Wizardry II: The Knight of Diamonds
Solution Copyright © 2000 by Mike Marcelais.
Everything in here is based on information from the version of Wizardry II that was included with the Wizardry Archives for the PC. Other versions of Wizardry II (including earlier PC releases) may differ.
There isn't a lot to this game, aside from mapping out each level, finding equipment, and gathering experience points.
Unlike in other games, teleporter squares also teleport light. Thus, if you're standing just south of a teleporter square, when you look north, you see the corridor that you would be teleported into. That, along with the lack of a visual cue when you've been teleported (like the screen flash in Bard's Tale) can sometimes make it hard to tell when you've been teleported.
You cannot create new characters in Wizardry II, you must transfer them in from Wizardry I. Although you get to keep your gold, levels, and experience points, your equipment does not transfer. Sell everything before moving it over, and buy and equip yourself with new equipment.
When I played Wizardry I/II, I started with a 2 Fighters, 2 Mages, a Thief, and a Cleric. By the end of I, I had a Fighter (formerly a Cleric), Samurai (formerly a Mage), 2 Mages (formerly a Fighter and a Cleric), a Priest (formerly a Fighter), and a Thief. Early in Wizardry II, I was able to turn my Thief into a Ninja. At the same time, I turned my two Mages into a Bishop and a Thief (since, unlike in later Wizardrys, Ninjas can't seem to do didly with chests.)
If you don't have a bishop in your party, make one anyway (in Wizardry I and transfer him over) to keep him at home. Whenever you return to town, give your unknown items to this Bishop, have him identify everything, and then give it back. If the item turns out to be cursed; well, you didn't want it anyway. If your Bishop collects too many cursed items, just delete him and make a new one.
Many doors in the game are hidden, revealed only when casting lomilwa or its little brother milwa. You should have that spell going during your entire expedition. Doors on the maps below are not marked as being hidden or not. Note that you can go through a hidden door even if you can't see it.
Due to a bug, once you enter an anti-magic area, you carry that anti-magic area around with you until you leave the level, no matter where on the level you go. Fortunately, it affects all monsters you encounter as well. Anti-magic areas do not dispel any expedition spells you have already cast.
General solution: You have to visit all six levels, get the piece of KOD equipment on that level, then return to Gnilda's shrine on level 1 with all of the equipment and get the Staff of Gnilda. Then return with it to town.
For all maps, this key is used:
You can't malor into this level, although you can malor out.
Once you get the KOD's Shield, you have a source of unlimited healing. You can use the Shield to cast dialma endlessly.
Some of the doors in the central room are not visible, even under lomilwa. The only way to detect them is to try walking through the wall.
Dumapic does not work on this level. Malor can be used to teleport out of this level, but not onto it. Locations in the above were found by casting malor to go directly up to level 1, followed by a dumapic to give me my current position. It is believed (but not proved) that all of the space outside of the rooms are solid rock.
Some of the doors in the entrance area are not visible, even under lomilwa. The only way to detect them is to try walking through the wall.
This is information that I think should be in the manual, but isn't.
Bonus points required to be eligible for a class:
Experience points and spell progressions.
|Spells||None||M 1-2||P 1-2||None||1-4/4-4||M 4-3||P 4-3||None|
++ refers to how many additional experience points are required for each level after 13th.
Spells are listed as two numbers: the level at which you gain 1st level spells, and the number of additional levels you need to gain to get another spell level. For example Mages are listed as 1-2, so they get 1st level spells at 1st level, and new spell level every other level (3rd, 5th, etc).
The number of spells you can cast each level is equal to the number of levels you have been able to cast that level of spell at. For example, a 7th level mage got access to 3rd level spells at 5th level. He will therefore have 3 3rd level spell slots (5th, 6th, and 7th levels.) You will always have one spell slot for each spell you know, and you cannot have more than nine slots in each level.
Item: The name of the item, as it appears in the game.
Classes: Which classes can equip, invoke, or use the item.
Align/Cursed: If an alignment is listed here, then the item becomes cursed if you equip the item and are of a different alignment. Generally, this makes the items' powers nonfunctional and reduces your AC and "to hit" rolls by 2 each. Items marked "cursed" are always cursed and cannot be unequipped.
Price: This is the price that you can buy the item for. The selling, uncursing, and identification price are half this amount (rounding down). Items with a price of "*" cannot be sold, nor purchased. They cost 150,000 to identify and uncurse.
AC: The amount this changes your AC. Lower numbers are better.
Damage: The amount of damage this weapon does.
TH: The bonus on your ability "to hit" monsters.
Speed: A higher speed allows you to attack sooner in combat, and to get more melee attacks with your weapon in a single round.
Special: Other powers that the item has. Regeneration gives you that many hit points back each round of combat. Items marked "Use:" or "Invoke:" have a power that is activated when you use it or invoke it. If the power has a percentage listed after it, this is the chance that the item will be consumed when used. If no percentage is listed, then the item can be used exactly once. Most items just "disappear" when they are consumed. A few items become some other type of item. This is listed below as "becomes ~".
Information in this table was taken from the internal data tables on the Wizardry disk, and checked (when possible) against actual gameplay. There are a number of "contradictions" in the table (such as +1 weapons generally being more expensive than +2 weapons), but this is how things really are.
Due to a bug, it seems that items of regeneration work even when not equipped.