Wizardry: Proving Grounds of the Mad Overlord. This game shook the computing world and changed the face of gaming forever. All modern cRPGs can trace their ancestry back to this game, from Elder Scrolls and Final Fantasy to Pokémon. It all began here...
I'm bored. I'ma do an LP, and you guys are gonna help.
My goal is a simple one. I'll build a party based on suggestions from you guys, and then I'll take that party through The Proving Grounds of the Mad Overlord (I), The Knight of Diamonds (II), Legacy of Llylgamyn (III), and Heart of the Maelstrom (V). I'm skipping the fourth game because it's a completely standalone title, and also on account of it being stupid hard even by Wizardry standards.
For the record I've beaten the first game once already, but the other three will be new territory to me. I'll be learning this along with you.
A basic rundown
The unnamed castle town contains everything an adventurer party could ever need. Gilgamesh's is where you assemble and manage your party, the Inn is where you sleep to heal and level up, the Temple is where you can be healed of paralysis, petrification and death for an exorbitant fee, and Boltac runs the item shop. The Training Grounds is where character generation takes place, and finally there's the dungeon itself.
We'll have to start by making us some adventurers.
You pick out a race and an alignment, and then finally...
The stat screen. Your starting stats are determined by your race, and then you get a certain number of bonus points. I'm not sure what the formula here is, but I think it's 1d6+4, then that again if you get a 10. The hard limit is apparently around 60, but I've rolled dozens of times and I can count the number of 20s I've seen on one hand, and the 30s without my hands. I just roll until I get 17 or so, which is more reasonable to shoot for.
The stats themselves are pretty standard stuff, although they only start giving tangible bonuses when they get quite high, and penalize you for having them too low:
- Strength influences your weapon damage, obviously, but it also affects your to-hit chance for some reason.
- I.Q affects the rate at which you learn Mage spells. It doesn't influence their damage, and doesn't seem to influence the success rate of status-effect spells either, so this becomes less important once you know the entire Mage spellbook.
- Piety, similarly, affects the rate at which you learn Priest spells and does little else.
- Vitality gives you extra hit points when you level up, and directly correlates to the chance that resurrection will work on you. It's pretty much the god stat for that reason.
- Agility doesn't affect your to-hit chance or AC here, but it does still give an initiative bonus so it's pretty important. It also affects your chances to identify and disarm traps, so it's extra important to Thieves.
- Luck is used by all of your saving throws, so it affects your ability to resist status effects and instant-death attacks. Considering how many of them this game will throw at you, you'll need a lot of Luck to survive.
Races are the Tolkenian standard:
- Humans are slightly above-average across the board except for their bad Piety, with an extra bonus to Luck.
- Elves have high IQ and Piety and also good Agility, but bad Luck and Vitality.
- Dwarves are actually pretty cool here; they get good Strength, Piety and Vitality, with drawbacks only to Agility and Luck.
- Gnomes are great. They have good Piety and Agility, and no significant drawbacks.
- Hobbits are kinda useless. They have low Strength and Vitality, but high Agility and very high Luck.
And typical D&D classes (with requirements):
- Fighters hit things really hard. (11 Strength)
- Mages blow things up. (11 IQ)
- Priests heal, Turn Undead, and make good backup warriors. (11 Piety, can't be Neutral)
- Thieves are useless in combat, but you still need one in your party if you don't want trapped treasure chests (read: every treasure chest) to blow up in your face. (11 Agility, can't be Good)
- Bishops learn both Mage and Priest spells, but veeeeeeeeeeeery slowly. It's faster just to take a Mage or Priest to level 13 and then class change them if you want every spell on one character. Bishops are still useful for their ability to identify items, though. (12 IQ, 12 Piety, can't be Neutral)
- Samurai are basically Fighters that have slightly lower HP in exchange slooooooooowly learning Mage spells. Also, the best weapon in the game can only be used by them. (15 Str, 11 IQ, 10 Pie, 14 Vit, 10 Agl, can't be Evil)
Keep in mind that it's only feasible to get a Samurai on a fresh character if that character is an Elf, a Dwarf or a Gnome.
The remaining two classes have requirements too high to get with a fresh character, regardless of race. I'm just listing them for completion's sake, these aren't available except via class-change later on.
- Lords are this game's Paladins. They can do everything a Fighter can do, and they also get Priest spells and the best piece of armour in the game. (15 Str, 12 IQ, 12 Pie, 15 Vit, 14 Agl, 15 Luck, must be Good)
- Ninjas are awesome death machines. They can use almost any gear in the game, but they can also go all martial-arts and not use any equipment at all. They can also identify and disarm traps, although not as well as a Thief, and they can even instant-kill an enemy on a critical hit. (17 everything, must be Evil)
So here's how suggestions work. Give me a race, a class and an alignment, and I'll make that character and slap your name on it. If you want to dictate anything else about your character, like how to distribute their stat bonuses, I'll do my best to see it done. A party has a maximum of six characters, but it is possible to beat the game with less.
- Endless Sea, Level 6 Evil Gnome Samurai
- Stella, Level 7 Neutral Hobbit Thief
- Victin, Level 6 Evil Elf Bishop
- Anura, Level 6 Evil Elf Priest
- Gurt, Level 7 Evil Dwarf Fighter
- Susie, Level 6 Evil Elf Mage