Wizardry: Proving Grounds of the Mad Overlord cover art

Wizardry: Proving Grounds of the Mad Overlord

Foundational 1981 dungeon crawler of party building, graph-paper mapping and permadeath risk.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION1 /10READS0 /10VARIANCE6 /10OPTIMIZATION8 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    1/10

    Menu-driven combat needs no dexterity

  2. Reads

    cheat: Out-predict an adaptive opponent

    0/10

    Scripted dungeon monsters never adapt

  3. Variance

    cheat: See what's hidden / map the RNG

    6/10

    Random encounters, teleporters and brutal dice rolls

  4. Optimization

    cheat: A perfect solver / coach

    8/10

    Party builds, mapping and spell economy are solvable

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
1981
Developer
Sir-tech Software
Franchise
Wizardry
Platforms
DOS, Apple][
Modes
Single player
IGDB users
67/100
Role-playing (RPG)Fantasy