Lord
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Both an excellent fighter and a pious spellcaster, Lords are the true
crusader knights in Wizardry 8. While their combat skills are their primary
concern, Lords begin to learn Priet spells around the fifth level of experience,
giving them the power to heal as well as harm. Because of their religious
training, Lords are also able to misteriously heal their wounds over time
without the aid of magic. |
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Special Abilities
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Health regeneration, Dual Weapons skill
bonus |
Professional Skills
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Close Combat, Dual Weapons, Sword,
Dagger |
Required Attributes
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Strength: 55
Piety: 55
Vitality: 55
Dexterity: 50
Speed: 50 |
Spellbooks
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Priest |
Starting Equipment
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Rapier, Main Gauche, Quilt Tunic, Quilt Leggings, Buskins, Steel Helm.
Cost: 870 gold |
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Skills Available to the Lord
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Academic
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Magical (level 5+)
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Weapon
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Artifacts |
Divinity |
Axe |
Close Combat |
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Bow |
Communication |
Air Magic |
Dagger |
Dual Weapons |
Divine Magic |
Mace & Flail |
Mythology |
Earth Magic |
Modern Weapon |
Ranged Combat |
Fire Magic |
Polearm |
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Mental Magic |
Shield |
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Water Magic |
Staff & Wand |
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Sword |
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Throwing & Sling |
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Level
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Rank Title
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Level
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Rank Title
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1 |
Novie |
11 |
Chevalier |
2 |
Squire |
16 |
Paladin |
4 |
Gallant |
22 |
Crusader |
7 |
Knight |
28 |
Monarch |
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The Lord's unique ability to regenerate health allows them to shrug off the effects of many of the cursed weapons in Wizardry where the health drain is -1. This frees up the limited number of miscellaneous equipment slots for use of other items while taking advantage of some of the most powerful weapons in the games. |