Tuesday, June 30, 2020

The treasury of Wizardry II


Reward types

Rewards #0 through #4 are the Knight of Diamond's pieces of armor, collected as loose treasure after defeating the encounters.

Rewards #5 through #9 are loose gold dropped by monsters who aren't guarding treasure chests.

Rewards #10 through #14 are not given by any monster in the game, and are not listed.

Rewards #15 through #19 are the standard treasure chests.

The treasure table bug in Wiz1 appears to have been corrected. There are no gaps in the treasure table, and all items may appear as random chest loot except for broken items, the Knight of Diamond's armor and sword, Staff of Gnilda, and three "trick" items (more on those later).


0
Percent Reward
100% HRATHNIR
1
Percent Reward
100% KOD'S HELMET
2
Percent Reward
100% KOD'S SHIELD
3
Percent Reward
100% KOD'S GAUNTLETS
4
Percent Reward
100% KOD'S ARMOR
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
15 Chest [Trapless|Poison needle|Gas bomb|Type3|Alarm]
Percent Reward
100% [12d5] * 10 gold
100% Item 1-16
50% Item 17-32
20% Item 33-50
1% Item 110-120
16 Chest [Trapless|Type3|Teleporter|AntiMage|AntiPriest]
Percent Reward
100% [10d10] * 10 gold
75% Item 17-32
25% Item 33-50
10% Item 51-78
3% Item 110-120
17 Chest [Trapless|Poison needle|Gas bomb|Teleporter|Alarm]
Percent Reward
100% [10d10] * [1d2] * 10 gold
100% Item 17-32
50% Item 33-50
15% Item 51-78
5% Item 110-120
18 Chest [Poison needle|Gas bomb|AntiMage|AntiPriest]
Percent Reward
100% [10d10] * [1d4] * 10 gold
70% Item 33-50
25% Item 51-78
5% Item 79-109
10% Item 110-120
19 Chest [Trapless|Poison needle|Gas bomb|Type3|Teleporter|AntiMage|AntiPriest|Alarm]
Percent Reward
100% [10d10] * [1d8] * 10 gold
100% Item 33-50
50% Item 51-78
10% Item 79-109
15% Item 110-120


Here's a simple item list for cross-referencing:

Id Name
1 LONG SWORD
2 SHORT SWORD
3 ANOINTED MACE
4 ANOINTED FLAIL
5 STAFF
6 DAGGER
7 SMALL SHIELD
8 LARGE SHIELD
9 ROBES
10 LEATHER ARMOR
11 CHAIN MAIL
12 BREAST PLATE
13 PLATE MAIL
14 HELM
15 DIOS POTION
16 LATUMOFIS POT.
17 LONG SWORD+1
18 SHORT SWORD+1
19 MACE+1
20 STAFF OF MOGREF
21 SCROLL/KATINO
22 LEATHER + 1
23 CHAIN MAIL + 1
24 PLATE MAIL + 1
25 SHIELD + 1
26 BREAST PLATE +1
27 SCROLL/BADIOS
28 SCROLL/HALITO
29 LONG SWORD -1
30 SHORT SWORD -1
31 MACE -1
32 STAFF +2
33 DRAGON SLAYER
34 HELM + 1
35 LEATHER -1
36 CHAIN -1
37 BREAST PLATE-1
38 SHIELD -1
39 JEWELED AMULET
40 SCROLL/BADIOS
41 POTION OF SOPIC
42 LONG SWORD + 2
43 SHORT SWORD +2
44 MACE + 2
45 SCROLL/LOMILWA
46 SCROLL/DILTO
47 COPPER GLOVES
48 LEATHER + 2
49 CHAIN + 2
50 PLATE MAIL + 2
51 SHIELD + 2
52 HELM +2 (EVIL)
53 POTION OF DIAL
54 RING OF PORFIC
55 WERE SLAYER
56 MAGE MASHER
57 MACE PRO POISON
58 STAFF/MONTINO
59 BLADE CUSINART'
60 AMULET/MANIFO
61 ROD OF FLAME
62 EVIL CHAIN + 2
63 NEUT P-MAIL + 2
64 EVIL SHIELD +3
65 AMULET/MAKANITO
66 DIADEM OF MALOR
67 SCROLL/BADIAL
68 SHORT SWORD -2
69 DAGGER + 2
70 MACE -2
71 STAFF -2
72 DAGGER OF SPEED
73 CURSED ROBE
74 LEATHER -2
75 CHAIN -2
76 BREAST PLATE -2
77 SHIELD - 2
78 CURSED HELMET
79 BREAST PLATE +2
80 SILVER GLOVES
81 EVIL SWORD + 3
82 EVIL SSWORD +3
83 THIEVES DAGGER
84 BREAST PLATE +3
85 LORDS GARB
86 MURASAMA BLADE
87 SHURIKEN
88 CHAIN PRO FIRE
89 EVIL PLATE + 3
90 SHIELD + 3
91 RING OF HEALING
92 RING PRO UNDEAD
93 DEADLY RING
94 ROD OF RAISING
95 AMULET OF COVER
96 ROBE +3
97 WINTER MITTENS
98 NKLC. PRO MAGIC
99 STAFF OF LIGHT
100 LONG SWORD +5
101 SWD./SWINGING
102 PRIEST PUNCHER
103 PRIEST'S MACE
104 SHSWD./SWINGING
105 RING PRO FIRE
106 CURSED +1 PLATE
107 PLATE +5
108 STAFF OF CURING
109 RING OF REGEN
110 METAMORPH RING
111 STONE STONE
112 DREAMER'S STONE
113 DAMIEN STONE
114 GREAT MAGE WAND
115 COIN OF POWER
116 STONE OF YOUTH
117 MIND STONE
118 STONE OF PIETY
119 BLARNEY STONE
120 AMULET OF SKILL

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. This section is duplicated from the original Wiz1 treasury post.

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. Likewise, if you purchase an item of limited quantity, it will not be available for future parties playing on that disk.

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.

Your chance to be hit in melee per strike is:
(MonsterLevel + ArmorClass) * 5%

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.

Special: Critical hits

Equipping this allows you to critical hit like a ninja. Whenever you inflict melee damage, there is a (CharacterLevel * 2%) chance of instantly killing the victim. Hrathnir is the only item that can grant this to non-ninjas.

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 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 -6.

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 Hit Mod Hit Dam Swing Count
1 LONG SWORD LONG SWORD 25 Infinite FSLN 4 1d8 0
2 SHORT SWORD SHORT SWORD 15 Infinite FTSLN 3 1d6 0
3 ANOINTED MACE KNOBBED STICK 30 Infinite FPBSLN 2 2d3 0
4 ANOINTED FLAIL WEAPON 150 Infinite FPSLN 3 1d7 0
5 STAFF STAFF 10 Infinite FMPTBSLN 0 1d5 0
6 DAGGER DAGGER 5 Infinite FMTSLN 1 1d4 0
17 LONG SWORD+1 LONG SWORD 10000 0 FSLN 5 1d8 +1 2
18 SHORT SWORD+1 SHORT SWORD 15000 3 FTSLN 4 1d6 +1 2
19 MACE+1 KNOBBED STICK 12500 0 FPBSLN 3 2d4 +1 2
20 STAFF OF MOGREF STAFF 3000 3 MB 1 1d6 0
29 LONG SWORD -1 LONG SWORD 1000 1 FSLN -1 1d8 0
30 SHORT SWORD -1 SHORT SWORD 1000 1 FTSLN -1 1d6 1
31 MACE -1 KNOBBED STICK 1000 1 FPBSLN -1 2d3 1
32 STAFF +2 STAFF 2500 Infinite FMPTBSLN 2 1d4 +2 1
33 DRAGON SLAYER LONG SWORD 10000 0 FSLN 1 1d10 +1 1
42 LONG SWORD + 2 LONG SWORD 20000 0 FSLN 6 1d10 +2 3
43 SHORT SWORD +2 SHORT SWORD 30000 0 FTSLN 5 1d6 +2 3
44 MACE + 2 KNOBBED STICK 25000 0 FPBSLN 4 1d8 +2 2
55 WERE SLAYERLONG SWORD 10000 0 FSLN 5 1d10 +1 2
56 MAGE MASHERSHORT 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' LONG SWORD 15000 0 FSLN 6 1d3 +9 4
68 SHORT SWORD -2 SHORT 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 STAFF 8000 0 FMPTBSLN -2 1d4 1
72 DAGGER OF SPEED DAGGER 30000 0 MN 0 1d4 7
81 EVIL SWORD + 3 LONG SWORD 50000 0 FSLN 7 1d10 +3 4
82 EVIL SSWORD +3 SHORT SWORD 50000 0 FTSLN 6 1d6 4
83 THIEVES DAGGER DAGGER 50000 0 TN 5 1d6 4
86 MURASAMA BLADE LONG SWORD 1000000 0 S 8 10d5 3
87 SHURIKEN WEAPON 50000 0 N 7 1d5 +10 3
94 ROD OF RAISING STAFF 150000 0 PBL 3 3d8 0
99 STAFF OF LIGHT ORNATE STAFF 60000 0 FMPTBSLN 2 2d8 +2 1
100 LONG SWORD +5 LONG SWORD 70000 0 FSLN 9 1d8 +10 2
101 SWD./SWINGING LONG SWORD 0 0 FSLN 5 1d8 10
102 PRIEST PUNCHER LONG SWORD 70000 0 FSLN 5 2d8 1
103 PRIEST'S MACE KNOBBED STICK 75000 0 PBL 5 2d8 2
104 SHSWD./SWINGING SHORT SWORD 74674 0 FMTSLN 4 1d4 +2 10
108 STAFF OF CURING STAFF 100000 0 P 3 1d8 +3 2
114 GREAT MAGE WAND STAFF 0 0 M 1 1d4 0
122 GREAT MAGE WAND STAFF 0 0 FMPTBSLN 1 1d4 0
124 STAFF OF GNILDA STAFF OF GNILDA 0 0 FSL 8 1d1 -1 0
125 HRATHNIR BROAD SWORD 0 0 FSL 7 2d10 +10 1


Hit Mod

Increase your character’s HitMod by this much, allowing you to hit more often. Negative values decrease it.

Your odds of hitting with each strike are:
(HitMod + StrengthMod + MonsterAC) * 5%

StrengthMod can be as high as 3 with maximum strength, or as low as -3 with minimum strength. There may be further modifiers based on the monster's group position, but I don't know.

Hit Dam

The weapon’s base damage, per successful hit. It can be further modified by strength, as much as +3 with maximum strength, or as low as -3 with minimum strength.

Swing Count

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 Swing Count of 0 is essentially equivalent to a Swing Count of 1, since all characters are guaranteed at least 1 swing at any level.

Fighters, samurai, and lords have natural values of:
(CharacterLevel/5) + 1

Ninjas get:
(CharacterLevel/5) + 2

10 is the maximum, and all other classes get only one.


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 ]
94 ROD OF RAISING [Casts: KADORTO, 100% BROKEN ITEM]
99 STAFF OF LIGHT [Casts: LOMILWA] [2x damage: Undead ]
102 PRIEST PUNCHER [Class protection: Priest ]
[2x damage: Priest ]
103 PRIEST'S MACE [Casts: BAMATU] [Class protection: Undead ]
[Elemental protection: Drain ]
[2x damage: Undead ]
104 SHSWD./SWINGING [AC: -1]
108 STAFF OF CURING [Invoke: Restores entire party's HP, 10% BROKEN ITEM]
114 GREAT MAGE WAND [Invoke: 9 spell slots in all levels, 100% GREAT MAGE WAND]
122 GREAT MAGE WAND [Invoke: 9 spell slots in all levels, forget all spells learned,
100% BROKEN ITEM]
124 STAFF OF GNILDA [Cursed] [AC: 21] [Class protection: All ]
[Elemental protection: All ]
125 HRATHNIR [Casts: LORTO] [Critical hits] [Class protection: Giant ]
[Elemental protection: Drain ]
[2x damage: Demon ]

The Great Mage Wand is a clever bit of mechanics abuse. It is actually two weapons with the same name. The good one, when invoked, transforms into the bad one. And the bad one, when invoked, turns into a broken item. This creates the appearance of being one item, which has a good effect the first time you invoke it and the bad one the second time. Interestingly, even the bad one will max out your spell points, but this isn't much use given that it resets your spellbook too.


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 0 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 GAUNTLETS 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 ARMOR Armor 8000 0 FPSLN 5
63 NEUT P-MAIL + 2 ARMOR Armor 8000 0 FPSLN 7
64 EVIL SHIELD +3 SHIELD Shield 25000 0 FPTSLN 6
66 DIADEM OF MALOR DIADEM Helmet 25000 0 FMPTBSLN 2
73 CURSED ROBE CLOTHING 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 -2
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 CLOTHING Armor 1000000 0 L 10
88 CHAIN PRO FIRE ARMOR Armor 150000 0 FPSLN 6
89 EVIL PLATE + 3 ARMOR Armor 150000 0 FPSLN 8
90 SHIELD + 3 SHIELD Shield 250000 0 FPTSLN 6
96 ROBE +3 CLOTHING Armor 180234 0 M 4
97 WINTER MITTENS GAUNTLETS Gauntlet 138344 0 FTSLN 3
106 CURSED +1 PLATE ARMOR Armor 0 0 FMPTBSLN 6
107 PLATE +5 ARMOR Armor 275344 0 FPSLN 10
126 KOD'S HELMET HELMET Helmet 0 0 FSL 4
127 KOD'S SHIELD ROUND SHIELD Shield 0 0 FSL 6
128 KOD'S GAUNTLETS GAUNTLETS Gauntlet 0 0 FSL 4
129 KOD'S ARMOR PLATE ARMOR Armor 0 0 FSL 14


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]
[HealPts: 1]
[Class protection: Mythical Dragon ]
88 CHAIN PRO FIRE [Elemental protection: Flame ]
89 EVIL PLATE + 3 [Alignment: Evil]
97 WINTER MITTENS [HitMod: 1] [Elemental protection: Cold ]
106 CURSED +1 PLATE [Cursed]
126 KOD'S HELMET [Casts: MADALTO] [HealPts: 1] [Class protection: Mage ]
[Elemental protection: Cold ]
127 KOD'S SHIELD [Casts: DIALMA] [HealPts: 1] [Class protection: Dragon ]
[Elemental protection: Stone ]
128 KOD'S GAUNTLETS [Casts: TILTOWAIT] [HealPts: 2] [HitMod: 2] [Class protection: Were ]
[Elemental protection: Poison ]
129 KOD'S ARMOR [Casts: MATU] [HealPts: 1] [Class protection: Undead Demon ]
[Elemental protection: Flame ]

As in Wizardy I, the Lord's Garb is supposed to grant critical hits and 2x damage against were beasts, demons, and undead, but due to programming that only checks for these flags on weapons, does not.
 

Consumables


These items all cast a spell when used, and then turn into BROKEN ITEM. Any class can use any consumable. This table is completely unchanged from Wiz1.


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


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 STAFF 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 [HealPts: 1]
92 RING PRO UNDEAD RING 500000 All [Class protection: Undead ]
93 DEADLY RING RING 500000 All [Cursed] [HealPts: -6]
95 AMULET OF COVER AMULET 120000 All [HealPts: 3] [AC: 3]
98 NKLC. PRO MAGIC NECKLACE 193255 [Class protection: Mage ]
[Elemental protection: Magic ]
105 RING PRO FIRE RING 250000 [Elemental protection: Flame ]
109 RING OF REGEN RING 200000 [HealPts: 2]
110 METAMORPH RING RING 0 FMPTBLN [Invoke: Become a lord,
100% BROKEN ITEM]
111 STONE STONE STONE 0 All [Casts: MONTINO,
3% BROKEN ITEM]
112 DREAMER'S STONE STONE 0 All [Casts: KATINO,
2% BROKEN ITEM]
113 DAMIEN STONE STONE 0 All [Invoke: Character is lost]
[Casts: ZILWAN,
5% BROKEN ITEM]
115 COIN OF POWER COIN 0 All [Invoke: Randomly become a
lord/ninja/samurai,
100% COIN OF POWER]
116 STONE OF YOUTH STONE 0 All [Invoke: Decrease age by 1
year, but not below 19,
100% BROKEN ITEM]
117 MIND STONE STONE 0 All [Invoke: Increase IQ by 1,
40% BROKEN ITEM]
118 STONE OF PIETY STONE 0 All [Invoke: Increase piety by 1,
60% BROKEN ITEM]
119 BLARNEY STONE STONE 0 All [Invoke: Increase luck by 1,
75% BROKEN ITEM]
120 AMULET OF SKILL AMULET 0 All [Invoke: Increase EXP by 50K,
17% AMULET OF SKILL]
121 AMULET OF SKILL AMULET 0 All [Invoke: Character is lost,
100% BROKEN ITEM]
123 COIN OF POWER COIN 0 All [Invoke: Die, and randomly
become a
fighter/mage/cleric/thief/wizard,
100% BROKEN ITEM]

Coin of Power and Amulet of Skill are two more items that transform into bad versions of themselves. The Amulet of Skill is especially insidious, as it has a fairly low chance of this happening, so you might use it again and again until suddenly you notice it's a Broken Item, and now you're dead forever.

Three of the items here, not including the useless BROKEN ITEM, don't have their class flags set! Possessing them is enough to confer their benefits, though, as noted in the discussion below.
 
The Deadly Ring is even deadlier than before! Except it isn't, because negative heal values still don't do anything.

Sunday, June 28, 2020

The bestiary of Wizardry II


As before, I've split this into multiple tables, with notes duplicated from the Wiz1 bestiary. Please note that Wizardry 2 has changed some things up, so these notes might not be completely accurate!

Id Picture Unknown Name Unknown Names Name Names Group Size HP / Level
0 1 LITTLE OLD MAN LITTLE OLD MEN DINK DINKS 1d1 1d1 +30
1 9 MAN IN ARMOR MEN IN ARMOR MAJOR DAIMYO MAJOR DAIMYOS 1d8 7d12
2 8 PRIEST PRIESTS LVL 7 PRIEST LVL 7 PRIESTS 1d6 7d8
3 9 MAN IN ARMOR MEN IN ARMOR CHAMP SAMURAI CHAMP SAMURAI 1d6 10d10
4 7 MAN IN ROBES MEN IN ROBES LVL 7 MAGE LVL 7 MAGES 1d6 7d4 +2
5 3 MAN IN LEATHER MEN IN LEATHER LVL 6 THIEF LVL 6 THIEVES 1d6 6d6
6 11 ANIMAL ANIMALS WERETIGER WERETIGERS 1d4 +4 5d8
7 16 OGRE OGRES OGRE LORD OGRE LORDS 1d5 8d8
8 16 STRANGE ANIMAL STRANGE ANIMALS TROLL TROLLS 1d3 +2 6d8 +6
9 6 UNSEEN ENTITY UNSEEN ENTITIES LIFESTEALER LIFESTEALERS 1d1 5d8 +3
10 27 FLUFFY THING FLUFFY THINGS FUZZBALL FUZZBALLS 1d4 100d1 -99
11 20 PROTOZOAN PROTOZOA WERE AMOEBA WERE AMOEBAE 9d1 10d5
12 13 INSECT SWARM NO-SEE-UM NO-SEE-UM
SWARM
9d1 9d2 -8
13 5 MOTTLED FIGURE MOTTLED FIGURES CARRIER CARRIERS 1d6 +1 9d5
14 14 INSECT INSECTS RHINO BEETLE RHINO BEETLES 1d4 12d6
15 2 GAUNT FIGURE GAUNT FIGURES NIGHTSTALKER NIGHTSTALKERS 2d3 5d8 +3
16 11 STRANGE ANIMAL STRANGE ANIMALS WYVERN WYVERNS 1d6 7d8 +7
17 8 PRIEST PRIESTS LVL 8 PRIEST LVL 8 PRIESTS 1d8 8d8
18 4 MAN IN ARMOR MEN IN ARMOR LVL 10 FIGHTER LVL 10 FIGHTERS 1d8 10d10
19 7 MAN IN ROBES MEN IN ROBES LVL 8 MAGE LVL 8 MAGES 1d6 8d4
20 3 MAN IN LEATHER MEN IN LEATHER LVL 7 THIEF LVL 7 THIEVES 1d5 7d6
21 9 MAN IN BLACK MEN IN BLACK LVL 8 NINJA LVL 8 NINJAS 1d8 8d4
22 16 GIANT GIANTS EARTH GIANT EARTH GIANTS 1d5 10d1 +70
23 17 DEMONIC FIGURE DEMONIC FIGURES LESSER DEMON LESSER DEMONS 1d12 10d8
24 15 STRANGE ANIMAL STRANGE ANIMALS CHIMERA CHIMERAS 1d8 9d6
25 27 FLUFFY THING FLUFFY THINGS FUZZBALL FUZZBALLS 9d1 100d1 -99
26 26 GLOWING
SPHERE
GLOWING
SPHERES
EVIL EYE EVIL EYES 2d1 9d6
27 10 CRUSTACEAN CRUSTACEA SCORPION SCORPIONS 2d4 8d6
28 11 ANIMAL ANIMALS WERE BOAR WERE BOARS 1d8 10d6 +4
29 11 STRANGE ANIMAL STRANGE ANIMALS MANTICORE MANTICORES 2d3 +1 7d8 +10
30 16 GIANT GIANTS FIRE GIANT FIRE GIANTS 1d5 12d1 +108
31 28 STRANGE ANIMAL STRANGE ANIMALS GORGON GORGONS 1d8 8d8
32 8 PRIEST PRIESTS LVL 11 BISHOP LVL 11 BISHOPS 3d3 11d8
33 4 MAN IN ARMOR MEN IN ARMOR LVL 12 FIGHTER LVL 12 FIGHTERS 1d8 12d10
34 7 MAN IN ROBES MEN IN ROBES LVL 10 MAGE LVL 10 MAGES 1d6 10d4
35 3 MAN IN LEATHER MEN IN LEATHER THIEF THIEVES 1d5 10d6
36 9 MAN IN BLACK MEN IN BLACK MASTER NINJA MASTER NINJA 1d8 10d4
37 6 UNSEEN ENTITY UNSEEN ENTITIES MURPHY'S
GHOST
MURPHY'S
GHOSTS
1d3 10d10 +10
38 6 UNSEEN ENTITY UNSEEN ENTITIES WILL O' WISP WILL O' WISPS 1d2 12d8
39 12 STRANGE ANIMAL STRANGE ANIMALS BLEEB BLEEBS 1d8 10d8
40 27 FLUFFY THING FLUFFY THINGS FUZZBALL FUZZBALLS 1d4 100d1 -99
41 26 SKULL SKULLS SCRYLL SCRYLLS 1d3 10d6
42 17 DEMONIC FIGURE DEMONIC FIGURES SUCCUBUS SUCCUBI 1d4 8d10
43 13 INSECT SWARM GIANT WASP WASP SWARM 9d1 9d3
44 28 SNAKE SNAKES GIANT VIPER GIANT VIPERS 2d3 +1 10d4
45 16 GIANT GIANTS AIR GIANT AIR GIANTS 1d5 15d1 +145
46 15 DRAGON DRAGONS FIRE DRAGON FIRE DRAGONS 1d4 12d8
47 8 PRIEST PRIESTS HIGH PRIEST HIGH PRIESTS 1d8 15d8
48 7 MAN IN ROBES MEN IN ROBES HIGH WIZARD HIGH WIZARDS 1d6 12d4
49 3 MAN IN LEATHER MEN IN LEATHER MASTER THIEF MASTER THIEVES 1d8 12d6
50 7 MAN IN ARMOR MEN IN ARMOR HATAMOTO HATAMOTO 1d8 12d4
51 2 GAUNT FIGURE GAUNT FIGURES VAMPIRE VAMPIRES 1d4 11d8
52 17 DEMONIC FIGURE DEMONIC FIGURES GREATER DEMON GREATER DEMONS 1d6 11d8
53 16 GIANT GIANTS GIANT ZOMBIE GIANT ZOMBIES 1d3 15d1 +65
54 15 DRAGON DRAGONS DRAGON ZOMBIE DRAGON ZOMBIES 1d6 12d8
55 27 FLUFFY THING FLUFFY THINGS FUZZBALL FUZZBALLS 9d1 100d1 -99
56 6 UNSEEN ENTITY UNSEEN ENTITIES SMOG BEAST SMOG BEASTS 2d3 +1 20d3 +10
57 13 INSECT SWARM GIANT HORNET HORNET SWARM 9d1 10d4 +10
58 10 CRUSTACEAN CRUSTACEA GIANT CRAB GIANT CRABS 1d8 7d30
59 20 PROTOZOAN PROTOZOA BLOB BLOBS 1d6 +2 15d10 +30
60 17 DEMONIC FIGURE DEMONIC FIGURES ARCH DEMON ARCH DEMONS 1d1 25d10
61 9 MAN IN BLACK MEN IN BLACK HIGH MASTER HIGH MASTERS 1d3 15d4
62 0 STRANGE ANIMAL STRANGE ANIMALS FLACK FLECK 1d3 20d12
63 7 MAN IN ROBES MEN IN ROBES ARCH MAGE ARCH MAGES 1d2 20d4
64 17 UNSEEN BEING UNSEEN BEINGS MAELIFIC MAELIFICS 1d1 25d4
65 2 GAUNT FIGURE GAUNT FIGURES VAMPIRE LORD VAMPIRE LORDS 1d1 20d8
66 26 SKULL SKULLS SIDELLE SIDELLES 1d2 18d10
67 29 CAVE DWELLER CAVE DWELLERS GIANT BAT GIANT BATS 2d4 +1 7d8 +5
68 29 CAVE DWELLER CAVE DWELLERS WERE BAT WERE BATS 1d8 +1 10d8 -5
69 29 CAVE DWELLER CAVE DWELLERS VAMPIRE BAT VAMPIRE BATS 1d2 10d5
70 28 SNAKE SNAKES CONSTRICTOR CONSTRICTORS 1d8 8d5
71 0 CAVE DWELLER CAVE DWELLERS ACID SLIME ACID SLIMES 2d3 -1 8d5 +10
72 0 CAVE DWELLER CAVE DWELLERS FOAMING MOLD FOAMING MOLDS 2d3 +1 10d10 +20
73 21 ANIMATED
OBJECT
OBJECTS MAGIC SWORD MAGIC SWORDS 1d1 25d4
74 22 ANIMATED
OBJECT
OBJECTS MAGIC HELMET MAGIC HELMETS 1d1 100d2
75 23 ANIMATED
OBJECT
OBJECTS MAGIC SHIELD MAGIC SHIELDS 1d1 30d5
76 24 ANIMATED
OBJECT
OBJECTS MAGIC GAUNTLET MAGIC GAUNTLETS 2d1 50d1
77 25 ANIMATED
OBJECT
OBJECTS MAGIC ARMOR MAGIC ARMORS 1d1 300d1


Picture

These pictures were extracted from the Apple II disk images.

Names

Each monster gets four names. A normal name, a name representing the unidentified monster, and plural variants for both.

Group Size

The number of monsters that may appear in a group. This will never exceed (MazeLevel + 4).

HP / Level

The hit dice which determine the monster’s starting HP, which rolls for each individual monster during an encounter. The dice count also serves as the monster's level. Fuzzballs, for instance, with 100d1 - 99 HP, count as level 100, even though they always only have 1 HP.


A monster's chance to hit you in melee is (Level + YourAC) * 5% per strike.

A monster's chance to resist a successful critical hit is (Level + 10)/35.

Monsters always resist Makanito if their level is greater than 7.

Each monster’s chance to resist Lakanito is Level * 6%.


The morale of a monster group is equal to its level, multiplied by the number of monsters whose status is OK.

When your total party level exceeds the total monster morale of all groups, they will be demoralized, and monsters with the Run ability have a 65% chance to flee.

When monsters are demoralized (even if they cannot run), your chance to succeed when running is 20% higher.


When monsters advance, each monster has a “strength” value determined by this formula:
[Remaining HP] - 3 * (MageLevel + PriestLevel)

The group strength is the sum of all monsters’ strength in the group, only counting monsters with OK status.

After group strength is calculated for all groups, monster group 4 compares its strength to monster group 3, and performs this calculation:
20% * [Group 4 Strength] / [Group 3 Strength] + 31%

This result is the probability that each group moves up a rank.

The process repeats for group 3 and group 2.


Id Name Class Armor Class Attacks Special Reward1 Reward2
0 DINK Midget 10 1d1 5 15
1 MAJOR DAIMYO Fighter 0 1d10 1d10 5 15
2 LVL 7 PRIEST Priest 3 1d8 +2 1d8 +2 5 15
3 CHAMP SAMURAI Fighter 2 1d12 +2 1d12 +2 1d12 +2 5 15
4 LVL 7 MAGE Mage 9 1d4 5 15
5 LVL 6 THIEF Thief 3 1d4 1d4 1d4 1d4 3d8 5 15
6 WERETIGER Were 4 2d6 2d6 1d4 [Heal 1] 5 15
7 OGRE LORD Mage 4 1d12 1d12 1d4 [Heal 1] 5 15
8 TROLL Fighter 4 1d8 +4 1d8 +4 1d8 +4 [Heal 15] 5 15
9 LIFESTEALER Undead 3 1d4 [Drain 2] 5 15
10 FUZZBALL Animal 10 5 15
11 WERE AMOEBA Were 10 2d10 [Heal 15] 5 15
12 NO-SEE-UM Insect 0 1d4 [Drain breath] 5 15
13 CARRIER Undead 10 1d1 +1 1d1 +1 1d1 +1
1d1 +1 1d1 +1
1d1 +1 1d1 +1
5 15
14 RHINO BEETLE Insect 1 3d6 2d8 5 15
15 NIGHTSTALKER Undead 4 1d6 [Drain 1] 6 16
16 WYVERN Animal 3 2d8 1d6 2d8 6 16
17 LVL 8 PRIEST Priest 3 1d8 +2 1d8 +2 1d8 +2 6 16
18 LVL 10 FIGHTER Fighter 0 1d269 1d12 1d12 1d12 6 16
19 LVL 8 MAGE Mage 8 1d4 6 16
20 LVL 7 THIEF Thief 3 1d4 +2 1d4 +2 1d4 +2
1d4 +2 3d8 +3
6 16
21 LVL 8 NINJA Fighter 4 3d6 1d4 1d4 6 16
22 EARTH GIANT Giant 9 10d5 10d5 6 16
23 LESSER DEMON Demon 0 2d6 2d6 1d3 1d3 1d4 +4 6 16
24 CHIMERA Animal 2 1d3 1d3 1d4 1d4 2d4 3d4 [Flame breath] 6 16
25 FUZZBALL Animal 10 6 16
26 EVIL EYE Undead 0 4d8 [Poison breath] 6 16
27 SCORPION Animal 0 1d4 3d6 3d6 6 16
28 WERE BOAR Were 2 1d10 1d10 1d10 1d10 6 16
29 MANTICORE Animal 0 2d8 2d8 1d12 [Heal 5] 6 16
30 FIRE GIANT Giant 7 10d7 10d7 7 17
31 GORGON Mythical 2 2d6 2d6 10d1 [Stone breath] 7 17
32 LVL 11 BISHOP Priest 2 1d8 +4 1d8 +4 1d8 +4 1d8 +4 7 17
33 LVL 12 FIGHTER Fighter -1 1d12 +2 1d12 +2 1d12 +2
1d12 +2
7 17
34 LVL 10 MAGE Mage 8 1d6 7 17
35 THIEF Thief 2 1d6 +2 1d6 +2 1d6 +2
1d6 +2 4d8
7 17
36 MASTER NINJA Fighter 3 4d6 +2 1d8 1d8 7 17
37 MURPHY'S GHOST Undead -3 1d8 [Heal 1] 7 17
38 WILL O' WISP Enchanted -15 2d8 2d8 2d8 2d8 7 17
39 BLEEB Animal 0 1d8 +1 1d8 +1 1d8 +1
2d10 +2
7 17
40 FUZZBALL Animal 10 7 17
41 SCRYLL Undead -1 1d8 [Drain 1] 7 17
42 SUCCUBUS Demon -2 1d8 1d8 2d10 2d10 [Drain 1] 7 17
43 GIANT WASP Insect 0 1d6 1d6 7 17
44 GIANT VIPER Animal 0 3d8 1d8 1d8 7 17
45 AIR GIANT Giant 5 10d9 10d9 8 18
46 FIRE DRAGON Dragon -1 1d10 1d10 1d10 [Flame breath] 8 18
47 HIGH PRIEST Priest -1 1d8 +4 1d8 +4 1d8 +4
1d8 +4
8 18
48 HIGH WIZARD Mage 4 1d6 +2 8 18
49 MASTER THIEF Thief 1 1d4 +4 1d4 +4 1d4 +4
1d4 +4 4d8 +2
8 18
50 HATAMOTO Fighter -1 2d8 2d8 6d6 8 18
51 VAMPIRE Undead -1 3d8 [Drain 2]
[Heal 1]
8 18
52 GREATER DEMON Demon -3 2d12 1d8 1d8 1d6 1d6 [Heal 1] 8 18
53 GIANT ZOMBIE Undead 3 4d10 [Poison breath] 8 18
54 DRAGON ZOMBIE Undead -2 1d8 1d8 3d12 [Drain breath] 8 18
55 FUZZBALL Animal 10 8 18
56 SMOG BEAST Enchanted 3 1d3 8 18
57 GIANT HORNET Insect 0 1d12 +2 8 18
58 GIANT CRAB Animal -4 1d10 1d10 1d10 1d10 8 18
59 BLOB Animal 10 1d10 +5 1d10 +5 [Heal 10] 8 18
60 ARCH DEMON Demon -5 10d9 [Drain 1] 9 19
61 HIGH MASTER Fighter -2 2d10 2d10 8d8 9 19
62 FLACK Animal -3 8d8 [Cold breath] 9 19
63 ARCH MAGE Mage 0 1d8 +2 9 19
64 MAELIFIC Undead -5 1d4 1d4 [Drain 3]
[Heal 3]
9 19
65 VAMPIRE LORD Undead -5 2d8 1d4 1d4 [Drain 4]
[Heal 4]
9 19
66 SIDELLE Undead -2 1d8 1d8 1d8 1d8 9 19
67 GIANT BAT Animal -1 1d8 1d8 1d8 8 17
68 WERE BAT Were -3 2d6 2d6 2d6 2d6 8 17
69 VAMPIRE BAT Undead -3 4d6 [Drain 1] 8 17
70 CONSTRICTOR Animal 1 3d8 1d10 1d8 8 17
71 ACID SLIME Animal -4 1d1 1d1 1d1 1d1 8 17
72 FOAMING MOLD Animal 5 2d4 +2 2d4 +2 2d4 +2
2d4 +2
8 17
73 MAGIC SWORD Enchanted 0 1d12 1d12 HRATHNIR HRATHNIR
74 MAGIC HELMET Enchanted 0 1d3 [Cold breath] KOD'S
HELMET
KOD'S
HELMET
75 MAGIC SHIELD Enchanted -10 2d10 +10 2d10 +10
2d10 +10
KOD'S
SHIELD
KOD'S
SHIELD
76 MAGIC
GAUNTLET
Enchanted 0 1d10 1d10 KOD'S
GAUNTLETS
KOD'S
GAUNTLETS
77 MAGIC ARMOR Enchanted -10 1d6 [Heal 5] KOD'S
ARMOR
KOD'S
ARMOR


Class

Class determines the odds of being friendly.


Fighter 11%
Mage 6%
Priest 16%
Thief 4%
Midget 31%
Dragon 26%
All others 1%


Certain items, when equipped, will have a 50% chance of silently nullifying attacks from specific monster classes, should the monster decide to attack the character equipped with such an item. They do not affect spells or breath weapons.

Certain weapons deal double damage against specific monster classes.

Makanito never affects the undead. Zilwan and Dispell only affect the undead.


Attacks

Simple hit dice to determine damage when a monster hits.

Some monsters have multiple attacks, and they don’t always do the same amount of damage. For instance, the greater demon’s attack is:
2d12 1d6 1d4 1d4 1d4

That means it strikes five times, each strike has a separate chance to hit, and each landed hit inflicts the corresponding damage roll.

Special: X Breath

The monster has a breath attack of element type X. Any monster with a breath attack has a 60% chance of using it instead of attacking. Breath attacks hit all players for damage equal to half of the monster’s remaining HP. Characters equipped with an item with that elemental resistance, or who make a saving throw against breath will take half damage. If both conditions are met, they take 25% damage. Element type has no other effect. Stone breath, for instance, does not petrify; it merely indicates that characters equipped with stone elemental protection will take half damage.

Special: Drain X

If you are hit, you will lose X levels, and your maxHP will be reduced to ([newLevel]*[oldMaxHP])/[MaxLev], where MaxLev is the highest level you've reached without getting drained (switching classes resets your level but not your MaxLevel). You’ll be LOST if you drop below level 1!

No-see-um's and Dragon Zombies don't have this ability; they only have a breath attack with the Drain element.

Special: Heal X

The monster heals this many HP per round.

Reward 1 & Reward 2

Index values used to lookup the type of treasure the monster leaves. This is always based on the monster type that was initially selected for the encounter. Monsters types that populated the rear ranks are irrelevant.

“Reward 1” almost always indicates an amount of loose gold, and “Reward 2” almost always indicates a treasure chest which may or may not have items inside. Whether you get reward type 1 or type 2 is not entirely random.

Upon entering a dungeon level, the map will be seeded with nine treasure chests, which will be randomly distributed to designated rooms marked with a flag. Entering a room with a treasure chest guarantees an encounter, and the “Reward 2” column will be selected as the contents of the treasure chest. Treasures from standard encounters are selected from the “Reward 1” column and are usually just loose piles of gold.

If you set off an alarm trap, then you'll still get a "Reward 2" prize after winning the resulting encounter, without having to re-open the treasure chest, but the prize will be determined from the resulting encounter rather than from the initial one.

If you have a random encounter in a flagged room where there isn't any treasure chest, you will receive loose gold from the “Reward 1” column, but the amount will be doubled.

Id Name Partner Mage Level Priest Level Spell Resistance
0 DINK 100% DINK 0 0 100
1 MAJOR DAIMYO 50% LVL 7 PRIEST 0 0 20
2 LVL 7 PRIEST 40% CHAMP SAMURAI 0 5 0
3 CHAMP SAMURAI 35% LVL 7 MAGE 1 0 0
4 LVL 7 MAGE 30% LVL 6 THIEF 3 0 0
5 LVL 6 THIEF 30% MAJOR DAIMYO 0 0 0
6 WERETIGER 0 0 0
7 OGRE LORD 10% TROLL 3 0 0
8 TROLL 30% TROLL 0 0 0
9 LIFESTEALER 50% LIFESTEALER 3 3 20
10 FUZZBALL 0 0 100
11 WERE AMOEBA 35% WERE AMOEBA 0 0 0
12 NO-SEE-UM 75% NO-SEE-UM 0 0 0
13 CARRIER 100% FUZZBALL 0 0 0
14 RHINO BEETLE 40% RHINO BEETLE 0 0 0
15 NIGHTSTALKER 23% OGRE LORD 0 0 25
16 WYVERN 50% WERETIGER 0 0 0
17 LVL 8 PRIEST 40% LVL 10 FIGHTER 0 4 0
18 LVL 10 FIGHTER 40% LVL 8 MAGE 0 0 0
19 LVL 8 MAGE 100% LVL 7 THIEF 5 0 0
20 LVL 7 THIEF 30% LVL 8 NINJA 0 0 0
21 LVL 8 NINJA 40% LVL 8 PRIEST 0 0 0
22 EARTH GIANT 0 0 85
23 LESSER DEMON 80% LVL 8 NINJA 3 0 60
24 CHIMERA 20% LVL 7 MAGE 0 0 0
25 FUZZBALL 50% FUZZBALL 0 0 100
26 EVIL EYE 20% NIGHTSTALKER 2 0 25
27 SCORPION 30% RHINO BEETLE 0 0 0
28 WERE BOAR 50% WERETIGER 0 0 25
29 MANTICORE 0 0 30
30 FIRE GIANT 10% LESSER DEMON 0 0 0
31 GORGON 50% CHIMERA 0 0 10
32 LVL 11 BISHOP 45% LVL 12 FIGHTER 4 5 0
33 LVL 12 FIGHTER 40% LVL 10 MAGE 0 0 0
34 LVL 10 MAGE 40% THIEF 5 0 0
35 THIEF 45% MASTER NINJA 0 0 0
36 MASTER NINJA 30% LVL 8 MAGE 0 0 0
37 MURPHY'S GHOST 20% FUZZBALL 0 0 40
38 WILL O' WISP 0 0 95
39 BLEEB 20% MASTER NINJA 0 0 0
40 FUZZBALL 75% FUZZBALL 0 0 100
41 SCRYLL 100% EVIL EYE 0 0 25
42 SUCCUBUS 25% LESSER DEMON 5 0 30
43 GIANT WASP 75% GIANT WASP 0 0 0
44 GIANT VIPER 25% GIANT VIPER 0 0 0
45 AIR GIANT 30% EARTH GIANT 0 0 95
46 FIRE DRAGON 15% FIRE GIANT 5 0 0
47 HIGH PRIEST 100% FIRE GIANT 0 7 0
48 HIGH WIZARD 100% LVL 11 BISHOP 6 0 0
49 MASTER THIEF 100% LVL 12 FIGHTER 0 0 0
50 HATAMOTO 100% LVL 10 MAGE 0 0 0
51 VAMPIRE 15% VAMPIRE 3 0 20
52 GREATER DEMON 80% LESSER DEMON 5 0 75
53 GIANT ZOMBIE 50% WILL O' WISP 0 0 95
54 DRAGON ZOMBIE 80% BLEEB 5 0 25
55 FUZZBALL 100% FUZZBALL 0 0 100
56 SMOG BEAST 100% NO-SEE-UM 2 0 10
57 GIANT HORNET 100% GIANT HORNET 0 0 0
58 GIANT CRAB 20% GIANT CRAB 0 0 0
59 BLOB 0 0 85
60 ARCH DEMON 100% GREATER DEMON 7 6 75
61 HIGH MASTER 100% HATAMOTO 0 0 0
62 FLACK 100% MURPHY'S GHOST 0 0 0
63 ARCH MAGE 100% HIGH WIZARD 7 0 0
64 MAELIFIC 100% GIANT ZOMBIE 7 0 50
65 VAMPIRE LORD 100% VAMPIRE 6 0 0
66 SIDELLE 100% SCRYLL 7 0 50
67 GIANT BAT 50% GIANT BAT 0 0 0
68 WERE BAT 60% GIANT BAT 0 0 25
69 VAMPIRE BAT 100% WERE BAT 0 0 0
70 CONSTRICTOR 25% SCORPION 0 0 0
71 ACID SLIME 30% NO-SEE-UM 0 0 0
72 FOAMING MOLD 50% NO-SEE-UM 0 0 0
73 MAGIC SWORD 0 0 0
74 MAGIC HELMET 7 7 75
75 MAGIC SHIELD 0 0 80
76 MAGIC GAUNTLET 7 7 100
77 MAGIC ARMOR 0 0 100


Partner

When a monster encounter is selected, it will be in the first monster group. There is a chance that it will come with a “partner,” if it has one, in the second monster group. This is recursive; if the partner type is selected, then that partner also gets a chance of having its partner in the next group slot. There is a limit of 4 groups, or MazeLevel+1, whichever is lower.

For example, Major Daimyo have a partner value of 50% LVL 7 Priest. So if you encounter them, there is a 50% chance that priets will spawn too. If this happens, then since Lvl 7 Priests have a partner value of 40% Champ Samurai there would be a 40% chance of Champ Samurai in the third group slot, and so on.

Mage Level

The highest level of mage spell that the monster may cast.

Monster mage logic:
  • Monsters with any mage spells have a 75% of casting instead of attacking.
  • The monster then selects a random value from the right column of this table, according to the odds in the left column:

    71% 0
    20.59% 1
    5.97% 2
    1.73% 3
    0.5% 4
    0.15% 5
    0.06% 6
  • This number is subtracted from the Mage Level value, but it won’t drop below 1. 
  • Finally, the monster picks one of two spells within that level. There is a 66% chance of picking spell A, and a 34% chance of picking spell B.
  • After casting the spell, there is a 1 / (Monster group size + 2) chance that the group's mage level decreases by one point, affecting all individuals within it.

Monster mage spells (levels do not completely correspond to player spell levels):


A B
1 Katino Halito
2 Dilto Halito
3 Molito Mahalito
4 Dalto Lahalito
5 Lahalito Madalto
6 Madalto Zilwan
7 Tiltowait Tiltowait

It's curious that Zilwan is one of the spells, as it will never affect anyone in your party!

 

Priest Level

Priest spellcasting logic is a bit different.
  • A priest spellcaster who did not cast a mage spell has a 75% chance of casting a priest spell instead of attacking.
  • When casting a priest spell, monsters always select the highest value allowed.
  • There is still a 66% chance of selecting spell A and a 34% chance of selecting spell B.
  • There is a 1 / (Monster group size + 2) chance that the group's priest level decreases by one point. Same as with mage spells.


A B
1 Badios Badios
2 Montino Montino
3 Badios Badial
4 Badial Badial
5 Badialma Badi
6 Lorto Mabadi
7 Mabadi Mabadi

Spell Resistance

The monster’s percentage chance to resist certain spells. A resisted spell has no effect on the monster.

Spells subject to Spell Resistance are:
Badios, Badial, Badialma, Litokan, Lorto, Malikto, Halito, Mahalito, Molito, Dalto, Lahalito, Madalto, Zilwan, Tiltowait

In addition, Mabadi and Makanito seem to be subject to Spell Resistance, as I've seen them fail against monsters who should otherwise be subject to their effects. Proving this without reverse-engineered source code is difficult, though.


Id Name Elemental Resistance Abilities XP
0 DINK Sleep Run 140
1 MAJOR DAIMYO Sleep 2380
2 LVL 7 PRIEST Sleep 2040
3 CHAMP SAMURAI Sleep 2435
4 LVL 7 MAGE Sleep 2000
5 LVL 6 THIEF Sleep 2050
6 WERETIGER Physical Magic Poison Sleep 2145
7 OGRE LORD Physical Sleep 1830
8 TROLL Physical Sleep 1000
9 LIFESTEALER Physical Poison Drain Stone Magic 2240
10 FUZZBALL Fire Cold Poison Drain Stone Magic Call 1
11 WERE AMOEBA Physical Fire Poison 1500
12 NO-SEE-UM Physical 750
13 CARRIER Physical Paralyze 2900
14 RHINO BEETLE Physical 1900
15 NIGHTSTALKER Physical Magic 3240
16 WYVERN Poison Sleep 2350
17 LVL 8 PRIEST Sleep 3010
18 LVL 10 FIGHTER Sleep 2540
19 LVL 8 MAGE Sleep 3070
20 LVL 7 THIEF Sleep 2000
21 LVL 8 NINJA Critical Sleep 2015
22 EARTH GIANT Magic 20638
23 LESSER DEMON Call 5106
24 CHIMERA Physical Fire 3515
25 FUZZBALL Fire Cold Poison Drain Stone Magic Call 1
26 EVIL EYE Physical 2750
27 SCORPION Physical Poison Sleep 2620
28 WERE BOAR Physical Poison 2080
29 MANTICORE Fire 3476
30 FIRE GIANT Fire 30111
31 GORGON Physical 2920
32 LVL 11 BISHOP Sleep 3008
33 LVL 12 FIGHTER Sleep 2992
34 LVL 10 MAGE Sleep 5005
35 THIEF Sleep Run 3003
36 MASTER NINJA Physical Critical Sleep 4073
37 MURPHY'S GHOST Physical Fire Cold Paralyze 3337
38 WILL O' WISP Physical 43567
39 BLEEB Physical Fire Cold Poison Drain Stone Magic Run Call 3300
40 FUZZBALL Fire Cold Poison Drain Stone Magic Call 1
41 SCRYLL Physical 4567
42 SUCCUBUS Physical 5432
43 GIANT WASP Physical Cold 1000
44 GIANT VIPER Physical Poison Sleep 2862
45 AIR GIANT Physical Cold 41015
46 FIRE DRAGON Physical 12324
47 HIGH PRIEST Sleep 5220
48 HIGH WIZARD Fire Sleep 5083
49 MASTER THIEF Poison Sleep Run 4620
50 HATAMOTO Physical Critical Sleep 4999
51 VAMPIRE Poison Drain Stone Paralyze 7151
52 GREATER DEMON Physical Poison Paralyze Call 8730
53 GIANT ZOMBIE Physical Poison 41440
54 DRAGON ZOMBIE Physical 17000
55 FUZZBALL Fire Cold Poison Drain Stone Magic Call 1
56 SMOG BEAST Physical 4108
57 GIANT HORNET Physical Poison 1512
58 GIANT CRAB Physical Fire Cold Sleep 5150
59 BLOB Physical 5000
60 ARCH DEMON Sleep Run 14444
61 HIGH MASTER Physical Fire Cold Poison Drain Stone Magic Critical Sleep 8612
62 FLACK Physical Fire Cold Poison Drain Stone Magic Stone Poison Paralyze Critical 9143
63 ARCH MAGE Physical Sleep 8000
64 MAELIFIC Physical Poison Paralyze 7460
65 VAMPIRE LORD Paralyze 8314
66 SIDELLE Physical Poison Paralyze 7777
67 GIANT BAT Physical Sleep 1760
68 WERE BAT Physical Poison 2480
69 VAMPIRE BAT Physical Paralyze 4211
70 CONSTRICTOR Fire Cold Poison Drain Stone Magic Sleep Call 2460
71 ACID SLIME Physical Fire Cold Poison 1510
72 FOAMING MOLD Physical Stone 2340
73 MAGIC SWORD Critical 66666
74 MAGIC HELMET Physical Cold 88888
75 MAGIC SHIELD Physical Fire Cold Poison Drain Stone Magic 44444
76 MAGIC GAUNTLET Physical Fire Cold Poison Drain Stone Magic 99999
77 MAGIC ARMOR Physical Fire Cold Poison Drain Stone Magic 33333


Elemental Resistance 

Spell damage from group targeting-spells is cut in half if the monster resists the corresponding element. Physical resistance does not affect non-spell damage!

Element Spells
Fire Litokan, Mahalito, Lahalito
Physical Lorto, Malikto, Molito, Tiltowait
Cold Dalto, Madalto

Poison, Drain, Stone, and Magic elemental resistances do nothing, because none of the group-targeting spells in Wizardry are aligned to those elements.

Abilities

  • Sleep – The only “bad” ability. Monsters with this ability are affected by Katino. Any others are not.
  • Run – If the monster party is demoralized, then each monster with this ability has a 65% chance to run each turn.
  • Critical – When the monster lands one or more successful hits, it has a [Level * 2%] chance, up to a maximum of 50%, to instantly kill.
  • Poison – Sets poison rate to 1 on a successful hit.
  • Paralyze – Inflicts paralysis on a successful hit.
  • Call – If the monster group has fewer than 5 monsters in it, then each monster has a 75% chance of calling for help instead of attacking. The chance that a call for help will be successful is (MonsterLevel * 5%).
  • Stone – Inflicts stone status on a successful hit.

XP

Just a note here - in Wizardry 1, XP was a calculated aggregate from all other stats. Here, XP is a fixed value. Normally this wouldn't be worth mentioning except for the fact that this is a thing that changed.

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