We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Chat client updated, if you have issues using chat press CTRL + SHIFT + R to force a hard refresh.

Junior Adventurer's Guild: March - Wizardry 8

Participate in a new RPG each month with other members of the HQ
Ignore Topic

What game should we play in March?

You can’t vote on this poll. Reason: You must have at least 15 posts to vote in this poll.

Anachronox
8
30%
Blackguards
1
4%
Jagged Alliance 2
2
7%
The Elder Scrolls IV: Oblivion
5
19%
Wizardry VIII
11
41%
 
Total votes: 27

User avatar
J1M
Turtle
Turtle
Posts: 5068
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Tangerine wrote: March 11th, 2026, 04:09
Was under-leveled for the Trynnie area, so backtracked to find loot and gain some levels. Just picked up a demon killing sword and bow in the upper monastery vault.
To save someone some pain: many chests roll random rewards so you won't always be able to replicate finding the same things.
User avatar
Tangerine
Posts: 3592
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

It's pretty funny that the omnigun uses a Hanna-Barbera banana peel slip sound when it fires.
User avatar
Tangerine
Posts: 3592
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

If you have a bard, make sure to grab the Siren's Wail in the graveyard. It has a good debuff effect.
User avatar
J1M
Turtle
Turtle
Posts: 5068
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Tangerine wrote: March 13th, 2026, 22:39
If you have a bard, make sure to grab the Siren's Wail in the graveyard. It has a good debuff effect.
Do bards use stamina as a resource like the gadgeteer?
User avatar
J1M
Turtle
Turtle
Posts: 5068
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

It's easy to see why people like Wizardry VIII more than Wizardry VI. It's quite the graphical jump. Walking around is less likely to trigger random encounters. There are side quests.

Theory of why this game has such a good reputation despite being deeply flawed: :Inspector:
  • The game has a strong start.
  • You should be successful with level 1-3 encounters with basically any party.
  • The monastery you start in is one of the few proper dungeons in the game.
  • The game opens up quite a bit after that, but also grinds to a halt. I suspect many people have fond memories of the first part of the game and then dropped it due to the overland travel. Thus they never experienced the crippling level scaling involving the road.
  • Unlike Wizardry VI, multiclassing and foresight are not required to build decently strong characters.
Random things I liked: :knight:
  • Environment variety significantly higher than Morrowind.
  • The character voices you can pick from, and especially the lines written for them are significantly better than what you'd see in any Bioware-style CRPG.
  • Gadgeteer was a cool class and I enjoyed collecting the invention pieces to build new spells. It allows you to exclude a rogue by covering lockpicking, initially provides combat support via a ranged weapon that can use a variety of ammo, and later becomes a sustain and AOE powerhouse due to using stamina instead of mana.
  • Valkyrie was a strong class. Usually these gish characters just end up feeling like crappy fighters.
  • The adventure game elements designed to sell strategy guides are a bit less prevalent than previous Wizardry games.
  • Monastery and Sea Caves were enjoyable dungeon/maze areas. A couple of other areas might qualify as dungeons too but this was really lacking compared to Wizardry 6.
Random things I did not like: :knight-cross:
  • Game is too long. It has hardly any mazes or dungeons.
  • Travelling on a road that you've already used takes up more game time than any other action in the game. This is due to a combination of aggressive level scaling, combat grinding to a halt when it involves many creatures, and excessive spawning of enemies. This should never have shipped, especially for a series that is known for its mazes and dungeons.
  • There's not much in the way of combat variety or strategy. You put up your buffs and retreat to an obstacle of some kind if outnumbered to avoid getting surrounded.
  • They put female-only items in the game, but none of them are worth using when you find them.
  • Mixing sci-fi and fantasy introduces too much cognitive dissonance for me. I know some like it as nostalgia, but I think it is stupid. Along the same lines, my characters are the chosen ones, but constantly run into mosquitos that are a higher level than them. Also the 3 most powerful artifacts in the universe are just lying around one planet. Sticking to a single planet and never using a space ship really isn't getting any juice from the squeeze introduced by the sci-fi elements.
  • I regretted picking a Faerie spellcaster. They need a baseline of 50% resist all to justify the drawbacks.
  • Samurai red mages.
► Show Spoiler
User avatar
Tangerine
Posts: 3592
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

J1M wrote: March 14th, 2026, 06:27
They put female-only items in the game, but none of them are worth using when you find them.
Mostly true. There're some stamina recovery pendants that I've found useful for my female bard.
User avatar
Kalarion
Turtle
Turtle
Posts: 2163
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by Kalarion »

J1M wrote: March 14th, 2026, 06:27
They put female-only items in the game, but none of them are worth using when you find them.
Incorrect for if nothing else (there's more but this is the biggest one), a single item: the Necklace of Endurance. Stamina regen makes female Bards and Gadgeteers far and away the preferred choice for both classes. It's also available early in the game.
J1M wrote: March 14th, 2026, 06:27
Samurai red mages.
I don't really understand what you mean by this one. Are you referring to their casting primarily being used for buffing? That's what SAM always were in Wizardry, super-fighters who also free up needed casting for your nukers by taking care of buffs. At least to me. Although in 8 I tend to agree with the general consensus that pound-for-pound they're not really as good as a straight Fighter for melee damage, same as Lords. High Critical Strike and Flurry is a ton of fun though!
. wrote:
Kalarion did this a lot better you know.
User avatar
J1M
Turtle
Turtle
Posts: 5068
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Kalarion wrote: March 14th, 2026, 16:28
J1M wrote: March 14th, 2026, 06:27
They put female-only items in the game, but none of them are worth using when you find them.
Incorrect for if nothing else (there's more but this is the biggest one), a single item: the Necklace of Endurance. Stamina regen makes female Bards and Gadgeteers far and away the preferred choice for both classes. It's also available early in the game.
J1M wrote: March 14th, 2026, 06:27
Samurai red mages.
I don't really understand what you mean by this one. Are you referring to their casting primarily being used for buffing? That's what SAM always were in Wizardry, super-fighters who also free up needed casting for your nukers by taking care of buffs. At least to me. Although in 8 I tend to agree with the general consensus that pound-for-pound they're not really as good as a straight Fighter for melee damage, same as Lords. High Critical Strike and Flurry is a ton of fun though!
Well, I never found that item but I did buy a robe with +2 stamina eventually. It was nice for reducing the time needed to generate stamina between fights, but it didn't affect combat.

I find it weird that Wizardry sees samurai and ninja as having such an affinity for spellcasting. To the point where the enemy samurai don't really use their swords. Valkyrie makes sense for this type of gish hybrid. I'm not sure what source they are drawing from for the samurai but it feels out of place. Perhaps Final Fantasy has just been too influential on me in that regard, but I can't think of any other games where those classes are primarily spellcasters.

I'd rather see samurai have stamina abilities to do things like "dodge next incoming attack", "double damage of next strike", maybe some kind of passives around skilling up bows, spears, and swords faster, that sort of thing.
Last edited by J1M on March 14th, 2026, 17:49, edited 1 time in total.
User avatar
Tangerine
Posts: 3592
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

J1M wrote: March 14th, 2026, 16:37
I'm not sure what source they are drawing
Asians are magic.
User avatar
Tadeusz
Posts: 570
Joined: Dec 28, '24

Geolocation

Adventurer's Guild

Post by Tadeusz »

Time to get the badge.
► Show Spoiler
Looks like a perfect month to nominate Two Worlds 2.
You do not have the required permissions to view the files attached to this post.
User avatar
Envuen
Posts: 233
Joined: Jan 17, '24

Geolocation

Post by Envuen »

I like how one of you went to the J.K. Rowling's school of naming characters and the other played a priest but brought a bleeding party to the end fight. Bonus for getting the "fall down before end credits" bug. :lol:

Congrats guys :salute:
User avatar
J1M
Turtle
Turtle
Posts: 5068
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Envuen wrote: March 15th, 2026, 10:37
I like how one of you went to the J.K. Rowling's school of naming characters and the other played a priest but brought a bleeding party to the end fight. Bonus for getting the "fall down before end credits" bug. :lol:

Congrats guys :salute:

I named them that way so I didn't get confused if I ended up having to multiclass them.

For next month I nominate Penny Arcade's On the Rain-Slick Precipice of Darkness 3. Created in the visual style of Final Fantasy VI, this game has an exceptionally well-designed (and challenging if you play on hard) combat system. The setup is two detectives using humor to cope with living in a world of lovecraftian horrors. Playing Rainslick 1 & 2 is not required. (Those were more akin to expensive flash games than something I would recommend.) They switched developers for Rainslick 3 to a company that specialized in making SNES-like games.

Last edited by J1M on March 15th, 2026, 13:54, edited 1 time in total.
User avatar
maidenhaver
Posts: 9452
Joined: Apr 17, '23
Location: ROLE PLAYING GAME

Geolocation

Adventurer's Guild

Post by maidenhaver »

I've only put an hour into my game, just lost three mens to greg to roach. I figured out how casting works, though.
User avatar
Kalarion
Turtle
Turtle
Posts: 2163
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by Kalarion »

My sympathy for people hating on the respawns, I forgot how nasty Arnika Road is at the beginning. I compounded the pain by not taking any of my casters' spell picks (I plan to make both into Bishops, so I'm saving them for 7th level spells). Fighting bandits a level higher than me with zero debuffs available was excruciating.

At least now I'm in town, and I've picked up Myles! Time to head for Vi soon.
. wrote:
Kalarion did this a lot better you know.
User avatar
Tadeusz
Posts: 570
Joined: Dec 28, '24

Geolocation

Adventurer's Guild

Post by Tadeusz »

maidenhaver wrote: March 17th, 2026, 09:38
I've only put an hour into my game, just lost three mens to greg to roach. I figured out how casting works, though.
It's better to play with the game manual in the beginning, some mechanics and interactions may be missed otherwise.
User avatar
Envuen
Posts: 233
Joined: Jan 17, '24

Geolocation

Post by Envuen »

maidenhaver wrote: March 17th, 2026, 09:38
I've only put an hour into my game, just lost three mens to greg to roach. I figured out how casting works, though.
Ah yeah Gregor is the wall to stand between an underleveled party and the exit to the next area.

If you want to delay this encounter to explore a little more you can manually start the combat mode, then use a move option to walk/run somewhere. As long as you stay away from the enemy and finish your movement our of his line of sight the fight will not initiate.

Optionally the big metal bridge can be moved up giving you access to a merchant, that could help.

You can change your party's formation during the fight to take low hp characters to the backline where enemies won't be able to hit them. Optionally use a Protect option to have another char cover their ***.
Kalarion wrote: March 17th, 2026, 11:59
I compounded the pain by not taking any of my casters' spell picks
I know that people have been doing this but I will never understand it. To play the first 3/4 of the game with useless casters just so that the last 1/4 might be better when all the best spells come at once. :pipe-thinking:
User avatar
rusty_shackleford
Site Admin
Posts: 45461
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Envuen wrote: March 17th, 2026, 12:24
I know that people have been doing this but I will never understand it. To play the first 3/4 of the game with useless casters just so that the last 1/4 might be better when all the best spells come at once.
He optimized the fun out of the game, a classic mistake by someone who has not read Rusty's Rules to RPG Enjoyment!
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Tangerine
Posts: 3592
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

Kalarion wrote: March 17th, 2026, 11:59
I forgot how nasty Arnika Road is at the beginning.
Arnika road is a pain in the *** regardless of your level. Finally got the T'Rang teleporter working so I can finally bypass it.
User avatar
maidenhaver
Posts: 9452
Joined: Apr 17, '23
Location: ROLE PLAYING GAME

Geolocation

Adventurer's Guild

Post by maidenhaver »

Envuen wrote: March 17th, 2026, 12:24
maidenhaver wrote: March 17th, 2026, 09:38
I've only put an hour into my game, just lost three mens to greg to roach. I figured out how casting works, though.
Ah yeah Gregor is the wall to stand between an underleveled party and the exit to the next area.

If you want to delay this encounter to explore a little more you can manually start the combat mode, then use a move option to walk/run somewhere. As long as you stay away from the enemy and finish your movement our of his line of sight the fight will not initiate.

Optionally the big metal bridge can be moved up giving you access to a merchant, that could help.

You can change your party's formation during the fight to take low hp characters to the backline where enemies won't be able to hit them. Optionally use a Protect option to have another char cover their ***.
Kalarion wrote: March 17th, 2026, 11:59
I compounded the pain by not taking any of my casters' spell picks
I know that people have been doing this but I will never understand it. To play the first 3/4 of the game with useless casters just so that the last 1/4 might be better when all the best spells come at once. :pipe-thinking:
Yeah, I set my Valkyrie to protect, and that saved my Psionicist, but then my Fighter died. I was ill prepared. Had I distributed my potions, I'd have won without casualties.
Last edited by maidenhaver on March 17th, 2026, 13:29, edited 1 time in total.
User avatar
J1M
Turtle
Turtle
Posts: 5068
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Envuen wrote: March 17th, 2026, 12:24
maidenhaver wrote: March 17th, 2026, 09:38
I've only put an hour into my game, just lost three mens to greg to roach. I figured out how casting works, though.
Ah yeah Gregor is the wall to stand between an underleveled party and the exit to the next area.

If you want to delay this encounter to explore a little more you can manually start the combat mode, then use a move option to walk/run somewhere. As long as you stay away from the enemy and finish your movement our of his line of sight the fight will not initiate.

Optionally the big metal bridge can be moved up giving you access to a merchant, that could help.

You can change your party's formation during the fight to take low hp characters to the backline where enemies won't be able to hit them. Optionally use a Protect option to have another char cover their ***.
Kalarion wrote: March 17th, 2026, 11:59
I compounded the pain by not taking any of my casters' spell picks
I know that people have been doing this but I will never understand it. To play the first 3/4 of the game with useless casters just so that the last 1/4 might be better when all the best spells come at once. :pipe-thinking:
I think you are better off with a bard or gadgeteer casting the big spells. Easier to recover stamina than mana.

The multiclassing shuffle felt more required in Wizardry 6, but I didn't switch classes in 8.
User avatar
Envuen
Posts: 233
Joined: Jan 17, '24

Geolocation

Post by Envuen »

By the way do you guys know about the existence of the Retro Dungeons? There are 3 secret levels in the game that are meant to imitate early games in the Wizardry series. No npcs or natural enviorment, just a dark maze with monsters, puzzles and loot.
User avatar
Tadeusz
Posts: 570
Joined: Dec 28, '24

Geolocation

Adventurer's Guild

Post by Tadeusz »

Envuen wrote: March 17th, 2026, 18:02
By the way do you guys know about the existence of the Retro Dungeons?
Heard about it but it's more of an easter egg. Did you experience it? Is it fun?
User avatar
J1M
Turtle
Turtle
Posts: 5068
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Envuen wrote: March 17th, 2026, 18:02
By the way do you guys know about the existence of the Retro Dungeons? There are 3 secret levels in the game that are meant to imitate early games in the Wizardry series. No npcs or natural enviorment, just a dark maze with monsters, puzzles and loot.
No, because the game actively punishes exploration by making you older in real life.
User avatar
Tangerine
Posts: 3592
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

J1M wrote: March 17th, 2026, 13:33
Envuen wrote: March 17th, 2026, 12:24
maidenhaver wrote: March 17th, 2026, 09:38
I've only put an hour into my game, just lost three mens to greg to roach. I figured out how casting works, though.
Ah yeah Gregor is the wall to stand between an underleveled party and the exit to the next area.

If you want to delay this encounter to explore a little more you can manually start the combat mode, then use a move option to walk/run somewhere. As long as you stay away from the enemy and finish your movement our of his line of sight the fight will not initiate.

Optionally the big metal bridge can be moved up giving you access to a merchant, that could help.

You can change your party's formation during the fight to take low hp characters to the backline where enemies won't be able to hit them. Optionally use a Protect option to have another char cover their ***.
Kalarion wrote: March 17th, 2026, 11:59
I compounded the pain by not taking any of my casters' spell picks
I know that people have been doing this but I will never understand it. To play the first 3/4 of the game with useless casters just so that the last 1/4 might be better when all the best spells come at once. :pipe-thinking:
I think you are better off with a bard or gadgeteer casting the big spells. Easier to recover stamina than mana.

The multiclassing shuffle felt more required in Wizardry 6, but I didn't switch classes in 8.
I have both a bard and a gadgeteer and that's been working out pretty well for me. Let's me get the most important buffs/debuffs up in a couple of turns.
User avatar
Envuen
Posts: 233
Joined: Jan 17, '24

Geolocation

Post by Envuen »

Tadeusz wrote: March 17th, 2026, 18:58
Envuen wrote: March 17th, 2026, 18:02
By the way do you guys know about the existence of the Retro Dungeons?
Heard about it but it's more of an easter egg. Did you experience it? Is it fun?
Well fun is relative here, whoever enjoyed older Wizardries will also have a good time here. For those who played only wiz8 the novelty will probably wear off within the first dungeon already. Dungeon 2 and 3 especially have plenty of confusing teleporters and one-way walls inside while the map doesn't get drawn in the radar... Also you get thrown in the middle with no way back so you gotta commit to this because once you're in you will not get out quickly. Truly oldschool experience.
User avatar
J1M
Turtle
Turtle
Posts: 5068
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Tangerine wrote: March 17th, 2026, 22:23
J1M wrote: March 17th, 2026, 13:33
Envuen wrote: March 17th, 2026, 12:24


Ah yeah Gregor is the wall to stand between an underleveled party and the exit to the next area.

If you want to delay this encounter to explore a little more you can manually start the combat mode, then use a move option to walk/run somewhere. As long as you stay away from the enemy and finish your movement our of his line of sight the fight will not initiate.

Optionally the big metal bridge can be moved up giving you access to a merchant, that could help.

You can change your party's formation during the fight to take low hp characters to the backline where enemies won't be able to hit them. Optionally use a Protect option to have another char cover their ***.



I know that people have been doing this but I will never understand it. To play the first 3/4 of the game with useless casters just so that the last 1/4 might be better when all the best spells come at once. :pipe-thinking:
I think you are better off with a bard or gadgeteer casting the big spells. Easier to recover stamina than mana.

The multiclassing shuffle felt more required in Wizardry 6, but I didn't switch classes in 8.
I have both a bard and a gadgeteer and that's been working out pretty well for me. Let's me get the most important buffs/debuffs up in a couple of turns.
I didn't have a bard, but shopkeepers gave me a lot of gold for the instruments I found so the class was still helpful.
User avatar
Kalarion
Turtle
Turtle
Posts: 2163
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by Kalarion »

OK, I take back my temporizing about Arnika Road. I had completely forgotten how **** it is in the early game. At least in the late game I'll have two bishops who can nuke and I should have gadgets and instruments to double-up. I'm going to use some of my spell picks on next level to pick up the most efficient debuffs, this is ridiculous.
. wrote:
Kalarion did this a lot better you know.
User avatar
Envuen
Posts: 233
Joined: Jan 17, '24

Geolocation

Post by Envuen »

Kalarion wrote: March 19th, 2026, 13:39
OK, I take back my temporizing about Arnika Road. I had completely forgotten how **** it is in the early game.
Yea the infamous Arnika road, truly a roadblock in the early game, I believe there are letsplays on youtube that ended there because of how tiresome the game got.

I recommend Insanity, Web and Freeze spells. And also running away because nobody says we have to fight all the monsters we see.
User avatar
nepbnhurj
Posts: 58
Joined: Mar 17, '26

Geolocation

Post by nepbnhurj »

Oyster Sauce wrote: February 27th, 2026, 09:09
In dire need of a better thread naming scheme
By the time it matters, will the juniors still be juniors? :scratch:
Is it possible to learn these moves?