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The bestiary of Wizardry II


As before, I've split this into multiple tables, with notes duplicated from the Wiz1 bestiary. Please note that Wizardry 2 has changed some things up, so these notes might not be completely accurate!

IdPictureUnknown NameUnknown NamesNameNamesGroup SizeHP / Level
01LITTLE OLD MANLITTLE OLD MENDINKDINKS1d11d1 +30
19MAN IN ARMORMEN IN ARMORMAJOR DAIMYOMAJOR DAIMYOS1d87d12
28PRIESTPRIESTSLVL 7 PRIESTLVL 7 PRIESTS1d67d8
39MAN IN ARMORMEN IN ARMORCHAMP SAMURAICHAMP SAMURAI1d610d10
47MAN IN ROBESMEN IN ROBESLVL 7 MAGELVL 7 MAGES1d67d4 +2
53MAN IN LEATHERMEN IN LEATHERLVL 6 THIEFLVL 6 THIEVES1d66d6
611ANIMALANIMALSWERETIGERWERETIGERS1d4 +45d8
716OGREOGRESOGRE LORDOGRE LORDS1d58d8
816STRANGE ANIMALSTRANGE ANIMALSTROLLTROLLS1d3 +26d8 +6
96UNSEEN ENTITYUNSEEN ENTITIESLIFESTEALERLIFESTEALERS1d15d8 +3
1027FLUFFY THINGFLUFFY THINGSFUZZBALLFUZZBALLS1d4100d1 -99
1120PROTOZOANPROTOZOAWERE AMOEBAWERE AMOEBAE9d110d5
1213INSECTSWARMNO-SEE-UMNO-SEE-UM
SWARM
9d19d2 -8
135MOTTLED FIGUREMOTTLED FIGURESCARRIERCARRIERS1d6 +19d5
1414INSECTINSECTSRHINO BEETLERHINO BEETLES1d412d6
152GAUNT FIGUREGAUNT FIGURESNIGHTSTALKERNIGHTSTALKERS2d35d8 +3
1611STRANGE ANIMALSTRANGE ANIMALSWYVERNWYVERNS1d67d8 +7
178PRIESTPRIESTSLVL 8 PRIESTLVL 8 PRIESTS1d88d8
184MAN IN ARMORMEN IN ARMORLVL 10 FIGHTERLVL 10 FIGHTERS1d810d10
197MAN IN ROBESMEN IN ROBESLVL 8 MAGELVL 8 MAGES1d68d4
203MAN IN LEATHERMEN IN LEATHERLVL 7 THIEFLVL 7 THIEVES1d57d6
219MAN IN BLACKMEN IN BLACKLVL 8 NINJALVL 8 NINJAS1d88d4
2216GIANTGIANTSEARTH GIANTEARTH GIANTS1d510d1 +70
2317DEMONIC FIGUREDEMONIC FIGURESLESSER DEMONLESSER DEMONS1d1210d8
2415STRANGE ANIMALSTRANGE ANIMALSCHIMERACHIMERAS1d89d6
2527FLUFFY THINGFLUFFY THINGSFUZZBALLFUZZBALLS9d1100d1 -99
2626GLOWING
SPHERE
GLOWING
SPHERES
EVIL EYEEVIL EYES2d19d6
2710CRUSTACEANCRUSTACEASCORPIONSCORPIONS2d48d6
2811ANIMALANIMALSWERE BOARWERE BOARS1d810d6 +4
2911STRANGE ANIMALSTRANGE ANIMALSMANTICOREMANTICORES2d3 +17d8 +10
3016GIANTGIANTSFIRE GIANTFIRE GIANTS1d512d1 +108
3128STRANGE ANIMALSTRANGE ANIMALSGORGONGORGONS1d88d8
328PRIESTPRIESTSLVL 11 BISHOPLVL 11 BISHOPS3d311d8
334MAN IN ARMORMEN IN ARMORLVL 12 FIGHTERLVL 12 FIGHTERS1d812d10
347MAN IN ROBESMEN IN ROBESLVL 10 MAGELVL 10 MAGES1d610d4
353MAN IN LEATHERMEN IN LEATHERTHIEFTHIEVES1d510d6
369MAN IN BLACKMEN IN BLACKMASTER NINJAMASTER NINJA1d810d4
376UNSEEN ENTITYUNSEEN ENTITIESMURPHY'S
GHOST
MURPHY'S
GHOSTS
1d310d10 +10
386UNSEEN ENTITYUNSEEN ENTITIESWILL O' WISPWILL O' WISPS1d212d8
3912STRANGE ANIMALSTRANGE ANIMALSBLEEBBLEEBS1d810d8
4027FLUFFY THINGFLUFFY THINGSFUZZBALLFUZZBALLS1d4100d1 -99
4126SKULLSKULLSSCRYLLSCRYLLS1d310d6
4217DEMONIC FIGUREDEMONIC FIGURESSUCCUBUSSUCCUBI1d48d10
4313INSECTSWARMGIANT WASPWASP SWARM9d19d3
4428SNAKESNAKESGIANT VIPERGIANT VIPERS2d3 +110d4
4516GIANTGIANTSAIR GIANTAIR GIANTS1d515d1 +145
4615DRAGONDRAGONSFIRE DRAGONFIRE DRAGONS1d412d8
478PRIESTPRIESTSHIGH PRIESTHIGH PRIESTS1d815d8
487MAN IN ROBESMEN IN ROBESHIGH WIZARDHIGH WIZARDS1d612d4
493MAN IN LEATHERMEN IN LEATHERMASTER THIEFMASTER THIEVES1d812d6
507MAN IN ARMORMEN IN ARMORHATAMOTOHATAMOTO1d812d4
512GAUNT FIGUREGAUNT FIGURESVAMPIREVAMPIRES1d411d8
5217DEMONIC FIGUREDEMONIC FIGURESGREATER DEMONGREATER DEMONS1d611d8
5316GIANTGIANTSGIANT ZOMBIEGIANT ZOMBIES1d315d1 +65
5415DRAGONDRAGONSDRAGON ZOMBIEDRAGON ZOMBIES1d612d8
5527FLUFFY THINGFLUFFY THINGSFUZZBALLFUZZBALLS9d1100d1 -99
566UNSEEN ENTITYUNSEEN ENTITIESSMOG BEASTSMOG BEASTS2d3 +120d3 +10
5713INSECTSWARMGIANT HORNETHORNET SWARM9d110d4 +10
5810CRUSTACEANCRUSTACEAGIANT CRABGIANT CRABS1d87d30
5920PROTOZOANPROTOZOABLOBBLOBS1d6 +215d10 +30
6017DEMONIC FIGUREDEMONIC FIGURESARCH DEMONARCH DEMONS1d125d10
619MAN IN BLACKMEN IN BLACKHIGH MASTERHIGH MASTERS1d315d4
620STRANGE ANIMALSTRANGE ANIMALSFLACKFLECK1d320d12
637MAN IN ROBESMEN IN ROBESARCH MAGEARCH MAGES1d220d4
6417UNSEEN BEINGUNSEEN BEINGSMAELIFICMAELIFICS1d125d4
652GAUNT FIGUREGAUNT FIGURESVAMPIRE LORDVAMPIRE LORDS1d120d8
6626SKULLSKULLSSIDELLESIDELLES1d218d10
6729CAVE DWELLERCAVE DWELLERSGIANT BATGIANT BATS2d4 +17d8 +5
6829CAVE DWELLERCAVE DWELLERSWERE BATWERE BATS1d8 +110d8 -5
6929CAVE DWELLERCAVE DWELLERSVAMPIRE BATVAMPIRE BATS1d210d5
7028SNAKESNAKESCONSTRICTORCONSTRICTORS1d88d5
710CAVE DWELLERCAVE DWELLERSACID SLIMEACID SLIMES2d3 -18d5 +10
720CAVE DWELLERCAVE DWELLERSFOAMING MOLDFOAMING MOLDS2d3 +110d10 +20
7321ANIMATED
OBJECT
OBJECTSMAGIC SWORDMAGIC SWORDS1d125d4
7422ANIMATED
OBJECT
OBJECTSMAGIC HELMETMAGIC HELMETS1d1100d2
7523ANIMATED
OBJECT
OBJECTSMAGIC SHIELDMAGIC SHIELDS1d130d5
7624ANIMATED
OBJECT
OBJECTSMAGIC GAUNTLETMAGIC GAUNTLETS2d150d1
7725ANIMATED
OBJECT
OBJECTSMAGIC ARMORMAGIC ARMORS1d1300d1


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. Fuzzballs, for instance, with 100d1 - 99 HP, count as level 100, even though they always only have 1 HP.


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.


When monsters advance, each monster has a “strength” value determined by this formula:
[Remaining HP] - 3 * (MageLevel + PriestLevel)

The group strength is the sum of all monsters’ strength in the group, only counting monsters with OK status.

After group strength is calculated for all groups, monster group 4 compares its strength to monster group 3, and performs this calculation:
20% * [Group 4 Strength] / [Group 3 Strength] + 31%

This result is the probability that each group moves up a rank.

The process repeats for group 3 and group 2.


IdNameClassArmor ClassAttacksSpecialReward1Reward2
0DINKMidget101d1 515
1MAJOR DAIMYOFighter01d10 1d10 515
2LVL 7 PRIESTPriest31d8 +2 1d8 +2 515
3CHAMP SAMURAIFighter21d12 +2 1d12 +2 1d12 +2 515
4LVL 7 MAGEMage91d4 515
5LVL 6 THIEFThief31d4 1d4 1d4 1d4 3d8 515
6WERETIGERWere42d6 2d6 1d4 [Heal 1] 515
7OGRE LORDMage41d12 1d12 1d4 [Heal 1] 515
8TROLLFighter41d8 +4 1d8 +4 1d8 +4 [Heal 15] 515
9LIFESTEALERUndead31d4 [Drain 2] 515
10FUZZBALLAnimal10515
11WERE AMOEBAWere102d10 [Heal 15] 515
12NO-SEE-UMInsect01d4 [Drain breath] 515
13CARRIERUndead101d1 +1 1d1 +1 1d1 +1
1d1 +1 1d1 +1
1d1 +1 1d1 +1
515
14RHINO BEETLEInsect13d6 2d8 515
15NIGHTSTALKERUndead41d6 [Drain 1] 616
16WYVERNAnimal32d8 1d6 2d8 616
17LVL 8 PRIESTPriest31d8 +2 1d8 +2 1d8 +2 616
18LVL 10 FIGHTERFighter01d269 1d12 1d12 1d12 616
19LVL 8 MAGEMage81d4 616
20LVL 7 THIEFThief31d4 +2 1d4 +2 1d4 +2
1d4 +2 3d8 +3
616
21LVL 8 NINJAFighter43d6 1d4 1d4 616
22EARTH GIANTGiant910d5 10d5 616
23LESSER DEMONDemon02d6 2d6 1d3 1d3 1d4 +4 616
24CHIMERAAnimal21d3 1d3 1d4 1d4 2d4 3d4 [Flame breath] 616
25FUZZBALLAnimal10616
26EVIL EYEUndead04d8 [Poison breath] 616
27SCORPIONAnimal01d4 3d6 3d6 616
28WERE BOARWere21d10 1d10 1d10 1d10 616
29MANTICOREAnimal02d8 2d8 1d12 [Heal 5] 616
30FIRE GIANTGiant710d7 10d7 717
31GORGONMythical22d6 2d6 10d1 [Stone breath] 717
32LVL 11 BISHOPPriest21d8 +4 1d8 +4 1d8 +4 1d8 +4 717
33LVL 12 FIGHTERFighter-11d12 +2 1d12 +2 1d12 +2
1d12 +2
717
34LVL 10 MAGEMage81d6 717
35THIEFThief21d6 +2 1d6 +2 1d6 +2
1d6 +2 4d8
717
36MASTER NINJAFighter34d6 +2 1d8 1d8 717
37MURPHY'S GHOSTUndead-31d8 [Heal 1] 717
38WILL O' WISPEnchanted-152d8 2d8 2d8 2d8 717
39BLEEBAnimal01d8 +1 1d8 +1 1d8 +1
2d10 +2
717
40FUZZBALLAnimal10717
41SCRYLLUndead-11d8 [Drain 1] 717
42SUCCUBUSDemon-21d8 1d8 2d10 2d10 [Drain 1] 717
43GIANT WASPInsect01d6 1d6 717
44GIANT VIPERAnimal03d8 1d8 1d8 717
45AIR GIANTGiant510d9 10d9 818
46FIRE DRAGONDragon-11d10 1d10 1d10 [Flame breath] 818
47HIGH PRIESTPriest-11d8 +4 1d8 +4 1d8 +4
1d8 +4
818
48HIGH WIZARDMage41d6 +2 818
49MASTER THIEFThief11d4 +4 1d4 +4 1d4 +4
1d4 +4 4d8 +2
818
50HATAMOTOFighter-12d8 2d8 6d6 818
51VAMPIREUndead-13d8 [Drain 2]
[Heal 1]
818
52GREATER DEMONDemon-32d12 1d8 1d8 1d6 1d6 [Heal 1] 818
53GIANT ZOMBIEUndead34d10 [Poison breath] 818
54DRAGON ZOMBIEUndead-21d8 1d8 3d12 [Drain breath] 818
55FUZZBALLAnimal10818
56SMOG BEASTEnchanted31d3 818
57GIANT HORNETInsect01d12 +2 818
58GIANT CRABAnimal-41d10 1d10 1d10 1d10 818
59BLOBAnimal101d10 +5 1d10 +5 [Heal 10] 818
60ARCH DEMONDemon-510d9 [Drain 1] 919
61HIGH MASTERFighter-22d10 2d10 8d8 919
62FLACKAnimal-38d8 [Cold breath] 919
63ARCH MAGEMage01d8 +2 919
64MAELIFICUndead-51d4 1d4 [Drain 3]
[Heal 3]
919
65VAMPIRE LORDUndead-52d8 1d4 1d4 [Drain 4]
[Heal 4]
919
66SIDELLEUndead-21d8 1d8 1d8 1d8 919
67GIANT BATAnimal-11d8 1d8 1d8 817
68WERE BATWere-32d6 2d6 2d6 2d6 817
69VAMPIRE BATUndead-34d6 [Drain 1] 817
70CONSTRICTORAnimal13d8 1d10 1d8 817
71ACID SLIMEAnimal-41d1 1d1 1d1 1d1 817
72FOAMING MOLDAnimal52d4 +2 2d4 +2 2d4 +2
2d4 +2
817
73MAGIC SWORDEnchanted01d12 1d12 HRATHNIRHRATHNIR
74MAGIC HELMETEnchanted01d3 [Cold breath] KOD'S
HELMET
KOD'S
HELMET
75MAGIC SHIELDEnchanted-102d10 +10 2d10 +10
2d10 +10
KOD'S
SHIELD
KOD'S
SHIELD
76MAGIC
GAUNTLET
Enchanted01d10 1d10 KOD'S
GAUNTLETS
KOD'S
GAUNTLETS
77MAGIC ARMOREnchanted-101d6 [Heal 5] KOD'S
ARMOR
KOD'S
ARMOR


Class

Class determines the odds of being friendly.


Fighter11%
Mage6%
Priest16%
Thief4%
Midget 31%
Dragon26%
All others1%


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 greater demon’s attack is:
2d12 1d6 1d4 1d4 1d4

That means it strikes five 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. Stone breath, for instance, does not petrify; it merely indicates that characters equipped with stone 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!

No-see-um's and Dragon Zombies don't have this ability; they only have a breath attack with the Drain element.

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” almost always indicates an amount of loose gold, and “Reward 2” almost always indicates a treasure chest which may or may not have items inside. Whether you get reward type 1 or type 2 is not entirely random.

Upon entering a dungeon level, the map will be seeded with nine treasure chests, which will be randomly distributed to designated rooms marked with a flag. Entering a room with a treasure chest guarantees an encounter, and the “Reward 2” column will be selected as the contents of the treasure chest. Treasures from standard encounters are selected from the “Reward 1” column and are usually just loose piles of gold.

If you set off an alarm trap, then you'll still 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.

If you have a random encounter in a flagged room where there isn't any treasure chest, you will receive loose gold from the “Reward 1” column, but the amount will be doubled.

IdNamePartnerMage LevelPriest LevelSpell Resistance
0DINK100% DINK00100
1MAJOR DAIMYO50% LVL 7 PRIEST0020
2LVL 7 PRIEST40% CHAMP SAMURAI050
3CHAMP SAMURAI35% LVL 7 MAGE100
4LVL 7 MAGE30% LVL 6 THIEF300
5LVL 6 THIEF30% MAJOR DAIMYO000
6WERETIGER000
7OGRE LORD10% TROLL300
8TROLL30% TROLL000
9LIFESTEALER50% LIFESTEALER3320
10FUZZBALL00100
11WERE AMOEBA35% WERE AMOEBA000
12NO-SEE-UM75% NO-SEE-UM000
13CARRIER100% FUZZBALL000
14RHINO BEETLE40% RHINO BEETLE000
15NIGHTSTALKER23% OGRE LORD0025
16WYVERN50% WERETIGER000
17LVL 8 PRIEST40% LVL 10 FIGHTER040
18LVL 10 FIGHTER40% LVL 8 MAGE000
19LVL 8 MAGE100% LVL 7 THIEF500
20LVL 7 THIEF30% LVL 8 NINJA000
21LVL 8 NINJA40% LVL 8 PRIEST000
22EARTH GIANT0085
23LESSER DEMON80% LVL 8 NINJA3060
24CHIMERA20% LVL 7 MAGE000
25FUZZBALL50% FUZZBALL00100
26EVIL EYE20% NIGHTSTALKER2025
27SCORPION30% RHINO BEETLE000
28WERE BOAR50% WERETIGER0025
29MANTICORE0030
30FIRE GIANT10% LESSER DEMON000
31GORGON50% CHIMERA0010
32LVL 11 BISHOP45% LVL 12 FIGHTER450
33LVL 12 FIGHTER40% LVL 10 MAGE000
34LVL 10 MAGE40% THIEF500
35THIEF45% MASTER NINJA000
36MASTER NINJA30% LVL 8 MAGE000
37MURPHY'S GHOST20% FUZZBALL0040
38WILL O' WISP0095
39BLEEB20% MASTER NINJA000
40FUZZBALL75% FUZZBALL00100
41SCRYLL100% EVIL EYE0025
42SUCCUBUS25% LESSER DEMON5030
43GIANT WASP75% GIANT WASP000
44GIANT VIPER25% GIANT VIPER000
45AIR GIANT30% EARTH GIANT0095
46FIRE DRAGON15% FIRE GIANT500
47HIGH PRIEST100% FIRE GIANT070
48HIGH WIZARD100% LVL 11 BISHOP600
49MASTER THIEF100% LVL 12 FIGHTER000
50HATAMOTO100% LVL 10 MAGE000
51VAMPIRE15% VAMPIRE3020
52GREATER DEMON80% LESSER DEMON5075
53GIANT ZOMBIE50% WILL O' WISP0095
54DRAGON ZOMBIE80% BLEEB5025
55FUZZBALL100% FUZZBALL00100
56SMOG BEAST100% NO-SEE-UM2010
57GIANT HORNET100% GIANT HORNET000
58GIANT CRAB20% GIANT CRAB000
59BLOB0085
60ARCH DEMON100% GREATER DEMON7675
61HIGH MASTER100% HATAMOTO000
62FLACK100% MURPHY'S GHOST000
63ARCH MAGE100% HIGH WIZARD700
64MAELIFIC100% GIANT ZOMBIE7050
65VAMPIRE LORD100% VAMPIRE600
66SIDELLE100% SCRYLL7050
67GIANT BAT50% GIANT BAT000
68WERE BAT60% GIANT BAT0025
69VAMPIRE BAT100% WERE BAT000
70CONSTRICTOR25% SCORPION000
71ACID SLIME30% NO-SEE-UM000
72FOAMING MOLD50% NO-SEE-UM000
73MAGIC SWORD000
74MAGIC HELMET7775
75MAGIC SHIELD0080
76MAGIC GAUNTLET77100
77MAGIC ARMOR00100


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,” if it has one, 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, Major Daimyo have a partner value of 50% LVL 7 Priest. So if you encounter them, there is a 50% chance that priets will spawn too. If this happens, then since Lvl 7 Priests have a partner value of 40% Champ Samurai there would be a 40% chance of Champ Samurai in the third group slot, and so on.

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):


AB
1KatinoHalito
2DiltoHalito
3MolitoMahalito
4DaltoLahalito
5LahalitoMadalto
6MadaltoZilwan
7TiltowaitTiltowait

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.


AB
1BadiosBadios
2MontinoMontino
3BadiosBadial
4BadialBadial
5BadialmaBadi
6LortoMabadi
7MabadiMabadi

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

In addition, Mabadi and Makanito seem to be subject to Spell Resistance, as I've seen them fail against monsters who should otherwise be subject to their effects. Proving this without reverse-engineered source code is difficult, though.


IdNameElemental ResistanceAbilitiesXP
0DINKSleep Run 140
1MAJOR DAIMYOSleep 2380
2LVL 7 PRIESTSleep 2040
3CHAMP SAMURAISleep 2435
4LVL 7 MAGESleep 2000
5LVL 6 THIEFSleep 2050
6WERETIGERPhysical Magic Poison Sleep 2145
7OGRE LORDPhysical Sleep 1830
8TROLLPhysical Sleep 1000
9LIFESTEALERPhysical Poison Drain Stone Magic 2240
10FUZZBALLFire Cold Poison Drain Stone Magic Call 1
11WERE AMOEBAPhysical Fire Poison 1500
12NO-SEE-UMPhysical 750
13CARRIERPhysical Paralyze 2900
14RHINO BEETLEPhysical 1900
15NIGHTSTALKERPhysical Magic 3240
16WYVERNPoison Sleep 2350
17LVL 8 PRIESTSleep 3010
18LVL 10 FIGHTERSleep 2540
19LVL 8 MAGESleep 3070
20LVL 7 THIEFSleep 2000
21LVL 8 NINJACritical Sleep 2015
22EARTH GIANTMagic 20638
23LESSER DEMONCall 5106
24CHIMERAPhysical Fire 3515
25FUZZBALLFire Cold Poison Drain Stone Magic Call 1
26EVIL EYEPhysical 2750
27SCORPIONPhysical Poison Sleep 2620
28WERE BOARPhysical Poison 2080
29MANTICOREFire 3476
30FIRE GIANTFire 30111
31GORGONPhysical 2920
32LVL 11 BISHOPSleep 3008
33LVL 12 FIGHTERSleep 2992
34LVL 10 MAGESleep 5005
35THIEFSleep Run 3003
36MASTER NINJAPhysical Critical Sleep 4073
37MURPHY'S GHOSTPhysical Fire Cold Paralyze 3337
38WILL O' WISPPhysical 43567
39BLEEBPhysical Fire Cold Poison Drain Stone Magic Run Call 3300
40FUZZBALLFire Cold Poison Drain Stone Magic Call 1
41SCRYLLPhysical 4567
42SUCCUBUSPhysical 5432
43GIANT WASPPhysical Cold 1000
44GIANT VIPERPhysical Poison Sleep 2862
45AIR GIANTPhysical Cold 41015
46FIRE DRAGONPhysical 12324
47HIGH PRIESTSleep 5220
48HIGH WIZARDFire Sleep 5083
49MASTER THIEFPoison Sleep Run 4620
50HATAMOTOPhysical Critical Sleep 4999
51VAMPIREPoison Drain Stone Paralyze 7151
52GREATER DEMONPhysical Poison Paralyze Call 8730
53GIANT ZOMBIEPhysical Poison 41440
54DRAGON ZOMBIEPhysical 17000
55FUZZBALLFire Cold Poison Drain Stone Magic Call 1
56SMOG BEASTPhysical 4108
57GIANT HORNETPhysical Poison 1512
58GIANT CRABPhysical Fire Cold Sleep 5150
59BLOBPhysical 5000
60ARCH DEMONSleep Run 14444
61HIGH MASTERPhysical Fire Cold Poison Drain Stone Magic Critical Sleep 8612
62FLACKPhysical Fire Cold Poison Drain Stone Magic Stone Poison Paralyze Critical 9143
63ARCH MAGEPhysical Sleep 8000
64MAELIFICPhysical Poison Paralyze 7460
65VAMPIRE LORDParalyze 8314
66SIDELLEPhysical Poison Paralyze 7777
67GIANT BATPhysical Sleep 1760
68WERE BATPhysical Poison 2480
69VAMPIRE BATPhysical Paralyze 4211
70CONSTRICTORFire Cold Poison Drain Stone Magic Sleep Call 2460
71ACID SLIMEPhysical Fire Cold Poison 1510
72FOAMING MOLDPhysical Stone 2340
73MAGIC SWORDCritical 66666
74MAGIC HELMETPhysical Cold 88888
75MAGIC SHIELDPhysical Fire Cold Poison Drain Stone Magic 44444
76MAGIC GAUNTLETPhysical Fire Cold Poison Drain Stone Magic 99999
77MAGIC ARMORPhysical Fire Cold Poison Drain Stone Magic 33333


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!

ElementSpells
FireLitokan, Mahalito, Lahalito
PhysicalLorto, Malikto, Molito, Tiltowait
ColdDalto, 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 5 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.

XP

Just a note here - in Wizardry 1, XP was a calculated aggregate from all other stats. Here, XP is a fixed value. Normally this wouldn't be worth mentioning except for the fact that this is a thing that changed.

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