~A Wizardry Introduction~

Wizardry: Tale of the Forsaken Land brings back a long-gone genre which was one of my favorites back then, not really a name to it, but I just like to call 'em "block movement dungeon crawls". Despite being quite old-school, the game arrives onto PS2 with some impressive graphics, impressive combat system, and altogether great game play. The storyline deserves mentioning as well, while I expected a simple, bland storyline (it's like that at the start), at the middle part the plot starts thickening a fair bit, and by the end there are a few major plot twists that would surprise even a seasoned RPG gamer.

The Dungeon Design is fairly impressive, no 2 floors look alike (except the Labyrinth floors). In a nice evolution of the old block movement of old, you've got slopes, multiple floors within a floor, curving paths and such that gives the game a fresh, yet old school appeal. And the combat system is superb, the use of Allied Actions make sure your battles are never dull. And battles never last long enough to be boring, which is a good thing since there's so much of it. All in all an excellent game, and despite the little hype it has, it's well deserved to be in anyone's RPG collection.

Upon starting the game, you will be asked to create your character. No, don't panic just yet, you will be given a chance of creating the rest of your party later. The character you are about to create is basically the Hero of the story, and the entire plot will revolve around him, basically. First you should give your Hero a name, then choose his Race.
CHARACTER CREATION...

RACE...
Race affects many things in the game, the type of behavior, stat changes in general and best class choice. Be sure to pick the right race for your class.

HUMAN...
Quite balanced. Other than having low Faith (thus not making a good Priest, at least at the start) they can be just about any class without any real penalties.

ELF...
Their high Wisdom & Faith makes them ideal candidates for being Priests and Sorcerers. They've got poor physical skills so making them Warriors will give them a disadvantage. They aren't too bad as Thieves though.

DWARF...
The usual big, strong & scruffy race make excellent Warriors. But they've got good Faith as well, so they can be pretty good Priests as well. If you want to make yourself a Knight, a Dwarf is your best choice.

GNOME...
Really high Faith makes them excellent Priests, and they are really agile so they make good Thieves as well. But they aren't all that impressive otherwise, so unless you really want a good Priest/Thief you should skip this one.

HOBBIT...
Excellent agility makes them a good Thief, and best choice for turning into a Ninja later. They've got average stats otherwise, so they aren't all that useful either.

ATTRIBUTES...
Upon picking your race, you now pick your "attribute" (more savvy RPG gamers would call it alignment). This is important as a team with a constant attribute will go up faster in trust and learn Allied Actions faster (see below for more info on that). If you are "Good" you should not be attacking Friendly Monsters, and should only choose the positive option when talking to other people. If you are "Evil" you should go around slaying even Friendly Monsters and pick the negative option when talking to other people. "Neutral" means it really doesn't matter either way. Be sure to act your Attribute or it will change.

If you've already gone through the 1st area and are creating the rest of your Party Members, be sure to take a note of their Personality. Acting positively towards his/her personality increases their trust, and vice versa. It's an important trick to ensure a steady growth in trust, which becomes very vital in the game later on.

Attribute also determines one other important factor of the game, the NPCs that join you. Different Characters will join your party depending on your Leader's and your party's attribute. Being "Neutral" is the big advantage here since more characters will join your party than if you were of any other attribute.

CLASS...
Once you are done, the next step is to pick your Class from Warrior, Sorcerer, Priest or Thief (Thief only appears if you pick "Evil" as your attribute). There's 4 other classes, but they aren't available from the start so we'll skip them for now. You can change the Bonus Points to distribute among your stats by going back one screen then forward again. You usually get 7-12 points, but in rare instances you may get 13-30 points (very rare instances). So if you really want to start out better, you can try re-rolling your Bonus Points over and over, but it's not going to effect the game terribly (you'll just be better off at the start).

WARRIOR...
As you might expect, the beef of the party. Uses just about every weapon and armor available, and thus the best in the front row. If you are making a Warrior dump most of your points to Power, then to Life and Agility (all that brute Power isn't going to matter if you can't hit straight).

PRIEST...
Your choice for Healing Magic. Unlike the Sorcerer, he can equip some fairly decent weapons and armor. It's still not recommended for him to be put up front, however. Note that you MUST have a priest in your party or you won't survive, they have the ability to turn undead, which becomes very important on a certain floor. And without a strong Healer in your party, you will not last long at lower floors, where Monsters can just lop off massive chunks of HP per blow. Dump points to his Faith and Life.

SORCERER...
Your choice for Attack Magic. Weak as a puppy otherwise, and can't really equip much of anything, so best kept in the back. Dump points to his Wisdom and Life so that he has at least some decent HP.

THIEF...
The Thief is the weakest Class in this game. He can cast up to level 3 Priest and Sorcerer Spells, but then again spells in those circles are generally crap anyway. He's weak physically, and is a little poorer in armor use compared to the Priest. He can wield decent weapons though, but you will want him at the back row because of his weak defence. His only use is that he can pick Locks easier. If you really want to use a Thief, I suggest upgrading him to Ninja later. When you make a Thief, dump points to Agility, Power & Life.

Next it's time to distribute the Bonus Points to your stats. IMPORTANT NOTE: Be sure to distribute those Points properly, when your level goes up the new points in ratio to the points you distributed here, as well as to your class. If you toss a lot of points to Power, for example, expect to gain just as much, if not more points into that stat per level, especially if you're the Fighter-type. You have to plan ahead if you're making an advanced class, or else you will never get the right stats.

Now that you're done, you are ready to start the game! The section below gives you some tips on more advanced stuff, but it's nothing you can't discover by yourself, so you can skip it if you want.

ADVANCED INFORMATION...

ROWS & RANKS...
Your party consists of 6 Members, 3 in front and 3 in back. The ones in the front are the only ones that can attack with short-range weapons. Of course, they're also the ones who will get hit by short-range attacks. The back row can only attack with ranged weapons, but don't worry, there are plenty of ranged weapons to be found in this game. When any of your front row members get killed, the person behind him/her will move forward to the front row. Obviously, fighter-types like the Samurai, Warrior & Knight should be in the front, and the Thief, Priest & Sorcerer at the back. Ninjas can go either way, but they are better at the back.

When you run into a Monster with his back turned on the side, there's a good chance you will surprise your opponent, giving you a full round of free attacks. But if a Monster runs into your side, then there's a chance he will suddenly attack you, giving him a full round of attacks. These also happen at random when you simply walk face first into a Monster.

When you get attacked from the behind (i.e. a Monster walks up behind you) your rows switch, putting your weaker members up in the front. And it will take a full round to swap back to the original position, thus the Monsters get 2 free rounds of attacks on you. Therefore, DON'T get attacked from the back. It's bad.

TRUST...
Allied Actions are team-based attacks that involve 2 or more of your party teaming up to perform a special Attack/Defence. The number of these actions you have is directly based on the overall Trust in your Party (represented by the circle with all those Japanese characters in the lower left corner of the screen). The overall trust is the average of your 5 Party Member's Trust (your party leader doesn't contribute). It's important to keep raising your member's trust and thus raise the overall party trust and gain new and more powerful Allied Actions. In the later sections of the game, the Monsters will become near unkillable without the right Allied Actions.

Allied Actions contribute a lot to the game. After a floor or so, you will probably not even think about using individual attacks. It's that important. So trust building is important. Everybody's trust go up after a battle. If you leave friendly Monsters, those with Evil attribute will have their trust lowered, and those with Good attribute will have their trust go up. The opposite occurs if you attack a Friendly Monster. Also, trust can be raised by building towards your member's personality. For instance, a Neutral Hobbit hates Insect Monsters. So if you kill tons of Insect Monsters his trust will sky-rocket (or at least go up faster than everyone else). And finally, conversations with NPCs you meet will affect trust as well. Positive responses raises trust of Good and Neutral members, while lowering the trust of Evil members. The reverse is true if you reply with a negative response instead.

You can thus tell that it's easier to raise Trust if your Party Members have the same attributes. It's suicide to go with a party of mixed attributes, so don't even try unless you are REALLY up for a challenge. In later bits, you can find items that can change your member's attribute, so don't worry too much if you did the wrong stuff to cause an attribute change.

BEHAVIOR...
Other than Attributes, if you check your characters, each have a set behaviors which will affect how fast (or slow) their trust goes up and down. It's quite important to take these into consideration when exploring the Labyrinth. Behavior does not change with Attribute change, if you started out as an Evil Dwarf for example, and he turns good, he'll still retain his DHT behavior. And please note, Behavior overwrites Attribute in terms of trust change. For instance, if you get a Good Human and turn him Evil, fighting Friendly Monsters will still make you lose trust (because of his JUS behavior).

HUMANS:
Good: Jus (Justice) - "Believes even enemies can be friends if they show amity." Trust goes up when you let Friendly Monsters go.
Neutral: Kin (Kinship) - "Friends comes before anything else. Hates to lose friends." Supposedly goes up from raising dead on fellow party members. Not sure how, but Kin characters' trust go up faster than Jus characters. Additional Notes: keeping a member dead for a long time will also lower those of the Kin behavior.
Evil: Bel (Belligerent) - "Likes to fight with strong Monsters, but hates weak ones. You gain more trust from battles with strong monsters than usual, and less (maybe even lose?) from battles with weak ones.

ELVES:
Good: Int (Intellectual) - "Intellect comes from believing in spells. Likes to master them." Trust goes up every time you use a stone to gain a spell level on anyone in the party.
Neutral: Lon (Loner) - "Gets depressed when a large number of people is around." Trust goes up faster when you have less party members.
Evil: Fic (Fickle) - "Gets bored exploring the same place. Gets depressed soon after. Gains trust by exploring new map area. If it's based on visiting squares in the map that you haven't been to before, Going through the Labyrinth levels would help their trust immensely. Additional Notes: Trust will go down if you hang around places you've been to before.

DWARVES:
Good: Fri (Friendly?) - "Shy to strangers, but likes to be with those of the same race." Trust goes up faster when more party members are also Dwarves.
Neutral: Fea (Fearful) - "Hates dark places and Zombies. Can't stay in the Labyrinth long." Probably gains by killing Zombies, and drops by exploring Labyrinth (opposite of Fic?).
Evil: Dht (Dragon Hater) - "Hates Dragon Monsters. He lives to defeat them." Trust mainly goes up by killing dragons.

GNOMES:
Good: Emo (Emotional? No clue...) - "Likes disarming traps. Becomes happy when successful." Trust goes up from trap disarms by this character. Probably makes a great Thief or Ninja.
Neutral: Cow (Cowardly) - "Prefers to flee than to fight. Hates the Reaper." This is probably one of the worst, right up there with Fea. Trust goes up by running from combat rather than fighting, and goes down when hit by Reaper.
Evil: Gre (Greedy) - "Greedy and thinks an adventure is how to make real money." Trust goes up with money accumulation.

Hobbits:
Good: Col (Collector) - "Likes collecting rare items. Gets depressed when loses things." Gains trust by getting items, especially rare/powerful ones. Loses trust by losing items (Using and Breaking? Selling? Dropping?).
Neutral: Iht (Insect Hatred) - "Hates Insect monsters. The more defeated, the better." Trust goes up from killing Insects (Spiders, Dragonflies & boring beetles). Really easy to raise Trust with the B5 Spiders + Jakreta.
Evil: Kht ("Aht" would make sense... Kht? I don't get it. Any ideas?) - "Hates Animal Monsters. The more that are defeated, the better." Trust goes up from killing Animals like Gazehounds, Bogey Cats, Harpies & Chimeras.

GOOD VERSES EVIL...
I've played through the game using both a "Good Party" (Good + Neutral Members) as well as an "Evil Party" (Evil + Neutral Members), and honestly, being Evil doesn't pay. There's no advantage of playing an Evil party as far as I can tell, and it's harder to manage since most of the better NPCs that will join up with you are good (their Personalities will clash = lower trust). And worst still, you are forced to fight Friendly Monsters (or you'll turn Good), so you end up meeting Monsters that you HAVE to fight (you can choose to fight, then escape, but that's dangerous). So my advice, be a nice guy and pick either Good or Neutral as your attribute.

There is one small advantage of being Evil though, the use of Evil Weapons. Evil Weapons are among the strongest weapons in the game, but require an Evil Attribute to equip, some are cursed, some are not.

SWITCHING CLASSES...
All characters, NPCs or created ones, can change class. Created characters can change class by going to the guild, but there are requirements involved. You can skip those requirements if you locate items that immediately change class upon use (the orbs sold in B5 work fine). NPC characters can only change class using items. Be warned however, when you use Class Change items Spell levels and experience are not recalculated. So if you're a Warrior switching to a Sorcerer, you will still have crap Spell levels if you used a Class Change Orb or any Class Change items.

Guild Class changes can also be done only once per level of experience. You lose whatever special ability that your previous Class had, but not your Spells. However, your MP will be recalculated for your new Class, so you may or may not be able to cast them. Your experience level will also be recalculated for your new Class, which may result in you going up or down a level or 2.

ADVANCED CLASSES...
Samurais, Ninjas, Bishops and Knights are "Advanced" Classes, meaning your created members will require a bit of training in order to switch to them in the guild. The requirements for changing to them are listed below, though you can just go to the guild to check them as well.

Samurai...
These guys can cast up to level 6 sorcerer spells, and fight just as well as most Warriors. There are a few weapons and armor that Warriors can equip, but they can't. But they are otherwise pure killing machines, they have an ability to instantly kill an opponent (random, not quite as often as that of a Ninja, but often enough to be useful). And the biggest advantage is their ability to equip Katanas that no other Class can equip. Katanas are one of the strongest weapons in the game.
Requires Level 8,
Non-Evil Attribute,
23 Power,
20 Life,
20 Agility.

Ninja...
They can use up to Level 2 Priest and Sorcerer Spells. They have the ability to instantly kill an opponent with their physical attacks, and at higher levels the frequency of this occurring is quite high (around once every two battles or so). They also have supernatural evade abilities, meaning they are exceptionally hard to hit. But if they are hit they suffer higher damage that everyone else, which is a fair trade-off. They are suited to be in the front (since not many monsters can actually hit them right) but once you find Shurikens, put them at the back and laugh as they kill huge monsters with 1 Shuriken. And finally, they also have better lock-picking skills (not quite as good as that of a thief, but with practice it's manageable). So it's really nice to have one around.
Requires Level 12,
Evil Attribute,
25 Power,
25 Life,
25 Agility,
25 Luck.

Knight...
Like the Samurai, but has up to Level 6 Priest Spells instead. You can use them as backup healers, and they can turn undead, but other than that they aren't all that useful. In a direct opposite of a Ninja, a Knight will have a drastic drop in evade (i.e. they don't evade) but they do have more HP that everyone else, including Warriors.
Requires Level 8,
Good Attribute,
20 for all Stats except Luck.

Bishop...
Can cast both Priest and Sorcerer spells (but not as well as a Priest or Sorcerer). They also can wear better armor than Sorcerers, but not as well as Priests. They can dispel,but Priests do it better. And they have a useful, but not really important skill of Appraising Unknown Items. But on the downside they go up levels the slowest, it's not as bad as you think though, they'll be at most 2 levels below your party average. They also gain Spells slower than a Priest or Sorcerer.
Requires Level 5,
Non-Neutral Attribute,
23 Wisdom,
23 Faith.

Some stats may be hard to obtain, but thankfully around halfway through the game you can buy Items that immediately changes your Class no matter your Level, Stats or Attribute.

NPCs vs. Created Characters...
Here's something debatable, should you party consist of created characters or NPCs? Well, a little mix of both is good. First of all, Created Characters can be renamed and can change Class easily. But they will remain totally mute throughout the game. However, NPCs do contribute to conversation, so you can gain a little more insight into the plot (though it's not terribly important to know what they think, really). Spellcasting NPCs also have a big disadvantage, They know all the Spells, But their Spells start at Level 1. So if you plan to replace your current Spellcaster with an NPC Spellcaster, be prepared to spend a lot of time and money to build them up to respectable standards. And remember your overall Trust is an average of your member's trust. If you drop a member his/her Trust doesn't change, but your overall Trust might. You can however raise Trust Levels by dropping ones with low Trust and adding ones with high Trust.

PLAYING HINTS...
First and foremost, don't rush this game. Blindly running through levels get you killed quick. You must take your time with every new level, killing everything you see to build experience, and exploring everywhere to maximize stuff you have. You will need to have your party go up 2-3 levels in experience before you should even think of going down a new Level. If you've got a few Members lagging behind, drop a few high-level Members and go down. You get more experience fighting with a smaller party.

Trust, as mentioned countless times before, is an integral part of the game. Going down to the lower levels without sufficient new AAs will get you killed really quickly. Even the Monsters use AAs, so you should too. Explore every floor until you fill up all of it's map if possible. Go back to town to level-up and sell off/make spells of the items you've collected a few times per floor. And find shortcuts! They are fairly easy to locate, and save you plenty of time and patience.

ALWAYS have at least 1 Transfer Potion handy. Early in the game you can find plenty, and even find a Shop that sells 'em cheap. But once you start finding shortcuts, you will miss them, and you WILL regret it later in the game when you just HAVE to make a hasty retreat just to find out that you're out of Transfer Potions. If you are in need of combat hints, check the Allied Actions section.

NEAT TRICKS...
Not having a Bishop early in the game isn't that big a deal if you use this trick. When you find ?Items, don't use them yet, wait till you return to town. Once you do, save the game. Then start equipping all the items. Make a note of the items that are cursed, then re-load the game. Equip all the items again except skip those that you know are cursed (and no, they don't change if you re-load). Then go to Vigger's and sell off what you don't need. Appraise the cursed items there and then sell them off as well, despite being cursed, they fetch a good price, at least a few times more that the amount you put in to appraise them. Easy cash.

Got some incredible item you want to equip on your characters but can't because of their Class? Here's a neat trick. It's costly, but might well be worth it. Go to B5, to Kasta's Shop. Buy an Orb and change your character to whatever Class that allows you to equip the item he/she wants. Then go ahead and equip the item, then buy the Orb of your original class. Use the Orb to change back to your original class - hey, they forgot to un-equip your stuff! As long as you don't un-equip them accidentally, they will stay on. You can also buy certain items at Vigger's Shop that give you Class changes as well, just use SP to release their special powers.

Having trouble with Traps and Locked Chests? Can't do Gotz's Traps? Press the Start Button to pause between 2 or 3 button presses to catch you breath and you should do fine.

Another nice trick for those nasty Monsters hiding in the back row. If you have a front row Samurai or Knight who has a Spell that targets a single Monster, then try this out. Select the Spell, then a back row target. Just make sure the arrow is pointing on the target (don't press X again), then back up 3 menus to that character's main menu and select "Fight" and you'll still be targeting the back row Monster! You can now even select other Monsters in the back row!

Note that the Spell MUST target a single Monster. Teal, for example, won't work with this trick.