Wizardry 1 party suggestions

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Wizardry 1 party suggestions

Wizardry 1 party suggestions for the first game of the first Wizardry Trilogy. Characters will be expected to transfer to games 2 and 3 in the trilogy. Death can be permanent, mapping is required, and character development is key for a long journey. If you are playing the Digital Eclipse remake this information still applies for the classic rule set.

The Training Grounds

The Training Grounds, located just outside the Castle, ring with the sounds of swords clashing and timid battle cries. A closer inspection shows youngsters hitting targets with wooden blades, and many of the battle cries turn into yelps when the blade bounces back and hits them! It is here that you create new, novice characters.

Statistics

A measure of a heroes prowess in certain activities.

StatisticDescription
StrengthAffects a hero’s skill in combat for front line heroes that swing melee weapons.
IQAffects a hero’s ability to learn Arcane spells and also identify enemies.
PietyAffects a hero’s ability to learn Divine spells and also identify enemies.
VitalityAffects a hero’s ability to withstand damage and survive resurrections.
AgilityAffects a hero’s turn order, trap avoidance, and ability to inspect chest traps correctly.
LuckAffects a hero in many mysterious ways.

Race

Race impacts the starting Statistics and also what Statistics will reset to, after a Class change.

RaceSTRI QPIEVITAGILCK
Human 885889
Elf71010696
Dwarf107101056
Gnome77108107
Hobbit/Halfling57761015

Age

When a character gets old and decrepit they will be unable to continue adventuring. Beware of spending too much time at the Inn. Age is a pressure to be cautious and stay healthy in the proving grounds of the mad overlord, or at least try.

Alignment

Alignment describes your character’s general ethics and restricts Class selection. Good and Evil characters cannot journey together in the same party.

The alignment restriction can be circumvented if you use the Camp feature while inside the Maze. If you take an evil expedition to the camp and also a good expedition to the camp you can blend the expeditions, mixing good and evil characters into a single expedition.

From time to time, you will encounter “friendly creatures” in the maze and you will have the option to fight or let them go. Fighting will potentially move your characters towards Evil. Letting them go will potentially move your characters towards Good.

AlignmentExample
GoodThey go out of their way to help old crones cross the street.
NeutralThey help old crones cross the street when they are going that way also.
EvilThey help old crones cross the street for a small fee.

Classes

A class defines what the hero is training to do. Heroes are awarded experience (XP) during the adventure. They can change class mid-adventure and then they will start to learn new skills whilst retaining some of their previous training. By the lore of wizardry, minimum statistics must be met before a Hero can change to a Class.

Basic Classes

ClassDescriptions and Restrictions
FighterThe basic man-at-arms. A lifelong Fighter has high hit points, can use any armor or weapon, and fighters are great in the front line. Any Alignment.
MageMages have low hit points, can use only Daggers or Staffs for Weapons, and can not wear any Armor other than Robes. They can learn Arcane Spells and may be of any Alignment.
PriestPriests have fairly high hit points and can wear almost any Armor and Shield but they cannot wear Helmets. Priest Weapons are restricted to Maces and Flails. Priests can attempt Dispel groups of Undead foes. Priest cannot be Neutral Alignment.
ThiefThieves have average hit points. Weapons are limited to Daggers and Short Swords. They can wear only Leather Armor and use a Shield. Thieves uniquely possess the ability to Disarm and Open trapped Chests. Thief cannot be Good Alignment.

Elite Classes

Elite Classes require higher Statistics and therefor they are less available for new Level 1 Heroes. At character creation, if you randomly get a high amount of Bonus Statistics to allocate you will have more access to Elite Classes from the start. You can create many new Heroes until you randomly get a high amount of Bonus Statistic points.

ClassDescriptions and Restrictions
BishopBishops have average hit points. A Bishop can learn spells from Arcane and Divine schools but spells are learned slower than a Priest or Mage. A Bishop must reach level 4 before Divine spell learning starts. Bishops can wear Leather Armor and Shields but no Helmets. Bishops use Maces and Flails for Weapons. A Bishop has a unique ability to Identify Items for free at Level 1. Bishops cannot be Neutral Alignment.
SamuraiSamurai are exceptional warriors and can use all Weapons and Armor. Similar hit point levels to Fighters. At Level 4, Samurai begin to learn Arcane spells, although much slower than a Mage. Samurai cannot be Evil Alignment.
LordLords are exceptional warriors and can use all Weapons and Armor. Similar hit point levels to Fighters. At Level 4, Lords begin to learn Divine spells, although much slower than a Priest. Lords can also Dispel groups of Undead foes like a Priest. Lords must be Good Alignment.
NinjaNinja has hit points similar to the Thief and can use any weapons and armor however at higher experience levels they prefer to fight bare handed with no armor. Ninjas have the unique ability to kill foes with a single blow. Ninja AC goes up as their experience level goes up, so long as they are not wearing armor. Ninjas do not learn spells. Ninja must be Evil.

Class Minimum Statistics

ClassSTRI QPIEVITAGILUC
Fighter11
Mage11
Priest11
Thief11
Bishop1212
Samurai1511101410
Lord151212151415
Ninja171717171717

Changing Class

Changing class enhances hero versatility, enabling a party with increased Spell Points per rest, higher frontline HP, and greater single-turn burst Spell damage. Having multiple characters capable of similar roles reduces downtime; for instance, if the sole divine caster is paralyzed, it usually necessitates a return to town.

You can Change Class in the Training Grounds after selecting Edit Character. Your current attributes must meet or exceed the class minimums to be eligible for each class. Also consider alignment restrictions in the lore of wizardry.

Changing Class, mundane notes

  • Changing class will reset your Attributes to the starting minimums for the Race
    when assigning attributes, prioritize the next class change and then extra points to Agility. If it is the final class, allocate attribute points to maximize (or balance) as per intended usage such as stacking STR for melee or PIE for Divine spells.
  • HP that you already have will be retained.
  • Access to Weapons and Armor will follow the rules of the new class.
    this means that a Priest that used to be a Fighter can no longer use Swords.. or a Mage that used to be a Priest is now stuck with Robes.

Changing class, magical notes

  • Spells that you already know will be accessible even if the new class cannot learn new spells
  • Bonus Spell points will follow the rules of the new class.
    this means that a level 5 Fighter that used to be a Level 5 Mage will have less Spell Points than a level 5 Mage.. off-class spell point totals are equal to 1 point only for each spell known per spell level.
  • Learning more spells will follow the rules of the new class with an exception
    this means, If you know at least one spell of a particular type and level, then you will eventually learn all the spells of that type and level, even if your new class doesn’t learn spells of that type. So, for example, if you change a mage into a ninja, and the mage knew the 3rd level mage spell MAHALITO, then the ninja would eventually learn MOLITO, the other 3rd level mage spell.

Builds Spotlight

Power Bishop

You take a Priest to 13 to open Divine VII and then you switch them to a Mage to 13 again to open Arcane VII. As a Mage, your Divine Spell Points are minimal. So finally, you switch to Bishop and do your final leveling grind and statistic allocation to play out your career. You will have some powerful VII spells for both Arcane and Divine already, you will have Spell Bonus points for both Arcane and Divine, and eventually you will learn all Arcane and Divine spells as you continue to level.

Why not just make a Bishop from the start you say? Two reasons. First, the Bishop learns spells very slowly compared to a Priest or Mage, and so it would take the Bishop more levels to learn the same amount of spells. Second, the Priest/Mage route gets access to VII spells of the first class much quicker. As a bonus, consider that it takes a lot less XP to gain levels 2, 3, 4 , and 5 but those lower levels also have a chance to learn spells. Priest/13 to Mage/13 to Bishop 10..that is 33 levels, you will have all the spells.

Feeble Samurai

Be careful of the Mage to Samurai path.. the result will have very low HP early in their career for a front line hero. Eventually the HP will level out but they may struggle in the front line until their HP catches up.

Creating your Party

An expedition party is made 1-6 heroes but should almost always include 6 heroes. The first 3 heroes form the front line and only those front line heroes can swing a melee weapon at foes during combat. As you may expect, foes can only attack the front line heroes with their own melee attacks.

The front line heroes should have the best melee weapons, the best armor, stacked STR, stacked VIT, and the most hit points. The back row of heroes will take no melee damage but may be targeted by spell casting. The back row heroes will only attack the foes with spells, dispel undead, or with some limited items that actually just cast spells. There are no ranged weapons nor weapons with reach in Proving Grounds of the Mad Overlord.

Planning a Party Long Term

Wizardry games, at least the classic versions, allow for moving your Party to the next game in the series. It is feasible to create a Party in Wizardry 1 and use the same party in 2, 3, and 5–if you can live that long. As a little teaser, Wiz 5 magic system affords great value to high level Mages so it is worth while to plan at least one.

Long Term Party Planning
Consider the following horizontal graph. For each Character line, the capital letter  represents a Class.  Take the first for example, F, or Fighter marks Level 1 then there are 8 dashes then a 1.  The 1 marks Level 10.  For a pure class character this graph shows 60 levels.   Take the fourth for another example, Starts out as a Fighter, changes to Priest at 13, then Mage at 13, then Bishop at 13 to play out.

1 E-DWF F--------1---------2---------3---------4---------5---------6>
2 E-DWF F--------1---------2---------3---------4---------5---------6>
3 E-DWF F--------1---N--------1---------2---------3---------4------->
4 E-HBT F--------1---P--------1---M--------1---B--------1---------2->
5 N-HBT F--------1---M--------1---------2---------3---------4------->
6 E-HBT P--------1------M--------1---B--------1---------2---------3->

This example just gives an idea for notation method. As you move your characters on to 2 then 3 and 5... they will see some adjustments and resets so do no get too attached, its just a rough plan.

Hit Points over time

If you have raised any levels you may wonder why sometimes you will only earn 1 hit point even if you are a Fighter with a great CON stat. This is not intuitive and a common cause for alarm, however, it is behaving as intended. Basically stated, each time a character raises a level their HPs are recalculated with 4 factors: Level, Class, CON Bonus, and RND. If the result is higher than the previous HP they gain the difference but if the result is equal or lower than the previous HP they gain 1 hit point.

For a deeper explanation with great examples, check out this Reddit post by archolewa.

Ideal party makeup

The ideal party has a front line that can absorb and dish out a lot of melee damage. The ideal party collectively has a vast amount of Spell Points for spell casting. You want to build in redundancy so that if one falls another can step in and finalize the combat in a positive way.

Make considerations for Class Change before you create the heroes due to alignment and statistic limitation for each class. After any class change there is a slight backslide in power for that hero but with a few quick level gains they will be superlative to the original class.

Bonus Points

When creating your characters you will get a random Bonus value. You want to get a value of at least 15 for most characters. Higher is better of course. Take the time to create a few characters and take the best ones. If you really want to put in some time here, you can get some insane bonuses. Here is a 26!

Wizardry Bonus 26 Example

High bonus is really great if you want to start out as an elite class and never change your class. However, if you plan to change your class along the way then a 15 is more than enough to get started.

Grow your Strength

Opening Chests

Opening Chests is risky but necessary to find good gear. You do not have to open every single chest but you should open the ones that have a chance for the best gear. It is helpful to inspect a chest with your Rogue/Ninja and also with CALFO. Inspecting by multiple sources can confirm the trap type present. It is never helpful to attempt a Poison Dart disarm on a chest with a Teleporter Trap.. but it is no harm to attempt a Teleporter Disarm on a chest you think is un-trapped.

Knowing what to expect in Chests

Take a look at the Foe List. On the far right, see LB1, LB2, LB3, LB4, LB5 with percentages listed. When the encounter is complete each loot box is tested once, and the result goes to a random group member. If you want to see which items are in each loot box, head over the the Weapons, Armor, and Misc Lists and search for “LB4”, “LB5”, etc.

Per the developer that created Where Are We?, who has spent much time interpreting the original code, for any given fixed encounter:

  • Multiple items may drop for a given encounter but each will be from a distinct loot box
  • It is only the first Foe Group in the encounter that effects the potential drops
  • If the first group has 6x foes, each loot box is only tested once for that group
  • A party member is selected at random to receive each item dropped, if the selected party member has a full inventory, that item poofs – it is not given to another party member.
  • For Gold and XP awards, each and every foe defeated is tallied.

I have personally tested this extensively in the Dos Archives version of Wizardry 1 and 2 and it checks out with various lines of evidence.

Identifying Gear

Identifying items is risky but necessary to find good gear. A Bishop has a free and unlimited Item Identify skill at level 1, keep a Bishop at the Tavern to identify items by temporarily moving them into your party. Identifying Cursed Items can go 2 ways.. either you identify the item cleanly and then you can Sell it OR your Bishop becomes Cursed and you must pay Boltac to remove the item (from your Inventory).

A Leveled Bishop has a better chance of not succumbing, but it will still happen occasionally so you will pay an upkeep to keep a leveled bishop free from Curses. A level 1 Tavern Bishop is expendable and free to generate–actually, new characters start with RND gold so generating level 1 bishops pays (not much). The choice is yours.

Spell Buffs

Most spell buffs can only be cast while in combat and they expire at the end of combat while a few spell buffs can be anywhere in the Maze and they will last until you return to the Castle. Every time you leave the Castle, cast MAPORFIC and LATUMAPIC, they will last until you return to the Castle. MAPORFIC will bolster the AC of your whole party. LATUMAPIC will help Identify the true nature of foes. LOMILWA lasts for a long time, 1000 steps, and expands your site distance and reveals secret doors.

Multiple spells with different names will all take effect even if they do the same thing. For example, MATU and BAMATU each bolster the AC of your whole party but these 2 spells must be cast in Combat and only last for said Combat. MAPROFIC, MATU, and BAMATU all bolster Party AC and they can all be in effect at once to bolster AC by 6 points! This “spell stacking” also works with debuffs such as MORLIS, MAMORLIS, and DILTO — employ this cocktail of debuffs to hit the hard to hit targets such as Will o’ Wisps.

Running from Combat

If you run from a fixed encounter you will bounce back to the previous tile you occupied before encroaching the fixed encounter tile. You can continue to Encroach and Run until you have “more favorable odds” and then you can defeat the encounter. If you run from a random encounter you will avoid it all-together. You can attempt to run each combat round but failing to run allows the foes to attack which may ruin your day.

Reordering your Party

Remember to Reorder the party after curing Paralysis, Dead, Petrify and even after being temporarily Asleep in combat. Don’t start a fight with your mage up front! You cannot reorder during combat!

Grinding XP

Going too deep in the Maze too quickly will eventually kill you — this is a risk that you cannot afford to take as resurrections can fail and characters can be lost forever.

The cautious approach is to grind levels and reach a point where the encounters are much less risky only then, explore new areas. However, the game is designed to be played without excessive grinding and XP can be obtained through exploration and mapping — once you fully explore a level you should be able to move on to the next level. The later is dependent on strategic combat and intelligent party development.

Attribution

Official Manual is here.


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