Showing posts with label Sir-Tech. Show all posts
Showing posts with label Sir-Tech. Show all posts

Wednesday, October 11, 2023

Rescue Raiders: Not won!

Verdun was my Waterloo.
 

Well, I tried. I liberated the strangely identical-looking cities of Cherbourg, Caen, Saint-Lô, Orléans, and even Paris, but Verdun just wore my patience out. The farther I got, the more it became clear to me that you don't beat Rescue Raiders' missions with skill or strategy - you out-endure them.

The game locked up here and this wasn't the first time. I quit.

 

This isn't to say that Rescue Raiders' gameplay doesn't evolve at all. As you progress through the campaign, you get some upgraded weaponry; tanks gain a 105mm cannon, your bombs get incendiary payloads, and your machinegun gets replaced with an unguided missile launcher which can utterly devastate ground forces and even engage the enemy helicopter at short range.


But these upgrades all serve to make you even more dependent on your chopper to accomplish anything. Upgrades go both ways - your tanks get cannons, but their tanks get cannons, and the chopper becomes your only reliable armor killer; and I once watched a single enemy tank rip through all six of mine. The enemy chopper likewise starts using homing missiles against you and decimates your armies with upgraded ground weapons. It even gets better at dodging your anti-aircraft missiles.

Speaking of which, the enemy starts using anti-aircraft vehicles themselves by the third mission, so you'd better start learning to dodge them yourself.


And to top it off, forget about using tanks to take out AA guns; now they tend to be guarded by anti-tank guns. It's not uncommon to find a triple-whammy of AA guns, AT guns, and a heavy bunker gathered together in one horrible turtle cluster. Nothing can get close to that but you, and you may need to sacrifice a chopper or two in your bombing runs.

But once you level them, they make great air cover after your engineers repair and convert them.

On the bright side, money becomes less of an issue. With your armies of such limited use, you can reserve your cash for replacement choppers - each one costs $20M which you earn in about five minutes - and with so much time spent flying back and forth across the map, by the time you even need armies you probably have enough to buy whatever materiel you need. And if you need more cash, no problem - just hang back near the helipad for awhile and let the enemy come to your side of the battlefield, where you can waste them under the cover of your AA and SAMs and rearm at will. I never came close to running out of lives myself; excess cash just got dumped into so many extra lives that the screen couldn't even display them all.


You do need armies; first to escort engineers to AA guns and bunkers, because you definitely want to take advantage of fortifications as much as possible. AA guns in particular are one of the few reliable defenses you have against the enemy chopper; salvage whenever possible, and protect the hell out of them.

Once you break through to the enemy base, you'll need to build a big army to assault it, and this is where things get real frustrating. It was bad enough on the first mission, and with an upgraded enemy chopper, it only gets worse. Without demolition trucks, the assault is doomed, but there are so many ways I've lost them, forcing me to start it all over again. I've had my anti-aircraft vehicles self-destruct after firing and destroy my demolition trucks with shrapnel. I've had the enemy chopper dodge the wall of missiles and take out the demolition trucks, or the tanks guarding them. I've seen the helicopter explode and the pilot parachute out, landing right on top of the demolition trucks, inexplicably destroying them.

I've even blown up the demo trucks with a combination of crossfire and my own shrapnel after a mutually deadly dogfight intended to protect them.

 

But more than anything else, I've flown away from the front to rearm, and returned to find that the demo trucks just aren't there any more; the low-res radar being woefully inadequate to illustrate what happened.


Then when the game froze on mission 6, I gave up.

There is one video series on Youtube showing a successful playthrough, and even lovelier things awaited in the final two missions; stealth choppers in Brussels, and no radar at all in Antwerp. Thanks, but I'll just watch the ending there!



GAB rating: Average. Rescue Raiders promises "the intellectual challenge of a strategy game," but I don't see it. As an arcade game, this can't avoid comparisons to Choplifter, which looks, controls, and plays much better, even if the earlier game doesn't play fair all the time either. As a strategy game, well, there aren't many strategies available to use, and to win missions I found myself just trying the same thing over and over again with minimal variation until it eventually worked. It's not a great look that the easiest mission felt like it afforded the most strategic breadth! Rescue Raiders may be an important game historically, which is why I played it, but I can see why it didn't take the world by storm.

Monday, October 9, 2023

Game 387: Rescue Raiders


Ok, I was wrong. There's one more game to close out my 1984 phase.

Rescue Raiders' existence and importance as a proto-RTS was made known to me by commenters on a Wargaming Scribe article concerning the "first" RTS. I had this one filed as a 1985 game, but while going through and finalizing my 1985 playlist, realized it actually came out in 1984. Coincidentally, that means we're ending the year on a Sir-Tech game for the third time in a row, though it's no Wizardry title this time.


Rescue Raiders, resembling a Choplifter! clone at first, stands as an interesting contrast to The Ancient Art of War of the same year. War looks like a primitive realtime wargame, and plays somewhat like one, but is not directly ancestral to the modern RTS template. Rescue Raiders, on the other hand, looks like Defender/Choplifter at first, and certainly draws influence from both, but eventually it becomes clear what you're actually playing - this is a MOBA! You control a heavily armed helicopter, your target is the enemy base on the far side of the map, and you'll need to raise and escort an army to take it out before they do it to you. Rescue Raiders influenced Herzog and Herzog Zwei, which in turn influenced the genre-codifying Dune II, making it a direct ancestor to the entire RTS genre.

"We have Command & Conquer: Red Alert at home."

AppleWin emulates Mockingboard speech synth, but MAME has better analog joystick support.

Recruiting a small army for initial ground gains
 

The goal of Rescue Raiders is to assault the enemy's base on the far left side of the map and take out their time machine. It's a strictly linear path, with bunkers and flak guns that either side may take control of dotting the terrain in the middle, effectively making it a one-dimensional tug-of-war in which the front constantly moves back and forth as both armies funnel their war machines into the grinder. Hopefully it trends toward the left, though holding onto your gains becomes increasingly challenging the farther out you get. Armies cost cash, which generates at a fixed rate, and newly-recruited units spawn at the bases, so the closer you are to victory, the farther your reinforcements have to march to reach the action, and the enemy has all the less distance to march in order to push back.

The chopper, which you control directly, is by far your most powerful weapon, able to airlift infantry, bust bunkers, and single-handedly devastate mobile platoons on a single armament. Your weapons include:

  • Seeking missiles. Meant to hit targets off-screen, you'll need to acquire a "lock-on" by using the radar display to align yourself vertically with your target before firing. The most powerful weapon, but tricky to use, not 100% reliable, you only get two per loadout, and it's much too easy to accidentally fire both of them at once.
  • A front-firing machinegun. You get 50 high-caliber bullets per loadout, and if you can fly low enough to the ground without landing, this can devastate ground units, as it slightly outranges even tanks.
  • High-explosive bombs, for bunker busting or for when you just want to destroy a mobile ground unit without exposing yourself to return fire. You get ten bombs per loadout, and it's very easy to destroy tanks and trucks, but more difficult to hit ground troops. 
 

Your chopper is too awesome to not use, but it's also incredibly expensive to replace - you start with three backup choppers, each additional replacement costs as much as five tanks, and if you run out, you lose. It's also not enough on its own; attacking AA guns is very risky, attacking SAM sites is suicidal, the time machine is impervious to conventional weapons, and you'll need to constantly fly all the way back to your own base to reload, refuel, and repair, which takes longer and longer the farther out you are.

The enemy has choppers too, which are also their most powerful weapon, capable of destroying your entire army in one swoop if they get close enough. Unlike you, they get unlimited backups, not to mention unlimited ammo, and they are aggressive. You quickly learn to never engage choppers at visual range; they will happily crash into you. Watch the radar, take them out with your missiles, and if you miss, or if they sneak up on you, run.

Your other units cost money to deploy - a bag of cash is generated every fifteen seconds - and act independently, marching forward and firing at the enemy until they themselves are destroyed. Frustratingly, you cannot order units to halt, which makes it impossible to reinforce your front line with anything that you can't airlift!

  • Tanks cost 4 cash bags each and are your workhorse ground unit, being the best weapon against AA guns and resilient to enemy fire, though enemy tanks and infantry will eventually wear them down. If you do not have tanks in the front of your line, then enemy tanks will easily destroy everything that isn't behind a tank. Tanks are completely defenseless against choppers.
  • Infantry cost 5 bags for a squad of five. They aren't as powerful as tanks, but can be airlifted, and more importantly, can take control of enemy bunkers and use their defensive weapons.
  • Engineers cost 5 bags each and will repair and operate AA guns. You can airlift them, but you don't want to, because this turns them into normal infantry.
  • Anti-aircraft carriers cost 3 bags each. These are one-shot chopper killers and are incredibly important; you can't babysit your army every second, and if your line runs out of anti-aircraft carriers, the enemy chopper will destroy everything. They have a long range, but self-destruct when firing, and occasionally miss, which will suck hard for you. Thankfully, the enemy does not use these... yet.
  • Lastly, demolition trucks cost only 2 bags each. These serve one purpose only - to destroy the enemy time machine, and are completely defenseless.

 

This is a difficult, frustrating, and often random and unfair-feeling game, and it took me several tries before I could even finish the first and easiest mission. Taking out the enemy base is the hardest thing; your army moves slow, taking over six minutes to cross the map. The enemy has no real chance of taking your base this way, so instead, you get limited choppers, and they get unlimited. As you get closer, the enemy chopper is respawning pretty much constantly, taking no time at all to fly back into combat range, while you need to fly all the way back to your base in order to reload your precious missiles and back again to support your army, and pray it doesn't get crippled in your absence. Reinforcing the army is impossible; what you build at the base is what you get, and if it's not enough, then there's nothing you can do but watch it fall, build a new army at the base all over again, and try to stop the enemy from retaking too much ground as you wait for it to slowly march all the way back again.

Here's a video of a successful mission 1:

 

I don't know if I'm going to be able to finish this game, but I'll try. Expect at least one more post on the game before we move into 1985.

Tuesday, March 21, 2023

Wizardry: Proving Grounds version 3.0


 

Version 2.1 of Wizardry for the Apple II came out just over 41 years ago, and even though it's been ported and remade a dozen times over, many of its bugs, quirks, and limitations persist in any available format.

Last week, Eric Labelle, aka Snafaru, author of longtime Wizardry & CRPG fanpage Zimlab, released an unofficial version 3.0, after months of painstaking effort fixing, rewriting, and recompiling ancient data tables and Pascal code, with information, ideas, feedback, and some testing by myself and a few others. Over 100 bugs, data errors, improvements, and even bits of restored missing content are present, making v3.0 practically the new definitive way to play.

Download the disk images and read the full notes here:


A partial summary of what's new:

No more passwords! Something had to go to make room on the disks for all these fixes. We figured that nobody password-protects their characters any more, and removing all of the password-related code freed up some space.

Restored content! For quite awhile, bad disk images of Wiz1 were missing the miniboss encounter on level 4, and the infamous Deadly Ring you'd win as a prize. This is, of course, restored, but so is another miniboss on level 7, which to my knowledge has never been enabled in any official release! Also restored is an area of level 4, which now requires the formerly useless gold key to enter, and an Easter egg on level 6.

Maze tweaks! Nothing major here, a useless door removed here, some object placements adjusted for consistency there, one monster spawn table tweaked, some escape hatches added to pockets of empty space in case you accidentally MALOR your party there without a spare. We see similar tweaks going from earlier versions to v2.1, so these are much in the spirit of things.

Greater Demons are not your friends! We've all been there, encountering a group of "friendly" monsters who by all rights should want to rip your throat out. Some players have even encountered a friendly Werdna, which can ruin your game if you don't stab him in the back. No more of that nonsense - turns out this is a coding bug, and now some monsters will just never offer you a truce, as was intended.

Revised ninja class! Ninjas were meant to be glass cannons who could fight unarmed and unarmored with devastating results, but in practice, the bonuses from going zen just weren't worth it and you were much better off equipping with full gear, effectively becoming a low-HP fighter with critical hit capability. So we improved the incentives - the armorless AC bonus is tripled, the unarmed attack damage is doubled, and gains an initiative bonus that scales with level. Snap Werdna's scrawny neck with your bare hands before the round even starts! The stat requirements are lowered too, from 17 points in everything to 15. Equipping your ninja is still a valid choice; the boosted damage and AC rivals Boltac's finest gear, but even stronger gear can be found and can be equipped at the expense of the initiative bonus.

Spelling and grammar fixes! Many items and monsters' names had wrong or inconsistent spelling, or pluralization, or punctuation use. These have been extensively corrected, as well as errors in the script such as "mourge->morgue."

Corrected treasure tables! This is subtle, but the treasure tables always had an offset error, preventing some items from dropping and enabling some items to drop in lower treasure tiers than intended. We fixed these.

No more round 1 surprise slaughters! Getting surprised by spellcasters no longer means certain death, as spellcasting is disallowed, as in Wiz3 and most Wiz1 ports. So are breath attacks! But watch out for ninjas.

Fixed and rebalanced spells! Latumapic now identifies all of your enemies. Mamorlis lowers all enemies' AC. Haman and Mahaman have all seven possible effects. Montino's silencing effect now wears off over time - that goes for you and your enemies. Manifo paralyzes instead of just inflicting sleep status, and has an improved chance of working. Loktofeit's pathetic escape rate has been upgraded to work as often as it does in Wiz3.

More feedback! The battle engine now displays the names of spells being cast on you. Hit probability is displayed, too. Did you lose the treasure because your inventory is full, or because there's a limit of one per party? Now the engine will tell you instead of silently discarding the item.

The Bishop Bug fixed! Remember identifying '9' to grant millions of XP? Too bad! That won't work any more.

Stacking regeneration! Got two healing items? Now their effects stacks and heal you twice as much. On the flipside, the negative healing effect of the Deadly Ring actually harms you now instead of doing nothing. Poison is treated differently from negative healing, and poisonous attacks won't stack and make you more badly poisoned, but poison needle and gas bomb traps do.

Save vs. Wand fixed! Elves, bishops, and ninjas had an invisible saving throw bonus that did absolutely nothing. Now it saves against gas bomb chest traps.

Rear echelon monster protection! Aggressive monsters in Wizardry 1 can advance to the front rows, typically shielding spellcasters, but this actually makes them more vulnerable. This is reversed now.


There's more than the things I listed above - read the notes at Zimlab for the complete details. Or you could just download and play it, whether it's your first time or a replay.

Wednesday, January 12, 2022

Ports of Entry: Sir-Tech

Unknown lead platform:

 

Wizardry V: Heart of the Maelstrom

Released for Apple II, C64, Commodore 128, and PC in 1988.

Given how similarly this looks and plays to its Apple-based predecessors, it's hard to imagine Wiz5 isn't Apple-based too, but I haven't seen any strong evidence of this.

 

Wizardry: Bane of the Cosmic Forge

Released for Amiga and PC in 1990.


Select chronology: 

 
Title Lead platform Date Contemporary ports
Galactic Attack Apple II 1980
Wizardry: Proving Grounds of the Mad
Overlord
Apple II 1981-9
Wizardry: Knight of Diamonds -
The Second Scenario
Apple II 1982
Wizardry: Legacy of Llylgamyn -
The Third Scenario
Apple II 1983
Wizardry: The Return of Werdna -
The Fourth Scenario
Apple II 1987-12 1988 ports to PC, PC-88, and PC-98
Wizardry V: Heart of the Maelstrom ??? 1988 Same-year releases on Apple II, C64, C128, and PC
Wizardry: Bane of the Cosmic Forge ??? 1990 Same-year releases on Amiga and PC
1991 ports to Macintosh, FM Towns, and PC-98
Wizardry: Crusaders of the Dark Savant DOS 1992-10
Jagged Alliance DOS 4/15/1995
Wizardry Gold Windows 1996 1996 port to Macintosh
Jagged Alliance: Deadly Games DOS 1996
The Ultimate Wizardry Archives DOS 1998 These are not the same as the prior PC ports of Wiz1-5.
Jagged Alliance 2 Windows 4/19/1999 2000 port to Linux
Jagged Alliance 2: Unfinished Business Windows 11/24/2000
Wizardry 8 Windows 11/15/2001

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]

Friday, August 27, 2021

The bestiary of Wizardry III

As before, I've split this into multiple tables, with notes duplicated from the Wiz1 bestiary, and changed where they are known to differ.

The tables are extracted from the Woz-A-Day Collection version. The cracked DSK versions all differ to some extent.

Id Picture Unknown Name Unknown Names Name Names Group Size HP / Level
0 9 GIANT SERPENT GIANT SERPENTS MOAT MONSTER MOAT MONSTERS 2d2 +1 2d10 +5
1 14 CORSAIR CORSAIRS HIGH CORSAIR HIGH CORSAIRS 1d1 2d15 +5
2 14 CORSAIR CORSAIRS GARIAN RAIDER GARIAN RAIDERS 2d3 2d4
3 14 CORSAIR CORSAIRS GARIAN GUARD GARIAN GUARDS 2d4 2d5 +2
4 14 CORSAIR CORSAIRS GARIAN CAPTAIN GARIAN CAPTAINS 2d3 3d6
5 14 CORSAIR CORSAIRS GARIAN PRIEST GARIAN PRIESTS 2d3 2d4 +2
6 14 CORSAIR CORSAIRS GARIAN MAGE GARIAN MAGES 2d3 1d4 +2
7 11 UNSEEN ENTITY UNSEEN ENTITIES POLTERGEIST POLTERGEISTS 1d3 +1 1d6 +2
8 21 SHADOWY FIGURE SHADOWY FIGURES DUSTER DUSTERS 2d3 2d4 +2
9 15 SLIMY THING SLIMY THINGS GIANT SLUG GIANT SLUGS 1d1 4d6
10 17 LARGE SNAKE LARGE SNAKES ANACONDA ANACONDAS 2d2 1d8 +2
11 10 STRANGE PLANT STRANGE PLANTS CRAWLING KELP CRAWLING KELP 4d2 1d2 +1
12 3 MAN IN ARMOR MEN IN ARMOR MAN AT ARMS MEN AT ARMS 2d3 3d10
13 4 MAN IN ROBES MEN IN ROBES FRIAR FRIARS 2d3 3d8
14 5 WOMAN IN ROBES WOMEN IN ROBES WITCH WITCHES 7d1 3d4
15 6 MAN IN LEATHER MEN IN LEATHER LOOTER LOOTERS 2d3 3d6
16 7 MAN IN ARMOR MEN IN ARMOR RONIN RONIN 3d2 +2 2d10
17 21 SHADOWY FIGURE SHADOWY FIGURES ASHER ASHERS 1d6 2d4 +2
18 13 STRANGE BIRD STRANGE BIRDS WERE VULTURE WERE VULTURES 3d2 2d6 +4
19 12 GAUNT FIGURE GAUNT FIGURES MUMMY MUMMIES 1d6 1d3 +6
20 13 STRANGE BIRD STRANGE BIRDS VULTURE VULTURES 2d4 +1 2d6
21 29 STRANGE ANIMAL STRANGE ANIMALS BENGAL TIGER BENGAL TIGERS 2d3 3d6
22 20 GOBLIN GOBLINS GOBLIN GOBLINS 2d3 +3 3d8 +4
23 20 GOBLIN GOBLINS HOBGOBLIN HOBGOBLINS 2d3 3d12
24 25 STRANGE ANIMAL STRANGE ANIMALS DARK STEED DARK STEEDS 1d1 4d3 +15
25 13 STRANGE BIRD STRANGE BIRDS HARPY HARPIES 2d3 +1 3d5
26 8 MAN IN BLACK MEN IN BLACK NINJA NINJA 2d3 2d6 +4
27 16 TINY FIGURE TINY FIGURES LEPRECHUAN LEPRECHUANS 1d4 +1 3d6
28 25 STRANGE ANIMAL STRANGE ANIMALS UNICORN UNICORNS 1d1 4d3 +15
29 3 FIGHTER FIGHTERS CRUSADER CRUSADERS 2d3 2d8
30 16 TINY FIGURE TINY FIGURES PIXIE PIXIES 1d4 +3 4d6
31 28 STRANGE ANIMAL STRANGE ANIMALS CENTAUR CENTAURS 1d5 +2 4d6 +4
32 3 MAN IN ARMOR MEN IN ARMOR DWARF FIGHTER DWARF FIGHTERS 2d4 5d10
33 4 MAN IN ROBES MEN IN ROBES ACOLYTE ACOLYTES 2d4 5d8
34 5 MAN IN ROBES MEN IN ROBES NECROMANCER NECROMANCERS 6d1 5d4
35 27 GIANT INSECT GIANT INSECTS GIANT ANT GIANT ANTS 4d2 +1 2d5 +10
36 10 STRANGE PLANT STRANGE PLANTS STRANGLER
VINE
STRANGLER
VINES
4d2 5d3
37 11 UNSEEN ENTITY UNSEEN ENTITIES BANSHEE BANSHEES 2d2 1d3 +10
38 29 STRANGE ANIMAL STRANGE ANIMALS WERE TIGER WERE TIGERS 2d3 5d6
39 9 DRAGON DRAGONS KOMODO
DRAGON
KOMODO
DRAGONS
2d3 6d5
40 15 SLIMY THING SLIMY THINGS GIANT LEECH GIANT LEECHES 1d1 8d6
41 17 LARGE SNAKE LARGE SNAKES 2-HEADED
SNAKE
2-HEADED
SNAKES
2d3 5d8
42 20 GOBLIN GOBLINS GOBLIN PRINCE GOBLIN PRINCES 2d2 5d5 +20
43 20 GOBLIN GOBLINS GOBLIN SHAMAN GOBLIN SHAMANS 2d3 5d6
44 21 SHADOWY FIGURE SHADOWY FIGURES DARK RIDER DARK RIDERS 1d1 4d6 +20
45 13 STRANGE BIRD STRANGE BIRDS COCKATRICE COCKATRICES 1d2 5d5 +5
46 8 MAN IN BLACK MEN IN BLACK MASTER NINJA MASTER NINJA 2d3 6d4 +7
47 3 FIGHTER FIGHTERS CRUSADER
LORD
CRUSADER
LORDS
2d2 5d5 +20
48 16 TINY FIGURE TINY FIGURES FAERIE FAERIES 1d6 +2 4d8 +8
49 21 SHADOWY FIGURE SHADOWY FIGURES SERAPH SERAPHIM 1d1 4d6 +10
50 9 DRAGON DRAGONS T'IEN LUNG T'IEN LUNG 1d3 6d4 +8
51 13 STRANGE BIRD STRANGE BIRD ROC ROCS 1d1 8d5 +8
52 3 MAN IN ARMOR MEN IN ARMOR BERSERKER BERSERKERS 2d4 8d8
53 4 MAN IN ROBES MEN IN ROBES GNOME PRIEST GNOME PRIESTS 2d3 +1 8d7
54 5 MAN IN ROBES MEN IN ROBES ELVEN MAGE ELVEN MAGES 2d3 +1 8d3 +4
55 6 MAN IN LEATHER MEN IN LEATHER BURGLAR BURGLARS 2d4 5d6
56 7 MAN IN ARMOR MEN IN ARMOR SAMURAI SAMURAI 3d3 8d7
57 11 UNSEEN ENTITY UNSEEN ENTITIES GHOST GHOSTS 1d4 4d6
58 11 UNSEEN ENTITY UNSEEN ENTITIES WIGHT WIGHTS 1d4 5d6
59 21 SHADOWY FIGURE SHADOWY FIGURES DOPPELGANGER DOPPELGANGERS 2d4 6d9
60 21 SHADOWY FIGURE SHADOWY FIGURES FIEND FIENDS 1d4 +2 8d6 +8
61 20 STRANGE ANIMAL STRANGE ANIMALS GIANT GORILLA GIANT GORILLAS 1d3 10d1 +50
62 11 UNSEEN ENTITY UNSEEN ENTITIES GHAST GHASTS 1d4 4d6 +6
63 9 DRAGON DRAGONS FIREDRAKE FIREDRAKES 1d2 10d8
64 10 STRANGE PLANT STRANGE PLANTS VENUS
MAN-TRAP
VENUS
MAN-TRAPS
1d4 8d3
65 7 MAN IN ARMOR MEN IN ARMOR MIFUNE MIFUNE 1d1 10d6 +25
66 22 FIERY FIGURE FIERY FIGURES ARCHDEMON ARCHDEMONS 1d1 10d2 +60
67 26 GIANT GIANTS CYCLOPS CYCLOPES 1d2 8d3 +60
68 27 GIANT INSECT GIANT INSECTS GIANT MANTIS GIANT MANTISES 1d3 10d6
69 22 RADIANT FIGURE RADIANT FIGURES ARCHANGEL ARCHANGELS 1d1 10d2 +60
70 15 SLIMY THING SLIMY THINGS XENO XENOS 1d1 10d6
71 17 LARGE SNAKE LARGE SNAKES HYDRA HYDRAE 1d1 11d7
72 4 ROBED MAN ROBED MEN PRIEST OF FUNG PRIESTS OF FUNG 1d5 +2 8d5
73 22 RADIANT FIGURE RADIANT FIGURES ANGEL ANGELS 1d4 +2 8d6 +8
74 23 LIVING LEGEND LIVING LEGENDS DELF DELFEN 1d1 10d1 +50
75 12 GAUNT FIGURE GAUNT FIGURES DELF'S MINION DELF'S MINIONS 1d4 +5 3d3 +10
76 24 SKELETAL FIGURE SKELETAL FIGURE PO'LE PO'LE 1d1 10d1 +50
77 0 L'KBRETH L'KBRETHS L'KBRETH L'KBRETHS 1d1 100d1 -60


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.

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.


Id Name Class Armor Class Attacks Special Reward 1 Reward 2
0 MOAT MONSTER Dragon 6 1d6 1d3 1d3
0 0
1 HIGH CORSAIR Fighter 3 1d6 +4
0 13
2 GARIAN RAIDER Thief 5 2d3
0 1
3 GARIAN GUARD Fighter 4 1d8
0 1
4 GARIAN CAPTAIN Fighter 3 1d8 +2
0 1
5 GARIAN PRIEST Priest 5 2d3
0 1
6 GARIAN MAGE Mage 9 1d4
0 1
7 POLTERGEIST Undead 10 2d2 2d2
0 1
8 DUSTER Undead 8 2d3 2d3
0 1
9 GIANT SLUG Animal 10 2d3 +2 2d3 +1 [Heal 5] 14 14
10 ANACONDA Animal 3 1d4 +1 1d4 +1
0 1
11 CRAWLING KELP Enchanted 10 1d2 +1 1d2 +1 1d2 +1
14 14
12 MAN AT ARMS Fighter 4 1d8 +1
2 3
13 FRIAR Priest 6 2d3 +1
2 3
14 WITCH Mage 9 1d4 +1
2 3
15 LOOTER Thief 6 1d4 1d4 2d4
2 3
16 RONIN Fighter 4 1d8 +1
2 3
17 ASHER Undead 6 1d3 1d3
2 3
18 WERE VULTURE Were 4 1d8 1d4 1d4
2 3
19 MUMMY Undead 5 1d6 [Drain 1] 2 3
20 VULTURE Animal 8 1d6 1d3 1d3
2 3
21 BENGAL TIGER Animal 7 2d3 2d3 2d3
2 3
22 GOBLIN Fighter 4 2d3 2d3
16 17
23 HOBGOBLIN Giant 3 2d3 2d3 2d3
16 17
24 DARK STEED Enchanted 4 2d3 +1 2d3 +1 2d6
16 17
25 HARPY Mythical 5 2d4 2d4
16 17
26 NINJA Fighter 5 2d3 2d3
16 17
27 LEPRECHUAN Midget 4 2d2 2d2 2d2
18 17
28 UNICORN Enchanted 4 2d3 +1 2d3 +1 2d6
18 17
29 CRUSADER Fighter 4 1d8
18 17
30 PIXIE Midget 4 2d2 2d2 2d2
18 17
31 CENTAUR Mythical 7 2d6 2d6
18 17
32 DWARF FIGHTER Fighter 2 2d4 2d4
4 5
33 ACOLYTE Priest 5 2d3 +2
4 5
34 NECROMANCER Mage 9 1d4 +2
4 5
35 GIANT ANT Insect 4 2d5
4 5
36 STRANGLER VINE Enchanted 6 1d2 1d2 1d2 2d8
14 15
37 BANSHEE Undead 4 2d6 1d3 [Drain 1] 4 5
38 WERE TIGER Were 3 3d3 3d3 3d3 [Heal 2] 4 5
39 KOMODO DRAGON Dragon 3 2d6 2d3 2d3 [Poison breath] 4 5
40 GIANT LEECH Animal 8 2d4 2d4 [Heal 7] 14 15
41 2-HEADED SNAKE Animal 2 1d6 +1 1d6 +1 1d6 +1 1d6 +1
4 5
42 GOBLIN PRINCE Giant 1 2d3 2d3 2d3 2d3
20 21
43 GOBLIN SHAMAN Giant 4 2d3 2d3
20 21
44 DARK RIDER Demon 2 2d3 2d3 2d3
20 21
45 COCKATRICE Mythical 5 1d5 1d5
20 21
46 MASTER NINJA Fighter 2 2d4 2d4 2d4
20 21
47 CRUSADER LORD Fighter 1 1d8 1d8 1d8
22 21
48 FAERIE Midget 3 2d4 2d4 2d4
22 21
49 SERAPH Demon 2 2d3 2d3 2d3
22 21
50 T'IEN LUNG Dragon 0 1d8 1d8 3d8 +3 [Heal 2] [Cold breath] 22 21
51 ROC Mythical 2 3d8 1d6 1d6 1d6
22 21
52 BERSERKER Fighter 0 2d5 2d5 2d5
6 7
53 GNOME PRIEST Priest 3 2d3 2d3
6 7
54 ELVEN MAGE Mage 8 1d4 +2
6 7
55 BURGLAR Thief 4 1d6 1d6 3d4
6 7
56 SAMURAI Fighter 0 1d6 +4 1d6 +4 1d6 +4
6 7
57 GHOST Undead 3 1d6 +2 1d6 +2 [Drain 1] 6 7
58 WIGHT Undead 2 1d6 1d6 1d6
6 7
59 DOPPELGANGER Were -2 3d5 3d5 [Heal 5] 6 7
60 FIEND Demon 0 2d4 2d4 1d3 +1 1d3 +1
6 7
61 GIANT GORILLA Giant 4 6d6 6d6
6 7
62 GHAST Undead 1 2d6 +6 [Drain 1] 8 9
63 FIREDRAKE Dragon 0 2d6 2d6 4d8 [Flame breath] 8 9
64 VENUS MAN-TRAP Enchanted 4 4d6 +4 [Heal 1] 8 9
65 MIFUNE Fighter -2 1d6 +4 1d6 +4 1d6 +4 1d6 +4
8 9
66 ARCHDEMON Demon -2 2d3 2d3 2d3 2d3
8 9
67 CYCLOPS Giant 0 3d6 +2 3d6 +2
8 9
68 GIANT MANTIS Insect 0 2d6 2d6
8 9
69 ARCHANGEL Demon -2 2d3 2d3 2d3 2d3
8 9
70 XENO Animal 6 1d10 +5 1d10 +5 [Heal 10] 8 9
71 HYDRA Dragon -1 2d3 2d3 2d3 2d3 2d3 2d3 2d3 [Heal 5] 8 9
72 PRIEST OF FUNG Priest 3 2d3 +1 2d3 +1
7 7
73 ANGEL Demon 0 2d4 2d4 [Heal 5] 10 10
74 DELF Demon 0 2d4 2d4 2d4 2d4 [Heal 5] 11 11
75 DELF'S MINION Undead 3 1d6 +2 1d6 +2
7 7
76 PO'LE Mage 4 1d4 1d4 1d4 [Heal 1] 7 12
77 L'KBRETH Dragon -20 1d8 1d8 3d5 [Flame breath] 0 0


Class

Class determines the odds of being friendly. However, this only applies to a select few monsters that lack elemental resistance. Any monster with any elemental resistance, including physical, will never be friendly.


Fighter 11%
Mage 6%
Priest 16%
Thief 4%
Midget (unused) 31%
Dragon (unused)
26%
All others 51%


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 moat monster’s attack is:
1d6 1d3 1d3

That means it strikes three 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. Poison breath, for instance, does not poison; it merely indicates that characters equipped with poison 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!

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” is selected when the monster was fought as a random encounter, and is typically an amount of loose gold, but not always. “Reward 2” is selected when the encounter was predetermined or fixed and may indicate loose gold or a treasure chest which may or may not have items inside.

If you set off an alarm trap, then you'll 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. This happens even if the initial chest was selected from a "Reward 1" column, which can happen in Wizardry III.

When you have a random encounter in a flagged room, you will get "Reward 1," but any gold received will be doubled.

Id Name Partner Mage Level Priest Level Spell Resistance
0 MOAT MONSTER
0 0 0
1 HIGH CORSAIR 100% GARIAN CAPTAIN 0 0 0
2 GARIAN RAIDER 20% GARIAN RAIDER 0 0 0
3 GARIAN GUARD 30% GARIAN GUARD 0 0 0
4 GARIAN CAPTAIN 50% GARIAN GUARD 0 0 0
5 GARIAN PRIEST 35% GARIAN RAIDER 0 1 0
6 GARIAN MAGE 35% GARIAN RAIDER 1 0 0
7 POLTERGEIST 30% POLTERGEIST 0 0 0
8 DUSTER 20% DUSTER 0 0 0
9 GIANT SLUG 15% GIANT SLUG 0 0 0
10 ANACONDA 30% ANACONDA 0 0 0
11 CRAWLING KELP 40% CRAWLING KELP 0 0 50
12 MAN AT ARMS 30% MAN AT ARMS 0 0 0
13 FRIAR 41% RONIN 0 2 0
14 WITCH 40% MAN AT ARMS 2 0 0
15 LOOTER 20% WITCH 0 0 0
16 RONIN 20% RONIN 2 0 0
17 ASHER 25% DUSTER 0 0 0
18 WERE VULTURE 50% VULTURE 0 0 25
19 MUMMY 20% MUMMY 0 0 0
20 VULTURE 33% VULTURE 0 0 0
21 BENGAL TIGER 30% BENGAL TIGER 0 0 0
22 GOBLIN 25% GOBLIN 0 0 0
23 HOBGOBLIN 40% GOBLIN 0 0 0
24 DARK STEED 100% DARK STEED 0 0 10
25 HARPY 30% HARPY 0 0 0
26 NINJA 25% NINJA 0 0 0
27 LEPRECHUAN 15% LEPRECHUAN 2 0 0
28 UNICORN 100% UNICORN 0 0 10
29 CRUSADER 30% CRUSADER 0 2 0
30 PIXIE 35% LEPRECHUAN 2 3 0
31 CENTAUR 15% CENTAUR 0 0 0
32 DWARF FIGHTER 75% MAN AT ARMS 0 0 0
33 ACOLYTE 65% FRIAR 0 3 0
34 NECROMANCER 50% DWARF FIGHTER 3 0 0
35 GIANT ANT 50% GIANT ANT 0 0 0
36 STRANGLER VINE 45% STRANGLER VINE 0 0 50
37 BANSHEE 100% BANSHEE 0 0 0
38 WERE TIGER 67% BENGAL TIGER 0 0 10
39 KOMODO DRAGON 100% KOMODO DRAGON 0 0 0
40 GIANT LEECH 15% GIANT LEECH 0 0 0
41 2-HEADED SNAKE 50% ANACONDA 0 0 0
42 GOBLIN PRINCE 100% HOBGOBLIN 0 0 15
43 GOBLIN SHAMAN 100% HOBGOBLIN 3 2 0
44 DARK RIDER 100% DARK STEED 3 0 40
45 COCKATRICE 30% HARPY 0 0 0
46 MASTER NINJA 25% NINJA 0 0 0
47 CRUSADER LORD 100% CRUSADER 0 4 5
48 FAERIE 30% PIXIE 3 2 15
49 SERAPH 100% UNICORN 3 0 40
50 T'IEN LUNG 100% T'IEN LUNG 0 0 35
51 ROC 50% VULTURE 0 0 0
52 BERSERKER 35% DWARF FIGHTER 0 0 0
53 GNOME PRIEST 50% BURGLAR 0 4 0
54 ELVEN MAGE 62% BERSERKER 5 0 10
55 BURGLAR 30% DWARF FIGHTER 0 0 0
56 SAMURAI 20% SAMURAI 3 0 0
57 GHOST 100% GHOST 0 0 0
58 WIGHT 5% GHOST 4 0 33
59 DOPPELGANGER 40% BERSERKER 0 0 25
60 FIEND 30% GHOST 3 3 40
61 GIANT GORILLA 20% GIANT GORILLA 0 0 0
62 GHAST 10% GHOST 0 0 0
63 FIREDRAKE 100% FIREDRAKE 0 0 15
64 VENUS MAN-TRAP 50% STRANGLER VINE 0 0 50
65 MIFUNE 50% SAMURAI 3 0 20
66 ARCHDEMON 100% FIEND 6 3 60
67 CYCLOPS 100% CYCLOPS 0 0 25
68 GIANT MANTIS 100% GIANT MANTIS 0 0 0
69 ARCHANGEL 100% SERAPH 5 3 60
70 XENO 15% XENO 0 0 0
71 HYDRA 70% 2-HEADED SNAKE 0 0 0
72 PRIEST OF FUNG 25% PRIEST OF FUNG 0 5 0
73 ANGEL 100% CRUSADER LORD 0 4 40
74 DELF 100% DELF'S MINION 4 3 40
75 DELF'S MINION 25% DELF'S MINION 0 0 25
76 PO'LE 0% PO'LE 7 0 15
77 L'KBRETH
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” 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, Looters have a partner value of 20% Witch. So if you encounter them, there is a 20% chance that Witches will spawn too. If this happens, then since Witches have a partner value of 40% Man at Arms there would be a 40% chance of Men at Arms in the third group slot, and so on.

Monsters from fixed and predetermined encounters always have a partner in the second slot, with the exception of Moat Monsters, who never do. Because of this, PO'LE, a fixed encounter, always comes in a pair, but never more than that. The first group gets a 100% partner chance, and the second gets a 0% partner chance.

The Moat Monsters exception appears to be a bug; the data suggests a partner value of 35% Moat Monster, but this means a partner ID of 0, and the partner selection logic considers this to mean "no partner" regardless of the percentage chance. The 35% Moat Monster property is useless regardless; Moat Monsters only appear in level 1, and only as fixed encounters, which would mean (if not for the bug) that they would always appear in two groups anyway, and never more due to the MazeLevel+1 limit.

 

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


Id Name Elemental Resistance Abilities XP
0 MOAT MONSTER Physical Sleep 300
1 HIGH CORSAIR Physical Sleep 400
2 GARIAN RAIDER
Sleep Run 100
3 GARIAN GUARD
Sleep Run 150
4 GARIAN CAPTAIN
Sleep Run 200
5 GARIAN PRIEST
Sleep Run 100
6 GARIAN MAGE
Sleep Run 150
7 POLTERGEIST Physical
100
8 DUSTER Physical
150
9 GIANT SLUG Physical
350
10 ANACONDA Physical Poison Sleep 250
11 CRAWLING KELP Physical
5
12 MAN AT ARMS
Sleep Run 200
13 FRIAR
Sleep Run 200
14 WITCH
Sleep Run 175
15 LOOTER
Sleep Run 200
16 RONIN
Sleep Run 250
17 ASHER Physical Paralyze 225
18 WERE VULTURE Physical Poison Poison Sleep 400
19 MUMMY Physical
400
20 VULTURE Physical Sleep 300
21 BENGAL TIGER Physical Sleep 350
22 GOBLIN Physical Sleep Run 250
23 HOBGOBLIN Physical Sleep Run 300
24 DARK STEED Physical
325
25 HARPY Physical Sleep Run 400
26 NINJA Physical Critical Sleep Run 400
27 LEPRECHUAN Physical Sleep Run 300
28 UNICORN Physical
325
29 CRUSADER Physical Sleep Run 300
30 PIXIE Physical Run 350
31 CENTAUR Physical Sleep Run 400
32 DWARF FIGHTER
Sleep Run 500
33 ACOLYTE
Sleep Run 500
34 NECROMANCER
Sleep Run 500
35 GIANT ANT Physical Paralyze 150
36 STRANGLER VINE Physical
150
37 BANSHEE Physical
550
38 WERE TIGER Physical Poison Sleep 650
39 KOMODO DRAGON Poison Poison Sleep 650
40 GIANT LEECH Physical Poison 600
41 2-HEADED SNAKE Physical Poison Sleep 700
42 GOBLIN PRINCE Physical Sleep 600
43 GOBLIN SHAMAN Physical Sleep 600
44 DARK RIDER Physical Call 800
45 COCKATRICE Physical Stone Stone Sleep Run 800
46 MASTER NINJA Physical Critical Sleep Run 900
47 CRUSADER LORD Physical Sleep 700
48 FAERIE Physical Magic Run 600
49 SERAPH Physical Call 800
50 T'IEN LUNG Physical Cold Sleep 4000
51 ROC Physical Sleep 1800
52 BERSERKER Physical Sleep 800
53 GNOME PRIEST
Sleep Run 800
54 ELVEN MAGE
Sleep Run 700
55 BURGLAR
Sleep Run 800
56 SAMURAI
Sleep 1000
57 GHOST Physical
1000
58 WIGHT Physical Paralyze 3000
59 DOPPELGANGER Physical Poison Sleep 1750
60 FIEND Physical Call 3000
61 GIANT GORILLA
Sleep 1500
62 GHAST Physical Paralyze 6000
63 FIREDRAKE Fire Sleep 10000
64 VENUS MAN-TRAP Physical Poison Paralyze 7999
65 MIFUNE

35000
66 ARCHDEMON Physical Call 30000
67 CYCLOPS Physical Fire Sleep 12000
68 GIANT MANTIS Physical Cold Critical Sleep 15000
69 ARCHANGEL
Paralyze Call 30000
70 XENO Physical Stone Call 6000
71 HYDRA Physical Paralyze Sleep 50000
72 PRIEST OF FUNG Physical Sleep 800
73 ANGEL Physical Paralyze Call 2000
74 DELF Physical Stone 7200
75 DELF'S MINION Physical Stone 1200
76 PO'LE Physical Run 12000
77 L'KBRETH Physical Fire Cold Poison Drain Stone Magic
1


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 8 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.

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