A remake of the classic Wizardry video games

Copyright Eric Pietrocupo


E-Mail: ericp[AT]lariennalibrary.com


Wizardry Legacy

WL Adventures

Items Templates

Filed in: GameBook.GBitems · Modified on : Sun, 01 Feb 15 - Visits 551

Most equipment in Wizardry Legacy will be generated randomly according to item template. For example, a sword template will be used to define the basic stats of a "flame sword +2". The fire elements and +2 bonus will be added to the basic stats. A keyword and bonus notation is used to make identification of the item effect easier. The cost of the item is also multiplied with additional effects.

There will still be some artifacts which are item with a unique name. These items are generally harder to find randomly unless the adventure is designed to give you some of these artifacts.

Item Templates

Below you will find all the templates for Weapons, Shields, Armors, Acessories, and Expandable items. This should be all the item you should find in the game excluding the artifacts.

Weapons

NamePriceProf.AttackDamageHandRangeDefenseADMDINDmgYMHBonus-MalusPowerup-down
Sword50BalDEXSTR1MeleeAdfDrs2282DmzMcsAdvMthElePriNadNdrDmy
Blade80BalDEXSTR2MeleeAdfDrs4103DmzMcsAdvElePriNadNdrDmy
Flail40UnbDEXSTR1MeleeHadDrs-282DmzMcsAdvMthElePriNadNdrDmy
Battle Axe80UnbSTRSTR2MeleeAdfHdr-4121DmzMcsAdvMthElePriNadNdrDmy
Spear70PolDEXSTR1MeleeAdfHdr-281DmzMcsAdvMthElePriNadNdrDmy
Staff30PolDEXINT2MeleeAdfDrs4463DmzMcsAdvElePriNadNdrDmy
Bow50MisDEXSTR2LongHadDrs082DmzRcsAdvMthElePriNadNdrDmy
Crossbow70MisCUNINT2LongHadDrs-4101DmzRcsAdvMthElePriNadNdrDmy
Wand80MagINTINT1LongHadDrsMdf241DmzRcsAdvElePriNadNdrDel
Rod50MagDEXSTR1MeleeMdfAdfDrs22063DmzMcsAdvElePriNadNdrDmyDel
Daggers60ThrCUNSTR1ShortHadDrs263DmzRcsAdvElePriNadNdr
Bombs90ThrCUNINT2ShortDrs-2102DmzRcsAdvMthEleNadNdrDel

Shields

NamePriceProfiencyHandADMelee CSRange CSDRINbonus-maluspowerup-down
Bracers20Nsh1AdfMdfElePriPsvMsv
Buckler40Lsh14-12-1AdfMdfElePriPsvMsvCsp
Shield60Hsh18-1-24-2AdfMdfElePriPsvMsvCsp

Armors

NamePriceProfiencyMelee CSRange CSDRINBonus-maluspowerup-down
Suit20Nar1DrsIniElePriPsvMsvMdf
Leather Armor50Lar4-2DrsIniElePriPsvMsvMdf
Chain Mail100Mar-1-28-4DrsIniElePriPsvMsvCspMdf
Plate Mail150Har-2-412-6DrsIniElePriPsvMsvCspMdf

Accessories

NamePriceMelee CSRange CSBonus-MalusPowerup-down
Pendant50PsvMsvElePriPdvMdf
Ring50MdzElePriPdvMdf
Circlet50MdfElePriPdvPsvMsv
Helmet50-1-2DrsElePriPsvMsvCspMdf

Expandables

namepriceCharges
Potion102
Scroll102
Crystal102
Sign102

note: Usable items are not implemented yet. So expandables are completely worthless right now.

  • Price: This is the base price of the item. The more bonus and abilities an item have, the more expensive it becomes.
  • Profiency (Prof.): This is the type of prociency required by the class to equip that weapon.
  • Attack Attribute (Attack): This is the attribute modifier applied to the character's combat skills.
  • Damage Attribute (Damage): This is the attribute modifier applied to the character's damage roll when using that weapon.
  • Hands: Nb of hands required to equip the item. All characters have ofcourse 2 hands.
  • Range: Determine how many rows can the character target. See Party Formation for more details.
  • Defenses: This is the defenses allowed against that type of weapon. See combat stats for more information.
  • Active Defense(AD): Defense given by the item.
  • Magic Defense(MD): Bonus to defense used to deflect spells.
  • Initiative(IN): Bonus or minus added to your initiative.
  • Damage Y(DMGY): Determined the type of dice rolled for damage calculation.
  • Multihit: A bonus given after each failed attack. See Combat Stats for more information.
  • Bonus Malus: Determine which stat will be increased by the +X value of the item. For example, a Circlet +2 will raise MD by 2.
  • Power Up Down: Determine what kind of power up or down the item can receive.
  • Melee Combat Skill(CS): A minus added to the melee combat skill when using that piece of equipment.
  • Range Combat Skill(CS): A minus added to the rance combat skill when using that piece of equipment.
  • Damage Resistance(DR): Increase the damage resistance of the character.
  • Charges: Determines the number of time the item can normally be used before being exhausted.

Power Ups

Bonus

Equipment that get bonus will increase the cost and the stats of the item. Cursed items can also give minus.

Bonus Stat Cost Increase

BonusItem LevelCost Multiplier
00-3x1
+11-7x3
+25-11x8
+39-15x21
+413-19x55
+517-20x144

The affected stat is determined in the item template. The possible modifier application is:

Stat where the Bonus/Minus can be applied

CodeDescription
AdfActive Defense
MdfMagic Defense
PsvPhysical Saves
MsvMental Saves
McsMelee Combat Skill
RcsRange Combat Skill
DrsDamage Resistance
IniInitiative
DmzDamage Z
MdzMagic Damage Z

Size Modifiers

Certain weapons can be smaller than their regular form or greater than their regular form. In that case the "Short" or "Great" prefix is added to the weapon name like for example: Short Sword or Great sword.

  • Short: This will reduce the dY by 1 step (2 points) so if sword uses d8, it will now use D6. Multihit modifier will increase by 1 making and the cost will be slightly reduced.
  • Great: This will increas de dY by 1 step (2 points) so a great sword will use d10. Multi hit modifier will be reduced by 1 and cost will slightly increase.

Elemental Modifier

Those modifiers will give a resistance against a certain type of ellements or effect, or it will inflict a certain type of element or effect. For example, A fire weapon will inflict fire, but a fire armor will resist fire.

Some "Elements" are harder to grasp for example, monster categories like dragons, humanoids, mages is an element that the monster will get as a weakness. The weapon to counter that type of monster like "Slayers of Dragon" and "Masher of Mages" will inflict that element.

If an element is resisted, damage is reduced by 8 times, while if a monster is weak against a certain element, damage will be multiplied by 4 times. Those values can be modified in the game options.

There is a minimum item level for certain element to appear, there are various prefix keyword for various type of equipment and there is a cost multiplier which is different for each element.

Elemental Modifiers

CodeElementLevelCostWeaponShieldArmorAccessories
PhyPhysical10x25  HardenedIron
MenMental5x10Etheral SpiritGlass
FirFire5x3FireCopperDewCopper
IceIce5x3IceSilverWarmSilver
LitLightning5x3LightningWoodenGroundedBrass
PoiPoison5x3PoisonGlassGlossBronze
BodBody5x5  SteadyStone
BloBloodstream5x13  HardskinAntidote
SouSoul10x34  BlessedBlessed
NeuNeural5x8  LivingOrganic
PsyPsychic10x21  PsionicPsionic
SkiSkin5x3  TreatedShell
DraDragon5x6Slaying   
UndUndead5x10Holy   
BeaBeast5x6Heroic   
OutOutsider5x6Banishing   
AniAnimal5x10Hunting   
GiaGiant5x6Champion's   
ShaShapechanger5x3Silver   
VerVermin5x6Exterminator's   
WarWarrior10x6Brute Finishing   
RogRogue10x6Thug Butchering   
MagMagic-User10x6Mage Mashing   
HumHumanoid10x15Assassin's   
PlaPlants5x3Weed Eating   
OozOoze5x3Sponge Steel   
MgkMagickal5x6Runic   

Power up and down

There is another series of modifications that can be aplied if no elements are present. They basically modifies the base stats of the item.

Power up or down

StatPowerupModifierLevelCost---PowerdownModifierLevelCost
Attack DividerSwift-110x35 Clumsy+210x3
Power DividerAlmighty-110x50 Powerless+210x5
MultihitLight+15x5 Heavy-15x2
PriceJeweleredx25x10 Corroded/105x1
Ignore A. DefenseStriking 10x50 (N/A)   
Ignore Dmg. ResistPiercing 5x25 (N/A)   
Physical SavesVitality+45x5 Weakness-85x2
Mental SavesEssence+45x5 Vulnerability-85x2
CS PenaltyLight-25x10 Heavyx25x3
Magic DefenseDispersion+45x25 Absorption-85x5

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