Monday, August 30, 2021

The treasury of Wizardry III

Reward types

The reward system in Wizardry III is much more complicated than the games before. The logic here was present since the first game, but the variables that make it complicated were never used. Until now.

Chests usually have a chance of containing items, and when they do, there is a range of possible items based on their index number. That part isn't new. Previously, though, the distribution of items was equal. In Wizardry I, the chest in reward #10 had a 10% chance of containing an item from 3-17, and each of those 15 items had an equal chance of being selected. Now, this is no longer the case.

To illustrate, look at reward #3 in the table below. This reward will come in a chest, and have up to three things inside:

  • Gold
  • An item in index range 24-37
  • An item in index range 24-56

The gold will always be in the chest, as the percent chance is 100%, but the amount of gold is random.

The second item has a 75% chance of being in the chest, and each item in the index range from 24 to 37 has an equal chance of being selected.

The third item has a 30% chance of being in the chest, and this is not dependent on the second item. You may get both items, or only one item, or neither. Should the third item appear in the chest, the distribution is not equal. There is a nearly 50% chance that the item index selected will be between 24 and 33, but only about a 12% chance of being between 47 and 56.

The internal logic for this particular item is that the base range of items is 24-36. However, there is a 40% chance of adding 10, and should that occur, there will be another 40% chance of adding 10 again, with a maximum addition of 20. Other items have different odds of each add, different amounts to add, and different maximums, but the logic is the same.

Some further notes on these tables:

  • I am not entirely sure how the trap selection logic works. Garian Guards in the fixed locations of floor 1, who drop Reward 1, seem to have alarm traps a disproportionately high amount of the time, and I don't think I've ever seen them leave poison needle traps. Other times I've seen traps that the tables suggest shouldn't be present. I've seen chests where the tables suggest the reward should be loose. Nevertheless, I'm presenting the tables as I understand them, knowing they may be inaccurate. I am reasonably confident that my interpretation of the actual rewards given is accurate, at least.
  • Some of the reward item ranges exceed the range of the item table, which only goes up to #103. These rewards can give you corrupt "items" as the engine reads in data from outside of the item tables, as it did the time I received my own party member as a reward.
  • Rewards #19 and #23 are deliberately omitted, as no monster drops them.

0

Percent Reward

100% [3d6 +6] * [3d3] gold
1 Chest [Trapless|Poison needle|Gas bomb|Type3|Alarm]

Percent Reward

100% [3d6 +6] * [3d3] gold

80%


50% item 13-18


25% item 19-24


25% item 25-30
2

Percent Reward

100% [5d6 +6] * [3d3 +2] gold
3 Chest [Trapless|Poison needle|Gas bomb|Type3|AntiMage|Alarm]

Percent Reward

100% [5d6 +6] * [3d3 +2] gold

75% Item 24-37

30%


46.2% item 24-33


19.4% item 34-36


12.9% item 37-43


9.2% item 44-46


12.3% item 47-56
4

Percent Reward

100% [5d6 +12] * 30 gold

80%


25% item 31-40


37.5% item 41-50


25% item 51-60


12.5% item 61-70
5 Chest [Trapless|Poison needle|Gas bomb|Type3|AntiMage|AntiPriest|Alarm]

Percent Reward

100% [5d6 +12] * 30 gold

80%


50% item 31-40


25% item 41-50


25% item 51-60

30% Bag of gems

30%


40% item 62-71


24% item 72-81


16% item 82-91
6 Chest [Trapless|Poison needle|Gas bomb|Type3|Teleporter|AntiMage|AntiPriest|Alarm]

Percent Reward

100% [5d11 +20] * 28 gold

50%


50% item 31-41


25% item 42-52


12.5% item 53-63


12.5% item 64-74
7 Chest [Type3|Teleporter|AntiMage|AntiPriest|Alarm]

Percent Reward

100% [5d11 +20] * 28 gold

80%


50% item 62-72


25% item 73-83


25% item 84-94

40% Bag of gems

30%


50% item 72-83


25% item 84-95


25% item 96-107
8 Chest [Gas bomb|Type3|Teleporter|AntiMage|AntiPriest|Alarm]

Percent Reward

100% [6d10 +40] * 30 gold

60%


40% item 47-56


24% item 57-66


14.4% item 67-76


8.64% item 77-86


12.96% item 87-96

40%


30% item 63-73


21% item 74-84


14.7% item 85-95


34.3% item 96-106
9 Chest [Gas bomb|Type3|Teleporter|AntiMage|AntiPriest|Alarm]

Percent Reward

100% [6d10 +40] * 30 gold

90%


50% item 30-41


25% item 42-53


25% item 54-65

80%


50% item 54-63


25% item 64-73


25% item 74-75

50%


70% item 74-83


21% item 84-93


9% item 94-103

40%


50% item 84-93


25% item 94-103


25% item 104-113

50%


65% item 62-71


22.75% item 72-81


12.25% item 82-91
10

Percent Reward

100% Crystal of good
11

Percent Reward

100% Crystal of evil
12

Percent Reward

100% Amulet of air
13 Chest [Alarm]

Percent Reward

100% [3d6 +6] * [3d3 +1] * 2 gold

90%


50% item 13-18


25% item 19-24


25% item 25-30

80%


50% item 25-30


25% item 31-35


25% item 36-40

100% Bag of gems
14

Percent Reward

75% [1d11 +4] * 12 gold
15

Percent Reward

75% [2d11 +8] * 6 gold
16

Percent Reward

100% [20d2] * 6 gold
17 Chest [Poison needle|Gas bomb|Alarm]

Percent Reward

100% [20d2] * 6 gold

80%


80% item 18-23


16% item 24-29


3.2% item 30-35


0.8% item 36-41

40%


75% item 25-30


18.75% item 31-36


6.25% item 37-42

100% Bag of gems
18

Percent Reward

100% [20d2] * 12 gold
20

Percent Reward

100% [4d11 + 16] * 12 gold
21 Chest [Gas bomb|Type3|Teleporter|Alarm]

Percent Reward

100% [4d11 +16] * 6 gold

75%


50% item 31-40


25% item 41-50


25% item 51-60

30%


59.1% item 51-60


8% item 61


18.6% item 62-70


3.2% item 71


11.1% item 72-81

60% Bag of gems

90% Ship in bottle
22 Chest [Trapless|Poison needle|Gas bomb|Type3|AntiMage|AntiPriest|Alarm]

Percent Reward

100% [4d11 +16] * [1d3 +2] * 6 gold


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

Id Name
0 BROKEN ITEM
1 ORB OF EARITHIN
2 NEUTRAL CRYSTAL
3 CRYSTAL OF EVIL
4 CRYSTAL OF GOOD
5 SHIP IN BOTTLE
6 STAFF OF EARTH
7 AMULET OF AIR
8 HOLY WATER
9 ROD OF FIRE
10 GOLD MEDALLION
11 ORB OF MHUUZFES
12 BUTTERFLY KNIFE
13 SHORT SWORD
14 BROADSWORD
15 MACE
16 STAFF
17 HAND AXE
18 BATTLE AXE
19 DAGGER
20 FLAIL
21 ROUND SHIELD
22 HEATER SHIELD
23 MAGE'S ROBES
24 CUIRASS
25 HAUBERK
26 BREASTPLATE
27 PLATE ARMOR
28 SALLET
29 POTION OF DIOS
30 LATUMOFIS OIL
31 SHORT SWORD +1
32 BROADSWORD +1
33 MACE +1
34 BATTLE AXE +1
35 NUNCHAKA
36 DAGGER +1
37 KATINO SCROLL
38 CUIRASS +1
39 HAUBERK +1
40 BREASTPLATE +1
41 PLATE ARMOR +1
42 HEATER +1
43 BASCINET
44 IRON GLOVES
45 BADIOS SCROLL
46 HALITO POTION
47 SHORT SWORD -1
48 BROADSWORD -1
49 MACE -1
50 DAGGER -1
51 BATTLE AXE -1
52 MARGAUX'S FLAIL
53 BAG OF GEMS
54 WIZARD'S STAFF
55 FLAMETONGUE
56 ROUND SHIELD -1
57 CUIRASS -1
58 HAUBERK -1
59 BREASTPLATE -1
60 PLATE ARMOR -1
61 SALLET -1
62 SOPIC PHILTRE
63 GOLD RING
64 SALAMANDER RING
65 SERPENT'S TOOTH
66 SHORT SWORD +2
67 BROADSWORD +2
68 BATTLE AXE +2
69 IVORY DAGGER(G)
70 EBONY DAGGER(E)
71 AMBER DAGGER(N)
72 MACE +2
73 MITHRIL GLOVES
74 DIALKO AMULET
75 CUIRASS +2
76 HEATER +2
77 DISPLACER ROBES
78 HAUBERK +2
79 BREASTPLATE +2
80 PLATE ARMOR +2
81 ARMET
82 WARGAN ROBES
83 GIANT'S CLUB
84 BLADE CUISINART
85 SHEPHERD CROOK
86 UNHOLY AXE
87 ROD OF DEATH
88 GEM OF EXORCISM
89 BAG OF EMERALDS
90 BAG OF GARNETS
91 BLUE PEARL
92 RUBY SLIPPERS
93 NECROLOGY ROD
94 BOOK OF LIFE
95 BOOK OF DEATH
96 DRAGON'S TOOTH
97 TROLLKIN RING
98 RABBIT'S FOOT
99 THIEF'S PICK
100 BOOK OF DEMONS
101 BUTTERFLY KNIFE
102 GOLD TIARA
103 MANTIS GLOVES

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, changed where necessary.

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 Butterfly Knife, then delete every character from the roster and roll a new party, Boltac’s will still have that Butterfly Knife 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.

Items with negative values are not available for purchase. However, they will become positive as soon as you sell one. For example, Flametongue, which has an initial stock of -3, will not be initially available to purchase, but if you sell one, 4 will become available.

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 Earth has [Casts: MANIFO, 5% BROKEN ITEM], which means it can cast Manifo, but has a 5% chance of turning into a Broken Item each time 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: Heal X

Carrying this (you don't need to equip it) heals X points on each step and each round of combat. If you have multiple healing items, only the one with the largest value takes. The Orb of Mhuuzfes is supposed to hurt you 1 point, but doesn't because the game logic selects the "bigger" default value of 0 over the orb's value of -1.

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 Boltac Classes Hit Mod Hit Dam Swing Count
12 BUTTERFLY KNIFE STRANGE KNIFE 150000 0 N 6 2d10 +15 4
13 SHORT SWORD SHORT SWORD 30 Infinite FTSLN 3 1d6 0
14 BROADSWORD BROADSWORD 50 Infinite FSLN 4 1d8 0
15 MACE KNOBBED STICK 60 Infinite FPBSLN 2 2d3 0
16 STAFF STAFF 20 Infinite All 0 1d4 0
17 HAND AXE AXE 30 Infinite FTSN 3 1d4 0
18 BATTLE AXE AXE 140 Infinite FSN 4 1d6 +2 0
19 DAGGER DAGGER 10 Infinite FMTSLN 1 1d4 0
20 FLAIL WEAPON 300 Infinite FPSLN 3 1d7 0
31 SHORT SWORD +1 SHORT SWORD 10000 1 FTSLN 4 1d8 1
32 BROADSWORD +1 BROADSWORD 10000 1 FSLN 5 1d10 1
33 MACE +1 KNOBBED STICK 10000 -2 FPBSLN 3 2d4 +1 1
34 BATTLE AXE +1 AXE 12500 -2 FSN 5 1d8 +2 1
35 NUNCHAKA WEAPON 15000 0 FPSN 4 1d10 0
36 DAGGER +1 DAGGER 10000 -3 FMTSLN 2 1d6 1
47 SHORT SWORD -1 SHORT SWORD 1000 0 FTSLN 2 1d3 -1
48 BROADSWORD -1 BROADSWORD 1000 0 FSLN 3 1d4 -1
49 MACE -1 KNOBBED STICK 1000 0 FPBSLN 1 1d3 -1
50 DAGGER -1 DAGGER 1000 0 FMTSLN 0 1d3 -1
51 BATTLE AXE -1 AXE 1000 0 FSN 3 1d4 -2
52 MARGAUX'S FLAIL WEAPON 1000 0 FPSLN 2 1d3 -2
54 WIZARD'S STAFF STAFF 6000 -2 MBS 1 2d4 1
55 FLAMETONGUE BROADSWORD 15000 -3 FSL 5 1d10 +1 1
66 SHORT SWORD +2 SHORT SWORD 20000 -2 FTSLN 5 2d5 2
67 BROADSWORD +2 BROADSWORD 20000 -3 FSLN 6 2d6 2
68 BATTLE AXE +2 AXE 20000 -2 FSN 5 2d5 +2 2
69 IVORY DAGGER(G) DAGGER 15000 0 FMTSL 3 1d8 2
70 EBONY DAGGER(E) DAGGER 15000 0 FMTSN 3 1d8 2
71 AMBER DAGGER(N) DAGGER 15000 0 FMT 3 1d8 2
72 MACE +2 KNOBBED STICK 20000 0 FPBSLN 4 2d5 2
83 GIANT'S CLUB KNOBBED STICK 20000 0 FPSLN 4 2d5 +2 2
84 BLADE CUISINART BROADSWORD 15000 0 FSLN 4 1d3 +9 5
85 SHEPHERD CROOK STAFF 22500 0 PBL 2 2d4 1
86 UNHOLY AXE AXE 22500 0 FSN 5 1d10 +2 2
101 BUTTERFLY KNIFE STRANGE KNIFE 500000 0 TBN 0 0d0 0


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
12 BUTTERFLY KNIFE [Cursed] [Heal: 1] [Critical hits] [Class protection: Mage Priest ]
[Elemental protection: Poison Magic ]
[2x damage: Mage Priest ]
19 DAGGER [AC: -1]
36 DAGGER +1 [AC: -1]
47 SHORT SWORD -1 [Cursed]
48 BROADSWORD -1 [Cursed]
49 MACE -1 [Cursed]
50 DAGGER -1 [Cursed] [AC: -1]
51 BATTLE AXE -1 [Cursed]
52 MARGAUX'S FLAIL [Cursed]
54 WIZARD'S STAFF [Casts: MOGREF] [AC: 1] [Class protection: Fighter ]
55 FLAMETONGUE [Casts: HALITO] [Elemental protection: Flame ]
[2x damage: Dragon ]
69 IVORY DAGGER(G) [Alignment: Good]
70 EBONY DAGGER(E) [Alignment: Evil]
71 AMBER DAGGER(N) [Alignment: Neutral]
83 GIANT'S CLUB [Cursed] [Class protection: Giant ]
[2x damage: Giant ]
85 SHEPHERD CROOK [Alignment: Good] [Class protection: Animal ]
[2x damage: Animal ]
86 UNHOLY AXE [Alignment: Evil] [Class protection: Priest ]
[2x damage: Priest ]
101 BUTTERFLY KNIFE [Cursed]
[Invoke: Become a ninja, 100% BUTTERFLY KNIFE]

 

All daggers, with their AC value of -1, actually increase your AC by 1, which is bad. The wizard's staff decreases it by 1, which is good.

The Butterfly Knife appears twice because it is technically two different items with the same name, but gives the appearance of being a single item that you must flip open to unlock its power.


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
21 ROUND SHIELD SHIELD Shield 40 Infinite FPTBSLN 1
22 HEATER SHIELD SHIELD Shield 80 Infinite FPSLN 2
23 MAGE'S ROBES ROBES Armor 30 Infinite All 1
24 CUIRASS ARMOR Armor 100 Infinite FPTBSLN 2
25 HAUBERK ARMOR Armor 200 Infinite FPBSLN 3
26 BREASTPLATE ARMOR Armor 400 Infinite FPBSLN 4
27 PLATE ARMOR ARMOR Armor 1500 Infinite FSLN 5
28 SALLET HELM Helmet 200 Infinite FSL 1
38 CUIRASS +1 ARMOR Armor 3000 2 FPTBSLN 3
39 HAUBERK +1 ARMOR Armor 3500 2 FPBSLN 4
40 BREASTPLATE +1 ARMOR Armor 4000 2 FPBSLN 5
41 PLATE ARMOR +1 ARMOR Armor 5000 -3 FSLN 6
42 HEATER +1 SHIELD Shield 2500 2 FPSLN 3
43 BASCINET HELM Helmet 1000 -40 FSL 2
44 IRON GLOVES GAUNTLETS Gauntlet 2500 Infinite FPSL 1
56 ROUND SHIELD -1 SHIELD Shield 2000 0 FPTBSLN -1
57 CUIRASS -1 ARMOR Armor 2000 0 FPTBSLN 1
58 HAUBERK -1 ARMOR Armor 2000 0 FPSLN 2
59 BREASTPLATE -1 ARMOR Armor 2000 0 FPSLN 3
60 PLATE ARMOR -1 ARMOR Armor 2000 0 FSLN 4
61 SALLET -1 HELM Helmet 2000 0 FSL 0
73 MITHRIL GLOVES GAUNTLETS Gauntlet 6000 -2 FTSL 2
75 CUIRASS +2 ARMOR Armor 6000 -3 FPTBSLN 4
76 HEATER +2 SHIELD Shield 6000 -2 FPSLN 4
77 DISPLACER ROBES ROBES Armor 12000 0 All 3
78 HAUBERK +2 ARMOR Armor 8000 -2 FPBSLN 5
79 BREASTPLATE +2 ARMOR Armor 10000 -2 FPBSLN 6
80 PLATE ARMOR +2 ARMOR Armor 14000 -3 FSLN 7
81 ARMET HELM Helmet 8000 0 FSL 3
82 WARGAN ROBES ROBES Armor 2000 0 All -1
88 GEM OF EXORCISM JEWELRY Armor 12000 0 All 0
102 GOLD TIARA JEWELRY Helmet 100000 0 All 2
103 MANTIS GLOVES GAUNTLETS Gauntlet 15000 0 FPSL 3


Id Name Special Protection
56 ROUND SHIELD -1 [Cursed] [HitMod: -1]
57 CUIRASS -1 [Cursed] [HitMod: -1]
58 HAUBERK -1 [Cursed] [HitMod: -1]
59 BREASTPLATE -1 [Cursed] [HitMod: -1]
60 PLATE ARMOR -1 [Cursed] [HitMod: -1]
61 SALLET -1 [Cursed] [HitMod: -1]
82 WARGAN ROBES [Cursed]
88 GEM OF EXORCISM [Cursed] [Class protection: Undead ]
[Elemental protection: Drain ]
102 GOLD TIARA
[Class protection: Mage ]
[Elemental protection: Magic ]
[2x damage: Mage ]
103 MANTIS GLOVES [HitMod: 1] [Class protection: Insect ]

The bug from Wizardy I that prevents the Lord's Garb from granting critical hits and 2x damage against vulnerable classes due to not being a weapon still hasn't been fixed, and consequently the Gold Tiara's 2x damage against mages doesn't work.


Consumables

These items all cast a spell when used, and may then turn into BROKEN ITEM. Any class can use any consumable.


Id Name Name Unknown Price Boltac Cast % broken
29 POTION OF DIOS POTION 1000 Infinite DIOS 95
30 LATUMOFIS OIL POTION 600 Infinite LATUMOFIS 85
37 KATINO SCROLL SCROLL 1000 Infinite KATINO 95
45 BADIOS SCROLL SCROLL 1000 Infinite BADIOS 75
46 HALITO POTION POTION 1000 Infinite HALITO 95
62 SOPIC PHILTRE POTION 2500 -5 SOPIC 80
74 DIALKO AMULET JEWELRY 8000 0 DIALKO 25
87 ROD OF DEATH JADE ROD 17500 0 MAKANITO 50
92 RUBY SLIPPERS STRANGE ITEM 16000 0 LOKTOFEIT 75
94 BOOK OF LIFE BOOK 50000 0 DI 33
95 BOOK OF DEATH BOOK 50000 0 MABADI 33


Misc items


Id Name Name Unknown Price Special Protection
6 STAFF OF EARTH SILVER STAFF 25K [Casts: MANIFO, 5% BROKEN ITEM] [Class protection: Were ]
[Elemental protection: Drain ]
7 AMULET OF AIR LAPIS AMULET 25K [Casts: DALTO, 5% BROKEN ITEM] [Class protection: Mythical ]
[Elemental protection: Cold ]
8 HOLY WATER CRYSTAL VIAL 25K [Casts: DIAL, 5% BROKEN ITEM] [Class protection: Undead ]
[Elemental protection: Poison ]
9 ROD OF FIRE AMBER ROD 25K [Casts: MAHALITO, 5% BROKEN ITEM] [Class protection: Insect ]
[Elemental protection: Flame ]
64 SALAMANDER RING GOLD RING 15K
[Elemental protection: Flame ]
65 SERPENT'S TOOTH STRANGE ITEM 15K [Classes: MPTB] [AC: 1] [Boltac: -2]
91 BLUE PEARL JEWELRY 8K [HitMod: 1] [Swing Count: 1] [Class protection: Mythical ]
[2x damage: Mythical Enchanted ]
93 NECROLOGY ROD LEADEN ROD 20K [Casts: KANDI, 5% BROKEN ITEM] [Class protection: Undead ]
96 DRAGON'S TOOTH STRANGE ITEM 30K [AC: 2]
97 TROLLKIN RING GOLD RING 40K [Heal: 1] [Critical hits]
98 RABBIT'S FOOT STRANGE ITEM 10K [Invoke: Increase luck by 1,
50% BROKEN ITEM]

99 THIEF'S PICK STRANGE ITEM 10K [Classes: TN]
[Invoke: Increase agility by 1,
50% BROKEN ITEM]
[Elemental protection: Poison ]
100 BOOK OF DEMONS BOOK 100K [Classes: MPBSLB]
[Invoke: Decrease piety by 1]
[Casts: ZILWAN, 75% BROKEN ITEM]
[HitMod: 1]
[Class protection: Undead Demon]
[Elemental protection: Drain Magic]
[2x damage: Demon]

Once again, the Blue Pearl and Book of Demons fail to confer their 2x damage benefits, and the Trollkin Ring fails to grant critical hits, due to the fact that the game logic only checks for these properties on weapons.

Keys


Id Name Name Unknown Special
1 ORB OF EARITHIN CRYSTAL SPHERE [Invoke: 'Scries' (no effect)]
2 NEUTRAL CRYSTAL NEUTRAL CRYSTAL
3 CRYSTAL OF EVIL CRYSTAL OF EVIL [Invoke: Merges with Crystal of Good]
4 CRYSTAL OF GOOD CRYSTAL OF GOOD [Invoke: Merges with Crystal of Evil]
5 SHIP IN BOTTLE GLASS BOTTLE
10 GOLD MEDALLION GOLD MEDALLION

Trash


Id Name Name Unknown Price Special
0 BROKEN ITEM BROKEN ITEM 0
11 ORB OF MHUUZFES CRYSTAL SPHERE 0 [Cursed] [Invoke: Decrease piety by 1] [Heal: -1] [AC: -10]
53 BAG OF GEMS LEATHER BAG 100
63 GOLD RING GOLD RING 10000
89 BAG OF EMERALDS LEATHER BAG 10000 [Cursed] [Invoke: Decrease strength by 1, 100% BAG OF GEMS]
90 BAG OF GARNETS LEATHER BAG 20000 [Invoke: Increase age by 1 year, 5% BAG OF GEMS]

3 comments:

  1. Does the Blue Pearl's HitMod benefit get included in calculations, since it isn't a weapon? If not, since everyone's swing count is >=1, does it do anything?

    ReplyDelete
    Replies
    1. HitMod is applied on all items, not just weapons. So is class protection.

      Delete
  2. Boggles the mind that they left some of those Wizardry I bugs unfixed. I understand some of those might be quite difficult to notice, but two years wasn't enough time to notice, for example, that the items that should hurt you every round do nothing?

    ReplyDelete

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