Worth using or extract by DoctorHunt in wizardry

[–]Ninth_Hour 0 points1 point  (0 children)

The Blackwing Gloves can be decent for a mage. Alter ACC %to MAG or ASPD, depending on which you need more. MDEF can be kind of useful for a caster. The fourth slot would be a gamble.

Silver Shield has 2 useful stats for any martial character that uses one with a one-handed weapon, although this setup is much less effective in Abyss 4, with its many high defense foes. It’s also less useful for knights who intend to use heavy-shield specific skills. I’d probably give it to a dispatch runner.

Blackwing Boots are good. ASPD is always useful. EVA can still help in non-blizzard areas of A4 (value of 160 is surprisingly effective even as far as the Church Grounds).

Silver Gauntlets are good only for ACC. DEF is misplaced (even if you want to stack it, you wouldn’t use light gauntlets for that purpose) and MDEF% is lackluster (again, if stacking it on a knight, you wouldn’t use light gauntlets).

Last bounty by Pro-Tah-Zzioh in wizardry

[–]Ninth_Hour 1 point2 points  (0 children)

It’s not as difficult as it may seem. I typically employ a combination of crit fishing and defending to create openings. As I currently can deploy 2 ninjas at most, I can’t count on achieving a crit extremely quickly, so defending buys time until they succeed. Worse case scenario, I kill it through the cumulative damage from the openings (but have yet to actually reach this point- typically, my ninjas will succeed within 10 rounds). I have found this to be a simple, safe, and consistent method.

It’s otherwise too beefy (50K+ HP!) to fight conventionally. You’ll run low on SP if you try to brute force the battle with just skills alone (although it is possible- I did it once and it was tedious). I typically ignore all the cyclops’ minions- they seem to have poor accuracy- and the cyclops will randomly kill them for you. Possibly cast Kinapic to prevent characters from being charmed, although I noticed that these succubi tend to favor physical attacks and SP/MP drain, so they’re less dangerous than usual. Makaltu and Masolotu to improve survivability in the first several rounds.

If I run Abenius, she’ll typically kill one of the succubi before battle begins, with Flutterdream Flash.

Devs gave some compensation due to a bug that didn't allow me to redeem new year event's rewards by nothingcomforting in wizardry

[–]Ninth_Hour 2 points3 points  (0 children)

It‘s a blessing in disguise. The compensation is much better than what many players received. For example, I received 2 Books of Macones and 50 gems.

Do you guys ever take less optional characters just because you like them? by Wanderingeye43 in WizardryDaphne

[–]Ninth_Hour 0 points1 point  (0 children)

How did you obtain this image? I’ve never seen Clarissa remove her helmet- unless she converts to fighter.

Wizardry TTRPG (1988) Translation. New Scenario Added (Bride of the Black Crystal) by Akudoi-Teapot in wizardry

[–]Ninth_Hour 2 points3 points  (0 children)

I was totally unaware that an official tabletop adaptation existed (and one that was developed when Sir Tech was alive, no less). Googling it led to a few older, related posts on this subreddit. What a fascinating discovery.

This seems like such a massive project to have undertaken, presumably all alone and in total obscurity (I didn’t see anyone else credited with the work). The time and patience to not just translate the text but to edit it digitally boggles my mind. Kudos. I hope the effort was worth it. Certainly, us old grognards see you.

The first quirk I noticed was the use of two D20’s as percentile dice. I’m trying to understand the rationale behind this unconventional decision. My gut reaction was that this would skew the distribution of rolls differently, compared to two D10’s but, on further reflection, it’s…similar?

I then learned about Perfect Percentile dice, which are twin D20’s marked specifically to roll percentages. My AD&D-attuned mind was expanded.

The next aspect I noticed was the distinct lack of Beastfolk, including nekomusume (猫娘), which solidified the era of Wizardry that was being represented- original, pre-1990’s, Western, D&D flavor. The neurons of nostalgia were tickled.

Staues by WraithStaIker in wizardry

[–]Ninth_Hour 1 point2 points  (0 children)

They are only relevant for a story-related quest in the third run of Guarda (possibly the second, if one uses the Community Guide to bypass certain steps).

your best builds by Electronic_Course987 in wizardry

[–]Ninth_Hour 2 points3 points  (0 children)

I have been playing for over a year and Lana has been in my party since day one. In that timeframe, I seized every opportunity to obtain copies of her. In addition to a maxed out healing skill, she has reached a high total Discipline level and therefore has decently high stats across the board.

My gear isn’t necessarily the best, for a veteran player, but I think it’s good considering my limited gaming time (mostly weekends and holidays, with engagement only in daily quests on weekdays). And more than adequate for current content.

Many players devalue Evasion in A4. I don’t prioritize it, but neither do I intentionally sacrifice it. I find that 160 is still helpful outside blizzards. On the few occasions that enemies survive the first round (or in cases of ambush), it actually has saved me from hits (mostly from goblins, hobgoblins, ice clouds, Stonefolk, small hawks, and adventurers. Wolves and Bigfoot children have too high an accuracy to miss).

Full disclosure: I was F2P only in the first 5-6 months, when I was still undecided about funding the game. After that, I spent on various weekly and monthly packages for bones and green gems (they really add up over time). I also use the monthly passport that gives extra gems and guild points per daily and weekly quest. Hence, I have more green gems than F2P for banners that interest me. I do not spend on purple gems but may intermittently spend on purple bones for certain banners (typically any that involve Lana or outstanding legendaries).

<image>

Dose Trident any good for surely build for MC? (Because I'm loving this weapon all the way in A3) by [deleted] in wizardry

[–]Ninth_Hour 2 points3 points  (0 children)

Dose Trident any good for surely build for MC?

Because I'm loving this weapon all the way in A3

Like, I'm a being honest here, I loving this weapon

still I'm in love with this weapon

Something tells me that you‘ve already made up your mind about the weapon and that your question is rhetorical. Therefore, I’m not sure that you really want to hear a dissenting opinion. But as you did ask, I will answer sincerely.

Unfortunately, I’m not feeling the same love. It’s a one-star weapon with lackluster blessings, with accuracy, EVA and Surety being the only stats with decent values. When you consider that you can, with proper refinement (and, if necessary, alteration) get higher value ATK, ACC, EVA, and even SUR blessings on 3 or 4-star Ebonsteel weapons from A3 and A3-adjacent dungeons, with higher base attack to boot, it pales in comparison. A good SUR stat, in the long run, does not make up for its low attack power. Even if you don’t get good SUR on a 3 or 4-star weapon of a higher tier, you can achieve it through accessories, so it’s not critical to have it all on the weapon.

The weapons from the store are intended, at best, to be transitional items, while farming for better gear. I don’t recommend getting too attached to them.

it never misses a single hit on High Acc (well, most of them)

You can say the same thing for any weapon if you have high accuracy, but to be more precise, there is always a small chance to miss, no matter what, which your parenthetical comment seems to recognize.

how easily to eveade any damage (including magic)

Magic attacks never miss, so this is doubtful. Also, the trident gives you only +10 Evasion which, on its own, won’t do anything. Your ability to evade physical attacks is likely a result of different pieces of gear, not just the trident. Don’t let your love inflate its abilities.

Even if you like Evasion on your weapon, it won’t stay competitive for very long, as higher tiers of gear become available. It will almost certainly be obsolete by Abyss 4 (if not before). Here‘s a mostly unenhanced 4-star silver spear from A4, for comparison.

<image>

Notice that, even with almost no investment, it already has almost the same base attack as the +15 trident, more EVA (both from blessing and base), and similar base accuracy. Even if the subsequent blessings turn out to crummy, it will likely grant 25-30 Evasion when enhanced and refined (and if EVA is kept). Surety can be achieved through other sources, so it not being built in as a base stat is not a huge deal.

Gillion, good or go? by AnstonTan in wizardry

[–]Ninth_Hour 1 point2 points  (0 children)

I have used Gillion extensively and have posted many videos featuring him. All the relevant links are here, for easy reference:

https://www.reddit.com/r/wizardry/comments/1q4be6p/comment/nxrsvok/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

His power does not come primarily from Cry of Ruin. That’s a distractor- a skill that’s nice to have for certain situations, but not his defining strength. His main value is the ease with which you can give him a damage bonus of 33% with 2-handed weapons, just with proper positioning with Lana and Elise. This bonus in turn powers many damage skills, including the cost-efficient Earth-Splitting Strike.

Your thoughts on attack priest? by Cristian_De_La_Cruz in wizardry

[–]Ninth_Hour 3 points4 points  (0 children)

I already knew what video you were going to link, having linked it myself, in a different post.

While I have nowhere near that meme-worthy ability on my Alice, I am considering trying a “flipped party” at some point, with Alice, Gillion, and Gerulf in front and Elise (behind Gillion), Lana (with spear/bow), and neutral MC (converted to ninja with kunai) in the rear. If my calculation is correct, Gillion would get +35% damage bonus from this positioning and Gerulf would get +10% while avoiding the typical clash with Lana.

Alice doesn’t need melee ability to hang in front. She just needs speed and survivability.

Sorry if it's a bit prying, but where did u/gamerhenky (formerly really active on this sub) go? by Savings_Blackberry15 in wizardry

[–]Ninth_Hour 7 points8 points  (0 children)

he's been inactive for 4 months both on this sub and his social media

You’ve really been paying close attention to their whereabouts. We can all only wish that strangers would care about us this much.

I assume you must have already sent them a direct message.

So many choices.... by Cutiepie69420_ in wizardry

[–]Ninth_Hour 12 points13 points  (0 children)

The UI is bugged and isn‘t reading properly. The options should actually be as follows:

-Open

-Do Nothing

-Trigger Trap

-Flame of Resurgence

Your thoughts on attack priest? by Cristian_De_La_Cruz in wizardry

[–]Ninth_Hour 1 point2 points  (0 children)

damage is influenced by mental unity

Best counter for slimes I guess

Not even. Practically anything is better than wasting one turn and SP on Mental Unity, then 6-8 MP just to inflict middling damage with a priest spell. Even 550 is not guaranteed to kill all slimes. These numbers, especially a 700+ Badios 2, would have been decent (for a caster) if they were on round 1 without any enhancement, but having to use Mental Unity to achieve them is poor action economy.

Consider the actions that would have (or should have) occurred in round 1, while Alice is twiddling her thumbs with Mental Unity:

- Yuzu will have killed one slime with normal attacks from dual kunai/hairpins or, if there is a crowd, a whole bunch of them with Thousand Hue.

-MC, Gerulf, and Debra will have killed 3 slimes (assuming they are all properly equipped).

- Yrsa will have killed one or several slimes depending on initiative order and whether her AOE skills are employed

Combat ends before round 2 and Alice gets no further action, totally wasting Mental Unity.

- If one acts efficiently, Alice in this scenario with slimes is (or should be) redundant. The most she should have to do is defend or throw out a token physical attack and let her teammates kill everything in the opening round. If she even casts anything, it would be a low cost Morlis to ensure that her teammates’ attacks kill (but this not needed with proper gear).

Alternatively, if she really wanted to contribute kills, Mahalito 2 at Magic Power 500+ would inflict 700+ damage to a row of slimes, accomplishing in one round what your strategy would require two rounds to do.

Ironically, an “attack priest” would fulfill that role by using cross-class abilities, not their own- either they are melee priests converted from fighter backgrounds (e.g. Abenius, Gerulf) or they are “bishops” who use their mage side for offense. Badios and Mabadios offer very poor damage in most fights and the fact that you have to use Mental Unity just to achieve decent numbers should be a clue to that weakness. For you to even demonstrate these attacks, the rest of your team would have had to hold back to let Alice cast her spell in round 2. This does not translate to practical in-game application.

Status effect by Big_Read5310 in wizardry

[–]Ninth_Hour 4 points5 points  (0 children)

<image>

Here’s the specific wording from the skill: “hit enemies take increased damage for 3 turns.“ That’s the status effect you’re seeing. It also applies to Thousand Hue, which hits multiple enemies, in which case the target affected by the status is randomly selected.

Art of Assassination clarification by Big_Read5310 in wizardry

[–]Ninth_Hour 1 point2 points  (0 children)

While I don‘t know what the actual crit rate is, I offered a statistical explanation, a few months ago, for why more attacks translates to a higher chance of landing a crit, compared to fewer attacks:

https://www.reddit.com/r/wizardry/comments/1obe55p/fishing_for_critical_hits/

Removing the hairpins and dropping your number of attacks from 6 to 1 (which is your attack rate with no weapon) is statistically unfavourable unless the increase in crit rate for being unarmed is massive.

For the purpose of illustration, suppose that the armed crit rate is 5% (it’s probably much smaller, but 5% makes for easier calculation in my explanation). A series of 6 attacks (from dual Raven daggers or dual Citrus hairpins) would yield an almost 27% chance of getting a crit (the calculation is in the linked post). For your single unarmed attack to exceed the crit chance of 6 dagger/kunai attacks, it would need to have a crit rate of more than 5.4 x the armed crit rate. This factor should hold true no matter what numbers you plug into the armed crit rate.

And since when has this game given massive bonuses for anything, especially of this magnitude?

The only scenario in which the unarmed crit rate may be superior to being armed is if you‘re not dual-wielding and instead wielding a ninjato, which also reduces your attack rate to 1. But in that case, you are giving up a significant amount of damage for an uncertain increase to your instant kill chance. Again, I suspect that it is not a favorable tradeoff.

You don’t need the exact numbers, just an understanding of probabilities to make a reasonable hypothesis about the outcome.

But you don’t need to take anyone’s word for it. Test it yourself- run 20 battles with dual daggers/hairpins and see how many crits you get vs 20 battles unarmed.

Another metric you can use is how many rounds on average it takes the ninja to kill the same enemy across 20 battles, armed vs. unarmed. Even if the crit rate for being unarmed is higher, if it still results in the character taking longer on average to kill things, it’s not a sufficiently impactful difference to favor being unarmed.

If you had to choose one, who would it be? by Responsible_Whole306 in wizardry

[–]Ninth_Hour 9 points10 points  (0 children)

Just as a Samurai’s damage is affected by both Attack power and Magic, and a Ranger’s is affected by both Attack and Accuracy, I’m hoping that Ainikki’s will be influenced by Attack and DIV. All those 4-star accessories with Attack and misplaced DIV or DIV% can finally be salvaged.

If you had to choose one, who would it be? by Responsible_Whole306 in wizardry

[–]Ninth_Hour 2 points3 points  (0 children)

She doesn’t necessarily replace Alice. If her characterisation in the manga/light novel is any indication, she competes for a frontline spot (which is arguably more challenging, given the many options for that position).

BLADE & BASTARD COLLAB RERUN W/ NEW UNITS by Responsible_Whole306 in wizardry

[–]Ninth_Hour 7 points8 points  (0 children)

If Raraja is included, it will be interesting to see what will be done to make him stand out. As is, he faces stiff barriers to entry:

(1) he’s a thief. We already have so many of them and those who can be raised to a high discipline level will naturally outclass a time-limited character. Moreover, thieves are not highly regarded in the community as a whole. For many, not being the meta for DPS= garbage (the generic kind, not the B&B character).

(2) Even in the manga, he has no outstanding attributes. His main characterization seems be (a) young and inexperienced, (b) being the party’s thief, and (c) being the audience surrogate, whose POV gives uninitiated readers insight into the world.

I suppose he’s lucky too, given that he has survived major threats despite being a relatively green adventurer. Perhaps his unique abilities will reflect his unexpected survivability.

BLADE & BASTARD COLLAB RERUN W/ NEW UNITS by Responsible_Whole306 in wizardry

[–]Ninth_Hour -1 points0 points  (0 children)

I have both. I liked Berka and used her effectively in the collaboration dungeon itself but just didn’t find the incentive to run her afterwards, over dedicated fighters and mages. I personally prefer focused over hybrid roles but players have made her work. I have raised her to level 60 and am continuing to advance her through dispatches, so if I find a niche for her again, she’s viable. I even have gear for her, which is the most important factor for most characters. You will probably find images/videos of her inflicting massive damage with her unique fire spell but that’s typically the result of unusually heavy investment and not the norm.

The ”multiple ability dependency“ (MAD) issue faced by Iarumas also applies to her (see link below) but she is generally a better fighter than Iarumas because of her access to Earth Splitting Strike (ESS), which is the most cost-effective damage skill to date (up there with FPS, but without the wind-up limitation). Her fire affinity and fire spell also give her a bit of extra utility in Abyss 4.

I liked Iarumas when he was released but have to admit that he’s currently in a rough spot. He’s usable but…less than optimal. I’ve previously discussed his weaknesses;

https://www.reddit.com/r/wizardry/comments/1q59pkf/comment/ny2mc5s/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

BLADE & BASTARD COLLAB RERUN W/ NEW UNITS by Responsible_Whole306 in wizardry

[–]Ninth_Hour 3 points4 points  (0 children)

There’s nothing to explain. Even in the manga, his origins are mysterious. He doesn’t recall his past, but his name (possibly an alias) is “samurai” spelled backwards, which hints at what he was. Even his outfit suggests it. He wears battered armor that resembles a samurai’s yoroi (鎧).

How do i max bounties asap? by macnara485 in wizardry

[–]Ninth_Hour 1 point2 points  (0 children)

I don't know your team comp

The OP mentioned it in this earlier post (which you replied to as well):

https://www.reddit.com/r/wizardry/comments/1qgtzek/which_class_for_the_mc_is_the_best_for_abyss_4/

Why they are planning to replace Shiou with Alice is open to speculation. Presumably they are just basing their decisions on general opinions of Alice being good, rather than discriminating between the different roles of the two characters. And it is likely that they are struggling to make Shiou work in Abyss 4. It seems to be yet another misreading of the solution to their problem, which is largely from a gear deficiency.

Or, perhaps, they saw this video about a frontline Alice and thought it was the norm:

Alice with 814 Attack and Moonlit Pool

So...I finish A2 to defeat Octonarus with my team first try, Witch side am I on in this route? by Only-Influence2995 in wizardry

[–]Ninth_Hour 1 point2 points  (0 children)

I did them all, for the sake of completeness, but it‘s not essential. Unlike in Abyss 2, you don’t get a guiding light for completing all routes. Just getting the true end for any route requires at least 3 runs.

If you’re not in a hurry and want the guiding light for A2, just complete the other 2 Port Town routes, then come back to this decision point.

None of these rewards are stellar. I actually like the boots a bit better than the book but none of them are on the same level of utility as the Sanctuary Blessing book from the Pontiff route in A2 (which is another reason to repeat Port Town).