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.

8 comments:

  1. 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.

    ReplyDelete
    Replies
    1. Pretty 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.

      Delete
    2. I 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.

      Delete
    3. I did a little more experimenting....

      It 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.

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    4. 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:
      IF 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.

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    5. 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.

      I 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.

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    6. 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.

      My 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.

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    7. 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.

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