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Overview Edit

The characters have to search for the Staff of Gnilda in order to save the city of Llylgamyn.

Background Story Edit

The Staff of Gnilda protected the City of Llylgamyn against every outsider with evil intentions. However, the artefact did not protect the city against the evil within. Davalpus, aided by the lords of Darkness, overthrew and killed the royal family with the exception of Princess Margda and Prince Alavik. The siblings quested for the armor of the fabled Knight of Diamonds. After they had found the armor, they challenged Davalpus in the royal castle. Eventually, Davalpus was killed, but he managed to curse the city with his dying breath. Then, the castle collapsed, leaving only a hole in the ground. Alavik (wearing the Knight of Diamonds's armor), Davalpus, and the Staff of Gnilda were gone. Without the staff, the city would fall.

The Quest Edit

Wizardry II: The Knight of Diamonds takes place not too long after the events of Wizardry: Proving Grounds of the Mad Overlord. In order to retrieve the Staff of Gnilda, the heroes who had successfully fought the evil magician Werdna before, are summoned. They enter the Temple of Gnilda, where they learn that the staff was taken away by Gnilda as the City of Llylgamyn appeared unworthy of its protection. An apparition of Gnilda tells the heroes to find the five parts of the Knight of Diamonds's armor, which are hidden in the temple. They are to return them to him to show that the characters are worthy of regaining the Staff of Gnilda.

When the characters succeed in assembling the armor and gaining the staff, the player may choose one of them to become the next Knight of Diamonds.

Gameplay Edit

The gameplay is the same as in Wizardry: Proving Grounds of the Mad Overlord. There is one significant change, though: The player is not allowed to create new characters. All characters must be imported from Wizardry I, which is rather inconvenient. Also, characters moved to Wizardry II cannot be used again in Wizardry I. They have literally "moved on" to new adventures. The effective deletion of Wizardry I characters can be avoided by making backup copies of the character disc (or rather more modern: the Wizardry I folder).

It is possible to create a new character in Wizardry I and move him to Wizardry II. However, it is not advisable to start The Knight of Diamonds with Level 1 characters, as the opponents are very tough.

Today, a game such as Wizardry II: The Knight of Diamond would be called an add-on rather than a stand-alone game.

The Castle Edit

The Castle is basically the game's starting menu. It is the same as in Wizardry: Proving Grounds of the Mad Overlord. The player can choose to enter several locations - once they have 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 their characters enter The Maze, where the real, 3D action starts, or they may choose one of the following options:

  • Training Grounds (Instead of creating a character here, you can move one from a Wizardry I scenario disk)
  • Utilities
  • Leave the game (rather self-explanatory)

Other VersionsEdit

Wizardry II: The Knight of Diamonds was ported to several systems, although the Nintendo Entertainment System version (released in 1992) was the only non-computer port to be released in the US. The main differences between this NES port and the PC original are:

  • Full-color dungeon graphics and textures as opposed to simple lines (One can also choose "line" for graphics closer to the original versions)
  • Re-balancing the enemies so that the game can function as a stand-alone title; this was necessary because the NES had no way to transfer data from one game to the next. While the Japanese release allowed both creating and importing characters, the latter option required an additional peripheral, which was available in Japan. When the NES version was released in the West, the import function was removed. However, the Japanese release allows user to switch between original English text and Japanese translation, so it is possible to play this version in English and use import function with an emulator capable of emulating the needed peripheral.

Like other early Wizardry titles, The Knight of Diamonds received several versions in Japan. Similar to the NES version described above, these versions often had improved graphics and added music along with the option to create new characters. In some cases these versions were part of a larger collection of Wizardry titles:

  • Wizardry I & II (PC Engine CD-ROM) - Compilation of the first two titles on one CD with improved graphics and Red Book audio. While this version has import function, it lacks the option to play in English.
  • Wizardry III: Diamond no Kishi (Gameboy) - Released in Japan for the gameboy system was labeled as the 3rd part instead of being second in the series. A translation for this can be located here. Wizardry III: Diamond no Kishi - Translated by Opus
  • The Story of Llylgamyn (SNES) - Compilation of the first three Wizardry titles on single cartridge. These versions are based on the NES releases, although with improved audiovisual presentation. Similar to the earlier NES releases player is allowed to select between the enhanced graphics or those closer to the older computer versions. However, the monster graphics aren't customizable. Import function is done through in-built battery save, although the interface "mimics" the import function of the earlier NES releases. While it was released only in Japan, it has the support for English text, although the menus and messages exclusive to this version are still in Japanese. A translation for the SNES ROM can be located here.
    Wizardry I-II-III: Story of Llylgamyn for the SNES - Translated by Aeon Genesis
  • Llylgamyn Saga (Windows, Playstation, Sega Saturn) - Another compilation of the first three titles. The games have improved graphics and added music, although it is still possible to use graphics closer to the older computer releases. In this version this option is also available for monster graphics. It also has an optional automapping function. This release uses the storage mediums of its respective platforms for saved data and has the import function.

Sources Edit

The Ultimate Wizardry Archives (Manual), p. 60.

BestiaryEdit




Bestiary

84 "identified" enemies.
28 "unidentified" enemies.
106 unique sprites total.
Encounter & Spell appendices.


All of these pictures are from the Super Famicom Wizardry I-II-III: Story of Lylgamyn compilation. The sprites are listed in alphabetical order and have been tripled in size for easier viewing (i.e., something that was 32 pixels tall in the game is 96 pixels tall here.) All copyrighted images, names, etc. seen on this web page belong to Sir-Tech Software, not to me. These sprites are presented for informational/archival purposes only.
I obtained the creatures' statistical information from Kevin Butler's Wizardry II: The Knight of Diamonds guide, found at GameFAQs.com, with the exception of the Kobold King, which I got from this Japanese Wizardry site.


Air Giant
Unidentified:

Giant

# Appearing:

1d5 (1-5)

Hit Points:

15d1+145 (160)

Armor Class:

6

# Attacks/Round:

2

Attack Damage:

10d9/10d9
(10-90/10-90)

Experience Points:

40,010

Special:

n/a


Arch Demon
Unidentified:

Fiery Figure

# Appearing:

1d1 (1)

Hit Points:

25d10 (25-250)

Armor Class:

-5

# Attacks/Round:

1

Attack Damage:

10d9 (10-90)

Experience Points:

30,000

Special:

75% Magic Resistance;
May Drain 1 Level;
May Cause Sleeping;
Lv6 Priest Spells;
Lv7 Mage Spells


Arch Mage
Unidentified:

Man In Robe

# Appearing:

1d2 (1-2)

Hit Points:

20d4 (20-80)

Armor Class:

0

# Attacks/Round:

1

Attack Damage:

1d8+2 (3-10)

Experience Points:

5,940

Special:

May Cause Sleeping;
Lv7 Mage Spells


Banshee
Unidentified:

Unseen Entity

# Appearing:

2d2 (2-4)

Hit Points:

2d3+10 (12-16)

Armor Class:

4

# Attacks/Round:

3

Attack Damage:

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

Experience Points:

1,160

Special:

Undead;
May Drain 1 Level


Black Dragon
Unidentified:

Dragon

# Appearing:

1d4 (1-4)

Hit Points:

14d4+11 (25-67)

Armor Class:

3

# Attacks/Round:

3

Attack Damage:

2d7/2d7/3d12+2
(2-14/2-14/5-38)

Experience Points:

11,875

Special:

75% Magic Resistance;
Breath Attack (Level Drain);
Lv5 Mage Spells


Blade Bear
Unidentified:

Large Animal

# Appearing:

2d3+2 (4-8)

Hit Points:

5d8 (5-40)

Armor Class:

6

# Attacks/Round:

2

Attack Damage:

3d6+1/2d6+1
(4-19/3-13)

Experience Points:

1,585

Special:

HP Regeneration +1/Round;
30% Magic Resistance


Blob
Unidentified:

Protozoan

# Appearing:

1d6+2 (3-8)

Hit Points:

15d10+30 (45-180)

Armor Class:

12

# Attacks/Round:

2

Attack Damage:

1d10+5/1d10+5
(6-15/6-15)

Experience Points:

12,150

Special:

n/a


Boring Beetle
Unidentified:

Insect/Swarm

# Appearing:

1d8 (1-8)

Hit Points:

5d8 (5-40)

Armor Class:

3

# Attacks/Round:

1

Attack Damage:

5d4 (5-20)

Experience Points:

1,120

Special:

n/a


Bubbly Slime
Unidentified:

Slimy Thing

# Appearing:

2d2 (2-4)

Hit Points:

1d3+1 (2-4)

Armor Class:

12

# Attacks/Round:

1

Attack Damage:

1d1 (1)

Experience Points:

55

Special:

n/a


Depraved Priest
Unidentified:

Priest

# Appearing:

2d3 (2-6)

Hit Points:

2d4+2 (4-10)

Armor Class:

5

# Attacks/Round:

1

Attack Damage:

1d4

Experience Points:

250

Special:

Lv1 Priest Spells


Carrier
Unidentified:

Mottled Figure

# Appearing:

1d6+1 (2-7)

Hit Points:

9d5 (9-45)

Armor Class:

10

# Attacks/Round:

7

Attack Damage:

1d1+1 x7
(2/2/2/2/2/2/2)

Experience Points:

2,935

Special:

Undead;
May Cause Paralysis


Constrictor
Unidentified:

Snake

# Appearing:

1d8 (1-8)

Hit Points:

8d5 (8-40)

Armor Class:

1

# Attacks/Round:

3

Attack Damage:

3d8/1d10/1d8
(3-16/1-10/1-8)

Experience Points:

2,520

Special:

May Cause Sleeping;
Reinforcements


Corrosive Slime
Unidentified:

Cave Dweller

# Appearing:

2d3-1 (1-5)

Hit Points:

8d5+10 (18-50)

Armor Class:

-4

# Attacks/Round:

4

Attack Damage:

1d1/1d1/1d1/1d1
(1/1/1/1)

Experience Points:

1,820

Special:

May Cause Poisoning


Creeping Coins?
Unidentified:

Small Object

# Appearing:

9d1 (9)

Hit Points:

1d1 (1)

Armor Class:

4

# Attacks/Round:

1

Attack Damage:

1d1 (1)

Experience Points:

600

Special:

Breath Attack (Level Drain);
Reinforcements


Demon Lord
Unidentified:

Demonic Figure

# Appearing:

1d1 (1)

Hit Points:

26d8+100 (126-308)

Armor Class:

-12

# Attacks/Round:

2

Attack Damage:

8d5/8d5
(8-40/8-40)

Experience Points:

55,555

Special:

95% Magic Resistance;
Fire/Cold Resistant;
HP Regeneration +5/Round;
Poison;
Paralyze;
Petrify;
May Drain 5 Levels;
Lv7 Priest Spells;
Lv7 Mage Spells


Dink
Unidentified:

Little Old Man

# Appearing:

1d1 (1)

Hit Points:

1d1+30 (31)

Armor Class:

10

# Attacks/Round:

1

Attack Damage:

1d1 (1)

Experience Points:

1,150

Special:

100% Magic Resistance;
Reinforcements;
May Cause Sleep


Doom Toad
Unidentified:

Frog

# Appearing:

2d2 (2-4)

Hit Points:

4d5 (4-20)

Armor Class:

7

# Attacks/Round:

3

Attack Damage:

1d4/1d6/2d3+2
(1-4/1-6/4-8)

Experience Points:

1,685

Special:

Breath Attack (Poison);
Lv2 Mage Spells


Dragon Fly
Unidentified:

Fly

# Appearing:

1d3 (1-3)

Hit Points:

2d8 (2-16)

Armor Class:

4

# Attacks/Round:

3

Attack Damage:

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

Experience Points:

1,275

Special:

20% Magic Resistance; Fire Resistant;
Breath Attack (Fire)


Evil Eye
Unidentified:

Glowing Sphere

# Appearing:

2d1 (2)

Hit Points:

9d6 (9-54)

Armor Class:

0

# Attacks/Round:

1

Attack Damage:

4d8 (4-32)

Experience Points:

3,270

Special:

Undead;
25% Magic Resistance;
Breath Attack (Poison);
Lv2 Mage Spells


Flack
Unidentified:

Strange Animal

# Appearing:

1d3 (1-3)

Hit Points:

14d12 (14-168)

Armor Class:

-3

# Attacks/Round:

1

Attack Damage:

8d8+3 (11-67)

Experience Points:

12,720

Special:

Fire Resistant;
Breath Attack (Cold);
May Cause Paralysis;
May Cause Poisoning;
May Cause Petrification


Foaming Mold
Unidentified:

Cave Dweller

# Appearing:

2d3+1 (3-7)

Hit Points:

10d10 (10-100)

Armor Class:

5

# Attacks/Round:

4

Attack Damage:

2d4/2d4/2d4/2d4
(2-8/2-8/2-8/2-8)

Experience Points:

3,400

Special:

May Cause Petrification


Fuzzball
Unidentified:

Fluffy Thing

# Appearing:

1d4 (1-4)

Hit Points:

1d100+1-99 (2-199)

Armor Class:

10

# Attacks/Round:

0

Attack Damage:

n/a

Experience Points:

1

Special:

100% Magic Resistance;
Resistant To All Elements/Status Effects;
Reinforcements


Giant Bat
Unidentified:

Cave Dweller

# Appearing:

2d4+1 (3-9)

Hit Points:

7d8+5 (12-61)

Armor Class:

-1

# Attacks/Round:

3

Attack Damage:

1d8/1d8/1d8
(1-8/1-8/1-8)

Experience Points:

1,820

Special:

May Cause Sleeping


Giant Crab
Unidentified:

Crustacean

# Appearing:

1d8 (1-8)

Hit Points:

7d30 (7-210)

Armor Class:

-4

# Attacks/Round:

4

Attack Damage:

1d10/1d10/1d10/1d10
(1-10/1-10/1-10/1-10)

Experience Points:

6,210

Special:

Fire/Cold Resistant;
May Cause Sleeping


Giant Hornet
Unidentified:

Insect/Swarm

# Appearing:

9d1 (9)

Hit Points:

10d4+10 (20-50)

Armor Class:

0

# Attacks/Round:

1

Attack Damage:

1d12+2 (3-15)

Experience Points:

1,330

Special:

May Cause Poisoning


Giant Viper
Unidentified:

Snake

# Appearing:

2d3+1 (3-7)

Hit Points:

10d4 (10-40)

Armor Class:

0

# Attacks/Round:

3

Attack Damage:

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

Experience Points:

2,545

Special:

May Cause Poisoning;
May Cause Sleeping


Giant Wasp
Unidentified:

Insect/Swarm

# Appearing:

9d1 (9)

Hit Points:

9d3 (9-27)

Armor Class:

0

# Attacks/Round:

2

Attack Damage:

1d6/1d6
(1-6/1-6)

Experience Points:

1,110

Special:

Cold Resistant


Giant Zombie
Unidentified:

Giant

# Appearing:

1d3 (1-3)

Hit Points:

15d1+65 (80)

Armor Class:

3

# Attacks/Round:

1

Attack Damage:

4d10 (4-40)

Experience Points:

40,705

Special:

Undead;
95% Magic Resistance;
May Cause Poisoning;
Breath Attack (Poison)


Gold Dragon
Unidentified:

Dragon

# Appearing:

1d4 (1-4)

Hit Points:

12d8 (12-96)

Armor Class:

-2

# Attacks/Round:

3

Attack Damage:

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

Experience Points:

10,780

Special:

70% Magic Resistance;
Breath Attack (Acid);
Lv5 Mage Spells


Greater Demon
Unidentified:

Demonic Figure

# Appearing:

1d6 (1-6)

Hit Points:

11d8 (11-88)

Armor Class:

-3

# Attacks/Round:

5

Attack Damage:

2d12/1d8/1d8/1d6/1d6
(2-24/1-8/1-8/1-6/1-6)

Experience Points:

26,535

Special:

90% Magic Resistance;
HP Regeneration +1/Round;
Reinforcements;
May Cause Paralysis;
May Cause Poisoning;
Lv5 Mage Spells


Hell Master
Unidentified:

Demonic Figure

# Appearing:

1d4 (1-4)

Hit Points:

8d10 (8-80)

Armor Class:

-2

# Attacks/Round:

4

Attack Damage:

1d8/1d8/2d10/2d10
(1-8/1-8/2-20/2-20)

Experience Points:

5,600

Special:

30% Magic Resistance;
Lv2 Priest Spells;
Lv2 Mage Spells


Hellhound
Unidentified:

Dog

# Appearing:

1d8 (1-8)

Hit Points:

6d8 (6-48)

Armor Class:

2

# Attacks/Round:

1

Attack Damage:

2d6 (2-12)

Experience Points:

2,280

Special:

10% Magic Resistance;
Breath Attack (Acid)


High Master, The
Unidentified:

Man In Black

# Appearing:

1d1 (1)

Hit Points:

15d4 (15-60)

Armor Class:

-2

# Attacks/Round:

3

Attack Damage:

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

Experience Points:

5,070

Special:

May Decapitate;
Fire/Cold/Poison Resistant


High Priest
Unidentified:

Priest

# Appearing:

1d8 (1-8)

Hit Points:

15d8 (15-120)

Armor Class:

-1

# Attacks/Round:

4

Attack Damage:

1d8/1d8/1d8/1d8
(1-8/1-8/1-8/1-8)

Experience Points:

6,080

Special:

May Cause Sleeping;
Lv7 Priest Spells


Highwayman
Unidentified:

Man In Chain

# Appearing:

1d6 (1-6)

Hit Points:

3d4+2 (5-14)

Armor Class:

6

# Attacks/Round:

4

Attack Damage:

1d2/1d2/1d2/1d2
(1-2/1-2/1-2/1-2)

Experience Points:

860

Special:

May Decapitate;
May Cause Sleeping


Hippopotamus
Unidentified:

Large Animal

# Appearing:

2d2 (2-4)

Hit Points:

1d8+2 (3-10)

Armor Class:

3

# Attacks/Round:

2

Attack Damage:

1d4+1/1d4+1
(2-5/2-5)

Experience Points:

475

Special:

n/a


Iron Golem
Unidentified:

Golem

# Appearing:

1d4 (1-4)

Hit Points:

15d1+85 (100)

Armor Class:

-6

# Attacks/Round:

2

Attack Damage:

4d10/4d10
(4-40/4-40)

Experience Points:

11,875

Special:

50% Magic Resistance;
HP Regeneration +2/Round;
Breath Attack (Fire)


Kobold
Unidentified:

Small Humanoid

# Appearing:

2d2+1 (3-5)

Hit Points:

2d3+1 (3-7)

Armor Class:

8

# Attacks/Round:

2

Attack Damage:

1d2/1d2
(1-2/1-2)

Experience Points:

405

Special:

Cold Resistant;
May Cause Sleeping


Kobold King
Unidentified:

Man In Armor

# Appearing:

1d1 (1)

Hit Points:

6d8+6 (12-54)

Armor Class:

4

# Attacks/Round:

3

Attack Damage:

1d5+2/1d5+2/1d5+2
(3-7/3-7/3-7)

Experience Points:

2,860

Special:

HP Regeneration +15/Round;
Gory Badge Item


Lesser Demon
Unidentified:

Demonic Figure

# Appearing:

1d6 (1-6)

Hit Points:

10d8 (10-80)

Armor Class:

0

# Attacks/Round:

5

Attack Damage:

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

Experience Points:

5,260

Special:

60% Magic Resistance;
Reinforcements;
Lv2 Priest Spells;
Lv4 Mage Spells


Lycurgus
Unidentified:

Demonic Figure

# Appearing:

1d1 (1)

Hit Points:

17d10+50 (67-220)

Armor Class:

-7

# Attacks/Round:

1

Attack Damage:

1d4 (1-4)

Experience Points:

27,060

Special:

60% Magic Resistance;
HP Regeneration +2/Round;
May Drain 2 Levels;
Reinforcements;
Lv6 Mage Spells


Maelific
Unidentified:

Unseen Being

# Appearing:

1d1 (1)

Hit Points:

25d4 (25-100)

Armor Class:

-5

# Attacks/Round:

2

Attack Damage:

1d4/1d4
(1-4/1-4)

Experience Points:

11,245

Special:

Undead;
50% Magic Resistance;
HP Regeneration +3/Round;
May Drain 3 Levels;
May Cause Paralysis;
May Cause Poisoning;
Lv7 Mage Spells


Magic Armor
Unidentified:

Animate Object

# Appearing:

1d1 (1)

Hit Points:

250d1+50 (250-300)

Armor Class:

-10

# Attacks/Round:

1

Attack Damage:

1d6 (1-6)

Experience Points:

33,333

Special:

100% Magic Resistance;
HP Regeneration +5/Round;
Resistant To All Elements/Status Effects;
KoD Armor Item


Magic Gauntlet
Unidentified:

Animate Object

# Appearing:

2d1 (2)

Hit Points:

50d1+78 (200)

Armor Class:

-2

# Attacks/Round:

2

Attack Damage:

1d10/1d10
(1-10/1-10)

Experience Points:

50,000

Special:

100% Magic Resistance;
Resistant To All Elements/Status Effects;
Lv7 Priest Spells;
Lv7 Mage Spells;
KoD Gauntlets Item


Magic Helmet
Unidentified:

Animate Object

# Appearing:

1d1 (1)

Hit Points:

100d1+100 (200)

Armor Class:

-2

# Attacks/Round:

1

Attack Damage:

1d3 (1-3)

Experience Points:

88,888

Special:

75% Magic Resistance;
Cold Resistant;
Breath Attack (Cold);
Lv7 Priest Spells;
Lv7 Mage Spells;
KoD Helmet Item


Magic Shield
Unidentified:

Animate Object

# Appearing:

1d1 (1)

Hit Points:

30d1+120 (150)

Armor Class:

-10

# Attacks/Round:

3

Attack Damage:

2d10/2d10/2d10
(2-20/2-20/2-20)

Experience Points:

44,444

Special:

80% Magic Resistance;
Resistant To All Elements/Status Effects;
KoD Shield Item


Magic Sword
Unidentified:

Animate Object

# Appearing:

1d1 (1)

Hit Points:

25d1+75 (100)

Armor Class:

-2

# Attacks/Round:

2

Attack Damage:

1d12/1d12
(1-12/1-12)

Experience Points:

66,666

Special:

May Decapitate;
KoD Hrathnir Item


Magician
Unidentified:

Man In Robe

# Appearing:

2d3 (2-6)

Hit Points:

1d4+2 (3-6)

Armor Class:

9

# Attacks/Round:

2

Attack Damage:

1d4+1/1d4+1
(2-5/2-5)

Experience Points:

280

Special:

Lv1 Mage Spells


Man At Arms
Unidentified:

Man In Armor

# Appearing:

2d3 (2-6)

Hit Points:

3d10 (3-30)

Armor Class:

4

# Attacks/Round:

1

Attack Damage:

1d8 (1-8)

Experience Points:

2,860

Special:

n/a


Manticore
Unidentified:

Strange Animal

# Appearing:

2d3+1 (3-7)

Hit Points:

7d8+10 (17-66)

Armor Class:

0

# Attacks/Round:

3

Attack Damage:

2d8/2d8/1d12
(2-16/2-16/1-12)

Experience Points:

3,475

Special:

30% Magic Resistance;
HP Regeneration +5/Round;
Fire Resistant


Master Ninja
Unidentified:

Man In Robe

# Appearing:

2d3 (2-6)

Hit Points:

6d4+7 (13-31)

Armor Class:

2

# Attacks/Round:

3

Attack Damage:

2d4/2d4/2d4
(2-8/2-8/2-8)

Experience Points:

1,480

Special:

May Decapitate


Medusalizard
Unidentified:

Strange Animal

# Appearing:

1d6

Hit Points:

5d8 (5-40)

Armor Class:

6

# Attacks/Round:

2

Attack Damage:

1d3/1d3
(1-3/1-3)

Experience Points:

1,855

Special:

May Cause Petrification


Mifune
Unidentified:

Man In Armor

# Appearing:

1d1 (1)

Hit Points:

19d8+40 (59-192)

Armor Class:

-5

# Attacks/Round:

4

Attack Damage:

3d10+8/2d10+8/
1d10+8/1d10+8
(11-38/11-28/9-18/9-18)

Experience Points:

17,600

Special:

30% Magic Resistance;
May Decapitate;
Lv5 Mage Spells


Mummy
Unidentified:

Gaunt Figure

# Appearing:

1d6 (1-6)

Hit Points:

1d3+6 (7-9)

Armor Class:

5

# Attacks/Round:

1

Attack Damage:

1d6 (1-6)

Experience Points:

840

Special:

Undead;
May Drain 1 Level


Murphy's Ghost
Unidentified:

Unseen Entity

# Appearing:

1d1 (1)

Hit Points:

10d10 (10-100)

Armor Class:

-3

# Attacks/Round:

1

Attack Damage:

1d1+1 (2)

Experience Points:

4,450

Special:

Undead;
Fire/Cold/Poison Resistant;
HP Regeneration +1/Round;
May Cause Sleeping


Ninja
Unidentified:

Man In Black

# Appearing:

2d3 (2-6)

Hit Points:

2d6+4 (6-16)

Armor Class:

5

# Attacks/Round:

2

Attack Damage:

2d3/2d3
(2-6/2-6)

Experience Points:

850

Special:

May Decapitate


No-See Um
Unidentified:

Insect/Swarm

# Appearing:

9d1 (9)

Hit Points:

9d2-8 (1-10)

Armor Class:

0

# Attacks/Round:

1

Attack Damage:

1d4 (1-4)

Experience Points:

810

Special:

Breath Attack (Level Drain)


Orc
Unidentified:

Small Humanoid

# Appearing:

3d2 (3-6)

Hit Points:

1d4 (1-4)

Armor Class:

10

# Attacks/Round:

1

Attack Damage:

1d4 (1-4)

Experience Points:

235

Special:

May Cause Sleeping


Orc Lord
Unidentified:

Orc

# Appearing:

1d5 (1-5)

Hit Points:

13d1+108 (121)

Armor Class:

7

# Attacks/Round:

2

Attack Damage:

10d7/10d7
(10-70/10-70)

Experience Points:

18,270

Special:

n/a


Poison Giant
Unidentified:

Giant

# Appearing:

2d2+1 (3-5)

Hit Points:

1d1+80 (81)

Armor Class:

3

# Attacks/Round:

1

Attack Damage:

4d10 (4-40)

Experience Points:

18,790

Special:

95% Magic Resistant;
Breath Attack (Poison)


Rabid Rat
Unidentified:

Rat

# Appearing:

2d4+1 (3-9)

Hit Points:

4d4 (4-16)

Armor Class:

8

# Attacks/Round:

1

Attack Damage:

1d10 (1-10)

Experience Points:

640

Special:

n/a


Raver Lord
Unidentified:

Man In Armor

# Appearing:

1d1 (1)

Hit Points:

17d10 (17-170)

Armor Class:

0

# Attacks/Round:

2

Attack Damage:

3d12/3d12
(3-36/3-36)

Experience Points:

7,060

Special:

HP Regeneration +2/Round;
Lv5 Priest Spells;
Lv6 Mage Spells


Rhino Beetle
Unidentified:

Insect/Swarm

# Appearing:

1d4 (1-4)

Hit Points:

12d6 (12-72)

Armor Class:

1

# Attacks/Round:

2

Attack Damage:

3d6/2d8
(3-18/2-16)

Experience Points:

1,920

Special:

n/a


Scorpion
Unidentified:

Crustacean

# Appearing:

2d4

Hit Points:

8d6 (8-48)

Armor Class:

0

# Attacks/Round:

1

Attack Damage:

2d6 (2-12)

Experience Points:

1,965

Special:

May Cause Poisoning;
May Cause Sleeping


Scryll
Unidentified:

Skull

# Appearing:

1d3

Hit Points:

10d6 (10-60)

Armor Class:

-1

# Attacks/Round:

1

Attack Damage:

1d8 (1-8)

Experience Points:

4,820

Special:

Undead;
25% Magic Resistance;
May Drain 1 Level


Seraph
Unidentified:

Demonic Figure

# Appearing:

1d1

Hit Points:

7d4+10 (17-38)

Armor Class:

2

# Attacks/Round:

3

Attack Damage:

2d3/2d3/2d3
(2-6/2-6/2-6)

Experience Points:

2,205

Special:

40% Magic Resistance;
Lv4 Priest Spells


Sidelle
Unidentified:

Skull

# Appearing:

1d2 (1-2)

Hit Points:

18d10 (18-180)

Armor Class:

-2

# Attacks/Round:

4

Attack Damage:

1d8/1d8/1d8/1d8
(1-8/1-8/1-8/1-8)

Experience Points:

10,395

Special:

Undead;
50% Magic Resistance;
May Cause Poisoning;
May Cause Paralysis


Smog Beast
Unidentified:

Unseen Entity

# Appearing:

2d3+1 (3-7)

Hit Points:

20d3+10 (30-70)

Armor Class:

3

# Attacks/Round:

1

Attack Damage:

1d3 (1-3)

Experience Points:

3,450

Special:

10% Magic Resistance;
Lv3 Mage Spells


Sorceress
Unidentified:

Woman In Robe

# Appearing:

1d6 (1-6)

Hit Points:

7d4 (7-28)

Armor Class:

8

# Attacks/Round:

1

Attack Damage:

1d4 (1-4)

Experience Points:

1,350

Special:

Lv4 Mage Spells


Succubus
Unidentified:

Demonic Figure

# Appearing:

1d4 (1-4)

Hit Points:

10d10 (10-100)

Armor Class:

-2

# Attacks/Round:

4

Attack Damage:

1d8/1d8/2d10/2d10
(1-8/1-8/2-20/2-20)

Experience Points:

7,200

Special:

30% Magic Resistance;
May Drain 1 Level;
Lv5 Mage Spells


Swordsman
Unidentified:

Man In Armor

# Appearing:

1d6 (1-6)

Hit Points:

3d10 (3-30)

Armor Class:

3

# Attacks/Round:

1

Attack Damage:

2d7 (2-14)

Experience Points:

960

Special:

n/a


Undead Kobold
Unidentified:

Skeleton

# Appearing:

1d6+1 (2-7)

Hit Points:

2d3+2 (4-8)

Armor Class:

10

# Attacks/Round:

1

Attack Damage:

1d4+1 (2-5)

Experience Points:

230

Special:

Undead;
Cold/Fire Resistant


Vampire
Unidentified:

Gaunt Figure

# Appearing:

1d4 (1-4)

Hit Points:

11d8 (11-88)

Armor Class:

-1

# Attacks/Round:

1

Attack Damage:

3d8 (3-24)

Experience Points:

6,720

Special:

Undead;
May Drain 2 Levels;
May Cause Paralysis;
Poison/Level Drain Resistant;
HP Regeneration +1/Round;
20% Magic Resistance


Vampire Bat
Unidentified:

Cave Dweller

# Appearing:

1d2 (1-2)

Hit Points:

10d5 (10-50)

Armor Class:

-3

# Attacks/Round:

1

Attack Damage:

4d6 (4-24)

Experience Points:

4,040

Special:

Undead;
25% Magic Resistance;
May Drain 1 Level;
May Cause Paralysis


Vampire Lord
Unidentified:

Gaunt Figure

# Appearing:

1d1 (1)

Hit Points:

20d8+50 (70-210)

Armor Class:

-5

# Attacks/Round:

3

Attack Damage:

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

Experience Points:

12,330

Special:

Undead;
40% Magic Resistance;
HP Regeneration +4/Round;
May Drain 4 Levels;
May Cause Paralysis;
Lv6 Mage Spells


Vorpal Bunny
Unidentified:

Rabbit

# Appearing:

2d3+2 (4-8)

Hit Points:

3d6+2 (5-20)

Armor Class:

6

# Attacks/Round:

2

Attack Damage:

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

Experience Points:

955

Special:

Cold Resistant;
May Decapitate


Webspinner
Unidentified:

Insect/Swarm

# Appearing:

1d1 (1)

Hit Points:

5d8+3 (8-43)

Armor Class:

3

# Attacks/Round:

1

Attack Damage:

1d4 (1-4)

Experience Points:

4,130

Special:

Undead;
20% Magic Resistance;
Lv4 Priest Spells;
Lv3 Mage Spells


Were Amoeba
Unidentified:

Protozoan

# Appearing:

9d1 (9)

Hit Points:

10d5 (10-50)

Armor Class:

10

# Attacks/Round:

1

Attack Damage:

2d10 (2-20)

Experience Points:

1,540

Special:

HP Regeneration +15/Round;
Fire Resistant;
May Cause Poisoning


Were Bat
Unidentified:

Cave Dweller

# Appearing:

1d8+1 (2-9)

Hit Points:

10d8-5 (5-75)

Armor Class:

-3

# Attacks/Round:

4

Attack Damage:

2d6/2d6/2d6/2d6
(2-12/2-12/2-12/2-12)

Experience Points:

2,580

Special:

25% Magic Resistance;
May Cause Poisoning


Were Lion
Unidentified:

Strange Animal

# Appearing:

1d4+4 (5-8)

Hit Points:

5d8 (5-40)

Armor Class:

4

# Attacks/Round:

3

Attack Damage:

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

Experience Points:

1,440

Special:

HP Regeneration +1/Round


Were Panther
Unidentified:

Strange Animal

# Appearing:

2d3 (2-6)

Hit Points:

3d6 (3-18)

Armor Class:

7

# Attacks/Round:

3

Attack Damage:

2d3/2d3/2d3
(2-6/2-6/2-6)

Experience Points:

550

Special:

n/a


Will O' Wisp
Unidentified:

Unseen Entity

# Appearing:

1d2 (1-2)

Hit Points:

12d8 (12-96)

Armor Class:

-8

# Attacks/Round:

4

Attack Damage:

2d8/2d8/2d8/2d8
(2-16/2-16/2-16/2-16)

Experience Points:

43,320

Special:

95% Magic Resistance


Witch
Unidentified:

Woman In Robe

# Appearing:

7d1 (7)

Hit Points:

3d4 (3-12)

Armor Class:

9

# Attacks/Round:

1

Attack Damage:

1d4+1 (2-5)

Experience Points:

510

Special:

Lv2 Mage Spells


Zombie
Unidentified:

Weird Humanoid

# Appearing:

1d6+1 (2-7)

Hit Points:

1d10 (1-10)

Armor Class:

4

# Attacks/Round:

1

Attack Damage:

1d6 (1-6)

Experience Points:

735

Special:

Undead;
May Cause Paralysis


Unidentified Monsters

When you first encounter enemies in battle in Wizardry, they are often unidentified and represented by one of the generic sprites shown below (i.e., the Were Panther creature will be shown as a Strange Animal at first.) To reveal what they really are, you either have to fight them for a while until your party members figure out what they're up against (which is risky for obvious reasons) or use the Level 3 Priest spell "Latumapic" (if your Cleric/Priest, Wizard/Bishop, or Lord has learned it), which allows you to always know the true identity of your opponents.

Animate Object

Cave Dweller

Crustacean

Fly/Insect/Swarm

Demonic Figure

Dog

Dragon/Strange Animal

Fiery Figure

Frog

Fluffy Thing/Small Object

Gaunt Figure/Mottled Figure

Giant/Golem/Orc

Glowing Sphere/Unseen Entity

Insect/Swarm

Large Animal

Little Old Man

Man in Armor

Man in Black

Man In Chain/Small Humanoid

Man in Robe/Weird Humanoid

Priest

Protozoan/Slimy Thing

Rabbit/Rat

Skeleton/Skeletal Figure

Skull

Snake

Strange Animal

Woman in Robe


Appendix A: Encounter Locations

Where in the dungeon that you can typically encounter a given opponent.
* designates that the enemy represents a special, fixed fight; these are generally "boss" battles.

Level 1
Bubbly Slime
Creeping Coins?
Depraved Priest
Dink
Kobold
Kobold King*
Magic Armor*
Magician
Orc
Murphy's Ghost*
Undead Kobold

Level 2
Dink
Doom Toad
Dragon Fly
Fuzzball
Dink
Highwayman
Man At Arms
Magic Shield*
Mummy
Rabid Rat
Smog Beast
Vorpal Rabbit
Were Panther
Witch
Zombie

Level 3
Banshee
Blade Bear
Boring Beetle
Creeping Coins?
Doom Toad
Dragon Fly
Magic Sword*
Master Ninja
No-See Um
Priestess
Rhino Beetle
Smog Beast
Swordsman
Were Amoeba
Were Lion
Were Panther

Level 4
Banshee
Boring Beetle
Carrier
Constrictor
Doom Toad
Evil Eye
Fuzzball
Hellhound
Hell Master
Lesser Demon
Magic Helmet*
Manticore
Master Ninja
Medusalizard
No-See Um
Priestess
Rhino Beetle
Scorpion
Scryll
Seraph
Sorceress
Were Amoeba
Were Lion
Zombie

Level 5
Air Giant
Arch Mage
Blade Bear
Constrictor
Corrosive Slime
Foaming Mold
Fuzzball
Giant Bat
Giant Viper
Giant Wasp
Hell Master
Hellhound
High Master, The
High Priest
Lesser Demon
Magic Gauntlet*
Manticore
Master Ninja
Medusalizard
Murphy's Ghost
No-See Um
Orc Lord
Poison Giant
Seraph
Smog Beast
Sorceress
Succubus
Vampire
Vampire Bat
Were Amoeba
Were Bat
Were Lion
Will O' Wisp

Level 6
Air Giant
Arch Mage
Arch Demon
Black Dragon
Blob
Carrier
Constrictor
Creeping Coins?
Evil Eye
Demon Lord*
Doom Toad
Flack
Fuzzball
Giant Crab
Giant Hornet
Giant Viper
Giant Zombie
Gold Dragon
Greater Demon
Hell Master
Hellhound
High Master, The
High Priest
Iron Golem
Lesser Demon
Lycurgus
Maelific
Master Ninja
Mifune
Medusalizard
Poison Giant
Raver Lord
Scorpion
Scryll
Sidelle
Smog Beast
Succubus
Vampire
Vampire Bat
Vampire Lord
Were Bat
Will O' Wisp

SpellsEdit

Appendix B: Spells

When a given enemy's entry indicates that they have a spell rank in the "Special" section, either in the Mage or Priest schools of magic, or both, they can cast all spells of that level and lower (i.e., a Witch, who knows Lv2 Mage Spells, can cast any of the Level 1 or 2 Mage spells listed below, although, obviously, she'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 does 1d8 (1-8) points of fire damage to a single target.
  • Katino: Puts one enemy group to sleep. Sleeping 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: Raises the Armor Class of an enemy group for the duration of a single battle, increasing 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.
  • Kandi: Gives the location of missing/dead party members in the dungeon so that you know where to look for them.
  • 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.
  • 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.
  • Dial: Heals 2d8 (2-16) Hit Points of damage for a single target.
  • Dialko: Cures paralysis and awakens sleepers.
  • Latumapic: Automatically identifies all opponents for the duration of your stay in the dungeon.

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.
  • Tzalik: A giant fist crushes a single target, dealing (24-58) points of damage.

Priest

  • Bamatu: Lowers the Armor Class of the entire party by 4 for the duration of a single battle.
  • Latumofis: Neutralizes the poison status effect.
  • 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.
  • 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: Suffocates all 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.
  • Zilwan: Instantly destroys one Undead monster.

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.
  • Litokan: Righteous pillar of flame that deals 3d8 (3-24) points of burning damage to each member of an enemy group.

Level 6 Spells

Mage

  • Haman: Lesser divine intervention turns 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 spell is so potent that the caster also loses one experience level.
  • Ladalto: Icy annihilation that deals 32d3+2 (34-98) points of freezing damage to each member of an enemy group.
  • 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.

Priest

  • Loktofeit: Last resort escape spell. The party is teleported out of the dungeon and back to town, but forfeits 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, 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 magic is so potent that the caster has to relearn the spell 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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