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Wizardry: Proving Grounds of the Mad Overlord

Role-playing (RPG)

Release Dates:

Average Rating:

Developers/Publishers:

Sir-tech Software, ASCII Corporation, Sir-tech Software, Bandai

September 1, 1981, December 31, 1981, December 31, 1987, December 31, 1985, December 1, 1985, January 1, 1986, March 1, 2003, February 23, 2001, November 15, 1985, November 1, 1985, December 22, 1987, July 1, 1990, June 1, 1999

DOS, Mac, Commodore C64/128/MAX, Nintendo Entertainment System, Game Boy Color, MSX, Super Famicom, Apple II, Sharp X1, Family Computer, WonderSwan Color, PC-8800 Series, PC-9800 Series, FM-7

Platforms:

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Content Gaps: Some areas of Wizardry: Proving Grounds of the Mad Overlord feel underdeveloped or lacking in content.

Repetitive Elements: Wizardry: Proving Grounds of the Mad Overlord may become repetitive after extended play, especially in the Role-playing (RPG) genre.

Bugs and Glitches: Some players have reported bugs that can disrupt the Wizardry: Proving Grounds of the Mad Overlord experience.

Why To Avoid

Community Driven: The game has a strong community, which enhances the multiplayer experience.

Beautiful World: Explore the stunning world of Wizardry: Proving Grounds of the Mad Overlord, a visual treat for fans of Role-playing (RPG).

High Replay Value: Wizardry: Proving Grounds of the Mad Overlord offers numerous reasons to replay, thanks to its Role-playing (RPG) elements.

Why To Play

The Mad Overlord Trebor was once only power-mad, but went off the deep end after he acquired a magical amulet of immense power, only to have it stolen from him by his nemesis, the evil archmage Werdna. Werdna, not quite sure how to use the amulet properly, accidentally causes an earthquake which creates a ten-level dungeon beneath Trebor's castle. To avoid looking silly, Werdna declares the dungeon to be the new lair for him and his monster hordes. Trebor, not to be outdone, declares the labyrinth his new Proving Grounds where adventurers must prove themselves for membership in his elite honor guard, and incidentally retrieve his amulet in the process.

The first Wizardry was one of the original dungeon-crawling role-playing games, and stands along with Ultima and Might & Magic as one of the defining staples of the genre.

The player generates and control a party of up to six different adventurers, choosing from four races (humans, elves, dwarves, gnomes and hobbits), three alignments (good, neutral and evil), and four basic classes (fighter, priest, mage and thief). These can later evolve into elite classes (bishop: priest with mage spells; samurai: fighter with mage spells; lord: fighter with priest spells, and ninja: fighter with thief abilities) if they meet the necessary level requirements. After outfitting the party with basic weapons and armor, the player sends it into a 3D vector maze-like dungeon to fight monsters in turn-based combat and find treasure.

Summary

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