Wizardry VIII

Darkmakaimura

Can You Imagine What SureAI Is Going To Do With Garfield?
I have heard a lot of good things about this game with some people saying it's on par with the Elder Scrolls games.

Now, I know that instead of just a single dungeon there is an actual open overworld in this game with multiple dungeons so it kind of takes the Wizardry formula and up the ante.

So for those of you who played it, would you consider it to be on par with games like Elder Scrolls? Is it not as good or is it better than games like Morrowind or Oblivion?

I think a new Wizardry game is something that should happen.
 
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It is a very different sort of game to Elder Scrolls. It has more in common with a party based JRPG because they were influenced by Wizardry. Imagine a JRPG that was actually difficult and had character builds like a tabletop game.

The game can really try your patience, but it is very good. The animations are painfully slow even with a mod to max out animation speed. If it seems like there are too many combat encounters in the overworld, there are, because they tried to make the overworld a stealth game where you were avoiding encounters. The overworld isn't really a nice open place to explore, but wide corridors with a million thieves and bandits who want to steal all your free time with soul crushing repetitive combat
 
The closest game in the Elder Scrolls series to Wizardry VIII is... Daggerfall? It's like Daggerfall, except instead of having one main character, you have several each with their own unique character builds. It's been ages since I've played a Wizardry game - and honestly can't recall if I've played this particular one or not - but I always found their world building and lore to be nowhere close to what the Elder Scrolls games offer.
 
The closest game in the Elder Scrolls series to Wizardry VIII is... Daggerfall? It's like Daggerfall, except instead of having one main character, you have several each with their own unique character builds. It's been ages since I've played a Wizardry game - and honestly can't recall if I've played this particular one or not - but I always found their world building and lore to be nowhere close to what the Elder Scrolls games offer.
I don't think Wizardry ever have much in the way of world building or lore.
 
It has a funny history with both japanese and western entries.

I've only played the PS2 one. It's a straight dungeon dive, but that is a big fucking dungeon and after a few dives, you get shortcuts to the deeper levels so it doesn't neccesarily feel like going to the same thing over and over. There were also a lot of little points where they hit you with a randomm event and they were interesting. The fighting was classic dungeon crawl, which I liked and the atmosphere could be cut with a knife. I loved it.
 
It has a funny history with both japanese and western entries.

I've only played the PS2 one. It's a straight dungeon dive, but that is a big fucking dungeon and after a few dives, you get shortcuts to the deeper levels so it doesn't neccesarily feel like going to the same thing over and over. There were also a lot of little points where they hit you with a randomm event and they were interesting. The fighting was classic dungeon crawl, which I liked and the atmosphere could be cut with a knife. I loved it.
You're talking about Tale of the Forsaken Land? I think that's the only American PlayStation 2 Wizardry game and it's my favorite actually.
 
You're talking about Tale of the Forsaken Land? I think that's the only American PlayStation 2 Wizardry game and it's my favorite actually.

I think that's it. I went in expecting zero. Me and my wife were actually having a dull weekend and I started pulling random games out of the closet. I don't even know where I got the shit lol. Huge surprise and one of my favorite (long list) ps2 games due to being so unique to the library.
 
OP have you played this?

 
Wizardry 8 is, in my opinion, still the best Wizardry game. Tons of customization available in character creation, really viable diverse builds. Interesting characters, great* voice acting, a fully explorable 3D world, no anime shit. the difficulty can ramp up fast and definitely encourages cheesing certain parts and you almost guaranteed need a guide of some kind unless you want to just spend hours roaming around, but still hands down my favorite entry.

It kills me there will never be another one like it.
 
It's amazing but combat can be so slow when you have multiple enemy groups with as many units as your own team or more going at it (and some distant ones also taking their turn to move about their business even if unaware of the battle). I wish there was a mod balancing that aspect alone...

Iirc, gog release (or probably any old version) + dgvoodoo2 works wonders for high res with flawless performance and no graphical issues (draw distance can't be changed further sadly but it's fine).
 
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It's amazing but combat can be so slow when you have multiple enemy groups with as many units as your own team or more going at it (and some distant ones also taking their turn to move about their business even if unaware of the battle). I wish there was a mod balancing that aspect alone...

Iirc, gog release (or probably any old version) + dgvoodoo2 works wonders for high res with flawless performance and no graphical issues (draw distance can't be changed further sadly but it's fine).
Ho hoooooo buddy. First off there's Wiz8Fast that helps speed up combat. Then there's The Cosmic Forge program that lets you edit essentially anything in the game— including draw distances. (One zone at a time 💀)
 
Nice, didn't know about CF. Any way to share configs with that then?

Wiz8Fast doesn't seem to change the numbers of enemies or anything, just make movement animations faster. I guess over time it saves a lot of, er, time, but it's not the part I take issue with really. And I guess it's too much to rebalance the whole game for outright less enemies/smaller groups.
 
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It's funny, Wizardry VII: Crusaders of the Dark Savant was one of my all-time favorite games. It was my first experience with the Dungeon crawler. Landing on this planet that's full of different races at war, Invaders, and even one race that's fighting a civil war against itself just felt more epic than anything I had ever seen in a PC game. I wanted nothing more than Wizardry 8 to come out and finish the story.

When it finally came out almost 10 years later, I just couldn't get the motivation up to finally play it. It had been too long since the previous game for me to really want to go through it. One of these days maybe I'll still get to it. If it's half as good as 7, I would probably be extremely happy.
 


Hey hey people!


Never played Wizardry 8, but 7 was also an "open world" game, just still in the blobber format. It was also astoundingly difficult, especially with a crap party build.
I fancied myself a badass till I played Wizardry. I stomped through the gold box games and a lot of older difficult pc rpgs. I didn't encounter Wizardry till 6, Bane of the Cosmic Forge, and man it was a kick in the nuts. Great games though.
 
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Interested though.
 
You mean Wizardry 8? Yeah, it's an absolute masterpiece and should be enjoyed by everybody who follows the genre. I've always loved the different races you could choose from to create your party, all of which were fully voiced. It was the final game in the series as Sir Tech went bust not too long after, but man did they go out with a bang.

wiz8-party.jpg

It's been ages since I've played a Wizardry game - and honestly can't recall if I've played this particular one or not - but I always found their world building and lore to be nowhere close to what the Elder Scrolls games offer.
Clearly you haven't played Wizardry games in a while because you'd know that they were primarily dungeon crawlers. Ultima went from the dungeon to the open-world with Might & Magic taking it to another level. Wizardry on the other hand never got out of the dungeon until the last game!
 
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I have this game on Steam. I've been meaning to play it for years now. Haven't thought about it until today. This looks somewhat basic enough for the Deck. I've seen videos of people playing Age of Empires and Warhammer 40k on the Steam Deck.
I just checked and I own 6-8. 🙂
 
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Nice, didn't know about CF. Any way to share configs with that then?

Wiz8Fast doesn't seem to change the numbers of enemies or anything, just make movement animations faster. I guess over time it saves a lot of, er, time, but it's not the part I take issue with really. And I guess it's too much to rebalance the whole game for outright less enemies/smaller groups.
The way the game handles monster groups internally is pretty simple. The game essentially pics an enemy type and rolls a die to see how many are going to spawn in that group. You can easily edit this down in cosmic forge and then ratchet up the exp per kill to compensate. There are absolutely times where… there's like 8 picus' and 7 lizardmen and oh also 12 wasps all at once and suddenly you're fighting a huge volume of monsters. The fact that spells don't scale well doesn't help either. Good thing you can edit those values too. 💪💪
I have this game on Steam. I've been meaning to play it for years now. Haven't thought about it until today. This looks somewhat basic enough for the Deck. I've seen videos of people playing Age of Empires and Warhammer 40k on the Steam Deck.
I just checked and I own 6-8. 🙂
I don't think wiz8 is a good fit for steam deck. It's a very mouse heavy game that you might be able to speed up with keyboard shortcuts. I think the number of different keys you'd have to press in addition to the many many many mouse movements per turn would not make it enjoyable. Regrettably.
 
Remember trying out this game many years ago. I had fun with the introduction, but once you get tossed into the wild it's true that enemy groups can become overwhelming failrly quickly.

Should give it another chance. One thing I love about this game is the amount of options you have to customize your party personality and voices, it's amazing the amount of work that went into that.
 
The way the game handles monster groups internally is pretty simple. The game essentially pics an enemy type and rolls a die to see how many are going to spawn in that group. You can easily edit this down in cosmic forge and then ratchet up the exp per kill to compensate. There are absolutely times where… there's like 8 picus' and 7 lizardmen and oh also 12 wasps all at once and suddenly you're fighting a huge volume of monsters. The fact that spells don't scale well doesn't help either. Good thing you can edit those values too. 💪💪
I don't know the game inside out to mod it myself (or spoil what's out there by finding and modding it) and balance it right, it's not just an XP thing but also the actual challenge of the battles given your own party will remain at the same numbers (and with added xp power) yet deal with less enemies etc., I doubt it's as easy as say, reducing enemies to half but doubling their power and xp. If you've modded it appropriately so it's not a cakewalk but maintains a challenge and difficulty curve good for you but I think it's a bit much to ask from the average user to do so, especially if they've not played/finished the game or did so aeons ago to know what and how to mod it appropriately. I'll check out the forge thing for the other enhancements but it doesn't seem like the solution outside the theoretical possibility of it.
 
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I don't know the game inside out to mod it myself (or spoil what's out there by finding and modding it) and balance it right, it's not just an XP thing but also the actual challenge of the battles given your own party will remain at the same numbers (and with added xp power) yet deal with less enemies etc., I doubt it's as easy as say, reducing enemies to half but doubling their power and xp. If you've modded it appropriately so it's not a cakewalk but maintains a challenge and difficulty curve good for you but I think it's a bit much to ask from the average user to do so, especially if they've not played/finished the game or did so aeons ago to know what and how to mod it appropriately. I'll check out the forge thing for the other enhancements but it doesn't seem like the solution outside the theoretical possibility of it.
I guess I don't understand exactly what you're looking for then. You said you wanted to speed up combat and there's definitely easy mods for that. I would sincerely recommend against INCREASING enemy power. The game is already supremely balanced. It's just hard and demands player investment. If you are having a lot of trouble with the duration of battles consider more casters or hybrids. Even rangers get access to AOE spells that can help if you train them properly. Many enemies can hit hard and fast but don't have much health so a good low level water spell from your ranger can take quite a few out.

Honestly my biggest tip to make the game easier is get the two amulets of endurance from the temple in arnika. They're invisible so you need either a ranger or to be actively SEARCHing. Stamina is arguably one of the most important stats in the game. Everything costs stamina. Walking, running, spells, attacking, and defending. The worst possible scenario is your front line guys run out of stamina and become literally unable to defend themselves. Once a character loses all of their stamina they'll faint and become completely defenseless. All bonuses from armor, skills, etc are gone.

The game is a constant war of attrition between gaining and losing your HP/MP/SP. The game's biggest fault is its poor pacing outside of combat. You often blow all of your magic in a fight to try to get through it quick enough you don't get overwhelmed while your shitty priest or bishop desperately heals one person at a time for like 20HP. Now as soon as you get out of combat you have to camp to regenerate all that. A bard really helps. The instruments they can use are essentially free spells.

Here's a quick rundown of my tips to maybe enjoy the game more.

Create your party with 2 melee, 1 ranged, and 3 support characters. There are plenty of recruitable characters to patch any holes.
You CAN change classes during level up provided that you have high enough stats to make the change.
Consider the benefits of various class and race combinations. Faeries are physically weak but have extra MP regen and start with a weapon that has a 50% chance to put the enemy to sleep on contact. And we already know how dangerous it is to be unconscious. You can give those to your fighters to put in their main or offhand to really give yourself an edge.
Dump skill points into attack skills for your main fighters
Focus hard on training magic for all other classes even if they can't use it yet.
Pick one or two stats and aggressively pursue getting them to 100 to unlock the respective advanced stat skill.
Amulets of endurance for your main melee
GRIND! There are simply not enough enemies in the first area to prepare you adequately for the first open area. Without actively pursuing battles, your characters won't have had the opportunity to develop their offensive and defensive skills appropriately.
Learn the keys for last action, use item, etc. combat doesn't have to be a slog.


Wizardry 8 is a careful, methodical game that really demands careful consideration from its players. Class, skills, positioning, stat management. It's a lot. But seeing yourself grow from weak little babbies to extremely powerful and steam rolling everything is really rewarding.

Edit: bonus tip: take advantage of the terrain. Lure enemies into advantageous positions and back yourself into tight corners limiting how much they can flank or get behind you. If they spot you first and start combat consider walking or running to the nearest V shape corner in the landscape.
 
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It's a turned based methodical party-based RPG. Nothing like Elder Scrolls

But it's a fun late 90's/ early 2000's type of western RPG.
 
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I guess I don't understand exactly what you're looking for then.
Idk what's so hard to get, I just said combat is slow, not hard, cos there are too many enemy units/groups. Of course reducing numbers decreases difficulty as much as the time it takes to defeat them. You just called it supremely balanced so how can it remain so by just heavily reducing enemy numbers for the sake of speed? I just wished the game was balanced for smaller encounters that still offer the same challenge without the fuss. Like other Wizardry/RPGs. Which it's not. That's it. It's simple but you don't have to try to understand it or offer solutions when you don't understand it.

It's just what I think 🤷‍♂️
 
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If I recall it was the last hurrah for Sir Tech with some of the original creators. I had to order it via mail, as it wasn't going to be released in the store. I think it eventually did but I got it direct.
 
Idk what's so hard to get, I just said combat is slow, not hard, cos there are too many enemy units/groups. Of course reducing numbers decreases difficulty as much as the time it takes to defeat them. You just called it supremely balanced so how can it remain so by just heavily reducing enemy numbers for the sake of speed? I just wished the game was balanced for smaller encounters that still offer the same challenge without the fuss. Like other Wizardry/RPGs. Which it's not. That's it. It's simple but you don't have to try to understand it or offer solutions when you don't understand it.

It's just what I think 🤷‍♂️
This comes across as vaguely insulting after I offered a pretty extensive list of things you can do to improve your experience. So judging from your responses, I'm just going to assume you're lazy and would rather complain about things that can't be change rather than make the effort to tailor the game closer to your liking.
 
Er? You're insulting me just because I had nothing to say to a wall of text on how to play the game which has nothing to do with anything I said. It's clear you don't understand me, or the game design you advice me to rebalance, so, again, move on, go force someone else to appreciate your "work".

I'm lazy for (already having jobs and a life so) not wanting to put the time in to manually and extensively understand the inner workings of and mod a game I don't think is perfect but already praised and simply also expressed what I didn't like of it and at the same time I don't think I'm an armchair genius game designer trumping its developers to make the changes that leave the good shit I like intact and only address the things I take issue with, considering everything is obviously interconnected to keep this supreme balance you spoke of and I agree it has but you are quick to suggest I "just" rebalance it all. Since I'm hostile and lazy piss off like the antisocial fanboy you come off as and stop giving tips I didn't ask for considering you keep going on about difficulty or how to git gud. My parties were fine, the game too, I just don't think it's perfect and I'm not a dev to make it so 🤦‍♂️

Yeah, be more disingenuous with that Wiz8Fast when we've already gone through that and how movement speed is neither what I was talking about, nor what you've been suggesting past that point. I didn't complain about the draw distance (or most of the other shit you kept suggesting like how to make it easier or how to make a good party, nowhere did I claim the difficulty is of any issue or that I don't get how to play well), I just mentioned it to the OP, to me it's fine as I already said in that same post (you've already told others but at first omitted that increasing it can cause issues, duh, this is how different shit is interconnected as I kept trying to explain and you wanna mock me over). You're benefitting from other people's work that made those tools, maybe you should make your own to show how dedicated you are to this game that you do work for it that others are too lazy for.

And yes, I wrote games designer, not developer, exactly because these tools aren't anything hard like developing but one still has to understand (as you don't) the implications of what is being changed as, for the nth time, reducing enemy numbers reduces the game's difficulty, which I never said I want. The discussion we had is right there, you don't need to retell it conveniently omitting half the things I mentioned and you fail to understand while fabricating an equal amount of bs to make your nonexistent point. All that "work" is getting to you so maybe play a game, chill a bit 🤦‍♂️
 
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I'm lazy for not wanting to put the time in to manually and extensively understand the complex inner workings of and mod a game I don't think is perfect but already praised and simply also expressed what I didn't like of it and at the same time I don't think I'm some genius game designer on par with its developers to make the changes that leave the good shit I like intact and only address the things I take issue with considering everything is obviously interconnected to keep this supreme balance you spoke of and I agree it has but you are quick to suggest I just rebalance it all. Lol. Piss off and stop giving tips I didn't ask for or imply I need considering you keep going on about difficulty or how to git gud as if I said I have issue with that in any of my posts. My party was fine, the game played great, I just don't think it's perfect and I'm not a game dev to make it so, tools be damned 🤦‍♂️
This has got to be the greatest example of hyperbole I've seen in a long time. Who is asking you to extensively understand anything? Like.. Cosmic Forge features a full GUI with menus and drop downs for everything. You don't have to be some [checks notes] genius game designer to click on things and make simple changes. You complained that the combat was slow. My first suggestion was wiz8fast. A simple .exe with literally one slider.
Wiz8Fast.png
Boy this looks intimidating.

But no, you wrote that off because you didn't want to make the effort.
Then you complained about draw distances. I suggested cosmic forge. Another simple edit made by selecting a zone in a drop down menu and changing the field that says draw distance from like... 200 to say 2000.
But no you didn't want to do that because it's too much work and spoilers and any other excuse you can manifest. Your asking if a config file could be imported underscores how you'd rather just benefit from other people's work.
Finally you attack me for "not understanding the problem" after I addressed each one of your concerns and then further try to give you genuine tips to enjoy the game.

You get on a video game forum and complain about problems, and then attack the guy trying to help you resolve them. Fuck me for taking the time to consider them and type out solutions, and fuck you for being an asshole about it.
 
Does draw distance also impact other game functionality areas? Like monster spawn distance, or party detection by monsters distance? I generally avoid touching visual stuff in these old early-3D era games, since they tended to piggyback various obscure mechanics onto some technical variable.

Also, can you edit the Demon Doll (or other missing items) into the game with the Cosmic Forge?

Oh, and BTW, that outro advert put in 22 years of work. Falcon Northwest and their gaming rigs are still around today.
 
Does draw distance also impact other game functionality areas? Like monster spawn distance, or party detection by monsters distance? I generally avoid touching visual stuff in these old early-3D era games, since they tended to piggyback various obscure mechanics onto some technical variable.

Also, can you edit the Demon Doll (or other missing items) into the game with the Cosmic Forge?

Oh, and BTW, that outro advert put in 22 years of work. Falcon Northwest and their gaming rigs are still around today.
From my experience, draw distance is still, strangely, hard on performance. I would imagine this to be a limitation of the engine more than anything. Setting the draw distance to extremes can create slowdown in some areas, like the swamp. In other areas it will allow you to see in, over, or under things you normally shouldn't or wouldn't be able to. Because floors are generally transparent when viewed from below, if you set the draw distance very high but then look up when you're in say... a deep cave, you can get some visual oddities.

CF allows you to edit chests and drops, so you could in theory put almost any item in just about any loot table or container you can think of. Looking at the Demon Doll item right now, it's classified as a gadget, being part of the demon in a box. It does have a weight and a sell value, so I don't see why you couldn't stick it anywhere you want, whether its normally attainable in game or not.
 
The Demon Doll is a famously-missing piece of Gadgeteer equipment. It's supposed to be combined with the Jack-in-the-box, but its spawn point is bugged, so it's never available normally in-game (it should spawn in the Rapax castle). Editing it in is the only way you can build the Demon-in-the-box item.
There are some other items that are technically present in the game, but don't appear. Among which a lot of Bard instruments. They were either never fully implemented, or are special transfers from Wizardry 7 (and not a lot of people still had Wiz7 saves to transfer).
 
On par - sure, but they are very different genres.
Wizardry games are closer to Might&Magic series, rather than Bethesda games. They are essentially a hack&slash games, although with a turn based modes.

Oh god, I will now have to download and replay W8 and M&M9, thanks OP :/

Edit: Actually, comparison to jRPGs is pretty apt:
- linear structure that pretends to give freedom of exploration, but any path outside of predetermined one means party gets decimated;
- emphasis on combat and party synergy planning;
- minimalistic npc interactions, mostly just just as a pointers to new locations and for vendoring;
- random difficulty spikes that encorage grind;
- just as random puzzles that you spend weeks figuring out;
 
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The Demon Doll is a famously-missing piece of Gadgeteer equipment. It's supposed to be combined with the Jack-in-the-box, but its spawn point is bugged, so it's never available normally in-game (it should spawn in the Rapax castle). Editing it in is the only way you can build the Demon-in-the-box item.
There are some other items that are technically present in the game, but don't appear. Among which a lot of Bard instruments. They were either never fully implemented, or are special transfers from Wizardry 7 (and not a lot of people still had Wiz7 saves to transfer).
That's so fascinating. There are patches that restore some of this content to where it's normally supposed to go. The Wizardry 8 Enhancements does some of this I think. At the very least the patch notes from the latest version specifically state it restores the demon doll to the rapax castle, among some other gadgeteer items.
 
I would suggest everyone play Wizardry VII instead. It was the rare RPG with tile-based movement that still had a fully explorable overworld and towns, not just dungeons.

Wizardry 8 was one of those "It's 2001, everything has to be 3D!" things so typical for the era that ended up just being ugly. And with David W. Bradley gone, it's not as much of a direct sequel to the storywise connected Wizardry VI and VII as I had been hoping for all those years.

I really wish someone would remake Wizardry VI to give it at least the visual quality of the SNES version (it's all in 16 ugly EGA colors on PC) and improved controls (mouse support is pretty bad, so you're better off playing everything using just the keyboard, which is a pain in the ass for inventory management and the like).
 
Waaaay better than Elder Turds. Especially the newshit. (Daggerfall & Morrowind were cool games though and did show a lot if promise.....a shame what happened to the series after that)

Anyway....you shpuld play 6-8 (they're all really good) and import your characters from one game to the next.

- Wizfast for 8 only increases enmies movement speed, unfortunately everybody talks about it instead of "Faster combat"...which
also increase the speed of all animations (spell/missile/splits included) which solve the terrible slow combat of W8, the games only weakness.

Always surprised seeing a thread like this here though.
 
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If you want something influenced by Wizardry that has an overworld, is faster, and more colourful, then consider Might and Magic World of Xeen instead of going straight to Japan. There was a line in the sand after this between original Might and Magic and what you think Might and Magic is today.
 
There's a thread on RPGCodex dedicated to Wizardry and similar games

Here's the thread strictly about the Wizardry series...



And Might & Magic...

 
It has a funny history with both japanese and western entries.

I've only played the PS2 one. It's a straight dungeon dive, but that is a big fucking dungeon and after a few dives, you get shortcuts to the deeper levels so it doesn't neccesarily feel like going to the same thing over and over. There were also a lot of little points where they hit you with a randomm event and they were interesting. The fighting was classic dungeon crawl, which I liked and the atmosphere could be cut with a knife. I loved it.

Wizardry Tale of the Forsaken Land is one of my favourite games of all time!
Fun fact - there was actually a prequel to the PS2 Tale of the Forsaken Land game but it was only ever released in Japan. It was called Busin 0 and revealed more of the story seemingly. I heard it was actually a very good game and played just like the first game but with more features. It's a shame we never got an American version of it.
 
Fun fact - there was actually a prequel to the PS2 Tale of the Forsaken Land game but it was only ever released in Japan. It was called Busin 0 and revealed more of the story seemingly. I heard it was actually a very good game and played just like the first game but with more features. It's a shame we never got an American version of it.

I was playing a game in japanese last nite and when I can't guess whats going on, I use google translate via camera on my phone lol. Better than nothing.
 
Its amazing!!!! Really fun game. If you love party based crpgs you need to play this. Best wizardry game by far. Its what might and magic 9 should of been like.
The characters make little quips when things happen. There are companions and tons of builds. Crazy plot that mixes sci-fi and fantasy.

It also has a mysterious feel to it that you don't get anymore. Last game to give me that vibe was Risen and Morrowind.
I am re-playing it right now on Steam Deck.

Some tips:
- Also I recommend having at least one Bard, and Valkyrie.
- The bard can do traps and locks, as well as music which there are tons of instruments. Each does a different aoe effect.
Its powered by stamina meter. You will hopefully find a necklace of endurance, put that on the bard. Valkyrie for pole arms , as they can fight enemies from the 2nd row or have reach
- You set where the party is in formation. Front row, middle, back row and left and right sides. You can have 8 person party (6 with 2 companions)
-Make sure you get everyone a missile weapon and stock up on ammo. - It will automatically switch to melee when up close, and back again.
Bows, x-bows, throwing daggers, shruikens, darts, slings, etc...
- There are a bunch of races and classes mix a
My party format:


Is it like Elder Scrolls, not at all, outside of atmosphere and world building. Its those in abundance. It's a party based crpg though, so think of might and magic 1-8, (not homm) or newer games like Eterian Odyessy from 3ds, dark spire, class of heroes (psp), or hell even persona. It is similar to legend of grimrock too but its more rpg, less puzzle and it has free form movement. There is no "grid".
 
Fun fact - there was actually a prequel to the PS2 Tale of the Forsaken Land game but it was only ever released in Japan. It was called Busin 0 and revealed more of the story seemingly. I heard it was actually a very good game and played just like the first game but with more features. It's a shame we never got an American version of it.

I know I've been running a campaign trying to get it translated but it never went beyond an unofficial translated guide which is a shame.

Edit:
I mean the guy who did the guide is awesome and props to him but I wish it played with the translation in game.
 
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Waaaay better than Elder Turds. Especially the newshit. (Daggerfall & Morrowind were cool games though and did show a lot if promise.....a shame what happened to the series after that)

Anyway....you shpuld play 6-8 (they're all really good) and import your characters from one game to the next.

- Wizfast for 8 only increases enmies movement speed, unfortunately everybody talks about it instead of "Faster combat"...which
also increase the speed of all animations (spell/missile/splits included) which solve the terrible slow combat of W8, the games only weakness.

Always surprised seeing a thread like this here though.
Whats this faster combat, is it a mod? So far from google all I see is fan patch 1.28 which is some russian/cyrilic lettering website.
I was hoping for a non batch patch so i can run it with protontricks on steamdeck (still can't figure out how to run batch files).

That would require finding this mod in the first place, do you have a link?
 
I know I've been running a campaign trying to get it translated but it never went beyond an unofficial translated guide which is a shame.

Edit:
I mean the guy who did the guide is awesome and props to him but I wish it played with the translation in game.
I have the PDF of the guide you're talking about. It is a really nice guide too but I wish there was a summary of what the game was about.
 
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