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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

RYU - M FELPURR SAMURAI

Caine

Why He's Included

I was not keen on using a Samurai in Wizardry 6 and 7 for a certain reason. The Samurai could wear good Hi-Kane-Do armor over both the torso and legs, but was restricted to a Kabuto for the head, Cuir Gauntlets for the hands, and Buskins for the feet. Granted, most attacks will go for the torso and legs. But when attacks went for the vulnerable head, feet and hands, it could really hurt. Especially when it was a boss who could inflict nasty conditions like critical hits or stoning or paralysis, in addition to the game.

Ryu changed from Ninja to Samurai just before importing to Wizardry 8. That choice reflects the availability of better alternatives for the head, hands and feet during Wizardry 8. The *Light Shield*, when I get it, also provides a whopping 10 points of armor class to all body parts. So the Samurai, at least during Wizardry 8, can actually be a good sword and shield tank.

The Samurai gets a bonus to the Sword skill. Samurai players often go for dual-wielding set ups. The problem, for me at least, is that the best sword that can be used from the off-hand is the Enchanted Wakizashi which I find underwhelming. That again feeds into a preference for sword and shield tanking.

Another key ability is Lightning Strikes, the ability to make MANY sword attacks in a single round. You can't make it so that your Samurai does Lightning Strikes every round. Its chances of triggering improve with levels. Beyond that, the chances of it triggering also improve with the less weight that the Samurai is carrying. The *Light Shield* already helps on that point, as it is lighter than pretty much every other shield in the game. The key then is to find a body armor and a leg armor that both provide very good tank-level armor class, but also weigh very little. There are in fact two pieces that I have in mind for fulfilling that objective.

The Haste spell will relieve the Samurai of any need to put skill points in Speed during level-ups. There are several items that provide bonuses to Senses, so I don't feel the need to put points into that either. That frees up the Samurai to first max out Intelligence and Dexterity, in order to obtain the Power Cast and Reflextion expert skills. I add to Strength and Vitality after that.

Inventory

1st Weapon set: *Light Sword*, *Light Shield*
2nd Weapon set: Boomerang Shuriken
Head: Infinity Helm
Cloak: Cloak of Perception
Torso: Featherweight Armor
Legs: Black Gown of Death (L)
Feet: Mail Mittens
1st Misc. Equippable: Ring of Beasts
2nd Misc. Equippable: Ring of Beasts

Spell Progression

On Import - Energy Blast, Sleep
5th - Frost
6th - Terror
7th - Enchanted Blade
8th - Web
9th - Detect Secrets
10th - Missile Shield, Knock Knock (b)
11th - Freeze Flesh
12th - Elemental Shield
13th - Fireball
14th - Iceball
15th - Set Portal
16th - Armormelt
17th - Summon Elemental
18th - Firestorm
19th - Crush
20th - Banishment
21st - Turncoat
22nd - Asphyxiate
23rd - Blizzard
24th - Nuclear Blast
25th - Concussion
26th - Dehydrate
27th - X-Ray
28th - Hex

* - (b) connotes that the spell was learnt by a book that I found.


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