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.
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 SLAYER | LONG SWORD | 10000 | 0 | FSLN | 5 | 1d10 +1 | 2 |
56 | MAGE MASHER | SHORT 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.
I don't know about the NKLC. PRO MAGIC or the RING PRO FIRE, but the RING OF REGEN does not have to be equipped to work. As long as a character possess it, they have their "Hits" marked with a "+" and heal damage every round. However, it is listed with a "#" as unusable in their inventory.
ReplyDeletePretty sure you're right about that. I do remember the KOD's gear regenerating people in this manner before I had identified/equipped it, and the Deadly Ring draining people before that. The other two items seem like they'd be difficult to test, especially the NKLC. PRO MAGIC as mages rarely attack you in melee and I'm not sure what protection from magic even does.
DeleteI did some experimenting with the NKLC. PRO MAGIC whereby I gave 3 party members a necklace (which of course could not be equipped) and left 3 members without. It became quite clear that you are correct in your supposition regarding Elemental protection: Magic in that having the item gives the character complete immunity to spells that target a single character. Just like the RING OF REGEN it does not need to be equipped.
DeleteI did a little more experimenting....
DeleteIt turns out that if all six characters each posses a NKLC. PRO MAGIC the entire party is immune to all enemy spells, including group attach spells such as Tiltwoait or Dalto.
I think the mechanism is that even for a group attack spell cast by a monster, the spell still initially targets an individual character. If that character has a NKLC. PRO MAGIC then the spell is canceled and the monster appears to take no action. If it targets a character who does not have a NKLC. PRO MAGIC, then the spell is cast and if it is a group attack it will effect all party members regardless of whether or not the other characters have a NKLC. PRO MAGIC.
I assume that STAFF OF GNILDA works the same way.
I took another look at the code, and I believe you're right again. This is the only part of the code that cares about protection from magic, and it occurs in the "enemy attacks" function:
DeleteIF ATTCKTYP > 0 THEN
... IF CHARACTR[ CHARX].WEPVSTY3[ 1][ 6] THEN
... ... A.TEMP04[ ENEMYX].AGILITY := -1;
ATTCKTYP should only be positive when the enemy has decided to cast a spell. The second line references whether or not the targeted character is protected from magic, which I thought was determined by equipping such an item, but apparently just possessing one is enough. Third line sets initiative to -1, which seems to mean the enemy loses its turn.
Thanks for looking that up. Assuming that's the code from Wiz 1, I think the only item in the first scenario that had Elemental protection: Magic was Wernda's Amulet, which isn't something that you can keep.
DeleteI wonder if they originally had more items with Elemental protection: Magic but took them out as part of play testing. Seems odd they would write that code and not have any items that use it.
Yeah, there's a number things in Wizardry 1's code that don't do anything. Physical, stone, and cold protection aren't offered by anything in Wiz1 except the amulet either. Elves get a -2 to a completely useless saving throw that I called "wands" simply because that's the only D&D saving throw with no apparent counterpart. There's an "AFRAID" status that never gets inflicted, and the code also allows for incrementally worse poison levels but there's no condition in the game that can cause this to happen. Wiz1 has an unused monster class that I called "midget" as the list corresponds closely with the one in Oubliette, and sure enough in Wiz2 it's used for Dinks. There are also some terrain types and special encounters in the code that aren't used in Wiz1. The magic fountain, for instance, and all of its possible effects, are there.
DeleteMy guess is that they wrote the code knowing they'd make scenario disks later, and didn't feel they had to use every capability of the engine in their first game.
As game developer myself, I can say that it's not at all uncommon to have code that isn't used. It happens all the time, either because you thought you were going to use it in the future and never did, or because you did use it, but then decided that feature didn't fit in after all for whatever reason. Since the code already exists, it rarely makes sense to remove it (unless you're seriously size constrained). Especially if you think you might make use of it later after all.
Delete