Wizardry 8
What is it?
- The last Wizardry game,
Windows,
2001.
- What computer or emulator will it run on?
- For 640×480 Pentium II might do.
Direct3D, OpenGL, and Glide are supported.
- Tags
- 3D,
3Dfx Voodoo.
There are a couple of parallels between
Ultima IX and Wizardry 8:
Both games ended a famous RPG series that
was at the time about twenty years old. Both were released five
years after the last game in the series, which in both cases
meant a huge technological jump. Especially, both were the first
in their respective series to use a
3D engine.
A curiosity is that with this game, the Wizardry series changed
from Roman to Arabian numerals. This occasionally happens, for
example with Space Quest 6 (it, too, a last
in line, though it wasn't planned this way), but here it was
especially pronounced since the number
eight is the logo and icon of the game. Maybe that's because eight
is the holiest number. As Martin Gardner once observed, there are
other holy numbers, like six and nine and sometimes four, but
eight is the only one with two holes in it.
Furthermore it is the only Wizardry game that does not have a
subtitle. Especially the previous two games, with which it shares
a storyline, did not even officially carry numbers (except in the
Ultimate Wizardry Collection), but were simply known as
Bane of the Cosmic Forge
and Crusaders of the Dark Savant.
Somewhat Rushed
Wizardry 8 took a very long time to make. The oldest screenshots
I have seen are dated 1997. Release was originally scheduled for fall
1998. The Ultimate Wizardry Archives, a 1998 CD-ROM with all the games
of the main series including Wizardry Gold,
contained a video preview announcing release in 1999. In October of the
same year, Sir-Tech went bankrupt. Development was deferred to Sir-tech
Canada, a seperate company.
From now on, development was rather hasty, and it shows. There is a
huge difference between the Monastery, probably created early in
development, where the modelling is on par with
Quake II, and the Old Mine Tunnels, which
are just huge polygons with some textures and bumpmapping slipped on
and look like a very bad model railroad layout.
A side effect of the bankruptcy is the advertisement you get when
you quit the game. Personally, I find it quite funny and wouldn't
want to miss it.
Amusing Stuff
Cultural References
Pop-culture references in RPGs are not uncommon, the
Fallout series was especially famous for
them. But Wizardry 8 contains lots of references to mainstream or
classic culture, from Aesop over Shakespeare to Kafka.
- The symbol for water magic is Hokusai's Great Wave.
- The symbol for slowed characters is a tortoise, the symbol for
hastened characters a hare.
- The first boss is a giant bug named Gregor. Gregor is also the
name of the (anti-)hero in Kafka's Metamorphosis, a young man turned
into a giant cockroach.
- There is a set of items either exclusive to, or at least
especially fit for the Bard character class, all named after
Shakespeare characters: Ariel's Slippers, Caliban's Cuirass,
Mercucio's Blade, Oberon's Greaves, Prospero's Cloak, Puck's Cap.
Shakespeare is often referred to simply as The Bard.
Enemies Turn Friends
In Wizardry 8, the Thief character class was renamed Rogue.
Rogues were among the enemies of Wizardry I, as were Bushwackers,
now a level title of the Ranger.
Gameplay Stuff
Class Changes
Changing classes had always been an important aspect of Wizardry
gameplay. Up to Crusaders of the Dark Savant, the choice of classes
at character creation had been limited, and the stronger classes
could only be had after some levelling up. With Wizardry 8, this
changed. All the classes are available right from the start (you
can even get a stat loan
if the extra points are not
sufficient), class changes are possible only at level-up and
somewhat discouraged by the game designers. In certain cases, they
can still be beneficial.
Low-Level Changes
It can sometimes be interesting to start a character in another
class to get better starting equipment or starting skills.
- Start a Bishop as an Alchemist
- Chances are you want Alchemy to be the main spellbook anyway.
Alchemists can combine potions right from the beginning, Bishops
can't. Rest a lot for the free potions, combine. Elves, Gnomes,
Fairies, Humans, Hobbits, and Rawulfs have enough points to
qualify for both professions at character creation.
- Start as a Valkyrie for Polearm
- Fighters, Lords, Rangers, Ninjas, and Monks can use Polearms as
well, but only the Valkyrie starts with a spear and a bonus in this
skill. Not recommended for a Ninja who really needs her starting
gear. Actually, not really recommended at all, except for fans of
weirder builds.
High-Level Changes
For casting and stealth characters it can be interesting to change
into something else once that skill is maxed out.
- Change a Rogue into a Ranger
- Best with a Hobbit, since they excel in both professions. You can
either go for a Dual Daggers/Modern Arms build, in this case max out
Dexterity and Speed first. Stealth will advance a bit slower, but
you'll get an excellent pickpocket this way. Or go for a more
conventional (for a Ranger) Sword/Shield/Bow build and max out
Intelligence and Dexterity first. Stealth and Locks & Traps will
advance faster this way. In any case hang on to the Poseur's Cap. The
Ranger will be able to wear it, with that and a Thieve's Buckler you
can have 130% Locks & Traps!
- Change a Rogue into a Bard
- Again, best with a Hobbit. Sword, Shield, Bow, max out Dexterity
and Intelligence first, then switch to Senses and Vitality. As soon
as Stealth is maxed out, change classes. Chances are by now you have
more instruments than one bard can carry.
- Change a Bard into Something Else
- Once a Bard is level 18 and has maxed out Music skill (85% is
required for the strongest instruments, but 100% is of course better),
there is no real reason to remain a Bard any more. Depending on the
skills of the Bard and the needs of your party,
Ranger (better bows, Ranged Combat bonus),
Samurai (better swords, Critical Strike, Sword bonus), or
Fighter (better armor and weapons, Close Combat bonus)
might be good choices.
- Change a Ninja into a Samurai
- Dual Swords, Bow or Throwing according to your preferences, max
out Dexterity and Intelligence first. You get a Samurai with Stealth
and two spellbooks, and you only lose the Thrown Criticals in the
process. By the time you are ready for the class change you have
probably collected the complete Samurai gear. Good races for this
change are Hobbits and Humans, to a lesser extent Mooks and Felpurrs.
- Change a Bishop into a Lord
- Bishops can use maces. Maces are considered the best weapons for
a Lord. An Elven Bishop would only have to put 20 points into Strength
to qualify for a Lord.
- Change a Faerie Bishop into a Monk or Ninja
- For Faeries, becoming a Lord is pointless. Instead an accomplished
Faerie Bishop might want to change to a class that gives Critical
Strike, and has good staves.
Weird Parties
- Changing Classes
- You could combine all of the class changing suggestions above into
a single party. An Alchemist (soon to be turned Bishop, later to be
turned Lord), two Rogues (one a future Ranger, one a future Bard), a
Ninja (future Samurai). I'd give the remaining two places to a Bard and
a Ranger, since both are very useful early on. Late in the game, they
could summon as many as four elementals.
- Hobbits only
- For extra weirdness, all six members of the above party could be
Hobbits. Unfortunately there are only four Hobbit portraits.
- Mooks Only
- Mooks are good at a variety of professions. This party could, for
example, have a Fighter, a Bard, a Psionic, a Ranger, a Gadgeteer, and
an Alchemist. I wonder if they'd be admitted to the UMA Building
immediately. Pity there are only five Mook portraits.
Technical Stuff
Wizardry 8 supports both Direct3D (DirectX 7, though DirectX 6
is supported as well) and OpenGL. The setup utility seems to default
to Direct3D. Given the nature of OpenGL, I should have thought that
it would give the better results, but this is not the case. There
is also a software renderer that looks surprisingly good, but is far
too slow for decent gameplay even at the lowest resolution, 640×480
16-bit. The engine supports up to 1600×1200, 32-bit.
Wizardry 8 uses SafeDisc v2, which no longer had the (in)famous
CLOKSPL.EXE, but still employs the system of a loader with
the real content of the executable encrypted in a data file. Cracks
and no-CD patches are abundant on the net, and work without
problems.
To capture a screenshot, just press PrintScreen, it will be
stored in the game folder in JPG format. Back them up after each game
session, the game will overwrite them in the next.
Reviews and Links
Related changelog entries:
2008-07-19,
2008-07-01,
2008-06-17,
2008-05-30,
2008-05-25.
Last modified 2011-04-26.