Wizardry: The Five Ordeals - Unofficial Wizardry Guide

By acslacker

This can be a assortment of necessary info primarily for Wizardry: The 5 Ordeals. The knowledge right here can even be useful to different Wizardry titles, comparable to Wizardry: Labyrinth of Misplaced Souls.

Character Creation 1

Inside Coaching Grounds, create a brand new character. You’ll enter the character’s identify, race, gender, after which be given a variety of bonus factors to distribute.

Observe: if you’re utilizing Kind A creation you may be given a possibility to pick your class previous to distributing bonus factors. Extra on that later.

Traits (Stats):


– Race determines base traits.

– A personality’s most is base + 15. A personality can transcend this with enchanted gadgets, however a degree up won’t ever elevate a stat past base + 15.

– In lots of situations, feminine characters commerce a -1 Power for +1 Vitality.

– In Wizardry V, if VIT dropped beneath 3, the character turns into LOST. That is in all probability what occurs right here as effectively, and LOST in all probability additionally happens when any stat drops beneath 3.

Power/STR. This stat means little greater than fulfilling class necessities until A LOT of factors are added. A STR of 5 features the identical as a STR of 17 by way of combat harm, whether or not ranged or melee. At STR 18, the minimal and most harm improve by 1. Each level thereafter is a further +1 to wreck. A male dwarf with STR 26 will achieve a considerable +9 to bodily weapon harm. I have no idea if STR impacts combat accuracy, however given a lot of this sport is predicated on previous D&D rule units, it would not shock me.

Intelligence/IQ. Appears to have an effect on Wizard spell harm and price of acquisition of recent spells. It is necessary to notice that Wizards are eligible to study new spells of the following degree on each odd degree no matter IQ, however a better IQ normally helps a personality acquire extra of them.

Piety/PIE. It is the Priest spell equal of IQ. In these situations, a excessive PIE won’t have an effect on spells like Heal, Mega Heal and Giga Heal, however appears to have an effect on harm spells like Blades and Firewall.

Vitality/VIT. Strongly impacts most HP, maybe much more than class. Upon character creation, beginning HP will probably be decided by class and VIT: VIT of 11 gives +1 to max HP, and each 4 factors thereafter, one other +1. Given this, the query is, will we see profit from including to VIT past the 11, 15, 19, 23 thresholds? I believe there could very effectively be. See extra on Max HP later within the information.

Agility/AGI. Impacts flip order in fight (albeit unreliably) and, mixed with class and LUC, determines how successfully a personality handles treasure chest traps. It is notable that AGI would not have an effect on Armor Class in any respect.

Luck/LUC. Impacts dealing with treasure chest traps, mixed with AGI and sophistication. LUC very possible influences avoidance of traps once they’ve been set off. It in all probability impacts greater than this.

Character Creation 2

Kind A vs. Kind B.

– Utilizing Kind B signifies that a personality will want ample bonus factors to attain a category. Kind A permits selecting a category, then distributing bonus factors.

– Not each situation permits Kind A personality creation. Kind B is the Wizardry commonplace, however Kind A is rather more handy for creating the Samurai, Lord and Ninja courses.

– In Kind A, bonus factors are distributed extra appropriately within the superior courses. Why would a Ninja want 18 PIE, anyway?

– There are drawbacks to picking Kind A. Characters begin out older (20 I imagine, somewhat than 15). The character could not have ample factors within the applicable stats to be efficient of their chosen class. For instance, a Kind A Ninja in all probability wants very excessive VIT as a result of comparatively low most HP of the Ninja class, or be caught within the again line and having to make use of Conceal/Ambush to combat. The Ninja additionally wants very excessive AGI and LUC in an effort to change your Thief for treasure chest entice disarming, which is among the fundamental causes for making a Ninja. Then, if the Ninja lacks very excessive STR, the Ninja will probably be relying closely on RNG with vital hits (insta-kills) in an effort to be efficient.

Bonus Factors.

– More often than not characters will obtain 6 to 9 factors. Right here and there (in all probability roughly 1 in 5) you may see level values between 16 and 19. Fortunate tosses (possibly 1 in 25?) flip up 26-29, which may make a really strong Samurai. 36+ does occur, and this can put the character in Lord vary.

– The quantity of bonus factors you may get might be capped at 40 or 60, possible scenario-dependent, thus with some situations, rolling a Ninja is inconceivable. If that situation would not enable Kind A creation, Ninja would solely be attainable by re-classing.

– In case your intent is to re-class the character (Wizards and Monks normally) then capturing for prime bonus level values turns into a lot much less useful. Extra on that later.

– Be careful for alignment restrictions. Choosing Impartial routinely knocks a personality out of the Lord and Ninja class prospects, and there is little worse than seeing a 40 or higher present up after I’m rolling a Impartial character. For that purpose, only a few of my created characters will probably be Impartial alignment.

Type a Social gathering 1

* The utmost social gathering dimension is 6 (not together with any persistent summoned monsters). I strongly advocate taking all 6 characters into the dungeon. Fewer than 6 could choose up just a few extra expertise factors, however that is hardly definitely worth the trade-off. Even 6 characters will probably be continuously outnumbered.

– The primary three characters are thought of to be in shut vary of the primary two enemy teams. Characters in shut vary ought to have excessive HP, and their AC ought to be low.

– The 4th, fifth and Sixth slots are in medium vary of the primary two enemy teams, and lengthy vary of any others. With a view to select the Struggle command, a personality in certainly one of these slots wants a medium or lengthy vary weapon outfitted.

** Thieves and Ninjas are ready to decide on Conceal instead of Struggle. If Conceal is profitable, on the following flip Thief or Ninja can Ambush, permitting Thief or Ninja to make use of a close-range weapon from the 4th by means of Sixth slots. Do notice, upon utilizing Ambush, the Thief or Ninja turns into a viable shut vary goal for monsters. A failed Conceal try appears to do the identical.

Which courses are an absolute should have?

– Thief or Ninja for treasure chest traps. With a view to enhance tools, your social gathering might want to raid any and each chest it finds. Most chests are trapped, and people traps are very nasty.

Which courses are an especially good concept to have round initially?

– Priest. Priest spells are a must have. The Lord class does get priest spells, albeit at a number of ranges behind (in all probability 5 ranges, and that is far too lengthy to attend for poison and paralysis cures). It might be attainable to outlive on potions, however it’s a horrible concept. Half of the monsters in later levels of the dungeon trigger poison, paralysis or worse.

– Wizard. There will probably be giant teams of monsters that must die as quickly as attainable. Whereas a warrior can solely kill one or two per flip, the Wizard can kill all of them. Many Wizard spells (Wizard Eye, Levitate, Teleport) make dungeon crawling a lot simpler.

Type a Social gathering 2

Given all of that, we are able to get an concept of what courses we need to use. Many mixtures of characters may lead to success, however setups which can be atypical ought to count on to run into extra bother.

Social gathering slots 1 by means of 3 are sometimes reserved for Fighter, Samurai, and Lord. All of those courses can survive a great beating. Fighter and Lord will choose up sufficient armor for a sufficiently low AC. Samurai armor, nonetheless, may be tougher to come back by, and customarily gives much less safety (That is positively scenario-dependent).

* A Priest can survive within the entrance, particularly a Dwarf Priest with very excessive VIT. Wizardry Monks aren’t these pathetic Closing Fantasy clerics; these monks can armor up fairly effectively and get a fairly low AC. I have a tendency not to do that as a result of it opens up my Priest to close-range paralysis assaults. A paralyzed Priest means utilizing a potion or ending a dungeon run prematurely, along with your social gathering working full-speed straight to the temple.

* Some could stick the Thief within the entrance. With their low most HP and really restricted choices with armor, do not count on the Thief to outlive very lengthy.

* Ninjas are an fascinating choose. They’ll get some wonderful Ninja-only tools in some situations, and Ninja is the one class the place AC drops routinely with degree if no gear is supplied. Nonetheless, Ninjas require many extra expertise factors to realize a degree than the opposite courses. Taking part in a Ninja in all probability boils right down to participant desire.

* Bishops achieve good HP equally to Monks, however have fewer armor choices from what I’ve seen. They’re going to even be behind many different courses in ranges. They’re higher off within the again in case you use them in any respect.

Social gathering slots 4 by means of 6 are shielded from shut vary assaults so long as slots 1 by means of 3 are actively within the battle. Sleep, paralysis, stoned and lifeless members will probably be pushed to the very again, doubtlessly inflicting the again slots to be pressured into the entrance, with the 4th slot clearly getting precedence. 4 by means of 6 will sometimes be secure from shut vary assaults, nonetheless.

* Thief and Wizard belong within the again. Bishop ought to in all probability do the identical, in case you use one.

* If I had been to discipline 2 Monks (I don’t, however there are worse concepts on the market), certainly one of them can be within the entrance, the opposite in again.

One other factor to contemplate is that some situations enable off-hand assaults, whereas others don’t. For those who enable off-hand assaults, so long as a personality is not utilizing a defend, the Struggle/Ambush instructions enable a personality to make two separate assaults, doubtlessly killing two totally different monsters. Samurai and Ninja are inclined to get the most effective off-hand weapons, so their worth positively will increase in these situations.

Notes on Wizard Spells

Lv. 1

– Wizard Eye. This is your automap. Makes use of will deplete quick.

– Stone. Do not use it, however notice how early you get this spell. Now understand how quickly your enemies will apply it to you.

– Sleep. Surprisingly helpful on huge, dumb monsters additional into the dungeon.

Lv. 2

– Hearth. Way more helpful than the harm numbers of 1-8 would point out once you consider IQ and vulnerability.

– Unlock Door. Typically the Thief struggles with locked doorways, and this may need higher luck.

Lv. 3

– Thunder. The primary spell that hits all enemy combatants for first rate harm.

– Magic Display screen. Forged this when going through a boss late within the sport. The boss will in all probability resist your harm spells, anyway.

Lv. 4

– Levitate. After getting entry to this spell, stick with it always until you have to deliberately fall down a chute. On prime of avoiding pits and chutes, your social gathering will now not be stunned, and they’ll shock the enemy rather more typically.

Lv. 5

– Conjuration. Some situations enable for persistent summons (they stick with you till they die or till you permit the dungeon). On these situations, this spell is extraordinarily highly effective, particularly if the summons occur to name for assist.

– Anti-Magic. Forged this primary when going through a late-game boss. Nasty spells have an opportunity to fizzle out instantly.

Lv. 6

– Six Boons. Has an opportunity to do nothing.

– Flip Undead. Do not let the harm values idiot you into casting it. Undead resist this spell continuously.

Lv. 7

– Nuclear Blast. When doubtful, let ’em have it.

– Teleportation. Helpful, however do not misclick on a rock!

– Seventh Boon. Has an opportunity to do nothing.

– Maelstrom. ?

Notes on Priest Spells

Lv. 1

– Heal. It is pretty much as good as you get for some time, sadly.

– Armor. This, Mega Armor and Giga Armor all stack and may be recast in the identical battle.

Lv. 2

– Divine Entice. An exquisite spell till it betrays you.

– Silence. Very helpful in opposition to giant teams that sling spells. Even when it solely works on half of the group, it is very able to saving characters with a low max HP.

– Mega Armor. This stacks with the opposite “Armor” spells, and stacks once you recast it.

– Find Particular person. Might this spell be solely ineffective to you.

Lv. 3

– Title Monsters. Helpful and persists to your total dungeon run. Is that man in robes a sorcerer or a ninja? Is that small animal a innocent stray canine or a lethal vorpal bunny?

– Treatment Paralysis. Hopefully your Priest learns this instantly.

– Break Display screen. I really feel like this might be fairly helpful on boss fights, however odds are you may have higher issues to do. Particularly curing paralysis, petrification or HP, for example.

– Giga Armor. By now it could stack if recast in the identical battle.

Lv. 4

– Treatment Poison. It is one other one I hope my Priest learns rapidly.

– Safety. Persists for your complete dungeon run, however doesn’t stack with a number of casts.

– Scale back Magic. This spell is rather more helpful to your enemies. It could actually finish a dungeon run for me in a rush.

Lv. 5

– Summon Elemental. Some situations enable persistent summons (they’re going to observe you to your total dungeon run until they die). If the situation does, this spell turns into very highly effective, however in all probability not fairly as helpful because the Wizard summon spell as a result of undead will not name for assist.

– Increase Useless. I do not suppose it is fairly as dependable as a Temple revival, however value a shot in case you’re in a dungeon run gone fallacious. This in all probability ages the revived character by 1 12 months.

Lv. 6

– Treatment All. Lastly, therapeutic your social gathering will not take eternally. This spell is superb.

– Evacuate. Probably the most helpful utility of this might appear to be mid-fight, however dropping ALL gadgets is devastating. (Overlook in regards to the gold loss.)

– I do not use some other spell of this degree. In nearly all conditions, I am higher off saving the spell use for Treatment All.

Lv. 7

– Heal Social gathering. ++++++++++

– Increase Ash. This may work on a simply plain lifeless character, too. This spell positively ages the recipient by 1 12 months.

– Prodigy. I prefer to solid this spell instantly earlier than gaining a degree. There’s an opportunity the character will relearn it instantly.

Ought to We Nuke Them?

I’ve a “when doubtful, blast it with excessive degree magic” method to monsters I am unfamiliar with.

Absolutely the worst factor that may occur to a personality is LOST.

The second worst factor that may occur to a personality is LEVEL DRAIN. Stage drain drops a personality’s degree by a minimum of 1, and on prime of that, to minimal EXP for that degree. Merely one degree misplaced like this will equal a lack of practically 1 million EXP for superior courses. They’re going to additionally lose a good quantity of max HP.

*Issues that trigger degree drain (nuke these creatures on sight!):

– Any monster with Vampire in its identify.

– Wights. I detest Wights.

– Shadows typically trigger degree drain, however not at all times, probably scenario-dependent.

– Ghosts.

– Late Bosses typically trigger degree drain.

– Something that remotely appears to be like like a Thoughts Flayer will get remorselessly blasted by my workforce.

*Creatures with a breath weapon. A number of of those “breathers” in a battle collectively can inflict main devastation quickly. Observe, harm dealt by breath weapons decreases because the monster’s HP decreases, offering much more incentive to incinerate, freeze or zap them rapidly.

– Any monster with Dragon in its identify.

– Demon Canines.

– Mushrooms. Watch out for standing results with these items.

– Hearth Elementals.

– Nightmares.

– Insect swarms.

*Creatures with vital hit (instant-kill) bodily assaults. I do not fiddle with them.

– All Ninjas and Assassins.

– Samurai.

– Vorpal Bunny.

– Larger Demons.

– Many Bosses.

*Excessive-level spellcasters. Many of those ought to be excessive precedence to kill. Silence is not a foul concept.

– Lesser Demon/Larger Demon/Any Demon.

– Dragons.

– Lich and different excessive degree undead.

– Djinni/Efreeti

– Excessive-level Samurai.

– Any robed man that is not a Thief or a Ninja past the third flooring.

– Royal Women/Women not sporting any armor past the third flooring. (Presumably together with the third flooring.)

– Sprites and Fairies.


Re-classing characters could make a single character extra helpful. Planning forward stat-wise and alignment-wise is required. If in case you have any curiosity in re-classing any of your characters, this part may assist.

Why re-class?

When a Wizard (or Priest) reaches thirteenth degree, they’re eligible to study all Wizard (or Priest) spells no matter what class they achieve a degree in. So, for instance, re-classing your degree 13 Wizard into Priest creates a Lv. 1 Priest with all of that character’s identified Wizard spells. When the character positive factors ranges in Priest, s/he’ll ultimately absolutely full the Wizard spell record together with selecting up the Priest spells. It really works in the identical means with the Priest class, and also you should not have to re-class a personality right into a magic-using class for them to study the spells they occurred to overlook upon reaching thirteenth degree Wizard/Priest.

Need a Wizard-spell-slinging Lord? Or a way more helpful Thief? Possibly a Bishop that will get an enormous head begin in one of many spell lists? Re-class can do this.

Drawbacks of re-classing a personality:

– Stats are reset to racial base. A really substantial disadvantage. That character will want some blessed level-ups to match his or her former effectiveness within the unique class in addition to being proficient within the new class. I like to recommend the Hobbit race for any character that can finish as a Thief in order that they will not be fully helpless when going through traps.

– The character ages 5 years.

– The variety of spell makes use of per relaxation equals the variety of spells they know for the extent, in order that’ll find yourself being 5 or 6. A pure Wizard or Priest will find yourself with 9 casts per degree.

– As a consequence of how Wizardry handles max HP gained per degree, the character will probably be gaining solely +1 max HP for a lot of ranges. Extra on that in one other part.

**I can’t re-class any front-line warrior class, and there is completely no level to re-classing a Thief or Ninja, for his or her expertise won’t switch to their new class.

**A profit that may be ignored is {that a} Lv. 1 character re-classed from Lv. 13 Priest has the chance to study the Prodigy spell, recast and relearn it over and over for every new degree up. That may assist get the character again up to the mark rapidly, or beef up different lagging characters.

Treasure Chests and Traps

Most of my dungeon runs gone fallacious happen when my Thief or Ninja botch a nasty entice. Figuring out and disarming treasure chest traps efficiently is essential to any social gathering’s success.

– This sport is good sufficient to offer you an concept of a personality’s ability at figuring out traps. It appears to max out at 95%. I would not take this at face worth. Know {that a} rating of fifty% signifies that the character will probably be fully and totally unreliable at identification and disarming.

– Thief vs. Ninja. The Thief’s main perform is to determine and disarm traps. They’re able to dealing harm in fight, particularly with the appropriate weapon, however fight is unquestionably a secondary perform of the Thief. The Ninja’s main perform, alternatively, is to kill monsters. They’re able to disarming traps, however think about this their secondary perform. Ninjas will set off extra traps on common than Thieves.

– Is there a means for a Thief to contribute extra in fight?

* Re-classing an evil or impartial Wizard (thirteenth degree) to Thief is an possibility. Consider the character’s stats will probably be set to base for his or her race. Except that character is Hobbit race, his or her entice effectiveness will not be good till some factors in AGI and LUC are picked up, and plenty of harm spells will not be nice till IQ will get increased. This character can even by no means have fantastic max HP. Re-classing a Priest as an alternative (thirteenth degree) may very well be the higher possibility.

– What are the traps to be particularly cautious of?

* Teleportation. Often it is only a minor nuisance, nonetheless, setting off a Teleportation entice has an opportunity of teleporting your social gathering right into a rock (the prospect is clearly dependent upon what number of “rock areas” are within the map in your present flooring, in addition to any “anti-teleportation zones”). In case your social gathering teleports right into a rock, hit CTRL+F1 instantly or all six members and their tools are LOST.

* Rainbow Ray. It is Wizardry casting Seventh-level Prismic Missile in your social gathering. Petrification, paralysis, dying, ash, and extreme harm are all on the desk to your total social gathering. Usually, this entice will not present up till you’ve got gone pretty deep into the dungeon.

* Spell Blaster. Any spell customers you might have are up in opposition to magic drain. They could additionally overlook some spells. As if that wasn’t sufficient, they could be killed or decreased to ash as effectively.

* Exploding Field. There’s nothing like setting off a “growth field” after a nasty combat with breathers. Any member who did not die within the combat might be lifeless now. This causes heavy harm to your complete social gathering.

* Gasoline Bomb. Your complete social gathering has an opportunity to be poisoned. Unhealthy, unhealthy information in case your Priest would not have Treatment Poison or your social gathering would not have any treatment poison potions.

* Magnetics. One member loses an merchandise, and outfitted gadgets aren’t off-limits. Deceptively aggravating.

– Divine Entice is your buddy. … Often. In case your character identifies a entice that doesn’t make sense, for example, a Rainbow Ray on the third flooring, solid Divine Entice to substantiate your character’s findings. Sadly, Divine Entice will lie sometimes. (Maybe the character’s PIE attribute impacts this?)

– Additionally value noting:

* Venus Kiss can have good results, like rising a personality’s stats or max HP, and even lowering age. I nonetheless would by no means set this entice off deliberately, as dying and ash are additionally attainable. Ash is however one (small) step from LOST.

* Alarm is the one entice I set off deliberately occasionally. When the alarm goes off, monsters will seem that belong on one flooring farther from the one your social gathering is on now. It is in all probability not the brightest factor for me to do.

Issues Each Participant Ought to Know

– Wizardry saves as you progress. You do not want to save lots of your sport, and in case you go away the sport for any purpose mid-dungeon, to proceed you may want to choose the Resume possibility.

– In case your social gathering will get wiped, it isn’t sport over. Your lifeless social gathering continues to be within the dungeon, and you will have to create a brand new social gathering to rescue the previous social gathering. This is among the few causes you’d ever need to go contained in the dungeon with lower than 6 social gathering members. You will want a minimum of one social gathering member slot open so that you could add members of the previous social gathering to the brand new social gathering whereas within the dungeon.

– Many gamers use CTRL+F1 to reset the sport in the event that they’re about to get worn out. This may permit you to resume your run previous to the final combat. I do not make use of this as a result of the specter of a wipe-n-haul makes every dungeon run fascinating to me. Others prefer to reset when character degree ups aren’t to their liking. My most well-liked technique of “dishonest” is to attend for giant bonus factors upon character creation. Make Wizardry essentially the most enjoyable for you and cheat as you see match. Nonetheless, in case you attain the display screen with the gravestones, it’s too late for a reset.

– By no means use something however the Stables on the Inn. The Stables returns characters’ spell makes use of. Therapeutic ought to be performed utilizing your Priest spells solely. Enable your Priest to relaxation within the Stables, then enter the dungeon. Heal everybody to full HP with spells. Return to the Stables, relaxation for spells, rinse and repeat as wanted. Utilizing the Inn to heal HP causes characters to age, plus there is no purpose to waste the gold.

– Why did this superior warrior character with 25 VIT achieve just one max HP when s/he leveled up?

* Wizardry will re-throw ALL hit cube for ALL ranges gathered, including in all VIT bonuses, upon a personality reaching the following degree. For instance, suppose a Fighter reached degree 6. For HP, Wizardry will roll 1D10 six instances, including in [VIT Bonus]*6 as effectively. If this new complete is larger than the Fighter’s present max HP, the brand new complete turns into the Fighter’s max HP. If the brand new complete is the same as or lower than the Fighter’s present max HP, the character positive factors +1 HP. With this technique, inevitably, there will probably be low tosses and excessive tosses. One degree could also be solely +1, however the subsequent may simply be +30.

– I do not use Bishops in any respect. Their degree and spell development is terrible. I can create a Wizard or Priest, degree them to 13, then re-class them to degree 13 within the different class lengthy earlier than a Bishop even picks up Sixth-level magic. Their potential to determine gadgets saves gold and stock area, however it could additionally trigger a nasty cursed merchandise to stay to the character. I would somewhat pay the shopkeeper to determine all the things.


We’re nonetheless underneath building, so bear with me. I would like to substantiate that Evil characters can nonetheless be mixed with Good ones whereas within the dungeon. (Probably they only cannot meet up on the tavern they usually may break up up when the social gathering reaches city.) I additionally want to substantiate that the Bishop spell development continues to be the identical as Wizardry V (ridiculously sluggish).

Additionally, ought to anybody have something so as to add, ship it to the Feedback part and I will attempt my greatest to faithfully add it to the information and credit score you. I’ve no drawback with this information turning right into a workforce effort.

For any new gamers, if I have not scared you away from Wizardry but, go inside and have a great time!

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