A remake of the classic Wizardry video games
Copyright Eric Pietrocupo
E-Mail: ericp@lariennalibrary.com
Wizardry Legacy
WL Adventures
Filed in: GameBook.GBcombataction · Modified on : August 27, 2021, at 10:41 AM - Visits 1496
This page contains the list of actions characters can do. Some actions are available to everybody while other actions requires certain class skills to unlock it.
Name | Class | OutCombat | Speed | Resolution | Description |
Fight | All | N | 8 | Instant | Attack an enemy |
Defend | All | N | 4 | Instant | Protect yourself against incomming attacks |
Use Item | All | Y | 10 | Delayed | Use an item or equipment in your inventory |
Slap | All | N | 6 | Instant | Wake up a character |
Change Weapon | All | N | 6 | Instant | Allow swapping between weapons |
Swap | All | N | 8 | Instant | Swap the position of 2 adjacent characters |
Arcane Spell | Mage | Y | Sp | Spell | Cast spells |
Divine Spell | Cleric | Y | Sp | Spell | Cast spells |
Alchemy Spell | Alchemist | Y | Sp | Spell | Cast spells |
Psionic Spell | Psionic | Y | Sp | Spell | Cast spells |
Shield Bash | Fighter | Y | 8 | Instant | Charge enemy with shield forward |
Aim | Ranger | N | 12 | Delayed | Precise range attack with better accuracy |
Backstab | Assassin | N | 16 | Delayed | Sneak and backstab an ennemy |
Steal | Rogue | N | 14 | Delayed | Sneak and steal an enemy item drop |
Multi Strike | Monk | N | 8 | Instant | Attack all enemies in melee range |
Chi Strike | Monk | N | 10 | Delayed | Special magical strike |
Banish | Cleric | N | 12 | Delayed | Destroy undead and divine monsters |
Drain | Mage | N | 12 | Instant | Steal MP from ennemy |
Focused spell | Psionic | N | 6+Sp | Delayed | Strengthen the power of a spell |
OLD RULES
Not all actions has been defined yet, so this page will grow as new actions gets added. This list also includes the list of monster actions. Character skill can enable actions during combat, those will be listed in the skill section.
When a character or monster makes an action. A D10 is rolled and the initiative of the action is added to the total to get the final initiative value. The actions will be executed in initiative order. Actions currently have the following initiative values:
Action | Initiative |
---|---|
Fight | 0 |
Defend | +8 |
Run | -8 |
Arcane Spell | 0 |
Divine Spell | -8 |
Alchemy Spell | -4 |
Psionic Spell | +4 |
Use Item | -4 |
Slap | 0 |
This is the most important combat action which allow to attack your enemies. During the input, you must select a target in range. The range is determined by the range of your weapon and your rank in the party
Attack range
Actor Pos. | Target Pos. | Min. Range needed |
---|---|---|
Front | Front | Melee |
Front | Back | Short |
Back | Front | Short |
Back | Back | Long |
When it's time to resolve the action the following procedure is made.
1. Calculate the number of attack: Use the total weapon skill divided by the clumsiness of the weapon. Add 1 and this is the number of attacks the character/monster will perform.
2. Perform Attack Rolls: For each attack, roll 1D20 + Combat skill + bonus (explained below) and see if it exceed the target's Active Defense + 10. If it does, the attack is successful.
3. Damage Roll: The attacker roll X (dY+Z) for each successful attack he has made.
4. Check Damage Resistance: The target roll 1D20 for each attack received. If the roll is lower or equal the target's damage resistance, the damage is reduced by half. The damage can never drop below 1.
5. Apply Damage: The damage is totalised and applied to the target. It it's HP reach 0, it is killed.
If a character or monster roll 19 or 20 on an attack roll, the target is automatically hit. So a character always have 10% chance to hit.
If a character or monster roll 20 on an attack roll, the attack will perform double damage.
If a character or monster roll 1 on a Damage Resistance roll, the damage of the attack is reduced to 1.
Each failled attack gives the character/monster an additional bonus to his combat skill when making an additional attack. The modifier is given by the weapon and added cumulatively until the attacker successfully hit. In that case the bonus is reset to 0. Bonus does not carry from a combat round to another.
If a weapon has a special effect which happens to be the weakness of the target (For example, fire sword vs frost giant), that attack will perform quadruple damage. If the target is resistan like when using a fire sword against a fire giant, the damage is divided by 8. There is no complete resistance.
Each weapons, monster attacks and spells have a list of defense that can be used to avoid the effect or reduce the damage of the effect by half (damage resistance). Here is a recap of the available defenses.
code | Description |
---|---|
Mdf | Magic Defense |
Adf | Active Defense |
Psv | Physical Save |
Msv | Mental Save |
Drs | Damage Resistance |
Hmd | Half Magic Defense |
Had | Half Active Defense |
Hps | Half Physical Save |
Hms | Half Mental Save |
Hdr | Half Damage Resistance |
Casting spell requires MP specified in the spell list. Spells are listed by their spell name and not their description (can be changed via the option panel) forcing you to remember the spell name.
Some Spells affect single target, group of target (Front or Back Row), or all targets. You will be prompted to select the right target when casting the spell.
Some status condition like sleep can be removed when the character get's attacked. The problem is that sometimes the monsters will not attack it. So you can force waking up a character by slapping it in the face. It does do any damage, it basically waste a character action to wake up another character.
An action that allows the character to raise his Adtive Defense and Magic Defense by 4 points for the duration of the round. This action has a relatively good initiative so it should be performed before ennemy actions unless that character has a very bad initiative rating.
Allow using an expandable equiped item. This is currently not available for use.
<< Combat Turn order | Table of contents | Party Camp >>
Powered by PmWiki and the Green skin