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Wizardry 7 class changing

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)

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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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