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Wizardry - Proving Grounds of the Mad Overlord
Wizardry - Proving Grounds of the Mad Overlord - MSX2 - Ordinateur Microsoft
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Wizardry - Proving Grounds of the Mad Overlord
 Zwabikoski
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Asie
   Japon Wizardry : Proving Grounds of the Mad Overlord
 Zwabikoski
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 bkg2k
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Foretune
 Zwabikoski
Number of Players
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0 - 1 (72939 Games)
 Trauma
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0 - Role Playing Game (8602 Games)
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Japon 1987
 bkg2k
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Anglais The Mad Overlord Trebor was once only power-mad, but went off the deep end after he acquired a magical amulet of immense power, only to have it stolen from him by his nemesis, the evil archmage Werdna. Werdna, not quite sure how to use the amulet properly, accidentally causes an earthquake which creates a ten-level dungeon beneath Trebor's castle. To avoid looking silly, Werdna declares the dungeon to be the new lair for him and his monster hordes. Trebor, not to be outdone, declares the labyrinth his new Proving Grounds where adventurers must prove themselves for membership in his elite honor guard, and incidentally retrieve his amulet in the process.
 Zwabikoski
Espagnol Wizardry III: Legacy of Llylgamyn (originalmente conocido como Wizardry: Legacy of Llylgamyn - The Third Scenario ) es el tercer escenario de laserie Wizardry de videojuegos de rol . Fue publicado en 1983 por Sir-Tech Software, Inc.
La ciudad de Llylgamyn está amenazada por las fuerzas violentas de la naturaleza. Los terremotos y los ruidos volcánicos ponen en peligro a todos. Solo buscando al dragón L'Kbreth puede salvarse la ciudad.

Legacy of Llylgamyn es otro rastreo de mazmorras de seis niveles , aunque la mazmorra es un volcán, por lo que la fiesta viaja hacia arriba en lugar de hacia abajo. La jugabilidad y los hechizos son idénticos a los dos primeros escenarios. Grupos de hasta seis personajes podrían aventurarse al mismo tiempo.

 kalavera3
Français Le seigneur fou Trebor était autrefois seulement avide de pouvoir, mais il a perdu la tête après avoir acquis une amulette magique d'une immense puissance, qui lui a ensuite été volée par son ennemi juré, le maléfique archimage Werdna. Werdna, ne sachant pas vraiment comment utiliser correctement l'amulette, provoque accidentellement un tremblement de terre qui crée un donjon de dix niveaux sous le château de Trebor. Pour éviter de passer pour un idiot, Werdna déclare que le donjon sera son nouveau repaire et celui de ses hordes de monstres. Trebor, qui ne veut pas être en reste, déclare que le labyrinthe sera son nouveau terrain d'essai où les aventuriers devront faire leurs preuves pour devenir membres de sa garde d'honneur d'élite, et récupérer au passage son amulette.
 Zwabikoski
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Attribution-NonCommercial-ShareAlike 4.0 International

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