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Table of Contents

WELCOME TO WIZARDRY 8.. 1 INSTALLATION... 2 SETUP.... 2 UNINSTALL... 2 THEMAINMENU... 3 INTRODUCTION.... 3 START NEW GAME.... 3 LOAD GAME.... 3 CREDITS.... 4 OPTIONS.... 4 GETTINGSTARTED... 5 ADDING CHARACTERS TO YOUR PARTY.. 5 IMPORTING CHARACTERS... 6 CREATING NEW CHARACTERS... 7 SAVING YOUR CHARACTER... 14 GAINING EXPERIENCE LEVELS... 14 CHOOSING THE DIFFICULTY LEVEL... 16 SIMPLIFIED NPC INTERACTION.. 17 IRON MAN GAMES... 17 EXPLORING THE WORLD... 19 CHECKING THINGS OUT.... 19 ADJUSTING YOUR VIEW... 21 CHARACTER INFORMATION... 21 THE INFORMATION PANELS.... 23 THE RADAR MAP... 23 THE AUTOMAP.... 24 THE MESSAGE WINDOW... 26 THE FORMATION DISPLAY... 26 THE COMMAND ICONS... 27 REVIEWINGYOURCHARACTERS... 30 THE INVENTORY REVIEW SCREEN... 30 CHARACTER REVIEW SCREEN TOGGLES.. 43 THE MAGIC REVIEW SCREEN... 43 THE SKILLS REVIEW SCREEN... 44 THE STATISTICS CHARACTER REVIEW SCREEN... 45
CHESTS, LOCKS, AND TRAPS... 50 TREASURE CHESTS... 50 TRAPS.... 50 LOCKS.... 52 MEETINGNON-PLAYERCHARACTERS.. 55 FIRST IMPRESSIONS.... 55 TALKING TO FRIENDLY NPCS... 56 THE NPC OPTIONS BUTTONS... 58 NEUTRAL NPCS... 61 THE RACES OF DOMINUS... 62 COMBAT.... 65 HOW TO FIGHT.... 65 CONTINUOUS COMBAT... 73 MAGIC... 76 MAGIC REALMS... 76 MAGIC SPELLBOOKS... 76 MAGIC SKILLS.... 77 LEARNING SPELLS... 77 CASTING SPELLS.... 77 THE STRANGE WAYS OF MAGIC... 80 APPENDIX 1: MAGIC SPELLS... 81 APPENDIX 1A: SPELLS BY SPELL LEVEL.. 81 APPENDIX 1B: SPELL LISTS BY SPELL BOOK.. 102 APPENDIX 2: PROFESSIONS... 110 APPENDIX 3: RACES.... 118 APPENDIX 4: SKILLS... 123 APPENDIX 5: GAME OPTIONS... 127 GENERAL OPTIONS.... 127 AUDIO OPTIONS... 129 VIDEO OPTIONS.... 129 KEYBOARD OPTIONS... 130 LOAD GAME.... 133 SAVE GAME.... 133

Welcome to Wizardry

The universe is on the brink of change. Vast forces are preparing for the final confrontation. A small group of heroes from afar must plunge into this storm and uncover the long-hidden secrets of the Ascension. A new era is about to begin. Welcome to the world of Wizardry 8. You are about to embark on a great adventure, an adventure filled with magic, intrigue, and excitement. The game you are about to play is the latest chapter in a grand tradition that began twenty years ago. When the first Wizardry game appeared in 1981, the concept of simulating a fantasy world on a personal computer was a new one. As computer gaming grew from a small hobby into a large industry, Wizardry also changed, evolved, and endured. What began as a simple dungeon crawl with crude wire frame graphics has evolved into a sophisticated 3D game on an epic scale. Wizardrys ongoing popularity is due to the continuing support of its fans. Without the encouragement of thousands of Wizardry players world-wide, the series would never have endured for eight installments and twenty years. To these stalwart veterans, we offer our heartfelt thanks. Wizardry now passes into the hands of a new generation of gamers, many of whom are about to set off on a Wizardry adventure for the first time. To newcomers, we offer a hearty Welcome! Now get ready to travel to the troubled world of Dominus. The time of the Ascension is at hand!

Adding Characters to Your Party
An adventuring party in Wizardry 8 generally starts out with six characters. You can start the game with fewer, but the game will be much more difficult if you do. When you enter the Gather Party screen, youll see a list of available characters you can use in your team. (You can also create your own characters. See below.) Wizardry comes with a selection of pre-made characters to use in your adventure. To add an existing character, click on the small picture of the character you want to add, and then click on Add to Party. The character will be placed in your party, and his portrait will appear on the side of the screen. (You can also just double click on the characters portrait.) Tip: The first three characters you add to your party will be placed in the front of your combat formation, while the last three characters you add will be placed in the center. You can also adjust the combat formation once youre in the game. See the section on Party Formation under Combat below. To remove a character from your party, click on the characters portrait, then click on Remove From Party. To delete a character permanently, click on the characters portrait, then click on Delete Character. Deleted characters are gone forever, so dont be too hasty.
If youd like to review characters to see what items they have or what their statistics are, click on the characters portrait, then select Review Character. (You can also simply right click on a characters portrait.) Once youve added six characters to your team, click on the checkmark icon. Youll be prompted to choose a difficulty level before you enter the game itself. Tips on Party Building: While there are a virtually infinite variety of different parties you can make in Wizardry 8, a well-balanced group typically includes a healer of some sort, someone who can open locks and traps, and a tough guy. The healer is vital to keeping your party alive and healthy; the locks and traps specialist will get you past unpleasant obstacles, and the tough guy can get you out of difficult fights when the rest of the party is dead or incapacitated. A specialist spellcaster comes in handy as well. That still leaves you with lots of choicesfor example, your locks and traps expert might be a Rogue, a Bard, a Gadgeteer, or a Ninjaso pick the combination of classes that appeals to you the most. Importing Characters If youre interested in this option, then youve been waiting a long time for this moment. Thank you. To import your save from Crusaders of the Dark Savant or Wizardry Gold: Copy your saves into the Wizardry 8\Saves\Import folder. Select Start New Game from the Main Options menu. Click on the import button (7/8). Wizardry 8 will show you a list of your previous save games. Select one, and off you go. Remember, Wizardry 8 has multiple beginnings, and where you start depends on what you did in the previous game.

click on Next Portrait. To see the portraits of other races, click on Next Race. Youre not required to give your character a portrait that matches his or her race. (For that matter, youre not even required to use the same gender. If you want to put a female faerie face on a big hairy male mook, you can. Hey, this is a fantasy game, right?)
The race buttons scroll you through the different character races. Here, we see a human. Clicking Next or Previous changes the races shown.
The Portrait buttons scroll you through the different portraits within a race. Clicking Next or Previous shows you another portrait within the race selected.
Just like anyone else, your character has both a full name and a nickname by which he is known. For instance, Taarian the Great and Powerful Warrior might be your characters full legal name. However, his close friends might just call him Idiot. A characters nickname may not exceed nine letters. Personality There are nine different personality types within Wizardry 8. The personality affects the characters voice within the game. Choose one that best captures the attitude of your character. Aggressive: Aggressive types are eager for battle and adventure, and rarely shy away from a challenge. Chaotic: Chaotic characters are accustomed to living on the edge, and often ignore the strictures of conventional morality. Chaotic characters are, if nothing else, exciting to have around. Kindly: Always ready with a pat on the back and a shoulder to lean on, kindly characters are a great asset to any party. Theyre guaranteed not to get on anyones nerves (except maybe the chaotic characters.) Intellectual: Intellectual characters are the think things through type and often belong to the magical professions. They are always happy to share their insightful comments with fellow party members, who are occasionally delighted to hear them. Cunning: Cunning characters would gladly steal your own weapon and then sell it back to you. A natural personality for a Rogue, cunning characters are able to smooth talk their way out of most anything. Laidback: Nothing much disturbs a laidback character. By no means lazy, laidback characters are serene, go with the flow types. Burly: When theyre not adventuring, burly characters tend to take positions as bar bouncers, lumberjacks and professional wrestlers. Theyre pretty unflappable, mostly good-natured, and take no flak.
The characters full name and nickname go here.
Choose one of nine different personalities.
Try out both personality voices to see which one best fits your character.
Eccentric: What do you mean spinning in a circle three times for good luck is weird? If youre an eccentric character, its the obvious thing to do. Only truly unique personalities need apply. Loner: Loners dont associate much with others, and like it that way. Dont expect the loners in the group to spend their spare time having long, frank discussions about their feelings.

here. Torso: Items that fit the torso include breastplates, robes and cloth shirts. Legs: From plate mail greaves to timeworn leather leggings, items that protect a characters legs may be equipped her. Feet: All kinds of footwear go here (most priced well below todays sneakers, thank goodness). Hands: Characters wear gloves on their hands. (Rings go in the Misc #1 or #2 slot.) Cloak: Cloaks, which protect the entire body, go in this slot.
Weapons A character can wield a wide variety of deadly weapons, ranging from tiny darts to mighty magic swords. Weapons need to be equipped to be useful, though. A big nasty axe isnt going slay anything if its buried in your backpack under some old gym socks. A character has two hands, a primary hand and a secondary hand. Wizardry 8 characters also have two sets of weapons, their main set and an alternate set. Primary Weapon: The primary weapon is the weapon equipped in the characters primary hand, the hand theyre best with. Secondary Weapon: The secondary weapon is the weapon equipped in the characters off hand, the hand theyre not so hot with. If you equip a secondary weapon, the character should be skilled in dual weapons to use it effectively. If the character is using a two-handed weapon like a long staff, then the secondary weapon slot wont be available. The secondary weapon slot is also used for ammunition such as arrows, bullet stones and the like, as well as for shields. (The character doesnt need the dual weapons skill to use ammunition. The shield skill will help the character use a shield effectively.) Main Weapon Set: The main weapons are the ones that the character is using right this minute. Alternate Weapon Set: The alternate weapons are those at the ready for instant use whenever the need arises. The alternate weapon slots are often used for weapons that work at a different range than the main set. For instance, your main weapons might be your up close and personal favorites: a nice sword and a sharp little dagger. Your secondary set might be for combat at a distance: a powerful bow and a quiver of arrows.
Equipped Items As your characters explore Dominus, theyre guaranteed to collect all kinds of exotic gear. Naturally, theyll want to try it out, and to try it out, theyll need to equip the item. After all, that cool-looking sword you just found have wont do much good in storage.

keywords in the keyword list. You can also click on any word in a NPCs conversation in the conversation window. Suppose the NPC just said, I really hate the Dark Savant and you want to ask him about this Savant fellow. Just double click on the word Savant in the conversation window, and the NPC will respond. Tip: Suppose you want to ask the NPC about a specific word combination, like Dark Savant (to distinguish this particular Savant from any Red, Yellow, or Shocking Green ones that might also be wandering around.) First, click once on Dark to add it to the Text Box. Then hold down the SHIFT key and click on Savant, and youll have the full phrase Dark Savant in your Text Box. Adding, Removing, and Sorting Keywords You can add words to the keyword list by highlighting them in the conversation window and clicking on the + sign. You can also add words to the list by entering them in the text box and clicking the + sign. If your keyword list becomes long and unmanageable, you may want to delete some keywords. Just click on the word in the keyword list and click on the - key to remove the word. You can also cut down on the clutter by using the Sorting Buttons to display only the subject categories youre interested inonly people, say, or only places.

Keywords

Sorting Buttons
Text Box. Type in anything you like Talk About Where Is
Add or Subtract Words to the Keyword List
After youve had a few conversations, youll notice Wizardry 8s keyword list is color-coded for your convenience. Brown keywords are words that youve asked someone about before. Green keywords are recent additions that you havent asked anyone about yet. The active, selected keyword is shown in yellow. The Text Box
The Keyword List As you talk to NPCs, certain words they mention will be automatically added to the keyword list on the right. If you click on one of those keywords, the word will be copied into the Text Box. Once the word is in the Text Box, click on the Talk About button if you want to ask about the subject in general, or click on the Where Is button if youre specifically interested in its location. You can also just double click on a keyword, and youll immediately ask the NPC to Talk About that subject. Better yet, you arent restricted to

To find out whether a specific monster is in range, just right click on the monster to bring up the monster information panel. Party Movement Whether its a crushing charge or a strategic retreat, movement is a vital tactic on the battlefield. Click on the party movement button to initiate a movement plan. Two types of party movement are available, walking and running. You can move further by running, but your party members will lose stamina, and the
Party Formation Click on the party formation icon to bring up the Party Formation Editor, which controls where your characters stand during combat. The party formation is divided into six sectors: front, center, rear, left, and right. Up to three characters can stand in any given sector at once.
pack of bandits armed with daggers appears directly in front of the party. Since Bob is between Mike and the bandits, Mike is safe from the close-range attack of the bandits daggershe can just cower behind the protection of Bobs bulging biceps. However, the reverse is true as well. Mike cant use his own short dagger to attack the bandits, because Bob is in the way. Mike would have to use a weapon with a longer range, such as a quarterstaff. 2) Danger can come at you from all sides. Having three fighters in front and three spellcasters in the center might seem like a nice, safe formation. until someone attacks you from the sides. For example, suppose the bandits ambushed the party from the left side instead of appearing in front. Now theres nothing but empty air between Mike and the bandits. This allows the bandits to dash in and carve up Mike like a Thanksgiving turkey. (Fortunately, Mike can now attack back with his daggerif he survives.) It generally pays to keep characters with extended weapons like spears on the left and right flanks. That way they can protect the spellcasters in the center, and still hit monsters in front as well. 3) The formation diagram shows which direction your characters are facing. Your characters will automatically turn to face the enemy during combat. A quick glance at the formation diagram will show you whos facing what direction. Normally, you dont have to worry about facing, but if you want to change a characters facing for some reasonbecause hes being repeatedly stabbed from behind, saytell the character to attack a monster in the direction you want him to face.

Learning Spells Spellcasters learn more spells as they gain experience and increase in level and skill. Spells are broken down into spell levels. Spell level 1 spells can be learned right away, but they arent very devastating (to anything more than a blade of grass, that is). The more potent spells are in spell level 7, but it will take much learning before your characters are ready to handle that kind of power safely. Casting Spells To put your spellcaster into a magical frame of mind, click on the spellbook icon. The spellcasting interface will appear, allowing you to weave a little magic.
To cast a spell: 1) 2) 3) Select a Spell Select a Target Choose a Power Level Once you understand these three steps, casting spells is a snap. 1. Select a Spell The six spell realms are shown on the left side of the spellcasting interface. Select a realm by clicking on it, and then click on the name of the specific spell you want to cast. If a spell name is listed in red, its either unavailable at the moment (e.g., youre trying to cast a damage spell like Nuclear Blast outside of combat), or you dont have enough spell points to cast the spell. (If the character cant cast the spell due to the Silenced condition, the spell name will be orange.) The more spell points a spellcaster has in a given realm, the more of that realms spells he can cast. Spell points are used up when you cast spells, and can be restored by resting. 2. Select a Target Different spells take different types of targets. When you master the basic targeting methods in Wizardry 8 youll be ready for anything from healing a minor bruise to causing a major earthquake. Targeting Party Spells: Certain spells, such as Bless and Enchanted Blade, affect every member of the party at once. These spells dont require any targeting at all. Just select the spell name and power level, then click on the check mark to confirm. Targeting Enchantments: To target a spell that enchants an individual party memberexamples include Superman or Heal Woundsselect the spell, then click the question mark cursor on the portrait of the character you wish to enchant. Targeting Individual Monsters: To target an offensive spell that hits a single target, such as Energy Blast, click the question mark cursor on the monster you want to toast. If hes in range, the monster will highlight green. A targeting chevron will appear above him once he has been targeted. Targeting Monster Groups: Spells such as Terror affect entire groups of monsters. Suppose youre fighting three

Appendix 1: Magic Spells

Appendix 1A: Spells By Spell Level Spell Level 1
Acid Splash Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Bless Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Water 2 Alchemist 1 Enemy 4/L Instant A small spray of burning acid damages one creature.
Divine 4 Priest Allies in Radius N/A 2/L Magically increases the partys armor class and aids their chances of hitting their targets. Power level increases the duration of the spell but has no impact on its effectiveness.
Charm Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Mental 5 Priest, Psionic 1 NPC N/A NPC Encounter Attempts to magically influence an NPC to be more friendly towards the party.
Energy Blast Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Frost Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Fire 2 Mage 1 Enemy 4/L Instant A jolting spark of electrical energy zaps one creature.
Water 2 Mage 1 Enemy 4/L Instant A chilling gust of cold damages a single creature.
Heal Wounds Realm: Cost: Spellbooks: Target: Healing: Duration: Description: Itching Skin Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Divine 3 Alchemist, Priest, Psionic 1 Ally 10/L Instant Magically soothes the wounds of a single character. Paralyze Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Water 3 Priest, Psionic 1 Enemy N/A 1/L Disables one opponent by solidifying the life fluids. Duration of the paralysis is determined by power level.
Earth 2 Alchemist Enemies in Cone N/A 1/L An annoying irritant coats enemies in front of the caster, lessening their ability to attack and defend.
Sleep Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Light Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Air 3 Alchemist, Mage, Psionic 1 Group N/A 1/L Lulls a group of opponents into peaceful slumber, leaving them incapable of attacking or defending. The slumbering entity is likely to awaken should they take injury while sleeping.
Fire 1 Alchemist, Mage, Priest N/A N/A 24 Hours A small flaming ball, lasting the entire day, illuminates the area around the party. The amount of illumination provided is dependent on power level.
Stamina Realm: Cost: Spellbooks: Target: Healing: Duration: Description:
Water 2 Alchemist, Priest 1 Ally 21/L Instant A rejuvenating boost of energy restores a portion of stamina to a single target.
Make Wounds Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Mind Stab Realm: Cost: Spellbooks: Target: Damage: Duration: Description:

Mental 5 Psionic Enemies in Group N/A 1/L A deranging blast of mental energy tries to make a group of creatures go insane.
Enchanted Blade Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Divine 4 Mage Allies in Radius N/A 5 Minutes/L Magically enhances the ability of all party members to hit their target and penetrate their opponents armor.
Magic Missiles Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Divine 4 Mage Enemies In Cone 4/L Instant Small, but powerful missiles of magical energy inflict pure damage on opponents in front of the caster.
Missile Shield Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Air 5 Mage Allies in Radius N/A 5 Minutes/L A magical shield of thickened air forms around the party and may deflect non-magical missiles. Web Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Earth 5 Mage, Priest Enemies in Cone N/A 1/L A sticky web, fired in a cone, may restrain enemies in the direction it is cast.
Razor Cloak Realm: Cost: Spellbooks: Target: Damage: Duration: Description:

Spell Level 3

Earth 6 Alchemist 1 Ally 5 1/L A cloak of gleaming blades forms around the protected member, wounding any attacker that strikes against it. Armorplate Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Earth 6 Priest Allies in Radius N/A 5 Minutes/L Creates a magic armor plating around the party, improving their armor class.
Shrill Sound Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Air 3 Mage, Psionic Enemies in Cone 3/L Instant A piercing cone of high frequency sound waves injures opponents positioned in front of the caster.
Chameleon Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Slow Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Water 4 Psionic Enemies in Group N/A 1/L Targets a group of enemies, hoping to reduce the speed at which a creature moves, making them less able to defend themselves and more likely to be hit.
Earth 6 Alchemist, Psionic Party N/A 1 Minute/L A subtle camouflage makes it more difficult to be seen, making it seem as if you appeared out of nowhere when finally noticed by your opponent.
Cure Paralysis Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Sonic Boom Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Water 6 Alchemist, Priest 1 Ally N/A Instant Attempts to cure the immobilizing conditions of paralysis and web from one character.

Air 6 Alchemist, Mage 3D Spot Incapacitate Instant A painfully loud sound of such high decibel level may render opponents unconscious or numb with terror. Note that the sound this spell creates may attract the attention of nearby creatures.
Cure Poison Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Air 6 Alchemist, Priest 1 Ally N/A Instant Attempts to cure one character from poisoning.
Fireball Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Fire 6 Mage Enemies in Radius 5/L Instant Blazing fireballs burn opponents within the range of the detonation spot. Mindread Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Mental 8 Psionic 1 NPC N/A Instant Tries to magically draw thoughts from the head of an NPC.
Freeze Flesh Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Hypnotic Lure Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Water 6 Mage Enemies in Group N/A 1/L Attempts to solidly freeze a group of monsters, causing paralysis.
Noxious Fumes Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Air 5 Alchemist, Mage Enemies in Radius 3.5/L 1/L Putrid odors assault opponents within range of the target area, painfully searing their lungs and possibly causing nausea or unconsciousness.
Mental 5 Psionic 3D Spot N/A 5 A strobing light creates an enticing lure, drawing hostile opponents mindlessly towards it. It will not affect neutral or friendly entities.
Psionic Fire Realm: Cost: Spellbooks: Target: Damage: Duration: Description: Rest All Realm: Cost: Spellbooks: Target: Healing: Duration: Description:
Fire 6 Psionic Enemies in Cone 6/L Instant A fiery burst of mental power flares in a cone from the caster, singeing the brains of creatures within range. Water 6 Priest Allies in Radius 21/L Instant A boost of rejuvenating energy restores a portion of stamina to all members of the party.
Knock-Knock Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Earth 6 Alchemist, Mage Lock N/A Instant Magically tries to hold a locks tumblers in the open position. Number of tumblers affected is relative to the power level. A caster can only sustain one casting of the spell at a time. When cast on a trapped chest, it tries to open the chest and circumvent the trap.
Magic Screen Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Divine 6 Priest Allies in Radius N/A 5 Minutes/L Increases the partys resistance to magic from all 6 realms.
Shadow Hound Realm: Cost: Spellbooks: Target: Damage: Duration: Description:
Air 5 Mage N/A N/A 4 hours/L Ghostly watchdogs alert the party to approaching monsters, awakening sleeping members and reducing the chance of being surprised. Power level increases the duration of the spell but has no impact on its effectiveness.

Combat Enemies in Radius Combat 1 Enemy Combat Enemies in Group N/A N/A Any Time 1 Ally N/A N/A Combat Combat Combat Combat 1 Enemy All Enemies Enemies in Cone 1 Enemy

Mental Mental Fire

Combat Combat Combat
1 Enemy All Enemies All Enemies

Long Long Long

25/L 12/L varies

1/L Instant 1/L

Mental Attack plus possible insanity Raw Damage Random condition or damage on all enemies

Appendix 2: Professions

FIGHTER: Fighters are the best overall combatants in all of Wizardry 8. While they have no magic, their high hit points and strength make them effective shock troops. Their intense training allows them to knock out opponents with a single hit. Their uncanny ability to fight also allows them to go berserk in combat a frenzied state that allows them to do double damage, but leaves them more vulnerable to attack themselves. Fighters can wear almost all armor and use most weapons. Special Abilities: Stamina regeneration, May knock out opponents, Berserk attack option, Close Combat skill bonus Profession Skills: Close Combat, Ranged Combat, Sword, Axe, Shield Required Attributes: STR 55, VIT 50, DEX 50 Spellbooks: None
VALKYRIE: A profession open only to female characters, the Valkyrie is a first-rate lance warrior. Her knowledge of weapons is vast and her spirit for combat is great. Around the fifth level of ability, Valkyries begin the study of Priest spells. Although no one is certain how she does it, the Valkyrie also has the unique ability to cheat death. Special Abilities: Cheat death,Polearms skill bonus Profession Skills: Polearm, Close Combat, Mythology, Axe Required Attributes: STR 50, PIE 55, VIT 55, DEX 50, SPD 50 Spellbooks: Priest
LORD: Both an excellent fighter and a pious spellcaster, the Lord is the true crusader knight of Wizardry 8. While their combat skills are their primary concern, Lords begin to learn Priest spells around the fifth level of experience, giving them the power to heal as well as harm. Because of their religious training, Lords are also able to mysteriously heal their wounds over time without the aid of magic. Special Abilities: Health regeneration, Dual Weapons skill bonus Profession Skills: Dual Weapons, Close Combat, Sword, Dagger. Required Attributes: STR 55, PIE 55, VIT 55, DEX 50, SPD 50 Spellbooks: Priest

Magic Resistances: +15 Water +15 Mental +10 Divine
MUSIC: The ability to play enchanted musical instruments and bring forth from them different strengths of magical spells. PICKPOCKET: The ability to pickpocket or shoplift items or gold from unsuspecting NPCs. SCOUTING: Determines the range at which a Ranger can search for hidden items or secret doors. Scouting also affects the range the party will detect camouflaged monsters and those approaching from the sides or the rear. ACADEMIC SKILLS: CLOSE COMBAT: Affects an attacks success when the character is fighting with any close or extended weapon such a sword, dagger or spear. RANGED COMBAT: Affects an attacks success when the character is fighting with any ranged combat weapons such as the bow, sling, thrown weapons or modern weapons. For the Ranger, this skill also determines his chance of a critical strike when using a bow or modern weapon. DUAL WEAPONS: The ability to wield two weapons at once successfully. Dual Weapons affects how well the character uses both weapons, not just the weapon in the Secondary Weapon slot. CRITICAL STRIKE: The deadly skill and knowledge of the body that allows the character to strike a critical blow unarmed or with a close or extended weapon resulting in the death of his opponent. This skill also applies to Thrown Weapon Criticals if the character possesses this special ability. ARTIFACTS: Determines a characters ability to effectively identify items and to successfully use a large number of magical items. Instruments, Gadgets and thrown items are governed by their own skills. Note that when you attempt to identify an item, the game automatically uses the Artifacts skill of the party member whos best at the skill. MYTHOLOGY: The ability to recognize the true identities of monsters and to determine their characteristics. When you bring up the monster information panel (by right clicking on the monster), the game automatically uses the highest Mythology skill in the party. COMMUNICATION: Influences an NPCs opinion of a character, quite possibly affecting his willingness to talk. ENGINEERING: The result of much education and a natural knack that
determines a Gadgeteers ability to build new items, merge existing items and operate a variety of devices. WIZARDRY: The study of Wizardry. Wizardry heavily affects the learning of new Mage spells, and, to a lesser degree than the individual realm skills, Wizardry contributes spell points to every realm. It also affects the chance of success when casting Wizardry spells. DIVINITY: The study of Divinity. Divinity heavily affects the learning of new Priest spells, and, to a lesser degree than the individual realm skills, Divinity contributes spell points to every realm. It also affects the chance of success when casting Divinity spells. ALCHEMY: The study of Alchemy. Alchemy heavily affects the learning of new Alchemist spells, and, to a lesser degree than the individual realm skills, Alchemy contributes spell points to every realm. It also affects the chance of success when casting Alchemy spells. PSIONICS: The study of Psionics. Psionics heavily affects the learning of new Psionic spells, and, to a lesser degree than the individual realm skills, Psionics contributes spell points to every realm. It also affects the chance of success when casting Psionics spells. FIRE MAGIC: The ability to handle fire successfully for magical incantation. Fire Magic heavily affects the success of a spell as well as the amount of spell points in the Fire realm. To a lesser degree, it also affects the characters resistance to the Fire realm. WATER MAGIC: The ability to handle water successfully for magical incantation. Water Magic heavily affects the success of a spell as well as the amount of spell points in the Water realm. To a lesser degree, it also affects the characters resistance to the Water realm. AIR MAGIC: The ability to control and affect air successfully for magical incantation. Air Magic heavily affects the success of a spell as well as the amount of spell points in the Air realm. To a lesser degree, it also affects the characters resistance to the Air realm. EARTH MAGIC: The ability to manipulate the earth successfully for magical incantation. Earth Magic heavily affects the success of a spell as well as the amount of spell points in the Earth realm. To a lesser degree, it also affects the characters resistance to the Earth realm.

Autoswap Weapons: When set to ON, your characters will automatically switch between their main and alternate sets to keep a target in range. For example, suppose your fighter has a sword as his main weapon and a bow and arrows in his alternate weapons slots. If the monster hes fighting runs out of range of the sword, your fighter will automatically swap to his bow and arrows. If you prefer that your characters swap weapons only when you tell them to, set this option to OFF. Autosave game: A form of Wizardry 8 life insurance, Autosave automatically saves the game every five minutes in a file called Autosave. If youre in combat or NPC interaction, Autosave will save after the encounter is finished. You can also quicksave your game at anytime you want by pressing Q. There are three different Quicksave files, named Quick 1, Quick 2, and Quick 3. Tooltip Delay: Adjust the slider to change the length of the delay before tooltips appear. Simplified NPC Interaction: When set to ON, this option automatically adds various keywords to your keyword list as you talk to NPCs. When set to OFF, only a bare minimum of keywords are added automatically. Of course, you can still manually add as many keywords to your list as you like. Verbose Combat Messages: Set this option to ON if you want the most detailed combat messages possible, including attack locations (arms, legs, etc.) CTRL Right Click For Info: When set to ON, you must hold down the CTRL key while right clicking on a monster or item to bring up the information panel. Useful if you use the mouse to move. (See also Mouselook Toggle, above.) Popup Skill Messages: When ON, this option causes skill increase messages to appear in a separate pop-up window. When set to OFF, skill increase messages appear in the normal message window. Show Hit Points Numerically: When set to ON, Wizardry 8 will show you your characters hit points in both graph and number form on the main game screen. Autoscroll Combat Messages: When set to OFF, combat messages pass by one at a time. When Autoscroll is set to ON, messages for each new monster or character attack are displayed at the top of the screen. This can make combats easier to follow.
Audio Options Audio options, not surprisingly, cover everything coming out of your speakers. They are particularly useful if youre playing at 4:00 a.m. and the neighbors are banging on your wall. Music Volume: Adjusts the volume of the background music. Sound Effects Volume: Adjusts the volume of such things as hits, sword clashes, spells and so on. Footsteps Volume: Adjusts the volume from a dainty woman in light summer sandals to a lumberjack in steel-toed boots carrying a lumberjack in steel-toed boots. Speech Volume: Adjusts the volume of your characters speech from a beer-bash shout to a youre-creeping-in-late-from-the-samebeer-bash whisper. Player Character Confirmations: Determines whether your characters audibly confirm actions given to them. Player Character Subtitles: Set to ON, this option displays text for character speech.

 

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