Part 2: The Twists and Turns of Dungeon Level 1!
Chapter 2: The Twists and Turns of Dungeon Level 1!Before we dive back into things, let's take a quick look at some info and suggestions that people have passed along.
Gabriel Pope posted:
The standard Wizardry bonus roll formula is 1d6+4, with an exploding 1-in-20 (or maybe just 1-in-10, possibly varying by version--I've seen it both ways) roll for an extra +10 points. You can start with Lords and Ninjas, it's just astronomically unlikely.
I'm still not convinced you can get a Ninja, honestly, even with a gnome and a perfect roll. Still, the more you know.
Indecisive posted:
Will you be posting maps? It's really hard to get a feel for a dungeon when it's just screenshots of rectangles and trapezoids.
Good catch. I wasn't before, but I sure am now!
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With that being said, let's get back to the action.
When we last left our intrepred explorers...
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The maps I'll be using are available at this fine site, and I'll be rehosting them so as not to steal bandwidth. They do contain a lot of spoilers, but nothing really devastating to gameplay. I may edit them as I go along, though, so keep in mind you may not always get the full story. (In other words, if you notice something missing, don't talk about it in the thread! It's that way on purpose.)
Our merry band of jerks has finally breached the first floor of the dungeon proper, so let's take a look around.
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We've just been introduced to two new things. One is the floor plate you saw earlier. These usually signify something you can interact with, such as statues to search, signs to read, etc. You can't see everything coming in advance, but floor plates are generally safe to interact with—or at the very least, you have to actively do something to make them unsafe.
The other is a dark zone. You are flying completely blind in here, and not even light spells will help you out. (In fact, if you have one running, the dark zone will automatically extinguish it.) The only way out is to bump around aimlessly until you locate all the walls and/or map the entire area out.
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A short while later...
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Our heroes decide to search the rest of the floor rather than get eaten by Hanover, and soon they come across a curious anomaly...
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Secret doors abound in Wizardry. In the beginning, you (obviously) won't be able to see them. As we'll see later, your mage(s) will eventually pick up a light spell that reveals all of them. After that, they get kind of boring and pointless... except when they do something like this.
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Comedy aside, that's a one-way door that just happened. Yes, the game has a lot of these, and usually in very inconvenient places. But that's just the start...
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Yes, the game has teleporters. No, you will not get a notification. If you're lucky, you'll get a change of surroundings to tip you off. You can probably already see where this is going, and it's nowhere good. Still, this is one of the few teleporters you actually have to trip to continue on.
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Several hours later...
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Several more hours later...
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I have no idea why this particular statue looks the way it does. You'll come across a lot of weird idols in the upper floors, and they're by and large meaningless. At least they add character.
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Murphy's Ghost is one of the few legitimate "boss" fights in this game. I have no idea who Murphy is or why he's haunting this statue, nor do I care. Let's re-murder him and move on. Though this may prove to be a little more difficult than originally anticipated:
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Matu is a level 2 priest spell that drops everyone's AC by 2 during combat. Dilto supposedly raises a single monster group's AC, making them easier to hit. I've never seen any evidence to support this, but it makes me feel better, so we're going to cast it anyway.
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Murphy's Ghost also has a LOT of HP. By around level 3, your fighters should be sufficiently beefed up not to care about his puny little hits—he ALWAYS does 2 damage if he connects, every time—but you'll have to beat on him for a LONG time to send him back from whence he came. His AC isn't exactly high to begin with, either. Still, a little elbow grease, and...
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No, you don't get anything special for beating Murphy's Ghost—not outwardly, at least. What you do get is a gigantic amount of experience and money, far more than any other monster group you'll see on the first few levels. It's a relatively safe fight, too. Even if he brings a friend, a level 3-4 party should be able to dispatch both of them, though you may need to cast Dios (healing) a few times to be sure.
But Sternn, being Sternn, isn't quite done yet.
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As far as I can tell, this is the real reason Murphy's Ghost exists: power levelling. So the party fights him again...
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And again...
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And again...
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...and so on and so forth. At a certain point, Hanover's arms get tired, and we need to find a way out. East and Northwest take us through a relatively pointless maze of secret doors and a lot of banging our heads into walls. Let's try west.
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Time passes...
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Level-ups all around! Also, note that you can level up multiple times if you have enough experience. You'll have to stay once per level, though.
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Furthermore, Nico and Aldo have been quietly amassing spells this entire time. Spell level does not equal experience level, though they're weakly correlated. Priests generally get all of their next spell level in one or two shots; mage spells seem to trickle in over several levels. New to our collection is Mahalito (big fireball, affects groups) and Calfo (instantly detect traps). Calfo is kind of a waste if you have a thief, but if you suspect your thief is at all wrong, it's not a bad idea to Calfo and make sure. Bamatu is also very interesting, as it drops everyone's AC by 4 when cast in a fight and seems to stack with other AC reduction spells. It can get you out of an early jam if you can live long enough to cast it.
Before we head back in, it looks like our guys have found some items in some of those chests...
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A lot of the items you'll find have a
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Also, you don't want to randomly equip a high priced item, because there's -1 and -2 weapons and armor out there that are cursed and can't be unequipped normally. You won't pay as much to remove a cursed item as you would to identify it, but it still ain't cheap. The Temple of Cant's gotta keep the doors open.
And back into the dungeon the party goes, only to be ambushed...
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On level 1, "Scruffy Men" is the generic, I-don't-know-what-these-are-yet placeholder for either Rogues or Bushwhackers.
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No, not those.
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That's a little more like it.
Sometimes you don't know what monsters are until later in the fight. If you really want, there's a mid-level spell that fixes this. I've never seen this be an issue expect here. Early on, you can fight rogues without any problems, but you'll want to run from Bushwhackers. They'll push in your shit if you're less than level 5 or so. We're fine now, so Hanover will take care of them.
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One last place of interest on floor one...
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Milwa is the light spell. It will allow you to see several steps down a corridor, as opposed to one, and will reveal hidden doors. However, it doesn't last very long, so it's more useful if you suspect a hidden door in the area. As shown earlier, you don't need to see a door to go through it. If you really want, you can just bump into every wall to see what happens. We've got something more efficient, but it'll have to wait until next update.
And on the other side of the hidden door...
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Next Time on Proving Grounds of the Mad Overlord:
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Dungeon Level 2 Fast 2 Serious!