One of a handful of seminal 1980s computer-based roleplaying games, Sir-tech Software’s Wizardry married color 3D graphics with complex Dungeons & Dragons-style rules to craft the sort of elemental fantasy adventure we’ve been playing in one form or another ever since.
Players could select from one of five races (humans, elves, dwarves, gnomes, or hobbits), play as one of four class types (fighter, mage, thief, or priest) and select from one of three alignments (good, evil, or neutral). The twist was that the four basic classes could, once you passed a stat threshold, transition to “elite” classes, which essentially mixed abilities from the basic four: the samurai was a fighter who could wield mage spells, the wizard was a mage who could cast cleric spells and so on.
Gameplay amounted to navigating orthogonal, vector-lined dungeon mazes — you needed a pencil, graph paper and plenty of patience, since this was pre-automap era — battling enemies like slimes, skeletons and “scruffy men” in turn-based rounds for experience points and treasure.