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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