• Wizardry 7 class changing

    From =?UTF-8?Q?.../v]andrak|=e2=89=a1...?=@jfwaldby@gmail.com to comp.sys.ibm.pc.games.rpg on Sat Apr 5 21:24:34 2025
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Others have discussed some of the bad features of class change - I
    believe I've found one where it is critically good.

    It is very time saving because no more does one have to roll an extra 18 points on every character (of 6). I'm only doing it once; no way should
    a final party include a thief.

    I put the Torp the thief to ninja and she is very lethal and has 85 in Skulduggery. She has 0 in Kirijitsu; I'll have to start putting points
    there. I've seen her hit a critical before anyways.

    Party composition:

    Yoshio - Samurai
    Rider - Valkyrie
    Torp - Ninja
    Liesl - Ranger
    Plum - Mage
    Vera - Priest

    Biggest Achievement:

    Slayed 12 Savant Troopers & 3 Savant Guards for 11550 xp. Plum almost
    makes it easy. Just so long as Yoshio casts lvl 4 Armor Shield on her
    in rough fights like this.

    I concur that the bad features mentioned by others are real. I could "upgrade" some of the others, but all that's going to gain me is a few
    extra spells @ a major reduction to class level. I'm pretty particular
    about spells. Usefulness is the top requirement. Additionally, high
    spell point spells are prioritized along with spells in magic realms
    already broached. I have a feeling I would be picking some worthless
    spells if I went the route of "upgrading".
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