I can remember the first time I ever saw Wizardry being played. I was 11 years old,
and my friend's father had it on their Macintosh. Their monitor was monochrome, it
was a very old setup. I remember forming a party in the tavern, the tavern was a
little window and you had to drag the character icons into the party window.
Hehehe the old days. :)
My second encounter was the Nintendo version which I played until my characters
were around level 30, and once I bought my first computer (a 486) I got my hands
on the Wizardry Trilogy and I got to see wizardry in one of it's true forms.
Now we probably all play the Ultimate Wizardry Archives which contain the original
IBM versions, and that is what this site is all about. I expect that everyone
reading this is familiar with the game, and that you all know the basic rules.
So you won't find a definition of classes and races, all that is in the manual.
We'll focus on what I think is important for the game. If you have any suggestions
or comments email me.
Here we go:
Rolling The Party
Wizardry 1 is where you'll create the characters that you'll use in the next two
and possibly the 5th scenario, so lets make them count. Now everybody has an idea
of what they consider to be the "perfect party". I do too, and that is what I'm
going to suggest, so if you already know what characters you want to play then
skip this section.
My favorite party is as follows: Lord, Samurai, Ninja, Bishop, Priest, and Mage.
The game rules state that a Ninja must be evil, and a Lord must be good, and
therefore cannot be in the same party. There are a few ways around this that
we'll get to in a little bit, but since you can't even roll a ninja or a lord
(I never have). I start out with: Fighter, Samurai, Thief, Bishop, Priest and
Mage.
Here's a table to help you out.
Starting Points.
Human Dwarf Elf Gnome Hobbit
8 10 7 7 7 Strength
8 7 10 7 7 I.Q.
5 10 10 10 7 Piety
8 10 6 8 6 Vitality
8 5 9 10 10 Agility
9 6 6 7 12 Luck
Class Requirements
Fighter Samauri Lord Ninja Thief Priest Mage Bishop
Strength 11 15 15 17 x x x x
I.Q. x 11 12 17 x x 11 12
Piety x 10 12 17 x 11 x 12
Vitality x 14 15 17 x x x x
Agility x 10 14 17 11 x x x
Luck x x 15 17 x x x x
Align G,N,E G, N G E N,E G,E G,N,E G,E
These tables should help you determine which race you may want to choose to help
you obtain the class you desire. Take the base rates in the first table and compare
them to the bonus points you are given and try to make the best of it. Bonus points
can range anywhere from 5 to 29. I have never seen anything higher then a 25,
but I've been told by numerous visitors to this site that they do indeed go to 29.
Eventually you'll reach a point where you'll be able to change classes, try to
avoid this unless you are certain it is something you want to do. After a class
change the character's skills are reset to their Race Minimums, and most of the
time they will only gain 1 HP per level.
Once you get to a fairly high level feel free to change your fighter into a Lord.
Your Thief will eventually become a Ninja, but by normal means that could take
FOREVER, the best way to to obtain the "Thieves Dagger", invoking the power of
this item will switch your Thief into a Ninja with no penalties. It is hard to
find, but if you hang out on level 9 and 10 long enough you should come across it.
Here's a table showing when your characters achieve a level-up.
Level Fighter Mage Priest Thief Bishop Samurai Lord Ninja
1 1000 1100 1050 900 1200 1200 1300 1450
2 1724 1896 1810 1551 2105 2105 2280 2543
3 2972 3268 3120 2674 3677 3677 4000 4461
4 5124 5634 5379 4610 6477 6477 7017 7826
5 8834 9713 9274 7948 11363 11363 12310 13729
6 15231 16746 15989 13703 19935 19935 21596 24085
7 26260 28872 27567 23625 34973 34973 37887 42254
8 45275 49779 47529 40732 61356 61356 66468 74129
9 78060 85825 81946 70227 107642 107642 116610 130050
10 134586 147974 141286 121081 188845 188845 204578 228157
11 232044 255127 243596 208760 331307 331307 358908 400275
12 400075 439874 419993 359931 581240 581240 629663 702236
13+ +289709 +318529 +304132 +260639 +428479 +428479 +475008 +529756
Once you've formed your party, you'll want to give them some weapons. Go ahead
and buy cheap weapons in the beginning and as you earn more money, build up
their arsenal. Eventually your characters will find most of their weapons and
armor in the maze. This is why it's good to have a bishop, he can identify the
items you find. Here's a list of things found both in the maze and for sale,
and how much they cost (or would cost).
-------------------------------------------------------------
Weapon Name Class 2Hit Damage # of Hits Special Effects
Dagger FMTSLN 1 1d4 0
Staff All 4 1d5 0
Short Sword FTSLN 3 1d6 0
Long Sword FSLN 4 1d8 0
Anointed Mace FPBSLN 2 2d3 0
Anointed Flail FPSLN 3 1d7 0
Staff +2 All 2 1d4+2 1
Staff of Mogref MB 1 1d6 0 Spell - MOGREF
Mace +2 FPBSLN 4 1d8+2 2
Short Sword +2 FTSLN 5 1d6+2 3
Long Sword +2 FSLN 6 1d10+2 3
Dagger +2 FMTSLN 3 1d4+2 2
Short Sword -2 FTSLN 1 1d6 1
Long Sword +1 FSLN 5 1d8+1 2
Dragon Slayer FSLN 1 1d10+1 1 More Damage to Dragons
Were Slayer FSLN 5 1d10+1 2 More Damage to Werebeasts
Mage Masher FTSLN 5 1d6+1 2 More Damage to Mages
Mace Pro Poison FPBSLN 3 1d8 2 Resists Poison
Mace +1 FPBSLN 3 2d4+1 2
Short Sword +1 FTSLN 4 1d6+1 2
Staff/Montino All 1 1d5+1 1 Spell - MONTINO
Blade Cusinart' FSLN 6 1d3+9 4
Dagger of Speed MN -1 1d4 7 -3 AC
Evil Sword +3 FSLN 7 1d10+3 4 Cursed on Good Align Characters
Thieves Dagger TN 5 1d6 4 Invoking: Class to Ninja
Shuriken N 7 1d5+10 3 Cursed on Good Characters;
Resists Poison, LvlDrain;
Invoking: Hp+1
Murasama Blade S 8 10d5 3 Invoking: St+1
------------------------------------------------------------
Armor Value Class Ac Special
Robes 15 All 1
Leather Armor 50 FPTBSLN 2
Chain Mail 90 FPSLN 3
Breast Plate 200 FPSLN 4
Plate Mail 750 FSLN 5
Chain Mail +1 1500 FPSLN 4
Leather +1 1500 FPTBSLN 3
Plate Mail +1 1500 FSLN 6
Breast Plate +1 1500 FPSLN 5
Leather +2 6000 FPTBSLN 4
Chain +2 6000 FPSLN 5
Plate Mail +2 6000 FPSLN 7
Evil Chain +2 8000 FPSLN 5 Cursed on Good Characters
Neut P-Mail +2 8000 FPSLN 7 Cursed on all but Neutral
Breast Plate +2 10000 FPSLN 6
Breast Plate +3 100000 FPSLN 7
Chain Pro Fire 150000 FPSLN 6 Protects against fire-based attacks
Evil Plate +3 150000 FPSLN 9 Cursed on Good Characters
Lords Garb 1000000 L 10 Prot: Mythical, Dragon; Regeneration (1);
Vs: Were, Demon, Undead
----------------------------------------------------------
Shield Value Class Ac 2Hit Special
Small Shield 20 FPTBSLN 2 4
Large Shield 40 FPSLN 3
Shield +1 1500 FPTSLN 4
Shield +2 7000 FPTSLN 5
Evil Shield +3 25000 FPTSLN 5 Cursed on Good Characters
Shield +3 250000 FPTSLN 6
-------------------------------------------
Helmet Value Class Ac Special
Helm 100 FSLN 1
Helm +1 3000 FSLN 2
Helm +2 (Evil) 8000 FSLN 3 Cursed on Good Charactersl; Casts-BADIOS
Diadem of Malor 25000 All 2 Casts - MALOR
-------------------------------------------------
Gauntlets Value Class Ac
Copper Gloves 6000 FSLN 1
Silver Gloves 60000 FSLN 3
------------------------------------
Misc Item Value Class Special
Jeweled Amulet 5000 All Casts - DUMAPIC
Ring of Porfic 10000 All Casts - PORFIC
Amulet/Manifo 15000 P Casts - MANIFO
Rod of Flame 25000 MBS Resists Fire; Casts - MAHALITO
Amulet/Makanito 20000 All Casts - MAKANITO
Ring of Healing 300000 All Regeneration 1 hp per step
Ring Pro Undead 500000 All Protects from Undead Monsters
----------------------------------------------------------
Scroll Value Class
Dios Potion 500 All
Latumofis Pot. 300 All
Scroll/Kanito 500 All
Scroll/Badios 500 All
Scroll/Halito 500 All
Potion of Sopic 1500 All
Scroll/Lomilwa 2500 All
Scroll/Dilto 2500 All
Potion of Dial 5000 All
Scroll/Badial 8000 All
---------------------------------------------
Cursed Item Value Type Class Effects
Long Sword -1 1000 Weapon FSLN 2Hit: -1; Dam: 1d8
Short Sword -1 1000 Weapon FTSLN 2Hit: -1; Dam: 1d6
Mace -1 1000 Weapon FPBSLN 2Hit: -1; Dam: 2d3; Swings: 1
Mace -2 2500 Weapon FPBSLN 2Hit: 0; Dam: 1d8
Staff -2 8000 Weapon All 2Hit: -2; Dam: 1d4; Swings: 1
Leather -1 1500 Armor FPTBSL Ac: 1
Breast Plate -1 1500 Armor FPSLN Ac: 3
Chain -1 1500 Armor FPSLN Ac: 2
Cursed Robe 8000 Armor All Ac: (2); 2Hit: -2
Leather -2 8000 Armor FPTBSLN Ac: 0
Chain -2 8000 Armor FPSLN Ac: 1
Breast Plate -2 8000 Armor FPSLN Ac: 2
Shield -1 1500 Shield FPTSL Ac: (1)
Shield -2 8000 Shield FPTSLN Ac: 0
Cursed Helmet 50000 Helmet FSLN Ac: (2); 2Hit: -2
Ring of Death 500000 Misc All Regeneration (-3)
-------------------------------------------------------
Special Item Use
Statuette/Bear Key
Statuette/Frog Key
Silver Key Key
Gold Key Key
Bronze Key Key
Blue Ribbon Access to second elevator, level 4 and below.
Werdna's Amulet Alig: Evil; Cursed; Casts MALOR; Prot: Regeneration(3),
Fighter, Mage, Priest, Thief, Midget, Giant, Mythical,
Dragon, Animal, Were, Undead, Demon, Insect; Res:
Noelements, Fire, Cold, Poison, LvlDrain, Stoning,
Magic; Ac: 10; Invoke: Heal Party
These tables are modified from their original form: They were
originally created by: mindless@mindless.com or
http://members.aol.com/analander/wizardry/walks/wiz1.html
Before we go into the maze, let me explain how to mix alignments in
a party. Mixed alignments cannot form a group while they are in the
tavern, but they can in the maze.Here's how to do it: let's say
you have 3 evil character and 3 good. Form a party of the 3 evils
and take them into the maze, quit the game right at the steps
(leaving them in the maze). Then form a party with your 3 good guys,
and take them into the maze. As soon as you get in do a "search",
you'll find the 3 baddies, invite them into your party. That's it.
This is kind of time consuming, so now you have to decide which
alignment you want you characters to be. That's up to you,
although there are a lot of good items for evil people. If you
want your mixed party to turn all good, then when you encounter
"Friendly Groups"- leave them alone. If you want to turn a party
evil, fight the friendlies.
Another good tip I can offer is this. Don't waste your time at
the Inn, only go there to level up. Once you come back to the
town from the maze all your spell points are replenished. Go
back down and heal, come back up to replenish.. Repeat as
necessary. Excessive visits to the inn will result in your
character aging.
-Let's try to get them out of the maze in under 10 years ;)-
Into the Maze
I can not stress this enough.. MAP MAP MAP. Even though there
are maps of all the levels on this site, map anyways. The maps
on this site should really only be used if you are lost. Half
the fun of the game is mapping out the levels. Plus, by
mapping out the levels fully, you are able to keep track of
what parts of the level you have explored. Spending a lot of
time on the level guarantees a lot of fights, which is good
for experience also. All the mazes are based on the concept
of a 20x20 grid (numbered 0-19). I have such a grid for
download on this site for you to use if you like.. now you
have no excuse.
Level 1:
This is the first level your characters will ever see. The
monsters are fairly weak, but still, don't hang around too
long. In your early explorations take frequent trip back up
to heal. You'll learn that patience is a virtue, in the
early part of the game I would just walk up and down the
halls before me. I wouldn't go into the main chamber of
Level 1, I would just keep going inside the three 3x2 rooms
and fighting monsters until I hit 3rd level on all my
characters. Once you hit 3rd level go ahead and start
exploring. There's a lot of cool places on this level, there
are two keys to pick up here, and there's also Murphy's Ghost.
Murphy's Ghost is great place to make some fast levels,
he hardly ever hits your party (you hardly ever hit him too)
so the battles can be long. However, he grants a lot of
experience point on death. Beat him up over and over until
you're about level 5 or 6, then it's cool to head down to
level 2 via the stairs.
-- Level 1 also has an elevator that takes you to different
parts of level 2, 3, 4. Plus there is a quick shortcut back
to the castle 9 steps south 1 step west of the elevator.
Don't let the dark scare you!--
Level 2:
This level is pretty straight forward, the monsters are a
little tougher, but if you're around level 5 or 6 you
should be ok. There are some spots on this level that
won't letyou go any further unless you have the two items
from Level 1, and then once you get past those checkpoints
you'll have to collect a few statues.
Once you have both the statues you can venture towards the
upper-left hand corner and into the dark zone. It is there
you can pick up the Gold Key.
-- The elevator from Level 1 only lets you access 4
squares of this level. Hardly worth your effort--
Level 3:
Here we go, now you'll get a taste of kinds of devious
tricks you'll encounter. Most of this level looks the
same, and it wraps around to confuse you. On top of that,
the floors are full of bogus directions, pits, and
spinners.
There's no items to collect here, hang out long enough
to get a taste of the monsters and then beat it.
Level 4:
This level is cut up into two parts. The stair half and
the elevator half.
Stair Half: This half is accessible from the stair going
down from level 3, I recommend this route first. You'll
get a taste of the monsters. If you keep getting your ass
kicked go fight Murphy's Ghost some more until you can
tackle them. Here's you can use the bear statue* from
level 2 to open the path to level 5. This is not necessary
but the loop of rooms behind the door is a good place to
earn some EXP.
Elevator Half: If you can explore the stair half of this
level and survive. Then go ahead and try for this section.
You'll encounter some big fights here, this is portion of
the level where Trebor will test your party and tell you
the true nature of your quest. If whoop his guards you'll
be given the Blue Ribbon which will let you use the NEW
elevator (0n,10e).
Go up the main hallway and enter the door. You'll trip an
alarm, this means your next step will send monsters
running after you. If you want a little more EXP head west
to the treasure room. If you feel confident head east to
the Monster Allocation Center. Once you enter the Center
you'll meet a big encounter. If you luck out.. and they
are friendly don't wimp out. Do it again. You'll get a
lot of EXP and some cool items (don't equip the Ring,
it's a Deadly Ring and will kill you, but you can sell
it for LOTS of gold). The best way to win the battle to
have your mage cast a Makanito and IF your priest has it
try a Lorto. Once you beat the guards head south to meet
Trebor. From now on you can use the new elevator.
*Thanks to Rachel for this info
Level 5:
Level 5 is your first step into the "Big Nasty" part of
the maze. This level is full of corridors and doorways,
there's a wrap-around towards the northern part of thelevel.
It's not very hard to map, but here's the kicker, if you're
not careful where you tread magic won't work on this level.
All the fights must be won with force instead of magic,
nor will magic work in the camp (no healing). So try not
to trigger that spot!
Level 6:
This level is fairly straight forward, don't let the two
spinners confuse you. There's really nothing to see here,
however at (7n,19e) there's a spot on the floor. This
usually indicates a message or a checkpoint. I'm not Sure
what it's for, if anyone knows let me know. I've never
been able to trip it. (I've even dropped some items to
try to trigger it).
Level 7:
This level is pretty neat, it tough to map though.
The teleport located at (12n,6e) will throw you back to
(6n,13e). Once again there are three odd spots in this
level that seemto serve no purpose. I have noticed that
in certain portions of this level you once again cannot
use magic. I wonder if the spots have a connection to
the magic loss. Let me know your thoughts. One tip..
Don't take the stair down to Level 8. It's one-way.
Level 8:
This level is in the shape of the initials RJW
(Robert J Woodard). There are two trap areas here.
The Dark Area and the Spinner Area.
Dark Area: This entire room is all black, there's
a teleport here to throw you off. The exit is on the
southern wall.*
Spinner Area: This is nasty. I'm fairly certain that
the stairs from level 7 are one way. I can not find
away to get back up to level 7 via stairs. This room
is full of spinners and even has a teleport to throw
you off.
*Thanks to Rachel for telling me where the exit to
this room was
Level 9:
This level is shaped like the initials ACG
(Andrew C Greenberg). The elevator stops here,and
there are no stairs to be found. This level is great
to find valuable items and to gain experience. Hang
out here to fight, then go back to the castle, come
back fight some more. You'll rack up exp, and gold.
Once your party is very strong (mage and priest know
all spells, fighters have hit points above 100).
Then you can hit the chute at (2n,8e).
This is the way to Level 10.
Level 10:
This is it, the deepest level. If you fell here by
accident don't worry, one step can teleport you to
the castle. This level is tedious to map, dumapic
spells will fizzle. I originally was unable to map
this level, but thanks to a tip from a visitor* I
learned that you can Malor up 9 levels and cast
your dumapic there. using that technique you can
chart your way through. it's not really necessary
though, as soon as you enter this level you are
given a clue "Contra Dextra Avenue". The first time
I accidentally entered this level, my friend and I
were shocked our hearts were racing and we didn't
DARE make a move.We looked up those words in the
dictionary (do it). Basically this clue mean
"To get to Werdna take lefts".
Every time you get to a door a group of guardians
is on the other side. Once you defeat them, you
can take a left or a right. Right will send you
to the start, (one step away from a the teleport
to the castle), left will send you on the next
section. I like to hang out here fighting the
guardians, collecting weapons and armor. If you
just can't find a Thieves Dagger, it's ok in
Wizardry 2 you can switch using a coin of power.
Once you feel you are ready make your way to
Werdna work your way through the level to the
final door....
*Thanks to Rachel for this tip.
How to beat Werdna.
The easiest (and the "Loser") way to beat Werdna
and his vampires is to cast a Mahaman. Select
-Teleport Monsters- and that's it. he's dead.
Don't give in to the temptation, use a Mahaman
if you wish but try to silence him so he cannot
cast. Nail him with some Tiltowait spells and
have you fighters rip him apart. Once you kill
him you'll be stuck in his room. The only way out
is a Malor. If you're out of spell points use
his amulet. You won't be to cast it to teleport
from the camp or it will fizzle. Wait for a combat
and then use the amulet, from there find the
teleport to the castle.
That's it you've won the game!!
-written by Chris Brune-lastheart@mindspring.com-
-------------END-ORIGINAL-DOCUMENT-----------------------
The above document was adapted from the original web page,
Kyler's Wizardry Den
at http://www.mindspring.com/~lastheart/wizardry/
Let's see, usual disclaimer here, the above is a
copyright work of
Kyler (kylerwiz@mindspring.com).
Text adaptation by Foraker (de_punk@hotmail.com)
http://www.geocities.com/foraker.geo/wizard/index.html
The above document can be freely reproduced as long as
it is unchanged in any way.
               (
geocities.com/foraker.geo)