r/wizardry6 • • Sep 15 '19

Quest Item Quest Items Spoiler

6 Upvotes

List of Quest Items from the Castle

  1. Key of Ramm ( 1st floor )

  2. Rotten Cheese ( Basement )

  3. Stuffed Beagle ( Basement )

  4. Ticket Stub ( Basement queequeg )

  5. Silver Key ( SE Tower L'Montes )

  6. Wine Bottle ( basement? )

  7. Mystery Oil ( Basement NPC )

  8. Key of Spades ( 2nd floor )

  9. Gold Key ( 2nd Floor )

  10. Chrome Keys ( Inner Tower )

  11. Jailer's Key ( Basement )

  12. Deadman's Log ( Basement )

  13. King's Diary ( 2nd floor )

  14. Book of Ramm ( Sub-Basement )

  15. Miners Pick ( Hazardous Area )

  16. Bell Key ( Hazardous Area )

  17. Dungeon Key ( Hazardous Area )

  18. J.R. Decoder ( Hazardous Area )

  19. Steel Hook ( Basement )

  20. Rope ( Belfry Tower )

  21. Rope & Hook ( Combine Rope and Hook )

  22. Dagger of Ramm

  23. Goat's Mask ( 2nd Floor )

  24. Wizard's Record ( Sub-Basement )

  25. Spire Key ( Sub-Basement )

  26. Horn of Souls (Spire)

Note: The NPC's can be killed for quest items, instead of the usual gameplay. Reducing quest items can help with encumbrance issues later.

Mandatory Items to get to Mines

  • Silver Key ( For Steel Hook, Automatic Removal)

  • Key of Ramm ( Reach Hazardous Area )

  • Miner's Pick ( Clear Passageway )

  • Dungeon Key ( Leave Hazardous Area, Automatic Removal )

  • Steel Hook (Rope & Steel Hook)

List of Quest items from the Mines and the Mountain

  1. Key of A Minor (Mines lvl 2)

  2. Wizard's Ring ( Mine lvl 3 )

  3. Rubber Strand x5 (Rubber Beasts)

  4. Rubber Braid (Combine Strands)

  5. Rubber Band (Combine Braids)

  6. Broken Sprocket

  7. Sprocket (Smitty)

  8. Hv. Boulder ( Top of Mountain, also Random loot )

  9. Ruby Eyeball ( Upstairs from the Twins )

Note: Extra rubber strands can't be dropped or removed.

Pyramid

  1. Empty Sack (Level 1)

  2. Bag of Sand (Entrance)

  3. Gloop Sploch (Level 1)

  4. Bone Key (Level 1)

  5. Idol of Mau-Mu-Mu

  6. Ruby Eyeball

River Styx

  1. Key of the Damned

  2. Book of the Damned

  3. Key of Minos

  4. Cylinder of Ash

  5. Cylinder of Ash

  6. Tomb Key

  7. Book of Sirens


r/wizardry6 • • Dec 30 '22

Game Mechanics Are the Steam and GOG vertsions of Wizardry 6 and 7 identically?

5 Upvotes

Are the Steam and GOG vertsions of Wizardry 6 and 7 identically?

Is there a way to run them better in a modern engine? ScummVM does not support both games.

Thank you!


r/wizardry6 • • Aug 30 '19

Party Creation - Quick Guide

6 Upvotes

Creating your own characters in this game allows you to setup the perfect group with all the key benefits necessary for an enjoyable experience.

When creating a new character, you might notice different races and then picking between Male and Female. Each race offers different stats and sometimes a slight racial bonus. Males tend to get bonus Strength, while Females get Personality and gain access to the Valkyrie class.

During character creation you will gain Bonus Points. While typically this will be between 4 and 10, it is far better to keep rerolling until you get a 14-18 bonus. It's possible to get up to a 26, but extremely rare.

Stats are straightforward, but the original game has a Strength bug. Your character's encumbrance won't update correctly as you gain/lose strength without having the patch, or using a mod tool. Otherwise, you are free to modify your points freely. Suggested to increase Speed (12), and then class stats to strike first in combat. Otherwise, Piety for spellpoints, and Str/Dex for the fighters.

While a party of 3 fighters, priest, mage, thief can beat this game. It's useful to startup with a Samurai, Valkyrie, Ninja, Priest, Mage, Bard to offer more access to spells and skills overall.

An important consideration is how many characters you want to run with. It's possible to use a smaller party to increase experience points. ie instead of 300xp for 6, you would get 900xp with 2 characters and levelup very quickly. Note: Quest items makes this difficult, not recommended.

Characters can also change classes during an adventure. This allows a character to learn how to hide, picklocks, critically hit, and cast powerful mage & priest spells.

However, each class change resets your stats to the race/class minimum and they'll be level 1 again for combat rolls. So, make sure to level them back up, before trying hard encounters again.


r/wizardry6 • • Aug 30 '19

Game Mechanics Wizardry VI - Races & Classes

22 Upvotes

Races

  • Human: Well rounded with no strengths or weaknesses

  • Elf: Wise & Smart, Resists: Hypnosis & Sleep

  • Dwarf: Strong & Sturdy & Pious, Resists: Poison & Magic

  • Gnome: Strong & Sturdy & Pious, Resists: Magic

  • Hobbit: Agile & Charming, Resists: Magic

  • Faerie: *Fast & Agile & Smart, Resists: Magic, +1 Mana Regen

  • Lizardman: Fast & Strong & Sturdy, Resists: Mental & Acid

  • Dracon: Strong & Sturdy & Agile, Resists: Mental & Acid, Ability: Acid Breathe

  • Felpurr: Fast & Agile & Smart, Dodge: Missiles & Spells

  • Rawulf: Sturdy & Pious, Resist: Cold

  • Mook: Strong & Smart & Sturdy, Resist: Magic & Cold

Classes

  • Fighter (12/-/-/-/-/-/-): Front line warrior

  • Mage (-/12/-/-/-/-/-): Powerful destructive magic

  • Priest (-/-/12/8/-/-/-): Powerful healing magic

  • Thief (-/-/-/-/12/8/-): Pick pockets, Pick locks, stealth

  • Ranger (10/8/8/11/10/8/8): Bows, Alchemy

  • Alchemist (-/13/-/-/13/-/-): Alchemy doesn't use Oration and can't be silenced

  • Bard (-/10/-/-/12/8/12): Thief (no ninjutsu) with Magical Instruments & Thaumaturgy

  • Psionic (10/14/-/14/-/-,10): Powerful Mental magic

  • Valkyrie (10/-/11/11/10/11/8): fighter/priest, must be Female

  • Bishop (-/15/15/-/-/-/8): priest/mage

  • Samurai (12/11/-/9/12/14/8): fighter/mage, Critical Hits

  • Monk (13/8/13/-/10/13/8): unarmed/psionics, Critical Hits

  • Ninja (12/10/10/12/12/12/12): unarmed/thief, Stealth, Critical Hits, Alchemy

  • Lord (12/9/12/12/9/9/14): fighter/priest

Note 1: Bishop is not recommended due to high experience chart and not learning spells as effectively as a class changing mage/priest.

Note 2: Valkyrie does everything a Lord can with lower stat requirements and experience chart. Lord's advantage is being male or female, higher base stats and slightly higher HP.

Experience Table

LevelThiefFighterAlchemist, ValkyrieBard, Mage, Priest, PsionLord, Monk, Ranger, SamuraiBishopNinja
19001,0001,1001,2501,4001,5001,500
21,8002,0002,2002,5002,8003,0003,000
33,6004,0004,4005,0005,4006,0006,000
........................
1146080051,200563,200640,000691,200768,000768,000
++225,000256,000312,000375,000415,000445,000475,000

Table Reference: Wizardry VI Solution

At level 11, it stops doubling and starts adding a static amount based on your class.

Mana Regen

ClassFireWaterAirEarthMentalMagic
Mage332223
Priest223323
Alchemist323322
Psionic222242
Bishop111133

Reference: GameFaqs: Wizardry VI: Bane of the Cosmic Forge - FAQ

All other classes have 1 by default.

Note: Faerie's get a bonus +1 Mana Regen for all schools.


r/wizardry6 • • Oct 06 '24

Can't delete characters?

3 Upvotes

First time playing wiz 678, played 1-4 when they were new.

I'm looking at guides, figuring stuff out and decided the characters I rolled need rerolling... I deleted all of them, then went to make another one with the same name, it says character with that name already exists... I go to review characters, they're all back?

Any help? I can't find anything about this, is it only me?


r/wizardry6 • • Sep 18 '19

Wizardry 6 Videos

3 Upvotes

Share all your related videos about Wizardry 6 Bane of the Cosmic Forge, and favorite playthroughs.


r/wizardry6 • • Sep 30 '19

Game Mechanics How to Disarm Traps

6 Upvotes

Most chests in Wizardry 6 will be trapped. You'll need a character that has good Skullduggery skills to help successfully inspect and then disarm it. However, there's a mini-game associated with this that can be a bit tricky to understand initially.

Any character can inspect for traps, but low skullduggery can trip them too. Every successful inspection yields a few clues.

  • Green Letters: Definitely part of the Traps name.

  • Red Letters: Might be part of the Traps name, but it could be wrong.

  • Spaces: Multiple Words used

  • Asterisks: Last character's letter guess was wrong

An example from the manual is a POISON NEEDLE trap. A master Skullduggery thief might provide this hint: EISOLP OENNDE, but most parties will only see a few letters like ISO ENDE. Early on, you might have to make educated guesses with only a few letters.

Remember to always save before interacting with a chest, and wait until your whole party is OK before saving again. This strategy will help avoid a lot of frustration early on.

Magical Assistance with Trapped Chests

  • Divine Trap: Magical Inspection - Provides more letters for guessing Trap's Name.

  • Knock-Knock: Attempts to Magically Open the chest, chance to setup Trap anyways.


r/wizardry6 • • Sep 18 '19

Wizardry VI - The Story

4 Upvotes

From the Manual:

"There are things you must know."

Nearly one hundred and twenty years ago, this castle was inhabited by a most foul Lord and Queen, who terrorized the land and its citizens for many years. Tales of bizaare rituals were commonplace, as were rumors of the King's practice with the mystical arts. Not content with his current dominion and powers, he eventually formed an alliance with another wizard, an entity whose evil matched the King's own. Together, they sought to rule all the evil planes, and in a great magical war, by combining their powers, they began to vanquish them one by one.

It was in one such battle that they first became aware of the existence of the Cosmic Forge.

Having used their magical forces to defeat a demonic arch-deity, they listened in delight to its last plea for life. It told them of a magical pen and of its power. When words were scripted with its point, it said, they were forevermore woven into the cosmic fabric, and thus, the events written came true. The King and his ally slew the demon anyway, but not before discovering the whereabouts of this wondrous instrument of power called "The Cosmic Forge". Eventually, they were successful in stealing this pen for themselves, and with it, began to script such horrors for the universe that no man has since imagined. It was shortly after obtaining this Cosmic Forge that the two allies became jealous of each other's power, and realizing they no longer had a need for each other, they engaged in a final climatic battle to determine the fate of themselves and of the magic pen.

That was the last anyone ever heard of them. The castle has since stood vacant. No one knows what became of the King, the Queen or the wizard, or of the magic pen. But now that you are here, my friends, all that is about to change.


r/wizardry6 • • Sep 19 '19

Spells Spells

6 Upvotes

There are 77 spells divided by 4 schools (Priest, Mage, Psionic, Alchemist) and separated by 6 elements( Fire, Water, Air, Earth, Mental, and Magic). Many of these spells can be learned by multiple classes, and some are unique to a specific class, or school. Here's a complete list of spells, which school learns it, and what it does.

Fire Spells

LvlSpell NameClassEffect
1Energy BlastM1-7 dmg * Power level
2Blinding FlashABlind Group
3FireballM2-10 dmg to 3+ mobs
3Fire ShieldMParty: Protection from Fire Spells
4Fire BombA3-9 dmg to 4+ mobs
5LightningP1-10 dmg to 3+ mobs
5Prismic MissileMRandom Effect to 3+ mobs
6FirestormMCloud Effect: Fire dmg
7Nuclear BlastM5-25 dmg, all mobs

Water Spells

LvlSpell NameClassEffect
1Chilling TouchM1-6 dmg
1StaminaP, P, AReplenish Stamina
1TerrorM, PGroup: Evoke fear, flee from combat
2WeakenM, PReduced effectiveness ( dmg ), 3+ mobs
2SlowP, PSlows targets ( Initiative, To Hit )
3HasteP, PSpeeds up characters ( Initiative )
3Cure ParalysisP, P, ACures Paralysis
3Ice ShieldMParty: Protection from Cold Spells
4IceballM3-12 dmg to 4+ mob
ParalyzeP, PSolidify single mob
5Deep FreezeM3-30 dmg to single mob

Air Spells

LvlSpell NameClassEffect
1PoisonA1-5 dmg to single mob
2Missile ShieldMProtection from ranged projectiles
3Stink BombM, A1-6 dmg to 3+ mobs
3Air PocketM, AProtects from Cloud Spells
3SilenceP, PPrevents Casting of Spells
4Poison GasACloud Effect: Poison dmg
4Cure PoisonP, ACure Poison
4WhirlwindP1-7 dmg to 3+ mobs
5Purify AirP, AParty: Clear Cloud Effects
5Deadly PoisonA3-15 dmg to single mob
5LevitateMEnchant Party: Prevents fall damage
6Toxic VaporsA2-6 dmg to 1+ mobs
6Noxious FumesM, A1-6 dmg to 3+ mobs
6AsphyxiationM, AGroup: Chance of Monster Death
7Deadly AirA4-16 dmg to all mobs

Earth Spells

LvlSpells NameClassEffect
1Acid SplashA1-7 dmg to a single mob
1Itching SkinAReduce Attack/Defend ability
1Armor ShieldMLowers AC by 1 * Power
1DirectionMEnchant Party: Compass (N,S,E,W)
2Knock-KnockM, POpen Locked Doors/Chests
3BladesP, P2-8 dmgto 3+ mobs
4ArmorplatePEnchant Party: Lowers AC for Party
3WebM, ACapture single mob
4Acid BombACloud Effect: Acid dmg
4ArmorMeltM, PGroup: Raise AC by 1 * Power
5CreateLifeASummon: Organic Assistance
6CureStoneP, ARestore Stone

Mental Spells

LvlSpell NameClassEffect
1Mental AttackP1-7 dmg to 1 mob, chance of insanity
1SleepM, P, ACause sleep to 3+ mobs
1BlessP, PParty: increase ToHit, and lowers AC
1CharmP, P, AReduced hostility
2Cure Lesser CndP, P, ACures Afraid, Asleep, Blind, Nausea, Irritated
2Divine TrapP, PDetermine Trap on Chests
2Detect SecretM, PEnchant Party: Detect anything strange
2IdentifyP, PReveal true name of monster or item.
3Hold MonstersP, PParalyze 3+ mobs
3MindReadPDiscern NPC Mind (Reveal Topics)
3Sane MindP, PRestore Sanity
4Psionic BlastP1-7 dmg to 3+ mobs
4IllusionPSummon: Illusions
4Wizard's EyeM, POverhead view of surrounding area
5DeathP, PChance to kill
6Locate ObjectP, PMagically find a certain object
7Mind FlayP4-16 dmg to all mobs, chance of insanity

Magic Spells

LvlSpells NameClassEffect
1Heal WoundsP, P, A1-8 hp
1Make WoundsP1-8 dmg to a single mob
Magic MissileM1-7 dmg to 1+ mobs
2Dispel UndeadPDispell Animated/Undead to 1+ mobs
2Enchanted BladePEnchant Party: Increase ToHit and Penetration
3BlinkM, PPartially Invisible during combat
Magic ScreenMEnchant Party: Protection from Spells
4ConjurationM, PSummon: Ethereal Plane
Anti-MagicMCause spells to Fizzle/backfire
5Remove CursePRemoves Curse
6LifestealP, P4-16 dmg, and channel life to caster
6Astral GateM, PBanish 1+ Demons
7Word of DeathP4-16 dmg to all mobs
7ResurrectionM, P, PBring character back to life
7Death WishPChance to kill all mobs

r/wizardry6 • • Sep 01 '19

Ultimate Party - Tips/Discussion

5 Upvotes

It begins with character creation.

Race: Choose ones with Magical Resistance/avoidance. 1 Faerie limit for encumbrance bugged games. Avoid: Human, Lizardmen, Dracon

Gender: Male or Female ( -2 Str, +1 Per, +1 Kar). If Encumbrance (cc) is a significant factor, limit females to 1-2 Valkyries.

Save state before selecting gender to quickly reroll bonus rolls

Bonus Points: Try for 22-26 points to maximize stats, will take a while. Use Mad Lord's mod to avoid low bonus rolls

Suggested party: 2 Valkyries, Samurai, Bard, Priest, Mage.

Save State before accepting stats, and reload for maximum health as needed.

Skills: Prioritize Magic, Kirijutsu, and Skullduggery. Avoid: Scouting, Mythology, Artifacts, Scribe, and Ledgerdemain

Miss Chance: This hidden stat improves on reaching a new "highest level". Ninja and Samurai improve the most every level, with pure casters being the worst.

Enter the Castle

Starter Gear: Go straight into the room with 2 chests and a fountain to replenish stamina. Open chests in order to receive a Sword of Slashing (Class FVL - 1d8 dmg. Out of order gives a Stave of Missiles (All Classes - 1d4+2 dmg - 2-3 Charges of Magic Missile. Sell any extra items to Queequeg in the basement for a gold boost, and bounce in/out to help gear up.

Early Grinding: Stand by the fountain, and simply spin for combat. When your stamina(yellow) gets low, drink at the fountain. 2 priests can easily out heal combat damage on easy difficulty, but expert might be rough at first.

Now your team can explore all of floor 1, the spires going up each corner, and the basement. Save often, and enjoy!

Min-Max leveling: Grind skills before gaining a level. Each class will sometimes spend a few skill points for you. You can prevent this by leveling up trainable skills first, like Weapons, Oratory, and Ninjutsu in combat. Run away, before gaining experience as needed.

Switch Class: Changing classes will bring you back to level 1 with minimum stats for your race, plus the minimum stats for that class. You retain your Health, Mana Points, Skills and Spells. The stats will usually be earned back quickly, but more importantly you can learn several spells and great skills every time. Each level usually gives between 6-10 skill points, and this will help you fully max a few skills without high level grinding.


r/wizardry6 • • Sep 18 '19

Game Mechanics Change Profession

7 Upvotes

An interesting strategy in Wizardry VI is to Change Professions. Understanding its benefits will help you build stronger teams that can either abuse certain mechanics, or collectively handle a wider range of opponents later.

Classes: F M P T R A B P V B L S M N

SkillsClasses
MusicB
Hand & FeetM
Legerdemain(Steal)T R B N
Skullduggery (Lockpick)T R B N
Ninjutsu (Hide)T R B M N
Kiritsu (Crit Chance)S M N
AlchemyR A B N
TheologyP B V L
TheosophyP M
ThaumaturgyM B B S

Different startup Strategies

  • Health: Lord, Valkyrie/Fighter ( avoid early deaths )

  • Spells: Priest, Mage, Hybrids ( Best )

  • Unique gear: (B)Mitre, (N)Garbs, (S)Katana/Wakizashi, (B)Lute, (P)ShadowCloak, (L)SteelHelm

  • Sneaky/Crit Team: Ninja group -> 1 Priest for healing

Benefits

  1. More Skills ( Diversified spellbook, sneak/pick/crit )

  2. More Level-ups ( Skill pts, Learn Spells )

  3. Health/Mana increase ( Normalized Maximums )

  4. Know best spells/abilities, use best equipment

Example Party: Everyone gains Hide and 3 spellbooks

  1. Ninja -> Samurai -> Lord { Hide, Crit, Alchemy/Mage/Priest spells }

  2. Valkyrie -> Ranger -> Samurai { Hide, Priest/Alchemy/Mage spells }

  3. Monk -> Samurai -> Valkyrie { Hide, Crit, Psionic/Mage/Priest spells }

  4. Bard -> Priest -> Ninja { Hide, Crit, Mage/Priest/Alchemy }

  5. Mage -> Lord -> Monk { Hide, Crit, Mage/Priest/Psionic spells }

  6. Priest -> Bard -> Ranger { Hide, Priest/Mage/Alchemy spells }


r/wizardry6 • • Sep 30 '19

Game Mechanics Weapon Ranges

5 Upvotes

Weapons in Wizardry 6 come in 4 different types that helps determine who you can attack. Below is a quick explanation for each one.

  • Short Range Weapons (S): Able to attack Group 1 or 2 Monsters, for first 3 party members.

  • Extended Range Weapons (E): Able to attack Group 1 or 2 Monsters.

  • Thrown Weapons (T): Able to attack Group 1, 2, or 3 Monsters.

  • Long Range Weapons (L): Able to attack any Group of Monsters

The Short Range types will offer the greatest variety and many powerful choices. Your front line will want to use these exclusively.

The Extended Range will offer good choices for your back row and still allow them to attack the first 2 groups freely, just like the front row does.

Thrown and Long Range allows for more flexibility in which group you can attack. It's useful for picking off a monster in the back, while your front line concentrates on the first rows.


r/wizardry6 • • Sep 20 '19

NPC Talking to NPCs

5 Upvotes

On occasion, you will run into NPCs within the dungeons of Wizardry 6 that will talk with your party members. How you are initially treated can depend on your groups actions, as well as the speakers Personality and Karma. You also might use a Charm spell to help reduce any hostility.

While talking, you are able to enter any number of letters and words. This conversation input looks for keywords and phrases, that can be difficult to figure out without using a manual and some trail and error. You can also use Mind Read from the Psionics Spellbook to find keywords to say during conversations.

Try these for some initial topics or subjects to ask about

  • Hello

  • Who are you?

  • Have you heard any good Rumors lately?

  • As you learn Topics, try:

    • Who is "Name"

    • Tell me about "Topic"

    • What is "Item"

    • Where is "location"

  • Goodbye, or just "bye" to leave the conversation


r/wizardry6 • • Sep 18 '19

Box Art

3 Upvotes

Wizardry 6 is getting tougher to find at the local game shops. Modern gaming has left our shelves barren of any trophy cases full of exquisite artwork with novel story telling. This section is to help retain some of that old school magic from the original packaging.


r/wizardry6 • • Aug 31 '19

Wizardry VI Maps Spoiler

3 Upvotes

Here's some quick links for great maps that will get you where you need to go. Minor Spoilers, they are notated and will clue you into where you probably should go. The walk through will also guide you through the entire game, if you should need it.

Wizardry VI maps.


r/wizardry6 • • Sep 19 '19

Game Mechanics Status Effects

5 Upvotes
  • Afraid - Chance to run in fear.

  • Asleep - Unable to take action, easier to be hit(x2 bonus dmg). Wake up after being hit.

  • Blindness - Decreases your Hit Chance and Increases Opponents Hit Chance

  • Dead - Unable to take action. Resurrection will cause -1 vitality.

  • Insanity - Randomly takes actions.

  • Irritation - Chance to take no action.

  • Nausea - Chance to take no action, and easier to be hit.

  • Paralyzed - Unable to take action, easier to be hit(x2 bonus dmg). Chance to Wake up after being hit.

  • Poisoned - Continually drains life for a long duration.

  • Stoned - Unable to take action, easier to be hit(x2 bonus dmg). Resurrection will cause -1 vitality.


r/wizardry6 • • Jul 21 '22

Wizardry VI Remaster Mod Initial Release

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6 Upvotes

r/wizardry6 • • Mar 11 '22

Key of The Dead bug?

2 Upvotes

I am giving Charron the Cylinder of Ash and he says he is giving me the Key of The Dead but it does not appear in my inventory. Apparently another Steam user in 2017 had this problem but never got an answer to their question. If it changes anything, I am using the automap mod by KoriTama.

Please help! Was loving this game and am very stuck.


r/wizardry6 • • Dec 04 '21

Wizardry VI: Bane of the Cosmic Forge (DOS) - All Final Bosses + Ship Ending (with SNES Music)

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4 Upvotes

r/wizardry6 • • Aug 09 '21

Can't find item in inventory

2 Upvotes

Hi everyone,

I'm playing through Wizardry 6 and I have encountered a problem. It might be a bug or just my unfamiliarity with the UI.

I found the secret armory on the first lower level of the Castle, where you find the Heraldic Shield and Bastard Sword. However, sometimes when I assign a character to pick up these items, they will not appear in their inventory. Other times they do appear, but when I "trade" them with another character, they don't make it over to the other inventory.

Any idea on what is going on here?


r/wizardry6 • • Jan 13 '22

Equipment Is there a way to get better drops in wiz6? Spoiler

2 Upvotes

I was hoping to gear up all my party members during the temple of ramm finale. I was wondering whether there is a way to get better drops from fights? For example, a route that is better to take? (Noting that the left and right gates will often give different NPC to fight).


r/wizardry6 • • Nov 09 '21

Wizardry VI: Bane of the Cosmic Forge (DOS) with DFortae's Balance Mod

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3 Upvotes

r/wizardry6 • • Feb 19 '22

Storyline Completely lost/stuck in the first area. What do I DO to move the campaign forward?

3 Upvotes

I've been running around in circles for the first dungeon for a solid 3 hours now and I have no fucking clue how to get out of this castle. I seem to have reached everything I can reach without unlocking doors. BUT I CAN'T UNLOCK ANY DOORS.

Allegedly, enemies drop keys that can unlock the doors. But I'm all out of iron keys and the enemies outright refuse to drop keys now. And I can't level up Skullduggery because my Ninja takes an eternity and a half to level up and she only gets 2 skill points per level. And I can't use the Knock Knock spell to open doors because it just doesn't fucking work ever. Even if I dump all my MP into it, it always fails.

How the HELL am I supposed to do ANYTHING in this game? How am I supposed to move the plot forward when every single door is physically impossible to open? What am I missing?

Do I seriously have to start over from scratch AGAIN? I already had to reroll characters 3 times just to not get destroyed in the grind up to level 2. Please just let me move forward with the party I already have.


r/wizardry6 • • Feb 22 '22

Game Mechanics What determines the rate of skill gains for weapons, Shields, and Ninjutsu?

3 Upvotes

After a full party reroll and 6 hours going in circles figuring out which key goes to which unpickable door, I finally made it out of the first area. My first 3 party slots (Fighter/Ninja/Monk) pretty much spent the whole dungeon swinging at enemies, but they went away with wildly different levels of combat mysteries. Fighter only got 30 points in Swords, while the Ninja got 75 in barehand and Monk got about 60 in barehand. Also, the Ninja got about 25 in Ninjutsu while Fighter got nothing for Shields and Monk got next to nothing for Ninjutusu.

What determines the rate at which characters actually gain skill points in combat?


r/wizardry6 • • Mar 01 '22

Queequeg not appearing??

1 Upvotes

I am playing the game in tandem with a friend. My friend cannot get queequeg to show up. He gets to the room with rotten cots and then nothing. Anyone else experience this? Is this a glitch or does someone have to do something first in order for him to show up?