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Wizardry: Proving Grounds of the Mad Overlord
Wizardry pgotmo
Developer(s): Sir-Tech Software
Publisher(s): Sir-Tech Software

Nexoft Corporation

Designer(s): Andrew C. Greenberg

Robert Woodhead

Saga: Llylgamyn
Platform: Apple II, Commodore 64, MSX, NEC PC-9801, NES, PC booter, PC Engine
Release date(s): 1981
Genre(s): Role-playing
Media: Floppy disk, CD-Rom
Control style(s): Keyboard

OverviewEdit

Introduction: Welcome to the computer game that started it all. Proving Grounds broke the ground for all fantasy role-playing games that have followed. We have come a long way from the text messages and simple white (or green)-lined mazes of the 80's to the incredibly intricate stories and graphics we have today. Despite all that, there comes just a bit of nostalgia when playing this game, and the fun and challenge of leading characters through the maze has not lessened for the lack of modern technology. In brief, both the PC and NES versions have a maze of 10 floors, with the monsters on each floor getting correspondingly tougher the farther down you go. Of course, as a reward, you get more EP, more gold pieces, and better items for your party. The goal of the scenario is to reach the evil mage Werdna on Floor 10, defeat him and take the Amulet he wears, then return to the castle in victory.

When referring to a specific spot in the maze, the position is given as it would be indicated by using Dumapic. For example, 0-0 is the starting point for Floor 1, where the stairs leading to and from the castle are located, and all coordinates in the maze are figured from this point: 12N-4E on Floor 1 would be 12 squares North and 4 squares East of the castle stairs. So 0-0 on FL2 is directly underneath the location of the castle stairs on FL1. The maze is also designed with "wrap- around" floors. This means that when you reach one end of the Floor, if you venture any further, you are actually taken back to the other side of the floor. Simply, if you are at 5N-19E and take one more step East, you are back at 5N-0E.

NES/PC differences: Not only is the NES version a bit better graphically speaking, (brick walled maze with wooden doors), three of the floors are mapped out differently from the PC version, so you will need those specific maps to get through those floors. Remember also, the only way to recover spell points in the NES is by resting at the Inn. Therefore, your spellcasters will end up aging faster than your non-spell characters, which makes the magic potions and scrolls more useful than in the PC version by allowing you to conserve spell points and delay visits to the Inn. You also have to "kick" doors in order to go through them in the NES game whereas you can just walk through them as normal in the PC (the IBM) version - I believe this harkens back to the original Apple releases.

When encountering a monster, if you haven't cast the Latumapic spell, you might not know the specific kind of monster you may be facing. In the PC version, the picture of the monster remains the same whether it is identified or not. In the NES version, the pic of the unidentified monster is a shaded brown color, although the pic still relates to the actual monster you are facing for the most part (a rogue or priest is still represented by a humanoid figure). The pic changes to the colored representation once the monster is identified.

There also appears to be a change from the PC version which allows characters to enter the Dark Zone on FL1 without the aid of the Gold Key found on FL2. In the NES version, a character needs to have the Gold Key in possession in order for your party to enter the DZ from the warning sign entryway. Also unique to the NES is a one way door right next to the entryway. This door is only accessible from inside the DZ and leads to the spot next to the warning sign. Presumably this was done because the NES requires the Gold Key to access that area and without it, your party would not be able to get out of the DZ. This spot is indicated on the map of FL1 for clarity. Final Notes:As you encounter and battle monsters, you will find that many of them will run from the battle. You get no experience for monsters that run (or for ones that are defeated using the Priest/Bishop Dispel option), so to maximize your potential EP reward for each battle, you want to go after those kinds of monsters as soon as possible so they can be killed before they can escape.

You'll get a feel for inspecting and disarming treasure chests as you spend more time exploring, and when in doubt, having your Priest and Cleric cast their Calfo spells will aid in preventing accidents. But neither these nor a high level Thief/Ninja are foolproof. When there are doubts about a chest, and disagreements among the three inspectors, it's usually a safe bet to go with the trap that two out of the three agree on, especially if the third determines the trap to be of a nastier version than is common for the floor you happen to be on. If your Thief attempts to disarm a chest and fails, but doesn't activate any trap, then it's a certainty that it's the right trap and you can continue to try and disarm it. That still doesn't mean your Thief is guaranteed to be successful, and sometimes it's just better to leave the chest alone.

Alignment is only a minor part of game play. If you're familiar with the games, you already know that even though Good characters aren't designed to adventure with Evil characters, there is a programming loophole that allows you to form such a mixed party. However, as the manual states, your characters will change alignment if they act outside of the parameters designed for them (even those of professions that do not allow for that type of alignment, such as an Evil Lord) - i.e. Good characters will eventually become Evil if they continually attack friendly monsters, and vice versa if Evil characters do not attack all monsters encountered in the maze. Hence if you are looking to gain as much EP as quickly as possible, it is better to form an Evil party where you can attack every monster you come across. A general rule of thumb should be to always allow your characters to follow their alignment, especially when they have items equipped that only allow a specific kind of alignment, otherwise they will end up becoming cursed items and will need to be removed by Boltac. Special Note: the Critical Hit. You will notice that several monsters are adept at this kind of attack - the monster list notes which ones use the CH. There is no real defense from this kind of attack, no matter how low a character's AC or high their HP, once a monster connects with the CH, your character is sent to the great beyond. However, as your characters gain EL and Attributes, they will get better at avoiding the CH and be able to attack monsters faster and sooner in the early rounds of combat. In the early stages of the game, do not hesitate to run and save your party at all costs when encountering monsters who use the CH, it's better to stay alive and strengthen your characters until they have the ability to wipe out the enemy in the first round or two of battle. 

Background Story Edit

The evil wizard Werdna stole a very powerful amulet from Trebor, the Mad Overlord. He used the amulet's power to create a ten level maze beneath Trebor's castle. That was five years ago. Since then, Trebor has created a training centre in the upper levels of the maze from where he sends heroes further down to kill Werdna and get him the amulet. So far, no one has succeeded.

The Quest Edit

It is the heroes' task to retrieve the amulet. To achieve this, they obviously have to face Werdna on his maze's lowest level.

The CastleEdit

The Castle is basically the game's starting menu. The player can choose to enter several locations - once he has picked up at least one character at Gilgamesh's Tavern:

The Edge of Town Edit

This is also a menu. From here, the player may choose either to let his characters enter The Maze, where the real, 3D action starts, or he may choose one of the following options:

  • Training Grounds
  • Utilities
  • Leave the game (rather self-explanatory)

The Maze Edit

Each of the maze's ten levels measures 20x20 squares. Coordinates are given by going east and north from the level's lower left corner (0E/0N). However, space is not always fully used. There are many areas of solid rock. Teleporting into such an area results in a party being immediately lost forever!

The first four levels are in fact the "proving grounds of the Mad Overlord" Trebor, as the player will discover in Level 4. They were created to train heroes until they are found worthy to descend deeper into the maze in order to slay Werdna and retrieve Trebor's amulet.

Level 1 Edit

Two special items, the Key of Silver and the Key of Bronze, have to be collected in this level. The allow access to areas in Level 2. They can be found when the corresponding statues are searched by the party.

Places of interest:

  • Bronze Statue (13E/3N): Searching results in gaining Key of Bronze
  • Silver Statue (13E/18N): Searching results in gaining Key of Silver
  • Gem encrusted statue (13E/5N): Searching results in being attacked by Murphy's Ghost
  • Entrance stairs (0E/0N)
  • Stairs leading to Level 2 (0E/10N)
  • "Area out of Bounds" with
    • Teleport back to the Castle (9E/19N)
    • Lift leading to Levels 2-4 (10E/8N)

Level 2 Edit

Places of interest:

  • Stairs leading to Level 1 (12E/7N)
  • Silver Smog (8E/12N): Can only be passed with the Key of Silver
  • Bronze Smog (8E/7N): Can only be passed with the Key of Bronze
  • Statue of Bear (9E/18N): Searching results in gaining Statue of Bear
  • Statue of Frog (12E/4N): Searching results in gaining Statue of Frog
  • Indestructible Door (4E/11N): Can only be passed with the Statue of Bear
  • Indestructible Door (4E/12N): Can only be passed with the Statue of Frog
  • Bronze Statue (4E/16N): Searching results in party getting the Key of Gold

Level 3 Edit

This is truly a training ground. No vital information or special items can be gained in this level. Only the monsters have become slightly tougher. For the first time, the party will be confronted with monsters that can decapitate - instantly kill - a character, such as Capybaras and Lvl 3 Ninjas. Also, the heroes might become familiar the hard way with level-draining Shades.

Places of interest:

  • Stairs leading to Level 4 (1E/8N)

Level 4 Edit

This level is divided into three areas. One of them is an ordinary dungeon part. It can be reached by stairs from Level 3. To proceed to Level 5 in this area, the party needs the Statue of Bear.

Places of interest:

  • Stairs leading to Level 3 (10E/18N)
  • The image of a bear (17E/12N): prevents access unless the party has got the Statue of Bear.
  • Stairs leading to Level 5 (17E/7N)

The second area cannot be reached by stairs, but by the elevator from the Area out of Bounds in Level 1. This is the heart of the training grounds, where the characters will find the key to access the lower levels by using another elevator.

Places of interest:

There is also the "area between the areas". This consists of two vast spaces, where nothing is really happening. There are two one-way doors through which the party can re-enter the ordinary dungeon. Why does this area exist when there is no normal access to it? Its very existence, including the one-way doors, is a nicety, of which there are few in Wizardry I. In case the characters unleash a teleport trap, they don't die horribly in solid rock. This way, they have got a chance to return to the maze proper.

Translation patches for the SNES & Gameboy ROMSEdit

For the console versions of these games, ROM hackers have releases patches that translate the Japanese text into English.

Wizardry I-II-III: Story of Llylgamyn for the SNES - Translated by Aeon Genesis

Wizardry: Proving Grounds of the Mad Overlord for the Game Boy- Translated by Opus

Trivia Edit

BestiaryEdit

[1] undefined




Bestiary

96 "identified" enemies.
1 "unidentified" enemy.
94 unique sprites total.
Encounter & Spell appendices.


This is an alphabetical listing of all the enemy characters found in the 1993 Japanese PC Engine CD (better known as the TurboGrafx-CD in North America) port of Wizardry: Proving Grounds of The Mad Overlord. I chose to focus on the PC Engine version this time around because: (1) It has all-new sprites, including unique ones for all the different variations of the Fighters, Thieves, Mages, Priests, Ninja, Bishops, and Samurai, rather than the recycled pallette swaps seen for those enemies in most other versions of the game; (2) I'm tired of looking at the same old sprites from the NES and SNES versions that I've played to death; and (3) the PC Engine just doesn't get the attention it deserves. Said sprites have been quadrupled in size for easier viewing. The data presented is intended for informational/archival purposes only. All copyrighted images, names, etc. seen on this web page belong to Sir-Tech Software, not to me.
I obtained the vast majority of the sprites and the creatures' statistical information from this excellent Japanese Wizardry site, the rest I captured from the SNES version of the game (the Wizardry logo, golden icons, and ending image).


Arch Mage

(Lesser)

Unidentified:

Man in Robes

# Appearing:

1-6 (1d6)

Hit Points:

10-34 (8d4+2)

Armor Class:

9

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

8

Experience:

790

Special Properties:
Level 2 Mage Spells
Death Resistant (48%)


Arch Mage

(Greater)

Unidentified:

Man in Robes

# Appearing:

1 (1d1)

Hit Points:

20-80 (20d4)

Armor Class:

0

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

20

Experience:

3,160

Special Properties:
Level 6 Mage Spells
Death Resistant (100%)


Attack Dog
Unidentified:

Animal

# Appearing:

1-6 (1d6)

Hit Points:

4-32 (4d8)

Armor Class:

1

# Attacks:

1

Attack Damage:

1-6 (1d6)

Level:

4

Experience:

1,120

Special Properties:
May Run Away
Death Resistant (24%)


Bishop
Unidentified:

Priest

# Appearing:

1-6 (1d6)

Hit Points:

4-32 (4d8)

Armor Class:

4

# Attacks:

1

Attack Damage:

1-10 (1d10)

Level:

4

Experience:

1,135

Special Properties:
Level 1 Mage Spells
Level 3 Priest Spells
Death Resistant (24%)


Bleeb
Unidentified:

Strange Animal

# Appearing:

1-8 (1d8)

Hit Points:

10-80 (10d8)

Armor Class:

0

# Attacks:

2

Attack Damage:

2-9 (1d8+1), 2-9 (1d8+1)

Level:

10

Experience:

3,300

Special Properties:
Reinforcements
May Run Away
Fire Resistant
Cold Resistant
Death Resistant (60%)


Boring Beetle
Unidentified:

Insect

# Appearing:

1-8 (1d8)

Hit Points:

5-40 (5d8)

Armor Class:

3

# Attacks:

1

Attack Damage:

5-20 (5d4)

Level:

5

Experience:

1,120

Special Properties:
Death Resistant (30%)


Bubbly Slime
Unidentified:

Slime

# Appearing:

2-4 (2d2)

Hit Points:

2-4 (1d3+1)

Armor Class:

12

# Attacks:

1

Attack Damage:

1 (1d1)

Level:

1

Experience:

55

Special Properties:
Death Resistant (6%)


Bushwacker
Unidentified:

Scruffy Man

# Appearing:

2-5 (1d4+1)

Hit Points:

4-19 (3d6+1)

Armor Class:

8

# Attacks:

2

Attack Damage:

2-7 (1d6+1), 3-9 (2d4+1)

Level:

3

Experience:

620

Special Properties:
May Run Away
Death Resistant (18%)


Capybara
Unidentified:

Giant Rodent

# Appearing:

3-9 (2d4+1)

Hit Points:

4-16 (4d4)

Armor Class:

8

# Attacks:

1

Attack Damage:

1-10 (1d10)

Level:

4

Experience:

520

Special Properties:
Poison
May Run Away
Death Resistant (24%)


Champ Samurai
Unidentified:

Man in Armor

# Appearing:

1-6 (1d6)

Hit Points:

10-100 (10d10)

Armor Class:

2

# Attacks:

1

Attack Damage:

3-14 (1d12+2)

Level:

10

Experience:

2,395

Special Properties:
Level 1 Mage Spells
Death Resistant (60%)


Chimera
Unidentified:

Strange Animal

# Appearing:

1-4 (1d4)

Hit Points:

9-54 (9d6)

Armor Class:

2

# Attacks:

6

Attack Damage:

1-3 (1d3), 1-3 (1d3), 1-4 (1d4),
1-4 (1d4), 2-8 (2d4), 3-12 (3d4)

Level:

9

Experience:

3,515

Special Properties:
Breath Attack (Fire)
Fire Resistant
Death Resistant (54%)


Coyote
Unidentified:

Mangy Dog

# Appearing:

4-8 (4d2)

Hit Points:

4-24 (4d6)

Armor Class:

8

# Attacks:

1

Attack Damage:

4-16 (4d4)

Level:

4

Experience:

780

Special Properties:
May Run Away
Death Resistant (24%)


Creeping Coin?
Unidentified:

Small Object

# Appearing:

9 (9d1)

Hit Points:

1 (1d1)

Armor Class:

4

# Attacks:

1

Attack Damage:

1 (1d1)

Level:

1

Experience:

920

Special Properties:
Breath Attack (Cold)
Reinforcements
Fire Resistant
Cold Resistant
Death Resistant (6%)


Creeping Crud
Unidentified:

Slime

# Appearing:

2-7 (1d6+1)

Hit Points:

3-12 (3d4)

Armor Class:

6

# Attacks:

1

Attack Damage:

2-4 (1d3+1)

Level:

3

Experience:

550

Special Properties:
Poison
Cold Resistant
Death Resistant (18%)


Dragon Fly
Unidentified:

Fly

# Appearing:

2-4 (1d3+1)

Hit Points:

2-16 (2d8)

Armor Class:

4

# Attacks:

3

Attack Damage:

1-4 (1d4), 1-4 (1d4), 1-6 (1d6)

Level:

2

Experience:

1,275

Special Properties:
Breath Attack (Fire)
Magic Resistant (20%)
Fire Resistant
Death Resistant (12%)


Dragon Puppy
Unidentified:

Animal

# Appearing:

1-6 (1d6)

Hit Points:

5-50 (5d10)

Armor Class:

4

# Attacks:

1

Attack Damage:

1-10 (1d10)

Level:

5

Experience:

2,280

Special Properties:
Breath Attack (Cold)
Death Resistant (30%)


Dragon Zombie
Unidentified:

Dragon

# Appearing:

1-4 (1d4)

Hit Points:

12-96 (12d8)

Armor Class:

-2

# Attacks:

3

Attack Damage:

1-8 (1d8), 1-8 (1d8), 3-36 (3d12)

Level:

12

Experience:

5,360

Special Properties:
Undead
Level 5 Mage Spells
Breath Attack (Fire)
Magic Resistant (25%)
Death Resistant (100%)


Earth Giant
Unidentified:

Giant

# Appearing:

1-5 (1d5)

Hit Points:

41 (1d1+40)

Armor Class:

9

# Attacks:

2

Attack Damage:

2-16 (2d8), 2-16 (2d8)

Level:

1

Experience:

20,675

Special Properties:
Magic Resistant (85%)
Death Resistant (6%)


Fire Dragon
Unidentified:

Dragon

# Appearing:

1-4 (1d4)

Hit Points:

12-96 (12d8)

Armor Class:

-1

# Attacks:

3

Attack Damage:

1-4 (1d4), 1-4 (1d4), 4-16 (4d4)

Level:

12

Experience:

5,000

Special Properties:
Level 5 Mage Spells
Breath Attack (Fire)
Death Resistant (72%)


Fire Giant
Unidentified:

Giant

# Appearing:

1-4 (1d4)

Hit Points:

15-92 (11d8+4)

Armor Class:

3

# Attacks:

1

Attack Damage:

5-30 (5d6)

Level:

11

Experience:

2,115

Special Properties:
Fire Resistant
Death Resistant (66%)


Flack
Unidentified:

Strange Animal

# Appearing:

1 (1d1)

Hit Points:

15-180 (15d12)

Armor Class:

-3

# Attacks:

1

Attack Damage:

7-35 (4d8+3)

Level:

15

Experience:

9,200

Special Properties:
Breath Attack (Cold)
Poison
Paralyze
Petrify
Decapitate
Fire Resistant
Cold Resistant
Death Resistant (90%)


Frost Giant
Unidentified:

Giant

# Appearing:

1-4 (1d4)

Hit Points:

51-58 (1d8+50)

Armor Class:

6

# Attacks:

1

Attack Damage:

3-30 (3d10)

Level:

1

Experience:

41,355

Special Properties:
Magic Resistant (95%)
Cold Resistant
Death Resistant (6%)


Gargoyle
Unidentified:

Gargoyle

# Appearing:

1-6 (1d6)

Hit Points:

8-36 (4d8+4)

Armor Class:

5

# Attacks:

4

Attack Damage:

1-3 (1d3), 1-3 (1d3),
1-6 (1d6), 1-4 (1d4)

Level:

4

Experience:

2,435

Special Properties:
Magic Resistant (50%)
Death Resistant (24%)


Gas Cloud
Unidentified:

Gas Cloud

# Appearing:

2-8 (2d4)

Hit Points:

2-8 (2d4)

Armor Class:

10

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

2

Experience:

350

Special Properties:
Level 2 Mage Spells
Paralyze
May Run Away
Death Resistant (12%)


Gas Dragon
Unidentified:

Dragon

# Appearing:

1-4 (1d4)

Hit Points:

5-40 (5d8)

Armor Class:

3

# Attacks:

3

Attack Damage:

1-4 (1d4), 1-4 (1d4), 3-18 (3d6)

Level:

5

Experience:

2,075

Special Properties:
Level 1 Mage Spells
Breath Attack (Poison)
Death Resistant (30%)


Gaze Hound
Unidentified:

Strange Animal

# Appearing:

1-5 (1d5)

Hit Points:

4-32 (4d8)

Armor Class:

-1

# Attacks:

1

Attack Damage:

1-2 (1d2)

Level:

4

Experience:

1,235

Special Properties:
Paralyze
May Run Away
Death Resistant (24%)


Giant Spider
Unidentified:

Insect

# Appearing:

1-6 (1d6)

Hit Points:

8-36 (4d8+4)

Armor Class:

4

# Attacks:

1

Attack Damage:

2-8 (2d4)

Level:

4

Experience:

960

Special Properties:
Poison
Death Resistant (24%)


Giant Toad
Unidentified:

Amphibian

# Appearing:

6-8 (2d2+4)

Hit Points:

4-20 (4d5)

Armor Class:

7

# Attacks:

3

Attack Damage:

1-4 (1-4), 1-6 (1d6),
4-8 (2d3+2)

Level:

4

Experience:

795

Special Properties:
Poison
May Run Away
Fire Resistant
Death Resistant (24%)


Gorgon
Unidentified:

Strange Animal

# Appearing:

1 (1d1)

Hit Points:

8-64 (8d8)

Armor Class:

2

# Attacks:

1

Attack Damage:

2-12 (2d6)

Level:

8

Experience:

2,920

Special Properties:
Breath Attack (Petrify)
Death Resistant (48%)


Grave Mist
Unidentified:

Unseen Entity

# Appearing:

1-6 (1d6)

Hit Points:

4-32 (4d8)

Armor Class:

4

# Attacks:

3

Attack Damage:

1-4 (1d4), 1-4 (1d4), 1-8 (1d8)

Level:

4

Experience:

1,080

Special Properties:
Undead
Paralyze
Death Resistant (100%)


Greater Demon
Unidentified:

Demon

# Appearing:

1-6 (1d6)

Hit Points:

11-88 (11d8)

Armor Class:

-3

# Attacks:

5

Attack Damage:

2-24 (2d12), 1-6 (1d6), 1-4 (1d4),
1-4 (1d4), 1-4 (1d4)

Level:

11

Experience:

44,570

Special Properties:
Level 5 Mage Spells
Poison
Paralyze
Reinforcements
Regenerate +1 HP/Round
Magic Resistant (95%)
Death Resistant (66%)


Hatamoto
Unidentified:

Man in Robes

# Appearing:

1 (1d1)

Hit Points:

12-48 (12d4)

Armor Class:

-1

# Attacks:

3

Attack Damage:

3-24 (3d8), 3-24 (3d8), 3-24 (3d8)

Level:

12

Experience:

1,600

Special Properties:
Decapitate
Death Resistant (72%)


High Master
Unidentified:

Conehead

# Appearing:

1 (1d1)

Hit Points:

15-60 (15d4)

Armor Class:

-2

# Attacks:

3

Attack Damage:

3-36 (3d12), 3-36 (3d12),
3-18 (3d6)

Level:

15

Experience:

3,000

Special Properties:
Decapitate
Fire Resistant
Cold Resistant
Death Resistant (90%)


High Ninja
Unidentified:

Man in Kimono

# Appearing:

1 (1d1)

Hit Points:

12-48 (12d4)

Armor Class:

-1

# Attacks:

3

Attack Damage:

3-24 (3d8), 3-24 (3d8),
3-24 (3d8)

Level:

12

Experience:

1,600

Special Properties:
Decapitate
Death Resistant (72%)


High Priest

(Lesser)

Unidentified:

Priest

# Appearing:

1-6 (1d6)

Hit Points:

8-64 (8d8)

Armor Class:

3

# Attacks:

1

Attack Damage:

3-10 (1d8+2)

Level:

8

Experience:

2,160

Special Properties:
Level 5 Priest Spells
Death Resistant (48%)


High Priest

(Greater)

Unidentified:

Priest

# Appearing:

1 (1d1)

Hit Points:

11-88 (11d8)

Armor Class:

2

# Attacks:

2

Attack Damage:

1-8 (1d8), 1-8 (1d8)

Level:

11

Experience:

3,300

Special Properties:
Level 6 Priest Spells
Death Resistant (66%)


High Wizard
Unidentified:

Man in Robes

# Appearing:

1 (1d1)

Hit Points:

12-48 (12d4)

Armor Class:

4

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

12

Experience:

2,395

Special Properties:
Level 6 Mage Spells
Fire Resistant
Death Resistant (72%)


Highwayman
Unidentified:

Man in Chain

# Appearing:

2-12 (2d6)

Hit Points:

5-14 (3d4+2)

Armor Class:

6

# Attacks:

4

Attack Damage:

2-3 (1d2+1), 2-3 (1d2+1),
2-3 (1d2+1), 2-3 (1d2+1)

Level:

3

Experience:

840

Special Properties:
Decapitate
May Run Away
Death Resistant (18%)


Huge Spider
Unidentified:

Insect

# Appearing:

1-8 (1d8)

Hit Points:

4-18 (2d8+2)

Armor Class:

6

# Attacks:

1

Attack Damage:

1-6 (1d6)

Level:

2

Experience:

600

Special Properties:
Poison
Death Resistant (12%)


Killer Wolf
Unidentified:

Animal

# Appearing:

1-6 (1d6)

Hit Points:

6-48 (6d8)

Armor Class:

0

# Attacks:

2

Attack Damage:

2-8 (2d4), 2-8 (2d4)

Level:

6

Experience:

1,460

Special Properties:
Death Resistant (36%)


Kobold
Unidentified:

Small Humanoid

# Appearing:

3-5 (2d2+1)

Hit Points:

3-7 (2d3+1)

Armor Class:

8

# Attacks:

2

Attack Damage:

2-3 (1d2+1), 2-3 (1d2+1)

Level:

2

Experience:

415

Special Properties:
May Run Away
Cold Resistant
Death Resistant (12%)


Lesser Demon
Unidentified:

Demon

# Appearing:

1 (1d1)

Hit Points:

10-80 (10d8)

Armor Class:

4

# Attacks:

5

Attack Damage:

2-12 (2d6), 2-12 (2d6), 1-3 (1d3),
1-3 (1d3), 5-8 (1d4+4)

Level:

10

Experience:

5,100

Special Properties:
Level 3 Mage Spells
Reinforcements
Magic Resistant (60%)
Death Resistant (60%)


Lvl 1 Mage
Unidentified:

Man in Robes

# Appearing:

1 (1d1)

Hit Points:

2-5 (1d4+1)

Armor Class:

4

# Attacks:

1

Attack Damage:

2-4 (2d2)

Level:

1

Experience:

475

Special Properties:
Level 1 Mage Spells
May Run Away
Death Resistant (6%)


Lvl 1 Ninja
Unidentified:

Kimonoed Man

# Appearing:

2-8 (2d4)

Hit Points:

4-10 (2d4+2)

Armor Class:

5

# Attacks:

3

Attack Damage:

1-4 (1d4), 1-4 (1d4),
1-4 (1d4)

Level:

2

Experience:

600

Special Properties:
Decapitate
Death Resistant (12%)


Lvl 1 Priest
Unidentified:

Priest

# Appearing:

2-5 (1d4+1)

Hit Points:

1-8 (1d8)

Armor Class:

5

# Attacks:

1

Attack Damage:

1-8 (1d8)

Level:

1

Experience:

515

Special Properties:
Level 1 Priest Spells
May Run Away
Death Resistant (6%)


Lvl 3 Ninja
Unidentified:

Kimonoed Man

# Appearing:

4-10 (2d4+2)

Hit Points:

3-24 (3d8)

Armor Class:

3

# Attacks:

5

Attack Damage:

1-4 (1d4), 1-4 (1d4), 1-4 (1d4),
1-4 (1d4), 1-4 (1d4)

Level:

3

Experience:

1,360

Special Properties:
Poison
Decapitate
Death Resistant (18%)


Lvl 3 Priest
Unidentified:

Priest

# Appearing:

5-7 (2d2+3)

Hit Points:

4-25 (3d8+1)

Armor Class:

4

# Attacks:

1

Attack Damage:

3-10 (1d8+2)

Level:

3

Experience:

990

Special Properties:
Level 2 Priest Spells
Poison
May Run Away
Death Resistant (18%)


Lvl 3 Samurai
Unidentified:

Kimonoed Man

# Appearing:

4-8 (4d2)

Hit Points:

7-22 (3d6+4)

Armor Class:

5

# Attacks:

3

Attack Damage:

2-5 (1d4+1), 2-7 (1d6+1),
2-5 (1d4+1)

Level:

3

Experience:

795

Special Properties:
Level 1 Mage Spells
May Run Away
Death Resistant (18%)


Lvl 4 Thief
Unidentified:

Man in Leather

# Appearing:

1-6 (1d6)

Hit Points:

7-35 (4d8+3)

Armor Class:

10

# Attacks:

2

Attack Damage:

1-6 (1d6), 2-12 (2d6)

Level:

4

Experience:

740

Special Properties:
Death Resistant (24%)


Lvl 5 Mage
Unidentified:

Man in Robes

# Appearing:

1-6 (1d6)

Hit Points:

5-20 (5d4)

Armor Class:

10

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

5

Experience:

620

Special Properties:
Level 3 Mage Spells
Death Resistant (30%)


Lvl 5 Priest
Unidentified:

Priest

# Appearing:

1-5 (1d5)

Hit Points:

5-40 (5d8)

Armor Class:

4

# Attacks:

1

Attack Damage:

3-8 (1d6+2)

Level:

5

Experience:

1,220

Special Properties:
Level 3 Priest Spells
Death Resistant (30%)


Lvl 6 Ninja
Unidentified:

Man in Black

# Appearing:

1-5 (1d5)

Hit Points:

6-60 (6d10)

Armor Class:

6

# Attacks:

3

Attack Damage:

1-6 (1d6), 1-6 (1d6), 1-6 (1d6)

Level:

6

Experience:

1,520

Special Properties:
Death Resistant (36%)


Lvl 7 Fighter
Unidentified:

Man in Armor

# Appearing:

2 (2d1)

Hit Points:

7-70 (7d10)

Armor Class:

0

# Attacks:

2

Attack Damage:

1-12 (1d12), 1-12 (1d12)

Level:

7

Experience:

1,900

Special Properties:
Death Resistant (42%)


Lvl 7 Mage
Unidentified:

Man in Robes

# Appearing:

1-6 (1d6)

Hit Points:

7-28 (7d4)

Armor Class:

8

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

3

Experience:

1,000

Special Properties:
Level 4 Mage Spells
Death Resistant (42%)


Lvl 7 Thief
Unidentified:

Man in Leather

# Appearing:

1-5 (1d5)

Hit Points:

7-42 (7d6)

Armor Class:

4

# Attacks:

2

Attack Damage:

1-8 (1d8), 3-24 (3d8)

Level:

7

Experience:

1,220

Special Properties:
May Run Away
Death Resistant (42%)


Lvl 8 Bishop
Unidentified:

Priest

# Appearing:

1-6 (1d6)

Hit Points:

8-64 (8d8)

Armor Class:

2

# Attacks:

1

Attack Damage:

5-12 (1d8+4)

Level:

8

Experience:

2,060

Special Properties:
Level 3 Mage Spells
Level 4 Priest Spells
Death Resistant (48%)


Lvl 8 Fighter
Unidentified:

Man in Armor

# Appearing:

1-6 (1d6)

Hit Points:

8-80 (8d10)

Armor Class:

-1

# Attacks:

2

Attack Damage:

3-14 (1d12+2), 3-14 (1d12+2)

Level:

8

Experience:

2,140

Special Properties:
Death Resistant (48%)


Lvl 8 Ninja
Unidentified:

Monk

# Appearing:

1-3 (1d3)

Hit Points:

8-32 (8d4)

Armor Class:

4

# Attacks:

2

Attack Damage:

2-12 (2d6), 1-6 (1d6)

Level:

8

Experience:

1,020

Special Properties:
Decapitate
Death Resistant (48%)


Lvl 8 Priest
Unidentified:

Priest

# Appearing:

1-5 (1d5)

Hit Points:

7-56 (7d8)

Armor Class:

3

# Attacks:

1

Attack Damage:

1-8 (1d8)

Level:

7

Experience:

1,720

Special Properties:
Level 4 Priest Spells
Death Resistant (42%)


Lvl 10 Fighter
Unidentified:

Man in Armor

# Appearing:

1-6 (1d6)

Hit Points:

7-70 (7d10)

Armor Class:

0

# Attacks:

2

Attack Damage:

1-12 (1d12), 1-12 (1d12)

Level:

7

Experience:

1,900

Special Properties:
Death Resistant (42%)


Lvl 10 Mage
Unidentified:

Man in Robes

# Appearing:

1-6 (1d6)

Hit Points:

10-40 (10d4)

Armor Class:

10

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

10

Experience:

1,400

Special Properties:
Level 5 Mage Spells
Death Resistant (60%)


Lifestealer
Unidentified:

Unseen Entity

# Appearing:

1 (1d1)

Hit Points:

8-43 (5d8+3)

Armor Class:

3

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

5

Experience:

2,240

Special Properties:
Undead
Level 3 Mage Spells
Level 3 Priest Spells
Drains 2 Experience Levels
Magic Resistant (20%)
Death Resistant (100%)


Maelific
Unidentified:

Unseen Being

# Appearing:

1 (1d0+1)

Hit Points:

25-100 (25d4)

Armor Class:

-5

# Attacks:

2

Attack Damage:

1-4 (1d4), 1 (1d0+1)

Level:

25

Experience:

7,460

Special Properties:
Undead
Level 7 Mage Spells
Poison
Paralyze
Drains 3 Experience Levels
Regenerate +3 HP/Round
Magic Resistant (50%)
Death Resistant (100%)


Major Daimyo
Unidentified:

Man in Armor

# Appearing:

1-5 (1d5)

Hit Points:

7-84 (7d12)

Armor Class:

0

# Attacks:

2

Attack Damage:

1-10 (1d10), 1-4 (1d4)

Level:

7

Experience:

2,340

Special Properties:
Magic Resistant (20%)
Death Resistant (42%)


Master Ninja
Unidentified:

Man in Robes

# Appearing:

1-5 (1d5)

Hit Points:

10-40 (10d4)

Armor Class:

3

# Attacks:

3

Attack Damage:

4-13 (1d10+3), 4-13 (1d10+3),
4-13 (1d10+3)

Level:

10

Experience:

1,280

Special Properties:
Decapitate
Death Resistant (60%)


Master Thief

(Lesser)

Unidentified:

Man in Leather

# Appearing:

1-6 (1d6)

Hit Points:

4-24 (4d6)

Armor Class:

4

# Attacks:

3

Attack Damage:

1-6 (1d6), 1-6 (1d6), 2-12 (2d6)

Level:

4

Experience:

960

Special Properties:
May Run Away
Death Resistant (24%)


Master Thief

(Greater)

Unidentified:

Man in Leather

# Appearing:

1-6 (1d6)

Hit Points:

6-36 (6d6)

Armor Class:

3

# Attacks:

2

Attack Damage:

1-8 (1d8), 3-24 (3d8)

Level:

6

Experience:

1,140

Special Properties:
May Run Away
Death Resistant (36%)


Medusalizard
Unidentified:

Strange Animal

# Appearing:

1-6 (1d6)

Hit Points:

5-40 (5d8)

Armor Class:

6

# Attacks:

1

Attack Damage:

1-6 (1d6)

Level:

5

Experience:

1,040

Special Properties:
Petrify
Death Resistant (30%)


Minor Daimyo
Unidentified:

Man in Armor

# Appearing:

1-6 (1d6)

Hit Points:

4-40 (4d10)

Armor Class:

2

# Attacks:

1

Attack Damage:

1-12 (1d12)

Level:

4

Experience:

1,200

Special Properties:
Death Resistant (24%)


Murphy's Ghost
Unidentified:

Unseen Entity

# Appearing:

1 (1d1)

Hit Points:

20-110 (10d10+10)

Armor Class:

-3

# Attacks:

1

Attack Damage:

2 (1d1+1)

Level:

10

Experience:

4,450

Special Properties:
Undead
Regenerate +1 HP/Round
Magic Resistant (40%)
Fire Resistant
Cold Resistant
Death Resistant (100%)


Nightstalker
Unidentified:

Unseen Entity

# Appearing:

2-6 (2d3)

Hit Points:

8-43 (5d8+3)

Armor Class:

4

# Attacks:

1

Attack Damage:

1-6 (1d6)

Level:

5

Experience:

1,635

Special Properties:
Undead
Drains 1 Experience Level
Magic Resistant (25%)
Death Resistant (100%)


Ogre
Unidentified:

Ogre

# Appearing:

1-8 (1d8)

Hit Points:

5-33 (4d8+1)

Armor Class:

5

# Attacks:

1

Attack Damage:

2-12 (2d6)

Level:

4

Experience:

960

Special Properties:
May Run Away
Death Resistant (24%)


Ogre Lord
Unidentified:

Ogre

# Appearing:

1-5 (1d5)

Hit Points:

8-64 (8d8)

Armor Class:

4

# Attacks:

1

Attack Damage:

1-12 (1d12)

Level:

8

Experience:

1,790

Special Properties:
Level 3 Mage Spells
Regenerate +1 HP/Round
Death Resistant (48%)


Orc
Unidentified:

Small Humanoid

# Appearing:

3-6 (3d2)

Hit Points:

1-4 (1d4)

Armor Class:

10

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

1

Experience:

235

Special Properties:
May Run Away
Fire Resistant
Death Resistant (6%)


Poison Giant
Unidentified:

Giant

# Appearing:

1-4 (1d4)

Hit Points:

81 (1d1+80)

Armor Class:

3

# Attacks:

1

Attack Damage:

4-40 (4d10)

Level:

1

Experience:

41,320

Special Properties:
Breath Attack (Poison)
Magic Resistant (95%)
Death Resistant (6%)


Priestess
Unidentified:

Priest

# Appearing:

1-6 (1d6)

Hit Points:

4-25 (3d8+1)

Armor Class:

4

# Attacks:

1

Attack Damage:

3-8 (1d6+2)

Level:

3

Experience:

870

Special Properties:
Level 2 Priest Spells
Death Resistant (18%)


Raver Lord
Unidentified:

Man in Armor

# Appearing:

1 (1d1)

Hit Points:

15-150 (15d10)

Armor Class:

10

# Attacks:

2

Attack Damage:

3-36 (3d12), 3-35 (3d12)

Level:

15

Experience:

4,155

Special Properties:
Level 5 Mage Spells
Level 4 Priest Spells
Regenerate +2 HP/Round
Fire Resistant
Death Resistant (90%)


Rogue
Unidentified:

Scruffy Man

# Appearing:

2-5 (1d4+1)

Hit Points:

3-11 (2d5+1)

Armor Class:

10

# Attacks:

2

Attack Damage:

1-4 (1d4), 3-5 (2d2+1)

Level:

2

Experience:

380

Special Properties:
May Run Away
Death Resistant (12%)


Rotting Corpse
Unidentified:

Weird Humanoid

# Appearing:

1-5 (1d5)

Hit Points:

2-16 (2d8)

Armor Class:

6

# Attacks:

3

Attack Damage:

1-3 (1d3), 1-3 (1-3), 1-6 (1d6)

Level:

2

Experience:

680

Special Properties:
Undead
Paralyze
Death Resistant (100%)


Shade
Unidentified:

Unseen Entity

# Appearing:

1-6 (1d6)

Hit Points:

6-27 (3d8+3)

Armor Class:

7

# Attacks:

1

Attack Damage:

2-5 (1d4+1)

Level:

3

Experience:

875

Special Properties:
Undead
Drains 1 Experience Level
Death Resistant (100%)


Spirit
Unidentified:

Unseen Entity

# Appearing:

1-6 (1d6)

Hit Points:

9-23 (7d3+2)

Armor Class:

2

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

7

Experience:

1,405

Special Properties:
Level 3 Mage Spells
Poison
Regenerate +1 HP/Round
Magic Resistant (25%)
Death Resistant (42%)


Swordsman
Unidentified:

Man in Armor

# Appearing:

1-6 (1d6)

Hit Points:

3-30 (3d10)

Armor Class:

3

# Attacks:

1

Attack Damage:

2-14 (2d7)

Level:

3

Experience:

960

Special Properties:
Death Resistant (18%)


Thief
Unidentified:

Man in Leather

# Appearing:

1-5 (1d5)

Hit Points:

9-54 (9d6)

Armor Class:

4

# Attacks:

4

Attack Damage:

1-8 (1d8), 1-3 (1d3),
3-24 (3d8), 2-20 (2d10)

Level:

9

Experience:

1,640

Special Properties:
May Run Away
Death Resistant (54%)


Troll
Unidentified:

Strange Animal

# Appearing:

1-3 (1d3)

Hit Points:

12-54 (6d8+6)

Armor Class:

4

# Attacks:

3

Attack Damage:

5-8 (1d4+4), 5-8 (1d4+4),
5-8 (1d4+4)

Level:

6

Experience:

1,720

Special Properties:
Regenerate +3 HP/Round
Death Resistant (36%)


Undead Kobold
Unidentified:

Skeleton

# Appearing:

2-7 (1d6+1)

Hit Points:

4-8 (2d3+2)

Armor Class:

10

# Attacks:

1

Attack Damage:

2-5 (1d4+1)

Level:

2

Experience:

230

Special Properties:
Undead
Fire Resistant
Cold Resistant
Death Resistant (100%)


Vampire
Unidentified:

Unseen Entity

# Appearing:

1-4 (1d4)

Hit Points:

11-88 (11d8)

Armor Class:

-1

# Attacks:

3

Attack Damage:

2-16 (2d8), 1-4 (1d4), 1-4 (1d4)

Level:

11

Experience:

3,330

Special Properties:
Undead
Level 3 Mage Spells
Paralyze
Drains 2 Experience Levels
Regenerate +1 HP/Round
Magic Resistant (20%)
Death Resistant (100%)


Vampire Lord
Unidentified:

Unseen Entity

# Appearing:

1 (1d1)

Hit Points:

20-160 (20d8)

Armor Class:

-5

# Attacks:

1

Attack Damage:

1-4 (1d4)

Level:

20

Experience:

7,320

Special Properties:
Undead
Level 6 Mage Spells
Paralyze
Drains 4 Experience Levels
Regenerate +4 HP/Round
Death Resistant (100%)


Vorpal Bunny
Unidentified:

Rabbit

# Appearing:

4-8 (2d3+2)

Hit Points:

5-20 (3d6+2)

Armor Class:

6

# Attacks:

2

Attack Damage:

1-6 (1d6), 1-8 (1d8)

Level:

3

Experience:

735

Special Properties:
Decapitate
May Run Away
Cold Resistant
Death Resistant (18%)


W*E*R*D*N*A
Unidentified:

Man in Robes

# Appearing:

1 (1d1)

Hit Points:

210-300 (10d10+200)

Armor Class:

-7

# Attacks:

2

Attack Damage:

8-40 (8d5), 8-40 (8d5)

Level:

10

Experience:

15,880

Special Properties:
Level 7 Mage Spells
Poison
Paralyze
Petrify
Drains 4 Experience Levels
Decapitate
Regenerate +5 HP/Round
Magic Resistant (70%)
Fire Resistant
Cold Resistant
Death Resistant (60%)


Were Bear
Unidentified:

Bear

# Appearing:

4-8 (2d3+2)

Hit Points:

5-40 (5d8)

Armor Class:

6

# Attacks:

1

Attack Damage:

4-19 (3d6+1)

Level:

5

Experience:

1,320

Special Properties:
Poison
Paralyze
May Run Away
Regenerate +1 HP/Round
Cold Resistant
Death Resistant (30%)


Wererat
Unidentified:

Wererat

# Appearing:

1-4 (1d4)

Hit Points:

4-25 (3d8+1)

Armor Class:

6

# Attacks:

1

Attack Damage:

1-8 (1d8)

Level:

3

Experience:

755

Special Properties:
Death Resistant (18%)


Weretiger
Unidentified:

Animal

# Appearing:

1-8 (1d8)

Hit Points:

5-40 (5d8)

Armor Class:

4

# Attacks:

3

Attack Damage:

2-12 (2d6), 2-12 (2d6), 1-4 (1d4)

Level:

5

Experience:

1,405

Special Properties:
Poison
Regenerate +1 HP/Round
Death Resistant (30%)


Werewolf
Unidentified:

Wolf

# Appearing:

1-6 (1d6)

Hit Points:

7-35 (4d8+3)

Armor Class:

5

# Attacks:

2

Attack Damage:

2-8 (2d4), 2-8 (2d4)

Level:

4

Experience:

975

Special Properties:
Death Resistant (24%)


Will O' Wisp
Unidentified:

Unseen Entity

# Appearing:

1-2 (1d2)

Hit Points:

10-80 (10d8)

Armor Class:

-8

# Attacks:

1

Attack Damage:

2-16 (2d8)

Level:

10

Experience:

43,320

Special Properties:
Magic Resistant (95%)
Death Resistant (60%)


Wyvern
Unidentified:

Strange Animal

# Appearing:

1-6 (1d6)

Hit Points:

14-63 (7d8+7)

Armor Class:

3

# Attacks:

2

Attack Damage:

2-16 (2d8), 1-6 (1d6)

Level:

7

Experience:

1,540

Special Properties:
Poison
Death Resistant (42%)


Zombie
Unidentified:

Weird Humanoid

# Appearing:

2-7 (1d6+1)

Hit Points:

2-11 (1d10+1)

Armor Class:

4

# Attacks:

1

Attack Damage:

1-6 (1d6)

Level:

1

Experience:

520

Special Properties:
Undead
Paralyze
Death Resistant (100%)


Unidentified Monsters

When a fight in Wizardry begins, the true nature of your foes is often unknown. Battling the creatures for a bit will eventually reveal who, and what, they really are, as will casting the Level 3 Priest spell "Latumapic" (this magic automatically reveals the identity of all enemies you meet for the duration of your stay in the dungeon, or until the effect is dispelled.)
Unfortunately, the programmers/artists took the lazy approach here. Unlike other versions of Wizardry: Proving Grounds of The Mad Overlord, which have unique sprites for the different types of unknown entities, every single unidentified foe in the PC Engine CD port is represented by the exact same image! However, these mysterious enemies are still differentiated by generic names (i.e., Priest, Insect, Giant, Dragon, Man in Armor, etc.), so you're not left completely in the dark as to what you're up against.


Appendix A:
Encounter Table

This is a level-by-level breakdown of where each enemy can potentially be found in the game's ten-floor dungeon. (L) and (G) stand for "Lesser" and "Greater"; this only applies to the Arch Mage, High Priest, and Master Thief variants.

LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5
Bubbly Slime
Bushwacker
Kobold
Murphy's Ghost
Orc
Rogue
Undead Kobold
Creeping Coin?
Creeping Crud
Gas Cloud
Highwayman
Lvl 1 Mage
Lvl 1 Ninja
Lvl 1 Priest
Rogue
Vorpal Bunny
Zombie
Capybara
Coyote
Dragon Fly
Giant Toad
Lvl 1 Ninja
Lvl 1 Priest
Lvl 3 Ninja
Lvl 3 Priest
Lvl 3 Samurai
Lvl 5 Mage
Rogue
Rotting Corpse
Vorpal Bunny
Were Bear
Attack Dog
Boring Beetle
Coyote
Dragon Fly
Dragon Puppy
Gas Dragon
Grave Mist
High Ninja
Huge Spider
Lvl 6 Ninja
Lvl 7 Fighter
Lvl 7 Mage
Ogre
Priestess
Rotting Corpse
Shade
Vorpal Bunny
Were Bear
Wererat
Attack Dog
Bishop
Champ Samurai
Dragon Fly
Dragon Puppy
Gargoyle
Giant Spider
Grave Mist
Huge Spider
Killer Wolf
Lvl 4 Thief
Lvl 5 Priest
Lvl 6 Ninja
Lvl 7 Mage
Medusalizard
Minor Daimyo
Ogre
Rotting Corpse
Shade
Spirit
Swordsman
Wererat
Werewolf
LEVEL 6 LEVEL 7 LEVEL 8 LEVEL 9 LEVEL 10
Arch Mage (L)
Chimera
Earth Giant
Gaze Hound
Giant Spider
High Priest (L)
Killer Wolf
Lvl 4 Thief
Lvl 5 Mage
Lvl 5 Priest
Lvl 6 Ninja
Lvl 8 Ninja
Lvl 8 Priest
Lifestealer
Master Thief (L)
Medusalizard
Ogre Lord
Spirit
Troll
Weretiger
Werewolf
Arch Mage (L)
Champ Samurai
Chimera
Gorgon
High Priest (L)
Lesser Demon
Lvl 5 Priest
Lvl 6 Ninja
Lvl 7 Mage
Lvl 8 Fighter
Lvl 8 Priest
Lifestealer
Major Daimyo
Master Thief (L)
Medusalizard
Nightstalker
Ogre Lord
Troll
Weretiger
Werewolf
Wyvern
Arch Mage (L)
Champ Samurai
Chimera
Earth Giant
Fire Dragon
Gaze Hound
Hatamoto
High Master
High Priest (L)
Lesser Demon
Lvl 5 Priest
Lvl 6 Ninja
Lvl 7 Mage
Lvl 8 Ninja
Lvl 8 Priest
Lvl 10 Fighter
Lifestealer
Major Daimyo
Master Thief (L)
Nightstalker
Ogre Lord
Troll
Wyvern
Arch Mage (L)
Chimera
Earth Giant
Fire Dragon
Fire Giant
Frost Giant
Gaze Hound
High Master
Lesser Demon
Lvl 7 Mage
Lvl 7 Thief
Lvl 8 Fighter
Lvl 8 Ninja
Lvl 8 Priest
Lvl 10 Fighter
Lifestealer
Maelific
Master Thief (L)
Murphy's Ghost
Nightstalker
Ogre Lord
Spirit
Troll
Wyvern
Arch Mage (G)
Bleeb
Chimera
Dragon Zombie
Fire Dragon
Fire Giant
Flack
Frost Giant
Gorgon
Greater Demon
High Priest (G)
High Wizard
Lvl 8 Bishop
Lvl 8 Fighter
Lvl 8 Ninja
Lvl 10 Mage
Maelific
Master Ninja
Master Thief (G)
Murphy's Ghost
Poison Giant
Raver Lord
Thief
Vampire
Vampire Lord
W*E*R*D*N*A
Will O' Wisp

SpellsEdit

Appendix B:
Spells

When a given enemy's entry indicates that they have a spell rank in the "Special Properties" section, either in the Mage or Priest schools of magic, or both, then they can cast all spells of that level and lower (i.e., an Ogre Lord, who knows Level 3 Mage Spells, can cast any of the Level 1, 2, or 3 Mage spells listed below, although, obviously, he's only going to use combat spells in a fight, not Dumapic.) Naturally, the greater an opponent's spell proficiency/repertoire is, the more dangerous they are.

Level 1 Spells

Mage

  • Dumapic: Gives the exact current coordinates (x,y) of the caster, including depth underground.
  • Halito: Fireball that deals 1d8 (1-8) points of fire damage to a single target.
  • Katino: Attempt to put one enemy group to sleep. Slumbering targets can be hit for double damage.
  • Mogref: Lowers the Armor Class of the caster by 2 for the duration of a single battle.

Priest

  • Badios: Inflicts 1d8 (1-8) Hit Points of damage to a single target.
  • Dios: Heals 1d8 (1-8) Hit Points of damage for a single target.
  • Kalki: Lowers the Armor Class of the entire party by 1 for the duration of a single battle.
  • Milwa: Lesser light spell that illuminates the dungeon, allowing you to see farther and increasing the probability of spotting secret doors. It only lasts a short time.
  • Porfic: Lowers the Armor Class of the caster by 4 for the duration of a single battle.

Level 2 Spells

Mage

  • Dilto: Envelopes an enemy group in darkness, raising their Armor Class for the duration of a single battle, which increases your probability of successfully hitting them.
  • Melito: Magical sparks that deal 1d8 (1-8) points of damage to each member of an enemy group.
  • Sopic: Invisibility spell that lowers the Armor Class of the caster by 4 for the duration of a single battle.

Priest

  • Calfo: Identifies the type of trap, if any, on a treasure chest. Beware: the assessment is not always accurate.
  • Matu: Lowers the Armor Class of the entire party by 2 for the duration of a single battle.
  • Manifo: Paralyzes an enemy group. Paralyzed targets can be hit for double damage.
  • Montino: Silences an enemy group. Silenced targets cannot cast spells.

Level 3 Spells

Mage

  • Mahalito: Firestorm that deals 4d6 (4-24) points of damage to each member of an enemy group.
  • Molito: Non-elemental energy blast that deals 3d6 (3-18) points of damage to each member of an enemy group.

Priest

  • Bamatu: Lowers the Armor Class of the entire party by 4 for the duration of a single battle.
  • Dialko: Cures paralysis and awakens sleepers.
  • Latumapic: Automatically identifies all opponents for the duration of your stay in the dungeon.
  • Lomilwa: Greater light spell that illuminates the dungeon, allowing you to see farther and increasing the probability of spotting secret doors. It lasts until you exit the dungeon or the effect is dispelled by entering a dark zone.

Level 4 Spells

Mage

  • Dalto: Blizzard that deals 6d6 (6-36) points of freezing damage to each member of an enemy group.
  • Lahalito: Inferno that deals 6d6 (6-36) points of fire damage to each member of an enemy group.
  • Morlis: Lesser fear spell. Creates intimidating illusions that frighten a group of opponents, possibly causing them to flee the battle in terror.

Priest

  • Badial: Inflicts 2d8 (2-16) Hit Points of damage to a single target.
  • Latumofis: Neutralizes the poison status effect.
  • Dial: Heals 2d8 (2-16) Hit Points of damage for a single target.
  • Maporfic: Lowers the Armor Class of the entire party by 2 for the duration of your stay in the dungeon.

Level 5 Spells

Mage

  • Madalto: Arctic frost that deals 8d8 (8-64) points of freezing damage to each member of an enemy group.
  • Makanito: Creates a vacuum that suffocates enemies with less than 35-40 Hit Points, killing them instantly.
  • Mamorlis: Greater fear spell. Creates horrifying illusions that frightens all opponents, possibly causing them to flee the battle in terror.

Priest

  • Badi: Death magic; kills a single target instantly.
  • Badialma: Inflicts 3d8 (3-24) Hit Points of damage to a single target.
  • Di: Lesser life magic that revives one fallen comrade with 1 Hit Point and a decrease in their vitality. There is a chance of failure; if that happens, the character will be reduced to ashes.
  • Dialma: Heals 3d8 (3-24) Hit Points of damage for a single target.
  • Kandi: Gives the location of missing/dead party members in the dungeon so that you know where to look for them.
  • Litokan: Righteous pillar of flame that deals 3d8 (3-24) points of fire damage to each member of an enemy group.

Level 6 Spells

Mage

  • Haman: Lesser divine intervention--this powerful magic can turn the tide of even the most hopeless of battles. Your party may find themselves completely healed/cured, the potency of their spells enhanced, or all of your enemies may be silenced or teleported away. This great boon also costs the caster to lose an entire experience level when it is cast.
  • Lakanito: Suffocates all enemies in a group, regardless of their Hit Points, killing them instantly.
  • Masopic: Lowers the Armor Class of the entire party by 4 for the duration of a single battle.
  • Zilwan: Instantly destroys one Undead monster.

Priest

  • Loktofeit: Last resort escape spell. The party is teleported out of the dungeon and back to town, but they forfeit all of their items and most of their gold in the process.
  • Lorto: Ripping blades deal 6d6 (6-36) points of non-elemental damage to each member of an enemy group.
  • Mabadi: Reduces a single target down to 1d8 (1-8) Hit Points.
  • Madi: Fully restores all the Hit Points of a single character and removes all negative status effects.

Level 7 Spells

Mage

  • Mahaman: Greater divine intervention all but ensures victory. Your party may find themselves completely healed/cured, dead comrades restored to life, everyone's Armor Class temporarily reduced by 20, the potency of spells enhanced, and all of your enemies might be silenced, teleported away, or outright annihilated. This devastatingly powerful magic doesn't come cheap: the caster has to relearn the spell again and also loses one experience level.
  • Malor: Teleportation; simply imput the coordinates (x,y) and dungeon depth you want, and you'll be whisked to that location in an instant. Be VERY careful: teleporting into stone is instantly fatal and your party will be lost forever if you do so. If you use Malor to escape during combat, you'll be randomly sent to another spot on that level of the dungeon.
  • Tiltowait: The ultimate attack spell; the catastrophic energies released by this magic deal 10d10 (10-100) points of damage to all enemies.

Priest

  • Kadorto: Greater life magic that revives one fallen comrade with full Hit Points, even if all that remains is ashes. However, if this spells fails, then the character is lost forever.
  • Malikto: Devastating force that inflicts 12d6 (12-72) points of damage on all enemies.

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