A remake of the classic Wizardry video games

Copyright Eric Pietrocupo

E-Mail: ericp@lariennalibrary.com

Wizardry Legacy

WL Adventures

Combat Stats

Filed in: GameBook.GBstats · Modified on : January 22, 2015, at 06:02 PM - Visits 1002

Also named "Derived Stats", the combat stats are information compiled from many other source like Class, Races, Equipment and attributes that will be shown in the next sections. It's the end the compiled stats that are used for combat resolution and a few other situations. I'll list the various stats including the type of roll used for each of them. All statistics have a code (initials) which is used through the game, they will be shown in parenthesis.

X ( dY + Z ) type of rolls

HP / MP Dice ( HPdie / MPdie )

This is the die used to calculate a character max HP and MP. Each level, a character gain an amount of HP/MP equal to his HP/MP dice + Attribute modifiers. In other words, to total max HP/MP of a character/monster is: level ( HPdie + attribute modifier ).

Damage Y / Magic Damage Y ( DMGY / MDMGY )

This value is the size of the die for value Y in the X ( dY + Z ) formula. There is a value for Normal attacks(Weapons) and Magical attacks (Spells).

Damage Z / Magic Damage Z ( DMGZ / MDMGZ )

Same as Y, this is the value added to the Z portion of the formula. The Z bonus can be given by attributes, Equipment or Active effects.

d20 rolls against yourself

All D20 stat what ever their type have a base value, generally given by the class, which can then be modified by attributes, equipment and active effects.

Physical Saves / Mental Saves ( PS / MS )

This is used for saving throw which consist of allowing a character/monster to avoid something that cannot be avoided. For examples, will a poison successfully infect the body? Attacks will require either a physical or mental save to resist and the character/monster must roll <= than the value. Some effects could give a modifier to the stats if the effect is harder or easier to resist.

Damage Resistance ( DR )

This is the capacity for a character/monster to resist damage. This value is normally raised by armor. Everytime a character/monster is attacked, he must roll a d20 <= than his DR value. If he succeeds, the damage received is reduced by half. A critical success could negate all damage, or reduce the damage to 1 point multipled by value X. Damage resistance is applied what ever if the damage source is magical or physical. So an heavy armor will soak as well regular attacks, weapon breath and spell damages.

Magic Defense ( MD )

Magic Users have a basic Magic Defense, but characters can raise their MD by equipping magical items or by using active spell effects. Magic Defense allow the Character/Monster to deflect spells and completely avoid their effects. The character/monster must roll 1d20 < than his MD to avoid the spell. So for example, a character with a MD of 8 has 40% chance to avoid all spells cast at him.

d20 contested rolls

Initiative ( IN or INIT )

Initiative is determined to know in which order the character/monsters will play. Initiative is calculated by rolling 1d10 and adding your initiative value. Then the character/monster actions are ordered by this value. It is possible that some actions, or weapons and spell gives a bonus or minus to the initiative value. Initiative now use a D10 instead of D20 for make attribute bonus worth it's value.

Melee Combat Skill / Range Combat Skill ( MCS / RCS or simply CS )

There is melee and range combat skills, but only one at a time can be used. The duality of the skill is that some weapons would require melee skills, while others would required range combat skill. This means some class will be better at using certain weapons compared to others. The value used on the end will be simply the combat skill (CS) and it is used to determine how well are your odds to succeed an attack.

Active Defense ( AD )

The active defense is your capacity to actively protect yourself against attack. It is the equivalent of the old Armor Class. The basic value is 10 + equipments and active effects. The opponent must roll 1d20 + his combat skill above the target's Active defense to hit. If a character/Monster makes multiple attacks, an attack roll is made for each attack. Each successful attack adds 1 to the X value of "X ( dY + Z )".

Other combat stats

Attack Divider / Power Divider ( AttDiv / PowDiv )

This is used to powerup the character's attacks and spell when he gain levels. The formular is the same for both attacks and spells. A divider of 5 means that a character gain an extra attack at each 5 levels in addition to the basic attack he starts with. You take the level of the character and divide it by the divider. So a level 20 fighter with and attack divider of 5 will get 20 / 5 = 4 + 1 = 5 attacks per round. Spells use the power divider to determine the number of dice to roll.

Multi Hit Modifier

Each time somebody fails an attack, a bonus is given to the next attack to compensate for the current failure. If the character fail again, the next attack will get another cumulative modifier added for the next roll. The process continues until a character succeed an attack or until he has spent all his attacks for the round. Weapons gives different modifiers.


Any form of offensive behavior: Attacks, special attacks, skills, spells, etc. give have a liste of defenses. This is the defense allowed to be used by the defending target to avoid the effect or reduce it's damage. He are the possible defenses:

MdfMagic Defense
AdfActive Defense
PsvPhysical Save
MsvMental Save
DrsDamage Resistance
HmdHalf Magic Defense
HadHalf Active Defense
HpsHalf Physical Save
HmsHalf Mental Save
HdrHalf Damage Resistance

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