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(Note: This only applies to some versions of the classic Wizardry games; in particular, it only applies if running away only takes you back a step and not to a random location. In particular, I believe it doesn't apply to computer versions of Wizardry 1-3. It also isn't applicable to Wizardry 6-8 because of the removal of friendly wandering encounters.)

While playing Wizardry Summoner, I found myself using a dirty trick to get past a particular obnoxious encounter. The strategy, which works best if you have a good party (for an evil party, you risk alignment changes), is as follows:
1. Start the encounter
2. Run away
3. Repeat until the enemies are friendly
4. Just leave the enemies in peace.

Of course, this strategy does have its issues. In particular:
1. If you get ambushed, or if you fail to run, you still have to suffer one round of attacks each time. (In Wizardry Summoner, failing to run seems to be pretty rare, and I have yet to be ambushed.)
2. If you have any evil party members, their alignment might change.
3. If the enemy has an important drop, you will not get it. In particular, this means doing this trick on Werdna (Wizardry 1) or the KoD's Equipment (Wizardry 2) will not get you the item you need. Note that if you do it on Werdna and have no access to Loktofeit or Malor, your party is now stuck down there forever (or until rescued).
4. In some Wizardry-likes, you can't run from certain encounters (particularly boss fights). In Elminage Gothic, for example, any encounter that starts from a script (for example, the one in the hole at the end of the first dungeon) is one you can't escape.
5. Also, in some Wizardries, some enemies will never be friendly. (Why Werdna and the KoD's equipment can be friendly in some versions I have no idea.)