In my last post, I briefly described the treasure system of Wizardry, where one of two treasure values are selected to determine your reward. This value involves another table system, but it is very badly designed, with bugs, irrelevant values, and a lot of noise in the data files, which I’ve left out of these tables.
Reward types
Rewards #0 through #9 are loose gold dropped by monsters who aren't guarding treasure chests.Rewards #10 through #19 are the standard treasure chests.
Reward #20 is Werdna's stash on level 10.
Reward #21 is the LVL 7 Fighters' stash on level 4.
To use an example, Lvl 1 Mages have a [Reward 1] value of 1 and a [Reward 2] value of 11. Here’s the treasure sub-table representing Reward 1, which you will get if you fight a Lvl 1 Mage in a random encounter.
1 | ||
Percent | Reward | |
100% | [4d5] * 10 gold |
This is fairly straightforward. It’s just a random amount of loose gold, with a minimum of 40 and a maximum of 200. It's doubled if the encounter happened in a room, but there wasn't a treasure chest. The amount will be evenly distributed among all party members who are in a condition to collect gold.
It’s the Reward 2 values, which are used when you kill an enemy in a room that had a treasure chest, where things get interesting, complicated, and buggy. The Lvl 1 Mage has a Reward 2 value of 11. The sub-table for reward 11 looks like this:
11 | Chest [Trapless|Poison needle|Gas bomb|Type3] | |
Percent | Reward | |
100% | [4d5] * 10 gold | |
20% | Item 3-17 | |
10% | Item 19-33 |
So first of all, this comes in a chest, as Reward2 treasures almost always do. The chest can be trapless, or have a poison needle trap, or gas bomb, or “Type3” trap, and there is an equal chance of each outcome. If “Type3” is selected, then it will either be a crossbow bolt, exploding box, splinters, blades, or stunner trap, with a 20% chance for each subtype.
Inside the chest, there are three possible treasures. The chest may contain one of them, or two of them, or all of them.
The first treasure is a gold pile, and there is a 100% chance of receiving it.
You have a 20% chance of receiving the second treasure, which will be a randomly chosen item with an index value from 3-17.
You have a 10% chance of receiving the third treasure, which will be a randomly chosen item with an index value from 19-33. Receiving it is not contingent on the outcome of the second treasure; you may receive both items, or one or the other, or you may only find the gold.
Note that whenever you receive an item, it will be randomly given to one of your conscious party members. If that character’s inventory is full, then the item will be discarded, and the game won’t even tell you that you would have gotten something! Therefore, never let any party member’s inventory get full when you are treasure hunting.
The range values are almost certainly bugged. I am almost positive that Sir-Tech meant for the ranges here to be 1-16 and 17-32. But, a badly designed range selector function causes the minimum range to be two points higher than intended, and the maximum to be one point higher than intended. Consequently, there are gaps in the treasure table, leaving some items that never appear as treasure.
In fact, every item-based treasure sub-table is similarly bugged, except for Werdna’s Amulet (treasure 20) and the treasures dropped by the Lvl 7 Fighters (treasure 21), and this is only because another bug keeps the selector function from even reaching the part of the code with the first bug.
The treasure chest system also has some variables called “MFactor,” “MaxTimes,” and “PercBigr.” But these are only used by treasures 22 and 23, which are not dropped by any monster in the game, so I have left this out.
Here’s the full treasure lookup table.
0 | ||
Percent | Reward | |
100% | [2d5] * 10 gold | |
1 | ||
Percent | Reward | |
100% | [4d5] * 10 gold | |
2 | ||
Percent | Reward | |
100% | [6d5] * 10 gold | |
4 | ||
Percent | Reward | |
100% | [8d5] * 10 gold | |
5 | ||
Percent | Reward | |
100% | [12d5] * 10 gold | |
6 | ||
Percent | Reward | |
100% | [10d10] * 10 gold | |
7 | ||
Percent | Reward | |
100% | [10d10] * [1d2] * 10 gold | |
8 | ||
Percent | Reward | |
100% | [10d10] * [1d4] * 10 gold | |
9 | ||
Percent | Reward | |
100% | [10d10] * [1d8] * 10 gold | |
10 | Chest [Trapless|Poison needle|Type3] | |
Percent | Reward | |
100% | [2d5] * 10 gold | |
10% | Item 3-17 | |
11 | Chest [Trapless|Poison needle|Gas bomb|Type3] | |
Percent | Reward | |
100% | [4d5] * 10 gold | |
20% | Item 3-17 | |
10% | Item 19-33 | |
12 | Chest [Trapless|Poison needle|Type3|Teleporter] | |
Percent | Reward | |
100% | [6d5] * 10 gold | |
30% | Item 3-17 | |
15% | Item 19-33 | |
13 | Chest [Trapless|Poison needle|Gas bomb|Type3|Teleporter] | |
Percent | Reward | |
100% | [8d5] * 10 gold | |
40% | Item 3-17 | |
20% | Item 19-33 | |
14 | Chest [Trapless|Poison needle|Gas bomb|Type3|AntiMage] | |
Percent | Reward | |
100% | [10d5] * 10 gold | |
50% | Item 3-17 | |
30% | Item 19-33 | |
10% | Item 35-52 | |
15 | Chest [Trapless|Poison needle|Gas bomb|Type3|Alarm] | |
Percent | Reward | |
100% | [12d5] * 10 gold | |
100% | Item 3-17 | |
50% | Item 19-33 | |
20% | Item 35-52 | |
16 | Chest [Trapless|Type3|Teleporter|AntiMage|AntiPriest] | |
Percent | Reward | |
100% | [10d10] * 10 gold | |
75% | Item 19-33 | |
25% | Item 35-52 | |
10% | Item 54-80 | |
17 | Chest [Trapless|Poison needle|Gas bomb|Teleporter|Alarm] | |
Percent | Reward | |
100% | [10d10] * [1d2] * 10 gold | |
100% | Item 19-33 | |
50% | Item 35-52 | |
15% | Item 54-80 | |
18 | Chest [Poison needle|Gas bomb|AntiMage|AntiPriest] | |
Percent | Reward | |
100% | [10d10] * [1d4] * 10 gold | |
70% | Item 35-52 | |
25% | Item 54-80 | |
5% | Item 81-93 | |
19 | Chest [Trapless|Poison needle|Gas bomb|Type3|Teleporter|AntiMage|AntiPriest|Alarm] | |
Percent | Reward | |
100% | [10d10] * [1d8] * 10 gold | |
100% | Item 35-52 | |
50% | Item 54-80 | |
10% | Item 80-92 | |
20 | ||
Percent | Reward | |
100% | Werdna's amulet | |
21 | Chest [Poison needle|Gas bomb|Type3|Teleporter|Alarm] | |
Percent | Reward | |
100% | Latumofis pot. | |
100% | Deadly ring | |
100% | Rod of flame |
To go with the treasure table, here’s a simple item list, with only the items that can drop in chests (or were meant to). More detailed tables on what the items actually do await further below.
1 | LONG SWORD | Weapon |
2 | SHORT SWORD | Weapon |
3 | ANOINTED MACE | Weapon |
4 | ANOINTED FLAIL | Weapon |
5 | STAFF | Weapon |
6 | DAGGER | Weapon |
7 | SMALL SHIELD | Armor |
8 | LARGE SHIELD | Armor |
9 | ROBES | Armor |
10 | LEATHER ARMOR | Armor |
11 | CHAIN MAIL | Armor |
12 | BREAST PLATE | Armor |
13 | PLATE MAIL | Armor |
14 | HELM | Armor |
15 | DIOS POTION | Consumable |
16 | LATUMOFIS POT. | Consumable |
17 | LONG SWORD+1 | Weapon |
18 | SHORT SWORD+1 | Weapon |
19 | MACE+1 | Weapon |
20 | STAFF OF MOGREF | Weapon |
21 | SCROLL/KANTINO | Consumable |
22 | LEATHER + 1 | Armor |
23 | CHAIN MAIL + 1 | Armor |
24 | PLATE MAIL + 1 | Armor |
25 | SHIELD + 1 | Armor |
26 | BREAST PLATE +1 | Armor |
27 | SCROLL/BADIOS | Consumable |
28 | SCROLL/HALITO | Consumable |
29 | LONG SWORD -1 | Weapon |
30 | SHORT SWORD -1 | Weapon |
31 | MACE -1 | Weapon |
32 | STAFF +2 | Weapon |
33 | DRAGON SLAYER | Weapon |
34 | HELM + 1 | Armor |
35 | LEATHER -1 | Armor |
36 | CHAIN -1 | Armor |
37 | BREAST PLATE-1 | Armor |
38 | SHIELD -1 | Armor |
39 | JEWELED AMULET | Misc |
40 | SCROLL/BADIOS | Consumable |
41 | POTION OF SOPIC | Consumable |
42 | LONG SWORD + 2 | Weapon |
43 | SHORT SWORD +2 | Weapon |
44 | MACE + 2 | Weapon |
45 | SCROLL/LOMILWA | Consumable |
46 | SCROLL/DILTO | Consumable |
47 | COPPER GLOVES | Armor |
48 | LEATHER + 2 | Armor |
49 | CHAIN + 2 | Armor |
50 | PLATE MAIL + 2 | Armor |
51 | SHIELD + 2 | Armor |
52 | HELM +2 (EVIL) | Armor |
53 | POTION OF DIAL | Consumable |
54 | RING OF PORFIC | Misc |
55 | WERE SLAYER | Weapon |
56 | MAGE MASHER | Weapon |
57 | MACE PRO POISON | Weapon |
58 | STAFF/MONTINO | Weapon |
59 | BLADE CUSINART' | Weapon |
60 | AMULET/MANIFO | Misc |
61 | ROD OF FLAME | Misc |
62 | EVIL CHAIN + 2 | Armor |
63 | NEUT P-MAIL + 2 | Armor |
64 | EVIL SHIELD +3 | Armor |
65 | AMULET/MAKANITO | Misc |
66 | DIADEM OF MALOR | Armor |
67 | SCROLL/BADIAL | Consumable |
68 | SHORT SWORD -2 | Weapon |
69 | DAGGER + 2 | Weapon |
70 | MACE -2 | Weapon |
71 | STAFF -2 | Weapon |
72 | DAGGER OF SPEED | Weapon |
73 | CURSED ROBE | Armor |
74 | LEATHER -2 | Armor |
75 | CHAIN -2 | Armor |
76 | BREAST PLATE -2 | Armor |
77 | SHIELD - 2 | Armor |
78 | CURSED HELMET | Armor |
79 | BREAST PLATE +2 | Armor |
80 | SILVER GLOVES | Armor |
81 | EVIL SWORD + 3 | Weapon |
82 | EVIL SSWORD + 3 | Weapon |
83 | THIEVES DAGGER | Weapon |
84 | BREAST PLATE +3 | Armor |
85 | LORDS GARB | Armor |
86 | MURASAMA BLADE | Weapon |
87 | SHURIKEN | Weapon |
88 | CHAIN PRO FIRE | Armor |
89 | EVIL PLATE + 3 | Armor |
90 | SHIELD + 3 | Armor |
91 | RING OF HEALING | Misc |
92 | RING PRO UNDEAD | Misc |
93 | DEADLY RING | Misc |
Common item properties
Here’s an overview of some of the item properties that are common to multiple item types, but aren’t self-explanatory.Boltac
How much of this item Boltac’s has in stock at the start. This decreases when you buy one, and increases when you sell one, but Boltac’s will never sell you cursed items, even if he has them in stock. They persist from game to game; if you sell Boltac’s a Lord’s Garb, then delete every character from the roster and roll a new party, Boltac’s will still have that Lord’s Garb in stock until somebody buys it.These numbers represent the values in my copy of the game, and not the copies floating around on Asimov. I believe that the copies on Asimov are all based on a pirate copy that has already been played, and I have restored these values to the numbers found in the PC and NES versions, which I believe accurately represent the Apple II version’s out-of-the-box stock.
AC
Equipping this item lowers your AC by this much. Negative values raise it, which is bad. A few non-armor items have this property.Special: Casts
You can use the item to cast a spell. Sometimes this comes with a chance of depleting the item, which will cause it to transform into a different item. For instance, Staff of Mogref has [Casts: MOGREF, 25% BROKEN ITEM], which means it can cast Mogref, but has a 25% chance of turning into a Broken item when you do. Items without this second designation will never be depleted.Special: Invoke
Like casting, except that you invoke the item during a camping session and the effect is unique. Every invokable item except for Werdna’s Amulet can be depleted.Special: Critical hits
Equipping this allows you to critical hit like a ninja. Pointless, because the Shuriken is the only weapon with this ability, and only ninjas can equip it.
Special: Heal X
Carrying this (you don't need to equip it) gives you a 25% chance of healing X points each step and each round of combat. If you have multiple healing items, only the one with the largest value takes. The Ring of Healing and Lord’s Garb heal 1, and Werdna's Amulet heals 5. The Deadly Ring is supposed to hurt you 3 points, but doesn't in this version because the game logic selects the "bigger" default value of 0 over the Deadly Ring's value of -3.Protection: Class protection
When monsters of the protected type(s) target you, there's a 50% chance that it silently fails, causing them to lose their turn. Note that all monster actions, including breath attacks, party-hitting spells, and actions without obvious targets like running or calling, always target a random living party member. Class protection will not protect you from breath attacks or group spells that targeted a non-protected character.
Melee attacks are a special case, due to some strange programming. Melee attacks technically target two party members - the first can be any living member, and the second is someone in the first three ranks. This means two separate class protection checks, and either one may nullify the attack. It's possible for the same party member to be targeted both times, in which case if they have protection there is a 75% chance of nullifying it.
Protection: 2x damage
Your melee strikes do double damage against monsters of the targeted classes.Protection: Elemental protection
Breath attacks and group-targeting spells of the indicated element(s) do half damage. In addition,- Physical – You are immune to paralysis effects from hits. You will also never suffer critical hits.
- Poison – You are immune to poison effects from hits.
- Drain – You are immune to level drain.
- Stone – You are immune to stone effects from hits.
- Magic – When a monster targets you with any spell, the spell is silently nullified. Note that spells cast by monsters always target a randomly chosen living character, even if it's a group-affecting spell like Mahalito. Magic protection will not protect you if a group-affecting spell targets a non-protected character.
Weapons
Two tables. The first describes general properties of all weapons, and the second describes special properties of magic weapons. Magic weapons are bolded.Id | Name | Name Unknown | Price | Bolcac | Classes | HitMod | HitDam | SwingCount |
1 | LONG SWORD | SWORD | 25 | Infinite | FSLN | 4 | 1d8 | 0 |
2 | SHORT SWORD | SWORD | 15 | Infinite | FTSLN | 3 | 1d6 | 0 |
3 | ANOINTED MACE | KNOBBED STICK | 30 | Infinite | FPBSLN | 2 | 2d3 | 0 |
4 | ANOINTED FLAIL | STICK W/CHAIN | 150 | Infinite | FPSLN | 3 | 1d7 | 0 |
5 | STAFF | STICK | 10 | Infinite | FMPTBSLN | 0 | 1d5 | 0 |
6 | DAGGER | DAGGER | 5 | Infinite | FMTSLN | 1 | 1d4 | 0 |
17 | LONG SWORD+1 | SWORD | 10000 | 0 | FSLN | 5 | 1d8 +1 | 2 |
18 | SHORT SWORD+1 | SWORD | 15000 | 2 | FTSLN | 4 | 1d6 +1 | 2 |
19 | MACE+1 | KNOBBED STICK | 12500 | 0 | FPBSLN | 3 | 2d4 +1 | 2 |
20 | STAFF OF MOGREF | STAFF | 3000 | 1 | MB | 1 | 1d6 | 0 |
29 | LONG SWORD -1 | SWORD | 1000 | 0 | FSLN | -1 | 1d8 | 0 |
30 | SHORT SWORD -1 | SWORD | 1000 | 2 | FTSLN | -1 | 1d6 | 1 |
31 | MACE -1 | KNOBBED STICK | 1000 | 0 | FPBSLN | -1 | 2d3 | 1 |
32 | STAFF +2 | STICK | 2500 | Infinite | FMPTBSLN | 2 | 1d4 +2 | 1 |
33 | DRAGON SLAYER | SWORD | 10000 | 0 | FSLN | 1 | 1d10 +1 | 1 |
42 | LONG SWORD + 2 | SWORD | 4000 | 0 | FSLN | 6 | 1d10 +2 | 3 |
43 | SHORT SWORD +2 | SWORD | 4000 | 0 | FTSLN | 5 | 1d6 +2 | 3 |
44 | MACE + 2 | KNOBBED STICK | 4000 | 0 | FPBSLN | 4 | 1d8 +2 | 2 |
55 | WERE SLAYER | SWORD | 10000 | 0 | FSLN | 5 | 1d10 +1 | 2 |
56 | MAGE MASHER | SWORD | 10000 | 0 | FTSLN | 5 | 1d6 +1 | 2 |
57 | MACE PRO POISON | KNOBBED STICK | 10000 | 0 | FPBSLN | 3 | 1d8 | 2 |
58 | STAFF/MONTINO | STAFF | 15000 | 0 | FMPTBSLN | 1 | 1d5 +1 | 1 |
59 | BLADE CUSINART' | SWORD | 15000 | 0 | FSLN | 6 | 1d3 +9 | 4 |
68 | SHORT SWORD -2 | SWORD | 8000 | 0 | FTSLN | 1 | 1d6 | 1 |
69 | DAGGER + 2 | DAGGER | 8000 | 0 | FMTSLN | 3 | 1d4 +2 | 2 |
70 | MACE -2 | KNOBBED STICK | 8000 | 0 | FPBSLN | 0 | 1d8 | 0 |
71 | STAFF -2 | STICK | 8000 | 0 | FMPTBSLN | -2 | 1d4 | 1 |
72 | DAGGER OF SPEED | DAGGER | 30000 | 0 | MN | -1 | 1d4 | 7 |
81 | EVIL SWORD + 3 | SWORD | 50000 | 0 | FSLN | 7 | 1d10 +3 | 4 |
82 | EVIL SSWORD + 3 | SWORD | 50000 | 0 | FTSLN | 6 | 1d6 | 4 |
83 | THIEVES DAGGER | DAGGER | 50000 | 0 | TN | 5 | 1d6 | 4 |
86 | MURASAMA BLADE | WEAPON | 1000000 | 0 | S | 8 | 10d5 | 3 |
87 | SHURIKEN | WEAPON | 50000 | 0 | N | 7 | 1d5 +10 | 3 |
HitMod
Increase your character’s HitMod by this much, allowing you to hit more often. Negative values decrease it.HitDam
The weapon’s base damage, per successful hit.SwingCount
The number of strikes per turn. This does not stack with the number of swings your character would normally get. The higher value is the one that takes.A SwingCount of 0 is essentially equivalent to a SwingCount of 1, since all characters are guaranteed at least 1 swing at any level.
Id | Name | Special | Protection |
20 | STAFF OF MOGREF | [Casts: MOGREF, 25% BROKEN ITEM] | |
29 | LONG SWORD -1 | [Cursed] | |
30 | SHORT SWORD -1 | [Cursed] | |
31 | MACE -1 | [Cursed] | |
33 | DRAGON SLAYER | [Class protection: Dragon ] [2x damage: Dragon ] |
|
55 | WERE SLAYER | [Class protection: Were ] [2x damage: Were ] |
|
56 | MAGE MASHER | [Class protection: Mage ] [2x damage: Mage ] |
|
57 | MACE PRO POISON | [Class protection: Insect ] [Elemental protection: Poison ] |
|
58 | STAFF/MONTINO | [Casts: MONTINO, 10% STAFF] | |
68 | SHORT SWORD -2 | [Cursed] | |
70 | MACE -2 | [Cursed] | |
71 | STAFF -2 | [Cursed] | |
72 | DAGGER OF SPEED | [AC: -3] | |
81 | EVIL SWORD + 3 | [Alignment: Evil] | |
83 | THIEVES DAGGER | [Invoke: Become a ninja, 100% BROKEN ITEM] | |
86 | MURASAMA BLADE | [Invoke: Increase strength by 1, 50% BROKEN ITEM] | |
87 | SHURIKEN | [Alignment: Evil] [Invoke: Increase MaxHP by 1, 50% BROKEN ITEM] [Critical hits] |
[Elemental protection: Poison Drain ] |
The Dagger of Speed is the only weapon with an AC modifier. It's negative, which is bad. This might be an error, but on the other hand, this weapon swings an amazing 7 times per round, so perhaps this is a deliberate tradeoff.
Armor
Once again, two tables. One for the general properties of all armor, and one for special properties of magic armor. Magic armor is bolded.Id | Name | Name Unknown | Type | Price | Boltac | Classes | AC |
7 | SMALL SHIELD | SHIELD | Shield | 20 | Infinite | FPTBSLN | 2 |
8 | LARGE SHIELD | SHIELD | Shield | 40 | Infinite | FPSLN | 3 |
9 | ROBES | CLOTHING | Armor | 15 | Infinite | FMPTBSLN | 1 |
10 | LEATHER ARMOR | ARMOR | Armor | 50 | Infinite | FPTBSLN | 2 |
11 | CHAIN MAIL | ARMOR | Armor | 90 | Infinite | FPSLN | 3 |
12 | BREAST PLATE | ARMOR | Armor | 200 | Infinite | FPSLN | 4 |
13 | PLATE MAIL | ARMOR | Armor | 750 | Infinite | FSLN | 5 |
14 | HELM | HELM | Helmet | 100 | Infinite | FSLN | 1 |
22 | LEATHER + 1 | ARMOR | Armor | 1500 | Infinite | FPTBSLN | 3 |
23 | CHAIN MAIL + 1 | ARMOR | Armor | 1500 | Infinite | FPSLN | 4 |
24 | PLATE MAIL + 1 | ARMOR | Armor | 1500 | 1 | FSLN | 6 |
25 | SHIELD + 1 | SHIELD | Shield | 1500 | Infinite | FPTSLN | 4 |
26 | BREAST PLATE +1 | ARMOR | Armor | 1500 | Infinite | FPSLN | 5 |
34 | HELM + 1 | HELM | Helmet | 3000 | 0 | FSLN | 2 |
35 | LEATHER -1 | ARMOR | Armor | 1500 | 0 | FPTBSL | 1 |
36 | CHAIN -1 | ARMOR | Armor | 1500 | 0 | FPSLN | 2 |
37 | BREAST PLATE-1 | ARMOR | Armor | 1500 | 0 | FPSLN | 3 |
38 | SHIELD -1 | SHIELD | Shield | 1500 | 0 | FPTSL | -1 |
47 | COPPER GLOVES | GLOVES | Gauntlet | 6000 | Infinite | FSLN | 1 |
48 | LEATHER + 2 | ARMOR | Armor | 6000 | 0 | FPTBSLN | 4 |
49 | CHAIN + 2 | ARMOR | Armor | 6000 | 0 | FPSLN | 5 |
50 | PLATE MAIL + 2 | ARMOR | Armor | 6000 | 0 | FPSLN | 7 |
51 | SHIELD + 2 | SHIELD | Shield | 7000 | 0 | FPTSLN | 5 |
52 | HELM +2 (EVIL) | HELM | Helmet | 8000 | 0 | FSLN | 3 |
62 | EVIL CHAIN + 2 | CHAIN | Armor | 8000 | 0 | FPSLN | 5 |
63 | NEUT P-MAIL + 2 | PLATE ARMOR | Armor | 8000 | 0 | FPSLN | 7 |
64 | EVIL SHIELD +3 | SHIELD | Shield | 25000 | 0 | FPTSLN | 5 |
66 | DIADEM OF MALOR | DIADEM | Helmet | 25000 | 0 | FMPTBSLN | 2 |
73 | CURSED ROBE | ROBE | Armor | 8000 | 0 | FMPTBSLN | -2 |
74 | LEATHER -2 | ARMOR | Armor | 8000 | 0 | FPTBSLN | 0 |
75 | CHAIN -2 | ARMOR | Armor | 8000 | 0 | FPSLN | 1 |
76 | BREAST PLATE -2 | ARMOR | Armor | 8000 | 0 | FPSLN | 2 |
77 | SHIELD - 2 | SHIELD | Shield | 8000 | 0 | FPTSLN | 0 |
78 | CURSED HELMET | HELM | Helmet | 50000 | 0 | FSLN | -2 |
79 | BREAST PLATE +2 | ARMOR | Armor | 10000 | 0 | FPSLN | 6 |
80 | SILVER GLOVES | GAUNTLETS | Gauntlet | 60000 | 0 | FSLN | 3 |
84 | BREAST PLATE +3 | ARMOR | Armor | 100000 | 0 | FPSLN | 7 |
85 | LORDS GARB | ARMOR | Armor | 1000000 | 0 | L | 10 |
88 | CHAIN PRO FIRE | ARMOR | Armor | 150000 | 0 | FPSLN | 6 |
89 | EVIL PLATE + 3 | PLATE ARMOR | Armor | 150000 | 0 | FPSLN | 9 |
90 | SHIELD + 3 | SHIELD | Shield | 250000 | 0 | FPTSLN | 6 |
Id | Name | Special | Protection |
35 | LEATHER -1 | [Cursed] | |
36 | CHAIN -1 | [Cursed] | |
37 | BREAST PLATE-1 | [Cursed] | |
52 | HELM +2 (EVIL) | [Alignment: Evil] [Casts: BADIOS] |
|
62 | EVIL CHAIN + 2 | [Alignment: Evil] | |
63 | NEUT P-MAIL + 2 | [Alignment: Neutral] | |
64 | EVIL SHIELD +3 | [Alignment: Evil] | |
66 | DIADEM OF MALOR | [Casts: MALOR, 100% HELM] | |
73 | CURSED ROBE | [Cursed] [HitMod: -2] |
|
74 | LEATHER -2 | [Cursed] | |
75 | CHAIN -2 | [Cursed] | |
76 | BREAST PLATE -2 | [Cursed] | |
77 | SHIELD - 2 | [Cursed] | |
78 | CURSED HELMET | [Cursed] [HitMod: -2] |
|
85 | LORDS GARB | [Invoke: Restores entire party's HP, 50% BROKEN ITEM] [Heal: 1] |
[Class protection: Mythical Dragon ] |
88 | CHAIN PRO FIRE | [Elemental protection: Flame] | |
89 | EVIL PLATE + 3 | [Alignment: Evil] |
The cursed robe and cursed helm decrease your HitMod by 2, which is bad.
The Lords Garb is flagged to grant critical hits and 2x damage toward were monsters, undead, and demons, but these flags in effect don't do anything. The game logic only checks for these flags on weapons. An oversight?
Consumables
These items all cast a spell when used, and then turn into BROKEN ITEM. Any class can use any consumable.Id | Name | Name Unknown | Price | Boltac | Casts |
15 | DIOS POTION | POTION | 500 | Infinite | DIOS |
16 | LATUMOFIS POT. | POTION | 300 | Infinite | LATUMOFIS |
21 | SCROLL/KANTINO | SCROLL | 500 | 1 | KATINO |
27 | SCROLL/BADIOS | PAPER | 500 | Infinite | BADIOS |
28 | SCROLL/HALITO | SCROLL | 500 | 25 | HALITO |
40 | SCROLL/BADIOS | SCROLL | 500 | 0 | BADIOS |
41 | POTION OF SOPIC | POTION | 1500 | 1 | SOPIC |
45 | SCROLL/LOMILWA | SCROLL | 2500 | 0 | LOMILWA |
46 | SCROLL/DILTO | SCROLL | 2500 | 0 | DILTO |
53 | POTION OF DIAL | POTION | 5000 | 0 | DIAL |
67 | SCROLL/BADIAL | SCROLL | 8000 | 0 | BADIAL |
Misc items
Miscellaneous equippable items.Id | Name | Name Unknown | Price | Classes | Special | Protection |
0 | BROKEN ITEM | BROKEN ITEM | 0 | |||
39 | JEWELED AMULET | AMULET | 5000 | All | [Casts: DUMAPIC] | |
54 | RING OF PORFIC | RING | 10000 | All | [Casts: PORFIC, 5% BROKEN ITEM] |
|
60 | AMULET/MANIFO | AMULET | 15000 | P | [Casts: MANIFO, 10% BROKEN ITEM] |
|
61 | ROD OF FLAME | ROD | 25000 | MBS | [Casts: MAHALITO, 10% BROKEN ITEM] |
[Elemental protection: Flame] |
65 | AMULET/MAKANITO | AMULET | 20000 | All | [Casts: MAKANITO, 5% BROKEN ITEM] |
|
91 | RING OF HEALING | RING | 300000 | All | [Heal: 1] | |
92 | RING PRO UNDEAD | RING | 500000 | All | [Class protection: Undead] | |
93 | DEADLY RING | RING | 500000 | All | [Cursed] [Heal: -3] |
|
94 | WERDNA'S AMULET | AMULET | 999999999999 | All | [Alignment: Evil] [Cursed] [Invoke: Restores entire party's HP] [Casts: MALOR] [Heal: 5] [AC: 10] |
[Class protection: All ] [Elemental protection: All ] |
Keys
Id | Name |
95 | STATUETTE/BEAR |
96 | STATUETTE/FROG |
97 | BRONZE KEY |
98 | SILVER KEY |
99 | GOLD KEY |
100 | BLUE RIBBON |
You mentioned that bugs mean that "some items that never appear as treasure." Do you happen to know which items those are?
ReplyDeleteThe item ID gaps in the tables are 1,2,18,34, and 53. These correspond to long sword, short sword, short sword+1, helm + 1, and potion of dial. Of these, Boltac's sells the first three, but not the last two, so they will never be obtainable.
DeleteHaving fun reading though this. Curious as someone below mentioned the later PC ports fixing this. Has anyone confirmed (via decompiled code, etc) an item drop table for, say, The Ultimate Wizardry Archives version? I also notice other pages with people mentioning certain items (Shield of Support? NES naming for Shield+2 I think?) only dropping on level 8. How would something like that be accomplished without them having completely changed the algorithms. Noting that's item 51, right near one of the range overlaps, thought that might be involved.
DeleteWizardry's item drops are based on the monsters fought, not on the level. The only insight I can offer is that level 8's monster spawn table is completely insane, which is almost certainly due to a data entry mistake. It would be more interesting to hear which monsters are known to drop that item (the monster in the front rank is what determines this).
DeleteWhat would the bug-fixed treasure tables look like?
ReplyDeleteYou said that:
3-17 = 1-16
19-33 = 17-32
So extrapolating from there it's this? Or does the bug compound itself somehow as the numbers get bigger?
35-52 = 33-51
54-80 = 52-79
81-93 = 80-92
And since it's bugged does that really mean there's a chance of getting another Deadly Ring out of a treasure type 18 encounter?
I also find it interesting how inconsistently defined the items are. It's like two different people decided what -1 items and -2 items do. -1 items are almost universally worse than their -2 counterpart.
I believe the reward steps were intended to look like this:
Delete1-16
17-32
33-51
52-79
80-93
That's a guess, but this series leaves no gaps and has no overlap. It's mainly from this that I'm assuming there's a bug (+2 to minID, +1 to maxID), but the actual code looks like it was coded clumsily too. I'll get to that in a bit.
The actual values seen in the reward tables look like this:
1,15
17,15
33,18
52,27
79,13 (Reward 18-4)
78,13 (Reward 19-4)
Curiously, reward 18-4 and 19-4 are slightly different, which I believe is a data entry error. The tables had been pretty consistent with odd rewards being the same as the preceding even rewards, just with better odds. I think they are both wrong; the first number should be 80, in order to match the pattern from the previous steps.
I am pretty sure that value A is supposed to represent the starting index of item drops, and B represents the range of item drops, so that A+B is the maximum index. This calculation would have given these results:
1d(B+1) + (A-1)
Not pretty, but necessary to make the intended data schema match the 1dX function and give the desired results.
The calculation actually performed looks more like this:
A + (1dB + 1)
Bug-fixed reward steps, using the data as entered, would look like this:
Delete1-16
17-32
33-51
52-79
79-92 (Reward 18-4)
78-91 (Reward 19-4)
That looks perfectly logical until we get to the last two, which look different from each other and also don't fit the pattern. So I think they were entered incorrectly, and were meant to be 80-93.
Here's another bit of speculation. Perhaps originally the last reward tier was entered as 80,13. But when playtesting revealed that Werdna's Amulet was sometimes dropping in high-level treasure chests, they hastily changed the data, rather than fix the underlying code issue.
DeleteHi Ahab. Excuse me for commenting on a single game repeatedly.
ReplyDeleteI found out today that LORDS GARB does not deal x2 damage to Undead(tested with VAMPIRE and MURPHYS GHOST) and Demon(tested with GREATER DEMON). I have not tested against the were class.
I am not sure if this is only for LORDS GARB. As for me, I have never witnessed the x2 damage with other weapons either.
I am not sure if I have seen critical hits with LORDS GARB. I am paying attention to that right now.
How odd! You are right, and I appreciate your diligence.
DeleteLong story short, it looks like critical hits and 2x damage properties only apply to weapons. The Pascal code specifically asks "is this a weapon" before conferring those properties, which robs the Lords Garb of some usefulness. I will update the Treasury post with this finding.
As for other weapons, I did a test. I hacked myself an 18 strength fighter with a Dragon Slayer, which means 1d10 +4 per hit. I went to level 4 and fought some Dragon Flies. Round 1 he hit twice for 32 damage. Round 2 hit twice for 30 damage. Round 3 hit three times for 54 damage. So I think that confirms 2x damage works.
Thank you for the explanation!! With this bug confirmed, my Ninja got promoted to the frontline and my Lord got demoted to the rear.
DeleteBut even with this bug I thought it was kind of cool that the Lord can get +2 heal points from the Garb and the Healing Ring . . .
but I noticed today that the heal points were not stacking up. I was checking my Lord's HP every step, but it never increases by 2 points . . .
Yep, I double-checked this, and healing doesn't stack. The logic seems to be that whichever healing item has the largest value is the one that takes. And consequently the Deadly Ring doesn't hurt you, because the default value of 0 is larger than -3. This (and the other Lords Garb bug) also affects Wizardry II. Possibly not Wizardry III though - I am completely certain that in later ports, which are based off the Wiz3 codebase, the Deadly Ring saps your HP just by carrying it.
DeleteWill update pages accordingly, and revisit this behavior when I get around to Wiz3.
The full workings of class protection are somewhat weirder and more convoluted than what you describe here, though I wouldn't blame you for trying to simplify things. The trouble is that, first, ENATTACK, the setup procedure for monster attacks, always tests class protection by calling CANATTCK whenever a monster tries to perform *any* action during a combat round. This includes the actions of running away and calling for help, as well as casting a spell, breathing, and attacking physically. The monster will have already selected a character as a "target" (CHARX), even for actions like running away for which the idea of a target should be meaningless. If the character has class protection and the monster fails the 50% chance in CANATTCK, ATTCKTYP will remain set to 0, and the monster won't get to do *anything* that round, including a spell, breath attack, call for help, or attempt to flee.
ReplyDeleteBut if the monster passes CANATTCK, then what? Well, if its action is anything other than a direct physical attack ("melee"), that's it. But if it decides on a physical assault (assuming it passes the peculiar checks further down based on its group number and number within its group, which are a story of their own), then it will change its target if the target it originally selected is not one of the "front 3" characters. Whether or not it changes its target, *it calls CANATTCK again*. This means there is another chance to fail! If before it had checked a "rear rank" character and is now checking a "front ranker", it again might fail if the front ranker has appropriate class protection. If the character it checked before was a front ranker and had class protection, then it will check the same character again and will again have to pass this class protection. So I think this changes the odds, making them more complex.
Noted and revised.
DeleteYou should check the IBM PC version of Wizardry, since I think I remember, back in the 1980s, getting from chests some of the items which the bug would make unavailable (Leather + 1 and the Potion of Dial). In short, the bug might have been fixed for the PC release. I don't know how get a copy of that (has anyone imaged the 5.25 inch disks for the PC?) let alone disassemble it, though.
ReplyDeleteTwo PC versions are available here:
Deletehttp://retrograde.inf.ua/sir-tech.htm
The newer one appears to be based on the "Window Wizardry" engine introduced in Wiz3.
I have done in-depth analysis of the PC versions (both the original PC color version and the "refreshed" one that contains the improved "Window Wizardry" display. I can confirm that this bug was fixed in both PC versions so that the two "un-droppable" items from the Apple version can be found in normal treasure drops.
DeleteInterestingly enough, there are quite a few other differences between these two PC versions and/or the Apple release. E.g.
The two PC versions have different labeling for certain items (both in the form of item names in both identified and unidentified form).
The experience-granting item identification "bug" is not present in any PC release (even though the wikipedia entry for Wizardry 1 indicates that by the time of the PC release it was left in intentionally as a "feature". Not true.
The experience points given via monster kills have slight differences in the two PC releases
The number of groups of monsters that are possible on Level 1 is one on the original PC version and 2 on the "revised" PC version
The revised PC version has a bug that makes stat decreases much more common on level up than they should be (this makes the game *much* tougher if you're not save scumming on level ups). The original PC version does not have this issue and behaves just the apple version
The original PC version has a bug that if you eject the scenario disk at just the right time during the level up check at the adventurers in it will automatically pass and allow you to level up continuously until roughly level 25 (it varies per class because of different exp requirements). This bug is still present in the revised version but getting the timing exactly right is much more difficult. (NOTE: it's almost impossible to utilize this bug while playing via Dosbox or other such emulation due to timing/speed of code execution. It's very easy to exploit this bug using era-appropriate hardware and physically ejecting a floppy - I can do it every time).
I could go on and on as I have spent many, many years playing and studying Wizardry 1.
One thing that I am curious about and doesn't seem to be consistent between all versions/platforms is the "RING PRO UNDEAD". It seems to give you much better saving throws against undead level drain on some platforms, whereas it makes level drain impossible on others).
Btw, @Ahab - I can't tell you how much I loved your Wizardry articles. Very insightful and I definitely learned a few things!