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Wizardry Wizardry IV: Throb of the Demon's Heart

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aweigh

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Ashigaru is a samurai rank, and it doesn't have a translation? I imagine the same applies to nobushi. as for thief's ambush it's dependant on his agi, his char lvl and those things are measured against enemy agi and enemy lvl if i remember correctly.

some wiz games use only thief char lvl, or only agi lvl, and some use both, etc, either way you want thief agi high as possible. in general having high agi is always helpful because it helps determine turn order and going first is always, always always good.
 
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aweigh

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Here are the formula calculations from Wiz scenarios 1 to 3; the vast majority of these also apply to Wiz Gaiden series and Wiz Empire series, hell 90% of these are unchanged for the Elminage games as well:

(Note that thief ambushing wasn't introduced yet so that specific calculation isn't present in this document; I'll try to get it for you from another FAQ)

Wizardry 1-2-3 Game Code Calculations and Formulas
--------------------------------------------------
By: Snafaru
e-mail: snafaru@zimlab.com
web site: http://www.zimlab.com/wizardry/
Created: 2013/09/22.
Updated: 2016/10/24, 2017/02/09.

Source codes:
- 1. From the Pascal (and assembler) source code files and generated listings for Wizardry_I, Proving Grounds of the Mad Overlord, made by Thomas William Ewers on June 15th, 2014, and available on the Asimov site at ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/wizardry/wizardry_I/
- 2. From the Pascal (and assembler) source code files and generated listings for Wizardry3, Legacy of Llylgamyn, made by Thomas William Ewers on March 27, 2012, and available on the Asimov site at ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/wizardry/wizardry_III/

Note: The information below is what you won't already find in the game manual.

Section 1: Character Statistics/Attributes
Section 2: Combat
Section 3: Spells
Section 4: Monsters
Section 5: Experience, Treasures and Traps

Section 1: Character Statistics/Attributes
------------------------------------------

*Your characters' names can be between 1 to 15 characters long.

*The available points to distribute between your Statistics/Attributes when creating your character goes as follows:
- It is (7 + (RANDOM 0 to 3)) with a 10% chance to add another 10 points as long as you total points are below 20, therefore the maximum points is 29.

*The younger you are the more chances you will gain attributes when leveling up (Strength, I.Q., Piety, Vitality, Agility, Luck) when leveling up (ex: 86% at age 18). Here's how it works:
- First, there's a 75% chance your attribute will be modified.
- Then, if your age is lower than a random roll up to 130 (that is 0 to 129), then if your attribute is 18 you have an 83.3% chance nothing will happen, if your attribute is less than 18 then you lose 1 attribute point, if your Vitality drops to 2, your are dead.
- If your age is higher than the random roll mentioned in the previous line, then you gain 1 attribute point up to 18 maximum.

*If you change class, your character ages by ((52 * (RANDOM 0 to 2)) + 252) weeks.

*The higher you I.Q. (Mage Spells) and Piety (Priest Spells), the higher your chance learn spells. Your chance to learn each unknown spell at the level you are allowed to is if your ability (I.Q. or Piety respectively > (RANDOM 0 to 29)).

*Your characters' Vitality has an effect on how many hit points are gained per level:
- Vitality 3: -2 hit points per level.
- Vitality 4,5: -1 hit points per level.
- Vitality 16: +1 hit points per level.
- Vitality 17: +2 hit points per level.
- Vitality 18: +3 hit points per level.

*Also, the higher your Vitality the higher the chances you will survive a resurrection attempt, see the spells section.

*The following are the starting hit points per class:
- Fighter, Lord is (50% chance of (10 + Vitality Modifier)) or (50% chance of ( 9 * (10 + Vitality Modifier) / 10 ))).
- Priest is (50% chance of (8 + Vitality Modifier)) or (50% chance of ( 9 * (8 + Vitality Modifier) / 10 ))).
- Thief, Bishop, Ninja is (50% chance of (6 + Vitality Modifier)) or (50% chance of ( 9 * (6 + Vitality Modifier) / 10 ))).
- Mage is (50% chance of (4 + Vitality Modifier)) or (50% chance of ( 9 * (4 + Vitality Modifier) / 10 ))).
- Samurai is (50% chance of (16 + Vitality Modifier)) or (50% chance of ( 9 * (16 + Vitality Modifier) / 10 ))).
In all cases the minimum is 2.

*The following are the base hit points gained per level per class, which is then modified by your Vitality (Minimum 1 after Vitality modifier):
- Fighter, Lord gain 1 to 10 base hit points per level on average.
- Priest, Samurai gain 1 to 8 base hit points per level on average.
- Thief, Bishop, Ninja gain 1 to 6 base hit points per level on average.
- Mage gain 1 to 4 base hit points per level on average.

*Each character starts at ((18 * 52) + (RANDOM 0 to 299)) weeks old.

*Each character starts with (90 + (RANDOM 0 to 99)) gold.

*At the Temple of Cant, the resurrect chance is (50 + 3 x Vitality)% if dead or (40 + 3 x Vitality)% if ashes, the character Ages by 1 to 52 weeks.

*At the Temple of Cant it costs you to cure your characters' condition:
- Paralyzed: (100 * Character Level) gold.
- Stoned: (200 * Character Level) gold.
- Dead: (250 * Character Level) gold.
- Ashes: (500 * Character Level) gold.


Section 2: Combat
-----------------

*Initiative, or if you prefer whom goes first in a battle.
For each of your characters it is ((RANDOM 0 to 9) + Agility Modifier):
- Agility 3: +3 Initiative
- Agility 4,5: +2 Initiative
- Agility 6,7: +1 Initiative
- Agility 15: -1 Initiative
- Agility 16: -2 Initiative
- Agility 17: -3 Initiative
- Agility 18: -4 Initiative
For each of the monsters it is a random number of ((RANDOM 0 to 8) + 2).
For either characters or monsters the highest is 1 and the lowest is 10 (1 goes first).
On equality characters go before monsters.

*The Fighter, Samurai, and Lord get 1 extra attack for every 5 levels. The Ninja has one extra swing on top of that which means a Level 1 Ninja starts with 2 swings. Other classes have only one swing at all levels. Some weapons inherently provide more swings, this is why getting a Long Sword + 2 early for example is so great because it gives 3 swings by default. The number of swings is the maximum between your weapon's inherent characteristics or what your characters' level provide, consequently they indeed do not add up together. The overall maximum number of swings is 10.

*Fighter, Priest, Samurai, Lord, Ninja have a naturally higher hit probability than other classes. Here's the code, HPCALCMD means Hit Probability Calculation Modifier:
IF (CLASS = PRIEST) OR
(CLASS = FIGHTER) OR
(CLASS >= SAMURAI) THEN
HPCALCMD := 2 + CHARLEV DIV 3
ELSE
HPCALCMD := CHARLEV DIV 5;

*All unarmed character classes do (1d2 + 1d2) damage per swing except the Ninja whom does (1d4 + 1d4) per swing plus the Strength bonus or penalty. For example an unarmed level 1 Ninja with 18 Strength would have 2 swings doing ( (1d4 + 1d4) + 3 ) damage each for a potential of 22 damage total per round.

*If unarmed, the Ninja's AC (Amour Class) = (10 - ( Ninja Level / 3 ) - 2). The ( Ninja Level / 3 ) part is rounded down. The -2 here is a good thing.

*If a Ninja hits with damage, then the Ninja has ( 2 * Level )% chance up to a maximum of 50% chance to score a Critical Hit. Then the monster has ((Monster Level + 10) < (RANDOM 0 to 34)) chance to avoid it, which means a monster over Level 23 cannot be Critically Hit.

*Your characters' Strength has an effect on the hit chance probability and damage per swing:
- Strength 3: -15% chance to hit, -3 damage per swing
- Strength 4: -10% chance to hit, -2 damage per swing
- Strength 5: -5% chance to hit, -1 damage per swing
- Strength 16: +5% chance to hit, +1 damage per swing
- Strength 17: +10% chance to hit, +2 damage per swing
- Strength 18: +15% chance to hit, +3 damage per swing
So, for example, for each combat turn your Level 10 Ninja with a Strength of 18 can do 12 extra damage points total with his 4 swings, all of it with 15% more chance to hit, this is significant.

*If a character or monster is sleeping or held then they take double damage!

*When your weapon is purposed vs. a certain type of monster you do double damage to it!

*Priests, Bishops and Lords have the ability to dispel undead monsters back to their plane:
- They have ((50 + (5 * Character Level)) - (10 * Monster Level))% chance to succeed on each monster of a group.
- The Bishop has this ability beginning at level 4 but with 20% less chance to succeed.
- The Lord has this ability beginning at level 9 but with 40% less chance to succeed.

*Resistances:
- vs. Poison & Paralysis & Critical Hit: Fighter 15%, Samurai 10%, Lord 10%, Ninja 15%, and if race is Human 5%.
- vs. Stoning: Priest 15%, Bishop 10%, Lord 10%, Ninja 10%, and if race is Gnome 10%.
- vs. Breath Attacks: Bishop 10%, Ninja 20%, and if race is Elf 10% to reduce the Breath damage by half.
- vs. Poison Gas chest trap: Thief 15%, Ninja 15%, and if race is Dwarf 20%.
- vs. Anti-Mage and Anti-Priest chest trap and Silence: Mage 15%, Bishop 10%, Samurai 10%, Ninja 10%, and if race is Hobbit 15%.
- vs. all of the above: add 5% for every 5 Levels of your character.
- vs. all of the above: add 5% if your Luck is 6, 10% if your Luck is 12, and 15% if your Luck is 18.
The overall maximum resistance is 95%.

*Once a character is poisoned, there is 25% chance each round during combat or each maze movement that the poison will take effect.

*If a character does not resist a Critical Hit (see Resistances above), then the character still has another (Character Level * 2)% chance up to a maximum of 50% chance to avoid being Critically Hit.

*In Wizardry 1 there is a 1 in 2000 chance a good character will turn evil if the party fights a group of Friendly monsters.

*In Wizardry 1 an evil party never encounters Friendly monsters.

*In Wizardry 3 there is a 5% chance a good character will turn evil if the party fights a group of Friendly monsters.

*In Wizardry 3 there is a 5% chance an evil character will turn good if the party does not fight a group of Friendly monsters.

*Each round each character has (I.Q. + Piety + Level)% chance of correctly identifying one group of monsters.



Section 3: Spells
-----------------

PRIEST SPELLS

*MILWA: Light for (15 + (RANDOM 0-14)) turns.

*MANIFO: A character or monster has (50 + (10 * Level))% chance to resist Manifo (Hold).

*MONTINO: A monster has (10 * Monster Level)% chance to resist Montino (Silence).

*LOMILWA: Light for 32,000 turns.

*CALFO: 95% chance to identify a chest trap.

*DI or KADORTO: The resurrect chance is (4 x Vitality)% of the recipient.

*BADI: A character or monster has (10 * Level)% chance to avoid being slain.

*LOKTOFEIT: Has (2 * Character Level)% chance of succeeding (Teleport back to Castle during combat).


MAGE SPELLS

*KATINO: A character or monster has (20 * Level)% chance of not being slept.

*MAKANITO: Undead are unaffected. Monsters level 8 or above are unaffected.

*LAKANITO: Each monster has (6 * Level)% chance of not being smothered.

*ZILWAN: Does (10d200) damages to an Undead monster, in other words that's adding 10 rolls of a random number between 1 and 200 damages.

*TILTOWAIT: Does (10d15) damages to all monsters (the game manual wrongly lists it as (10d10) damages), in other words that's adding 10 rolls of a random number between 1 and 15 damages.

*HAMAN and MAHAMAN: On a roll of (RANDOM 0 to Character Level) = 5 the caster will unlearn some spells. The following message will be displayed "But his spell books are mangled!"

*HAMAN For Wizardry 1 has 3 possible effects:
1. "DIALKO'S PARTY 3 TIMES" - cures Afraid, Asleep, Paralysis, Stoning, Silence, and Heals each character for (9 * ((RANDOM 0 to 7) +1)) Hit points.
2. "ZAPS MONSTER MAGIC RESISTANCE!" - the first 3 groups of monsters cannot make a saving throw against damaging spells.
3. "HEALS PARTY!" - cures Afraid, Asleep, Paralysis, Stoning, Silence, and restores all Hit Points.

*MAHAMAN For Wizardry 1 has 3 possible effects:
1. "DIALKO'S PARTY 3 TIMES" - cures Afraid, Asleep, Paralysis, Stoning, Silence, and Heals each character for (9 * ((RANDOM 0 to 7) +1)) Hit points.
2. "SILENCES MONSTERS!" - silences the first 3 groups of monsters for ((5 + (RANDOM 0 to 4)) rounds.
3. "DESTROYS MONSTERS!" - all monsters' Status=Dead and Hit Points=0.

*HAMAN For Wizardry 3 has 5 possible effects:
1. "CURE THE PARTY" - cures Afraid, Asleep, Paralysis, Stoning conditions.
2. "SILENCE THE MONSTERS" - silences the first 3 groups of monsters for ((5 + (RANDOM 0 to 4)) rounds.
3. "MAKE MAGIC MORE EFFECTIVE" - the first 3 groups of monsters cannot make a saving throw against damaging spells and are thereafter treated as being Level 1 for other calculations regarding the spells.
4. "TELEPORT THE MONSTERS" - all monsters' Status=Dead and Hit Points=0.
5. "HEAL THE PARTY" - restores all Hit Points.

*MAHAMAN For Wizardry 3 has all of the HAMAN effects above plus 2 new possible effects:
6. "PROTECT THE PARTY" - each character's AC=-10 unless it is even better (lower).
7. "REANIMATE CORPSES!" - cures Afraid, Asleep, Paralysis, Stoning, Death, Ashes conditions.


RECUPERATION FROM SPELL EFFECTS

*Monster have (20 * Monster Level)% or up to 50% maximum chance to recuperate from sleep spells.

*Monster have (10 * Monster Level)% or up to 50% maximum chance to recuperate from fear spells.

*Monster have (7 * Monster Level)% or up to 50% maximum chance to recuperate from paralyzing (hold) spells.

*Characters have (10 * Character Level)% or up to 50% maximum chance to recuperate from sleep spells.

*Characters have (5 * Character Level)% or up to 50% maximum chance to recuperate from fear spells.



Section 4: Monsters
-------------------

*You will encounter a maximum of 2 monster groups on maze level 1, a maximum of 3 on level 2, and up to 4 on level 4 and beyond.

*You will encounter a maximum of 5 monsters per monster group on level 1, 6 on level 2, 7 on level 3, 8 on level 4, and 9 beyond.

*Each character has (IQ + Piety + Level)% chance to correctly identify monsters.

*When an encounter occurs you have a 20% of surprising the monsters, if you have not surprised them, then the monsters get a 20% chance of surprising you.

*Some monsters have the capability to call for help. The ones that do so have a 75% chance to call for help if their group count drops below 5. Then, if ((RANDOM 0 to 199) > (10 * Monster Level)) no help will come.

*Some monsters have a breath weapon. The ones that do so have a 60% chance of using it. If you resist (see Resistances above), you character takes 1/2 damage. If you have equipment that protects you from breath weapons then your character takes 1/2 damage.

*The monsters' magic resistance against damaging spells is a saving throw versus their Magic Resistance % attribute which is for most a low number.

*The monsters that have resistances to FIRE and COLD elements take only 1/2 damage when hit from such damaging spells.

*Spell casting monsters have a 75% chance to do so during their turn.



Section 5: Experience, Treasures and Traps
------------------------------------------

*To inspect or disarm a trap your character's status has to be "OK".

*The Thief has (6 * Agility)% chance to identify a trap, the Ninja has (4 * Agility)%, both up to a maximum of 95%. Calfo has 95% chance.

*If your Thief or Ninja fails to identify a trap there is a ((RANDOM 0 to 19) > Agility) chance they will activate the trap.

*The Thief or Ninja's chance to disarm a trap is ((RANDOM 0 to 69) < (Character Level - Maze Level + 50)).

*Here's the breakdown of the effects of traps:
- POISON NEEDLE : The character popping the trap is Poisoned.
- GAS BOMB : Each character does a saving throw against their Poison Resistance or else is Poisoned.
- CROSSBOW BOLT : The character popping the trap is hit for ((Maze Level)d8) damages.
- EXPLODING BOX : Each character has 50% chance of taking ((Maze Level)d8) damages.
- SPLINTERS : Each character has 70% chance of taking ((Maze Level)d6) damages.
- BLADES : Each character has 30% chance of taking ((Maze Level)d12) damages.
- STUNNER : The character popping the trap is Paralyzed.
- TELEPORTER : The entire party is teleported to a random location and direction on the same maze level.
- ANTI-MAGE : Each Mage and Samurai does a saving throw against their Anti-Mage Resistance. If it fails the Samurai is Paralyzed. If it fails the Mage is Paralyzed, and if the Mage is already Paralyzed, then the Mage is turned into Stone.
- ANTI-PRIEST : Each Priest and Bishop does a saving throw against their Anti-Priest Resistance. If it fails the Bishop is Paralyzed. If it fails the Priest is Paralyzed, and if the Priest is already Paralyzed, then the Priest is turned into Stone.
- ALARM : The party must immediately face another encounter.

*If you fail to disarm at trap you still have a ((RANDOM 0 to 19) < Agility) chance to avoid activating it, thus giving you another opportunity to disarm it.

*The Bishop has (10 + (5 * Character Level))% chance to correctly identify an item. Then there is a (35 - (3 * Character Level))% chance your Bishop will accidentally equip a cursed item whether identification was successful or not.

*Each character gets experience points after a fight only if their status is "OK".

*You don't get experience points for monsters that have been dispelled or have ran away.

*In Wizardry 1, you can invoke the Special Powers of some items you find. Using an item's Special Power may destroy it:
- MURASAMA BLADE : Strength + 1.
- SHURIKEN : Maximum Hit Points + 1.
- THIEVES DAGGER : Change Class to Ninja.
- LORDS GARB: Heals all Hit Points of all characters.
- WERDNA'S AMULET : Heals all Hit Points of all characters.
//Note that in Wizardry 1 other Special Powers were possible but never used:
- If your Age > 20 years old then you get younger by 1 year.
- Get older by 1 year.
- Change Class to Samurai.
- Change Class to Lord.
- Add 50,000 Gold.
- Add 50,000 Experience.
- Change Status to Lost.
- Change Status to OK, cure all Hit Points, and cure Poison.
 

octavius

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My Thief has an AGI of 24.
I rolled 20 characters, two from each race but Human, and picked the six best ones. The only one with more than 10 bonus points was the female Faerie, and I made her a Thief, since I recall from Wiz 1-3 how vital a good Thief is. So far all chests have been untrapped, though.
And despite 24 AGI I've not noticed an ambushes succeeding. The combat text is quite fast, though, so I may have missed something.

Overall the game feels rather easy so far.
 
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aweigh

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The following is a huge list of various tips, tricks and gimmicks you can do to manipulate encounters and events in Gaiden 4 and do other things like how to farm a specific encounter or how to acquire two copies of a specific item, as well as information on which events or items give you the most optimized gains for attributes in order to shore up a specific character's values beyond the game maximum of racial max + 10 and other stuff like that:

The website this is from is the same one I linked earlier with the item lists and general solution guide, i.e. Boltac's Trading Outpost: https://translate.googleusercontent...700201&usg=ALkJrhhKFlfEcU0ZmqchvUJ674FNDL89Sw

Gaiden IV character related
Save spell use count

In the early days I wanted to save the number of magic use even a little. So first go to the labyrinth at the main party and use the permanent magic such as Romilwa, Mahpafik. After that, interrupt once, brought a new character from the bar and enter the labyrinth, and add characters that used magic before. Then let them stay at the inn and return to the labyrinth and stop again. After that, if you rejoin the character that you restarted at the main party and let you stay at the inn, you can start with the magic number of times of use remaining full, as the magic effect that was initially taken continues.
This is based on the fact that permanent magic is recorded on a per-party basis, and it is possible to maintain AC decline by Mahaman in the same way.
Pay for spells

First of all, use Dumapick spells in the dungeon. Let's reset it when the map is displayed before the screen changes. And when resuming adventure, the number of spells used for Dumaspick has not decreased. This is the same with McCallum. Also, if you reset the item immediately after identifying the item with carddu, you can avoid using MP for unnecessary items.
About past titles

To use the previous characters with Gaiden IV, you can only reincarnate with the password from Gaiden III. At that time, the title is Gaiden III's "
g3a.gif
"When"
g3b.gif
Only inherit it. (These remain for a long time apart from the titles that can be got by Gaiden IV)
As an aside, Gaiden IV has three types of titles, which never coexist.
Basic knowledge of incarnation characters

Characters incarnated from Gaiden III by password have experience level equivalent to Level 3 from the beginning. In addition, the strength of luck is uniform 14, if the original ability is 14 or more, it is uniform 14, and 13 or less is intact. In addition, sex can be selected differently from Gaiden III.The age is uniformly 19 years old. The amount of money held is 500 G uniformly. Attributes are intact. (For example, you can use a neutral bishop from the beginning if you make a neutral bishop with the Pope III and then you can use a neutral bishop from the beginning) and HP, Samurai and Ranger 12, Warrior and Valkyrie and Road 11, Priest 9 , Thief, Bird, Bishop, Ninja is 8, Alchemist and Mage are 4, uniformly decided.
Gender capacity difference

The gap between men and women will eventually be resolved. The more you dedicate items, the better you choose a woman.
About the bare hands ninja and monk

Every time a ninja and a monk rise, AC falls by one. Also, unlike in the past, you can further lower AC if equipped with items.

A ninja and monk's bare-handed attack (state that no armor is equipped) will be in the long range from level 9.
SP has nothing to do with the race

Even with items that can not be equipped with that tribe, it is possible to use SP.
For example) Make a fairy ninja monk with a demonic spear.

Gaiden IV Experience Value and Level Up
Earn with an Okuku

When I start adventure with immovable towers, I go to 1F (north east east 11). If you examine the well here, you will be fighting with the monster "Okku-sama", and winning "Kagi" will be obtained if you win. Let's throw out the "Kaki" here and check the well again. Then it will be battle again with "Okku-sama". If you defeat Okuku-sama, the experience value of 2100 will be included per person, so if you repeat, you can earn a lot of experience value in a short time. Especially in the early stage of adventure, it is possible to improve the level of characters at a fast pace.
Earn with a murmur

Examine the spells in the immovable tower 1F (North 10 East 21). Then, it becomes a battle with the magazine, and if you defeat it will have 1000 experience values per person. If you examine this spell afterwards, the spell of mines will appear again. This method can be repeated until you examine the spell in the next room (North 11 East 21).
Earn with misaki

Just going back and forth between the emergence point of Misaki with a sandals (1F North 15 East 5 of the dead). Experience value is as low as 533 points per person, but it may not be easier than others because there is no need to "investigate". You can do it again and again until you hand over the sandals.
Earn with such a mummy

Examining a fine grave in the tower 1F (Northern 18 East 8) of the dead spirit "Mummies like so" appears. This enemy also gains more experience if you call "Vampire Road" or "Yuurei" as casting Bamoldi and summoning Immortal Monsters, not to mention experience values. Even at a low level you can not win if you improve your skills with Bamatsu or Punch. In addition, you can throw away the "Kaki" dropped by a high priest Mummy, and you can fight again if you examine the tombstone.
Earn money with Majura [after transformation]

Turn on all 16 switches in tower 3B of the dead godda, and get "Shishisuto no ko". Then it becomes a battle with Majura [after transformation] at the place where it was forcibly teleported. If you defeat Majura, you go up the stairs in that room and return, Majula will appear again. This can be repeated as long as your character has a book of the dead.
Although the attack by Majura is a 100% spell attack, since spells are sealed at the time of taking a book of the dead regardless of enemy ally (even if you abandon the book of the dead " It is not canceled even if you choose), you can win with no damage. Furthermore, since there is no gentle by the altar, if you take care of random encounter and have a powerful weapon (assassin sword, blind staff, etc) you have the possibility to win even low level characters alone.
Earn with kuriku

Examine the doll at the tower 1F (north 12 east 23) of genjutsu. Then, it becomes a battle with "Karakuri", and when defeating it, the experience value of 1333 per person enters. You can throw away the "Dengokui" that you will get after this, and you can fight again if you investigate again.
Earn with Komei

Examine the pots and bottles at the tower B2 (Northern 18 East 5). Then, it becomes a battle with "Kameo さ", and if you knock down, 2000 experience value per person is included. You can throw away the "ivy" that you will get after this, and you can fight against it again if you examine it again.
Earn with clowns

When you defeat the clown in the old cave B5, B6, B7 (north east east 11) 3333 experience value per capita enters. Camping on the spot → Cancel or move back and return to the clown again.
Earn with the current mind

When you defeat the Devil 's Devil and discard the stamp that goes into your hand, the Devil' s Devil appears again. If you repeat this you can earn hundreds of thousands of experience values in a short time. However, since Satan's Demon King has a paralysis attack, let's lower the probability of attacking repeatedly by pine and Bamutsu repeatedly.
Earn money with Scyra

If you help a woman in Sanctuary 1F (North 6 East 11), it will be a battle with "Scylla", and if you defeat it will have 2666 experience points per person. If you throw out the "Kaki" you get after this, an event can start and you can fight Scyra.
Earn with dahlia

Defeat Dahlia and get "Available Pendant" If you throw it away, Dahlia will emerge again. If you kill, it will have 20000 experience values per person.
Earn with Diamond Night

Because it is a strong enemy, conditions are quite severe. First of all, the level is over 40. And four characters Norfit is cast, one character to cast Lavadi, and one character with a certain range of accuracy in the long range. Let's make it in this order, when entering the battle, NORPHIS x4, Lavadi, normal attack. With this you can beat easily. If you throw out the amulet that you get, another diamond will appear so repeat this as many times as you want.
The tactics of this Noguchi → Lavadi are valid not only for Diamond Night but for any enemy, so you should try it if it gets stuck in battle. However, the effect amount of Norfit and the success rate of Labadi are proportional to the level of the character.
Earn money by reading

When you defeat Yomogi and throw out the book of the demon that you get, the Hesumi Imperator emerges again. Experience value 999999 is the same as Diamond Knight, but because there is no critical, it can fight relatively relievedly. Gurtmus, Lasios and tilt weight are a bit cumbersome, but it is still a casual party if you can earn money at Dragons Cave.
Events that can not be earned Enemies

The following events The enemies can not earn because they will not resurrect if they defeat them. There is also no way to resurrect if you defeat NPC other than clown.
Otsuyama -sama: The lanterns will never disappear after battle as the fire stays on.
Kyōku: If you examine it again, you will get "も Makuhen" only.
Kanji: Once you examine it again, you get "Kaki" only.
Ryougan: After battle there are no bodies of muscle and the soul's guts are gone.
Aquaculture of Greater Demon

Greater daemon that emerges from the old cave B6F. Experience value is as high as 30,000 per animal, but it is a difficult enemy to call Rudalt while calling a friend. But if you do not have any special attacks that will make it impossible to act, and you stop the spell with Montino, the spells are also sealed by someone who is called. Therefore, if you defeat them while increasing them moderately so as not to annihilate them, you can gain huge experience value in a short time. Also, although only one person will be lost, it is also quick to use Mahaman's "Protection from Magic" instead of Montino. Please be careful as you escape if the level here is too high.
Automatic battle

There is a big spell at the immovable tower B1F (north 10 east 21), and when you examine it, the enemy "Mulberry's Blade" appears. If you prepare a joystick with a firefight function here and fix the X button and A button repeatedly, it will repeat battle without permission. Please note that if you open a small spoon in the upper room, the event will be cleared and will not appear again.
You can earn in the same way with Murphy's Ghost appearing in the tower 2F (North 17 East 6) of the dead. You can earn even after clearing the three towers, although the experience value you get is lower than the spelling of the spell. By the way it is impossible to escape both.
After using job change items

Career change by item's special power is different from normal change in level and experience value as it is, but when you change from lower level to higher level for that reason, you can raise it to the next level due to the difference in necessary experience value A huge experience value is needed. So by casting Mahaman or lowering the level deliberately with the drain, the experience value is back calculated from the current level and, as a result, it can be made higher than the original experience value.

Gaiden IV Super Character
Ability value to ALL24

Using the SP of the items listed below, you can raise the ability value to 24 beyond the tribal limit. (Up to the tribal limit in Iharon)

Quick result table ○ · · · 24 × · · · up to tribal limit
Power Power Ankh, Dragon Kite, Silver Hammer (Lucking Strength - 1)
wisdom Ankh of wisdom
Faith Ankh of prayer, fire whip (ashes), fireflies of fire (ashes)
Vitality Magician's bow, Muramasen, Sanriku (age -1), Mace of fresh blood (maximum HP 1 - 5 decrease)
Speed Mantis glove, bow of the forest precious, Muramasen, Tsuruki (power -1)
Strength of luck Ring of solitude, Taro Yahata's bow, Muramasa
Profession Kochi Shinkansen luck Summary
Warrior ○○○○○○ All races possible
Valkyrie ○○○○○○ All races possible
Load ○○○○○○ All races possible
samurai ○○○ × ○○ Resizan only available
Monk ○○○ ×× ○ It can be done if you change jobs from other occupations with a spear of a demon
(Warrior, Risan Samurai, Fairy Ninja only)
Ninja ○○ ○ ○ × ○ Only Fairy is possible
Robber ○○○ ×× ○ -
Bird ○○○ ×× ○ -
Ranger ○○○ × ○○ Resizan only available
Bishop ○○ ○ ○ × ○ Only Fairy is possible
Monk ○○ ○ ○ × ○ Only Fairy is possible
Witch ○○ ○ ○ × ○ Only Fairy is possible
Alchemist ○○○ ×× ○ -
Psionic ○○○ ×× ○ -
The number of spell use times is ALL 9

Mahaman's "restore magical power" makes ALL 9 the number of times spells are used by all. After casting Mahaman, if you escape with mallor or lactoferite the experience value will not decrease.

Gaiden IV Capability Value · HP Rising
Raise at the chapel of the dead god 's tower

Tomb of the Dead Spells When you examine the coffin in the chapel that you can open with the hands of the monkey of B2F you can raise the characteristic value of the character only once. There are five coffins, north 22 east 9 → power, north 21 east 10 → wisdom, north 20 east 9 → faith heart, north 21 east 12 → quickness, north 20 east 11 → luck strength , The corresponding characteristic values of all the parties increase unexpectedly by 1. Moreover, since this effect goes beyond the upper limit of the tribe, I would like to investigate after in-house growth has ceased, if possible.However, clearing the immovable tower or the tower of genjutsu will eventually disappear.
Redo level up

After raising the level at the inn, when resetting without leaving the inn, the character has returned to the state before the level up. If you use this, you can redo the ability change until you are satisfied. It is effective even in heavy mode. However, if you leave the inn after level up, be careful not to return even if you reset.
Use Mahaman or Energy drain

After casting Mahaman or receiving a drain, cast a mallor before the battle is over. Then, although the level is decreasing, the experience value remains as it is. If you stay in an inn, the level increases, the ability value and HP go up. Instead of mallor, it is also possible for monk spells Rocffteit, and forgotten spells can be quickly remembered by upgrading.

Gaiden IV Character / Age Control
Changing character's character

Use psionic magic "Iharon" for characters whose age is under 19 and whose characteristic values have reached the upper limit. Then the item "change the game" will appear. By choosing this, you can change the character's character at random. By the way, "Iharon" usually has the effect of raising the character's characteristic value and rejuvenating her age.
Age loop

The maximum age limit is 1260. If you use an item whose age goes up here or let it die once and bring it back to life, it will be 0 years old.
Rejuvenating Ankh

The rejuvenating Ank is effective until 19 years old.
Innkee's law

I will not take anything else if staying over HP for a brief sleeping bed. However in a stable, even HP full, take a week with a probability of 1/7.

Gaidai IV Resuscitation and Escape
Mallor in battle

If you cast Mallor during the battle, you will have almost never happened that turn. For example, select mallor → Paralyzed or dead character while mallor is activated, it is cured at the transition destination and the HP remains the same. However, the number of deaths of dead characters has steadily increased, and the MPs used have decreased, at the end of the disabled character. So, for example, even if you restore HP with spells in that turn, HP will decrease again and MP will be consumed, that is to no avail.
About senility

Old age occurs when a character of life force 3 stays in an inn, and level up → life force becomes 2. "~ Has raised the level", "I did not receive a suggestion", etc. are not displayed, suddenly "displayed for luxury" is displayed and the characters disappear. Moreover, this lost is confirmed when this sentence is displayed, and even if it is reset in this sentence display in normal mode it can not be prevented. To be careful.
How to capture the deceased

"A book of the dead" which is a clear item of the ghost tower. When this item is acquired, it is forcibly teleported to the continuous warp zone. In this case all magic is sealed, and when turning backwards, it is returned to the altar and the dead book is confiscated. In order to get through here, you have to put all the switches in B3F down in advance.
But there are exceptions. Prepare two parties and get a copy of the dead at each party. If you converge at the teleport destination and you have two books of dead in one party, even if you return it, only one book of the deceased will be confiscated. And if you return to the ground as it is, you can clear the tower of the ghost without seeing the last event.
Huge puzzle solution

The puzzles that appear in the old caves B 5 F - B 7 F are easy to understand, based on old-fashioned Rubik's Cube. In other words, each floor is the first row, the second row, the third row, and the floor of nine blocks moves in conjunction. Move all the images to the 7th floor, check the image of the center, and put it in the next labyrinth.

The meaning of the switch is as follows
● A : Rotate rows counterclockwise
Y : Rotate rows clockwise
● X : Turn column in front of you
● B : Turn column in front of you

Answer:
B 5 F, North 7 East 14, A , A , X
Next to the left, North 7 East 11, B
To the left, North 7 East 7, Y , X It is completed.
100% resuscitation technique

Even if the character dies or ashes, if you release the SP such as sacred armor, it will be revived with total HP recovery. Aside from that, when Gaiden IV loses "it is so" and disappears on the spot, there is no "lost" condition.
Reset technique

If you reset during battle, all events that occurred in that battle are canceled. In other words, I am not afraid of death or drain. Also, you can return to the state before camping by resetting during camping. Even when the growth result of the level up in the inn is unfavorable, you can start over by resetting. Even in heavy mode, saving during battle will be done right after the end of the turn, so even if you criticize or drain you can reset it before end of turn.
Survive from the stone

If it jumped into the stone by mistake at the ∞ floor of an old cave or Dragons Cave, reset it before the display of "in the stone" disappears. When you resume adventure the party is camping in the stone so return to normal space with mallor without undoing the camp. This is also valid in heavy mode.
If you go through a one way street door

If you go through a one-way door, the enemy appears to be circling around without walking one step at a time, so if you escape from that enemy you can return to the block before passing.

Gaiden IV NPC related
Stingy worker

When I arrived at the immovable tower 3F at the request of Kumamoto Rama, I handed the dumplings to Gyrasu and then went to the altar, "It seems that it was going well, it is gold of the money, do not accept it." . The subsequent message also follows, "He hands a bag containing gold here ~", but after all eventually the gold has not increased, after confirming the event.
About us

You can talk about finding a baby in the immovable tower 2F (Northern 17 East 11), but if you obtain "Children's squirrel" with 1F before speaking to you, Can be given to. However, she refuses to pick up the bad omen.
Also, do not teach the baby's residence to capture the ghost tower, or kill him beforehand and then go to the immovable tower B1F (north 3 east 20), the gymnast gets haunted and takes children away.
Get sandals without killing Misaki

If you pick up sandals in a dark stagnant swamp, discard them before Misaki appears. Then Rachel picked up the sandals that I threw away, so you can get sandals without fighting the result Misaki.
Caterpillar butterfly

Giving a caterpillar in a tower of genjuts other things instead of "bait" gives butterflies and attacks when given other things (good potion etc.). But if you defeat it, you will not receive anything, so it would be better to obediently feed.

Gaiden IV Battle Related
Disable confusion

Even in a character that is confused by Cantios, by repeating the command selection over and over again, "Jyun" or "cursing" command is displayed and it can be executed without problems.
Mahaman greatly lowers AC

A variant of Mahaman & Mallor technique. With Mahaman's "To give a boat", AC drops by 10 at the same time. This effect will persist even if you escape by mallor, so you will be able to fight very easily without worrying about level down. Furthermore, this effect can be overlapped, and if a character that can earn with Dragons Cave sings 10 times, it can be AC - 99 in addition to a ninja. However, be careful as you go back to the original AC if you leave the labyrinth.

Gaiden IV labyrinth related
You can go further underground at the Karimono

Although the bottom layer of the Karimi field is B10, you can enter a deeper floor using the item's mallor (helmet of metastasis or magical amulet) during battle. (Why are items, if you can not use magical spells in combat during the battlefield, mallor in camping will fail both spells and items)
For example, if you marvel at item B during battle in Brain B1, it transfers to the Karimono (equivalent to B14) where only Ant appears. If you go further down here and enter the stairs downwards, the four sides are locked in the wall block and you can not escape without doing a lactoferit. On the contrary, when entering the upper stairs to return to the ground, this time it comes out to the hierarchy (B13 equivalent) where enemies that appear buggy images and actions in addition to normal enemies. If you raise it further up here, you will come out to the hierarchy where bug enemies will appear (equivalent to B12), but here you can check the cursor at the position hitting B12 if you duplicate. When it goes up further, it is the hierarchy (B11 equivalent) that only comes out, and also here is the cursor at the position hitting B11 in the Dumaspic. As you go up from here you can see that there is B10 in the coordinates one step before Homareza.
Incidentally, if you male items at each floor (B1 - B10) of the Nibushi field, they will transition to different places and hierarchies. Although details are described below, there are cases in which it goes to other labyrinths instead of the drunkards, and in that case both the upper and lower floors can go back and forth, and if you leave the labyrinth you can return to the ground normally. Even when going to the Kariba, rarely jump into the block of rocks, there is also the possibility that abnormalities in the status and destruction of the save data may occur due to being bugged with a bug enemy. Be careful.

Dampening B 1 → Labyrinth (equivalent to B14) → Bug when raising the stairs Enemy labyrinth (equivalent to B13)
Tune B 2 → Phantom 2 F (Display is 1 B)
Battle enemy labyrinth (map of Duma Pik is changed) → Bug enemy labyrinth when going up the stairs (only enemies that hang up appear and they can not advance)
Demi B 4 → Bug Enemy Labyrinth (Only the enemies that hang up appear and will not proceed)
Draft B 5 → non 2 F (display is 1 B)
Dragon B 6 → Dragon B 2 (Display is 1 B)
Demi B 7 → Bug Enemy Labyrinth (Only the enemies that hang up appear and will not proceed)
Battle enemy labyrinth (you can pass only the enemies of the knight's uncertain image) → Bug enemy labyrinth as you step up the stairs (enemies of the knight's undefined image and enemies of the knight image and enemies of the akorito image (huge experience value) → You can pass) → Bug the enemy labyrinth as you step up the stairs (only the enemies that hang up appear and will not proceed)
Drum B 9 → Drum B 1
Dampening B 10 → labyrinth (equivalent to kneading B 14) → bug enemy labyrinth when going up the stairs (equivalent to kneading B 13)
The outer circumference of each tower

In rare cases casting mallor during battle on the tower sometimes is blown to the outside of the tower. For example, if you do in immovable tower 4F you may fly out of immovable tower 3F. Although it seems to be able to walk around at first glance, camping is automatically stretched just by pressing a direction change or A button. Depending on the coordinates, it may be "examine" instead of camping, and in other coordinates it may freeze as soon as the orientation changes. It is impossible to escape unless you can cast a mallor or a lactoferite whatever it is, in the worst case you only have to delete the character.
Outside the fetal world

When caught in a treasure box 's teleporter in the fetus world, when coming out of the area where you can walk, you will be returned to the castle alive. Then I went again to the fetus world and saw the automap, the places that seemed to have jumped in were properly filled, and when I jumped in mallor there, why is it "in the wrinkle"? Resulting in. By the way, even if you jump into the outer part with a random marror in battle it will be annihilated in the rock.
In other words, the outside part of the embryo world is treated as a teleporter to the castle if it jumps in the treasure reporter of the treasure box, and it is supposed to be annihilated with rock handling if jumping in the mallor.
Return to the entrance at the dunky place

First of all, go to a blind alley surrounded by walls in three directions from anywhere in the Kariba area. And you can teleport to the entrance of the Karimono by operating switches there.
Mallor at the old cave

For ancient caves, you can move by mallor to places you have not done yet.

Gaiden IV Travel Tips
Heavy even in normal mode

In normal mode, each action at the castle can be reset by resetting before exiting each facility. However, training areas are an exception, registration, deletion, name change, and change of care are recorded when each action is decided, and reset does not work. Especially in deletion and job change care is necessary even in normal mode. Also, at the time of resurrection of the deceased at the time of camping, if you decide to ashes from death you should be able to reset before unpinning the camp, but if you fail from the ash "do not reset!" While displaying And even if I do not have to unpack the camp, I will lose. Also lost at the temple is a Samba Temple "If you are a bad guy, this one seems to be like it before" / Safe if you can see the message of Kant 's Temple' Mamoza '. Lost can not be prevented even after resetting.
Restore rapidly increased HP

A book of the dead who is a clear item of the tomb of the ghost. When this item is acquired, it is forcibly teleported to the continuous warp zone, but if you abandon the deceased's book at this teleport destination, the HP of someone's party will be 65535 points (display is 5535) Sometimes. But do not be pleased. Completely recovering HP with Maddy, you will die by walking through the labyrinth and will not be used after that.
To return to this state, return to the castle without using Maddy and return to the original level by raising at least two levels in the inn. Two levels or more is because if only one level is raised and the maximum HP is increased by 1, the maximum HP becomes 65535 + 1 = 0, which is the worst state.Also, even if you use Maddy, you can kill that character once and let it be resuscitated with di and so on. Furthermore, even if the maximum HP becomes 0, it is possible to resurrect by a temple or a spell (however, the maximum HP remains 0, it dies as soon as entering a battle), using the item's SP, You can use the above method if you move up and down. After that, if you raise the level by fighting normally, it will recover to the maximum HP before the increase.
Upward pitch

On the immovable tower B1F (north 21 east 4) there is a "barbecue tavern", and the raccoons are drinking. Here, let's try to keep the A button pressed when "It's a cheeky guy who is lively brewing". Then, the movement of drinking the daike's sake is faster than usual.
Monster Graphic

Digging up to the bottom of the Kariba area, when you defeat the "Yomi Genshin" that is there, you will get an item called "Mamono no Ie". If this is handed over to the manager of the Karimi place, you will be able to see all the monster graphics after that.
The game does not progress

Connect two controllers to the main body beforehand and set the message speed to "∞". Then, after entering the battle and entering the command of the character, let's keep depressing one of the 2 buttons. In this state, even if you press 1 button, the game does not progress at all for some reason.
Heavy mode and normal mode

Even clearing heavy mode has no advantage. The difference from normal is only the save method as in the instruction manual.
 
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aweigh

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Oh, don't worry about the difficulty. The towers get quite tricky in their final floors, plus the final dungeon isn't accessible yet, and it is appropriately 'final'.
 
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aweigh

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A thought occurred to me... are you sure your thief is in range to hit the enemy?
 

octavius

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A thought occurred to me... are you sure your thief is in range to hit the enemy?

Ah...that must be it. I thought part of the hiding was sneaking up behind them.

Anyway, I must say I'm pleased with the SNES9x emulator; very user friendly.
 

octavius

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You remember which was the best order to approach the dungeons, also are there cross-dungeon puzzles or is it just limited to each own dungeon

I found it's best to explore the ground floor of each dungeon first, and then explore bits and pieces of each dungeon, instead of doing each dungeon in turn. Completing one dungeon and then starting to encounter lvl 1 monsters again would be tedious.

There's definitely some cross-dungeon puzzles. You find Food in one dungeon and can give to a creature in another dungeon, for example.
I still have quite a lot of items I've not found a use for, like the Kimono (I thought the bathing lady would want it) or a Tea Cup.

I also have some Broken Cards. Wonder if it's possible to fix them?

One thing I was wondering, as it combines old and new Wiz elements, are there like hidden skills? Like picking locks for the thief, is it entirely dependent upon his attributes or is there a pick lock skill that increases with each successful picked lock, but the game doesn't show any stats?

The Thief seems to be much more effective at Detect Hidden Door than other classes, while it was the Ranger who was the specialist in Wiz 6. Haven't detected any since I ditched him, but found some obvious ones using the Search command.
But the Bard seems to be almost as good as the Thief at removing traps from chests.

I also ditched the Bishop after he gained his 11th level, and bring items back to him. The Bishop is really useless in combat since his spell progression is so bloody slow.

Most of my party is now nearing lvl 12, and I've explored quite a lot (about 5 dungeon levels in each) of all three dungeons, and I find myself enjoying the game more as I progress.
 
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octavius

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So what now?

6FPQDuX.png


NIbWFbu.png


soQUQBX.png


qDsepTj.png


nzmEkH1.png


axHTg9W.png

When I return to the other two towers, most of the NPCs are dead.

I can't have finished the game already since there are so many loose ends.

Tower of Stillness:
The Well? Does that and the pool below have any significance?
I gave the Perfume to the bathing woman on the first floor, and she told me to give the Kimono to Lady Gozen, who I haven't met yet.
The Danger Room: some guy told us that we "are still green", so he pulled a chord and the party falls down a level. He's no longer there, but the pit is. The eastern door leads to a room with a message icon on the floor, but nothing happens.
Topmost floor. Can't get past the door which seems to need a "hot" key.
Upper Basement. Can't get past the face in the darkness.
Lower Basement. There's a torture rack, a headless prisoner, and a room filled with heads, but apart from finding the key that least to the prisoner in one of the heads, I can't figure out what to do.


Tower of Witchcraft:
On the upper level is the guy who can't control his body. He's obviously connected with the flying furniture in the dining room in the upper basement, which prevents the party from entering that room. Talking with the dual personality lady JuliaClaudia/Yuria I found the Magic Jar, which I thought would somehow cure the guy who can't control his body, but no dice.


Tower of Spirits:
There's a swamp, and an NPC reports seeing the corpse of a child there (which at least one other NPC is looking for), but I can't find anything. Assuming the swamp is the "lake" the NPC was talking about.
Painting of an actor, in the "no smoking" room. Does it have any significance?
Fireflies and Lantern on upper level. Can't do anything at either location.
Mid Basement: I couldn't enter The Cathedral last time I was there, but after finding the Mantle of Spirits it's now unlocked for some reason. Found a Small Ball in a child's grave, but the child in The Mortuary is gone and so is the weird precession of three adult characters and one child that would pop up regularly.

The rest of this tower I have not double checked:
Lower Basement: can't enter the NE or the NW rooms. Do you need a special combination of the levers to unlock the door(s)?


Items in possessions:
Tea Cup (an extra one)
Ogre Mask (several of these, and already used one on a faceless woman)
Smiling Mask
Small Ball
Kimono
Magic Jar


Help me aweigh, you are my only (?) hope!
 
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Grauken

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Maybe this will help, it's a japanese site that has full maps and probably some hints about what to do, maybe using GoogleTranslate can shed some light - but the site doesn't really exist anymore, so you have to copy it (linked by aweigh earlier)
http://infoseek_rip.g.ribbon.to/hkaityo.hp.infoseek.co.jp/wiz/wiz4ba01.html

Actually, the internet archive backup should work directly with google translate
https://web.archive.org/web/20040828024628fw_/http://hkaityo.hp.infoseek.co.jp:80/wiz/wiz4ba00.html

and this FAQ (also linked by aweigh earlier)
http://www.pekori.jp/~emonoya/faq/faq/faqg4.html
 
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octavius

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Finally got a break!
Basement 2 (N08 - E03) There is a corpse without neck . Use a soul amulet for this corpse.
Turns out this only works if the amulet is not equipped!

EDIT: lockpicking Iron Gates is not a good idea, as it will prevent the events that generate the keys from firing, which partly led to my confusion.
 
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octavius

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I decided to reload just prior to getting my paws on the Mantle of Spirit.

Using the Amulet on the headless corpse opened up the whole Tower of Stillness, and I can now get the second artifact when I want (I assume). But giving that Kimono to lady Gozen meant I missed a side quest. So there is some choices&consequences in this game.

Now to see if I can complete the Tower of Spirits.
 

octavius

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Or rather, I had some unfinished business in the Tower of Witchcraft.

Turns out you need to Use the Magic Jar in the middle of the "cut scene" with the moving furniture on the first basement level. So I was initially defeated by underestimating the game engine or not thinking outside the box.
 

octavius

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Tower of Spirits is trolling me.

I just can't find the child at the swamp.
Walkthrough says:
13. Return to the first floor of the ground (N18 - E05) Return to the first floor above the ground and examine the stagnant pond to obtain a child 's sight .
I : First floor above ground (N18 - E05): Yodon pond. When you examine it, you will have a child's pleasure . Be careful as a spell can not be used if you have a squirrel.

I've talked with both NPCs missing a child, as well as the guy who mentions seeing a child by the swamp.
Nothing happens when I examine the pond except a long message. I tried casting Light spells due to the mention of it being dark, but no dice. :?:?:?
 

octavius

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I'm an idiot.
The reason I can't find the child at the swamp is because the reward for finding the child will be a key to a door which lock I've already picked. :facepalm
 

Grauken

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This begs the question, is a rogue with lock picking even necessary, or would it makes sense to replace him with another tank and instead open doors the "proper" way buy following the plot puzzles?
 

octavius

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The best reason for having a Thief is actually to spot secret doors, since neither Bards nor Rangers seem able to do it, while they will disarm 19 of 20 trapped chests and will also be able to pick locked doors. But finding secret doors can of course be brute forced by spamming the Search command.
So a Thief is not strickly necessary IMO.

Right now my party is missing all the top tier Mage, Alchemist and Psionic spells, since the hybrid classes either take too long to get the top spells, or else their spell progress is capped at lvl 5 or 6.

There's just too many classes you need to have all skills, spells and items useage covered, and too few slots open in the party. Party composition definitely makes for harder choices than in Wiz 1-5. It may be most optimal to start with at least some base spell casters, and then change their class to someting more prestigious when they can cast lvl 7 spells.
OTOH combatwise this game is easier than any of the American Wizardries (at least in the first three towers), so it's not really worth agonizing too much about.
 

octavius

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I was impressed by the level design after having finally completed the three towers.
Not so impressed with the Ancient Cave; it's bloody Wizardry 1!
If I want to play Wiz 1 I'll do it with lvl 1 characters facing goblinoids, not with lvl 14 characters facing low level monsters and out of place enemies like Crabs and Catfish.

This is really a bummer, since I was planning on replaying Wiz 1 with an evil party some time, but now it will take another 10 years for to me forget the layout of the dungeon.
 

Tarrant

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So what now?

6FPQDuX.png


NIbWFbu.png


soQUQBX.png


qDsepTj.png


nzmEkH1.png


axHTg9W.png

When I return to the other two towers, most of the NPCs are dead.

I can't have finished the game already since there are so many loose ends.

Tower of Stillness:
The Well? Does that and the pool below have any significance?
I gave the Perfume to the bathing woman on the first floor, and she told me to give the Kimono to Lady Gozen, who I haven't met yet.
The Danger Room: some guy told us that we "are still green", so he pulled a chord and the party falls down a level. He's no longer there, but the pit is. The eastern door leads to a room with a message icon on the floor, but nothing happens.
Topmost floor. Can't get past the door which seems to need a "hot" key.
Upper Basement. Can't get past the face in the darkness.
Lower Basement. There's a torture rack, a headless prisoner, and a room filled with heads, but apart from finding the key that least to the prisoner in one of the heads, I can't figure out what to do.


Tower of Witchcraft:
On the upper level is the guy who can't control his body. He's obviously connected with the flying furniture in the dining room in the upper basement, which prevents the party from entering that room. Talking with the dual personality lady JuliaClaudia/Yuria I found the Magic Jar, which I thought would somehow cure the guy who can't control his body, but no dice.


Tower of Spirits:
There's a swamp, and an NPC reports seeing the corpse of a child there (which at least one other NPC is looking for), but I can't find anything. Assuming the swamp is the "lake" the NPC was talking about.
Painting of an actor, in the "no smoking" room. Does it have any significance?
Fireflies and Lantern on upper level. Can't do anything at either location.
Mid Basement: I couldn't enter The Cathedral last time I was there, but after finding the Mantle of Spirits it's now unlocked for some reason. Found a Small Ball in a child's grave, but the child in The Mortuary is gone and so is the weird precession of three adult characters and one child that would pop up regularly.

The rest of this tower I have not double checked:
Lower Basement: can't enter the NE or the NW rooms. Do you need a special combination of the levers to unlock the door(s)?


Items in possessions:
Tea Cup (an extra one)
Ogre Mask (several of these, and already used one on a faceless woman)
Smiling Mask
Small Ball
Kimono
Magic Jar


Help me aweigh, you are my only (?) hope!

So I havent played this one in about a year -- in fact, I only dropped by the forum to see whether people had input re: Labyrinth of Refrain, which I'm picking up on release.

But! I recall where I was stuck, and you happened to mention it here, so I have two.. er, three questions, if you would:

--Where, in the name of all things holy, did you find the perfume? Is it in a different dungeon?

--Where is the Magic Jar?

--Where can I find the walkthrough? Hate to ask that one, but it'll be nice to have in case I get stuck for a year again, what with life being finite and all.

Much obliged for the help!
 

octavius

Arcane
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Joined
Aug 4, 2007
Messages
19,182
Location
Bjørgvin
--Where, in the name of all things holy, did you find the perfume? Is it in a different dungeon?

Use the Crystal on the young Samurai (Byras). That will reveal the general location.
IIRC there is a more detailed clue, but I missed it due to picking a locked iron gate.
Personally I wish I'd never found it, though...

--Where is the Magic Jar?

At the end of a spiral. But you'll only find it after talking to both incarnation of Julia/Yuria.

--Where can I find the walkthrough? Hate to ask that one, but it'll be nice to have in case I get stuck for a year again, what with life being finite and all.

https://translate.google.com/transl...co.jp:80/wiz/wiz4ba00.html&edit-text=&act=urlhttps://translate.google.com/transl...co.jp:80/wiz/wiz4ba00.html&edit-text=&act=url
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,182
Location
Bjørgvin
While level design wise the Ancient Cave was a letdowm, at least combat wise it started to get interesting half way through.
Had one almost party death (5/6 Stoned) and one character was Lost; my Priest, but my Valk can now cast lvl 7 spells so not a great loss. Replaced him with a Psionic to see if they are any good. With 10-20 K XP from one battle he should level up very rapidly.

Seems like Bard, Rangers and Valks eventually can cast lvl 7 spells, while Monks and Samurais are stuck with lvl 3-4 spells.
The Samurai is now my best character; dual wielding, regularly beheading enemies, and most HP and lowest AC of my characters, while the Monk has stagnated.
 

newtmonkey

Arcane
Joined
Aug 22, 2013
Messages
1,725
Location
Goblin Lair
I wanted something to play in the living room, so I decided to go with this game! I like it so far, but it is indeed extremely easy at the beginning compared with pretty much any other Wizardry I've played so far.

Looking around on Japanese websites for the game, people seemed to recommend you should definitely have a Psionicist as one of your offensive spellcasters for dealing with NPCs and a Thief for lockpicking/finding secret doors, so I went with

Dwarf Fighter
Felpur Samurai
Gnome Priest
Hobbit Thief
Human Psionicist
Human Mage

I've also got the usual Bishop sitting in the bar drinking for when I want to identify items.

I think it's pretty neat to play a traditional Wizardry game with classes and races from Wizardy VI. I really considered choosing a Bard instead of the Thief, but in the end couldn't bring myself to do it.

Some random things that I like about this:

+ I like that even on the "normal" mode it autosaves after most actions. It's pretty similar to the way the PC DOS version handles it—the game only saves when you leave combat. It's also got a "hard" mode that also autosaves immediately whenever something bad happens (death in combat or being turned to ash when resurrecting), so you basically have to live with whatever happens.

+ Very snappy movement even if you turn the dungeon graphics on.

+ Generally pleasing graphics and music. I like the little animations when you encounter an enemy before it switches to the actual combat screen.

+ It's nice that it contains in-game spell descriptions.

+ Lots of expensive equipment in the store to drool over for the first few hours anyway. One thing that I didn't care for in Wiz 1 is that you very quickly can afford the best equipment in the store, and then it's still several dungeon levels until you start getting much better equipment as drops.

+ The dungeon layouts so far seem pretty decent. I am drawing a map as I go along, but I find I don't really need it to explore areas I've already been to.

+ I've had no need to use it, but I like how the automap is handled here. It's just a tiny little window that you can't even scroll, so it's only really good to get your bearings.

Some stuff that annoyed me:

- No way to see detailed stats for weapons. A Bishop can get some basic information about equipment (basically, by whom it can be equipped, how many hands are needed to wield a weapon, I think the range but I don't remember for sure), but you're on your own as far as how much damage weapons do. Not even the manual lists anything.
Normally you can assume that higher priced weapons are better, but that's not always the case (especially if a weapon is faster and allows more attacks per round). Just have to rely on fansites for this I guess.

- The interface is somewhat annoying. They should at least allow you to switch between characters in menus with L and R. Shopping is a pain in the ass, as you need to buy your equipment, leave the shop, go to the bar, equip your new stuff, then go back to the shop and sell your old stuff.

[EDIT] Important for anyone else playing this, the Alchemist spell ZILFE is apparently bugged and using it can corrupt your save. The only solution is to never use the spell.

[EDIT2]
Some interesting info from the manual:

* octavius I think found this out the hard way, but the manual warns you not to clear any of the towers before exploring all the others, as clearing one tower will prevent most other events from happening (though you can still finish the game apparently). The manual recommends that you only clear a tower after fully exploring the events in all of them.

* The only characters that can find secret doors automatically are Thieves, Bards, and Psionicists (using the DIAFIC spell).
 
Last edited:

Beastro

Arcane
Joined
May 11, 2015
Messages
7,938
If there's a word most game titles lack, it's the word "throb".
 

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