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Developer: Sir-tech Software
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12 games
Wizardry I & II

Wizardry I & II

Sir-tech Software, Naxat Soft

Wizardry I & II contains the first two installments of the Wizardry series: Proving Grounds of the Mad Overlord and Knight of Diamond. Both games were ported to the PC Engine (TurboGrafx) CD console with various enhancements, unreleased separately. In fact, the two games are merged into one, as the player is able to play through both of them continuously directly from the main menu. Though the game(s) are rather faithful in gameplay and graphical design to the original computer versions, the enhancements are significant enough to consider this release a remake. Similarly to the NES / Famicom version, the dungeons have simple graphics, unlike the computer originals with their vector lines. Enemy sprites are also more detailed and occupy a larger portion of the screen. A pre-made party of six is available to the player right at the beginning, consisting of characters with generic names ("Fighter", "Samurai", etc.); creating own characters (unlike in the modified PC Engine CD version of Might and Magic), however, remains possible. Dungeon navigation is accompanied by orchestrated CD audio music in this version. The battle music is in PSG format.

AdventureRole-playing (RPG)
Wizardry 6+7

Wizardry 6+7

Sir-tech Software, Drecom

Wizardry 6+7 offers two games that brought veritable incline to the RPG genre. Brave through tough, tactical, and turn-based battles that will push your skills to their extreme limits. Unravel fiendish puzzles and avoid devious traps, here to test your intellect as you navigate labyrinthine dungeons. Many will play but only a few will make it to the end of the glorious and majestic quest. Will you be one of the chosen few? Includes Wizardry 6: Bane of the Cosmic Forge and Wizardry 7: Crusaders of the Dark Savant which also comes as the improved Wizardry Gold on top of the classic DOS version. Both Wizardry games offer classic hard core turn-based role-playing with 14 ranked professions and 11 unique races. Tons and tons of treasure to find, elaborate dungeons to explore, tough tactical battles to win, and that’s just the start of the adventure of up to 500 hours of playtime.

Role-playing (RPG)Turn-based strategy (TBS)
Nemesis: The Wizardry Adventure

Nemesis: The Wizardry Adventure

Sir-tech Software, Virgin Interactive Entertainment (Europe) Ltd., Shouei System, Electronic Arts, Ubisoft Europe

A new world of Wizardry. The horror that destroyed an entire civilization has returned. It has only one target: You. An ancient evil stalks you. The age-old Nitherin talismans are your only hope. Yet these talismans also contain a ferocious energy, the ultimate power of destruction... Quite possibly... yours. Enter Nemesis, a world of mystery, magic and terror. Nemesis invites you into a spectacular world spanning 5 CDs. With stunning 3D graphics that take you into a whole new realm. Responsive, real-time combat. A full stereo soundtrack. Rich digital speech. And an easy to use interface that won't get in the way of your adventure. As you explore the forests, castles and hidden ruins of Nemesis, you'll test your wits as well as your sword. Unravel clues to unlock the mysteries of fiendish traps and mystic devices in the only adventure earning the mark of Wizardry. Experience the only adventure game to bring you the epic fantasy that is Wizardry.

AdventurePuzzleRole-playing (RPG)
Wizardry: Proving Grounds of the Mad Overlord

Wizardry: Proving Grounds of the Mad Overlord

Sir-tech Software

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.

Role-playing (RPG)
Wizardry: The Return of Werdna - The Fourth Scenario

Wizardry: The Return of Werdna - The Fourth Scenario

Sir-tech Software, ASCII Corporation

The fourth game in the Wizardry series, The Return of Werdna takes a decidedly different approach from all the games that preceded it. Instead of playing as a party of six player-generated characters, the player controls Werdna himself, the evil Archmage from the first game. It seems that after Werdna was defeated by the party of adventurers who stole his amulet, he was imprisoned at the bottom of his ten-level labyrinth in an eternal slumber to be tortured by nightmares for eternity. Although Werdna was supposed to sleep forever, somehow he has awakened, and now he is out for revenge. At the beginning of the game Werdna finds himself in a situation that is singularly unique for most arch-villains: he is stripped of his powers, trapped within his own former stronghold, and filled with the realization that the same traps and monsters he created to keep adventurers out now act as obstacles to his freedom. Werdna will slowly regain his magical powers as well as have the ability to summon helpful monsters to accompany him on his journey and aid him in combat. Unlike other role-playing games, no experience is awarded for defeating enemies. Instead, Werdna can only become stronger by searching for pentagrams found in the labyrinth. Accessing a new pentagram allows Werdna to summon stronger monsters and restore his health and spellcasting powers. Werdna will have to fight a variety of monsters and guardians, but many of the randomly appearing enemies in the game are parties of adventurers not unlike those who were controlled by the player in the previous three games. In addition, Werdna is being chased by the rather ticked-off ghost of his old enemy Trebor. The game features a somewhat tweaked version of the same engine and graphics used in the earlier installments of the series. The difficulty level has been increased due to the lack of an experience points system, which often leaves the player-controlled party underpowered. The labyrinth contains abundant traps and complex mazes. For obvious reasons it is no longer possible to import characters from the previous games. The game features three different endings: a good ending, an evil ending, and a special Grandmaster ending which is often considered to be the single most difficult task to achieve in the entire series.

Role-playing (RPG)