Wizardry 8


This mod started as a simple graphics mod, increasing the variety of inventory item pictures. Later I added minor game changes to improve gameplay flow and get rid of some design oddities and inconsistencies.
I have never aimed for an overhaul or reimagining of the game. I will be happier if you play the vanilla game first so you can appreciate my changes more, but even if you only play with the mod installed, you are still getting 99% vanilla Wizardry 8 experience. More debatable changes like combat speed or UI alterations are optional and can be toggled on or off.


This form of the mod is currently pretty much complete with only a couple of mostly cosmetic adjustments to make.
Some time ago I have also started modelling new areas for the game. The first, smallest one of them is finished, including gameplay. Three more are playable, but with no enemies, NPCs or items and two more are being prepared for exporting into the game. None of this is included in the mod, but there are test downloads available if you want to look around.


I have to give huge thanks to the Wizardry 8 community, especially mad god (the creator of the incredible Cosmic Forge Wizardry Editor), Qusari (creator of the most advanced W8 mods out there) and townltu (who helped develop and tweak many mods including this one).


Overview of changes:

Faster combat turns (optional):

All monster animations speed increased (integrated mod)

Velocity of all conventional projectiles greatly increased

Rockets fly twice as fast

Poison Spit and Stinger Thorn sped up, as they are extensively used by monsters encountered in large groups

Character class changes:

Samurai can use polearms

Lord has more flexible and appropriate skill set

Ninja has faster level progression (same as other hybrids now)

Inventory modifications (optional):

Transparent compass and formation window (integrated mod)

Beta-inspired UI elements (char statue archway, ornaments)

Individual item graphics - eyecandy + easier inventory navigation

Most armor pieces and weapons

All ammunition, potions and beverages

All spellbooks (magic schools on covers)

Almost all misc.equippables

Item properties and locations

Addressed lack of proper equipment for various character builds

Balanced available MP regeneraion - toned down most hybrids, buffed specialist casters, bishop and ninja

Spread MP recovery across more items, starting earlier through the game

Many unused items placed in game

Alchemy rebalance

Worst price bumps removed. Alchemy is still profitable, but you can no longer make absurd wealth in no time. There is also much less need for that money, since many items are found instead of bought.

Magic rebalance

Direct damage spells were rather useless later in the game, compared to status effects and brute force. Beware, some of the improved spells are cast by enemies as well, so this isn't neccessarily making things easier.
Unfortunately I haven't found a way to add or alter status effects of spells. Damage will have to do.


For more detailed list of changes and complete credits you can download the mod's manual here.