Never give up!
Yeah, I know I said long ago that these games would be too long to speedrun.
Well, after discovering a little trick in Wizardry 8 that improves speed drastically, I'm beginning to think that there are ways in other Wizardry games to speed things up to the point where a speedrun will be short enough to be accepted here.
I myself only have Wizardry 8, so I can't say much about the first seven games, but I do realize it would take quite a lot of planning and some luck to do a run of any of them. (I say 'luck' because the treasure chests and shops in Wizardry 8 have random contents.)
So I open this topic with a couple of questions. Who would be interested in seeing a speedrun of any game in the Wizardry series (I put this in the PC forum because of the later games, although I do believe the series overall has also spent time on other systems besides the PC itself), who thinks it's actually possible to get this below 8 or even 10 hours (if it were me doing the run, I wouldn't even try submitting anything slower), and is there any advice (character selection, spell/skill selection, special tricks, etc) anyone here would be willing to impart on anyone who'd try to speedrun a Wizardry game?
Edit: I guess I'll start.
For Wizardry 8 (and I'm not sure if this applies to other Wizardry games), in a break from standard RPG conventions, spells that deal statuses onto the target are more useful than spells than deal damage. (I'm not even going into detail on spells that do both.) See, when an enemy is suffering conditions, they're generally easier to hit, and some conditions, when placed upon monsters, allow melee attackers (I haven't seen it happen with ranged attackers) to deal extra multiples of damage. Combine this with some good attackers and...... you get the picture.
Also, having either a hybrid or pure caster for each of the four general spellbooks is a smart idea. I'd suggest two pure casters and two hybrid casters, personally.
Edit 2: Fine, fine, I'll tell the trick. Maybe that'll get me a response.
The trick I thought of - and since I don't have any experience with the other games in the series, this may only apply for Wizardry 8 - is this. Normally, after getting the party to run until Stamina's nearly depleted, standing around or walking is required to avoid making any characters unconscious (I'm not kidding - stamina depletion causes the 'unconscious' status, which is quite disastrous). However, by running to near-depletion, then having the party camp and quickly interrupting it as soon as all Stamina bars are full, you can have the party run almost all of the time. From personal experience with this trick, you can go quite fast through areas when doing this. (If I have to visually demonstrate this trick with a video, I will.)
Also, skipping a whole lot of treasure would be required as well, but I figure that as pretty obvious.
Well, after discovering a little trick in Wizardry 8 that improves speed drastically, I'm beginning to think that there are ways in other Wizardry games to speed things up to the point where a speedrun will be short enough to be accepted here.
I myself only have Wizardry 8, so I can't say much about the first seven games, but I do realize it would take quite a lot of planning and some luck to do a run of any of them. (I say 'luck' because the treasure chests and shops in Wizardry 8 have random contents.)
So I open this topic with a couple of questions. Who would be interested in seeing a speedrun of any game in the Wizardry series (I put this in the PC forum because of the later games, although I do believe the series overall has also spent time on other systems besides the PC itself), who thinks it's actually possible to get this below 8 or even 10 hours (if it were me doing the run, I wouldn't even try submitting anything slower), and is there any advice (character selection, spell/skill selection, special tricks, etc) anyone here would be willing to impart on anyone who'd try to speedrun a Wizardry game?
Edit: I guess I'll start.
For Wizardry 8 (and I'm not sure if this applies to other Wizardry games), in a break from standard RPG conventions, spells that deal statuses onto the target are more useful than spells than deal damage. (I'm not even going into detail on spells that do both.) See, when an enemy is suffering conditions, they're generally easier to hit, and some conditions, when placed upon monsters, allow melee attackers (I haven't seen it happen with ranged attackers) to deal extra multiples of damage. Combine this with some good attackers and...... you get the picture.
Also, having either a hybrid or pure caster for each of the four general spellbooks is a smart idea. I'd suggest two pure casters and two hybrid casters, personally.
Edit 2: Fine, fine, I'll tell the trick. Maybe that'll get me a response.
The trick I thought of - and since I don't have any experience with the other games in the series, this may only apply for Wizardry 8 - is this. Normally, after getting the party to run until Stamina's nearly depleted, standing around or walking is required to avoid making any characters unconscious (I'm not kidding - stamina depletion causes the 'unconscious' status, which is quite disastrous). However, by running to near-depletion, then having the party camp and quickly interrupting it as soon as all Stamina bars are full, you can have the party run almost all of the time. From personal experience with this trick, you can go quite fast through areas when doing this. (If I have to visually demonstrate this trick with a video, I will.)
Also, skipping a whole lot of treasure would be required as well, but I figure that as pretty obvious.
Thread title:







