Wizardry Proving Grounds v3.0 Additional Players Guide

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Wizardry Proving Grounds V3.

0
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Additional Player’s Guide v1.0 – 23 Mar 2023 by Snafaru

Table of Contents
Introduction Page 2
Prologue Page 2
Game Play Enhancements Page 2
Downloads Page 3
Diskette Images Page 3
AppleWin – An Apple ][ Emulator Page 4
Early Survival Tips Page 6
Start the Game Page 6
Character Generation Page 7
What if… Page 8
Gaming Opportunities Page 9
Game Tips and Calculations Page 10
Addendum I – Game Commands Page 13
Addendum II - Mage Spells Quick Reference Chart (Mage, Bishop, Samurai) Page 14
Addendum III - Priest Spells Quick Reference Chart (Priest, Bishop, Lord) Page 15
Addendum IV – Equipment and Items Page 16
Page 2

Introduction
This guide complements the original Wizardry Proving Grounds of the Mad Overlord player’s guide.

This guide has all that is necessary to get started using an Apple II emulator as well as tips, tables, lists.

Prologue
More than forty years after the last public release of Wizardry Proving Grounds of the Mad Overlord for
the Apple II platform, Wizardry Proving Grounds v3.0 is released!

Wizardry was programmed using the Apple Pascal programming language. Fixes to code bugs and issues
as well as enhancements have been done using that same language.

More than 100 fixes and enhancements have been done in Wizardry Proving Grounds v3.0.

Game Play Enhancements


Combat - Display hit probabilities.
Combat - Display spells cast by both monsters and players.
Combat - No more spell casting during the surprise round for both monsters and players.
Combat - Monsters drain your character only once per combat.
Castle - Removed password prompts.
Spells - Haman and Mahaman now have 7 effects, see spells lists below. This is a bug fix.
Spells - Latumapic now works.
Spells - Loktofeit now has a similar success chance as in Wizardry III (65 + character level %).
Spells - Manifo now works with similar success as Katino.
Inventory - No more micro-managing inventory to make space for treasure drops.
Ninja - The requirements to change class to ninja are now 15 in all attributes instead of 17.
Ninja - Unarmed combat enhancements:
- Base bare hands damage increased from 2d4 to 2d8.
- Unarmed Armor Class improved from 1 point every 3 levels, to 1 point every level.
- Unarmed Combat Initiative Bonus of 1 point (10%) for every 3 levels.
Page 3

Downloads
The main site for distribution of the disk images of this release as well as the lists of code and database
fixes and enhancements is here:

https://www.zimlab.com/wizardry/proving-grounds-v3/

Email for help or feedback: [email protected]

Snafaru's Main Web Site: https://www.zimlab.com/wizardry/

Diskette Images
The very first Wizardry, Proving Grounds of the Mad Overlord, was on two physical 5-1/4” floppy
diskettes for the Apple II microcomputer. Since it was programmed in Pascal, it must be booted from Slot
6. Wizardry PG v3.0 comes in diskette images as well as in a ProDOS version which opens up the
possibilities for more disk options.

Fans all around the world have digitalized the contents of thousands of these diskettes into disk image files
ending with the extension “.dsk”. Think of each DSK file being a physical diskette.

These diskette images can be applied to real floppy diskettes to be played on vintage Apple II computers.

Here are the DSK image files you will be working with through an Apple II emulator:

Disk Title: Wizardry Proving grounds v3.0 Boot Disk

Disk Image File: Wizardry-Proving-Grounds-v3.0-Boot-dd-mmm-yyyy.dsk

- This is a 140K 5.25" disk image. Boot this disk to start Wizardry.

o No need to make this file read-only anymore since the write-protect check is disabled in this
version.

Disk Title: Wizardry Proving Grounds v3.0 Scenario Disk

Disk Image File: Wizardry-Proving-Grounds-v3.0-Scenario-dd-mmm-yyyy.dsk

- This is a 140K 5.25" disk image. Scenario side with the most recent fixes and enhancements.

Disk Title: Wizardry Proving Grounds v3.0 ProDOS Disk

Disk Image File: Wizardry-Proving-Grounds-v3.0-dd-mmm-yyyy.po

Boot this 800K 3.5" ProDOS disk image. The command to start Wizardry is: -WIZARDRY.PG
Page 4

AppleWin – An Apple ][ Emulator


AppleWin is currently the most popular, and still developed, Apple II emulator that runs on the Windows
operating system.

The latest AppleWin version can be downloaded here: https://github.com/AppleWin/AppleWin/releases

For Mac users, the most popular Apple II emulator is Virtual ][ from: https://www.virtualii.com/

AppleWin Installation

First, create a directory of your choice such as C:\Wizardry where you will put all the Apple II emulator
files, the Wizardry disk image files, as well as companion files.

You can use Windows’ file manager itself (Right click the .zip file > Extract All…) or any other popular
zip file utility to unzip the emulator, disk image files, and companion files. For ease of use, you can unzip
everything in the same folder.

How to start the emulator

From Windows, run the “Applewin.exe” program to start the emulator, or create a shortcut icon of it
on your desktop and double-click it in order to start the emulator.

In the AppleWin emulator, click the “Joystick/Speaker” button and do the following configuration. Note:
50% scan lines is UNCHECKED. Note: CTRL-F6 switches between 1x size and 2x size the emulator
window size is (2x size is best).
Page 5
How to use the Emulator

The button resizes the emulator to full screen and back, BUT… you probably will want to use
CTRL-F6 instead to resize the emulator to 2x window size, which will work better with today’s high-
resolution monitors.

Use the button to set the speed. You probably want maximum speed when modding. You probably
want the speed set at 1.2x (original speed), or 2x when playing.

Use the button to select the disk image to load in diskette drive 1. The computer always starts with
this diskette drive.

Use the button to Start/Run/Reboot/Reset the computer.


Page 6

Early Survival Tips


Surviving until your characters reach character level 2 or 3 can be somewhat difficult.

To make it easier, use the Katino spell a lot on non-undead monsters.

Do not hesitate to Dispel undead monsters.

Fighters starting with 18 strength makes a big difference.

Backup your scenario often when you make progress, a simple copy/paste of the scenario diskette image
will do. This way, if your party gets slaughtered, you can restart from your backup.

Start the Game


Once you have started the emulator, load your diskette image files this way:

1. Click the Diskette Drive 1 button on the toolbar and select the disk image file, for example to run the
Wizardry game: Wizardry-Proving-Grounds-v3.0-Boot.dsk (Remember that file’s attribute must be
set to read-only). For the ProDOS version, attach its disk image to slot 7.
2. Click the Run/Reset/Boot button (that is the button representing an Apple) on the toolbar to boot that
disk.
3. Press the space bar to end the splash introductory graphics screen and press S)TART.
4. The emulator then asks: SCENARIO MASTER IN DRV 1, PRESS [RET]. Click the Diskette Drive 1
button on the toolbar and select they disk image file Wizardry-Proving-Grounds-v3.0-Scenario.dsk
and press the Enter/Return key.
5. The emulator then asks: MASTER/DUPLICATE IN DRV 1, PRESS [RET]. Press the Enter/Return key
once more without changing disks.
6. The game starts at the C)astle:
• Go to E)dge of Town, then T)raining Grounds to created character.
• Go to G)ilgamesh’ Tavern to pick up your characters for your party of 6.
• Go to E)dge of Town, then M)aze to start adventuring.
7. You can adjust the speed of the emulator by clicking the button representing a joystick and speaker, the
original speed is 1.0 MHz. Suggest start at least at 1.2 Mhz. The game runs quite smoothly at 2.0 Mhz.
Character Generation Page 7

The game starts at the Castle. To create your characters, choose option E)dge of Town, and then T)raining
Grounds. There are sample characters available for a quick start.

You will need to create a party of at least 6 characters to begin with. Note that only the first three characters
of your party can fight hand to hand. If characters die, then they are placed at the end of the party for the
remainder of your trip in the maze and others move ahead one spot. The last three characters in you party
are usually of the magic using types. You can replace characters at will at the Gilgamesh’s Tavern in the
Castle. You can create a maximum of 20 characters per scenario disk.

There are 5 races to choose from:


Race Beginning characteristics
Strength I.Q. Piety Vitality Agility Luck Total
Human 8 8 5 8 8 9 46
Elf 7 10 10 6 9 6 48
Dwarf 10 7 10 10 5 6 48
Gnome 7 7 10 8 10 7 49
Hobbit 5 7 7 6 10 15 50

Characteristic increase when leveling up at the Adventurer’s Inn.

There are 8 classes to choose from:


Classes Alignment
Fighter Any
Mage Any
Priest Good or Evil
Thief Neutral or Evil
Bishop Good or Evil
Samurai Good or Neutral
Lord Good
Ninja Evil

Good and Evil characters cannot be in the same party.

Here are the classes’ minimum characteristics:


Classes Abilities Minimum characteristics
Fighter Fighter Strength: 11
Mage Mage spells I.Q.: 11
Priest Priest spells, dispel Piety: 11
Thief Fighter, identify/disarm chests Agility: 11
Bishop Mage and priest spells, dispel, id items I.Q.: 12, Piety: 12
Samurai Fighter, mage spells (begin at level 3) S: 15, I: 11, P: 10, V: 14, A: 10
Lord Fighter, priest spells (begin at lvl 3), dispel S: 15, I: 12, P: 12, V: 15, A: 14, L: 15
Ninja Fighter, id/disarm chests, natural armor All 15 (new enhancement!)

Tip: The Elf, Dwarf, Gnome, are the easiest to make a starting Samurai. They require only 18 random
points to assign while creating it. You cannot create a starting Lord. You can switch classes at the Training
Grounds whenever you reach the necessary minimum requirements for a particular class.
Page 8

What If…

What if you are having a hard time beating some monsters.

1. A balanced party makes a big difference. For example, a party of 2 fighters, a thief, a priest, a bishop,
and a Mage make a strong starting party. The bishop can be swapped for another character at level 7 or
8 since it can identify items as needed and it costs just too much experience points to level it up more.
Use the Katino spell often in the beginning to slow down the competition, and do not be afraid of using
the Dispel ability onto undead monsters. Level 1 fighter-type classes with 18 strength help a lot when
starting the game.

2. Maybe your party is not strong enough yet to take on those monsters. Take on easier monsters for a
while to gain experience points and make a few levels then try those tough monsters again.

3. Try a different strategy, some spells work better against some monsters than others. In addition, some
weapons do double damage against certain types of monsters, equip your party accordingly.

4. The deeper you go in the maze, the stronger the monsters. Encounters are random and you are bound to
run into a very strong bunch of baddies from time to time. Also, it will happen that your characters will
be at the wrong place at the wrong time and will get into big trouble. Backup the scenario disk image
often to recover.

What to do if your entire party is slaughtered in the maze.

1. Backup the file scenario .dsk file often so that you can start over from where you last backed up.

2. Or, if you want to do it like in the old days, during a losing battle click the Apple button on the toolbar
to reset the computer before you see the cemetery. This would be like hitting the famous RESET button
on the original Apple II keyboard. After that you can insert and start the boot disk and go to the
U)tilities, and then R)ecover your characters. A word of caution: if you click the button at the exact
same time the cemetery is drawn there is a small chance to destroy the data on the disk image and
you’ll have to revert to 1. above.

3. Send the scenario to me at [email protected] and I will fix your characters. Or, use one of the
Wizardry editors yourself to recover your characters.
Page 9

Gaming Opportunities

Spoiler Alert!

There are a few places in the game that gives the player the opportunity for better loot and farming.

- On Level 1, North 5, East 13. You can enter the room as much as you want to farm the Murphy’s
Ghosts for a decent amount of experience points.

- On Level 1, North 19, East9. Entering this room teleports you directly to the Castle.

- On Level 3, North 17, East 13. There is a special encounter with slightly stronger monsters for
better loot. This special encounter occurs only 5 times.

- On Level 4, North 16, East 10. You can enter the room as much as you want to farm monsters
which incidentally also give some loot.

- On Level 6, there is an Easter Egg to be found. It was disabled by mistake on the original 2.1
release.

- On Level 7, North 9, East 2. There is a special encounter with Fire Dragons for better loot. This
special encounter occurs only 4 times.
Page 10

Game Tips and Calculations

The Bishop has the ability to identity correctly items found in the maze. The alternative is to pay for this
service at Boltac’s.

The Temple of C)ant at the Castle helps revive dead or incapacitated characters. See important notes about
resurrection at the end of the Priest spells list.

Fighter, Samurai, and Lord get 1 extra attack for every 5 levels, the Ninja has one extra swing on top of that
which means a Level 1 Ninja starts with 2 swings.

Fighter, Priest, Samurai, Lord, and Ninja have a naturally higher hit probability than other classes.

If unarmed, the Ninja’s AC (Amour Class) = 10 - Ninja Level. The lower, the better. This is a Wizardry
PG v3.0 enhancement!

If a Ninja hits with damage, then the Ninja has ( 10 * Level ) % chance with a maximum of 50% chance to
score a Critical Hit, then the monster has ((Monster Level + 10) / 35) % chance to avoid it, which means a
monster over Level 25 cannot be Critically Hit.

The younger you are the more chances you will gain attributes when leveling up (ex: 86% at age 18).

Your characters’ Strength has effect on the hit chance probability and damage per swing:
Strength 3: -15% chance to hit, -3 damage per swing
Strength 4: -10% chance to hit, -2 damage per swing
Strength 5: -5% chance to hit, -1 damage per swing
Strength 16: +5% chance to hit, +1 damage per swing
Strength 17: +10% chance to hit, +2 damage per swing
Strength 18: +15% chance to hit, +3 damage per swing
So, for example, your Level 10 Ninja with a Strength of 18 can do up to 12 free damage points per attack
with his 4 swings, all of it with 15% more chance to hit, this is significant.

The higher you I.Q. (Mage Spells) and Piety (Priest Spells), the faster you learn much needed spells. It
really is great to get two Malor (teleport) spells at level 13 for a Mage for example.

Fighter, Lord gain 1 to 10 hit points per level on average.


Priest, Samurai gain 1 to 8 hit points per level on average.
Thief, Bishop, Ninja gain 1 to 6 hit points per level on average.
Mage gain 1 to 4 hit points per level on average.
Page 11
Your characters’ Vitality has an effect on how many hit points are gained per level up:
Vitality 3: -2 hit points per level
Vitality 4,5: -1 hit points per level
Vitality 16: +1 hit points per level
Vitality 17: +2 hit points per level
Vitality 18: +3 hit points per level
This is the most important stat of your character, no doubt. Also, the higher your Vitality the higher the
chances you will survive a resurrection attempt.

Initiative, or if you prefer who goes first in a battle, is a random number of 1 to 9 with 1 being the lowest
and is modified by your character’s Agility:
Agility 3: +3
Agility 4,5: +2
Agility 6,7: +1
Agility 15: -1
Agility 16: -2
Agility 17: -3
Agility 18: -4
By the way, the monsters’ initiative is a random number of ((0 to 7) + 2).
While fighting unarmed, the Ninja gains a Combat Initiative Bonus of 1 point (10%) for every 3 levels,
this is a Wizardry PG v3.0 enhancement!

The Thief has ((RANDOM 0 to 99) < (6 * Agility)) chance to identify a trap, the
Ninja has ((RANDOM 0 to 99) < (4 * Agility)) chance, both up to a maximum of 95%.
Other classes have ((RANDOM 0 to 99) < (1 * Agility)) chance. Calfo has 95%
chance.
If your character fails to identify a trap there is a ((RANDOM 0 to 19) >
Agility) chance they will activate the trap, if not, then a random trap
identification is displayed.
The Thief or Ninja's chance to disarm a trap is ((RANDOM 0 to 69) < (Character
Level - Maze Level + 50)). Other classes have ((RANDOM 0 to 69) < (Character
Level - Maze Level)).
If your character fails to disarm a trap there is a (Agility < (RANDOM 0 to 19))
chance they will be given another opportunity to disarm it, otherwise, they have
just set it off!

The higher your Luck the greater the chance (5% at 6, 10% at 12, 15% at 18) you will avoid being
Poisoned, Stoned, Paralyzed or Auto-Killed (Critically Hit), or reduce Breath attack damage by half, as
well as escape Anti-Mage, Anti-Priest, and Poison Gas traps.

On top of Luck, you have a character’s ( Level * 2 ) % chance up to a maximum of 50 % to avoid being
Critically Hit.

Resistances bonuses:
- vs. Poison & Paralysis: Fighter 15%, Samurai 10%, Lord 10%, Ninja 15%, and if race is Human 5%.
- vs. Stoning: Priest 15%, Bishop 10%, Lord 10%, Ninja 10%, and if race is Gnome 10%.
- vs. Breath Attacks: Thief 15%, Ninja 15%, and if race is Dwarf 20% to reduce the Breath damage by half.
- vs. Poison Gas chest trap: Thief 15%, Ninja 15%, and if race is Dwarf 20%.
- vs. Anti-Mage and Anti-Priest chest trap: Mage 15%, Bishop 10%, Samurai 10%, Ninja 10%, Hobbit 15%
- vs. all of the above: 5% for every 5 Levels of your character.
Page 12

You will encounter a maximum of 2 monster groups on level 1, a maximum of 3 on level 2, and up to 4
beyond.

You will encounter a maximum of 5 monsters per monster group on level 1, 6 on level 2, 7 on level 3, 8 on
level 4, and 9 beyond.

Each party member has ( IQ + Piety + Level ) % chance to identify correctly monsters.

The way the monster’s magic resistance works is in two main steps:
- First, a % saving thrown against their natural Magic Resistance, which is for most a low number.
- Second, all other magic calculations depend on your and their: Level, resistances (Fire, Cold, Etc.),
properties (Stone, Paralyze, Etc.), class (Fighter, Dragon, Undead, Etc.), Luck, condition (Asleep, Held,
Silenced, etc.), and base, minimum, and maximum chances.

When you hit a sleeping or held monster you do double damage!

Your character’s chance to recuperate from Katino is ( 10 * Character Level ) % up to a maximum of 50%.

Monsters of Level 6 or lower have less chance to recuperate from Manifo than from Katino, after Level 6 it
is the same.

Montino has a 10% better chance to work than Manifo.

A monster has ( 6 * monster Level ) % chance to resist Lakanito.

There is a minimum 5% chance to resist Katino, Manifo, Montino.

A monster has a minimum 25% chance to resist Badi.

The Priest has the ability to dispel undead creatures back to their plane! The Bishop (beginning at level 4
but with 20% less chance) and Lord (beginning at level 9 but with 40% less chance) have the same dispel
ability. Although you do not get experience points for dispelling undeads, it may save your life!

More game code calculations and formulas about characters, combat, spells, monsters, experience,
treasures and traps are available here: https://www.zimlab.com/wizardry/walk/wizardry-123-game-
calculations.htm
Page 13

Addendum I – Game Commands

The places to go at the Castle (this is where you begin):

A)dventurer’s Inn To rest and cure hit points lost as well as increase rank (level up).
G)ilgamesh’s Tavern To pick-up your characters for your party of up to 6 adventurers.
B)oltac’s Trading Post To buy weapons, armors, and magic stuff.
C)ant, The Temple of To help someone in distress like stoned, dead, etc.
E)dge of Town At the edge of town you have 4 options:

M)aze To go on to the dungeon and your quest.


T)raining Grounds To create your characters.
C)astle To go back to the Castle.
L)eave the game To quit playing.

The movement and other keys in the maze are (this is where you quest takes place):

Key Movement
A (recommended) or L Turn left.
W (recommended) or F Move forward.
D (recommended) or R Turn right.
K Kick door open.
C Setup a camp.
Q Quick Plot (On/Off). Less sight distance for faster maze drawing.
T Set time delay for messages (1-5000). The default is 2000.
I Inspect current location for dead or disbanded characters.
S Refresh characters’ status while travelling.
Pause To stop the action in order to give you time to read the screen.

The camp options are (when your characters need to take a break in the maze):

Key Option
R Reorder your party members.
E Equip all party members.
D Disbands you party. Your party set up a camp in the maze and waits
for other adventurers to pick them up. This is a useful option when you feel
that you party is too weak to make it back to the castle.
# 1 through 6 To inspect one your characters and give you a chance to safely cast
healing spells and prepare to go on to your adventure.
L Leave the camp.
Page 14

Addendum II - Mage Spells Quick Reference Chart (Mage, Bishop, Samurai)

Spell Lvl Use When Affects Description

Dumapic 1 Camp Party Location in Maze


Halito Combat 1 Monster 1-8 points of damage
Katino Combat 1 Group Monsters may fall asleep
Mogref Combat Caster AC=AC-2

Dilto 2 Combat 1 Group Monsters easier to hit (their AC=AC+2)


Sopic Combat Caster AC=AC-4

Mahalito 3 Combat 1 Group 4-24 points of fire damage, less to fire-resist monsters
Molito Combat 1 Group 3-18 points of lightning damage

Dalto 4 Combat 1 Group 6-36 points of cold damage, less to cold-res. monsters
Lahalito Combat 1 Group 6-36 points of fire damage, less for fire-resist monsters
Morlis Combat 1 Group Monsters much easier to hit (their AC=AC+3)

Madalto 5 Combat 1 Group 8-64 points of cold damage, less to cold-res. monsters
Makanito Combat All Monsters All monsters below level 8 die, undead are unaffected
Mamorlis Combat All Monsters Monsters much easier to hit (their AC=AC+3)

Haman 6 Combat Variable See Note 1


Lakanito Combat 1 Group May kill monsters
Masopic Combat Party AC=AC-4
Zilwan Combat 1 Monster Dispel one undead monster for 10-2000 damage

Malor 7 Any Time Party Teleport (to random location if cast during combat)
Mahaman Combat Variable Improved Haman, see Note 1
Tiltowait Combat All Monsters 10-150 points of damage

Note 1: There are seven Haman and Mahaman random effects. Mahaman increases the chance of better
effects. The caster must be 13th level or higher and loses 1 level of experience after casting it. There is a
small chance ((RANDOM 0 to Character Level) = 5) casting it will make you unlearn some spells with the
following message displayed “But his spell books are mangled!”. Here are the effects:

1. “Dialko’s Party 3 Times” - Cures Afraid, Asleep, Paralysis, Stoning, Silence, and Heals each character
for (9 * ((RANDOM 0 to 7) +1)) Hit points.
2. “Silences Monsters!” - Silences the first 3 groups of monsters.
3. “Zaps Monster Magic Resistance!” - The first 3 groups of monsters become non-resistant against
damaging magic (0% chance saving throw against magic) and they are thereafter treated as being Level 1
for other calculations regarding the effects of spells.
4. “Destroys Monsters!” - All monsters’ Status=Dead and Hit Points=0.
5. “Heals Party!” - Cures all afflictions and hit points of the entire party.
6. “Shields Party!” - All party members' Armor Class improves to a least -10, better AC is kept.
7. “Resurrects and Heals Party!” - Resurrects and cures all afflictions and hit points of the entire party.
Page 15

Addendum III - Priest Spells Quick Reference Chart (Priest, Bishop, Lord)

Spell Lvl Use When Affects Description

Badios 1 Combat 1 Monster 1-8 points of damage


Dios Any Time 1 Person Cure 1-8 hit points
Kalki Combat Party AC=AC-1
Milwa Any Time Party Brief magical light
Porfic Combat Caster AC=AC-4

Calfo 2 Looting Caster Identify trap on chests


Manifo Combat 1 Group Paralyze monsters
Matu Combat Party AC=AC-2
Montino Combat 1 Group Silence monsters

Bamatu 3 Combat Party AC=AC-4


Dialko Any Time 1 Person Cure paralysis & sleep
Latumapic Combat Party Identify monsters
Lomilwa Any Time Party Enduring magical light (note1)

Badial 4 Combat 1 Monster 2-16 points of damage


Dial Any Time 1 Person Cure 2-16 hit points
Latumofis Any Time 1 Person Cure poison
Maporfic Any Time Party AC=AC-2 (note 1)

Badi 5 Combat 1 Monster May kill monster


Badialma Combat 1 Monster 3-24 points of damage
Di Camp 1 Person Restore life (note 2)
Dialma Any Time 1 Person Cure 3-24 points of damage
Kandi Camp Caster Locate person or body in the maze
Litokan Combat 1 Group 3-24 points of fire damage, less to fire-resist monsters

Loktofeit 6 Combat Party Recall to castle (lose all items and most gold)
Lorto Combat 1 Group 6-36 points of damage
Mabadi Combat 1 Monster Drains most hit points of monster
Madi Any Time 1 Person Cure all hit points and conditions except death

Kadorto 7 Camp 1 Person Resurrect and cure all hit points (note 2)
Malikto Combat All Monsters 12-72 points of damage

Note 1: Effects last for the entire expedition.

Note 2: To resurrect with Di or Kadorto, the % chance is (4 x Vitality)% of the recipient, the recipient
loses 1 Vitality. With the Temple of Cant which is much more reliable, the % chance is 50 + 3 x Vitality if
dead or 40 + 3 x Vitality if ashes, the character Ages by 1 to 52 weeks.
Page 16

Addendum IV – Equipment and Items

Wizardry #1 - Proving Grounds of the Mad Overlord

Items list - Apple Version

Version 26 Jan 2023 - By Snafaru

Email - [email protected]

Web Site - www.zimlab.com/wizardry

--------------------------------------------------------------------------------
# - Item number.
Value - In gold pieces.
Class - (f)ighter, (m)age, (p)riest, (t)hief
(b)ishop, (s)amurai, (l)ord, (n)inja.
AC - Armor class. The bigger the number the more protection it gives.
To Hit + - Bonus or penalty for an attack to hit its target.
Damage - Damages in hit points. Ex: d4 = 4 sided die.
Ex: 2d4+1 = (1 to 4) + (1 to 4) + 1 = 3 to 9 damages per attack.
Ex: 1d10+2 = (1 to 10) + 2 = 3 to 12 damages per attack.
# Swings - The inherent number of attacks that the weapon does per round.
Special - Permanent effects. As well as special effects, or spell, with a
breaking probability (decay%) when the item's special is used.
--------------------------------------------------------------------------------

--------------------------------------------------------------------------------

# Weapon Value Class AC T Damage # Special

o S

H i

i n

t g

+ s

--------------------------------------------------------------------------------

4 Anointed Flail 150 fpsln 3 1d7+0 0

3 Anointed Mace 30 fpbsln 2 2d3+0 0

59 Blade Cuisinart 15000 fsln 6 1d3+9 4

6 Dagger 5 fmtsln 1 1d4+0 0

69 Dagger +2 8000 fmtsln 3 1d4+2 2

72 Dagger of Speed 30000 mn -3 -1 1d4+0 7

33 Dragon Slayer 10000 fsln 1 1d10+1 0 Protection vs dragon

Purposed vs dragon

82 Evil S-Sword +3 50000 ftsln 6 1d6+0 4 Evil only

81 Evil Sword +3 50000 fsln 7 1d10+3 4 Evil only


1 Long Sword 25 fsln 4 1d8+0 0

17 Long Sword +1 10000 fsln 5 1d8+1 2

42 Long Sword +2 4000 fsln 6 1d10+2 3

29 Long Sword -1 1000 fsln -1 1d8+0 0 Cursed

19 Mace +1 12500 fpbsln 3 2d4+1 2

44 Mace +2 4000 fpbsln 4 1d8+2 2

31 Mace -1 1000 fpbsln -1 2d3+0 0 Cursed

70 Mace -2 8000 fpbsln 0 1d8+0 0 Cursed

57 Mace Pro Poison 10000 fpbsln 3 1d8+0 2 Resist Poison

Purposed vs insect

56 Mage Masher 10000 ftsln 5 1d6+1 2 Protection vs mage

Purposed vs mage

86 Muramasa Blade 1000000 s 8 10d5+0 3 Decay 50%,

special #1(strenght +1)

2 Short Sword 15 ftsln 3 1d6+0 0

18 Short Sword +1 15000 ftsln 4 1d6+1 2

43 Short Sword +2 4000 ftsln 5 1d6+2 3

30 Short Sword -1 1000 -1 1d6+0 0 Cursed

68 Short Sword -2 8000 ftsln 1 1d6+0 0 Cursed

87 Shuriken 50000 n 7 1d5+10 3 Evil only. Decay 50%,

special #22(h.p.+1).

Resist poison and

leveldrain. Autokill

5 Staff 10 fmptbsln 0 1d5+0 0

32 Staff +2 2500 fmptbsln 2 1d4+2 0

71 Staff -2 8000 fmptbsln -2 1d4+0 0 Cursed

20 Staff of Mogref 3000 mb 1 1d6+0 0 Decay 25%(mogref)

58 Staff/Montino 15000 1 1d5+1 0 Decay 10%(montino),

then becomes staff

83 Thieves Dagger 50000 tn 5 1d6+0 4 Decay 100%, special #17

(change class to ninja)

55 Were Slayer 10000 fsln 5 1d10+1 2 Protection vs were

Purposed vs were
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# Armor Value Class AC Special

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12 Breast Plate 200 fpsln 4

26 Breast Plate +1 1500 fpsln 5

79 Breast Plate +2 10000 fpsln 6

84 Breast Plate +3 100000 fpsln 7

37 Breast Plate -1 1500 fpsln 3 Cursed

76 Breast Plate -2 8000 fpsln 2 Cursed

11 Chain Mail 90 fpsln 3

23 Chain Mail +1 1500 fpsln 4

49 Chain Mail +2 6000 fpsln 5

36 Chain Mail -1 1500 fpsln 2 Cursed

75 Chain Mail -2 8000 fpsln 1 Cursed

88 Chain Pro Fire 150000 fpsln 6 Resit fire

73 Cursed Robe 8000 fmptbsln -2 -2 Cursed

62 Evil Chain +2 8000 fpsln 5 Evil only

89 Evil Plate +3 150000 fpsln 9 Evil only

10 Leather Armor 50 fptbsln 2

22 Leather +1 1500 fptbsln 3

48 Leather +2 6000 fptbsln 4

35 Leather -1 1500 fptbsl 1 Cursed

74 Leather -2 8000 fptbsln 0 Cursed

85 Lord’s Garb 1000000 l 10 Special #23(heal all h.p.).

Decay 50%. Regeneration +1.

Prot. vs mythical, dragon.

63 Neut P-Mail +2 8000 fpsln 7 Neutral only

13 Plate Mail 750 fsln 5

24 Plate Mail +1 1500 fsln 6

50 Plate Mail +2 6000 fpsln 7

9 Robes 15 fmptbsln 1

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# Shield Value Class AC Special

--------------------------------------------------------------------------------

64 Evil Shield +3 25000 fptsln 5 Evil only

8 Large Shield 40 fpsln 3

25 Shield +1 1500 fptsln 4

51 Shield +2 7000 fptsln 5

90 Shield +3 250000 fptsln 6

38 Shield -1 1500 fptsl -1

77 Shield -2 8000 fptsln 0 Cursed

7 Small Shield 20 fptbsln 2

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# Helmet Value Class AC Special

--------------------------------------------------------------------------------

78 Cursed Helmet 50000 fsln -2 -2 Cursed

66 Diadem of Malor 25000 fmptbsln 2 Decay 100%(malor),

then becomes helm

14 Helm 100 fsln 1

34 Helm +1 3000 fsln 2

52 Evil Helm +2 8000 fsln 3 Evil only

--------------------------------------------------------------------------------

# Gauntlets Value Class AC Special

--------------------------------------------------------------------------------

47 Copper Gloves 6000 fsln 1

80 Silver Gloves 60000 fsln 3

--------------------------------------------------------------------------------
# Miscellaneous Value Class AC Special

--------------------------------------------------------------------------------

65 Amulet/Makanito 20000 fmptbsln Decay 5%(makanito)

60 Amulet/Manifo 15000 p Decay 10%(manifo)

0 Broken Item 0

93 Deadly Ring 500000 fmptbsln Cursed. Regeneration -3

39 Jeweled Amulet 5000 fmptbsln Decay 0%(dumapic)

91 Ring of Healing 300000 fmptbsln Regeneration +1

54 Ring of Porfic 10000 fmptbsln Decay 5%(porfic)

92 Ring Pro Undead 500000 fmptbsln Protection vs undead

61 Rod of Flame 25000 mbs Decay 10%(mahalito)

Resist fire

94 Werdna's Amulet 1E+12 fmptbsln 10 Evil only. Cursed.

Special #23(heal all h.p.).

Decay 0%(malor).

Regeneration +5.

Protection vs all except

enchanted. Resist all

--------------------------------------------------------------------------------

# Scroll Value Class AC Special

--------------------------------------------------------------------------------

100 Blue Ribbon 0

97 Bronze key 0

15 Dios Potion 500 fmptbsln Decay 100%(dios)

99 Gold Key 0

16 Latumofis Potion 300 fmptbsln Decay 100%(latumofis)

53 Potion of Dial 5000 fmptbsln Decay 100%(dial)

41 Potion of Sopic 1500 fmptbsln Decay 100%(sopic)

67 Scroll/Badial 8000 fmptbsln Decay 100%(badial)

27 Scroll/Badios 500 fmptbsln Decay 100%(badios)

40 Scroll/Badios 500 fmptbsln Decay 100%(badios)

46 Scroll/Dilto 2500 fmptbsln Decay 100%(dilto)

28 Scroll/Halito 500 fmptbsln Decay 100%(halito)


21 Scroll/Katino 500 fmptbsln Decay 100%(katino)

45 Scroll/Lomilwa 2500 fmptbsln Decay 100%(lomilwa)

98 Silver Key 0

95 Statuette/Bear 0

96 Statuette/Frog 0

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