One of the mechanics of Wizardry’s maps, which I haven’t seen on any other maps out there on the Internet, is that each map has a number of designated “treasure rooms.” I’ve highlighted these rooms in red, based on data extracted directly from the disk images. A single treasure room may encompass any number of squares, but are always contiguous regions undivided by walls or doors.
|Pictured: Five treasure rooms|
When you enter a level, nine of these rooms (or all of them if there are fewer than nine) are randomly seeded with treasure chests. Due to the way the chest-spawning algorithm works (pick a random cell, if not in an unseeded treasure room, then scan left-to-right and bottom-to-top until you find one), it favors large rooms, and rooms in or near the lower-left corners of red clusters. When you enter a treasure room containing a treasure chest, you are guaranteed an encounter, and will be rewarded with a treasure chest for winning.
These maps also list the monster spawn rates. The monster spawning logic is needlessly complicated, and in some maps is even buggy, but I’ve broken down the logic into the approximate odds for each set of monsters, which are expressed by their monster ID. This represents the monster that will initially be selected for rank #1. Subsequent ranks are deterministic; e.g. Bubbly Slimes in rank #1 will always be accompanied by Orcs (or nothing) in rank #2. Lists of monsters by their ID will be in my next post.
As with other aspects of this breakdown, this only applies to the Apple II original, or rather to my copy of it. Later ports may have fixed bugs or otherwise changed things.
The fixed encounter spot goes away once you have won there five times, and will revert to a standard Level 3 treasure room. It will never come back, not even for new parties.
The LVL 7 Fighters and their companions can ONLY be fought on this level, and can only be fought once, ever! If any party has ever won this fixed fight, then the encounter in this room will be missing the fighters, and will not drop the Deadly Ring when defeated.
|Y-coordinates are shifted for navigation clarity. Do not Malor across the meridian.|