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Groups > comp.sys.ibm.pc.games.rpg > #6405
| From | .../v]andrak|≡... <jfwaldby@gmail.com> |
|---|---|
| Newsgroups | comp.sys.ibm.pc.games.rpg |
| Subject | Wizardry 7 class changing |
| Date | 2025-04-05 21:24 -0500 |
| Message-ID | <m5e6v3FdevrU1@mid.individual.net> (permalink) |
Others have discussed some of the bad features of class change - I believe I've found one where it is critically good. It is very time saving because no more does one have to roll an extra 18 points on every character (of 6). I'm only doing it once; no way should a final party include a thief. I put the Torp the thief to ninja and she is very lethal and has 85 in Skulduggery. She has 0 in Kirijitsu; I'll have to start putting points there. I've seen her hit a critical before anyways. Party composition: Yoshio - Samurai Rider - Valkyrie Torp - Ninja Liesl - Ranger Plum - Mage Vera - Priest Biggest Achievement: Slayed 12 Savant Troopers & 3 Savant Guards for 11550 xp. Plum almost makes it easy. Just so long as Yoshio casts lvl 4 Armor Shield on her in rough fights like this. I concur that the bad features mentioned by others are real. I could "upgrade" some of the others, but all that's going to gain me is a few extra spells @ a major reduction to class level. I'm pretty particular about spells. Usefulness is the top requirement. Additionally, high spell point spells are prioritized along with spells in magic realms already broached. I have a feeling I would be picking some worthless spells if I went the route of "upgrading". -- Cursed to be walking in the shadows of death
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Wizardry 7 class changing .../v]andrak|≡... <jfwaldby@gmail.com> - 2025-04-05 21:24 -0500
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