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Wizardry 8 Video Walkthrough by David Milward


GETTING STARTED & ABOUT | CHARACTER DEVELOPMENT | COMBAT | PARTY MEMBERS
Areas in Order of Appearance:
Lower Monastery | Upper Monastery | Arnika Road | Arnika | Road to Trynton | Trynton | The Swamp | Marten's Bluff | Cemetery | Cemetery Retro Dungeon | Return to the Monastery | Northern Wilderness | Northern Wilderness Retro Dungeon | Umpani Camp | Mount Gigas Caves | Mount Gigas Upper Caves | Rattkin Tree | Old Mine Tunnels | Return to Marten's Bluff | Return to Trynton | Chaos Moliri | Water Caves | Bayjin Shallows | Sea Caves | Bayjin | Southeast Wilderness | Mountain Wilderness | Mountain Wilderness Retro Dungeon | Rapax Rift | Rapax Castle - Main Level | Rapax Castle - Cellar | Rapax Castle - Upper Level | Rapax Away Camp | Return to Mountain Wilderness | Ascension Peak | Cosmic Circle
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Party Members:
Zarax | Rothgar | Ryu | Terra | Errol | Chun-Li | RFS-81 | Vi Domina

ROTHGAR - M RAWULF LORD

Rothgar

Why He's Included

The Priest is more of a 'in an emergency' type spell caster. He won't cast spells all that often, but will tend to when it's most needed (e.g. wounded or insane party members). Priests spells for me tend to fall into characters of never used at all or very usefel when needed and even then not that often. So on that note I tend to prefer either a Lord or a Valkyrie to provide spells from the Priests' spellbook.

The Lord on reflection is an underappreciated class. One knock on the Lord is that the point of maxing out the Dual-Wield skill is to ensure that the weapons in both hands do full damage instead of partial damage while dual-wielding. A bonus to the Dual-wield skill therefore provides absolutely nothing beyond a maxed out Dual-Wield skill any character can obtain with practice.

The key benefit of a Lord is hit point regeneration over time, which increases with levels. Many players point out that the regeneration still isn't that much.

The Lord actually becomes a very good tank if you think a little outside the box. You don't have to make the Lord a dual-wielder just cause he gets a bonus in the dual-wield skill. It's perfectly fine, even better, to make him a flail and shield tank. Upping his armor class with a shield means he gets hit less often. And there are many items, including armor pieces and helmets and a shield, as well as the Ring of Regeneration (+4 hit points per round), that will add regeneration that stacks with his own class ability. So the net result is a character who gets hit less often, and the hit point losses that do occur get passively reouped by a combination of the Lord's own inherent ability stacked with several regenerative items.

He'll also wield the Vampire Chain, which regenerates more hit points for him with each strike that he makes with the weapon at extended range. He'll make for a very effective off-tank who can hold one of the flanks for the party by himself.

Inventory

Weapon: Vampire Chain
Shield: Shield of Sacrifice
Head: Infinity Helm
Cloak: Cloak of Many Colors
Torso: Gown of Divinemail (U)
Legs: Gown of Divinemail (L)
Gloves: Mantis Gloves
Feet: Mantis Boots
1st Misc. Equippable: Ring of Regeneration
2nd Misc. Equippable: Ring of Beasts

Spell Progression

On Import - Bless, Heal Wounds
5th - Stamina
6th - Charm
7th - Light
8th - Web
9th - Cure Poison
10th - Cure Paralysis
11th - Rest All
12th - Cure Disease, Cure Lesser Cnd (b), Guardian Angel (b), Remove Curse (b), Soul Shield (b)
13th - Armorplate
14th - Silence
15th - Sane Mind
16th - Heal All
17th - Purify Air, Return to Portal (b)
18th - Lightning
19th - Banishment
20th - Lifesteal
21st - Resurrection
22nd - Restoration
23rd - Falling Stars
24th - Death Wish
25th - Superman
26th - Instant Death
27th - Idenfity Item
28th - Holy Water


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