A remake of the classic Wizardry video games

Copyright Eric Pietrocupo


E-Mail: ericp@lariennalibrary.com


Wizardry Legacy

WL Adventures

Classes

Filed in: GameBook.GBclass · Modified on : September 05, 2025, at 05:11 AM - Visits 2295

The new class system has been simplified a bit, and simplified again to benefit from multi classing which will be available to allow various mix and match. I was thinking of only using 4 classes, but if I want 1 attribute per class, 6 class might be more interesting. I still want to add something new without overloading and increasing the amount of code. Instead of giving upfront bonuses at character creation, certain bonuses would be given through skill that can be acquired by gaining levels. Multi classing would allow mixing skills from various classes.

Temporary classes redesign (Strangely looks Final Fantasy I ish)

  • Fighter (str+vit) HP/MP (12/2)
  • Ranger (vit+agi) HP/MP (10/4)
  • Rogue (agi+luc) HP/MP (8/6)
  • Cleric (dev+str) HP/MP (6/8)
  • Alchemist (int+luc) HP/MP (4/10)
  • Mage (int+dev) HP/MP (2/12)

As you can see there is way much less numbers than before, but don't worry it will get more complicated with skills that each class can get with the various possible mix and match due to multi-classing. First, the attribute requirements are back, every class require one or two of their attributes to at least have 13 points (minus the difficulty modifier). Then each class will gain a certain number of Hit Points (HP) and Magic Points (MP) each level. Bonus points could be given, see level upping. Based on the attribute requirements, certain classes will be easier to multi-class with. In fact, if a character has 3 specific attribute at 13+, he could have 2 classes. This is what the multi-class potential tries to illustrate(could be changed).

Most of the classes features will actually be a list of skill you can gain each level. Classes skills will be detailed on another page. Multi-classing would allow a character to mix skills from different classes which creates a large variety of classes.

Design Notes

  • During the re-simplification, I was thinking in only using 4 classes, but since there is 56 attributes, I was not sure if I should have only 1 or 2 attribute requirement per class. So I though that it could be 6 classes would bring a bit of new stuff while not being much more complicated to program. In fact the skill list linked to each class is what makes it complicated.
  • I brought back the attribute requirements because many class features will not be adjusted according to the attributes. Most skills will just be a matter of bringing a specific class to a specific level. I thought it could allow easy skill grab from other classes this way. Also, you could multi-class all 6 classes, so I guess multi-classing brought back the attribute requirements.
  • I tried to remove the Asian classes like Samurai and Ninjas to be more consistent with the theme that would look more like a medieval Lord of the rings world.
  • I also removed classes that combined a type of magic with another class, for example, the samurai which is a fighter + mage. With multi classing, you can mix and match any way you like.
  • There was an idea to have various development path like Xcom, where you have a choice between 2 different skills each level. I think, to keep things simple and easier to implement, doing simple multi-classing would be enough.
  • Another side effect of multi-classing, is that a character could exceed level 20 and still get additional benefits. The progression should be be slower as there is no monsters above 20, but still a reward. I could maybe create monsters above level 20, or make computer generated monsters that could be of any level.
  • Another important note that applies to all the redesign is that the objective is to make it obvious to the player how the mechanics works. If the players are struggling to understand how the various stats impact that is not a good thing. So simplicity for the player and the programmer will only yield benefits. Still, it needs to address many of the issues presents in the original wizardry game.
  • Even if some HP/MP dices are low, I gave a minimum of 10 HP/MP to avoid very low values at character creation. At level 20, the minimum will be between 50-70, and the maximum between 250-370. Which means the lowest is 16% of the highest. If I raised the range to 6-16 instead of 2-12, the ratio between the lowest and highest was approximately 33%.

Old Redesign

I will reduce the amount of classes again to reduce the amount of programming required, and maximize the potential of multiclassing which is a simple reusability solution.

NameIn.RequirementsHPMPMulticlass potential with
FighterFigSTR + VIT126Ranger, Monk, Cleric, Psionic
RangerRngSTR + AGI126Fighter, Cleric, Assassin, Rogue
AssassinAsnINT + AGI108Ranger, Rogue, Mage, Alchemist
RogueThiAGI + LUC108Ranger, Assassin, Alchemist, Psionic
MonkMnkDEV + VIT1010Fighter, Cleric, Mage, Psionic
ClericCleSTR + DEV810Fighter, Ranger, Monk, Mage
AlchemistAlcINT + LUC810Assassin, Rogue, Mage, Psionic
MageMagINT + DEV612Assassin, Monk, Cleric, Alchemist
PsionicPsiVIT+LUC612Fighter, Monk, Rogue, Alchemist

OLD RULES

Character Class Table

NameInit.ADMDHPMPPSMSAttDivPowDivMCSRCSProfiencySchoolResist.Weak.
FighterFig0012012650124HarMarHshLshBalUnbWar
LordLor0012668611102HarMarHshLshBalLdiWar
SamuraiSam001268106111212MarLarNarNshBalMisPolLarWar
ValkyrieVal001001012501010MarLarLshNshPolMisSouWar
MonkMon801088105888NarNshThrPolLpsBodRog
RangerRan2010010860812MarLarNshBalMisRog
ThiefThi6080668068LarNarLshNshBalThrMisRog
NinjaNin12088121288610NarNshThrBalLalBloRog
ClericCle068128108642MarHarHshLshMagUnbHdiLdiMag
MageMag0126126811526NarNshMagHarLarMag
AlchemistAlc0261012611646LarNarLshNshUnbMisThrHalLalSkiMag
PsionicPsi08610101211524LarNarNshMagThrHpsLpsPsyNeuMag
  • Initial (Init.): A 3 letter code to identify the class.
  • Active Defense(AD): This is a active defense bonus that all rogue class receive for dodging stuff more easily.
  • Magic Defense(MD): Basic Magic defense ability of the class which are only available to magic users.
  • HP Die(HP): This is the type of die used when rolling for increasing max HP.
  • MP Die(MP): This is the type of die used when rolling for increasing max MP.
  • Physical Saves(PS): Basic physical save value.
  • Mental Saves(MS): Basic mental save value.
  • Attack Divider(AttDiv): Determined the nb of attack the character has according to it's level.
  • Power Divider (PowDiv): Determined the nb of dice rolled when casting spells according to the character level.
  • Melee Combat Skill(MCS): Basic combat skill for using melee weaponry.
  • Range Combat Skill(PCS): Basic combat skill for using range weaponry.
  • Profiency: Determine which type of equipment can be used by the class.
  • Resistance: Special resistance to certain type of active effects or elements.

Resistance Table

CodeName
SknSkin
BdyBody
BlsBloodstream
SouSoul
NrlNeural
PscPsychic

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