A remake of the classic Wizardry video games
Copyright Eric Pietrocupo
Wizardry Legacy
WL Adventures
Filed in: GameBook.GBlevel · Modified on : September 04, 2025, at 01:56 PM - Visits 2099
One of the main features of the game is to gain levels by accumulating experience points with adventuring. The number of experience points required to gain a level follows a triangular number progression times 1 thousand. Here is a sample of the exp table.
Experience Progression Table
| Level | EXP Needed | Level | EXP Needed |
|---|---|---|---|
| 1 | 0 | 11 | 55,000 |
| 2 | 1000 | 12 | 66,000 |
| 3 | 3000 | 13 | 78,000 |
| 4 | 6000 | 14 | 91,000 |
| 5 | 10,000 | 15 | 105,000 |
| 6 | 15,000 | 16 | 120,000 |
| 7 | 21,000 | 17 | 136,000 |
| 8 | 28,000 | 18 | 153,000 |
| 9 | 36,000 | 19 | 171,000 |
| 10 | 45,000 | 20 | 190,000 |
Experience are gained from monsters and maybe bonus could be given for adventuring (not sure yet). Of course, the higher the monster level, the more exp it gives.
Note that it is now possible to exceed level 20 due to multi-classing. Is there a real maximum level, I am not sure I am going to cap it. Right now, the size of an unsigned integer is big enough to hold the necessary exp to raise near level 2900. Don't worry it won't happen, unless you hack your save game.
When a character get enough experience to gain a level, on his next visit to the city, he gets to choose in which class he wants to gain a level. The character must have the necessary attribute requirements to level a class. The benefits acquired are simple, but not trivial.
HP: You will gain HP equals to the class you are currently leveling. So multi-classing will not always yield the same HP. Then you make a Vitality attribute check. On a success, you gain a bonus HP equal to half your class' amount. At level 0, all characters starts with a basic 10 HP.
MP: Same thing for MP, you gain an amount defined by the class you are leveling up. Then you make a Devotion attribute check. On a success, you gain bonus MP equal to half your class' value. At level 0, all characters starts with a basic 10 MP.
Skills: You will gain the skill of the class you are leveling for that class's level. For example: If you are a level 3 fighter and a level 2 mage and you want to a 3rd mage level. Even if your character is level 6, you will gain the skills of a mage level 3. Skill will increase the potential of your characters in many different ways. From new spells, weapon proficiency, stronger attacks, etc. Refer to the skill list for more information.
Bonus Attributes: Every 3 character levels, starting from level 4, you get an additional attribute points that you can place in any of the 6 attributes, as long as you do not exceed your maximum attribute which is race attribute + 10. That means you will need to be level 127 to max out all 6 attributes.
Other: It is possible that some game mechanics could use the level of your character in the computation of the results. I am not sure yet which one I will use. For example, you could roll vs your level.
Monster will also have a level that will be used to compute hit points, exp rewards and many other things. But, they cannot of course gain any levels. Traps, locks, chests could also have levels. It will determine the difficulty of the encounter and the type of reward you are going to get. I would like to make randomly generated monsters from template to allow a bigger variety of monsters. It will only be implemented if I use randomly generated adventures which I am not sure yet to implement.
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