The Knight of Diamonds and Legacy of
Llylgamyn
The next two Wizardry games are The Knight of Diamonds (1982)
and Legacy of Llylgamyn (1983). Unlike Garriott's strategy to reinvent the engine
with each new game, Sir-Tech seems to have followed the old adage, "If it ain't broke, don't fix
it." On a technical level, these games are practically identical to Proving Grounds,
though of course they offer new stories and areas to explore.
The Knight of Diamonds involves another fetch quest, this time to find
the staff of Gnilda, a powerful magical item which formerly protected the City of Llylgamyn from
attack. Unfortunately, the evil Davalpus was immune to the staff's power by virtue of being born
in the city (the staff's fatal flaw).
Davalpus slew the royal family except for Princess Margda and
Prince Alavik, who used the staff and the armor of the Knight of Diamonds to battle the usurper.
Alavik was not successful, however, and after the battle all that was left was a "smoking hole in
the ground."
It's the player's mission, of course, to get back the staff, but that will mean first
procuring all five pieces of the fabled armor. To complicate matters, each of these pieces is a
living being that must be defeated in combat. As expected, solving the game means plunging
into a dungeon (this time one with only six levels) and battling whatever beasts stand in the
way.
Originally, The Knight of Diamonds required that players first complete
the first game, the idea being to carry the players over into the new scenario -- an early example
of an expansion pack. However, this plan didn't prove financially sound at the time, and later
versions allowed players either to load a pregenerated party or to create new characters. Of
course, since the dungeons are calibrated for characters of level 13 or more, new characters
are very unlikely to survive their first encounter.
The final game of the original trilogy is Legacy of Llylgamyn. The goal
this time is to find a dragon named L'Kbreth, whose mystical orb can save the city of Llylgamyn
from the recent surge of earthquakes and volcanic eruptions. Characters could, again, be
imported from previous games but were stripped of their experience (they are supposed to be a
new generation of adventurers).
However, there is an elaborate rite of passage ceremony by
which the new characters can receive a blessing from their ancestors (a boost in stats and
skills). Furthermore, they can choose a new moral alignment, which determines what parts of
the world they can visit. Perhaps the most intriguing innovation is that the typical dungeon
crawler setup is reversed: rather than start at the top and work their way down, the party begins
at the bottom of a volcano and must work its way back up.
Sir-Tech's Wizardry series earned a reputation for being
difficult and addictive.
Certain traditions carry across all three games, such as Boltac's Trading Post, the
Temple of Cant, and odd monsters such as Creeping Coins. Connections such as these add
coherence to the series and are quite memorable for those who played the games.
Another
interesting bit of lore is Wizplus, a $40 program released by a company named
Datamost and released in 1982. Wizplus was one of the earliest commercial utility
programs designed to allow players to freely edit their characters as they saw fit, including
making them invulnerable.
Sir-Tech came out against the product, arguing that such "cheat
programs" interfered with the "subtle balance" they had achieved over "four years of careful
adjustment." It seems more of a testament to the game's difficulty, though, that such a product
received so much attention in the first place. Sir-Tech went so far as to refuse to honor their
warranty on Wizardry disks that had been tampered with using
Wizplus.
|
http://www.next-gen.biz/index.php?option=com_content&task=view&id=2401&Itemid=2&
limit=1&limitstart=1