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.

    Source: geocities.com/foraker.geo/wizard

               ( geocities.com/foraker.geo)