Wizardry 3 Party Planning

Wizardry 3, wraps up the first Wizardry Trilogy and uses the same characters, spells, and basic commands as Knight of Diamonds and Proving Grounds. You will take on the spiritual successors to your original characters to face the challenges of the Volcano.

Imported characters or starter party only.

Original packaging

Moving your Party

It is expected that you transfer your party from Wizardry 2, or 1 or use the Starter Party. In the Wizardry Archives version, the Training Grounds do not have an option to create new characters. The starter party does not have a Bishop and so if you plan to use a level 1 Bishop to identify, you will need to import them.

The Wizardry Archives process to move your characters from Wiz1 or 2 is pretty simple. First, you need all the characters you plan to import in the Castle, not out in the Maze – Exit game. Copy the SAVE1.DSK file from your Wiz1 or 2 folder to your Wiz3 folder. Launch Wiz3, and go to Utilities. Follow the prompts to import the character(s). It is done.

Once you import your heroes and go through the Rite of Passage in the Training Grounds, you will get to select an Alignment for each of your heroes. You are restricted to valid alignments for your current Class.

Notes on Rite of Passage:

  • The character inventory is cleared, nothing remains.
  • The Gold is capped to 500g
  • XP is reset to 0
  • Level is reset to 1
  • Spell books are reset as if a new character
  • Statistics are minorly reduced, but not reset to Race base.

Check Building Strength or Guide pages for more info.

Attribution

Official Manual is here.

How to obtain a copy of this game:

eBay linkUltimate Wizardry Archives PC CD-ROM version (1998), includes Wizardry 1-7
eBay linkSNES cartridge version (translated)