This page is dedicated to the creators of Wizardry 8. They createda fantastic role-play strategy game. I have 'won' it with fourdifferent parties, and it still does not bore me! Wizardry 8 completesa trilogy which was preceded by
Wizardry 6 Save Game Editor How To Directly Edit; Some things may not work as they should (or dont work at all). We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera Store. A selection of great games, from modern hits to all-time classics, that you really shouldnt miss. Customer-first approach. This archive includes a tutorial on how to edit the save game files, DSEdit v1.0 - Character Editor for Dark Savant, and Crusaders of the Dark Savant SPOILERS Addeddate 2012-09-04 05:11:43.
Bane of the Cosmic Forge andCrusaders of the Dark Savant (aka Wizardry 6 and Wizardry 7). Together they form a long story, although each game is playable withoutknowledge of the others.The primary purpose of this page is to offer access to Wizardry 7 end-gamefiles to other Wizardry 8 fans. These files can be used to import a partyinto Wizardry 8. There were four possible endings to Wizardry 7, each ofwhich provides a different starting point to Wizardry 8. I also offer anadvanced Wizardry 8 game-in-progresswith just a two-character party (the normal party size is six).
Two of the endgames are mine, and two were donated by Chris Beebe (aka QuinnMallory). Thanks, Chris!
I believe I completed the most common path, in which you had allied withneither the Umpani nor the T'Rang. Vitalia Dominae is your companion,and you all travel together to the planet Dominus in your own ship. The game begins at the monastery and is very similar to a Wizardry 8 gamewhich starts without an imported party. (There is another possible'Vitalia' import. In this case, you allowed Vitalia to die in orderto keep the precious Astral Dominae. Big mistake.)
Chris' siteprovides his Vitalia imports, as well as the two offeringshere. In one of them, your Wizardry 7 team allied with the Umpani,who bring your team to Dominus. The game begins just outside theUmpani Fort at Mt. Gigas. In the other, your team had allied withthe T'Rang. They bring you to Dominus, and that game begins justoutside the front gate of Marten's Bluff. (ForSamurai Jack fans, Chris also offers S.Jack graphics whichreplace one of the human face options of a party member.)
All four of the import files are contained inwiz8imports.zip. You unzip it into the'SavesImport' directory of yourWizardry 8 game. They are then accessible when you start a newgame. Access them via the[7->8] button at the bottom ofthe screen. |
For any imported party, each character starts at level 1, but has 13,000experience points. This allows the character to immediately level-upfour times and possibly change professions. Your inter-stellar voyagefrom Guardia to Dominus was a long one, and much of your previous skillhas been lost. Your characters do start with significantly more skilland spells than a newly-created character, but there is still plenty ofroom for growth!
The characters also begin with some of the itemsthey had with them at the end of Wizardry 7. Some of these items areextremely powerful and not available except to imported parties. Other items were rather plain to begin with, or have lost some of theiroriginal potency.
If you want to substitutea newly-created character, you can dismiss one (or more) of the existingcharacters. To do so, you start the game and enter the character'sreview page. Click the character's name, and it will bring you toanother page which lets you alter the character's personality or replacethe character altogether. In the lower-left is a 'recycle'button. Pressing it lets you create a brand new character. The newly-created character starts with0 experience and has no extra skill.
Cast of Characters | |
Rock | Male Human Monk spells = Mind Stab, Heal Wounds |
Tanya | Female Faerie Ninja spells = Acid Splash, Itching Skin |
Ralph | Male Rawulf Lord spells = Bless, Heal Wounds |
Dale | Male Dracon Ninja spells = Acid Splash, Itching Skin |
Mark | Male Hobbit Bishop spells = Energy Blast, Paralyze, Sleep, Heal Wounds |
Eliza | Female Elf Valkyrie spells = Stamina, Heal Wounds |
Bascinet & Camail,Chamail Doublet +2,Sollerets, MitreAmulet of Life (4 charges). Elven Bow,Sai,Sword of Hearts,Bec De Corbin (one-handed extended polearm!),Mystery Ray,Ymmu's Paw. Chromatic Lyre (Itching Skin),Cornu of Demonspawn (Banish),Lute of Sloth (Slow). | |
Game Notes This was my first party which managed to win and ascend to theCosmic Circle. I wasn't happy with the character set —it didn't have enough variety. So on an early level-up, Tanyachanged profession to Gadgeteer. I also wanted a bard instead ofa Valkyrie, but there was no way to quickly convert Eliza's profession. Thus I was forced to replace her with a re-incarneted self. Thenew character was still female and an Elf, and she was still namedEliza. She inherited the Elven Bow of her predecessor, and becameawesome as both a bard and bowman. |
Chris' two parties are identical. The only difference is whether the game begins at Mt. Gigas orMarten's Bluff. | |
Raine | Female Human Fighter |
Kimonso | Male Felpurr Samurai spells = Energy Blast, Sleep |
Mist | Female Elf Ranger spells = Acid Splash, Heal Wounds |
Kiwi | Female Faerie Monk spells = Mind Stab, Heal Wounds |
Elly | Female Hobbit Priest spells = Paralyze, Stamina, Bless, Heal Wounds |
Janus | Male Elf Mage spells = Energy Blast, Frost, Sleep, Terror |
Items of Note Diamond Ring,Helm & Coif,Wizards Cone,Chain Hosen,Mail Mittens,Amulet of Life (4 charges)Elven Bow,Crux of Crossing,Mystery Ray,Peacemaker Arrows (5),Ymmu's Paw. Cornu of Demonspawn (Banish). Milk of Magmanasia (3 charges),Mana Stone (3 charges). |
My Advanced Party of Two
p2-RapaxAC.zip
Peter Pan (Male Human Monk) and Tinkerbell (Female Faerie Ninja) arrivedat Dominus by mistake. They had meant to visit Earth, but they tooka wrong turn at the Dog Star. Yet Mad Marten had foretold theirarrival as the Third Messengers. They have accepted the challengesof Ascension and have overcome many trials and tribulations. Now, they face one of their greatest tests. Just aheadis the Rapax Away Camp, known to contain some of the most powerful andfeared beings on Dominus. Does this level-23 duo enter the campas non-Templars? Doing so means certain battle against dozens ofelite Rapax. Or do they retreat now and avoid the battle, choosingto become Templars first? I chose the first course. It would be dishonorable to swear loyaltyto the Rapax Templars, then betray the oath on this battlefield. Better to die with honor! But, just possibly,best to triumph in battle. Defeating the Rapax now is possible; I did so on the first try. Are you boy and faerie enough? Tinkerbell is armed with the Cane of Corpus and a Winterwand. Peter wieldsthe Staff of Doom. Since both are using cursed (but powerful!)weapons, they cannot use thrown or ranged weapons. As well-trainedlevel-23 characters, though, they both have a large arsenal of magicspells, both offensive and protective. Game Background When I played this game, we rescued the Rapax prisoners and helpedestablish an Umpani/T'Rang alliance. Rapax Rift and theretro-dungeons have yet to be explored (maybe the Trynnie dungeon wasexplored; don't remember). Eventually,Vi and 'Rufus' ascended to the Cosmic Circle with Peter and TBell.
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