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wizardry I - Proving Ground

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Liza Dichter

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Jul 16, 1998, 3:00:00 AM7/16/98
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sorry to bore you folks with what must be precambrian history to you but
yes i have another Wizardy question:

Is it really best to have an evil party? web sites i've seen and other
postings to this group seem to suggest that. I guess I'm curious if
people who've played all the scenarios in the series ( where you can
tranfer your characters from Wiz I) have found being a "good" party a
disadvantage?

still looking for the SirTech hint book....


liza
liz...@worldnet.att.net

Warren A. Smith Jr.

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Jul 16, 1998, 3:00:00 AM7/16/98
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On Thu, 16 Jul 1998 10:23:11 -0700, Liza Dichter
<liz...@worldnet.att.net> wrote:

>Is it really best to have an evil party? web sites i've seen and other
>postings to this group seem to suggest that. I guess I'm curious if
>people who've played all the scenarios in the series ( where you can
>tranfer your characters from Wiz I) have found being a "good" party a
>disadvantage?

Don't really have an answer to your direct question, but I only played
with a good party and never could complete Wiz3. I didn't have any
problems with the first two, though. Much later, I discovered that
Wiz3 had some areas that could only be accessed by an evil party.
However, I also think it had areas that could only be accessed by a
good party which meant running two different parties at once. Never
bothered to go back and try to finish it. Besides that, I thought it
was a bad design to force the use of two parties to finish a game.

As for transferring characters, you can transfer from 1 to 2, but you
have to start with a new party for 3.

HTH
--
Live Long & Prosper!

Warren A. Smith Jr.
Pearl River, NY

Rob Flax

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Jul 16, 1998, 3:00:00 AM7/16/98
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In article <6ol2d0$b...@bgtnsc02.worldnet.att.net>,

Liza Dichter <liz...@worldnet.att.net> wrote:
>sorry to bore you folks with what must be precambrian history to you but
>yes i have another Wizardy question:
>
>Is it really best to have an evil party? web sites i've seen and other
>postings to this group seem to suggest that. I guess I'm curious if
>people who've played all the scenarios in the series ( where you can
>tranfer your characters from Wiz I) have found being a "good" party a
>disadvantage?
>
>still looking for the SirTech hint book....

Hi,

I don't think there is really a clear answer to which is best. When I first
played Wiz 1 back in high school, my friend and I had an evil party
because we wanted to eventually be able to change one of our characters
to a ninja, which just seemed cooler than going for a Lord at the time.
Plus, once you get a decent ninja you can ditch the useless thief. Of
course, we later discovered that there are other ways to get a ninja,
and you don't have to be evil....

I think the other difference is that in Wiz 1 some monster groups will
occasionally be friendly (not fight right away) if your party is Good.
I guess that could be helpful if your party was thrashed, but the
main point of Wiz is to hack up the monsters and grab those items
and XP so. I think in later scenarios (at least Wiz 3) monsters
may be friendly to you no matter your alignment, and how you react
may have consequences! That was a great addition to the game; in
fact it was necessary if you wanted to complete Wiz 3.

I say make whatever party you prefer. There are some items that
can only be used by certain alignments, but I think it pretty much
evens out. Hope this helps, and please feel free to post/email
more questions! Love that nostalgia while I wait for Wiz 8!

-=- Rob -=-
(Played and finished Wiz 1-3, 5, 7. Started 4 but life is just
too short for that torture test!)

--
Rob Flax
University of Virginia
Charlottesville, VA
fl...@virginia.edu

Mike Alexander

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Jul 16, 1998, 3:00:00 AM7/16/98
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Liza Dichter (liz...@worldnet.att.net) wrote:
: sorry to bore you folks with what must be precambrian history to you but
: yes i have another Wizardy question:

: Is it really best to have an evil party? web sites i've seen and other
: postings to this group seem to suggest that. I guess I'm curious if
: people who've played all the scenarios in the series ( where you can
: tranfer your characters from Wiz I) have found being a "good" party a
: disadvantage?

: still looking for the SirTech hint book....


: liza
: liz...@worldnet.att.net

I have played <GOOD> parties throughout Wizardry (excepting 3 where you
must run 2 parties) I have not felt any disadvantage. Usually, I
have run 3 fighters(Fig, Lord, Sam), 3 spell casters(Bishop, Priest, Mage)

That is a pretty powerful party in the old Wizardry's. I recently finished
Wiz IV, and have gone to V, but haven't been playing.

IN 3, BTW, you only NEED 1 good character and 1 evil character to advance,
as I recall. Your neutral members can join both parties, making the
repetition minimal. SO, for any class that can, make it Neutral.

I don't remember what happens with a completely NEUTRAL party.

Mikey Alexander

Rob Flax

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Jul 16, 1998, 3:00:00 AM7/16/98
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In article <35ade707...@news.mindspring.com>,

Warren A. Smith Jr. <WSmi...@mindspring.com> wrote:
>On Thu, 16 Jul 1998 10:23:11 -0700, Liza Dichter
><liz...@worldnet.att.net> wrote:
>
>>Is it really best to have an evil party? web sites i've seen and other
>>postings to this group seem to suggest that. I guess I'm curious if
>>people who've played all the scenarios in the series ( where you can
>>tranfer your characters from Wiz I) have found being a "good" party a
>>disadvantage?
>
>Don't really have an answer to your direct question, but I only played
>with a good party and never could complete Wiz3. I didn't have any
>problems with the first two, though. Much later, I discovered that
>Wiz3 had some areas that could only be accessed by an evil party.
>However, I also think it had areas that could only be accessed by a
>good party which meant running two different parties at once.

There is no need to create 2 parties. Just remember that in Wiz 3
your party's actions can have consequences if they act contrary
to their alignment. I think this was a nice touch in Wiz 3. To
follow up on my previous post re. good vs. evil, I'd say that evil
is probably the best because it gives you the best chance of
getting the stats to be a ninja as soon as possible so you can dump
your thief. I am pretty sure you cannot roll up a ninja or lord
to start off with in Wiz 1, but you may be able to get a samurai if
you are very patient and have lots of free time. ;-) Then you just
have to hope to find the Murasama Blade....

>As for transferring characters, you can transfer from 1 to 2, but you
>have to start with a new party for 3.

You can transfer from 2 to 3, but your characters will be reduced to
1st level. They will retain their class, however, so it is nice to
be able to start with a ninja right of the bat, even if low level ninjas
have a talent for blowing traps up in your face. By that time, with some
creative playing, I think the best party is Sam, Lord, Ninja, Priest,
Bishop, Mage.

Good luck and have fun. Now you are making me want to go back and get
Wiz 6 to play on my old 486....

-=- Rob (Bor) -=-

Warren A. Smith Jr.

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Jul 16, 1998, 3:00:00 AM7/16/98
to
On 16 Jul 1998 17:48:09 GMT, alex...@agames.com (Mike Alexander)
wrote:

>I have played <GOOD> parties throughout Wizardry (excepting 3 where you
>must run 2 parties) I have not felt any disadvantage. Usually, I
>have run 3 fighters(Fig, Lord, Sam), 3 spell casters(Bishop, Priest, Mage)

Cool. Glad I'm not the only person who thought this.

Warren A. Smith Jr.

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Jul 16, 1998, 3:00:00 AM7/16/98
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On 16 Jul 1998 17:52:53 GMT, ra...@node11.unix.Virginia.EDU (Rob Flax)
wrote:

>There is no need to create 2 parties. Just remember that in Wiz 3
>your party's actions can have consequences if they act contrary
>to their alignment. I think this was a nice touch in Wiz 3. To

Well, it was a long time ago and I'm sure you're correct, but I'm also
certain I read somewhere that you had to run two parties to get to
some areas of the game. Perhaps it was something Scorpia wrote, but
don't quote me on that because I can't be certain where I saw it. As
for acting contrary to their alignment, I don't recall anything up
until the point I reached that had anything to do with alignment, but
perhaps my memory is shot. As I recall, I never made it past the 2nd
or 3rd level because I could never figure out how to get past the few
barriers I came across. Perhaps if I had been following the ng at the
time, I would have gotten around it. :)

Rob Flax

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Jul 16, 1998, 3:00:00 AM7/16/98
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In article <35ae2140...@news.mindspring.com>,

Warren A. Smith Jr. <WSmi...@mindspring.com> wrote:

Yep, aren't ng's great? Anyway, I am fascinated by your 2-party
solution to Wiz3--that never even occurred to me. Very creative!
What I ended up doing was just running around level 1 trying to
find friendly groups of monsters and then either fleeing or fighting
depending on whether I wanted to turn good or evil respectively.
It took me a little while to figure that out, since in previous
Wizardries you were not able to change your alignment by doing
that (only a few items chould chage your alignment, I think). It
took a while sometimes, but it was quite a kick to run around with
both good and evil characters, since that was generally forbidden
by the game. Wiz 3 and 5 were fairly tricky that way, which made
up a bit for Wiz 2 (which I think was way too easy).

-=- Rob -=-

Zippy D. Cortex

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Jul 17, 1998, 3:00:00 AM7/17/98
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The party I used for Wiz one was a good party - 2 fighters, 1 Lord,
2Mages and a Ninja that got that way because of some dagger or something.
I ran another party that was all Wizards - I cheated like hell with
multiple amulets to get them up in level : ). But it was worth the trip
just to cast 6 Tiltowait's on Werdna and his buddies. Oddly enough,
however, usually one of them survived (never Werdna, always one of those
Whight pricks).


Henning Jacobsen

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Jul 17, 1998, 3:00:00 AM7/17/98
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HeyHo!

Mike Alexander wrote:
> : Is it really best to have an evil party? web sites i've seen and

> I have played <GOOD> parties throughout Wizardry (excepting 3 where you
> must run 2 parties) I have not felt any disadvantage. Usually, I
> have run 3 fighters(Fig, Lord, Sam), 3 spell casters(Bishop, Priest, Mage)

Hmmm - are you sure with this party? I usually got the impression,
that neighter Lord nor Ninja are worth it - after all you lose a
lot of points when you switch the class, and thus they are the weak
point!
My party always consist of 2 Fig, 1 Sam, 1 Pri, 2 Mag,
and I keep a lvl5-bishop at home for identifying in the castle
Alignment, however, rarely matters

have a good time
Henning

Liza Dichter

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Jul 17, 1998, 3:00:00 AM7/17/98
to
Zippy D. Cortex wrote:
>
> I ran another party that was all Wizards - I cheated like hell with
> multiple amulets to get them up in level : ). But it was worth the trip just to cast 6 Tiltowait's on Werdna and his buddies. Oddly enough,
however, usually one of them survived (never Werdna, always one of
those
Whight pricks).

what amulet is that? the only amulets i'm familiar with cast spells
(like makanito or dumapic- the location spell) but none seem to add e.p.

Zippy D. Cortex

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Jul 17, 1998, 3:00:00 AM7/17/98
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> what amulet is that? the only amulets i'm familiar with cast spells
> (like makanito or dumapic- the location spell) but none seem to add e.p.

*****SPOILER***** The one you get off Werdna in the end gives you 50,000. I had a way of getting a shitload of them without
having to kill him each time.


Mike Alexander

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Jul 18, 1998, 3:00:00 AM7/18/98
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Henning Jacobsen (Henning....@oen.siemens.de) wrote:
: HeyHo!

--

I think so... I think the game allows you to rollup a Lord at the
beginning. Every once in awhile you get to add 20+ points to an
initial roll. You just keep creating characters until you get it.

Mikey


Steven A White

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Jul 20, 1998, 3:00:00 AM7/20/98
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In article <BuQr1.23$PV2.2...@news21.bellglobal.com>,

Of course, it's a bad thing to have the only surviving member in your party
be fellow with the full inventory, and the cursed helm preventing you from
steal the telport help from your companion.

I don't think there is any non-teleportway out of the final level without the
amulet is there?

Steven White

Liza Dichter

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Jul 20, 1998, 3:00:00 AM7/20/98
to
>
> I don't think there is any non-teleportway out of the final level without the
> amulet is there?
>
until you actually get to the section Werdna's in you can back up and
get teleported automatically (without a spell) back to the castle

i have been running around the lowest level and once arriving at
werdna's door teleporting up one level (with a malor spell)- not ready
to meet the end yet-

i have my priest and bishop wearing uncursed helmets of malor- nice way
to lower a.c. as this is the only helmet i think they can wear-- but
generally use my mage's malor spell

David P. Brown

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Jul 20, 1998, 3:00:00 AM7/20/98
to
Liza Dichter wrote:

> sorry to bore you folks with what must be precambrian history to you but
> yes i have another Wizardy question:
>

> Is it really best to have an evil party? web sites i've seen and other
> postings to this group seem to suggest that. I guess I'm curious if
> people who've played all the scenarios in the series ( where you can
> tranfer your characters from Wiz I) have found being a "good" party a
> disadvantage?
>

> still looking for the SirTech hint book....
>
> liza
> liz...@worldnet.att.net

I played wiz 1 ,2, and 3 and dont remember having trouble with alignment
at all. I played with a mixed party. I seem to remember that you could add
an evil member, then a nuetral, then a good to your party, mixing the order
to change the overall allignment. Maybe I'm wrong, it's been years since I
played it. I know I had a good ninja and evil lord at one point though :)


Tom Atkins

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Jul 20, 1998, 3:00:00 AM7/20/98
to
Steven A White wrote:
>
> In article <BuQr1.23$PV2.2...@news21.bellglobal.com>,
> Zippy D. Cortex <nos...@forme.ma'am> wrote:
> >> what amulet is that? the only amulets i'm familiar with cast spells
> >> (like makanito or dumapic- the location spell) but none seem to add e.p.
> >
> > *****SPOILER***** The one you get off Werdna in
> >the end gives you 50,000. I had a way of getting a shitload of them
> >without
> >having to kill him each time.
> >
>
> Of course, it's a bad thing to have the only surviving member in your party
> be fellow with the full inventory, and the cursed helm preventing you from
> steal the telport help from your companion.
>
> I don't think there is any non-teleportway out of the final level without the
> amulet is there?
>
> Steven White
>
>
>> In the Apple version that I have, you can come out of Werdna's room, travel to the next to last space in the corridor and cast Malor. (West 2
Up 1). You will get to level 1 with all of your possessions and the
amulet. You then have the option of giving the amulet for the E.P. or
keeping it. You can accumulate a bunch of them this way. You don't
have to equip it to use it, but I have forgotten what it does.

Maher Saleh

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Jul 23, 1998, 3:00:00 AM7/23/98
to

I don't think good and evil mix in proving grounds. I prefered an evil one,
due to my fondness for the ninja class, but the Lord is a good fighter as
well. I remember debating the relative strength of the two classes with my
schoolmate. FOrtunately the current wizardry has no alignment.

Check the Sir-tech web site for clue books:

http://www.sir-tech.com


--
__o Maher Saleh
_\<, ap...@FreeNet.Carleton.CA
|/'(*) Ottawa, Ontario, Canada
..,(*),../""""

Peter Seebach

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Aug 2, 1998, 3:00:00 AM8/2/98
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In article <35B3A9...@bcni.net>, Tom Atkins <iron...@bcni.net> wrote:
>In the Apple version that I have, you can come out of Werdna's room,
>travel to the next to last space in the corridor and cast Malor. (West 2
>Up 1). You will get to level 1 with all of your possessions and the
>amulet. You then have the option of giving the amulet for the E.P. or
>keeping it. You can accumulate a bunch of them this way. You don't
>have to equip it to use it, but I have forgotten what it does.

In the Mac version I played, I discovered that the amulet didn't register
if it was in your swag bag. I eventually managed to use this and a save
bug to duplicate the amulet many times. Then, I created some very, very,
tough parties by building them up from scratch using the amulet. :)

-s
--
Copyright '98, All rights reserved. Peter Seebach / se...@plethora.net
C/Unix wizard, Pro-commerce radical, Spam fighter. Boycott Spamazon!
Not speaking for my employer. Questions on C/Unix? Send mail for help.
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