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Junior Adventurer's Guild: March - Wizardry 8

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

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Post by Tangerine »

The team:
► Show Spoiler
Completion:
► Show Spoiler
@Oyster Sauce Badge me, bruv.
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Last edited by Tangerine on March 24th, 2026, 16:44, edited 1 time in total.
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Post by Tangerine »

The good:
- The voice sets have a lot of personality without being obnoxious.
- Lots of neat places to visit that (mostly) don't overstay their welcome.
- Gadgeteer is a cool class, and like in VI, bards are useful too. I like utility classes that don't blow.
- In addition to standard fantasy races, you've got races like the rhino and tree rodent people to mix things up.
- There are multiple solutions to some quests. You can side with the Umpani or the T'Rang, or you can get them to form an alliance to shoot down the Dark Savant's ship.

The bad:
- The game is clearly rushed/unfinished. You've got characters that seem like they should be important that are just there.
- With how much you have to travel Arnika Road, it is one of the most annoying areas in the game. I suspect the level scaling here is wrong.
- Attack magic is mostly useless by the end game. Your casters are going to be more focused on debuffs than attacks.
- Dual-wielding sucks. You're not going to find a lot of good weapons for the off-hand.
- The mid-game is the roughest part because the aggressive level-scaling is going to outpace you.
- Even with battles greatly sped up, they're a time sink, especially with how frequent they are.
Last edited by Tangerine on March 25th, 2026, 13:21, edited 1 time in total.
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Post by Dorateen »

@Oyster Sauce I would like to request a badge for completing Wizardry 8 back in April 2002.

Documentation:
► Show Spoiler
Note, this party was imported from Wizardry VII to conclude the Cosmic Forge trilogy.
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Post by Tangerine »

RPC area restrictions are mildly annoying. Myles won't go to any of the higher level areas, and Vi won't go under water, for instance. It's soulful that they have preferences and fears about locations, though.
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Post by Tadeusz »

Tangerine wrote: March 27th, 2026, 14:56
RPC area restrictions are mildly annoying.
True. RPCs can still be dragged to these locations but their constant complaints there are annoying as well.
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Post by Oyster Sauce »

I hope everybody has nominated something
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Post by Oyster Sauce »

@Tangerine
Tadeusz - Two Worlds 2
@Dorateen
J1m - On the Rain-Slick Precipice of Darkness 3
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Post by Tweed »

April is the cruelest month.
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Post by Dorateen »

I nominate the first knights of the chalice
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Post by Kalarion »

Completed.
Image
The entrance to the much-spoken Cosmic Circle

My party was Kalarion, a Human Lord:
► Stats
He wasn't really much use except as a subpar meatshield until well into the mid-game, when I got Diamond Eyes and started finding decent main-hand weapons. I ended up main-handing The Mauler on him, a super powerful mace that came with a big initiative penalty.

@WhiteShark, a Felpurr Samurai:
► Stats
Unlike Kal, Whiteshark was useful throughout play. Early obtaining of Samurai armor meant he was difficult to kill from the beginning, and his Critical Strike and flurry skills were always appreciated. He ended up taking Ivory Blade (the best crafted weapon) and a generic Enchanted Wakizashi.

@DagothGeas5, a female Mook Bard:
► Stats
I made Dagoth a Mook hoping to use the Mook-only two-handed sword in the late game. Unfortunately it's only useable on fighting classes, so I was out of luck. It didn't matter, she was a party mainstay throughout the game, with the earliest ability to spam AoE attacks and access to a ton of great buffs and debuffs. She was also a good place to drop my Bloodlust, once I got better weapons for Kal and Whiteshark. Late game she could keep the entire party alive easily with a minimum of stamina support.

@Acrux, a Human Bishop:
► Stats
Life sucked until I stopped obsessing about getting every single seventh level spell. Once I started using my spell picks for critical buffs and debuffs, Acrux became a beast. I changed him over to Bishop from Priest at level 8, which ensured that he wasn't struggling to provide utility as a Bishop (a common problem for characters that begin play as one).

@rusty_shackleford, a Hobbit Gadgeteer:
► Stats
Rusty struggled initially, spamming the Lightning Rod for weak single-target damage until I finally started finding more components to make better gadgets. It took longer than usual because, instead of following the clearly marked early-game path, I immediately went gallivanting off around the entire game world. He was around level 12 before I finally made my second gadget :D. Once the gadgets started coming in he became another mainstay. Highlights included the Omnigun getting the arrow/quarrel attachment, and a gadget that cast Superman (a badass combat buff that costs a lot of mana per power level).

And finally, Pixie, a female Faerie Bishop:
► Stats
I agree with @J1M that playing a Faerie kinda sucks, but for different reasons. Pixie was never really in danger of dying unless I got surrounded. Her innate resistances stacked very conveniently with Magic Screen and Soul Shield, meaning she would consistently take zero or low damage while everyone else was busy getting shocked, burned and their eardrums blown out. However the severe itemization restrictions really hurt, especially after the midgame, when items with great bonuses started to become available. Faeries do get access to the best single-handed weapon in the game, but I don't judge playing a front-liner Faerie with **** itemization to be worth the headache when it takes awhile (and a high level party) to get it. Nevertheless, Pixie was an AoE spamming beast and absolutely blew every other character out of the water on spellcasting skills. Pixie was class changed into Bishop from Mage at level 8, similar to Acrux.

RPCs were Vi (Human female Valkyrie) and RFS-81 (Savant Trooper Monk).

Thots:
PROs
- Excellent "under-the-hood" crunchiness. The game details so many things well: positioning, maneuver in combat, stat interactions, inventory management, character growth... it's great, and I fully agree with Rusty that this game is the best in its class.
- A huge, detailed world with tons of nooks and crannies for exploration. I do agree with J1M that most of the dungeons were uninspired, but some standouts carry the whole show on that front; the Monastery, Trynton and the Rapax Castle.
- Character development is incredibly satisfying.
- A wide variety of equipment, with a bunch of niche **** that gives all kinds of race/class combinations something fun to play with. Highlights include Faerie Ninjas getting the best weapon in the game, Mook fighter classes getting one of the best 2-handed swords, a full set of equipment named after famous characters from literature (primarily Shakespeare—the Bard, GEDDIT!) for Bards, a Rawulf sword and more.
- Interesting recruitable character mechanics. Not only is there a big selection of NPCs to recruit, most of unique races and with their own equipment, but they have a nifty system of preference for what areas they'll go to. You can circumvent a character's refusal to enter a given zone, but he suffers a huge penalty to all stats while you're there. I think it's cool and gives tradeoff considerations that are meaningful.
- A lot of different environments that keeps the game looking fresh. I don't agree with those who don't like the bolting on of advanced technology and futurepunk. It's nonsensical but it's also fun, so I roll with it.
- Sirtech did the economy right. There is always something you're scrimping and saving for, even if (like me) you engage in a little degenerate Rapax farming. I spent close to a million gold throughout the game, and I still needed hundreds of thousands more to fully trick out my party. I approve!
- EIGHT MAN PARTY! HELL YES!

CONs
- The combat engine and encounter mechanics are clunky, repetitive, and not well-suited to the sometimes massive enemy forces you fight in this game. 3 clicks per character action, then watching the round play out, including individual movement and spellcasting, is fine when you're facing like six or eight monsters. When you're facing twenty or more, it's a huge chore and makes you consider suicide. If any game were a candidate for a really excellent remaster that overhauls the engine, it's this one.
- As J1M already said, most of the actual dungeons are uninspired and routine as far as exploration goes.
- Certain very important considerations are not well explained, including how skill ups by use work and certain itemization questions. I have in mind one of the best custom weapons in the game, the Vampire Chain, which is very expensive but doesn't anywhere tell the player that it's 2-handed. I did not appreciate wasting 60,000 gold on an expected upgrade for Kal only to find it wouldn't be worth it for him to use :mad:
- Speaking of itemization, locking almost all of the best dropped weapons behind a small random chance from seeded chests in the late game was a terrible decision. I can understand this design if the game only takes twenty or twenty-five hours to complete. Just roll with what you got and start a new playthrough! When it takes forty to eighty hours, it's maddening.

All in all one of my favorite games of all time, and I will definitely be replaying it... after a long break :D

GIB BADGE!
. wrote:
Kalarion did this a lot better you know.
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Post by rusty_shackleford »

Wonder if any of you noticed that there's a bunch of rare enemies with a very low % spawn chance, some of which can only spawn in certain level ranges

Only reason I know of them is I saw them in the editor
Last edited by rusty_shackleford on April 16th, 2026, 01:52, edited 1 time in total.
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Post by Oyster Sauce »

Kalarion wrote: April 16th, 2026, 01:50
Completed.
Image
The entrance to the much-spoken Cosmic Circle

My party was Kalarion, a Human Lord:
► Stats
He wasn't really much use except as a subpar meatshield until well into the mid-game, when I got Diamond Eyes and started finding decent main-hand weapons. I ended up main-handing The Mauler on him, a super powerful mace that came with a big initiative penalty.

@WhiteShark, a Felpurr Samurai:
► Stats
Unlike Kal, Whiteshark was useful throughout play. Early obtaining of Samurai armor meant he was difficult to kill from the beginning, and his Critical Strike and flurry skills were always appreciated. He ended up taking Ivory Blade (the best crafted weapon) and a generic Enchanted Wakizashi.

@DagothGeas5, a female Mook Bard:
► Stats
I made Dagoth a Mook hoping to use the Mook-only two-handed sword in the late game. Unfortunately it's only useable on fighting classes, so I was out of luck. It didn't matter, she was a party mainstay throughout the game, with the earliest ability to spam AoE attacks and access to a ton of great buffs and debuffs. She was also a good place to drop my Bloodlust, once I got better weapons for Kal and Whiteshark. Late game she could keep the entire party alive easily with a minimum of stamina support.

@Acrux, a Human Bishop:
► Stats
Life sucked until I stopped obsessing about getting every single seventh level spell. Once I started using my spell picks for critical buffs and debuffs, Acrux became a beast. I changed him over to Bishop from Priest at level 8, which ensured that he wasn't struggling to provide utility as a Bishop (a common problem for characters that begin play as one).

@rusty_shackleford, a Hobbit Gadgeteer:
► Stats
Rusty struggled initially, spamming the Lightning Rod for weak single-target damage until I finally started finding more components to make better gadgets. It took longer than usual because, instead of following the clearly marked early-game path, I immediately went gallivanting off around the entire game world. He was around level 12 before I finally made my second gadget :D. Once the gadgets started coming in he became another mainstay. Highlights included the Omnigun getting the arrow/quarrel attachment, and a gadget that cast Superman (a badass combat buff that costs a lot of mana per power level).

And finally, Pixie, a female Faerie Bishop:
► Stats
I agree with @J1M that playing a Faerie kinda sucks, but for different reasons. Pixie was never really in danger of dying unless I got surrounded. Her innate resistances stacked very conveniently with Magic Screen and Soul Shield, meaning she would consistently take zero or low damage while everyone else was busy getting shocked, burned and their eardrums blown out. However the severe itemization restrictions really hurt, especially after the midgame, when items with great bonuses started to become available. Faeries do get access to the best single-handed weapon in the game, but I don't judge playing a front-liner Faerie with **** itemization to be worth the headache when it takes awhile (and a high level party) to get it. Nevertheless, Pixie was an AoE spamming beast and absolutely blew every other character out of the water on spellcasting skills. Pixie was class changed into Bishop from Mage at level 8, similar to Acrux.

RPCs were Vi (Human female Valkyrie) and RFS-81 (Savant Trooper Monk).

Thots:
PROs
- Excellent "under-the-hood" crunchiness. The game details so many things well: positioning, maneuver in combat, stat interactions, inventory management, character growth... it's great, and I fully agree with Rusty that this game is the best in its class.
- A huge, detailed world with tons of nooks and crannies for exploration. I do agree with J1M that most of the dungeons were uninspired, but some standouts carry the whole show on that front; the Monastery, Trynton and the Rapax Castle.
- Character development is incredibly satisfying.
- A wide variety of equipment, with a bunch of niche **** that gives all kinds of race/class combinations something fun to play with. Highlights include Faerie Ninjas getting the best weapon in the game, Mook fighter classes getting one of the best 2-handed swords, a full set of equipment named after famous characters from literature (primarily Shakespeare—the Bard, GEDDIT!) for Bards, a Rawulf sword and more.
- Interesting recruitable character mechanics. Not only is there a big selection of NPCs to recruit, most of unique races and with their own equipment, but they have a nifty system of preference for what areas they'll go to. You can circumvent a character's refusal to enter a given zone, but he suffers a huge penalty to all stats while you're there. I think it's cool and gives tradeoff considerations that are meaningful.
- A lot of different environments that keeps the game looking fresh. I don't agree with those who don't like the bolting on of advanced technology and futurepunk. It's nonsensical but it's also fun, so I roll with it.
- Sirtech did the economy right. There is always something you're scrimping and saving for, even if (like me) you engage in a little degenerate Rapax farming. I spent close to a million gold throughout the game, and I still needed hundreds of thousands more to fully trick out my party. I approve!
- EIGHT MAN PARTY! HELL YES!

CONs
- The combat engine and encounter mechanics are clunky, repetitive, and not well-suited to the sometimes massive enemy forces you fight in this game. 3 clicks per character action, then watching the round play out, including individual movement and spellcasting, is fine when you're facing like six or eight monsters. When you're facing twenty or more, it's a huge chore and makes you consider suicide. If any game were a candidate for a really excellent remaster that overhauls the engine, it's this one.
- As J1M already said, most of the actual dungeons are uninspired and routine as far as exploration goes.
- Certain very important considerations are not well explained, including how skill ups by use work and certain itemization questions. I have in mind one of the best custom weapons in the game, the Vampire Chain, which is very expensive but doesn't anywhere tell the player that it's 2-handed. I did not appreciate wasting 60,000 gold on an expected upgrade for Kal only to find it wouldn't be worth it for him to use :mad:
- Speaking of itemization, locking almost all of the best dropped weapons behind a small random chance from seeded chests in the late game was a terrible decision. I can understand this design if the game only takes twenty or twenty-five hours to complete. Just roll with what you got and start a new playthrough! When it takes forty to eighty hours, it's maddening.

All in all one of my favorite games of all time, and I will definitely be replaying it... after a long break :D

GIB BADGE!
You should have named your pixie "Alicia"
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Post by Kalarion »

Some stuff I learned which may be helpful for consideration in character development regarding skills. Skills increasing by use isn't really explained at all. You get some hints from attribute and skill descriptions (and from practice) but that's it. Here are some general principles, with detailed mechanics in spoilers.

- Attributes contribute a very small amount to the combat stats they're tied to. They are also the primary factor in the speed of skill growth for which they are part of a controlling pair, and may be the primary determinant in certain abilities. E.g., Dexterity contributes a small bonus to Attack score and chance to penetrate. It's also the primary determinant on how many swings you get per attack.

- Skills levelling by use is primarily determined by: the average of the skill's controlling attributes (higher attributes = faster leveling), the level the skill is already at (higher skill = slower leveling), and the number of times you use an action governed by a skill. Some actions will level skills faster than others, primarily spellcasting. You can gain multiple increases to a single skill from a single combat; the skill increase popup will show the highest skill increase you got (e.g., if your Close Combat skill went from 45 to 48 in a fight, the popup would only show the increase to 48).
► Detailed Explanation
- Certain actions which can raise skills come with a real-world timer before they're allowed to raise the skill again. This applies primarily to actions that can be used outside combat. Spamming them outside combat is not helpful; cast or use them once and then forget about them until it would naturally be time to use them again (e.g., when a buff's timer expires).
► Detailed Explanation
. wrote:
Kalarion did this a lot better you know.
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Post by Kalarion »

rusty_shackleford wrote: April 16th, 2026, 01:52
Wonder if any of you noticed that there's a bunch of rare enemies with a very low % spawn chance, some of which can only spawn in certain level ranges

Only reason I know of them is I saw them in the editor
This reminded me of another CON for the game. You fight a lot of unique enemies, some of boss power and many not, with the potential to fight even more randomly. But they almost never drop unique or cool loot. This was a huge missed opportunity. Fighting Gregor or Nessy and getting... a potion of Heavy Heal?! was a massive letdown. The notable exception is Don Barlone, an entirely optional fight that can be rough without preparation, who rewards the Cane of Corpus.
. wrote:
Kalarion did this a lot better you know.
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Post by rusty_shackleford »

Kalarion wrote: April 16th, 2026, 02:54
rusty_shackleford wrote: April 16th, 2026, 01:52
Wonder if any of you noticed that there's a bunch of rare enemies with a very low % spawn chance, some of which can only spawn in certain level ranges

Only reason I know of them is I saw them in the editor
This reminded me of another CON for the game. You fight a lot of unique enemies, some of boss power and many not, with the potential to fight even more randomly. But they almost never drop unique or cool loot. This was a huge missed opportunity. Fighting Gregor or Nessy and getting... a potion of Heavy Heal?! was a massive letdown. The notable exception is Don Barlone, an entirely optional fight that can be rough without preparation, who rewards the Cane of Corpus.
The loot drops are like 1-2% iirc, really silly choice, maybe they played too much diablo 2 (easy to forget that this postdates diablo 2!)
definitely two things I'd like to fix with mods
Last edited by rusty_shackleford on April 16th, 2026, 02:59, edited 1 time in total.
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Post by J1M »

rusty_shackleford wrote: April 16th, 2026, 01:52
Wonder if any of you noticed that there's a bunch of rare enemies with a very low % spawn chance, some of which can only spawn in certain level ranges

Only reason I know of them is I saw them in the editor
Would have no idea it was a rare spawn if I saw it.