

Wizardry on NES is one of those old-school dungeon crawls that feels brutal at first—you start by rolling up a party of six adventurers, and good luck figuring out which race/class combos won’t get wrecked immediately. Humans are safe, but elves make better mages, and dwarves can take a hit. Then it’s straight into the dungeon, which is basically a maze of twisting corridors, hidden doors, and monsters that love ambushing you from the dark.
The deeper you go, the nastier it gets—traps, tougher enemies, and that awful moment when your cleric runs out of healing spells halfway down. You’ll spend a lot of time mapping on graph paper (or just getting hopelessly lost) while hunting for stairs to the next level. And yeah, the final showdown with Werdna is no joke—better come stacked with high-level gear and a few backup saves.
It’s clunky by today’s standards, but there’s something weirdly satisfying about surviving long enough to finally stomp through the lower floors like a boss.
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