Wizardry V: Heart of the Maelstom
Solution Copyright © 2000 by Mike Marcelais.
Everything in here is based on information from the version of Wizardry V that was included with the Wizardry Archives for the PC. Other versions of Wizardry V (including earlier PC releases) may differ.
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.
Make a bishop. 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.
Unlike in previous Wizardrys, you cannot pass through secret doors without finding them first. Secret doors are marked as such on the maps.
For all maps, this key is used:
An "unavoidable trap" is one that cannot be avoided by litofeit.
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.
Swimming: Each character has a swim rating, which starts out at 1. Whenever you try and dive one level deeper than you swim rating, one of three things can happen: the character drowns (and is dead); the character survives; or the character learns how to swim at that level (and his swim rating goes up by one). Learning to swim is very tedious and generally not worth it. Just buy the Rubber Duck (you can go buy a second one when you have used the first one to complete that part of the plot) and always have the character with the Duck do the swimming.
(No marked locations)
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 4-2||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). Prices from NPCs are typically triple the base price. Prices in parenthesis represent items that cannot be sold. The price listed is used only for buying, identifying, or uncursing the item.
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.
Range: The "range" of the weapon (Close, Short, Medium, or Long)
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.
Information in this table was taken from the internal data tables on the Wizardry disk, and checked (when possible) against actual gameplay.
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