I thought I would give old school let’s playing a try. I’m so used to seeing them in video form on YouTube and Twitch that it never occurred to me to give it a try in writing and with pictures. I saw someone doing this with a game I played as a kid, Wizardry 7, and thought this would be a good excuse to finally beat this game. This is probably my 10th or 20th attempt to finish this game since childhood, if not even more than that. Even so, I never made it further that Orkogre Castle—in fact, I’ve never beaten Murkatos. That was where I ragequit, so I want to try the game again. (Didn’t help I was trapped there!)
I will preface this with a few things, though. First, I’m using an auto-map mod to help me navigate. Otherwise, I get completely disoriented and can’t find my way around. Because of this, I’ll be adding money to my party as needed. The auto-map mod, for some odd reason, disables the “pool gold” command in shops and I don’t know why. To fix this, I give each character in my party some gold to work with. (It dries up pretty quickly anyway.) I hate that I have to do this, but I don’t know how to fix the problem.
Second, this game is slightly modded, especially the dialogue. I recently found out about the Cosmic Forge editor and basically adjusted the dialogue, and the names of a few items, more to my liking. I also added some patches to address a few glitches, which were included with Cosmic Forge. I did not touch anything having to do with difficulty, though! I want to beat this game (at least mostly) legit. I also added the Diamond Ring from Wizardry 6 into a chest I thought was appropriate. I DO NOT have it off the bat; since I added it in, I felt it would be fair if I still had to find it. I don’t even know where it’s located.
Last but not least, I will be sequence breaking a little. The second I start, I’m heading to New City and getting the ?LEGEND? map. I recently found out that if a certain character gets it before I do, I may be locked out of the game’s final area permanently. For the sake of my sanity, I’m heading right for it. Sorry!
One thing I will note—I’m playing this run in preparation for Wizardry 8. I’m following the build outlined in David Milward’s guide for the game, which brought the ?LEGEND? map thing to my attention as well. I am not directly following his guide, though. I just wanted to know what kind of party to use, and his makes a ton of sense to me. (I’m also using dscheat to add the aforementioned gold to my party. And also to rearrange skill points, because I didn’t know what was what at character creation. Don’t judge me, that freaking manual is loaded with info.)
THE STORY SO FAR
Anyway, to compensate for not playing Wizardry 6, I shall regale to you the events that led up to the present day. Turn back now if you plan to play it for yourself!
Once upon a time, a band of adventurers sought to explore a castle that was abandoned for hundreds of years. Inside, they found monsters, traps, and all kinds of nasty stuff. The reason they went? The Cosmic Forge, a pen said that, if you write with it, whatever you write will come true.
They pass through jungles and mountains, eventually meeting the ghostly wizard Xorphitus. He tells them that he tried to use the pen to gain all the knowledge in the universe. His greed was his undoing, however; his being was split between a good, spirit half and an evil, physical half. He also warns that the Cosmic Forge doesn’t outright grant wishes; it can also twist them into a mockery of that wish. (For example, if you write “I want 100 bucks,” you may find the animal instead of a stack of greenbacks.)
The party then meets the host of the castle’s queen, who tells them—falsely—that she was forced to have a demon child and murdered by the king. She then gives the party an item to help kill both the child and the king.
The truth, however, is that the Queen accidentally killed herself. The “child” was actually a grown woman, who the king fell in love with. Jealous, the Queen tried to use the Cosmic Forge to kill this “witch,” but the Cosmic Forge took “witch” to mean the Queen and she wound up accidentally killing herself by tripping while holding a knife.
Our heroes then meet this new woman, Rebecca, who hypnotizes the party and brings them to the King. This is where the game diverges.
If you keep the item the queen gave you to kill the king with, the king will burn himself on it when he tries to come near your party. He’ll then get angry and throw you in prison.
If you throw away the item the queen gave you, the King–who is apparently a vampire–will leech blood from your party and still throw you in prison. (The choice becomes much more important later.)
After escaping from prison and vanquishing this physical form of Xorphitus, our heroes meet with the king one more time. If you kept the queen’s item, you’ll be forced to fight the king and Rebecca. After both are dead, you enter chamber of the Cosmic Forge and, just as you try to take it for yourself, the game ends… To be continued!
…Unless you decide NOT to grab the Cosmic Forge. If you do that, you’ll encounter Bela, a dragon who is also Rebecca’s half-brother. Enraged that you killed his family, he’ll attack you. Afterwards, you’ll discover a spaceship in his room and decide to go for a spin… The end on that route.
If you discarded the queen’s item, the king will tell you his backstory and then kill himself afterwards in despair. Rebecca will ask you to take care of the Cosmic Forge and her half-brother, Bela the Dragon. (Don’t ask. I don’t know.) If you, once again, don’t take the Cosmic forge, you’ll meet a much calmer Bela who basically asks if you want to go on an adventure with him through space. Cool beans.
These can affect where you start in Wizardry 7. All endings start you off in vastly different places, but we don’t have to worry about that this time. I’m starting off with a new party, since I don’t have a save file for Wizardry 6 at all. That also means I won’t go over how to transfer your party from 6 to 7. Sorry about that! Check out David Milward’s guide linked above. He covers the process and all of Wizardry 6, as well.
First off, you need to throw a party together. I won’t go into painful specifics about it (or subject you to the shriek-y accompanying music), but here’s a really basic rundown on how it works.
First, hit “create.” These other options show up when you have characters already made. They’re all pretty self-explained, fortunately. The only thing is that you can’t equip your characters from this screen. More on that in a bit.
Next, enter a name. Anything works, as long as it’s about 8 characters long.
Next up is actually a rather crucial choice: your character’s race. Each race is skilled at different things, naturally, so you’ll want to make as balanced a team as possible. (That said, I have seen more skilled players beat Wizardry 7 with an all-ninja team.) Most races are self-explained, save a few. Basically, a Felpurr is a literal cat person, a Rawulf is a wolfman, and a Mook is like a yeti or something. (Some people compare it to a Wookiee from Star Wars, too.) After this is the character’s gender, which may affect what accessories are available to a particular character. (For example, the Diamond Ring from Wizardry 6 is female-only.) There’s also a female-only class, the Valkyrie.
Next up is an equally crucial decision: CLASS. Which ones show up when you make your character depend on what race you chose and how many extra skill points the game rolls for you. I despise this part of Wizardry 7 because it can take you hours to get what you want. Good luck if you want a Faerie Ninja off the bat. Because Bob is a bit mediocre, he doesn’t have a lot of class options available to him.
The full list of classes are Fighter, Mage, Priest,Thief, Ranger, Bard, Psionic, Alchemist, Valkyrie, Bishop, Lord, Ninja, Monk, and Samurai. The Fighter, Thief, and Ranger do not have magic, but every other class does. They make up for it by being incredibly skilled in other areas–for example, fighters can use any kind of weapon or armor. I’ll get into my choices for my party in a bit.
After that is dishing out some extra ability points. You can allocate these to everything but Karma, however you please. Each stat’s maximum is 18, however. This is where the tedium comes in, though, because you need a good amount of extra points to get a better class. This is vastly streamlined in Wizardry 8, thank goodness.
After that is the character portrait and skill points. There are three sets of skills: Weaponry, Physical, and Academia. These determine what your character is, well, skilled in: does he use bows or swords? Can he swim? Does he know what various items do?
I can’t make too many recommendations, since I haven’t played very far into this game. I do know a few basic things, though:
- You need swimming and climbing to be at 10 to perform these actions. The character will instantly drown/fall if it isn’t.
- Legerdemain = pickpocket. Skulduggery = unlocking/disarming chests. GET SKULDUGGERY UP ASAP.
- You only need Scribe if you plan on using the in-game map. I’m using an auto-map mod, so I won’t need it. In place of this, my next inclination would be mythology, to better identify enemies. Scribe, Artifacts, and Mythology only need to be on one character in your party.
If you have a magic-user, you get an additional screen: selecting two starting spells. I like to get one offensive spell and a healing spell wherever possible. If that’s not there, I either go with two offensive spells or an offensive spell and a debuff. If you want to know what each spell does, check out this page.
After this is setting Karma. This is essentially a random stat and I have no idea what it does. (I guess it’s luck?) It’s impossible to show how fast this goes in a still picture, it’s crazy. It’s like a drumroll to see how lucky or unlucky your character will be: the higher, the better. It’s good to have a mix of karma levels in your party–some NPCs sympathize with unluckier characters.
As for myself, I’ll be using a female Dracon Valkyrie, a male Dwarven Monk, a male Felpurr Ninja, a female Elven Bard, a male Rawulf Priest, and a female Faerie Mage. Each character has a role to play.
My Valkyrie is a physical damage-dealer and defensive wall who has a chance of not being killed by a fatal blow. Because of her access to Priest spells, she can also dispel undead and heal as needed. Ironically, she becomes the second strongest healer in my party pretty early on.
A Dwarven monk maximizes damage, especially in Wizardry 8; he’s also got access to helpful Psionic spells. He’s a not-defenseless mage, basically. I call him the “pain train.” =D He’s also got stealth and kirijutsu, which gives him a chance to one-shot enemies.
I like to call ninjas “Throwers of Stuff.” Shurikens, bite daggers, acid bombs, whatever. He’s also got alchemy at his disposal, giving him access to a variety of status ailments to soften enemies with. That sweet stealth and kirijutsu is more than useful, too.
The bard’s job is primarily to unlock and disarm stuff and educate the rest of the party on the ways of the world. She’s my “Knower of Stuff,” meaning she’s the one who will be best at Artifacts and Mythology. She also has stealth skills, which means three of my party members can temporarily avoid all harm! What I like to do with her is make her hide and then play instruments or use Stix. I’m also planning on getting her a bow, a sword, and a shield later. Bards can be juggernauts in Wizardry 8, so why not try to do the same in 7?
The Rawulf priest is a dedicated healer and stat buffer. He rarely attacks, and if he does, it’s with a staff or bo. (Sometimes a sling, too.) He also eliminates undead wherever needed.
Finally, there’s my Faerie mage. She’s a complete engine of magical destruction when she gets going–she also lays on debuffs like Weaken pretty often, too. When the physical fighters can’t get through an enemy’s armor, Faera’s there to back them up with powerful magic.
This got a bit longer than I thought it would; next update will be the proper start of the game. I hope you’ll come back for that!