This is the first of the "2nd Generation" Wizardry games. The classic feel has been abandoned, spells are now in English, there are new races, new classes. It's pretty cool! Bane is one of my favorites. Rolling The Characters: This time it's impossible to import characters into the game. You have to roll them up from scratch. If you thought it was tough trying to figure out which race was best for which class before, you're in for one hell of a ride this time around. We've got six new races to play with and six new classes too. Here is a chart showing the strengths and weaknesses of the species: S: Indicates Strength in that field, W: Indicates that race's weakness in the field. Race Str Int Pie Vit Dex Spd Per Traits Human - - - - - - - Balanced Elf W S S W - - - - Dwarf S W S S - - - - Gnome S - S S - W W - Hobbit - - W - S - S - Faerie W S - - S S S Low AC Lizardman S W W S - S - - Dracon S - W S S - W Breath Felpurr W S W W S S S Low AC Rawulf - W S S - - S - Mook S S W S - - - - If you want more detail, here's a table showing which races are best suited for which classes. A ( 1 ) denotes that the race needs the least amount of bonus points to enter the class. A ( 2 ) means that class is the second easiest to obtain. Race Fig|Mage Pri|Thi Ran|Alc Bard|Psi Val|Bis Lord|Sam Monk|Nin Human | | 2 1 | | | | 2 | Elf | 2 2 | 2 | | | 1 | 2 | Dwarf 2 | 2 | | | 2 1 | 2 | |1 Gnome | 2 | | | | 2 | | Hobbit | | 2 | | | | | Faerie | 1 | 1 | 1 1 | | | 1 | Liazardman 1 | | | | | | | 2 Dracon | | 1 2 | 2 | | | | 1 Felpurr | 2 | 1 | 2 2 | | | 1 1 | 1 Rawulf | 1 | | | 2 | 2 1 | | Mook | 2 | | | | | 2 | Try to fit as much as you can into one party. You're goal is to pack everything into a group of 6 people. A thief, mage, priest, alchemist, psionic, everything. My personal party consists of: Dwarf- Valkyrie Dracon- Ninja Elf - Monk Elf- Bard Mook- Priest Faerie- Mage This party is feature complete with 3 fighting types, a rouge type, a priest, a mage, and the ninja and monk equal a alchemist and a psionic. Into the castle. Your party approaches Castle Proper, unaware of just what they'll find inside. They hope to find great treasure, and investigate the rumors that are spoken throughout the country-side. Your group has come into the possession of a key which is said to open the gates that lead into the castle. With the turn of the key the gates screech open. Cautiously you take a few steps into the main hall.. WHAM! The gates slam shut behind you! The key is no use, you are locked inside. There is no turning back now... -------------END-ORIGINAL-DOCUMENT----------------------- The above document was adapted from the original web page, Kyler's Wizardry Den at http://www.mindspring.com/~lastheart/wizardry/ Let's see, usual disclaimer here, the above is a copyright work of Kyler (kylerwiz@mindspring.com). Text adaptation by Foraker (de_punk@hotmail.com) http://www.geocities.com/foraker.geo/wizard/index.html The above document can be freely reproduced as long as it is unchanged in any way.