
All news of patches will be available at the beginning of the FAQ!
· Patch 001 · - With the fix, Ascension Peak now loads just fine. No need to restart or anything. We suggest that everyone download this file, it may save you some grief later on.
· Instructions: · The file is zipped. Use WinZip or similar, and extract it to the ROOT of your Wizardry 8 install directory. It creates its own subfolder called Patches, and places the file within this folder (if, after unzipping, you don't have a Patches folder, make sure you have "Use Folder Names" selected when you unzip the file). If you are using something other than WizZip, make sure the file is placed within its subdirectory.
· Patch 001 · - With the fix, Ascension Peak now loads just fine. No need to restart or anything. We suggest that everyone download this file, it may save you some grief later on.
· Instructions: · The file is zipped. Use WinZip or similar, and extract it to the ROOT of your Wizardry 8 install directory. It creates its own subfolder called Patches, and places the file within this folder (if, after unzipping, you don't have a Patches folder, make sure you have "Use Folder Names" selected when you unzip the file). If you are using something other than WizZip, make sure the file is placed within its subdirectory.
· Patch 12_23 · - IMPORTANT: If your disks are marked with version # 1.2.4 on the CD label, you do NOT need to apply this patch as your version already includes the updates found here. If there is no version number on your CD label, then you should download and install it. Just unzip this file in your Wizardry 8 directory with subfolders intact. Say Yes to whatever it wants to overwrite.

Q: When will Wizardry 8 be released?
A: The North American release date for Wizardry 8 is November 15, 2001!
Q: Is there a demo available?
A: Yes. It can be downloaded from 3D Gamers at http://www.3dgamers.com and FilePlanet at http://www.fileplanet.com.
In the demo, players will be able to experiment with the complete flexibility between phased and continuous combat modes, character formations and Wizardry 8's unique magic system with unique targeting characteristics that make for a combat experience exceeding anything previously seen. Characters will be able to pick locks, disarm traps and experience a small glimpse at some of the initial puzzles. The Wizardry 8 demo features the first level of the actual Wizardry game. Players will start with a preset party since the level itself has been modified to be more advanced than the level in the full game.
Q: I've heard a rumor that . . .
A: And it's just that, a rumor.
Q: What are the system requirements for Wizardry 8?
A: System requirements are: Windows 95 OSR2, 98, or 2000; a 233 MHz processor or better; 64 MB of RAM, a 3D accelerator with 8 MB of texture memory, 4x CD drive; soundcard and mouse.

Q: What is the story about?
A: Wizardry 8 is an epic fantasy RPG that picks up where Wizardry 7: Crusaders of the Dark Savant left off. You may recall that all hell had broken loose at the end of Wizardry 7. The Dark Savant had taken flight with a device called the Astral Dominae, an incredibly powerful artifact containing the secret of life itself. Following him are two powerful races, the T'Rang and the Umpani, as well as your own brave party of adventurers. Everyone is headed to Dominus, a world on the cusp of the Cosmic Circle, birthplace of the Astral Dominae and home of the Cosmic Lords. Many paths will converge on Dominus, and many long-hidden secrets will be revealed.
Q: Do I have to play Wizardry 7 before I play Wizardry 8?
A: No, not at all. In fact, there's a special beginning just for those who haven't played the previous game. Our goal is to create a game that you'll love even if you've never played Wizardry or a role-playing game before.
Q: Is the gameplay in Wizardry 8 linear?
A: No, quite the opposite. If you're smart enough and tough enough, you can go wherever you want. You can team up with some of the factions you'll meet - and then double-cross them, if it suits your fancy.
Q: How big is the world in Wizardry 8?
A: Big. There are over a dozen major areas (most with several sublevels), and a large wilderness.
Q: Can you travel in ships?
A: If you can afford it-or steal a boat . . . .

Q: Is Wizardry 8 a single-character game or a party-based game?
A: You will control a party of six characters in Wizardry 8. Up to two NPCs may join you at any given time, leading to a maximum party size of eight characters.
Q: Can I create characters from fantasy races, such as elves, dwarves, etc.?
A: Definitely. In fact, there are eleven different races to choose from for each of your characters: humans, elves, dwarves, gnomes, hobbits, faeries, lizardmen, dracons, rawulfs, felpurrs, and mooks.
Human Elf Dwarf Gnome Hobbit Faerie Lizardman Dracon Felpurr Rawulf Mook
Fight 40 25 45 40 40 10 50 60 30 35 40
Lord 20 10 25 5 10 -15 20 25 0 20 -10
Valk 25 15 25 10 15 -10 20 25 5 25 -5
Ranger 25 10 0 30 30 0 -5 15 15 10 40
Samuri 20 10 -5 15 25 10 10 20 15 -5 15
Ninja 20 5 -15 15 30 5 -5 5 20 0 20
Monk 25 35 -15 20 20 35 -30 -15 25 10 0
Rogue 40 40 10 35 60 50 25 25 55 35 25
Gadget. 25 20 10 25 30 20 -15 5 25 5 30
Bard 35 30 0 35 40 25 -5 15 35 15 40
Priest 35 30 50 35 20 10 25 30 10 50 20
Alchem. 35 45 10 45 40 50 10 30 35 15 30
Bishop 20 30 -10 25 15 25 -40 -15 10 15 5
Psionic 35 35 10 40 35 45 0 10 35 25 50
Mage 35 45 10 45 40 50 10 30 35 15 30
Dracons · A mixture of blood between the human and the dragon created this wondrous race with incredibly unique abilities. While remaining private, the dracon occasionally ventures out and will accompany another group for reasons of its own. It is strong, dexterous, and hearty, and can make a great ranger, thief, or fighter. The dracon also has a limited ability to breathe acid upon its opponents!
Dwarves · Coming from a long line of forest and cave-dwelling folk, dwarves also have a taste for any adventure. They are small beings, but display a remarkable amount of strength. Their hearty stance and high vitality make them a natural for combat-related professions. Also pious creatures, dwarves make great priests.
Elf · Elves are smallish creatures, with pointed ears and a broad smile. They excel at intellectual persuits, loving not only what they learn but the study that comes with it as well. Armed with these smarts, elves make excellent magic users. Elves are also nimble creatures, moving their small bodies with an above-average ease and speed.
Faeries · Faeries are small, delicate, magical beings. Faeries are quite intelligent, and their small size and lightning speed give them a naturally low armor class. However, their tiny stature prevents them from wearing most armor or wielding larger weapons. Although not much of a fighter, a faerie makes an excellent magic user or thief.
Felpurrs · Like their distant relative, the cat, felpurr are fast, smart and personable. They walk on their hind feet, and are beautiful creatures with a full mane of hair covering their bodies. Felpurr are also intelligent and dexterous. Throughout their evolution, they have relied on their sleek body styling and speed more than actual physical strength, and have the ability to move their bodies with a grace unknown to virtually any other race.
Gnomes · In the underground caves , one might just find whole groups of gnomes in their natural habitat. Typically keeping to themselves, gnomes are sturdy, strong, and agile creatures; their small stance can easily fool opponents in combat. Gnomes are also extremely pious individuals whose zest for learning is virtually unequalled by any other race.
Hobbit · A sleek and tiny race, the hobbit is a dexterous and busy type able to maneuver its body (and especially its fingers) into and out of the tightest situations. The hobbit is also well known as a charming conversationalist and for its amazing friendliness and hospitality. Hobbits with lesser inclinations frequently use their silver-tongues and quick fingers to help themselves to goods and information.
Humans · Humans are the race to which all others in Wizardry 8 are compared. Perfectly balanced in its statistics, having no particular strengths and no decided weaknesses, the human serves as a stable and dependable creature, regardless of the profession a human character eventually enters.
Lizardman · The lizardman is a serpentine-type creature whose origins are somewhat uncertain. Although it is human-like in its ability to talk and walk upright, the lizardman is not intelligent or personable (actually, others tend to avoid him). Its strengths lie in its natural ability to fight... and win. Strong, fast and hearty, with a mind that thinks "kill, kill, kill," the lizardman can be the perfect combatant.
Mooks · Very magical in nature, the mook's exact origins are entirely unknown. Those skilled in the fantasy gaming mythology have gone so far as to speculate the mook may even be of alien origin! Mooks are extremely intelligent and strong creatures, and have a personality sure to charm the likes of most they encounter.
Rawulf · Rawulfs are devoted and hearty creatures. Descending from a race of intelligent, bipedal canines, they share their ancestors' caring personality and thick coat as well as an indication of their speed, strength, and dexterity. The rawulfs desire to learn coupled with high piety also help them to become excellent priests.
Q: What character classes are there?
A: There are fifteen classes in the game: Fighters, Mages, Priests, Rogues, Rangers, Alchemists, Bards, Psionics, Valkyries, Bishops, Lords, Samurai, Monks, Ninjas, and Gadgeteers. You’ll find descriptions here:
Alchemists can bend the very laws of the universe using potions and hand gestures. Their years of study have given Alchemists an advantage that no other spellcasting class has -the ability to cast spells without speaking. When other magic-users have been silenced by foul sorcery, an Alchemist can still strike back.
The bard's musical talents are welcome in any party. Bard songs are more than mere entertainment: bards use their musical instruments to weave powerful spells in battle. The bard's clever stories and sweet songs also help weary parties recover their energy more rapidly while resting. Bards aren't all sweetness and light, though. Many have been known to engage in roguish activities such as picking locks, or pockets.
Masters of ancient lore, Bishops are experts on all types of magical knowledge. Bishops can learn spells from any spellbook, but the time and effort required to master multiple disciplines cause Bishops to advance more slowly than their specialized counterparts.
Fighters are the shock troops in any adventure. Very tough and trained in all types of weapons and armor, an experienced fighter can hack his way through the foe while his comrades are still fumbling for their spellbooks.
Gadgeteers are inventive individuals who can make a deadly weapon out nothing but a rubber band and some chewing gum. While some consider Gadgeteers to be harmless eccentrics, their odd but lethal devices can sway the course of battle. Gadgeteers are familiar with a fair variety of weapons, and have special expertise in high-tech weapons such as firearms.
Crusaders for the cause of righteousness, Lords are natural-born leaders. While their main concern is the combat skills of the fighter, Lords also learn the healing skills of the Priest. Their ability to both dish out damage and heal it makes them a natural candidate for the front rank of any adventuring party.
Mages appear puny and frail at first glance. Their ignorance of physical combat prevents them from using most armor and weapons, and they will fall quickly in battle if not protected by the rest of the group. Yet appearances are deceiving. Mages are among the most powerful creatures in existence, for they can call forth mighty spells that wreak tremendous damage. Because they are not distracted by other concerns, Mages learn their spells more quickly than any other class.
The lethal Monks... These wandering sages have mastered the art of self-defense in their travels. Armed only with their hands, feet, and a few simple weapons, agile Monks are capable of defeating even the best-equipped opponents. Their physical self-control allows them to hide and score critical hits; their mental self-control allows them to learn the Psionic spells at higher levels.
Ninjas... Silent, deadly killers, Ninjas are the ultimate assassins. Mixing the martial arts of the Monk with the abilities of a Rogue, Ninjas are masters of stealth and surprise. Like Monks, Ninjas can deliver critical hits. Like Rogues, they can pick locks and disarm traps. They also learn a bit of the Alchemist's lore at higher levels.
Priests are experts at protecting the party from harm. Years of devoted study of the divine powers have enabled Priests to master healing and defensive magic. Talented priests can even call upon the gods to intervene in a battle. Priests learn a little of the warrior's art as well, and can use certain types of weapons and armor.
Psionic... These uniquely gifted individuals focus their mental energies into casting magic spells. A psionic can confuse others, charm them over to his side, or even read their minds. Psionics learn mental spells faster than any other class.
A Ranger's true home is the wilderness. Experts at scouting out hidden doors and secret items, Rangers are best known for their skills with a bow. Rangers receive a bonus when attacking with projectile weapons, and can use a little Alchemist magic as well.
While many would simply call them "thieves," these unorthodox rogues... individuals prefer to be called Rogues. Rogues never let a locked door or a deadly trap get in the way of what they want. Experts at picking both locks and pockets, Rogues are capable of inflicting deadly backstab attacks on unsuspecting targets.
Samauris... Strict discipline and ceaseless practice have made Samurai into unsurpassed masters of the sword. A skilled Samurai can use his lightning speed to score even more hits than a trained fighter. Their mystical side allows them to learn spells from the Mage's spellbook at higher levels.
Valkyries are an elite profession open only to women. Masters of the spear and lance, Valkyries are feared warriors. Valkyries also learn Priest spells, allowing them to heal as well as harm. Valkyries are so favored by the gods that they can cheat death. Many blows that would kill another person outright merely render a Valkyrie unconscious.
Q: Do the characters improve over the course of the game?
A: They sure do. Skills automatically improve with use. When a character goes up a level, he gets the usual increases in Hit Points, Spell Points, etc., plus bonus points to spend on his attributes and skills. (Our new 100-point attribute scale gives long-time Wizardry fans even more control over a character’s growth than they had before.)
Q: How will I know what my characters are thinking, whether they have been blinded by a spell, and so on?
A: They'll tell you. Your characters will talk back as you play. Each character has dozens of lines of recorded speech and a unique Personality. Whether it's the sarcastic asides of a sophisticated Lord or the ramblings of a gruff Lizardman with a box of rocks for a brain, the new personality types will bring a whole new dimension to the characters. Fans of Sir-tech Canada's Jagged Alliance games already know how much this adds to a game.
Q: How will character Personalities work?
A: You choose the personality when you create (or import) the character. There are numerous personality types with multiple voice selections to choose from, so you'll have no trouble creating your eccentric Mage, cunning Rogue or laidback Fighter in the voice you think suits your character.
Q: Does using a skill improve it? For example, does my Pickpocket skill improve as I steal from more people?
A: Yes it does, bless your larcenous little heart. All skills improve with use.

Q: How many types of monsters are there in the game?
A: There are over a hundred unique creature models in the game, ranging from the small but deadly acidvine to a huge, legendary sea beast. Add variations in the size and abilities of each monster type, and there are more than 300 kinds of creatures to fight.
Q: Will monsters be flat bitmaps, or polygonal?
A: All creatures are polygonal, and lit by the environment.
Q: Can non-player characters (NPCs) join your party? Do you have control over them?
A: Certain NPCs will join your party in Wizardry 8. You will have complete control over them while they’re in the party. They’ll fight for you, go up in levels, use equipment you give them, and so forth. Of course, NPCs have their own agendas, and may decide to leave.
Q: Can I actually talk to the NPCs I meet in the game, or are they just window dressing?
A: You can have a conversation with any friendly, intelligent creature you meet.
Q: So how do I talk to people? Does Wizardry 8 use a parser (i.e. type in phrases) or a keyword system?
A: Both. You can type in questions using the parser. You can also create your own custom keyword list, which allows you to ask questions with just a couple of mouse clicks.
Q: Can you have two NPCs from races that naturally hate each other in your party at the same time?
A: Not normally. But then, things are anything but normal on Dominus . . .

Q: Will Wizardry 8 support 3D accelerators?
A: Yes. We plan to support all major acceleration standards.
Q: Will Wizardry 8 take full advantage of my 3D graphics accelerator?
A: Yes. Wizardry 8 has been designed as a 3D-accelerated game from the ground up. We've taken special care to make the 3D effects part of the game, not just showy gimmicks. We want you to think, "Wow, those etched glass windows look fantastic," not, "Oh look, another translucency."
Q: Will Wizardry 8 support 3DNow! ?
A: Yes.
Q: Is there a full-screen mode?
A: Yes. It's 95%-of-the-screen mode, if you want to be picky. There will always be some icons up on the screen, so that you can use all the important game commands while playing.
Q: Can I play the game in resolutions higher than 640x480?
A: Sure, if your accelerator supports it.
Q: Can I enter and explore shops, houses, and so on, or are they just a menu screen?
A: All shops, buildings, and characters are presented in 3D, so you can poke around to your heart's content.
Q: Is there an option for step-by-step movement, as in Wizardry 7?
A: No. The smooth motion in Wizardry 8 is much more natural than the jerky, zigzagging steps of Wizardry 7. (Don't worry-there are no action-style running and jumping puzzles in Wizardry 8!)

Q: Is combat in Wizardry 8 real-time or turn-based?
A: It's next to impossible to accurately command six characters in real time. While you're helping your mage cast a complicated spell, your fighter may be bludgeoned to death by a pack of vicious varmints. To give you better control, Wizardry 8 uses a phased (not turn-based) combat system.
However, for those of you who prefer a faster approach, the Wizardry 8 designers have added "Continuous Combat." This system that approaches the speed and convenience of realtime combat without losing any of the accuracy of a true phased system.
Q: Phased, turn-based . . . what's the difference?
A: In a nutshell, turn-based systems are "your characters go, then my characters go." In a phased combat system, which characters move when depends on a character's initiative, speed, weapon, and other factors. First, you select all your party's options. Meanwhile, the monsters are deciding theirs. Then, the computer determines the outcome, reporting the action blow-by-blow. If you've played Wizardry 7, you're already familiar with phased combat.
Q: In Wizardry 7, monsters popped up out of nowhere. Is that how it works in Wizardry 8?
A: No. Creatures live and breathe in the 3D world now. You can see them and attack them from a distance. This has led to several exciting new changes in the combat system. For one thing, you can now sneak up on the monsters. For another, monsters can sneak up on you.
Q: So you can be attacked from behind?
A: Yes, and from the sides too. Since danger can come from anywhere, the old “fighters in front, magic users in the rear” system doesn’t cut it any more. That's why Wizardry 8 includes a formation editor. The formation editor allows you to determine who goes in front, who guards the flanks and rear, and who gets the prime spot in the heavily-protected center.
Q: How will I know if monsters are sneaking up in back of me?
A: One of your characters will give a holler if they notice danger. Of course, they may not notice especially sneaky creatures. There’s also a radar map that keeps constant track of creatures that you’ve spotted.
Q: Will the engine remember combat settings for the whole party so you can repeat an attack with one click?
A: Yes. This has been, over the years, one of the most requested additions to the combat design. You set the defaults, and click "go."

Q: How many spells are there?
A: There are over 90 spells in the game, with more than a dozen new ones just for Wizardry 8. Each spell can be cast at different power levels, ensuring that each spell never becomes obsolete.
Q: How will the spell casting and magic systems work?
A: Magic is broken down into six realms: Earth, Air, Fire, Water, Divine, and Mental. A magic user can have different amounts of spell points in each realm. You can also choose a power level when casting a spell. Chilling Touch at power level 1, for example, is just a mild pinprick. At power level 7, it packs a much more powerful punch.
Q: Can I see spells as they are cast?
A: Yes, all spells have gorgeous animations and cast light dynamically as they race towards their targets. There are single target spells, area of effect spells, exploding spells, cone spells, and more.
| Spell Name | Realm | Cost | Spellbook | Target | Damage | Duration | Description |
| Acid Splash | Water | 2 | Alchemist | 1 Enemy | 4/L | Instant | Spray acid on enemy |
| Bless | Divine | 4 | Priest | Allies in Radius | N/A | 2/L | Increase AC/Chance to hit |
| Charm | Mental | 5 | Priest, Psionic | 1 NPC | N/A | NPC Encounter | Magically influence NPC |
| Energy Blast | Fire | 2 | Mage | 1 Enemy | 4/L | Instant | Bolt of flame strikes enemy |
| Frost | Water | 2 | Mage | 1 Enemy | 4/L | Instant | Gust of frost hits enemy |
| Heal Wounds | Divine | 3 | Alchemist, Priest, Psionic | 1 Ally | 10/L | Instant | Magically heal wounds |
| Itching Skin | Earth | 2 | Alchemist | Enemies in Cone | N/A | 1/L | Lessens ability to fight/defend |
| Light | Fire | 1 | Alchemist, Mage, Priest | N/A | N/A | 24 Hours | Light for 24 hours |
| Make Wounds | Divine | 2 | Priest | 1 Enemy | 4/L | Instant | Inflicts magical damage |
| Mind Stab | Mental | 3 | Psionic | 1 Enemy | 5/L | 1/L | Jolt to mind/may cause insanity |
| Paralyze | Water | 3 | Priest, Psionic | 1 Enemy | N/A | 1/L | Disable opponet |
| Sleep | Air | 3 | Alchemist, Mage,Psionic | 1 Group | N/A | 1/L | Lulls opponets into dream state |
| Stamina | Water | 2 | Alchemist, Priest | 1 Ally | 21/L | Instant | Rejuvenates Stamina |
| Terror | Mental | 3 | Mage, Psionic | Enemies in Group | N/A | 1/L | Causes fear/some may flee |
| Blind Flash | Fire | 5 | Alchemist | Enemies in Radius | N/A | 1/L | Leaves opponets blind |
| Cure Lesser Condition | Warer | 4 | Alchemist, Priest, Psionic | 1 Ally | N/A | Instant | Cure: Fear, sleep, blind, nausea, irritation |
| Detect Secrets | Mental | 5 | Mage, Psionic | N/A | N/A | 10 sec + 20 Sec/L | Heightens Perception of all party |
| Divine Trap | Mental | 4 | Priest, Psionic | Lock | N/A | Instant | Boost in lock and trap skill |
| Dracon Breath | Water | 4 | Alchemist | 1 Ally | N/A | 1/L | Breath acid on enemy |
| Enchanted Blade | Divine | 4 | Mage | Allies on Radius | N/A | 5 Minutes/L | Enhance attack for party |
| Guardian Angel | Divine | 4 | Priest | 1 Ally | N/A | 3+2/L | Angel takes damage |
| Holy Water | Water | 5 | Priest | Enemies in Radius | 6/L | Instant | Damage to undead or demonkind |
| Identify Item | Mental | 6 | Priest, Psionic | Item | N/A | Instant | Reveal Unidentified Items |
| Insanity | Mental | 5 | Psionic | Enemies in Group | N/A | 1/L | A blast causing insanity |
| Magic Missile | Divine | 4 | Mage | Enemies in Cone | 4/L | Instant | Magical damage |
| Missile Shield | Air | 5 | Mage | Allies on Radius | N/A | 5 Minutes/L | Thick air deflecting most unmagical missiles |
| Razor Cloak | Earth | 6 | Alchemist | 1 Ally | 5 | 1/L | Cloak of razors, does damage to attackers |
| Shrill Sound | Air | 3 | Mage, Psionic | Enemies in Cone | 3/L | Instant | High piercing sound causing damage |
| Slow | Water | 4 | Psionic | Enemies in Group | N/A | 1/L | Slows, causing difficult to hit/defend |
| Sonic Boom | Air | 6 | Alchemist, Mage | 3D Spot | Incapacitate | Instant | Cause unconscious/terror:may attract enemy |
| Web | Earth | 5 | Mage, Priest | Enemies in Cone | N/A | 1/L | Restrain enemies in direction of spell |
| Armorplate | Earth | 6 | Priest | Allies in Radius | N/A | 5 Minutes/L | Creates magical armor around party |
| Chameleon | Earth | 6 | Alchemist, Psionic | Party | N/A | 1 Minute/L | Camouflage to make party difficult to see |
| Cure Paralysis | Water | 6 | Alchemist, Priest | 1 Ally | N/A | Instant | Cures Paralysis and/or Web |
| Cure Poison | Air | 6 | Alchemist, Priest | 1 Ally | N/A | Instant | Cure poison from infected person |
| Fireball | Fire | 6 | Mage | Enemies in Radius | 5/L | Instant | Balls of fiery destruction |
| Freeze Flesh | Water | 6 | Mage | Enemies in Group | N/A | 1/L | Freezing blast, causing paralysis |
| Hypnotic Lure | Mental | 5 | Psionic | 3D Spot | N/A | 5 | Strobe light causes lure |
| Knock-Knock | Earth | 6 | Alchemist, Mage | Lock | N/A | Instant | Magically tries to hold lock tumblers |
| Magic Screen | Divine | 6 | Priest | Allies in Radius | N/A | 5 Minutes/L | Increases Magical defense for party |
| Mindread | Mental | 8 | Psionic | 1 NPC | N/A | Instant | Draw thoughts from NPC's mind |
| Noxious Fumes | Air | 5 | Alchemist, Mage | Enemies in Radius | 3.5/L | 1/L | Putrid air causing nausea/unconsciousness |
| Psionic Fire | Fire | 6 | Psionic | Enemies in Cone | 6/L | Instant | Fiery blast to enemy's mind |
| Rest All | Water | 6 | Priest | Allies in Radius | 21/L | Instant | A boost of energy restoring Stamina |
| Shadow Hound | Air | 5 | Mage | N/A | N/A | 4 Hours/L | Ghostly watch dog while party camps/rests |
| Silence | Air | 4 | Priest, Psionic | Enemies in Group | Incapacitate | Instant | Barrier that prevents to sound |
| Whipping Rocks | Earth | 6 | Alchemist, Mage | Enemies in Cone | 6/L | Instant | Cone of battering stones |
| Acid Bomb | Water | 8 | Alchemist | Enemies in Radius | 3.5/L | 1/L | An acidic cloud causing persistant damage |
| Armormelt | Earth | 8 | Mage, Psionic | Enemies in Cone | N/A | 1/L | Thins armor, making it easier to hit enemy |
| Crush | Earth | 8 | Alchemist, Mage | 1 Enemy | 16/L | Instant | Gigantic stone crushing a single enemy |
| Cure Disease | Water | 8 | Alchemist | 1 Ally | N/A | Instant | Attempts to cure diseased person |
| Ego Whip | Mental | 8 | Psionic | Enemies in Cone | 8/L | Instant | Inflects mental damage in front of caster |
| Elemental Shield | Earth | 8 | Alchemist, Mage | Allies in Radius | N/A | 3+1/L | Enhance party resistance against elemental |
| Eye for an Eye | Divine | 7 | Psionic | 1 Ally | Varies | 1+1/L | Magical damage reflected back at caster |
| Fire Bomb | Fire | 8 | Alchemist | Enemies in Radius | 6/L | Instant | A powdery bomb exploding upon the enemy |
| Haste | Fire | 8 | Psionic | Allies in Radius | N/A | 1/L | Speed movement for party during melee |
| Iceball | Water | 8 | Mage | Enemies in Radius | 6/L | Instant | Frozen ice pelts enemies within radius |
| Remove Curse | Divine | 8 | Mage, Priest | 1 Ally | N/A | Instant | Removes cursed item |
| Ring of Fire | Fire | 10 | Alchemist | N/A | 3.5/L | 3+1/L | Places protective circle of fire around party |
| Soul Shield | Divine | 6 | Priest, Psionic | Allies in Radius | N/A | 3+1/L | Protects against Divine & Mental Relams |
| Superman | Water | 7 | Priest | 1 Ally | N/A | 1/L | Increase hit, damage, speed, armor class |
| Whirlwind | Air | 7 | Priest | Enemies in Cone | 5/L | Instant | Swirling path of destruction in front of caster |
| X-Ray | Mental | 9 | Mage | N/A | N/A | 2 Min+2 Min PL | Magically reveals location of creatures/items |
| Body of Stone | Earth | 8 | Alchemist | 1 Ally | N/A | 1/L | Increases Armor class, absorbs damage |
| Dehydrate | Water | 10 | Mage | 1 Enemy | 20/L | Instant | Evaporate fluids causing damage to body |
| Freeze All | Water | 12 | Mage | All Enemies | N/A | 1/L | Freeze enemy into paralysis |
| Heal All | Divine | 10 | Priest | Allies in Radius | 10/L | Instant | Magically heal wounds of party members |
| Hex | Mental | 10 | Mage, Psionic | Enemies in Radius | N/A | 1/L | Cloud of ill omen, cursing performance |
| Instant Death | Divine | 10 | Priest, Psionic | 1 Enemy | Death | Instant | Attempts to instantly kill single enemy |
| Psionic Blast | Mental | 10 | Psionic | Enemies in Group | 8/L | 1/L | Mental blast causing damage/possible insanity |
| Purify Air | Air | 10 | Alchemist, Priest | Allies in Radius | N/A | Instant | Tries to clear air of toxins |
| Return to Portal | Air | 50 | Alchemist, Mage, Priest, Psionic | N/A | N/A | Instant | Returns to personal portal |
| Sane Mind | Mental | 12 | Priest, Psionic | 1 Ally | N/A | Instant | Attempts to restore sanity |
| Set Portal | Air | 50 | Alchemist, Mage, Priest, Psionic | N/A | N/A | Instant | Sets a personal portal point |
| Summon Elemental | Divine | 10 | Alchemist, Mage | 3D Spot | N/A | Combat | Calls for elemental to fight for party members |
| Toxic Cloud | Air | 8 | Alchemist | Enemies in Radius | 2.5/L | 1/L | Cloud doing dmg, nausea, poison, unconsciousness |
| Banish | Divine | 10 | Mage, Priest | All Enemies | 15/L | Instant | Divine damage to undead, demons and summoned |
| Blizzard | Water | 12 | Mage | Enemies in Cone | 10/L | 1/L | Swirling gust of damaging frost, possible blindness |
| Boiling Blood | Fire | 12 | Alchemist | 1 Enemy | 20/L | Instant | Painful damage, causing body to explode, damage |
| Draining Cloud | Divine | 10 | Alchemist | Enemies in Radius | Varies | 1/L | Diminish life, stamina, and magical powers |
| Firestorm | Fire | 12 | Mage | Enemies in Radius | 5/L | 1/L | Cloud of fire causing lingering damage |
| Lifesteal | Divine | 12 | Priest | 1 Enemy | 10(7)/L | Instant | Steal life to transfer to a party member |
| Lightning | Fire | 12 | Priest | Enemies in Cone | 9/L | Instant | Spears of electricity in front of caster |
| Might to Magic | Divine | 12 | Psionic | 1 Enemy | 15/L | Instant | Transfer life energy of enemy to magic for ally |
| Pandemonium | Air | 12 | Psionic | All Enemies | Incapacitate | 1/L | Air blast, causing at least fear, possible insanity |
| Prismic Ray | Fire | 10 | Psionic | Enemies in Cone | Varies | 1/L | Beams of light from caster causing damage |
| Quicksand | Earth | 15 | Alchemist | Enemies in Radius | N/A | Instant | Causes ground to become soft to stick enemies |
| Resurrection | Divine | 30 | Alchemist, Priest | 1 Ally | N/A | Instant | Restore life to deceased member |
| Turncoat | Mental | 12 | Mage, Psionic | 1 Enemy | N/A | 2+1/L | Alter loyalty of enemy to fight for party |
| Asphyxiation | Air | 20 | Mage | All Enemies | Suffocation | Instant | Causes instant suffocation if successful |
| Cerebral Hemorage | Mental | 12 | Psionic | 1 Enemy | 25/L | 1/L | Mental blast, if they survive, they become insane |
| Concussion | Mental | 12 | Mage | 1 Enemy | 25/L | 1/L | Severe mental injury causing possible unconsciousness |
| Death Cloud | Air | 20 | Alchemist | Enemies in Radius | Death | 1/L | Cloud duration causing possible death |
| Death Wish | Divine | 20 | Priest | All Enemies | Death | Instant | Divine prayer to bring death to enemies |
| Earthquake | Earth | 18 | Alchemist | All Enemies | 12/L | Instant | Voilent ground tremors to those in area |
| Falling Stars | Earth | 16 | Priest | All Enemies | 9/L | Instant | Hail of meteors striking powerful damage to enemies |
| Mind Flay | Mental | 18 | Psionic | All Enemies | 12/L | Instant | Mental blast causing intense damage |
| Nuclear Blast | Fire | 18 | Mage | All Enemies | 12/L | Instant | Intense force blasting all enemies |
| Prismic Chaos | Fire | 15 | Psionic | All Enemies | Varies | 1/L | Spectral fire from caster striking all enemies |
| Restoration | Divine | 16 | Priest | 1Ally | 36/L | Instant | Cures and removes conditions except death |
| Tsunami | Water | 15 | Alchemist | Enemies in Cone | 15/L | Instant | Massive tidal wave of water causing massive damage |

Q: Can I import characters from Wizardry 6, Wizardry 7, or Wizardry Gold?
A: You can import characters from Wizardry 7 or Wizardry Gold, even if you didn't finish the game. However, you cannot import characters directly from Wizardry 6 (Bane of the Cosmic Forge). We had previously stated that this was possible - our apologies for this.
Q: How will transferring a character from Wizardry 7 to Wizardry 8 work?
A: Your characters will come in with their skills, levels, and stats reduced to reasonable amounts. Imported parties will still be more powerful than new parties, though. Some of your items will transfer, but the exact list of those is confidential.
Q: Why not just let me bring in my level 50 characters? I’d kick ass!
A: Because the game wouldn't be much fun. Sure, slaughtering even the most powerful creature with a tiny flick of your pinky is entertaining for about ten minutes, but you'd quickly tire of a game with no challenge. And if your character's skills are maxed out, where's the fun in going up levels?
Q: Can we import multiple "super" weapons if we used an editor in Wizardry 7?
A: You sneaky little … no, you can’t do that. And thanks for reminding us.
Q: Will all the skills acquired in Wizardry 7 transfer? Including Personal Skills?
A: Your skills will transfer, although not at their current rates. The Firearms Personal Skill is now a regular skill, and will transfer. Other Personal Skills have been made into Expert skills, which become available after you achieve a rank of 100 in certain attributes.
A few skills have been scrapped. The new automap has eliminated the need for the Mapping skill, for example.
Q: Will who we aligned with at the end of Wizardry 7 (like the Umpani ending) have an immediate impact on who we can deal with in Wizardry 8?
A: It will have an immediate impact on where you start the game, but you’re free to do what you like. Your information could be very valuable to others, you know.
Q: How has character creation changed since Wizardry 7?
A: We've revamped the whole process from top to bottom. We wanted to make easier for new players, plus we wanted to give experienced role-players more options and control. Here are a few of the changes we’re making:
Q: How have character classes changed from Wizardry 7?
A: There is one completely new character class, the Gadgeteer. As you can imagine, Gadgeteers come with new skills all their own. Gadgeteers have an incessant desire to tinker with things, to improve them by adding other things to them. Gadgeteers can combine one item with another to come up with something completely different.
The Bishop class has also been overhauled. The Bishop can now learn magic from all four spellbooks, rather than just mage and priest as it was before. Of course, if your Bishop tries to learn everything, he’ll be a jack of all trades, and master of none.
We've improved the classes in many other ways. For instance:
Q: Will there be space flight, or will we planet-bound?
A: Hey, when you start the game you've just finished a long, long space voyage in a cramped ship. Be glad to get out in the air. You will eventually leave the planet of Dominus if you do things right, though.
Q: Will we see any returning characters from the previous games?
A: The Dark Savant will be back, as will Vi Domina. You'll meet some other old friends from Lost Guardia as well. You'll also encounter some surprises from Bane of the Cosmic Forge.

Q: Is there going to be a larger variety of traps for treasure chests/doors?
A: Wizardry 8 will feature more locks and traps as well as an improved way to open treasure chests (some players told us the old interface was confusing).
Q: Is there an automap . . . and does it have zoom capabilities?
A: There is a highly detailed automap. You can zoom in and out on it, and take notes on it as well.
Q: Can I configure the keyboard and mouse commands?
A: We plan on including this feature.
Q: Is a playable demo planned?
A: We can't definitively answer that question until we announce a publisher. If there's a playable demo, it won't be available until close to release time. Due to the nature of the game, any playable demo will be large (100 MB or more.)
There is, however, a little demo movie that comes with the Wizardry Archives and Jagged Alliance 2. It was done in the fall of 1998, and so it doesn't show off all the cool stuff we've added since then.
Q: Will Wizardry 8 have a multiplayer feature?
A: We thought long and hard about it. In the end, we decided a multiplayer feature didn't fit into the vision we had for the game. That doesn't mean there won't be a multiplayer Wizardry someday, but it won't be Wizardry 8.
Q: I've never played an RPG before. Why should I start with Wizardry 8?
A: One reason is that it's been designed from the get-go with the new player in mind. We've gotten rid of the obscure slang and odd conventions that confuse new players, while retaining all the good stuff. You don't have to struggle with the game. All you have to do is have fun.
Q: I've played a million RPGs, and I hear that there's supposed to be about a million more new RPGs coming out soon. Why should I get Wizardry 8?
A: Lots of reasons. Here are a few:

Q: Hey, this FAQ did not answer my question! Where do I go to find out more?
A: Check out the Wizardry 8 Discussion Board on the VaultNetwork -- that's where much of this FAQ originated. You'll find lots of fellow Wizardry friends, along with the latest news about the game from Sir-tech Canada.
Some troubleshooting tips:
Please keep in mind, none of these are official solutions, and you do them at your own risk. These are solutions offered by the work of many people on the Wizardry 8 message forums.
Q. W8 installed and played at work. At home, W8 seemed to install correctly but when I try to start the game I get the following:
Debug assertion in Module E: \wizardry 8\Local Code\strings.cpp line 70 failed: Expression [hFile] evaluates to false. failed to open localization string table" What should I do? A. "Debug assertion in module C:\Lancer\Game\Aigeneric.cpp line 356 failed: Expression [0] evaluates to false. Cannot set AI find new target on ship song escort 3 still in fixed gate jump-in." "CAUSE: This behavior can occur if one of the following conditions is true: - The video driver for your video adapter is outdated. - The CD-ROM or DVD-ROM drive cannot read the StarLancer CD-ROM. " "RESOLUTION: - Update your video drivers - Troubleshoot your cd-rom drive with windows - Reinstall the game, Full install"
Most problems with running the game are solved by updating device drivers. For your convenience, here are some links to sites where you can get updated drivers for a variety of popular cards. If you don't see your card on this list, please consult the documentation that came with the card.
We strongly recommend that you always use the latest drivers provided by the CHIPSET manufacturer since this will always be your most up-to-date source.
We cannot take responsibility for any system problems you may experience as a result of modifying your drivers and suggest that if you do not feel comfortable updating your own drivers you seek the advice of a knowledgeable computer person or the store where you purchased your computer.
First of all, make sure to visit the OLD DRIVERS section since out of date drivers may cause set-up problems. If you continue to experience problems, please try the following:
For sound:
In the root of the game, create a subfolder with any name. Move all .M3D files found in the Wizardry 8 directory where you installed the game into the subfolder EXCEPT the .M3D file that pertains to your sound card (e.g. MSSEAX.M3D or MSSEAX2.M3D for SB Live cards, and MSSA3D.M3D and MSSA3D2.M3D for Aureal products). Rerun 3Dsetup.exe.
For video:
Follow the same procedure as for sound, except done in the DLL directory. You'll be moving srDD_*.DLL into the subfolder. Select a video service that you wish to run with (either srDD_OpenGL or StDD_DirectX7 should work fine) and move all other files to the subfolder.
Auto-detection problems are being researched further and updates will be posted as we learn more.
If your problem is repeatable, please email us at bugs@sir-tech.com with a full explanation. Please include full system specs, including driver version numbers, a detailed description of what happens, and savegames if applicable.
First of all, make sure to visit the OLD DRIVERS section since out of date drivers may cause a variety of problems.
In this section, we will be listing any known "report to developers messages" that occur in the full game and will be periodically updating this section to reflect the status.
The apparent cause of this problem is the library file (DATA.SLF) being truncated during install such that the game fails to find a necessary file. Players have successfully solved this problem by reinstalling. Please make sure your CDs are clean and not scratched. You may also be able to get around this by manually copying the file DATA.SLF (in the Data directory on CD1) to your hard drive, overwriting the file that was installed during installation.
Should you experience this error message, please try the above, then send us feedback with your results at bugs@sir-tech.com.
Please visit the retailer where you purchased Wizardry 8 for any problems resulting from damaged or unreadable CDs.
When installing Wizardry 8, when prompted for a new CD to be inserted, please make sure the CD-ROM drive has completely finished accessing the CD before you hit continue.
If you experience any problems during the install, please make sure to clean the CD carefully... if you touch the CD it can leave fingerprints on the disk that may interfere with your CD-ROM drive's ability to properly read the disk. Some CD-ROM drives are more sensitive to this than others. Cleaning CDs has solved the "An error occurred during the move data process: -117" for many.
Alternatively, you can manually install the game since the data is not compressed on the CDs. You need to copy everything on the CD, from the root on down, to a folder of your choosing on your hard drive. Do this for CD 1 & 2 -- CD 3 is at your option -- if you want Levels and Cinematics on your drive (speeds up loading times) then copy it. Don't copy CD 3 if you need to conserve space - the game will read this data off the CD 3 in your CD-ROM drive.
If you do a manual install, the only thing you need to be aware of is that you will have all the InstallShield files in your Wizardry 8 directory. This won't hurt anything, just don't run the InstallShield setup.exe. Wizardry 8 uses 3DSetup.exe for audio & video configuration.
The first time you run the Wizardry exe, it will automatically run 3DSetup.
It has come to our attention that some people are having a problem loading the Ascension Peak area of the game. We have tracked down the cause of this and have a fix for it! With the fix, Ascension Peak now loads just fine. No need to restart or anything :-). We suggest that everyone download this file, it may save you some grief later on.
The file is only 38K. It is available here.
Instructions: The file is zipped. Use WinZip or similar, and extract it to the ROOT of your Wizardry 8 install directory. It creates its own subfolder called Patches, and places the file within this folder (if, after unzipping, you don't have a Patches folder, make sure you have "Use Folder Names" selected when you unzip the file). If you are using something other than WizZip, make sure the file is placed within its subdirectory.
This is an open forum to provide Wizardry 8 players with a place where users can share information about problems, and solutions, to a variety of problems. We appreciate any advice that other players can contribute to this forum, though we caution everybody that following advice listed here is an your "own risk". We can take no responsibility for system problems that may result and suggest that if you do not feel comfortable with anything described here, that you seek the advice of a knowledgeable computer person or the store where you purchased your computer.
This forum is supported and visited by a number of Wizardry 8 development staff.
This forum is moderated and any offensive or abusive posts will be removed.
It is critical that you provide us with complete information as indicated below as any missing information severely hampers our ability to help you.
Rest assured that we read each and every email that we receive and will do everything in our power to help you get running as quickly as we can. We regret that we are unable to respond to emails concerning general game questions, foreign release dates or product versions, or any non-technical support related matters.
Please make sure to tell us:
1.3b.i. Debug assertion in module E:\Wizardry8\Local code\Strings.cpp line 70 failed

