Wizardry III: Legacy of Llylgamyn

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Wizardry III: Legacy of Llylgamyn
Wizardry III: Legacy of Llylgamyn
Cover art
Developer(s) Sir-Tech Software, Inc.
Publisher(s) Sir-Tech Software, Inc.
Designer(s) Andrew C. Greenberg
Robert Woodhead
Sir-Tech Software, Inc.
Series Wizardry
Platform(s) Apple II, Commodore 64, DOS, NES, PC booter, NEC PC-9801, Game Boy Color
Release date(s) 1983
Genre(s) Role-playing video game
Mode(s) Single player
Distribution Floppy disk, Cartridge

Wizardry III: Legacy of Llylgamyn (originally known as Wizardry: Legacy of Llylgamyn - The Third Scenario) is the third scenario in the Wizardry series of role-playing video games. It was published in 1983 by Sir-Tech Software, Inc.

Summary[edit]

The City of Llylgamyn is threatened by the violent forces of nature. Earthquakes and volcanic rumblings endanger everyone. Only by seeking the dragon L'Kbreth can the city be saved.

Legacy of Llylgamyn is another six level dungeon crawl, although the dungeon is a volcano so the party journeys upwards rather than downwards. The gameplay and the spells are identical to the first two scenarios. Parties of up to six characters could adventure at one time.

Characters had to be imported from either Wizardry: Proving Grounds of the Mad Overlord or Wizardry II: The Knight of Diamonds. However, since the game was set years later, the characters were actually the descendants of the original characters. They kept the same name and class, could select a new alignment (class permitting), and were reset to level one.

Alignment was made more significant—certain areas of the game were accessible only to appropriately aligned (good or evil) parties. The first level was accessible to all parties, good, neutral or evil. (Note that evil and good characters are unwilling to adventure together, so a party is always either good [at least one good character, the rest neutral], evil [at least one evil character, the rest neutral] or neutral [all characters are neutral].) The second and fourth levels could only be accessed by parties with no evil characters—good or neutral parties. The third and fifth levels could only be accessed by parties with no good characters—evil or neutral parties. The sixth level could only be accessed by a party with at least one good or one evil character—no neutral parties. Neutral characters could travel into all areas but the last level, so theoretically you could get through most of the game with a party where all six characters were neutral. But practically speaking players were forced to build up more than 6 characters, as no party could function long term without a Cleric (good or evil), Wizard (good or evil) or Lord (good) for healing. This had the effect of prolonging gameplay.

Reception[edit]

Softline in 1983 praised Llylgamyn, stating that it "wasn't written; it was composed ... The dungeon feels like a living, breathing entity", and concluding that the game "is the best Wizardry yet".[1] In 1984 its readers named he game the second most-popular Apple program of 1983, behind Lode Runner.[2] Computer Gaming World in 1991 called the game "Wizardry I all over again, with a few bells and whistles added". It stated that other than the novelty of playing two separate groups of adventurers, one good and one evil, "there is little to distinguish it from the previous two games".[3]

References[edit]

  1. ^ Tommervik, Margot Comstock (Jul–Aug 1983). "Legacy of Llylgamyn". Softline. p. 23. Retrieved 28 July 2014. 
  2. ^ "The Best and the Rest". St.Game. Mar–Apr 1984. p. 49. Retrieved 28 July 2014. 
  3. ^ Scorpia (October 1991). "C*R*P*G*S / Computer Role-Playing Game Survey". Computer Gaming World. p. 16. Retrieved 18 November 2013. 

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