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Wizardry 6 in 7's engine 1.5.2 — Wizardry VI

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Wizardry 6 in 7's engine 1.5.2 — Wizardry VI

Post by rusty_shackleford »

README:
Version 1.5.2 of the Wizardry 6 Re-master utilizes changes made by Cosmic Forge.

The entire Wizardry 6 game (Bane of the Cosmic Forge) has been recreated using the Wizardry 7 game engine (Crusaders of the Dark Savant).

I highly recommend having a legal copy of Wizardry 6 AND 7, since the game contents are from 6, yet the 7 engine is being used. While you don't need the original Wizardry 6 to play this, it just seems fair to me to obtain a legal copy, if possible.

Simply copy the contained files into the root of your Wizardry 7 folder (normally c:\dsavant). Make sure to backup your game folder before doing so, because the game is entirely different than Wizardry 7!

If the game is running properly, you should see the modified title screen graphic during startup.

Make sure to start a new party, and not use an existing one from Wizardry 7. Otherwise you may have inconsistencies and errors.

Note: You may transfer characters from the ORIGINAL Wizardry 6 into the re-master, but inconsistencies with items and character stats may exist.

You can transfer your characters from this mod to the DFortae Wizardry 7 Re-Balance Mod using the 'DFortae Wizardry Tool' (found in the Tools subfolder). You can also transfer to vanilla Wizardry 7 with the tool, although some items will be lost. This is a FULL POWER TRANSFER of your characters. All levels, spells, abilities, etc. will be kept. You can also directly import from this Wizardry 7 Re-Mastered Mod into Wizardry 8 (through the normal process), although some items won't transfer properly.

You can find my email address from my YouTube channel's "About" page, or you can find me on my Discord server.

DFortae
6/29/2024
NOTES.TXT:
This is the DFortae Wizardry 6 Re-master. Purpose:

1) Remake Wizardry 6 using the Wizardry 7 game engine.
2) Make Wizardry 6-8 appear more seamless
3) Provide a extra options/strategies for players.
4) Correct issues with the game.
5) Balance player power, races, classes, difficulty, etc.

Note: You will want to create new characters and not use existing ones from your Wizardry 7 roster!!! Otherwise you will have inconsistent issues/problems!

Renamed the effect from Dispel Undead from "Dispelled!" to "Destroyed!" in order to be clearer to the player. It does count as a "kill".

The Fighter class no longer takes double damage from most weapons (this was a bug in the original game because 'Fighter' was the first item in the 'Slays' drop down list).

There are also other numerous bug fixes made that were present in the original version of the game (some are spoilers, so I won't mention them here).

Removed "Throw" attack mode for all items that had other modes (Swing, Thrust, etc), so that they don't get accidentally thrown.

Removed the "Melee" (called Berzerk in Wizardry 8) attack mode from almost all weapons. Instead, the weapon's base damage was adjusted to provide similar results. The main reason for this is because Fighters do not have the "Melee" (Berzerk) attack in Wizardry 6 and 7.

Adjusted most existing items in Wizardry 6, 7, and 8 to be more like 8, but sometimes the reverse is true.

There have been adjustments to some of the existing items in the game. This is either to balance, or make more consistent with the Mods from Wizardry 7 and 8. Some class or race adjustments have also been made for balancing.

Made ranged, missile, and throwing weapons be more powerful in general with critical hits (and sometimes KO attacks). This is to help offset the fact that even though they can have multiple attacks, they can't have multiple swings.

There are countless new items added to the game. Many of these items were created for the Wizardry 8 Mod, and have been "back ported" to Wizardry 6 and 7. These new items can be transfered from Wizardry 6 to 7 (via the latest DFortae Mods), as well as Wizardry 8 (again, appropriate DFortae Mod). A lot of the more powerful items are only obtainable through monster drops via combat. The drops are usually applicable to the monster's class, but not always.

Price adjustments have been made on many items, in order to balance them.

Some cursed items from the original game may have special benefits now.

Note: Quite a few items may permanently increase an attribute or skill. This is different than Wizardry 8 where the item only gives those bonuses while equipped. However, the disadvantage is the item will disappear if all those charges are used! Make sure to save the game before using up all the charges to prevent the item from disappearing.

The Wizardry 6-8 trilogy is amazing, and wouldn't it be great to be able to keep what you earned throughout the entire series??? My ultimate goal is to even make a handcrafted import tool that will take your characters from Wizardry 8 and port them back to 6, thus making it full circle! But that is a long ways off and I may never get the time.

There have been many Bard instruments added to the game. The Bard was always an oddball having only a few instruments available in Wizardry 6, but also casting Thaumaturgy spells. The Bard no longer casts spells, but instead has many more instruments at their disposal. Some are "set" and guaranteed finds (or at least guaranteed if you know where to look), others can be found randomly in chests or monster drops.

Angel's Tongue (Bless)
Superhorn (Superman)
Jericho Horn (Armormelt)
Horn of Phantoms (Phantom Darts)
Silent Lyre (Silence)
Bullroarer (Whirlwind)
Weaving Harp (Web)
Lyre of Haste (Haste)
Lyre of Healing (Heal Wounds)
Siren's Wail (Insanity)
Lute of Iron Skin (Armorshield)
Lute of Love (Hypnotize)
Fiddle of Holding (Paralyze)
Lyre of Healing (Heal Wounds)
Frost Horn (Frost)
Flute of Enchantmnt. (Enchanted Blade)
Flute of Wounding (Make Wounds)
Ailment Calmer (Cure Lesser Conditions)
Ethereal Horn (Blink)
Lute of Haze (Noxious Fumes)
Lute of Missiles (Magic Missiles)
Lyre of Voids (Anti-magic)
Banshee's Howl (Instant Death)
Cornu of Demon Spawn (Astral Gate)
Succubus Song (Lifesteal)
Infernal Horn (Nuclear Blast)

All extended weapons have had their initiative adjusted by -2 and chance to hit by -2.

Bishops now start with a Bishop's Wand, which has unlimited Remove Curse ability. This is to give them Remove Curse ability similar to Bishops in Wizardry 8. It can only be used by Bishops, so don't try to give it to another class!

Many new scrolls were added to make the Scribe skill useful. Scrolls have 4 charges instead of 1, and are cheaper in general, compared to an artifact. Almost all scrolls are Power Level 4.

Adjusted some of the summoned monsters from spells, in order to make them more balanced.

Increased the max number of enemies per group for some encounters.

Updated encounter types in various areas.

Adjusted some monster attack areas based on their height or type of attack (dwarves more likely to hit lower on the body for example). The game already did this, but it was tweaked a bit.

Adjusted resistances of the races to more closely resemble Wizardry 8. Since the resistances are more granular in Wizardry 6, had to loosely associate. Also adjusted resistances on certain monsters, like making flying creatures more vulnerable to Air.

Adjusted some spell point regeneration, and when spells can be learned by Hybrids and Elites.

Adjusted spell casting for hybrids. They now start learning spells much earlier, but only get a new spell every 2 levels. This will help make "pure" casters (i.e. Mage, Priest, Psionic, Alchemist) have an advantage and not become useless compared to the Hybrids/Elites mid to late game. It will decrease the overall spell point pool for Hybrids/Elites, but allow them to be somewhat useful with spellcasting early on (in case a player wants to try a party with no "pure" casters).

Made spellbooks increase spellpoints in the associated magic realm, when a spell is scribed.

Adjusted some available skills for a few classes, like Priests and Bishops can now have Throwing and Wand&Dagger (they don't use daggers, but there are a few wands they can use).

Adjusted Death resistance to all monsters based on their level. This is to nerf "Critical Hit" ability (i.e. Kirijutsu and weapon kill chance) in the game (was overpowered), as well as "instant deaths". It has only been nerfed for the player, monsters will still have the same chance of instant kills. Basically all monsters have 4% chance per monster level, to resist direct Critical Hits (except for summons, they are 1% per level). For example, a level 3 monster will have a 12% chance to resist an incoming critical hit. A level 10 monster will have 40% chance to resist it.

Lifeforce resistance has been lowered on several enemies. This is mainly to make the 'Stone' effect more likely, and offer benefits over just straight critical hits (KIA). For those not aware, KIA (critical hits) check Death resistance while Stone check Lifeform resistance. Mass death spells, like Death Wish, check both the monster's Lifeforce and Death resistance.

Most spirit type undead and slimes are set at 50% death resistance by default now. For the success of an instant death type spell (Asphyxiation, Instant Death, etc), it requires the target to fail both the spell's resistance type (Lifeforce for example in the case of Death Wish), as well as the Death resistance check. For those that weren't aware, Ninjas get a +5% bonus to critical hits automatically (stacks with weapon and Kirijutsu).

Adjusted party rewarded experience on enemies where difficulty/reward balance was off.

There have been numerous changes to spells in the game. The main purpose is to make them more seemless with Wizardry 7 and 8, but also to correct some imbalances with power, magic schools, and spheres.

There is an image file called "spells.png" that shows the full list of spells, and all associated properties. You may want to refer to that for specifics (it is accurate). Below are a list of SOME of the changes, but not necessarily all...

Before I specify spell changes, it's important to know class/school association:

Theology (Priests, Lords, and Valkyries)
Theosophy (Psionics and Monks)
Thaumaturgy (Mages and Samurai)
Alchemy (Alchemists, Rangers, and Ninjas)

Spells that can no longer be cast by certain schools:

Whipping Rocks (Blades), Haste, Slow, Locate Object, Hypnotic Lure (Hold Monsters) can no longer be cast by Theology.
Bless can no longer be cast by Theosophy.
Resurrection can no longer be cast by Thaumaturgy.

Spells that can now be cast by additional schools:

Levitate, Prismic Missle, Whirlwind, Anti-Magic, and Make Wounds can now be cast by Theosophy.
Fire Shield and Identify can now be cast by Theology.
Resurrection, Magic Screen, and Ice Shield can now be cast by Alchemy.
Whipping Rocks, Crush and Lifesteal can now be cast by Thaumaturgy.

Note: The reasoning behind the spell adjustments is based on the hit points, potential melee/range damage output, etc. of the character classes. Mages and Psionics are weaker in hit points, and cannot get as good of armor or find as good of weapons in general compared to priests and alchemists. To help offset these disadvantages, the number of spell options have been altered. Here is an overview of the number of possible spells after the changes:

Mages: 40
Psionics: 39
Priests: 36
Alchemists: 34

After balancing, here is the distribution of the number of spells per sphere (learnable by player characters):

Air: 15
Fire: 15
Earth: 16
Water: 17
Mental: 17
Magic: 17

Spells that have been renamed to make consistent with Wizardry 8 (may include adjustments to resistance types, animations, etc as well):

Detect Secret has been renamed to Detect Secrets.
Watchbells has been renamed to Awaken (in order to be more intuitive as to its purpose).
Healthfull has been renamed to Heal All.
Restfull has been renamed to Rest All.
Chilling Touch has been renamed to Frost.
Mental Attack has been renamed to Mind Stab.
Charm has been renamed to Hypnosis since Charm in Wizardry 8 behaves differently (non-combat spell).
Death has been renamed to Instant Death.
Deep Freeze has been renamed to Dehydrate.
Magic Missile has been renamed to Magic Missiles.
Stink Bomb has been renamed to Noxious Fumes.
Toxic Vapors has been renamed to Toxic Cloud.
Blades has been replaced with Tsunami.
Hold Monsters has been replaced with Hypnotic Lure.
Word of Death has been replaced with Falling Stars.
Poison Gas has been replaced with Phantom Darts.
Deadly Air has been replaced with Earthquake.
Psionic Fires has been renamed to Psionic Fire.
Noxious Fumes (the old version) has been replaced with Blizzard.
Prismic Missile has been renamed to Prismic Ray.
Dazzling Lights has been removed since it did the same thing as Prismic Missile.
Spooks has been replaced with Freeze All.
Poison has been replaced with Boiling Blood.
Levitate has become Hazard Shield. Not only does it protect from falling, but many other types of adventure hazards!

Specific changes to spells (only changed values are mentioned, everything else is the same for the spell):

Superman can now also be learned by Theosophy.
Heal All (was Healthfull) now costs 10 spell points per PL instead of 12.
Rest All (was Restfull) now costs 6 spell points per PL instead of 8.
Awaken (was Watchbells) can no longer be learned by Theosophy, but can now be learned by Alchemy. It is now a Magic based spell and can also no longer fizzle.
Sane Mind is now a level 4 spell (was 3).
Zap Undead is now a level 5 spell (was 6) that costs 10 spell points (was 15). It is also now in the Fire realm (was Magic). Still checks Magic resistance on the enemy and does 7-49 damage per PL.
Whirlwind now does 3-9 damage per PL instead of 1-7.
Lifesteal now does 4-16 damage per PL instead of 16-64. Amount healed by the caster increased from (damage/7) to (damage/2). It can also backfire now.
Psionic Blast now affects 10 + Power Level (effectively making it hit a whole group, even if cast at PL 1). It has moved from level 4 to level 5, and spell point increase from 8 to 10 per PL. However, it now does 2-14 damage (like Wizardry 8) instead of 1-7. It still has a chance to cause Insanity.
Iceball now does 2-10 damage per Power Level instead of 3-12.
Acid Splash and Acid Bomb are now Water based spells.
Dehydrate (was Deep Freeze) now does 8-40 damage per Power level instead of 3-30. Spell point cost increased from 6 to 10.
Blink is now a Fire based spell.
Lightning now does 4-16 damage per PL instead of 1-10. It has changed to a level 6 spell (was 5). Spell point cost increased from 8 to 12.
Sleep is now an Air based spell. Resistance type changed from Hypnosis to Air.
Terror is now a Mental based spell.
Holy water now does 6-12 damage per PL instead of 2-8.
Levitate now lasts 50 x PL instead of 5 x PL. Spell point cost decreased from 12 to 10.
Falling Stars (was Word of Death) is no longer a Magic based spell. It is now a level 7 Earth based spell, and the resistance type is Magic. Theology can still cast it.
Make Wounds damage changed from 1-8 to 2-6. Spell point cost decreased from 3 to 2.
Draining Cloud is no longer an Air based spell. It is now a level 6 Magic spell that checks Magic resistance. Does 15-30 stamina drain per PL and costs 12 spell points per PL. Alchemy can still cast it.
Earthquake (was Deadly Air) is no longer an Air based spell. It is now a level 7 Earth spell that checks Missiles resistance. Does 5-25 damage per PL and costs 18 spell points per PL. Alchemy can still cast it.
Crush (was Poison) is no longer an Air based spell. It is now a level 4 Earth spell that checks Missiles resistance. Does 12-24 damage per PL and costs 8 spell points per PL. Alchemy/Thaumaturgy can cast it.
Whipping Rocks now does 2-10 damage per PL instead of 2-8. Alchemy/Thaumaturgy can cast it.
Toxic Cloud (was Toxic Vapors) is now a level 5 spell (was 6). It also has a Poison effect now instead of Nausea, and does 3-9 damage per PL (instead of 2-6).
Noxious Fumes (was Stink Bomb) spell point cost increased from 4 to 5, but number of targets increased from 3 to 4.
Hypnotic Lure (was Hold Monsters) is no longer a Mental based spell. It is now a level 3 Fire spell that still checks Hypnosis resistance.
Firestorm now does 3-12 damage per PL instead of 2-8.
Fireball now does 2-8 damage per PL instead of 2-10.
Blizzard (was Noxious Fumes) is no longer an Air based spell. It is now a level 6 Water spell that requires Cold resistance. It can now blind the enemies as a side effect. It does 4-12 damage per PL and affects 3 + 1 targets per PL. Duration of the Blind effect is 4dPL + PL (twice as long as Blinding Flash).
Haste is no longer a Water based spell. It is now a level 3 Fire spell.
Blinding Flash spell point cost increased from 3 to 5, but number of targets increased from 1 + 1 / PL to 3 + 1 / PL.
Magic Missiles number of targets increased from 1 + 1 / PL to 2 + 1 / PL.
Web is now a level 2 spell (was 3). It now checks Missiles resistance instead of Paralyze resistance, but the end result is still the Paralyzed condition.
Paralyze is now a level 1 Water spell (was 4). Spell point cost decreased from 5 to 3. Duration increased from 1d (2x PL) + PL to 2d (2x PL) + PL.
Wizard Eye is now a level 3 spell (was 4). Spell point cost decreased to 5 (was 10). It can also no longer Fizzle.
Enchanted Blade now lasts 100 per PL, up from 35.
Armorplate now lasts 100 per PL, up from 50.
Detect Secret now lasts 100 per PL, up from 50.
Confusion is now Insanity. Alchemy can no longer cast it, and it's only available to Theosophy. It affects 3 + 1 per PL, but duration has decreased from 2 rounds per PL to 1 round per PL. Spell point cost decreased from 6 to 5 per PL. Also changed the animation and sound to match Psionic Blast.
Death Cloud is now Air resistance check instead of Lifeforce.
Tsunami (was Blades) is no longer an Air based spell. It is now a level 7 Water spell available only to Alchemy. Acid resistance check for the targets. It does 3-27 damage per PL and affects 10 targets (single group).
Remove Curse is now a level 4 spell (instead of 5) and costs 8 spell points per PL.
Phantom Darts (was Poison Gas) is no longer an Air based spell. It is now a level 2 Earth spell that checks Poison resistance. Side effect is that it can cause poisoning. Does 1 damage per PL and costs 4 spell points per PL. Theosophy can still cast it.
Freeze All (was Spooks) is no longer an Mental based spell. It is now a level 5 Water spell that checks Cold resistance. Side effect is that it causes paralysis to all monsters that fail to resist, for 1dPL + PL rounds. It costs 12 spell points per PL. Thaumaturgy is the only school that can cast it. Warning, this CAN backfire!
Tsunami (was Blades) is no longer an Air based spell. It is now a level 7 Water spell available only to Alchemy. Acid resistance check for the targets. It does 3-27 damage per PL and affects 10 targets (single group).
Boiling Blood (was Poison) is no longer an Air based spell. It is now a level 6 Fire spell available only to Alchemy. Fire resistance check for the target. It does 4-36 damage per PL to a single target.
Instant Death is now a Magic based spell (instead of Mental based).
Magic Screen is now a level 3 spell intead of 4. Spell point cost decreased to 6 (was 8).
Alchemists can now cast Invisibility (the spell could only be cast from an item before). It is considered a level 4 Air spell and costs 8 spell points per PL.
Modified the internal "Protected by Levitation" message to now say "Protected by Hazard Shield".
Holy Water now harms only Undead (did also harm Demons).
Dispel Undead now checks Magic resistance (was Lifeforce).
Prismic Missile's "Dead" random condition now checks Death resistance instead of Lifeforce. The "Stone" random condition still uses Lifeforce.

Just some notes on what spells the various "Shield" spells protect the party from:

Air Pocket: Shrill Sound, Noxious Fumes, Whirlwind, Toxic Cloud, Asphyxiation, Death Cloud, Sleep

Ice Shield: Frost, Weaken, Slow, Iceball, Dehydrate, Blizzard, Freeze All

Fire Shield: Energy Blast, Psionic Fire, Fireball, Fire Bomb, Lightning, Firestorm, Nuclear Blast, Boiling Blood

Missile Shield: Some shoot and throw attacks, Earthquake, Whipping Rocks, Web, Crush.

Fixes/enhancements/quality of life improvements from patches via Cosmic Forge editor (a few more transparent ones are also applies, but not important to be mentioned to the player):

~ The current Stamina is displayed correctly at all times.
~ The Nausea and Silence conditions are always displayed.
~ Disease and Nausea conditions use distinctive icons.

~ While Traveling or Resting a diseased Character does NOT gradually recover from impermanent Ailments, nor he recovers HP, Stamina or Mana.
~ In Combat a diseased Creature recovers NO points from impermanent Ailments, nor it recovers any Stamina while Asleep or when taking Rest action.

~ When a Creature is Poisoned, the new Poison Strength is applied ONLY if it is STRONGER than the ongoing one.

~ Items can have the original Special Powers
~ Items can have the following additional Special Powers:
Increase a Skill by 1d4+2
Increase Mana Regeneration by 1
Reduce Miss Chance by 1d5

~ A Personal Skill can be improved during the Character creation or when gaining a level if:
the Character already has points in that Skill
or
that Skill is a Class Skill for the Character

~ Long Weapons with image 11 or 37 (Bows) can only shoot Missiles with image 22 (Arrows).
~ Long Weapons with image 12 (Crossbows) can only shoot Missiles with image 83 (Bolts).
~ Long Weapons with image 13 (Slings) can only shoot Missiles with image 23 (Sling Bullets).
~ Long Weapons with image 117 (Free Slot) can only shoot Missiles with image 125 (Free Slot).
~ Long Weapons with other images will not work.

~ Initiative Modifiers calculation at the end of Combat Round is CORRECT.
~ Initiative Modifiers from the Items equipped in Character's hands are used in combat to modify the Character's Base Initiative.
~ High Initiative Modifier (from Spells and 'Snake speed' skill) results in an extra Attack (capped at 4).
~ Character Level's contribution to the Base Initiative is capped at 15.

~ In Combat, during the actions selection phase, Party's Shields and their Strength levels are displayed. Shield icons: Fire is red, Ice is blue, Missile is brown and Air is violet. The displayed Strength level is calculated as [<Shield Strength>/15 + 1].
~ In Combat, during the actions selection phase, Party's Anti-magic and Clouds are displayed, using distinct icon and color combinations.

~ Evasion Base AC improvement from high Speed are as follows: -1 at 16, -2 at 18 and -3 at 20.
~ The base AC for the Character's five Armor (Anti-penetration) ACs is +10.
~ Skill 'Reflextion' improves Evasion Base AC by Skill/20+1 (max 6).
~ Tiredness and Encumbrance penalties are added only to the Evasion AC.
~ The 'Armorplate' Spell's bonus and the Encumbrance penalty ARE TAKEN into account when Character is attacked by another Character.
~ 'Mind control' Skill adds Skill/5 (max 20) to the base 'Hypnosis' and 'Psionic' resistances.
~ 'Mind control' Skill does not reduce Efficiency of any Effects.
~ Race 'Felpurr' receives 'Nimble' Feature: Grants -2 bonus to Evasion AC.
~ Race 'Felpurr' receives 'Thick Fur' Feature: Grants -2 bonus to Armor (Anti-penetration) AC.
~ Race 'Rawulf' receives 'Thick Fur' Feature: Grants -2 bonus to Armor (Anti-penetration) AC.
~ Race 'Mook' receives 'Thick Fur' Feature: Grants -2 bonus to Armor (Anti-penetration) AC.
~ Race 'Lizardman' receives 'Scaly Skin' Feature: Grants -2 bonus to Armor (Anti-penetration) AC.
~ Race 'Dracon' receives 'Scaly Skin' Feature: Grants -2 bonus to Armor (Anti-penetration) AC.
~ Class 'Monk' has 'Dodge' Feature: Grants 'Ninjutsu'/20 Evasion AC bonus (max 5).
~ Class 'Ninja' has 'Dodge' Feature: Grants 'Ninjutsu'/20 Evasion AC bonus (max 5).
~ Class 'Thief' receives 'Dodge' Feature: Grants 'Ninjutsu'/20 Evasion AC bonus (max 5).
~ Class 'Ranger' receives 'Dodge' Feature: Grants 'Ninjutsu'/20 Evasion AC bonus (max 5).
~ Class 'Bard' receives 'Dodge' Feature: Grants 'Ninjutsu'/20 Evasion AC bonus (max 5).
~ Class 'Fighter' receives 'Armor Mastery' Feature: Grants 25% Armor (Anti-penetration) AC bonus from equipped Armor.
~ Monsters of Class 'Fighter' receive 'Armor Mastery' Feature: Grants 25% Armor (Anti-penetration) AC bonus from equipped Armor.

~ Monster Resistance 251 is treated as complete Immunity to any effect or damage that use this Resistance.
~ The following Classes (including Monsters) receive the following Features:
~ Class 'Fighter' receives 'Fearless' Feature: Grants immunity to Fear effect.
~ Class 'Alchemist' receives 'Antidote Blood' Feature: Grants immunity to Poison effect.
~ Class 'Psionic' receives 'Stable Mind' Feature: Grants immunity to Insanity effect.
~ Class 'Valkyrie' receives 'Hardened' Feature: Grants immunity to Nausea and Irritation effects.
~ Class 'Lord' receives 'Vigor' Feature: Grants HP Regeneration +1.
~ Race 'Elf' receives 'Enchant Missile' Feature: Grants +5% Plyze with Missile Weapons.
~ Race 'Lizardman' receives 'Furious Strike' Feature: Grants +5% Ko in Close Combat.

~ When equipped, the Items' Regeneration properties stack.

~ When playing a Musical Instrument:
If 'Music' Skill is less than [(<Spell Level> - 1)*16], then the performance fails.
Spell Power = (<Character Level>/3 + 1)/2 (max 4).
~ Class 'Bard' receives 'Tunes of Magic' Feature: Grants Musical Instrument Spell Power equal to <Level>/3 + 1 (max 7).

~ During character creation, chances to get Attribute bonus points:
1d19+7 (8-26) points is 94.737 in 100 (18 in 19)
1d4+7 (8-11) points is 5.263 in 100 (1 in 19)

This is what it used to be:
1d4+7 (8-11) points is 66.667 in 100 (800 in 1200)
1d6+4 (5-10) points is 31.583 in 100 (379 in 1200)
1d6+12 (13-18) points is 1.667 in 100 (20 in 1200)
1d6+20 (21-26) points is 0.083 in 100 (1 in 1200)

~ When equipping a Long range Weapon (Bow, Crossbow, Sling) and a Missile (Arrows, Bolts, Sling Stones & Bullets) both the Weapon's and the Missile's Weapon Effects are being used and the Weapon's Slaying Ability is used if the Missile does not have one.
~ Damage bonuses from high Strength are as follows:
Primary Hand with no weapon or 1-handed weapon: +1 at 16, +2 at 18 and +3 at 20.
Secondary Hand with no weapon or 1-handed weapon: +1 at 18.
Primary Hand with 2-handed weapon: +1 at 15, +2 at 16, +3 at 17, +4 at 18, +5 at 19 and +6 at 20.
~ To Hit bonuses from high Dexterity are as follows:
Primary Hand: +1 at 16, +2 at 18 and +3 at 20.
Secondary Hand: +1 at 18.

~ Learning a Spell from a Spellbook increases the Character's Mana in the Spell's Sphere by the Spells' Mana cost

~ If Character's Target Monster is unavailable (dead, hidden, invisible or blinked out), the Character can attack another AVAILABLE Monster.
~ In Combat Monster Groups with hidden Monsters are displayed with "!" symbol (right after the number of Monsters in that Group).
~ Class 'Thief' receives 'Ambush Expert' Feature: Grants <Level>% chance to Hide and get Initiative bonus +5 before Combat starts.
~ Class 'Thief' receives 'Stealth Combat' Feature: Grants [<Level>/2]% chance (max 10) to Hide at the end of every Combat Round.
~ Monsters of 'Thief' Class or with 'Rogue' behaviour receive the same Features, but the chances are doubled.

~ Hidden Monsters may surprise or backstab any Character in the Party.
~ Monsters choose Attacks with the appropriate Range to reach the Party.
~ When a Monster does not have an appropriate Attack, it does the following (in that order):
- Casts a Spell (if it can)
- Uses Special Attack (if it can)
- Does nothing
~ If Creature's Target Character is unavailable (dead, hidden, invisible or blinked out), the Creature can attack any available Character (limited to the 1st row, if the Target was in the 1st row, but if nobody in the 1st row is available, the Creature can attack any available Character from the 2nd row).
~ Monsters have Spell Power capped at 7.
~ Monsters have Special Attack Power capped at 7.

~ 1 hour of Rest recovers ((<Mana Regeneration> + max(0, (Piety - 14) / 2)) * (<Level> / 4 + 1)) / 2 + 1 Mana.
The previous vanilla formula was: ~ 1 hour of Rest recovers (1dX - 1) Mana, where X = (<Mana Regeneration> + 1).

Valkyrie now has some starting Death resistance, and also gains some per level.

Updated the Fighter class so chance to hit is greater at level 1, but chance to hit at later levels will be lower over all. This is to help balance the increased number of attacks they get.

Made Valkyrie Mana affected by Piety, then Intelligence (was Piety/Vitality).

Made Priest Mana effected by Piety, then Personality (was Piety/Vitality).

Made Psionic Mana affected by Intelligence, then Personality (was Intelligence/Piety).

Just a few strategy concepts to think about when you play the game:

While powders, dusts, and bombs can appear expensive, they do provide some flexibility compare to invoking items/scrolls. Note, all items mentioned below can be used without equipping, even if not equippable by a given character based on their race/class/sex. The only exception to this is when items have an 'Invoke' property (like raising Dexterity for example).

I've listed some advantages below:

Advantages of powders, dusts, and bombs:

1) They can be equipped and then thrown, in which case you can actually have multiple attacks per round! In fact, you can even throw some from the "off hand". When thrown, they will almost never miss, and can't backfire/fizzle.
2) They can be "Used" in combat, which doesn't require any skill, and they never fail. The disadvantage is you get no skill training from using them.
3) Also doesn't hog up equip slots because they don't need to be equipped for 'Use'.
4) Since some can hit multiple enemies, and you can have multiple attacks per round, you can cause a lot of chaos quickly compared to a spellcaster casting the same spell.
5) Many can be combined/stacked in order to save inventory slots.
6) Since all classes/races can use/equip these, class/race is never an issue (like it is for equippable items). This means anyone can buy them from NPCs.
7) Doesn't use much stamina.
8) Bypasses 'Silence' condition.
9) If equipped, uses the "Throwing" skill.
10) Shows the number of charges left.
11) Can be merged/split so others can use as well.

Advantages of stix:

1) They can be equipped and then thrown, in which case you can actually have multiple attacks per round! In fact, you can even throw some from the "off hand". When thrown, they will almost never miss, and can't backfire/fizzle.
2) They can be "Used" in combat, which uses the Artifacts skill. This means you can train for more powerful artifacts/items.
3) Also doesn't hog up equip slots because they don't need to be equipped for 'Use'.
4) Since some can hit multiple enemies, and you can have multiple attacks per round, you can cause a lot of chaos quickly compared to a spellcaster casting the same spell.
5) Many can be combined/stacked in order to save inventory slots.
6) All classes/races can "Use" these (not necessarily equip however). If buying from NPCs, you still need the right class/race for purchase.
7) Doesn't use much stamina.
8) Bypasses 'Silence' condition.
9) If equipped, uses the "Throwing" skill.
10) Shows the number of charges left.
11) Can be merged/split so others can use as well.

Advantages of scrolls:
1) Very large variety of spells compared to powders, dusts, and bombs.
2) Always uses the "Scribing" skill. This means you can basically turn any character class into a "jack of all trades" spellcaster.
3) Each scroll has 4 charges, and they're very light in weight.
4) They are very cheap to buy from NPCs, so you can get a good variety of spells quickly.
5) Can be recharged with the Recharge spell!
6) Doesn't use much stamina.
7) Bypasses 'Silence' condition.
8) Since all classes/races can "Use" these, class/race is never an issue (like it is for equippable items). This means anyone can buy them from NPCs.

Advantages of artifacts/items:
1) Some items have a large number of charges, and power level of the spell can vary. Scrolls for example always have power level 4, but items can be anywhere from 1 to 7.
2) Some items can have unlimited charges!
3) Can be recharged with the Recharge spell!
4) Can have a special "Invokable" power when equipped (like permanently raising dexterity for example). This required the ability to equip them from the inventory screen.
5) When equipped, may give bonuses to resistance, armor class, hit point regen, etc.
6) Musical instruments always have unlimited charges, and uses the Bard's Music skill to determine power level.
7) Doesn't use much stamina.
8) Uses the Artifacts skill when being 'Used' (i.e. invoked).
9) Bypasses 'Silence' condition.
10) Can be very light for the number of charges inside (compared to stix, bombs, etc).

Advantage of spells:
1) Can control power level (and therefore, risk).
2) Nothing to equip or hog up inventory slots.
3) Doesn't cost any money (unless buying a spellbook to learn the spell).
4) Can learn at level up time. This allows players to be more strategic than relying on random treasure finds or NPCs.
5) Because the character won't be reliant on using consumable items, they generally make more money from selling those.

VERSION 1.0.1
-------------
Completed the animation for Caterpillar.

VERSION 1.0.2
-------------
Fixed some wandering NPCs to be the correct ones.

Removed a left over test event.

Fixed a bug where a gate opened on the first level of the castle visually, but wasn't really opened.

Fixed some verbiage with an NPC (this one could made you get caught in an infinite loop and not able to answer a question).

VERSION 1.0.3
-------------
Fixed some wandering NPCs to be the correct ones.

VERSION 1.0.4
-------------
Fixed a wandering NPC to be the correct one (would show up as '6', but wasn't a real NPC).

VERSION 1.0.5
-------------
Fixed a couple of issues with gates not working properly around the Jail.

Fixed an issue related to a couple of "important" items that normally would merge in the vanilla version of the game. Because merging is limited in 7, had to have alternative way to make them work. This could result in a duplicate, and has now been fixed.

Fixed an issue with monsters using Butterfly Axes and it showing up as a phaser animation.

VERSION 1.0.6
-------------
Fixed a bug that may have made extra rubber bands required to operate the catapult in the mountains.

Fixed a bug where a hidden treasure chest in the mines may not have been obtainable.

VERSION 1.0.7
-------------
Fixed a bug related to goop splotch.

Discovered that the game engine still puts the * MAPS * from Wizardry 7 in play with various NPCs (like *DRAGON* map). Replaced those with some hard coded items instead.

VERSION 1.0.8
-------------
Fixed some message verbiage issues in the lower castle.

Fixed dialog issues related to Queequeg (possibly crash related).

VERSION 1.0.9
-------------
Fixed an issue where a pit should re-appear when stepping on a particular tile.

Fixed an issue with decoding an item and reading it in a character's inventory screen (game would lock up/crash).

VERSION 1.1.0
-------------
Altered the internal "Lore" mechanism so that the rumors apply to Wizardry 6 content, and not Wizardry 7.

Implemented a special scene toward the end of the game (was in the original version).

Added a few new short range stave weapons that all classes/races can use.

Adjusted a few item drops and NPC inventory.

Added a new traveling NPC.

VERSION 1.1.1
-------------
Fixed an issue where trying to use the **** & Hook at the appropriate place wouldn't work. The game had been designed to not require it to be merged, but I had forgotten to go back and make it work if the player had performed a merge on the items.

Fixed it to make it easier to trigger an event to climb down in a certain area on the map. This was an issue on a single square that had no where else for the party to walk.

Fixed a tile in the mountain area that showed water next to catapult, after it should no longer show water.

VERSION 1.1.2
-------------
Fixed a typo in a description.

Changed Prismic Ray's Death effect to use Death resistance (was Lifeforce resistance).

Fixed a text overflow/glitch issue with an NPC.

Fixed an issue with a non-critical gate not opening properly on Isle of Minos.

VERSION 1.1.3
-------------
Made Asphyxiation not be able to backfire since the backfire effect did not send it back at the party (enemies were still hit).

Fixed dialog issues with Caterpillar that could cause a game lockup.

VERSION 1.1.4
-------------
Fixed an issue with a gate and a few other events in the Isle of the Dead. This was a critical bug that can prevent further progress in the game.

VERSION 1.1.5
-------------
Fixed an issue where a new traveling NPC's picture may not show up.

Fixed an issue where a special hidden button couldn't be trigger in The Isle of the Dead (preventing a "boss" fight).

Added in chime sound effect for bell tower.

VERSION 1.1.6
-------------
Fixed an issue where some "boss" fights could be foughts over and over.

Fixed an issue with a treasure chest not being openable sometimes in the Enchanted Forest (if you started a game before having a recent version).

VERSION 1.1.7
-------------
Fixed a typo in an item description.

Fixed a ladder in a new special area that should have gone up instead of down.

VERSION 1.1.8
-------------
Fixed a treasure chest that was facing the wrong way and that wouldn't disappear after opening.

Adjusted a few monster treasure drops.

VERSION 1.1.9
-------------
Fixed images of one of the NPCs (showed an incorrect Monk picture) when meeting them the first time.

VERSION 1.2.0
-------------
Adjusted a few monster stats.

Adjusted some monster treasure drops.

Added in more treasure.

Mapped a missing wandering NPC to the real NPC (in case they are attacked and killed).

Fixed a bug with a ladder in a new area.

Added a few new musical instruments for the Bard.

Fixed a castle door that couldn't be opened without knock-knock spell after being jammed (can now be opened with an Iron Key).

VERSION 1.2.1
-------------
Made certain monsters have a greater chance to drop some keys that can be used early game to open doors.

Adjusted some monster treasure drops.

Fixed an issue where a certain fight could trigger multiple times, instead of just once.

Adjusted Draining Cloud's effect to be 5-20 stamina drained per power level (was 15-30).

Fixed a bug related to either Cosmic Forge editor, or the Wizardry 7 engine. There is an inconsistent issue of teleporting the party to the wrong location when climbing down a certain ladder.

VERSION 1.2.2
-------------
Increased the weight of Spiked Club from 7.0 to 13.0.

Increased the weight of Studded Club from 6.0 to 12.0.

Increased the weight of Tetsubo from 7.0 to 13.0.

Fixed a bug where you could walk on a particular water tile that shouldn't have been allowed.

Adjusted a few treasure chests for more randomization.

Added a few new item types.

Added a new shield weapon type that utilizes the Shield skill (that skill is mostly useless, making some weapons helps make it useful).

Fixed an issue with a certain NPC not summoning the correct allies.

Fixed a bug with not being able to trade or talk with Kuwali Kubona.

VERSION 1.3.0
-------------
Most important change for this version, is a tool was created to import your characters from this mod into the DFortae Wizardry 7 Re-Mastered Mod. The tool is located in the Tools subfolder. It is a full power transfer (all items, levels, spells, skills, etc. will be kept). See the readme.txt file for more information.

Fixed a few bugs with names.

Added a few random selection items to a wandering NPC.

VERSION 1.3.1
-------------
Fixed a few enemies that would sometimes miss their attack/turn.

Fixed a few monster treasure drops.

Fixed a few spacing issues with item names.

Fixed an issue where the Liche's graphics wouldn't show up.

Reduced the cost of Draining Bomb, Stink Bomb, Heat Bomb, Cherry Bomb, Cold Bomb, Ice Bomb, Acid Bomb, Fire Bomb, Deadly Poison, Toxic Bomb, Caustic Bomb, Holy Water, Crushed Widows, Bone Dust, Snake Dust, Faerie Dust, Skeleton Powder, Parasite Powder, Coal Powder, Death Bomb, Superman, Invisible Potion, Melting Powder, Life Sparkler, Boulder Stix, Blizzard Stix, Static Stix.

Adjusted some treasure chests, giving better rewards for some that are optional, but harder to find.

Fixed a bug with one of the NPCs so that they keep asking a question, until you answer (could skip past it by pressing enter before).

Gave the Staff of Hypnosis a 5% Paralyze chance.

Fixed an issue where Rock of Rumble was related to Guardian of the Rock.

VERSION 1.3.2
-------------
Fixed a few new weapons and shields.

Fixed the curio on Heater Shield.

Fixed a bug with a chest in the Enchanted Forest that could result in a bogus item.

VERSION 1.3.3
-------------
Adjusted some NPC items, especially providing more armor options.

Added a graphical mask to one NPC that is described to have a mask.

Increased amount of money to steal from some NPCs.

Adjusted a few random treasures.

Fixed a pit in the basement of the pyramid. It wasn't showing visually, but would active when stepped on.

VERSION 1.3.4
-------------
Fixed a bug so non-Bards can't use 1st level spell bard instruments without music skill.

Balanced/adjusted some of the monster difficulties.

Adjusted a few monster treasure drops.

Made one of the boss fights have a random chance for additional enemies.

Implemented the Horn of Souls sound.

VERSION 1.3.5
-------------
Fixed an issue with EZ-Lift where going up would cause the party to drop down one extra time before working correctly.

Sleep spell was nerfed from 2*Power Level duration to 1*Power Level duration (this is without hitting/damaging an enemy, which often wakes them up).

Made Paralysis resistance a bit more useful by increasing it on some monsters. This resistance type isn't used much against spells, but is very useful against physical attacks.
Monsters adjusted: Weird, Phantasm, Wraith, Robin Windmarne, Brigerd Woltan, Pixie, Ariel Servant, Undead Lord, Shade, Berbalang, Liche, Hydra Plant, Greater Demon, Wraith Lord, Lesser Devil, Grandfather, Haunt, Blue Tail Fly, Indigo Bat, Giant Mosquito, Goop Gloop, Frytz Gryns, Toll Troll.

Balanced the difficulty on a few monsters, including having additional companions.

Damage increased on summoned Skeleton from 1-6 to 1-8.

Vicious Morning Star now has 35% chance for KO instead of 20%, as well as 20% Death resistance when equipped.

Corrected a few incorrectly specified classes on some weapons. Samurai can now use Beastmaster and Quick Naginata.

Expanded weapon usage for Samurai so they can use all one-handed axes.

Expanded weapon usage for Ninja so they can use all axes that are 5.0 pounds or lighter.

Wand of Mystery now gives 30% Light resistance when equipped.

Dagger of Killing gives 10% Death resistance when equipped.

Vampiric Wand gives 20% Lifeforce resistance when equipped.

Pandora's Wand gives 20% Light resistance when equipped.

Serpent's Tooth gives 30% Poison resistance when equipped.

Dagger of Disguise gives -1 Armor Class when equipped.

Golden Rod gives 30% Death resistance when equipped.

Lightning Wand gives 20% Fire resistance when equipped.

Faerie Wand gives 20% Magic resistance when equipped.

Pixie Stick gives 20% Air resistance when equipped.

Wand of Razing gives 20% Lifeforce resistance when equipped.

Wand of Weaving gives 20% Psionic and 20% Hypnosis resistance when equipped.

Arctic Wand gives 30% Paralysis resistance when equipped.

Winter Wand gives 20% Paralysis resistance when equipped.

Wyvern's Tooth gives 40% Poison resistance when equipped.

Demons Tooth gives 20% Fire resistance when equipped.

Sword of Magic gives 50% Magic resistance when equipped.

Cat-ana gives 30% Missiles resistance when equipped.

Sword of Hearts gives 20% Hypnosis resistance when equipped.

Beast Master gives 10% Psionic and Hypnosis resistance when equipped.

Monkey Stave gives -1 Armor Class when equipped.

Stave of Scorch gives 10% Fire resistance when equipped.

Holy Stake of Wood gives 20% Lifeforce resistance when equipped.

Stave of Witches gives 20% Psionic and Hypnosis resistance when equipped.

Dryadic Staff gives 10% Magic resistance when equipped.

Stave of Stars gives 10% Fire resistance when equipped.

Sticks of Atrophy gives 30% Paralysis resistance when equipped.

Cloak of Bros. gives 30% Psionic resistance when equipped.

Ring of Speed and Ring of Deftness now have 3 charges instead of 2.

Made it where Water Wings cannot be sold.

VERSION 1.3.6
-------------
In order to help with balance, Mages and Psionics get 2 extra Academia points per level to assign.

Psionics now get an extra +1% to Air and Hypnosis resistance per level.

Made it possible to use a Chrome Key on a door that is can be opened with the GOG DOS version. The original DOS version is a different door, so it's possible to use an Iron Key for the same door, followed by Chrome Key on the door in the original DOS version.

Fixed a bug with Charron not performing a specific action when being paid at a specific place.

VERSION 1.3.7
-------------
Fixed a bug that caused crash when reading the King's Diary.

VERSION 1.3.8
-------------
Made the Zap Undead spell bypass any magic resistance (was Magic resistance before).

Terror spell now checks Hypnosis resistance (was Psionic resistance).

Psionic Hypnosis resistance increased from a base of 32% to 48%. Per level increases from 2% to 6%.

Adjusted a few monsters magic resistances and difficulty level based on testing/playthroughs.

Fixed issues with some of the endings of the game, including a bug where the party could get potentially stuck.

VERSION 1.3.9
-------------
Fixed a couple places where a broken sprocket could be dropped as treasure.

Fixed a bug that could cause certain enemies to randomly miss an action during combat.

A few balance adjustments on some monsters.

Increased the power level of the Death Bomb to 6 (was 3). 3 generally couldn't kill many monsters.

VERSION 1.4.0
-------------
Fixed a bug with a rotting corpse not behaving like the original version of the game.

Fixed a bug with the belfrey not behaving properly when choosing not to activate.

VERSION 1.4.1
-------------
Increased damage to Mind Flay from 5-25 per PL to 6-36 per PL. This balance change was made because of Psionic resistance by certain enemies, and the expensive cost of Mind Flay compared to Nuclear Blast. Also, the Theosophy school of magic (i.e. Psionics/Monks) don't have any other spells that hit all enemies (including 'death' type spells).

Tsunami damage changed to 9-27 damage per PL instead of 3-27 per PL.

Altered some of the stats for summoned monsters (mainly balance improvements).

Adjusted some monsters like Mind Flayer, Keeper of the Crystal, Will O' Wisp.

Increased chance of certain items being sold by various NPCs.

Adjusted monster drops and a few treasure chests.

Changed Valentine Necklace's icon, and Hypnosis/Psionic resistance from 10% to 20%.

Gave Sprite's Dagger 20% Cold resistance.

Made Shadow Cloak useable by Faeries.

Updated Sceptre of Justice to have 35% chance for insanity instead of 25% and also grants 20% Death resistance.

No-Dachi of Judgement increased insanity chance from 5% to 10% and paralyze from 5% to 10%.

Sai of Saints now grants 20% Lifeforce resistance.

Changed Rainbow Shield to provide -6 AC instead of -4.


VERSION 1.4.2
-------------
Prismic Ray changes: Sleep replaced with Frighten (still Hypnosis resistance on that effect), Petrify efficiency changed from -25 to 0 (means a 25% more chance to work when this random effect is triggered). The message for 'Death' trigger is changed from "Withers and Dies" to "Slain". The reason is because it implied it tested Poison resistance like Deadly Poison, but it never did. That effect always checked Death resistance. Finally, the spell can no longer backfire (can still fizzle though).

Changed Slow to show a blue ice ball since it's cold resistance.

Hypnotic Lure (level 3 fire realm, hypnosis resistance) replaced with Basilisk Eye (level 6 earth realm, light resistance). The spell costs 12 spell points per power level, and is aimed at a single group of enemies. It affects 1 enemy per Power Level of the spell. If the enemy fails their light resistance check, they will be petrified.

Changed Book of Lures to Book of Petrify

Hypnotic Lure scroll changed to Scroll of Petrify.

Adjusted the price on Book of Anti-Magic and Book of Banishing.

Made it where the portcullis doesn't close behind you in the Isle of the Dead.

VERSION 1.4.3
-------------
Fixed a ladder that was going the wrong direction in a special bonus area. The ladder prevented going down.

Added in a random missing item when killing a specific boss.

Changed Pan's Flute to cast Prismic Ray. Price increased from 6,000 to 15,000.

VERSION 1.4.4
-------------
Fixed a bug where a certain door couldn't be lockpicked in the River Styx.

VERSION 1.4.5
-------------
Made all Bats have immunity to any Light resistance effects (Spectral Ray, Blinding Flash, Basilisk Eye, etc).

Added a 'DFortae Mod' tag to the character background graphics.

Adjusted several summons. These are just a few adjustments made:

Raised level of summoned Hellion (increases breath attack damage)
Increased chance to hit for summoned Berbalang and decreased anti-penetration AC.
Increased chance to hit for summoned Zombies and Shades.
Increased Death Resistance on summoned Greater Demons and altered an effect on one melee attack type.

Made various attack types have less chance to penetrate, based on attack. For example:

'Kick' on Bats/Flying enemies decreases chance to penetrate (hard to time kicks when something is flying around!).
'Punch' on things low to the ground, like Slimes, decreases chance to penetrate.
'Kick' on some enemies low to the ground, like Rats, increases chance to penetrate.
'Thrust' and 'Shoot' on Skeletons type enemies (being mostly hollow) decreases chance to penetrate, but 'Bash' increases chance to penetrate.
'Punch' and 'Kick' on enemies made from stone are less likely to penetrate (punching stone = ouch).

Updated Faerie Queen encounter to be associated with Queen of Faeries NPC.

Increased chance of being poisoned from Poison Slime.

Removed poison effect from Acid Slimes, but increased potential damage.

Changed all slimes to have evasion AC instead of anti-penetration.

VERSION 1.4.6
-------------
Fixed a bug with the Belfry.

Corrected item names that were missing a space.

Made a specific explosion event resistable with Hazard Shield.

Added in a few more chances for Cure Disease potions.

Updated some treasure chest loot and monster drops.

Updated Pan Flute to do Rest All. Changed price to 6,000 gold.

Updated a few NPC/vendor item lists.

Added some bonus experience when finding some of the quest items.

Goatfoot boots now have 4 charges to increase Climbing skill, instead of just 1.

Ring of Hiding now have 2 charges to increase Ninjutsu skill, instead of just 1.

Most Shields were given an AC boost (-1 extra evasion AC). The reason is because they use up the offhand, which could have been used for a 2nd weapon, and it's evasion AC instead of anti-penetration. Most character builds will have higher anti-penetration, so evasion AC isn't that useful most of the time for shield users. Also, evasion AC becomes useless when blinded, paralyzed, asleep, etc.
Exceptions with even more boost: Vortex Shield, Heater Shield, Zero Shield, Kite Shield, Shield of Health, Tower Shield, Rainbow Shield, Adamant Shield, Basilisk Kite.

Resistance changes:
Shield of Bad Dreams: 30% Psionic, 30% Hypnosis
Amazulu Shield: 40% Air, 40% Hypnosis
Zero Shield: 50% Missile
Shield of Scales: 40% Poison, 40% Acid
Cloak of Fortune: 20% Lifeforce, 10% Death
Goatfoot Boots: 30% Cold
Ring Pro Magic: 60% Magic
Mental Sling: 30% Hypnosis

Cloak of Fortune now has 2 charges of increasing Karma, instead of 1.

Cloak of Lords, Cloak of Fortune, and Cloak of Many Colors, Cape of Hi-Zen now provides -4 evasion AC (was -3).

Cloak of Perception now provides -3 AC (was -2).

Cape of Hi-Zen now provides +2 health regeneration (was +1).

Ring of Shielding and Ring of Felix now provides -2 AC (was -1).

Crossbow of Turning now does double damage against Undead, and has a 4% critical hit chance.

Crossbow of Crushing now has 20% KO chance (was 10%).

Spewing Sling now has +2 to hit (was +0).

Sling of Fatigue now has 15% KO chance (was 10%).

Hobbit Sling now has 10% Paralyze (was 5%) and 50% Drain stamina (was 10%). Does Basilisk Eye Power Level 1 (10-14 charges).

VERSION 1.4.7
-------------
Fixed a potential useless item drop from one of the "bosses".

Corrected item names that were missing a space.

Added a new musical instrument.

VERSION 1.4.8
-------------
Replaced Lute of Energy with Loot of Acid (due to a bug with Cosmic Forge editor).

VERSION 1.4.9
-------------
Fixed an item name.

Made Tarantulas harder.

Fixed a bug related to a newly added secret area in the game.

VERSION 1.5.0
-------------
Increased Delusion Dart insanity chance from 35% to 75%.

Added a few new throwing type items and sling projectiles.

Gave Monks an increase to Poison and Acid resistance at level up time.

Gave Alchemists an increase to Air and Poison resistance at level up time. Although they're immune to the Poison condition, they can still take damage from spells that check Poison resistance.

Gave Mages an increase to Cold and Fire resistance at level up time.

Gave Rangers an increase to Missile resistance at level up time.

Made Bishop's Wand do double damage against Undead.

Changed behavior of Bishop's Wand. It used to give unlimited Remove Curse power level 7, but the behavior didn't match intention since anyone could invoke it. Now it either restores all Mana (when equipped and invoked by the Bishop), or has just 1 charge of Remove Curse PL 7 (since anyone can 'Use' it). The player can decide since either function will make it disappear. Since the 'Invoke' option can only happen when equipping from the inventory screen, it makes the Bishop class the only one that can perform this function. Also makes finding spare Bishop's Wands useful.

Adjusted several enemies based on playtesting.

Renamed Prismic Missile scroll to Prismic Ray (to match the spell name).

Snake Dust changed from Phantom Darts PL 2 to Toxic Cloud PL 1.

Adjusted a few treasures/monster drops.

Increased Giant Sledge's KO chance from 15% to 40%. Also increased all Giant's KO chance to 40% if they were using Giant Sledge.

Gave Giant Bardiche a 25% KO chance.

VERSION 1.5.1
-------------
Fixed a bug where the message by the Sirens can get corrupted.

Fixed a visual bug with a particular pit not showing the graphic in basement of the Pyramid.

VERSION 1.5.2
-------------
Fixed a bug with a message still being displayed after a wall opens up.

Updated the DFortae Wizardry Transfer Tool to pull in newer/more items when transferring to DFortae's Wizardry 7 mods.
Last edited by rusty_shackleford on February 15th, 2026, 17:48, edited 4 times in total.
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Envuen
Posts: 233
Joined: Jan 17, '24

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Post by Envuen »

I wish someone recreated 6 and 7 in the engine of 8 instead. Many years ago I had such plans but the scope of the plan rose so quickly I gave up after making the ground floor of the castle :lol: