Wizardry: Proving Grounds of the Mad Overlord

Wizardry: Proving Grounds of the Mad Overlord

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Beginner questions
So what exactly is Vim? My characters are all level 4 and I keep leaving the Maze and resting at the inn to recharge them. Is that a bad thing?

Also, I'm running two fighters, two thieves, a priest, and a mage. Can I get a bow later and use one of my back row thieves as a ranger of some sort? Right now he just kind of sits there and hides in shadows.

Any other tips would be great, I'm trying this game for the first time and love it, I just want to be able to understand everything and do my best. Thanks!
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Showing 1-5 of 5 comments
Jere May 25, 2024 @ 1:29pm 
Great question. I've been looking for an answer to this as well (the console versions are lacking encyclopedic knowledge). Nowhere have they explained the difference between old school AGE and new school VIM.
Trevz0r MaxxC0re May 25, 2024 @ 1:52pm 
Originally posted by Jere:
Great question. I've been looking for an answer to this as well (the console versions are lacking encyclopedic knowledge). Nowhere have they explained the difference between old school AGE and new school VIM.

I know right?
Army of Optimists May 25, 2024 @ 2:00pm 
Pretty sure Vim is just Age inverted. Rather than going up to an unknown number, it's a countdown to when your character dies. Slightly more intuitive in letting you know how much further a character can go. It takes a long time before anyone will keel over unless you're addicted to class changing, which drains about 5-7% Vim when you do it. However, there's very little reason to change class more than two times, and you probably won't even do that unless you really like grinding.

No ranged weapons of any kind in the game (even the Shuriken is considered a melee weapon). By default, the game gives Thieves/Ninja the ability to hide in the back row. If successful, they can attack next turn as if they were in the front row.
Wizardsmana May 25, 2024 @ 2:18pm 
Here's a quick brief run down from an old man who played this game in the 80's as a kid:

Your first 3 can melee attack and can be attacked by every monster in an encounter. So if there are multiple groups, your front 3 will be greatly out numbered. It's best to have low AC and high HP characters in the front like fighters, samurai & lords. Clerics are ok but your putting a little less armored and less damage dealing healer at risk. If you ever get a ninja, a fully armored and armed ninja is awesome!

Your last 3 should be spell casters and a thief. The thief is only useful for getting the good treasure safely and using scrolls or magic items from the back row if playing old school rules. If playing more modern rules (like backstabbing) the thief can at least sneak attack but it also can put your thief at risk (unlike old school) if discovered. Mages and bishops should always be in the back row for protection and spell support. Priests (in my opinion) should also be back row to cast protective & healing spells while also dispelling the undead. They are too valuable and less effective as fighters to put at risk.

Old school vs modern options:

Old school is much harder with monsters being able to cast spells (but you can too) on surprise attacks, characters doing nothing if the monster they were attacking dies that round, spell casters wasting spells on dead monsters, dead characters being eaten and pillaged of lots of their equipment in the maze, no recruiting NPCs, no way to restore drained characters at the temple and more costly prices, leveling has random gain and stat loses, etc.

Modern can turn much of the old school rules off while providing additional features like backstabbing from the back row, restoring drained characters, hiring NPC at the tavern, choosing what stats to increase each level with 1-3 bonus points (my personal favorite), etc.

Tips from an old veteran: Set the options at the beginning to your likening. Mix modern with old school to make it the way you see fit. Put 3 fighters in the front focusing on strength, Vitality, dexterity and luck in that order. Put a thief, priest, mage in the back in that order. Keep a bishop at the tavern just for identifying goodies you bring back. Don't get greedy in the maze when your spells are getting low and your front line is banged up. Hit and run often always making sure your party is fresh for a new battle. Taking chances is detrimental much more often then rewarded in this game. Be quick and brutal against monsters that can paralyze, drain, critical hit, use a breath weapon or cast spells. Have your mage blast them with the best spells you've got immediately and your priest dispel any undead with special abilities. Get used to characters dying and getting paralyzed often. Let the temple resurrect the dead as it has a better chance then your priest once they have the ability. Use the stables and let your priest heal your injured instead of paying money for rooms if playing old school. Dedicate one of the 5 saving slots to saving after each successful maze run so you can reload after bad things happen.

Anyway, hope this helps...have fun!
Last edited by Wizardsmana; May 25, 2024 @ 2:24pm
Trevz0r MaxxC0re May 26, 2024 @ 5:55am 
Originally posted by Wizardsmana:
Here's a quick brief run down from an old man who played this game in the 80's as a kid:

Your first 3 can melee attack and can be attacked by every monster in an encounter. So if there are multiple groups, your front 3 will be greatly out numbered. It's best to have low AC and high HP characters in the front like fighters, samurai & lords. Clerics are ok but your putting a little less armored and less damage dealing healer at risk. If you ever get a ninja, a fully armored and armed ninja is awesome!

Your last 3 should be spell casters and a thief. The thief is only useful for getting the good treasure safely and using scrolls or magic items from the back row if playing old school rules. If playing more modern rules (like backstabbing) the thief can at least sneak attack but it also can put your thief at risk (unlike old school) if discovered. Mages and bishops should always be in the back row for protection and spell support. Priests (in my opinion) should also be back row to cast protective & healing spells while also dispelling the undead. They are too valuable and less effective as fighters to put at risk.

Old school vs modern options:

Old school is much harder with monsters being able to cast spells (but you can too) on surprise attacks, characters doing nothing if the monster they were attacking dies that round, spell casters wasting spells on dead monsters, dead characters being eaten and pillaged of lots of their equipment in the maze, no recruiting NPCs, no way to restore drained characters at the temple and more costly prices, leveling has random gain and stat loses, etc.

Modern can turn much of the old school rules off while providing additional features like backstabbing from the back row, restoring drained characters, hiring NPC at the tavern, choosing what stats to increase each level with 1-3 bonus points (my personal favorite), etc.

Tips from an old veteran: Set the options at the beginning to your likening. Mix modern with old school to make it the way you see fit. Put 3 fighters in the front focusing on strength, Vitality, dexterity and luck in that order. Put a thief, priest, mage in the back in that order. Keep a bishop at the tavern just for identifying goodies you bring back. Don't get greedy in the maze when your spells are getting low and your front line is banged up. Hit and run often always making sure your party is fresh for a new battle. Taking chances is detrimental much more often then rewarded in this game. Be quick and brutal against monsters that can paralyze, drain, critical hit, use a breath weapon or cast spells. Have your mage blast them with the best spells you've got immediately and your priest dispel any undead with special abilities. Get used to characters dying and getting paralyzed often. Let the temple resurrect the dead as it has a better chance then your priest once they have the ability. Use the stables and let your priest heal your injured instead of paying money for rooms if playing old school. Dedicate one of the 5 saving slots to saving after each successful maze run so you can reload after bad things happen.

Anyway, hope this helps...have fun!

Awesome, that helps alot. Thank you!
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Date Posted: May 25, 2024 @ 1:24pm
Posts: 5