Christian Coder

... from the desk of

the Christian Coder

Visual Customization

Wizardry 8- The Christian Coder's Mod

Wizardry 8- The Christian Coder's Mod

Wizardry 8
 

It has been a long standing belief of mine (since the days of the old 8-bit Nintendo Entertainment System) that customization is what makes the truly great games stand out. When talking video game customization, there is nothing better (outside of releasing source code) than providing a way for others to modify the the actual data that powers the game. This is what modding is all about. Thanks to madgod, there is a powerful tool for modifying Wizardry 8's item system, monsters, spells, etc. called the "Cosmic Forge".

For maximum enjoyment, I suggest playing Wizardry 8 through at least once before trying this mod as it significantly changes the game play. In my opinion, it balances out quite a few aspects. The nav bar on the left shows exhaustively the changes made to the item lists and the spells. To view the (mostly) exhaustive change log, click here.

If you have comments or questions about the mod, I would be glad to hear them!

Download the mod

You can download the mod here.         Version 1.0, 466 KB download

Installation instructions

First, make sure that your copy of Wizardry 8 has been patched to version 1.24.

Extract all files in this ZIP archive into your Wizardry 8 folder.

Though this mod is compatible with existing saves, I recommend that you start a new game to play this mod as the balance of the game has been somewhat significantly altered. Parties that have played using this mod will most likely *NOT* be compatible with the original Wizardry 8.

Removal instructions

If at anytime you wish to un-install it, you may remove these directories:

  • Wizardry 8\Data\databases
  • Wizardry 8\Data\items
  • Wizardry 8\Data\npc scripts
  • Wizardry 8\Data\strings

Then, remove all files from the Wizardry 8\Data\MONSTERS directory excepting MONSTERS.SLF.

Wizardry 8 Mod- Log of modifications

August 20, 2007

  • Flamestryke pointed out that the Stinger sword was part of a special script, and that near the end of the game it could be given to the party. My mod would have had defeated the purpose of that exchange. Therefore, the Stinger has been taken away from Drazic, but Tantris still wields it. However, if you find out how to receive it late in the game, it is powered up for late game players. You can't just take it from Tantris as he wields it!

April 28, 2007

  • It has been pointed out to me that I should allow Slings to be combined into a Doubleshot Sling. The new version of my mod now available includes this change. To do this, a character must have 30 Artifacts.

March 15, 2007

  • Many item pictures were changed. I utilized many custom pictures from Stu's Mod.
  • Vendors' wares have changed. Perhaps most notably, Bela sells Wizardry 7 items and Fuzzfas sells trinkets and wards. Throwing weapons are more common at stores and arrows and other ammo is less common.
  • There are a number of new weapons and armor (something like forty new items). Many of the new weapons are crafted to do double damage against varying types of enemies.
  • Created some more wandering creatures to drop little items here and there. These include insane Higardi monks, macemen and desperados, and five flavors of independently violent Umpani and T'Rang. This offsets the fact that there are more items to buy, and those items tend to be a bit more expensive.
  • Speaking of more expensive, most of the items that can be invoked for magical effects (excluding the Stone of Life, potions and scrolls) are now imbued with unlimited charges. These items are either *much* more expensive, or they cast their spell at a lower power level, or both.
  • The first level Alchemy spell "Poison" has been added (it's back from Wizardry 7).
  • Many spells have had their effects changed. Most Direct Damage spells, especially those after the first 3 levels, are augmented, with increasing benefits in each spell level. Their minimum damage especially has been increased (Concussion went from 2-48 dmg/lvl to 20-50 dmg/lvl, Firestorm went from 2-8/lvl to 4-16/lvl, etc) This is to balance the end game where it seemed the only spells my casters could get anywhere with were debuff and instant death attacks (with 100+ in their school and 80+ in the corresponding element). Otherwise, why not just take six bashers who you know will do guaranteed damage with a chance to critical their opponent?
  • Heal Wounds, Heal All and Restoration heal slightly fewer HP/lvl, and Stamina and Rest All cost 1 SP/lvl less (since you can't earn Water skill for casting them).
  • Ascension peak creatures have slight chances to drop uber treasure (mostly the very strong demonic creatures and savant behemoths).
  • Priests and Gadgeteers can wear better armor (up to Plate Mail +3)! Bards are restricted from chain mail.
  • Priests and Monks are allowed to use short bows and some arrows (not Viper Arrows). Rogues are restricted from crossbows. Alchemists can use many light polearms. Psionics can use better daggers and whips. Gadgeteers can use some axes and light maces. (known issue... I cannot modify the actual character info to open those skills for your party... i'm waiting until that feature is implemented in the Cosmic Forge!)
  • Tantris T'Rang and Drazic have been given the Stinger Katana (as I think was intended)
  • The components for the Electroshocker, Demon-in-a-Box, and Watchdog Alarm can be found now.
  • The Doublestrike dagger can be created with a character who has Artifacts 20.
  • The Doubleshot Crossbow requires Artifacts 35 to create; and the Tripleshot Crossbow needs Artifacts 70. These items used to be only crafted via the Gadgeteer's Engineering skill.
  • A number of unique and boss-like opponents and allies have had their stats bolstered.

Monster reclassifications

  • Android - Dummies, Savant Guards and Orbs
  • Beast - Bats, Diremares, Frogs, Hogars, Juggernauts, Picuses, Rats, Swallowers and Unicorns
  • Demon - includes Djinn, Imps, and all Rapax
  • Dragon - Bela, Gazers and Scorchers
  • Elemental - any embodied element
  • Giant - Many bosses, Golems
  • Insect - Apuses, Beetles, Crabs, Mosquitos, Pedes, Spiders, Sprites and Wasps
  • Plant - Vines and Saplings/Guardians
  • Reptile - Crocs, Rynjin, Seekers and Snakes
  • Sea Monster - Depth Dweller and a well known mythological creature
  • Swimmer - Fish, Rays, Sharks and Squids
  • Undead - including Ghosts, Moraxes, floating Heads and Death Lords
  • Vapor - Slimes

Wizardry 8 Mod- See what's changed!

My mod makes extensive changes to the items database, as well as many changes to the balance of the games spells. Use these lists to get info on the updated items and spells.

Wizardry 8- Lists and Maps

My mod has made no important changes to the game maps and to these lists.

  • Atlas
  • Character Professions
  • Character Races
  • Gadgets List
  • Instruments List
  • Custom Smithing
  • Potion Mixing
  • Links

    I surely am not the first one with a Wizardry 8 page on the block (the game being released in late 2001, and all), and I likely won't be the last. These are a few of the folk who not only have enhanced my enjoyment of the game, but in many cases have offered their constructive comments to help the information I convey to be better. Thank you.

    Copyright notice

    The content in this portion of the website pertains to "software" known as "Wizardry 8", which was copyrighted 2001 by Sir-tech Canada Ltd. All rights reserved. All content represents original research by myself, except when credits are given on the respective pages where unoriginal content is placed. The mod that this pertains to was written by Jeff Ludwig (aka Christian Coder), please use freely. If you have some suggestions, I'd like to hear them.