Wizardry II: The Knight of Diamonds

Solution Copyright © 2000 by Mike Marcelais.

General Notes

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.

Maps and Solutions

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:

Level I

  1. An apparition of Gnilda appears here. She tells you of your quest to collect the five parts of the Knight of Diamonds.
    If you are alone (ie, only one person in your party) and that person has the five pieces of KOD equipment, the apparition will ask you for the answer to the sphynx's riddle. If you answer incorrectly, you lose all your equipment. If you answer correctly ("The Knight of Diamonds"), you lose all your equipment and get the Staff of Gnilda. Returning this staff to the surface gives 250,000xp for that one character and is how you win the game.
  2. The riddle here is to let you know that the only way to the armor is to malor three squares east of here.
  3. Fixed encounter: Magic Armor. You find KOD's Armor when you win. Once you win the battle once, you no longer have to fight anything here.

Level II

  1. The sage here wants 100,000gp before he will let you pass.
  2. Here that sage will tell you that some spells work better than normal. In particular, sleep spells (like katino) last longer, silence spells (like montino) are much stronger, latumapic has changed, and mahaman gives better effects.
  3. The answer to the riddle here is "shield".
  4. Fixed encounter: Magic Shield. You find KOD's Shield when you win. Once you win the battle once, you no longer have to fight anything here.

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.

Level III

  1. Teleports you back to town.
  2. Fixed encounter: Magic Sword. You find Hrathnir when you win. Once you win the battle once, you no longer have to fight anything here.

Level IV

  1. "A cavern's dark..."
  2. "As the inside of a mountain..."
  3. "Down the hall..."
  4. "A clear blue fountain." Any character wading in the fountain is put to sleep.
  5. Fixed encounter: Magic Helm. You find the KOD's Helm when you win. Once you win the battle once, you no longer have to fight anything here.

Level V

  1. Chute to (12E,15N) on level 6.
  2. Chute to (5E, 1N) on level 6.
  3. Chute to (7E, 16N) on level 6.
  4. Teleports you back to town for 5,000gp.
  5. Fixed encounter: 2 Magic Gauntlets. You find KOD's Gauntlets when you win. Once you win the battle once, you no longer have to fight anything here.

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.

Level VI

  1. "That king, the king who worships gold, will no more see his treasure room."
  2. "That king, the king who worships these, that king, he finds his doom."
  3. A statue of the earth god, Gnilda. If you search, you find a Staff of Light.
  4. A sphynx asks you a riddle here. The answer is "The Knight of Diamonds".
  5. "One alone."
  6. Teleporter to (9E, 9N) on level 1.

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.

Class Information

This is information that I think should be in the manual, but isn't.

Bonus points required to be eligible for a class:

FiMaPrThBiSaLoNi
Humans336311233756
Elves41124183554
Dwarves14167183554
Gnomes44117183453
Hobbits644110253352

Experience points and spell progressions.

LevelFighterMagePriestThiefBishopSamuraiLordNinja
21,0001,1001,0509001,0001,2501,3001,450
31,7241,8961,8101,5512,1052,1922,2802,543
42,9723,2683,1202,6743,6923,8454,0004,461
55,1245,6345,3794,6106,4776,7457,0177,826
68,8349,7139,2747,94811,36311,83312,31013,729
715,23116,74615,98913,70319,93520,75921,59624,085
826,26028,87227,56723,62534,97336,41937,88742,254
945,27549,77947,52940,73261,13663,89266,46874,129
1078,06085,82581,94670,187107,642112,091116,610130,050
11134,586147,974141,286121,081188,845196,650204,578228,157
12232,044255,127243,596208,750331,370345,000358,908400,275
13400,075439,874419,993359,931581,240605,263629,663702,236
++289,709318,529304,132260,639438,479456,601475,008529,756
SpellsNoneM 1-2P 1-2None1-4/4-4M 4-3P 4-3None

++ 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 List

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.

ItemClassesAlign/
Cursed
PriceACDamageTHSpeedSpecial
Long Sword-1
F    SLN
Cursed1,0001d8-1
Long Sword
F    SLN
251d8+4
Long Sword+1
F    SLN
10,0001d8+1+5+2
Slayer of Dragons
F    SLN
10,0001d10+1+1+1vs dragons
Long Sword+2
F    SLN
20,0001d10+2+6+3
Were Slayer
F    SLN
10,0001d10+1+5+2vs weres
Sword of Swings
F    SLN
100,0001d8+5+10
Blade Cusinart'
F    SLN
15,0001d3+9+6+4
Sword+3 (E)
F    SLN
Evil50,0001d10+3+7+4
Priest Puncher
F    SLN
70,0002d8+5+1vs priests
Long Sword+5
F    SLN
70,0001d8+10+9+2
Hrathnir
F    SL 
*2d10+10+7+1vs undead, Use: Lorto (0%)
Muramasa Blade
     S  
1,000,00010d5+8+3Invoke: +1 Str (50%)
Short Sword-2
F  T SLN
Cursed8,0001d6+1+1
Short Sword-1
F  T SLN
Cursed1,0001d6-1+1
Short Sword
F  T SLN
151d6+3
Short Sword+1
F  T SLN
15,0001d6+1+4+2
Short Sword+2
F  T SLN
30,0001d6+2+5+3
Mage Masher
F  T SLN
10,0001d6+1+5+2vs mages
S-Sword/Swings
FM T SLN
75,000+11d4+2+4+10
S-Sword+3 (E)
F  T SLN
50,0001d6+6+4
Mace-2
F P BSLN
Cursed8,0001d8
Mace-1
F P BSLN
Cursed1,0002d3-1+1
Anointed Mace
F P BSLN
302d3+2
Anointed Flail
F P  SLN
1501d7+3
Mace of Poison
F P BSLN
10,0001d8+3+2Poisons, Resist poison
Mace+1
F P BSLN
12,5002d4+1+3+2
Mace+2
F P BSLN
25,0001d8+2+4+2
Priest's Mace
  P B L 
75,0002d8+5+2vs undead, Priest's ring effect, Use: Bamatu (0%)
Rod of Raising
  P B L 
150,0003d8+3Use: Kadorto
Dagger
FM T SLN
51d4+1
Dagger of Speed
 M     N
30,000+31d4+7
Dagger+2
FM T SLN
8,0001d4+2+3+2
Dagger of Thieves
   T   N
50,0001d6+5+4Invoke: Become Ninja
Staff of Gnilda
F    SL 
Cursed*-210+8
Staff-2
FMPTBSLN
Cursed8,0001d4-2+1
Wand of Mages1
 M      
*1d4+1Invoke: recharge spell slots to 9s and become WoM2
Wand of Mages2
FMPTBSLN
*1d4+1Invoke: recharge spell slots to 9s
Staff
FMPTBSLN
101d5
Staff of Mogref
 M  B   
3,0001d6+1Use: Mogref (25%)
Staff of Montino
FMPTBSLN
15,0001d5+1+1+1Use: Montino (10%)
Staff+2
FMPTBSLN
2,5001d4+2+2+1
Staff of Curing
  P     
100,0001d8+3+3+2Invoke: Madi (10%)
Staff of Light
FMPTBSLN
60,0002d8+2+2+1vs undead, Use: Lomilwa (0%)
Shurikens
       N
Evil50,0001d5+10+7+3Invoke: +1 HP (50%)
Shield-2
F PT SLN
Cursed8,000+2
Shield-1
F PT SL 
1,500-1
Small Shield
F PTBSLN
20-2
Large Shield
F P  SLN
40-3
Shield+1
F PT SLN
1,500-4
Shield+2
F PT SLN
7,000-5
Shield+3 (E)
F PT SLN
Evil25,000-6
Shield+3
F PT SLN
250,000-6
KOD's Shield
F    SL 
*-6Regen +1, Resist magic, Use: Dialma (0%)
Robe of Curses
FMPTBSLN
Cursed8,000+2-2
Robes
FMPTBSLN
15-1
Robe+3
 M      
180,000-4
Leather-2
F PTBSLN
Cursed8,000+0
Leather Armor-1
F PTBSL 
Cursed1,500-1
Leather Armor
F PTBSLN
50-2
Leather+1
F PTBSLN
1,500-3
Leather+2
F PTBSLN
6,000-4
Chain-2
F P  SLN
Cursed8,000-1
Chain Mail-1
F P  SLN
Cursed1,500-2
Chain Mail
F P  SLN
90-3
Chain Mail+1
F P  SLN
1,500-4
Chain Mail+2
F P  SLN
6,000-5
Chain+2 (E)
F P  SLN
Evil8,000-5
Cold Chain Mail
F P  SLN
150,000-6Resist fire
Breast Plate-2
F P  SLN
Cursed8,000-2
Breast Plate-1
F P  SLN
Cursed1,500-3
Breast Plate
F P  SLN
200-4
Breast Plate+1
F P  SLN
1,500-5
Breast Plate+2
F P  SLN
10,000-6
Breast Plate+3
F P  SLN
100,000-7
Plate Mail
F    SLN
750-5
Plate Mail+1
F    SLN
1,500-6
Cursed Plate+1
FMPTBSLN
Cursed*-6
Plate Mail+2
F P  SLN
6,000-7
Plate+2 (N)
F P  SLN
Neutral8,000-7
Plate+3 (E)
F P  SLN
Evil150,000-8
Plate+5
F P  SLN
275,000-10
Garb of Lords
      L 
1,000,000-10Regen +1, Invoke: Madi (50%)
KOD's Armor
F    SL 
*-14Regen +1, Resist fire, Use: Matu (0%)
Helm of Curses
F    SLN
Cursed50,000+2-2
Helm
F    SLN
100-1
Helm+1
F    SLN
3,000-2
Helm of Malor
FMPTBSLN
25,000-2Use: Malor
Helm+2 (E)
F    SLN
Evil8,000-3Use: Badios (0%)
KOD's Helm
F    SL 
*-4Regen +1, Resist cold, Use: Madalto (0%)
Gloves of Copper
F    SLN
6,000-1
Gloves of Silver
F    SLN
60,000-3
Winter Mittens
F  T SLN
140,000-3+1Resist cold
KOD's Gauntlets
F    SL 
*-4Regen +2, Resist poison, Use: Tiltowait (0%)
P of Latumofis
FMPTBSLN
300Use: Latumofis
P of Dios
FMPTBSLN
500Use: Dios
P of Sopic
FMPTBSLN
1,500Use: Sopic
P of Dial
FMPTBSLN
5,000Use: Dial
S of Badios
FMPTBSLN
500Use: Badios (25%)
S of Badios
FMPTBSLN
500Use: Badios
S of Halito
FMPTBSLN
500Use: Halito
S of Katino
FMPTBSLN
500Use: Katino
S of Dilto
FMPTBSLN
2,500Use: Dilto
S of Lomilwa
FMPTBSLN
2,500Use: Lomilwa
S of Badial
FMPTBSLN
8,000Use: Badial
Amulet of Jewels
FMPTBSLN
5,000Use: Dumapic (0%)
Amulet of Manifo
  P    
15,000Use: Manifo (10%)
Rod of Flame
 M  BS  
25,000Resist fire, Use: Mahalito (10%)
Amulet of Makanito
FMPTBSLN
20,000Use: Makatino (5%)
Amulet of Cover
FMPTBSLN
120,000-3Regen +3
Ring of Porfic
FMPTBSLN
10,000Use: Porfic
Ring of Fire
        
250,000Resist fire
Ring of Healing
FMPTBSLN
300,000Regen +1
Metamorph Ring
FMPTB LN
*Invoke: Become Lord
Ring of Life
        
400,000Regen +2, Use: Madi and become Ring of Healing
Ring of Death
FMPTBSLN
Cursed500,000Regen -6
Priests Ring
FMPTBSLN
500,000???
Blarney Stone
FMPTBSLN
*Invoke: +1 Luck (75%)
Dreamer's Stone
FMPTBSLN
*Use: Katino (2%)
Damien Stone
FMPTBSLN
*Invoke: Character is LOST (5%), Use: Zilwan (5%)
Granite Stone
FMPTBSLN
*Use: Montino (3%)
Mind Stone
FMPTBSLN
*Invoke: +1 IQ (40%)
Stone of Piety
FMPTBSLN
*Invoke: +1 Piety (60%)
Stone of Youth
FMPTBSLN
*Invoke: Reduce age by 1 year
Magic Charms
        
200,000???
Amulet of Skill1
FMPTBSLN
*Invoke: Gain 50,000 XP (17%), becomes AoS2
Amulet of Skill2
FMPTBSLN
*Invoke: Character is LOST
Coin of Power1
FMPTBSLN
*Invoke: Randomly change class and become CoP2
Coin of Power2
FMPTBSLN
*Invoke: Kills character