Wizardry: Proving Grounds of the Mad Overlord

Wizardry: Proving Grounds of the Mad Overlord

Released1981
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.
67Wit Score

Details

DeveloperSir-tech Software
ReleasedSeptember 1, 1981
StatusReleased
GenresRole-playing (RPG)
ThemesFantasy
PlatformsDOS DOSAPP Apple II
ModesSingle player
SeriesWizardry

Wit-Index Intelligence

Community Score
Mixed Reception67/100

About This Game

The prosperous city-state of Llylgamyn once thrived under the watchful eye of its High Council, until they appointed the celebrated warrior Trebor as Overlord to consolidate power. Trebor's ambitions soon led him to pursue an ancient amulet of legendary potency, hidden within a forgotten temple—but his prize was intercepted by the sorcerer Werdna, an arch-rival who coveted the artifact for himself. Using the amulet's dark magic, Werdna vanished beneath the city and conjured a sprawling ten-level labyrinth, populating it with summoned monsters to serve as his fortress and sanctuary. Desperate to reclaim what he lost, Trebor slowly carved control over the upper reaches of the maze and eventually repurposed it as a trial ground for the kingdom's most promising warriors, offering glory and admission to his personal guard to those brave or skilled enough to descend into its depths and retrieve the stolen amulet. Now, after five years of preparation, a new band of adventurers stands ready to test their mettle against the darkness that lurks below.