Wizardry - This is an alternate scenario of the original Proving Grounds of the Mad Overlord released on the Apple ][ computer
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Release date:	18 Mar 2026.

Author: 	Eric Labelle (email:snafaru@zimlab.com).

Contributors:	Eric Labelle, Thomas Ewers, Denis Molony, DDG Ahab, Qkumba, 4am and others.

ProDOS Support: Peter Ferrie (Qkumba).

Proving Grounds v3.2 game engine: https://www.zimlab.com/wizardry/proving-grounds-v3

GitHub:		https://github.com/snafaru

Main Web Site:	https://www.zimlab.com/wizardry

First, I'd like to make an acknowledgment. The baseline for this project's code is the re-engineered Pascal source code (and assembler code) from the Wizardry_I program by Thomas William Ewers. This project would not exist without it. I am forever grateful for his work.

A ton of code fixes, enhancements, and quality of life improvements are part of this Wizardry v3.2 game engine release.

This project includes database fixes from my previous project, that is items, monsters, and maze fixes.

More than forty years after the last public release of Wizardry Proving Grounds of the Mad Overlord for the Apple II platform, Wizardry Proving Grounds v3.2 is the best and most bug-free version ever released of the original game.
 
More than 100 database and code fixes, enhancements, and quality of life improvements have been done in this Wizardry Proving Grounds v3.2 release. Find more details on the web site.

Here are only a few of the exciting game play enhancements:

Camp, Gilgamesh's, Boltac's, Adventurer's Inn - Pool and divide gold between party members.	
Castle		- Removed password prompts.
Combat		- Display hit probabilities.
Combat		- Display spells cast by both monsters and players.
Combat		- You can repeat the last spell cast using your keyboard's up arrow in the ProDOS version (Qkumba qol improvement)
Combat		- Display silenced characters in the status window.
Combat		- No more spell casting during the surprise round for both monsters and players, monsters also cannot yell for help when surprised.
Combat		- Monsters drain your character only once per combat.
Inventory	- No more micro-managing inventory to make space for treasure drops.
Ninja		- The requirements to change class to ninja are now 15 in all attributes instead of 17.
Ninja		- Unarmed combat enhancements:
			- Base bare hands damage increased from 2d4 to 2d8.
			- Unarmed Armor Class improved from 1 point every 3 levels, to 1 point every level.
			- Unarmed Combat Initiative Bonus of 1 point (10%) for every 3 levels.
Camp		- On the fly update of your characters' Gold, Hit Points, Status.
Chest Traps	- Bug fix where the chest traps are now working as intended.
Spells		- Haman and Mahaman now have 7 effects, see spells lists below. This is a bug fix.
Maze		- Kandi spell now gives a precise location, even for D)isbanded characters left behind.
Spells		- Latumapic now works.
Spells		- Loktofeit now has a similar success chance as in Wizardry III (65 + character level %).
Spells		- Manifo now works with similar success as Katino.
Maze		- Auto update of characters' hit points in status screen when poisoned.
Maze		- Easter egg and specials encounters re-enabled.

New with version 3.2:
Maze		- Game Q)uick Plot option now makes the screen draw faster when there are poisoned characters.
Maze		- New fonts by 4am. My grateful thanks to 4am for this marvelous work.
Maze		- Added a pause after stepping on a CHUTE! square to see that it happened at higher speeds.
Maze		- Game breaker fix for after getting out of a FIZZLE square the spells fizzling effect now stops.
Combat		- Fix the Random Number Generator and have assembly code to now use safe memory locations by Qkumba. My grateful thanks to Qkumba for this incredible feat.

... and a ton more programming fixes and quality of life improvements.

You can play using an Apple II emulator or a real Apple II computer.

All you need to know to start playing is in the Wizardry Proving Grounds v3.2 Additional Players Guide included in this package.

Enjoy!

Eric
