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Note: The numbers used in this articleare in Hexadecimal format.
If you are not familiar or comfortable with this numberingsystem
then you have no business trying these things out becauseyou are
likely to screw things up beyond repair.
is the key to your adventure. On this disk is stored
all the infromation about the maze, the monsters
and your characters. Your character information is
usually located on track $1A, sector $01 through
track $1B, sector $0F (track $1D for 'Proving Grounds').
This information is $CF bytes long and is formatted
as follows:
![Wizardry 6, 7, And 8 For Mac Wizardry 6, 7, And 8 For Mac](/uploads/1/2/5/7/125736432/196556726.png)
Our BitTorrent Web and Classic clients for Mac computers are available in one convenient location. Download the version that best suits you. The character generation system in Wizardry 8 provides many different races, professions, personalities, and character portraits. Selecting the correct 1-6 characters for your party is probably the most important aspect of the game. This can take some time, but the provided interface is simple, well documented, and easy to use.
If you are not familiar or comfortable with this numberingsystem
then you have no business trying these things out becauseyou are
Wizardry 6 Manual
likely to screw things up beyond repair.
Taking the wiz out of..Wizardry
by Rob Hall (from Computist Issue No. 40 February 1987,pages 23-25)
(I found this at: ftp.apple.asimov.net)
by Rob Hall (from Computist Issue No. 40 February 1987,pages 23-25)
(I found this at: ftp.apple.asimov.net)
Requirements:
A Wizardry Program
A good sector editor (ie. a Hex editor)
A sceneraio disk with six characters
A blank disk to copy your scenario disk
A Wizardry Program
A good sector editor (ie. a Hex editor)
A sceneraio disk with six characters
A blank disk to copy your scenario disk
Most veteran Wizardry players know that, in
'Proving Grounds', if your Bishop successfully
'Identifies item number '9', he'll receive
100,000,000 experience points. Also, if he
successfully 'Identifies 'S', the character
below the bishop will receive 100,000,000
experience points. Any by 'Identifing 'J',
he gives the character below him 100,000,000
gold pieces. This technique allows you to create
almost unbeatable characters in 'Proving Grounds'
and when you transfer your characters to
'Knight of Diamonds', they keep their experience
and powers. But just when you think you've got
all the answers Sir Tech throws you a curve.
Yes, this technique doesn't work with
'Legacy of Llylgamyn' and you can't just transfer
your characters from a previous scenario, you
must perform a 'rite of passage'. This 'rite of
passage' creates new characters who are descendants
of your characters, but have minimal experience
and power. Are all those months, even years, of
wandering through dungeons and tunnels, 'lost
forever'?. Not if you grab your handy sector
editor and read on.
'Proving Grounds', if your Bishop successfully
'Identifies item number '9', he'll receive
100,000,000 experience points. Also, if he
successfully 'Identifies 'S', the character
below the bishop will receive 100,000,000
experience points. Any by 'Identifing 'J',
he gives the character below him 100,000,000
gold pieces. This technique allows you to create
almost unbeatable characters in 'Proving Grounds'
and when you transfer your characters to
'Knight of Diamonds', they keep their experience
and powers. But just when you think you've got
all the answers Sir Tech throws you a curve.
Yes, this technique doesn't work with
'Legacy of Llylgamyn' and you can't just transfer
your characters from a previous scenario, you
must perform a 'rite of passage'. This 'rite of
passage' creates new characters who are descendants
of your characters, but have minimal experience
and power. Are all those months, even years, of
wandering through dungeons and tunnels, 'lost
forever'?. Not if you grab your handy sector
editor and read on.
The Scenario Disk
In all the Wizardry games, the scenario diskis the key to your adventure. On this disk is stored
all the infromation about the maze, the monsters
and your characters. Your character information is
usually located on track $1A, sector $01 through
track $1B, sector $0F (track $1D for 'Proving Grounds').
This information is $CF bytes long and is formatted
as follows:
Bytes | Information |
00 | Number of letters in name |
01-0F | Name (15 letters maximum) |
10 | Number of letters in password |
11-1F | Password (15 letters maximum) |
20 | ($01) character is 'out' , ($00) is available |
22 | Race: see Table I |
24 | Class: see Table II |
26-27 | Age: see Table III |
28 | Life: ($00) OK, ($05) Dead, ($07) Lost |
2A | Alignment: see Table IV |
2C-2F | Characteristics: ($52 4A 52 4A is perfect) seeCharacteristics Breakdown |
3A | # of pieces of equipment (8 max) |
34-38 | Gold: see Table V |
3A | # of pieces of equipment (8 max) |
3C-7B | Equipment information: see Table_VI |
7C-80 | Experience (like gold: see Table V ) |
82 | Last level of character |
84 | Current level of character |
86-87 | # of hit points character has |
88-89 | max # of hit points your character can possess |
8A-91 | Type of spells: see Table VII |
92 | # of level 1 mage spells can cast |
94 | # of level 2 mage spells can cast |
96 | # of level 3 mage spells can cast |
98 | # of level 4 mage spells can cast |
9A | # of level 5 mage spells can cast |
9C | # of level 6 mage spells can cast |
9E | # of level 7 mage spells can cast |
A0 | # of level 1 priest spells can cast |
A2 | # of level 2 priest spells can cast |
A4 | # of level 3 priest spells can cast |
A6 | # of level 4 priest spells can cast |
A8 | # of level 5 priest spells can cast |
AA | # of level 6 priest spells can cast |
AC | # of level 7 priest spells can cast |
AE-AF | Last armor class |
B0-B1 | Current armor class |
B6-BF | Measures effect of weapons & items |
CE-CF | Indicates honors |
Attribute | Bits Used |
Strength | 4-8 |
Intelligence | 15-16, 1-3 |
Piety | 10-14 |
Vitality | 20-24 |
Agility | 31-32, 17-19 |
Luck | 26-30 |
Value | Race |
01 | Human |
02 | Elf |
03 | Dwarf |
04 | Gnome |
05 | Hobbit |
Value | Class |
00 | Fighter |
01 | Mage |
02 | Priest |
03 | Thief |
04 | Bishop |
05 | Samurai |
06 | Lord |
07 | Ninja |
Age is calculated using bytes $26 and $27 under the following formula: |
[($26) / $34] + [($27) X 5] = years (in decimal) |
Therefore, if $26 and $27 are $D0 and $04 respectively: your character'sage is 24. |
Value | Alignment |
01 | Good |
02 | Neutral |
03 | Evil |
Byte $34 | 1st nibble: 16's place |
2nd nibble: 1's place | |
Byte $35 | 1st nibble: 4,096's place |
2nd nibble: 256's place | |
Byte $36 | 1st nibble: 160,000's place |
2nd nibble: 10,000's place | |
Byte $37 | 1st nibble: 40,960,000's place |
2nd nibble: 2,560,000's place | |
Byte $38 | 1st nibble: 1,600,000,000's place |
2nd nibble: 100,000,000's place |
Byte | Meaning |
1 | status of possession ($00 = unequiped, $01 =equiped) |
2 | not used |
3 | not used |
4 | not used |
5 | status of equipment ($00 = unidentified, $01 = identified |
6 | not used |
7 | actual equipment (first byte) |
8 | actual equipment (second byte) |
When giving a chracter a piece of equipment; insure all 'not used'bytes are $00, set byte #1 to $00 (unequiped), byte #5 to $01 (identified),and bytes #7-#8 as follows: |
Byte 7 | Byte 8 | Item | Byte 7 | Byte 8 | Item |
01 | 00 | Long Sword | 33 | 00 | Shield + 2 |
02 | 00 | Short Sword | 34 | 00 | Helm + 2 (evil) |
03 | 00 | Anointed Mace | 35 | 00 | Potion of Dial |
04 | 00 | Anointed Flail | 36 | 00 | Ring of Porfic |
05 | 00 | Staff | 37 | 00 | Were Slayer |
06 | 00 | Dagger | 38 | 00 | Mage Masher |
07 | 00 | Small Shield | 39 | 00 | Mace Pro Poison |
08 | 00 | Large Shield | 3A | 00 | Staff/Montino |
09 | 00 | Robes | 3B | 00 | Blade Cusinart' |
0A | 00 | Leather Armor | 3C | 00 | Amulet/Manifo |
0B | 00 | Chain Mail | 3D | 00 | Rod of Flame |
0C | 00 | Breast Plate | 3E | 00 | Evil Chain + 2 |
0D | 00 | Plate Mail | 3F | 00 | Neurtal Plate Mail + 2 |
0E | 00 | Helm | 40 | 00 | Evil Shield + 2 |
0F | 00 | Dios Potion | 41 | 00 | Amulet Makanito |
10 | 00 | Latumofis Potion | 42 | 00 | Diadem of Malor |
11 | 00 | Long Sword + 1 | 43 | 00 | Scroll/Badial |
12 | 00 | Short Sword + 1 | 44 | 00 | Short Sword - 2 |
13 | 00 | Mace + 1 | 45 | 00 | Dagger + 2 |
14 | 00 | Staff of Mogref | 46 | 00 | Mace - 2 |
15 | 00 | Scroll/Katino | 47 | 00 | Staff - 2 |
16 | 00 | Leather Armor + 1 | 48 | 00 | Dagger of Speed |
17 | 00 | Chain Mail + 1 | 49 | 00 | Cursed Robe |
18 | 00 | Plate Mail + 1 | 4A | 00 | Leather Armor - 2 |
19 | 00 | Shield + 1 | 4B | 00 | Chain Mail - 2 |
1A | 00 | Breast Plate + 1 | 4C | 00 | Breast Plate - 2 |
1B | 00 | Scroll/Badios | 4D | 00 | Shield - 2 |
1C | 00 | Scroll/Halito | 4E | 00 | Cursed Helmet |
1D | 00 | Long Sword - 1 | 4F | 00 | Breast Plate + 2 |
1E | 00 | Short Sword - 1 | 50 | 00 | Silver Gloves |
1F | 00 | Mace - 1 | 51 | 00 | Evil Sword + 3 |
20 | 00 | Staff + 2 | 52 | 00 | Evil Short Sword + 3 |
21 | 00 | Dragon Slayer | 53 | 00 | Thieves Dagger |
22 | 00 | Helm + 1 | 54 | 00 | Breast Plate + 3 |
23 | 00 | Leather Armor - 1 | 55 | 00 | Lords Garb |
24 | 00 | Chain Mail - 1 | 56 | 00 | Murasama Blade |
25 | 00 | Breast Plate - 1 | 57 | 00 | Suriken |
26 | 00 | Shield - 1 | 58 | 00 | Chain Pro Fire |
27 | 00 | Jeweld Amulet | 59 | 00 | Evil Plate Mail + 3 |
28 | 00 | Scroll/Badios | 5A | 00 | Shield + 3 |
29 | 00 | Potoin of Sopic | 5B | 00 | Ring of Healing |
2A | 00 | Long Sword + 2 | 5C | 00 | Ring Pro Undead |
2B | 00 | Short Sword + 2 | 5D | 00 | Deadly Ring |
2C | 00 | Mace + 2 | 5E | 00 | Werdna's Amulet |
2D | 00 | Scroll/Lomilwa | 5F | 00 | Statuette/Bear |
2E | 00 | Scroll/Dilto | 60 | 00 | Statuette/Frog |
2F | 00 | Copper Gloves | 61 | 00 | Bronze Key |
30 | 00 | Leather Armor + 2 | 62 | 00 | Silver Key |
31 | 00 | Chain Mail + 2 | 63 | 00 | Gold Key |
32 | 00 | Plate Mail + 2 | 64 | 00 | Blue Ribbon |
Byte 7 | Byte 8 | Item | Byte 7 | Byte 8 | Item |
5E | 00 | Rod of Raising | 70 | 00 | Dreamer's Stone |
5F | 00 | Amulet of Cover | 71 | 00 | Damien Stone |
60 | 00 | Robe + 3 | 72 | 00 | Great Mage Wand |
61 | 00 | Winter Mittens | 73 | 00 | Coin of Power |
62 | 00 | Necklace Pro Magic | 74 | 00 | Stone of Youth |
63 | 00 | Staff of Light | 75 | 00 | Mind Stone |
64 | 00 | Long Sword + 5 | 76 | 00 | Stone of Piety |
65 | 00 | Sword of Swinging | 77 | 00 | Blarney Stone |
66 | 00 | Priest Puncher | 78 | 00 | Amulet of Skill |
67 | 00 | Priest's Mace | 79 | 00 | Amulet of Skill |
68 | 00 | Short Sword of Swinging | 7A | 00 | Great Mage Wand |
69 | 00 | Ring Pro Fire | 7B | 00 | Coin of Power |
6A | 00 | Cursed Plate Mail + 1 | 7C | 00 | Staff of Gnilda |
6B | 00 | Plate Mail + 5 | 7D | 00 | Hrathnit |
6C | 00 | Staff of Curing | 7E | 00 | Kod's Helmet |
6D | 00 | Ring of Regeneration | 7F | 00 | Kod's Shield |
6E | 00 | Metamorph Ring | 80 | 00 | Kod's Gauntlets |
6F | 00 | Stone Stone | 81 | 00 | Kod's Armor |
Byte 7 | Byte 8 | Item | Byte 7 | Byte 8 | Item |
01 | 04 | Haubek | 35 | 04 | Displacer Robes |
02 | 04 | Breast Plate | 36 | 04 | Hauberk + 2 |
03 | 04 | Plate Armor | 37 | 04 | Breast Plate + 2 |
04 | 04 | Sallet | 38 | 04 | Plate Armor + 2 |
05 | 04 | Potion of Dios | 39 | 04 | Armet |
06 | 04 | Latumofis Oil | 3A | 04 | Wargan Robes |
07 | 04 | Short Sword + 1 | 3B | 04 | Giant's Club |
08 | 04 | Broad Sword + 1 | 3C | 04 | Blade Cuisinart |
09 | 04 | Mace + 1 | 3D | 04 | Shepherd Crook |
0A | 04 | Battle Axe + 1 | 3E | 04 | Unholy Axe |
0B | 04 | Nunchuka | 3F | 04 | Rod of Death |
0C | 04 | Dagger + 1 | 40 | 04 | Gem of Exorcism |
0D | 04 | Katino Scroll | 41 | 04 | Bag of Emeralds |
0E | 04 | Cuirass + 1 | 42 | 04 | Bag of Garnets |
0F | 04 | Hauberk + 1 | 43 | 04 | Blue Pearl |
10 | 04 | Breast Plate + 1 | 44 | 04 | Ruby Slippers |
11 | 04 | Plate Armor + 1 | 45 | 04 | Necrology Rod |
12 | 04 | Heater + 1 | 46 | 04 | Book of Life |
13 | 04 | Bascinet | 47 | 04 | Book of Death |
14 | 04 | Iron Gloves | 48 | 04 | Dragon's Tooth |
15 | 04 | Badios Scroll | 49 | 04 | Trollkin Ring |
16 | 04 | Halito Potion | 4A | 04 | Rabbit's Foot |
17 | 04 | Short Sword - 1 | 4B | 04 | Thief's Pick |
18 | 04 | Battle Axe - 1 | 4C | 04 | Book of Demons |
19 | 04 | Mace - 1 | 4D | 04 | Butterfly Knife |
1A | 04 | Dagger - 1 | 4E | 04 | Gold Tiara |
1B | 04 | Battle Axe - 1 | 4F | 04 | Mantis Gloves |
1C | 04 | Margauz's Flail | FF | 03 | Mage's Robe |
1D | 04 | Bag of Gems | FE | 03 | Heater Shield |
1E | 04 | Wizard's Staff | FD | 03 | Round Shield |
1F | 04 | Flametongue | FC | 03 | Flail |
20 | 04 | Round Shield - 1 | FB | 03 | Dagger |
21 | 04 | Cuirass - 1 | FA | 03 | Battle Axe |
22 | 04 | Hauberk - 1 | F9 | 03 | Hand Axe |
23 | 04 | Breast Plate - 1 | F8 | 03 | Staff |
24 | 04 | Plate Armor - 1 | F7 | 03 | Mace |
25 | 04 | Sallet - 1 | F6 | 03 | Broad Sword |
26 | 04 | Sopic Philtre | F5 | 03 | Short Sword |
27 | 04 | Gold Ring | F4 | 03 | Butterfly Knife |
28 | 04 | Salamander Ring | F3 | 03 | Orb of Mhuuzfis |
29 | 04 | Serpent's Tooth | F2 | 03 | Gold Medallion |
2A | 04 | Short Sword + 2 | F1 | 03 | Rod of Fire |
2B | 04 | Broad Sword + 2 | F0 | 03 | Holy Water |
2C | 04 | Battle Axe + 2 | EF | 03 | Amulet of Air |
2D | 04 | Ivory Dagger | EE | 03 | Staff of Earch |
2E | 04 | Ebony Dagger | ED | 03 | Ship in Bottle |
2F | 04 | Amber Dagger | EC | 03 | Crystal of Good |
30 | 04 | Mace + 2 | EB | 03 | Crystal of Evil |
31 | 04 | Mithril Gloves | EA | 03 | Neutral Crystal |
32 | 04 | Dailki Amulet | E9 | 03 | Orb of Earithin |
33 | 04 | Cuirass + 2 | E8 | 03 | Broken Item |
34 | 04 | Heater + 2 |
Once your characters have the prober equipment,
then can equip themselves in camp or at Gilgamesh's
Tavern.
then can equip themselves in camp or at Gilgamesh's
Tavern.
The type of spells that a character can cast is determind by bytes$8A-90 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Each bit in these bytes represents a type of spell. If the bit is on('1'), that spell is known by the character. Don't forget that in orderfor a character to cast a spell, he must have 'spells left' in that level.The 'spells left' are indicated in bytes $92-AD. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Now that you know how your character is
formatted, it's time to turn your wimp into
a wizard.
formatted, it's time to turn your wimp into
a wizard.
Wizardry 9
Using the Sector Editor
Before creating your new character, you
should make a backup copy of your scenario disk.
The scenario disk is not copy protected so you
can use COPY A or any fast copy program to
duplicate it. To get the most out of this
procedure, I recommend that you scenario disk
contains at least six characters you would like
to strengthen.
For a start, read track $1A or $1B ($1D for
proving ground) to do some investigation work.
The location of your character within a sector
or track will vary depending on the sequence that
you characters were created on the disk. However,
it is easy to find the beginning of your character's
information by looking for the flashing ASCII
representation or your character's name. This will
be the first line of information, bytes $01 to
$0F (remember that byte $00 is the number of
letters in your character's name).
If you're lucky, your character's information
will start at the start of a sector. However,
it is more likely that your character's information
will start in the middle of a sector. This is because
each character's information block is only $CF bytes
long and new characters are added immediately after
old characters. If your character does not start at
byte 0 of a sector, count bytes starting with the byte
to the left of your character's name (starting at 0)
and use the chart to find the feature you want changed.
Unfortunately, the character's information is
usually not ordered in sequential sectors (starting
with sector $1 and finishing in sector $2). It is
usually in reverse order (starting with sector $F and
finishing in sector $E) or may jump from the beginning
of a track to the end. Careful attention to the length
of each character's information block and a little trial
and error can solve this problem.
should make a backup copy of your scenario disk.
The scenario disk is not copy protected so you
can use COPY A or any fast copy program to
duplicate it. To get the most out of this
procedure, I recommend that you scenario disk
contains at least six characters you would like
to strengthen.
For a start, read track $1A or $1B ($1D for
proving ground) to do some investigation work.
The location of your character within a sector
or track will vary depending on the sequence that
you characters were created on the disk. However,
it is easy to find the beginning of your character's
information by looking for the flashing ASCII
representation or your character's name. This will
be the first line of information, bytes $01 to
$0F (remember that byte $00 is the number of
letters in your character's name).
If you're lucky, your character's information
will start at the start of a sector. However,
it is more likely that your character's information
will start in the middle of a sector. This is because
each character's information block is only $CF bytes
long and new characters are added immediately after
old characters. If your character does not start at
byte 0 of a sector, count bytes starting with the byte
to the left of your character's name (starting at 0)
and use the chart to find the feature you want changed.
Unfortunately, the character's information is
usually not ordered in sequential sectors (starting
with sector $1 and finishing in sector $2). It is
usually in reverse order (starting with sector $F and
finishing in sector $E) or may jump from the beginning
of a track to the end. Careful attention to the length
of each character's information block and a little trial
and error can solve this problem.
The Little Fix
Access, sync, share and organize all your photos, music, videos and files over Wi-Fi® or USB between your BlackBerry 10 devices and your computer. 1 Music can be synced and shared between your BlackBerry 10 device and your PC or Mac, with support for both Windows Media Player® and iTunes.
Update using BlackBerry Link. If a new version of the device software is available for your BlackBerry device, it will be listed in the Settings view in BlackBerry® Link on your computer. From there, simply click Install Update to update your software. Find your smartphone’s operating system Watch the BlackBerry Link. For more information and a solution, see here (10.6 only) or here (10.7, 10.8+). Customize your download here. BlackBerry 10 Simulator for Mac OS X. You can use the BlackBerry 10 Simulator to run your apps as if they're on a BlackBerry 10 device. The simulator is hosted inside a virtual machine. Note: A known issue with Java for Mac OS X may cause issues when installing. For more information and a solution, see here (10.6 only) or here (10.7, 10.8+). Blackberry os 6 free download - Apple Java for OS X 10.6, Apple Mac OS Update 8.6, Apple Mac OS Update 7.6.1, and many more programs.
![Link Link](/uploads/1/2/5/7/125736432/443085855.jpg)
Along with the literature Sir Tech provides withits
program, a note warns of tampering with the characters:
'While it may seem appealing to use these products
(cheat programs), we urge you not to succumb to the
temptation. It took more than four years of careful
adjustment to properly balance Wizardry.' Well, it took
me all of last summer to get through the 'Proving Grounds'
even using the bishop trick. If these games are really
balanced, those dungeon monsters sure weigh a lot. In
fact, I was quite surprised at the number of items I
never came across when I played Proving Grounds and
Knight of Diamonds the normal and laborious way.
Wouldn't it be nice to use a 'great mage wand' for
a change?
Anyway, for those afraid to upset the proper
balance of a Wizardry game, may I suggest the 'Little
Fix':
program, a note warns of tampering with the characters:
'While it may seem appealing to use these products
(cheat programs), we urge you not to succumb to the
temptation. It took more than four years of careful
adjustment to properly balance Wizardry.' Well, it took
me all of last summer to get through the 'Proving Grounds'
even using the bishop trick. If these games are really
balanced, those dungeon monsters sure weigh a lot. In
fact, I was quite surprised at the number of items I
never came across when I played Proving Grounds and
Knight of Diamonds the normal and laborious way.
Wouldn't it be nice to use a 'great mage wand' for
a change?
Anyway, for those afraid to upset the proper
balance of a Wizardry game, may I suggest the 'Little
Fix':
1. Change the gold bytes ($34-38) to '00 00 00 01 00'
2. Change the experience bytes ($7C-80) to '00 00 00 01 00'
3. take your characters to the 'Adventurer's Inn' and
have him 'rest' there several times.
This method will allow your character to progress
normally, learning and acquireing normal spells and
powers. It will also give him enough hit points to
survive most levels. In addition, you now have the
money to buy the items you want from Boltac's Trading
Post.
2. Change the experience bytes ($7C-80) to '00 00 00 01 00'
3. take your characters to the 'Adventurer's Inn' and
have him 'rest' there several times.
This method will allow your character to progress
normally, learning and acquireing normal spells and
powers. It will also give him enough hit points to
survive most levels. In addition, you now have the
money to buy the items you want from Boltac's Trading
Post.
The Super Lord
And for those who have no mercy for monsters and
the creatures of the dungeon, I suggest the creation
of a 'Super Lord':
the creatures of the dungeon, I suggest the creation
of a 'Super Lord':
1. Change the class byte ($24) to '06'
2. Change age bytes ($26-27) to '00 04'
3. Insure life byte ($28) is '00'
4. Insure alignment byte ($2A) is '01'
5. Change the characteristic bytes
($2C-2F) to '52 4A 52 4A'
6. Change the gold bytes ($34-38) to
'00 00 00 00 01'
7. Change equipment possession byte
($3A) to '08'
8. Equip the character with eight items
as explained in Table VI
9. Change the experience bytes ($7C-80)
to '00 00 00 00 01'
10. Change level bytes ($82) and ($84)
to '60'
11. Change status bytes ($86-87) to '00 03'
12. Change hits bytes ($88-89) to '00 03'
13. Change spell type bytes ($8A-91) to
'FE FF FF FF FF FF 07'
14. Change spell bytes ($92-AC) to
'09 00 09 00 09 00 09 00. etc'
15. Equip your lord in 'camp' or in
Gilgamesh's Tavern'.
2. Change age bytes ($26-27) to '00 04'
3. Insure life byte ($28) is '00'
4. Insure alignment byte ($2A) is '01'
5. Change the characteristic bytes
($2C-2F) to '52 4A 52 4A'
6. Change the gold bytes ($34-38) to
'00 00 00 00 01'
7. Change equipment possession byte
($3A) to '08'
8. Equip the character with eight items
as explained in Table VI
9. Change the experience bytes ($7C-80)
to '00 00 00 00 01'
10. Change level bytes ($82) and ($84)
to '60'
11. Change status bytes ($86-87) to '00 03'
12. Change hits bytes ($88-89) to '00 03'
13. Change spell type bytes ($8A-91) to
'FE FF FF FF FF FF 07'
14. Change spell bytes ($92-AC) to
'09 00 09 00 09 00 09 00. etc'
15. Equip your lord in 'camp' or in
Gilgamesh's Tavern'.
This will give you a Super Being which will
defeat all your foes, if you play your 'spells'
right!
defeat all your foes, if you play your 'spells'
right!
Other Uses
There are quite a few other uses for your
sector editor. For instance, Sir Tech will charge
you $15.00 to delete a password you have forgotten.
Now all you have to do is to insert $00 from
bytes $10 to $1F to delete your passowrd or better
yet, just look at these bytes to see your password.
sector editor. For instance, Sir Tech will charge
you $15.00 to delete a password you have forgotten.
Now all you have to do is to insert $00 from
bytes $10 to $1F to delete your passowrd or better
yet, just look at these bytes to see your password.
If you have a power failure or you accidentally
press reset while you're playing Wizardry, your
character's record on the disk will be logged as
'on expedition'. Normally, you would not be able to
use your character until you recovered it using the
utility recover program. Now you may recover your
character on your own by placing a '00' in byte $20.
press reset while you're playing Wizardry, your
character's record on the disk will be logged as
'on expedition'. Normally, you would not be able to
use your character until you recovered it using the
utility recover program. Now you may recover your
character on your own by placing a '00' in byte $20.
If you own Legacy of Llylgamyn and have always had
less than twenty character on your scenario disk you
will be in for a surprise. As you examine the character
information sectors, you are likely to find many ghosts
of past explorers. No one is sure where they came from!
These characters are usually 'lost' (byte $28 is '$07')
and may have '$00' in byte $00 (number of letters in
name). To resurrect these explorers, place a '$00' in
byte $28 and place a hex number corresponding to the
number of letters in the explorer's name in byte $00.
Be careful with these characters. I wouldn't trust a
character named '6502'.
less than twenty character on your scenario disk you
will be in for a surprise. As you examine the character
information sectors, you are likely to find many ghosts
of past explorers. No one is sure where they came from!
These characters are usually 'lost' (byte $28 is '$07')
and may have '$00' in byte $00 (number of letters in
name). To resurrect these explorers, place a '$00' in
byte $28 and place a hex number corresponding to the
number of letters in the explorer's name in byte $00.
Be careful with these characters. I wouldn't trust a
character named '6502'.
Wizardry 6 7 8
Wizardry VI: Bane of the Cosmic Forge | |
---|---|
Developer(s) | Sir-Tech |
Publisher(s) | Sir-Tech ASCII(Japan) Night Dive Studios(digital) |
Designer(s) | David W. Bradley |
Series | Wizardry |
Platform(s) | MS-DOS, Amiga, Mac OS, FM Towns, NEC PC-9801, SNES |
Release |
|
Genre(s) | Role-playing video game |
Mode(s) | Single player |
Wizardry VI: Bane of the Cosmic Forge (originally known as Wizardry: Bane of the Cosmic Forge) is the 6th title in the Wizardry series of role-playing video games. It was the first in the trilogy surrounding the Dark Savant, which was followed by Wizardry VII: Crusaders of the Dark Savant and Wizardry 8. It was developed by Sir-Tech Software, Inc. and was released on the Amiga and DOS platforms in 1990 by the same company, and for the Super Famicom in Japan in 1995 by ASCII.
Gameplay[edit]
Although based upon previous games in the series, David Bradley completely rewrote the system for this release. This was the first game in the series to feature full color graphics.[1] The game was mouse-driven and ran with EGA graphics. It was also one of the few games in the Wizardry series that would not allow characters to be imported from previous games. The character creation and level-up process was more detailed than in previous releases. The player can choose from eleven races and fourteen professions.[2]There are multiple skills divided into three categories, and magic is divided into six schools. Combat also allowed several different options, such as thrust or bash, depending on the weapon selected.[3]
Wizardry VI is a first person, tile-based and menu-driven RPG. Its monsters and races are made up of many mythological creatures and people, from the fictitious, to even some real life races and people. The player may meet Sirens and Charron from Greek mythology, the Amazulu (a group of African warrior women, whose tribal name is derived from the Amazons of Greek legend, and the Zulu of Africa), and even the Caterpillar from Lewis Carroll'sAlice in Wonderland.
Story[edit]
The player controls a party of between two and six people from numerous fantasy backgrounds, identical to those found in Wizardry VII: the Human, Elf, Dwarf, Gnome, Hobbit, Faerie, Lizardman, Dracon (a half-Human, half-Dragon), Rawulf (anthropomorphic dogs), Felpurr (anthropomorphic cats) and Mook (aliens that resemble Sasquatch, or the Wookiees from Star Wars). They have come upon a castle that has been abandoned for over a hundred years, and which is rumored to contain the Cosmic Forge, a pen said to control the destiny of time and space. It is said that whatever is written with the pen becomes instantly true. Additionally, nobody knows what became of the King, Queen and Wizard who once lived there. Once the party enters the gates of the castle, the gates close behind them, making escape impossible.
The party visits many exotic locations. The ruins of the castle and its turrets have become overrun by creatures such as giant rats, vampire bats and carnivorous vines, and its basement has become a den of thieves, pirates and other ne'er-do-wells. Once the party finds a path through the castle and into the mountains beyond it, they meet the hostile giants and dwarves who mine the rock there, and a tribe of warrior women called the Amazulu in the jungles nearby.
In the mountains, they free the spirit of the lost Wizard, Xorphitus, who used the Cosmic Forge to learn everything there was to know in the universe. By doing so, his essence was split into two separate beings: the ghostly vision that the party meets, who seems reflective and benevolent, and his insane and violent physical self who appears much later. Xorphitus explains that this was because the nature of man was to be divided, and to know all things constituted a breach of this natural law. As such, he was naturally separated into two beings, each containing half of the universe's knowledge. He warns the party not to use the pen as he did, because using the Cosmic Forge outside of the Cosmic Circle would cause the user to suffer its Bane: to have their desire twisted into a mockery of the writer's intent.
Using a pair of red rubies gained from their dealings and combat with the giants and dwarves of the mountains and the Amazulu of the jungle, the party gains entrance to the River Styx which runs beneath the basement of the castle, and is overrun by eerie spirits and the undead - and guarded by the three-headed dog Cerberus, in-game known as Spot. There, they eventually meet the lost King and Queen, and the King's lover, Rebecca. The King, having used the cursed Cosmic Forge to wish himself immortal, suffers the Bane of living forever as a vampire, unable to feel any human emotion. He attacks the party and drinks their blood, and leaves them weakened, but alive.
The party also meets the long dead Queen, whose spirit still haunts the world. She relates the story of how she was forced to be impregnated by a demon at the King's command, and after she gave birth to the half-demon creature Rebecca, the King took the young girl as his lover, then ordered the Queen put to death. Her vengeful spirit gives the party a silver cross and instructs them to use it to kill both the King and Rebecca.
In actuality, her story is untrue. The King, in fact, took Rebecca in as his own, when a holy man known only as the Vicar and his betrothed, Annie, left her in his care. This caretaker relationship eventually developed into a romantic one. The Queen's death was not by the King's order, and was in fact her own doing. Jealous at having been tossed aside for the young girl as the King's lover, the Queen used the Cosmic Forge and wrote of the death of the 'witch,' which the Bane interpreted as meaning herself, and she slipped and fell on her own knife.
Finally, the party meets Rebecca, who hypnotizes them and brings them to meet the King a second time. The story branches from here, depending on whether the party believed the lies of the Queen. If they did, they still have the silver cross given to them by the Queen, the King burns himself upon it, and the party is thrown into prison. If they did not believe the Queen and threw the cross away, the King drinks his fill of blood, then throws the party into prison anyway.[4] The choice the party makes becomes much more important later, after they make their escape from the prison.
https://cheryllewis.doodlekit.com/blog/entry/11723595/for-mac-pc. After eliminating the physical form of Xorphitus, they enter a final meeting with the King. If the party disbelieved the Queen and discarded the cross, the King relates to the party his struggles with a life of no emotion, and then kills himself by thrusting a holy stake of wood into his own heart. Rebecca appears afterward, and asks the party to take care of both the Cosmic Forge and her half-brother, the dragon Bela, who was born of an affair between the Queen and the Vicar.
When Rebecca first appears, if the party says, 'I love you,' she will give them a diamond ring. This ring has excellent healing and defensive stats, and can be used in Wizardry VII to acquire some of the strongest items in the game, and can be returned to Bela in Wizardry 8 for a massive experience bonus and his thanks.
Returning to the branching story line, a party allied with the Queen is forced to fight the King, and on the more difficult game settings, his lover Rebecca. As vampires, the two of them may only be damaged by holy stakes of wood and holy water. After his death, the spirit of the King relates his struggle, and then disappears.
After the King is dead, either by his own hand or by the party's, the chamber of the Cosmic Forge is finally revealed before them. If the party decides to secure it, a voice says, 'I'll take that!' (this is the voice of Aletheides, a cyborg who returns in Wizardry VII and 8). At this point, a screen appears to tell the player to save a savegame for use in the sequel, and is then transported back to the forest outside the prison so the party can continue to train for the sequel, or just adventure.
If the party does not take the pen when prompted, they continue on through another door to meet Bela, and the final story branch occurs here. If the party did not believe the Queen and did not kill the King and Rebecca, Bela is elated at having new company. Together, if the player so wishes, the dragon and the party enter the mouth of a spaceship and take off for the stars to chase Aletheides. On the other hand, a party that believed the Queen is forced into combat with a vengeful Bela. After killing him, they may enter the mouth of the spaceship on their own, and blast off into the stars by themselves.
A shipbound party that goes with Bela meets the Umpani in the next game, while a shipbound party that goes without him will end up captives, and unwilling servants, of the Dark Savant and the T'Rang.
The origins of the spaceship are explained by Bela during the story path where the party befriends him. He apparently made it through instruction gained from an interstellar communication device from the Umpani, a race prominently featured in Wizardry VII and 8. He also says that it is powered by the remains of the dinosaurs in the forest, i.e. oil/gasoline. Also, if the party refuses Bela's offer to travel the stars, he offers them the key to the castle so that the party may return to the entrance where the game began. He then asks them to turn the lights out when they're done.
Endings[edit]
In all, there are three different endings to the game:
- The 'Bela' ending, which requires dropping the silver cross before meeting the King for the second time (and therefore, disbelieving the Queen), then accepting Bela's offer to chase Aletheides.
- The 'Ship' ending, which requires holding on to the silver cross when meeting the King for the second time (and therefore, believing the Queen), then choosing to board the spaceship after killing Bela.
- The 'Cosmic Forge' ending, completely independent of whether the party believed the Queen, which is achieved by trying to take the Cosmic Forge when prompted.
Reception[edit]
Computer Gaming World's Marc Clupper in 1991 praised the game's detailed weapons and skills, user interface, graphics, digitized audio, and non-grid maps. He concluded that Bane was 'a triumphant celebration of the Wizardry heritage' that would 'repeat the glory of its predecessor'.[5] The magazine's Scorpia that year and in 1993 described the game as 'weak in parts, but better than Wizardry V'.[6][7] The game was reviewed in 1991 in Dragon #168 by Hartley, Patricia, and Kirk Lesser in 'The Role of Computers' column. The reviewers gave the game 4 out of 5 stars.[8] The Lessers reviewed the Macintosh version of the game in Dragon #174, giving that version of the game 4 out of 5 stars.[9]
In 2013, Wizardry VI was ported for modern systems and re-released on Steam by Night Dive Studios.[10]
Awards and honors[edit]
- Strategy Plus Magazine, 1991, Best Role Playing Game.
- Computer Gaming World, April 1991, nominated for Role-Playing Game of the year.[11]
References[edit]
- ^DeMaria, Rusel; Wilson, Johnny L. (2003). High score!: the illustrated history of electronic games (2 ed.). McGraw-Hill Professional. p. 157. ISBN0-07-223172-6.
- ^Clupper, Marc (February 1991). 'Wizardry Forges into the 21st Century - Sir-Tech's Bane of the Cosmic Forge'. Computer Gaming World. Golden Empire Publications, Inc (79): 30–32. ISSN0744-6667. Retrieved 2019-07-14.
- ^Barton, Matt. 'The History of Computer Role-Playing Games Part 2: The Golden Age (1985-1993)'. Gamasutra. Retrieved 2009-07-09.
- ^'Playmaster's Companion, The Official Hint Guide'. Dog & Panda. Retrieved 2009-07-09.
- ^Clupper, Marc (February 1991). 'Wizardry Forges into the 21st Century / Sir-Tech's Bane of the Cosmic Forge'. Computer Gaming World. p. 30. Retrieved 17 November 2013.
- ^Scorpia (October 1991). 'C*R*P*G*S / Computer Role-Playing Game Survey'. Computer Gaming World. p. 16. Retrieved 18 November 2013.
- ^Scorpia (October 1993). 'Scorpia's Magic Scroll Of Games'. Computer Gaming World. pp. 34–50. Retrieved 25 March 2016.
- ^Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (April 1991). 'The Role of Computers'. Dragon (168): 47–54.
- ^Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (October 1991). 'The Role of Computers'. Dragon (174): 57–64.
- ^[1]
- ^Staff (November 1991). 'Computer Gaming World's 1991 Games of the Year Awards'. Computer Gaming World. Golden Empire Publications, Inc (88): 38–40, 58.
External links[edit]
- Wizardry VI: Bane of the Cosmic Forge at MobyGames
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