator" (edited in my original question).
 
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theSavant

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Ah, now I understand:

The speedmod from the GOG thread: https://af.gog.com/forum/wizardry_series/wizadry_8_speed_mod?as=1649904300
speeds up animations. It is supposed to be used in combination with Wiz8Fast.exe, which has to be downloaded additionally.

The speedmod from RPGCodex thread: http://www.rpgcodex.net/forums/index.php?threads/wizardry-8-enhancements-a-call-to-arms.79581/
- whereby I only mean the standalone "Faster Combat" mod and not the other enhancements - also speeds up animations. It is also supposed to be used in combination with Wiz8Fast.exe. However it already includes the Wiz8Fast.exe file, so it doesn't have to be downloaded additionally.


I briefly tried both speedmods, but couldn't determine if one is faster than the other. Both seem to be very similar. That said, Wiz8Fast.exe is not enough - and you need one of the animation speedmods as well. This is the first time I used one of these and couldn't believe how fast battles were.
 
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theSavant

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With these speedmods, it makes much more fun to experiment with builds...

I wonder if it's worth to try a walkthrough with less than 6 members? (not Faerie Ninja though). Just made party with only 3 members and noticed they get exactly double the experience than a full 6 member party (223 Exp for each one, instead of 111 Exp). Considering that with a full party I only reached level 22 or so... a smaller party might easily reach level 30+. Not sure this makes up for the missing party members, but it was a thought...
 

Leitz

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Somebody here said that the animation speedmod is an illusion because the animation still waits for the sound which is played normal. I still want to know if this is true.
 
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theSavant

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It definitely seems faster to me than without.
 

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