+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | W I Z A R D R Y: P R O V I N G G R O U N D S | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | O F T H E M A D O V E R L O R D | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ GAME: WIZARDRY: PROVING GROUNDS OF THE MAD OVERLORD PLATFORM: NES GENRE: FIRST PERSON RPG CREATOR: SirTech Copyright 1987 AUTHOR OF THIS FAQ: Kevin Butler AKA War Doc E-MAIL: kevinb(at)technologist(dot)com FAQ VERSION: 1.02 ------------------------------------------------------------------------------- TABLE OF CONTENTS UNIT I: INTRODUCTION 1. Legal Stuff 2. Version Information 3. Acknowledgements 4. Welcome 5. Overview UNIT II: PLAYING THE GAME 6. Getting Started: Castle 6.1 Gilgamesh's Tavern 6.2 Adventurer's Inn 6.3 Boltac's Trading Post 6.4 Temple of Cant 6.5 Edge of Town 7. Getting Started: Maze 7.1 Combat 7.2 Loot 8. Taking Control UNIT III: STRATEGIES 9. General Strategies 10. Specific Strategies for Levels 10. 1 Level 1 10. 2 Level 2 10. 3 Level 3 10. 4 Level 4 10. 5 Level 5 10. 6 Level 6 10. 7 Level 7 10. 8 Level 8 10. 9 Level 9 10.10 Level 10 UNIT IV: APPENDIX 11. Experience and Leveling 12. Spells 12.1 Cleric Spells 12.2 Mage Spells 13. Enemies 13.1 Animals 13.2 Clerics 13.3 Demons, Dragons, and Enchanted 13.4 Fighters 13.5 Giants, Insects, Myths, and Weres 13.6 Mages 13.7 Thieves 13.8 Undead 14. Items 14.1 Armor 14.2 Gauntlets and Helmets 14.3 Misc Items 14.4 Shields 14.5 Weapons UNIT V: CONCLUSION 15. Conclusion _______________________________________________________________________________ To find a particular chapter or subchapter do the following: 1. Highlight the chapter or subchapter name you wish to find. 2. Press CTRL-C 3. Press CTRL-F 4. Press CTRL-V 5. Press CTRL-F 5. You will arrive at the desired chapter or subchapter. _______________________________________________________________________________ ************** ********************************* U N I T I ********************************** ************** +=================+ | 1. LEGAL STUFF |============================================================ +=================+ This guide may not be reproduced under any circumstances except for personal private use. It may not be placed on any web site or otherwise distributed publicly without advanced permission from the author. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. All content in this guide is Copyright 2005 by Kevin Butler. Only the sites listed below have permission to publish this work or to display it: www.gamefaqs.com www.cheats.de faqs.ign.com www.neoseeker.com www.wonderdogsoftware.com www.1up.com If you wish to put this guide on your site, e-mail me and ask. Save yourself the headache of putting up with lawsuits and whatnot because you failed to ask a simple "Can I post your guide on ?". If you wish to use info in this guide, please acknowledge that you have done so. If I don't respond or I say no, accept it as fact. This especially goes out to Dave at www.cheatcc.com since he has a habit of taking guides without permission. In addition, do not modify this guide in any way whatsoever to suit your purposes. The latest version can always be found at www.gamefaqs.com. If you see this guide on any other site then the one listed above, please e-mail me. If you wish to ask questions or give input to this guide, please e-mail me. Just have Wizardry as the subject so I know it isn't another kooky vendor trying to sell me hair gel or another XXX site telling me I have new friends. +=========================+ | 2. VERSION INFORMATION |==================================================== +=========================+ Version 1.0 03/26/06: A guide is born. Version 1.01 04/05/06: 1. Fixed several errors in headers. 2. Fixed some clerical spells. 3. Fixed some monsters and XP's. Version 1.02 09/17/06: Fixed some issues in Chapters 10.4 and 10.5 +======================+ | 3. ACKNOWLEDGEMENTS |======================================================= +======================+ The following are a list of people or organizations that have made this FAQ possible: My wonderful family (who has had to put up with the tapping on the keyboard) SirTech for making a great game GameFAQ's for putting up this FAQ DvD Translations for bringing up a couple of errors I had in Chapters 10.4 and 10.5 +=============+ | 4. WELCOME |================================================================ +=============+ Welcome to my FAQ for Wizardry. Since this is an first-person RPG, there is no walkthrough per se. Instead, this FAQ is broken up into parts. First you will be given an explanation of choices you have for playing the game. Next, you will be given all the possible commands you can give with a brief description of what those commands are. The last part is dedicated to strategy. This strategy will give you an idea on how to fulfill the requirements for getting the various items or doing the various tasks required to complete each area. Input is appreciated along with constructive criticism. If you wish to e-mail me thoughts on this FAQ, better ways of doing things, other strategies, etc., feel free. Make sure you put Wizardry in the subject. If you don't, I'm liable to discard the e-mail as spam. +==============+ | 5. OVERVIEW |=============================================================== +==============+ Wizardry is considered to be the "ancient" ancestor of RPG-style games created by Robert Woodhead and Andrew C Greenberg. It was most certainly the biggest seller of its time when it was released in the early 1980's. Wizardry was a composite of a few early dungeon crawlers such as pedit 15 and dnd (both of which were written on a PLATO mainframe). Wizardry, which was released first for the Apple II series of computers, featured wire-frame, three-dimensional graphics. For that time period, this was considered a big deal. In addition to having an interactive maze when you moved, Wizardry also displayed pictures of the monsters you were fighting. Although they were static images, it gave a little more life to the game. Besides these innovations, Wizardry was still basically a text-based game but it was these innovations that made it extremely popular and even had seven other sequels through the years. Wizardry also had spin-offs such as Bard's Tale and the first Might and Magic games. The story behind the first Wizardry: Proving Grounds of the Mad Overlord are simple. It seems that ages ago, the evil wizard Werdna (Andrew Greenberg's name spelled backwards) stole an amulet that was very powerful. Through the ages, many adventurers attempted to retrieve this amulet but only met with grief. The current overlord Trebor (Robert Woodhead spelled backward) has devised a test (of sorts) to ensure that only the best of the best can go through the dungeon and battle Werdna. He built a series of dungeons and mazes to not only test out the adventurers, but also to enable them to build up enough power so that they may defeat Werdna and bring the amulet back to its rightful owners. *************** ******************************** U N I T II ********************************** *************** +==============================+ | 6. GETTING STARTED: CASTLE |=============================================== +==============================+ Once the game has loaded you will get a menu asking whether you wish to Start Game or Select Switch. If you Select Switch, then you have the option of going through a maze that is filled in or just line-vector graphics (like the Apple or PC), turn music on or off, and/or turn sound on or off. After you select Start Game, you will get the main Castle menu. Discussion about the Exploration menu is discussed in Chapter 7. The main Castle menu looks like this: +--------+ +-----------+ Castle +---------+ | +--------+ | | | | | | | | +-----------------------+ | | | Gilgamesh's Tavern | | | | Adventurer's Inn | | | | Boltac's Trading Post | | | | Temple of Cant | | | | Edge of Town | | | +-----------------------+ | | | | | | | | | ++------------------------------++ | Name Class AC Hits Status | | BRIEF CHARACTER STATS | +--------------------------------+ __________________________ / 6.1 Gilgamesh's Tavern /____________________________________________________ -------------------------- It is here that you can create or modify your party members. Your choices are: +-----------+ | 6.1.1 Add |------------------------------------------------------------------ +-----------+ Allows you to add party members. Keep in mind that when you are adding members, alignment plays a factor. In other words, if you have good characters in a party, evil characters can't come along and the opposite is true for evil characters in a party in regard to good characters. +---------------+ | 6.1.2 Remove |-------------------------------------------------------------- +---------------+ Allows you to remove party members. +----------------+ | 6.1.3 Inspect |------------------------------------------------------------- +----------------+ Allows you to inspect a party member. When you choose this option, the following screen is displayed (You can read in detail on how to create characters in Chapter 6.4.1.1): +----------------------------------+ | Charname L ## A-CLx Racex | | | | E.P. ######### Age ## | | Gold ######### A.C. ## | | STATS | | Strength ## H.P.####/#### | | I.Q. ## | | Piety ## Status ?? | | Vitality ## | | Agility ## M #/#/#/#/#/#/# | | Luck ## C #/#/#/#/#/#/# | | COMMANDS | | Item #1 +---------------+ | Item #2 | Spell | | Item #3 | Equip | | Item #4 | Trade | | Item #5 | Identify | | Item #6 | Use | | Item #7 | Pool Gold | | Item #8 | Read | +------------------+ Drop | | Leave | +---------------+ CHARNAME: Character's Name L : Character's current level A : Characters alignment. There are three alignments a character can be: Good, Neutral, or Evil. CL : The character's class. There are eight of them: Fighter, Mage, Priest, Thief, Wizard, Ninja, Lord, and Samurai RACE : The character's race. There are five races: Dwarf, Elf, Gnome, Hobbit, or Human. E.P. : Experience Points. These are what allows a character to advance up in level. A full chart of monster's and their E.P. is found in Chapter 13. AGE : How old your character is. After age 50, a character tends to lose stats until they die. GOLD : How much money a character has. A.C. : A character's armor class. The lower the number, the harder it is to hit a character. A LO will be displayed on the BRIEF CHARACTER STAT screen when A.C. is lower then -9. STATS : These six statistics determine the initial character's class. After that, they indicate hit probability, damage, spell success, thieving success, etc. H.P. : How many hits of damage a character can sustain before they are killed. The first number is the current hit points while the last number is the total number of hit points. STATUS : This displays the current character's condition. There are ## conditions: Ok Asleep Afraid P-lyze Petrif Dead Ashed Lost M and C : These are the number of Mage and/or Cleric spells the character has left. You can have a maximum of nine per spell level. ITEM : You have eight slots to store items. Symbols in front of the items indicate their use or condition. These symbols are: #: Unusable or Broken *: Equipped ?: Unknown Item (Unidentified) COMMANDS: These are commands to manipulate your characters or get more detailed information. Some commands are only issuable in camp. This will be denoted by CAMP after the command: SPELL(CAMP) : Allows you to cast spells such as healing and expedition-type spells. EQUIP : Allows you to equip your character with their equipment. TRADE : Allows you to trade items between characters. IDENTIFY(CAMP): Allows your Wizard to identify items. The item must be traded to the Wizard before they can identify it. USE(CAMP) : Allows your character to use an item (see Chapter 14 for special item uses). POOL GOLD : Allows one character to be holding all of the party's gold. READ : Allows the character (if allowed mage and/or cleric spells) to read their spellbooks to see what spells they know. DROP : Allows the character to drop an item. NOTE: The item must not be equipped or you will not be able to drop it. LEAVE : Return to the previous screen. +-------------------+ | 6.1.4 Divvy Gold |---------------------------------------------------------- +-------------------+ This enables you to evenly distribute the gold amongst the party members. Basically it takes all of the gold and divides by the number of party members. +--------------+ | 6.1.5 Leave |--------------------------------------------------------------- +--------------+ Return to the previous menu. ________________________ / 6.2 Adventurer's Inn /______________________________________________________ ------------------------ Well, you have been out adventuring but you have taken a bit of damage or you haven't taken too much damage but your spell points are exhausted. Look no further then the Adventurer's Inn to help the weary character recover. The prices and recovery rates are as follows: LEGEND: $/WK=COST PER WEEK; HP=HP RECOVERED +-----------------+------+----+ | LOCATION | $/WK | HP | +-----------------+------+----+ +-----------------+------+----+ | STABLES | FREE | 0 | +-----------------+------+----+ | A COT | 10 | 1 | +-----------------+------+----+ | ECONOMY ROOMS | 50 | 3 | +-----------------+------+----+ | MERCHANT SUITES | 200 | 7 | +-----------------+------+----+ | ROYAL SUITE | 500 | 10 | +-----------------+------+----+ In addition to a good nights rest and recovery, it is at the Adventurers Inn that you gain levels when you have the prerequisite amount of experience points. If you don't have the required experience points, you will get a screen showing how many more experience points you need to make the next level. HINT: It is best to use your cleric to heal party members then have said cleric stay in the stables to recover their spell points. Although some aging will occur, it won't be nearly as devastating as staying weeks on end recovering large amounts of hit points. _____________________________ / 6.3 Boltac's Trading Post /_________________________________________________ ----------------------------- Good intentions are great and all for exploring the mazes below the castle, but they won't enable you to defeat very many monsters. Boltac is your friendly, neighborhood shop. With a limitless supply of non-magical supplies and a limited supply of magic, Boltac is the name you can "trust". He not only sells goods, he will also buy goods, identify things, and uncurse items for you. A full chart of all items available in Wizardry (with their respective costs) can be found in Chapter xx. Specifics also include that you pay full price to get things identified and un- cursed and Boltac will pay half-price for things you sell to him. ______________________ / 6.4 Temple of Cant /________________________________________________________ ---------------------- During your adventures through the mazes and dungeons, bad things will happen to your characters. It can be something as simple as paralysis or something more permanent such as death. Regardless of the affliction, you can bring them to the temple. For a "small" donation, the temple usually can fix what ails your character. Prices are below: Paralysis is 100 GP/Character Level Dead is 250 GP/Character Level Ashed is 500 GP/Character Level Once your character learns the appropriate spells, the temple can become a thing of the past. ____________________ / 6.5 Edge of Town /__________________________________________________________ -------------------- It is here that you can enter the dungeons below, go to the training grounds, or recover a lost party. +-------------------------+ | 6.5.1 Training Grounds |---------------------------------------------------- +-------------------------+ In the Training Grounds, you have a lot of choices in regard to characters. /=================\ | 6.5.1.1 Create |------------------------------------------------------------ \=================/ If you are going to be adventuring, you need characters to form parties with. This is where you can "custom" make your characters to suit your purposes. You get a maximum of 20 characters you can create so be sure when you are creating characters so that they fit you idea of the ideal party. - When you select this option, your first choice will be to name your character. You can use a maximum of eight letters and/or symbols to name your character. Once you have named your character, you can now choose whether to create this character or not. - Your next choice is the race of your character. Race can play a big role since certain races are better at certain things. Humans are used as the baseline while the other races are compared against them. The chart below shows the base stats for each race: LEGEND: HUM=HUMAN; DWA=DWARF; GNO=GNOME; HOB=HOBBIT +-----------+-----------------------------+ | | RACE | | ATTRIBUTE | HUM | ELF | DWA | GNO | HOB | +-----------+-----+-----+-----+-----+-----+ +-----------+-----+-----+-----+-----+-----+ | STRENGTH | 8 | 7 | 10 | 7 | 5 | +-----------+-----+-----+-----+-----+-----+ | I.Q. | 8 | 10 | 7 | 7 | 7 | +-----------+-----+-----+-----+-----+-----+ | PIETY | 5 | 10 | 10 | 10 | 7 | +-----------+-----+-----+-----+-----+-----+ | VITALITY | 8 | 6 | 10 | 8 | 6 | +-----------+-----+-----+-----+-----+-----+ | AGILITY | 8 | 9 | 5 | 10 | 10 | +-----------+-----+-----+-----+-----+-----+ | LUCK | 9 | 6 | 6 | 7 | 12 | +-----------+-----+-----+-----+-----+-----+ - As you can see from the chart above, certain races seem to lend themselves to certain professions. When you get to the discussion relating to a character's class, you will see how certain stats will allow you to make your character a certain class. - After you choose your class, you will then select your alignment. This only will play a major role if you decide you want to be certain classes. Again, this will be shown with the chart relating to character class. - The next screen will give you the base stats of the race you chose. Below the stats you will see Bonus followed by a number. This is the number of points you can add to any stat. Depending on what class of character you wish to create will determine where you will put your points. Below is a chart of classes and alignments: LEGEND: STR=STRENGTH; IQ=I.Q.; PIE=PIETY; VIT=VITALITY; AGI=AGILITY; LUC=LUCK; ALIGN=ALIGNMENT +---------+----------------------------------------------------+ | | STAT | | CLASS | STR | IQ | PIE | VIT | AGI | LUC | ALIGNMENT | +---------+-----+----+-----+-----+-----+-----+-----------------+ +---------+-----+----+-----+-----+-----+-----+-----------------+ | CLERIC | --- | -- | 11 | --- | --- | --- | ANY NON-NEUTRAL | +---------+-----+----+-----+-----+-----+-----+-----------------+ | FIGHTER | 11 | -- | --- | --- | --- | --- | ANY | +---------+-----+----+-----+-----+-----+-----+-----------------+ | LORD | 15 | 12 | 12 | 15 | 14 | 15 | ONLY GOOD | +---------+-----+----+-----+-----+-----+-----+-----------------+ | MAGE | --- | 11 | --- | --- | --- | --- | ANY | +---------+-----+----+-----+-----+-----+-----+-----------------+ | NINJA | 17 | 17 | 17 | 17 | 17 | 17 | ONLY EVIL | +---------+-----+----+-----+-----+-----+-----+-----------------+ | SAMURAI | 15 | 11 | 10 | 14 | 10 | --- | ANY NON-EVIL | +---------+-----+----+-----+-----+-----+-----+-----------------+ | THIEF | --- | -- | --- | --- | 11 | --- | ANY NON-GOOD | +---------+-----+----+-----+-----+-----+-----+-----------------+ | WIZARD | --- | 12 | 12 | --- | --- | --- | ANY NON-NEUTRAL | +---------+-----+----+-----+-----+-----+-----+-----------------+ - Once you've chosen the class, you will again be asked if you wish to create this character. Regardless of your answer, you will be returned to Training Grounds screen. /======================================\ | 6.5.1.2 Stat and Class Explanations |--------------------------------------- \======================================/ These are more detailed explanations as it relates to Stats and Classes. STATS: STRENGTH: The physical strength of a character and a primary attribute for fighters. The stronger they are, the more damage they can inflict on a foe. I.Q. : This is a primary attribute for mages. This is what enables a mage to cast spells and also gives them a better percentage chance of the spell working. PIETY : This is a primary attribute for clerics. This is what enables a cleric to cast spells and also gives them a better percentage chance of the spell working. VITALITY: The health of a character. A higher vitality translates to more hit points and also a better chance of being brought back from the dead. AGILITY : The ability of a character to get out of trouble faster then they got into it. A primary attribute for thieves. LUCK : The mystery factor that can have a positive influence on the above factors. CLASSES: CLERIC : The healers of the party. These characters are primarily around for not only their ability to heal party members, but also with casting protection spells. They are also decent fighters. FIGHTER: Their purpose in life is to hack their enemies into little, bitty pieces. LORD : A combination of a fighter and cleric. They get the power of the fighter and at fourth level, they start to learn clerical spells as well. MAGE : The magic user. As they progress in levels, they acquire more devastating spells. This more then makes up for their inability to do hand-to-hand combat. NINJA : These are the assassins. Ninjas have the ability to make one hit instant kills. In addition, if they are unencumbered by armor, their armor class goes down as they level up. SAMURAI: A combination of a fighter and mage. As with the lord, they get the power of the fighter. At fourth level, they start to learn mage spells. THIEF : Pretty self-explanatory. Thieves are responsible for taking care of the traps on treasure chests that are found. WIZARD : A combination of a cleric and a mage. Although they start out with mage spells, wizard's start acquiring clerical spells at fourth level. They combine the best of clerics and mages to produce a rather well-rounded character that who is both devastating in hand-to -hand combat and magical combat as well. /==================\ | 6.5.1.3 Inspect |----------------------------------------------------------- \==================/ Same as using the "Inspect" option in Chapter 6.1.3 except all you can do is read your character's spell books (if they have any). /=================\ | 6.5.1.4 Delete |------------------------------------------------------------ \=================/ Permanently deletes a character from your roster. /======================\ | 6.5.1.5 Change Name |------------------------------------------------------- \======================/ Allows you to change a character's name. Again, you are only allowed to use eight characters as a name. /=======================\ | 6.5.1.6 Change Class |------------------------------------------------------ \=======================/ This allows you to change your character from one class to another. If you qualify (as per the chart in Chapter 6.5.1.1, then you can change your character to another class. The following events occur when you change classes in this manner: - You incur a four to seven year age penalty. This is to reflect the fact that you have to retrain in your new profession and it takes some time to untrain you from your other one. - All of your stats go back to the base stats (as per the chart in Chapter 6.5.1.1) according to your character's race. - You lose all experience points and start at zero again. - You retain all of your hit points previously earned but you go back to level one again. - If have a character that used some kind of magic, then you receive one spell point per spell that is in your character's books. For example, if you convert from a cleric to a fighter and you knew all spells up to fourth level, then your spell points would be 5/4/4/4. - If a character changes from a magic using character into a non-magic using character, they may still learn spells. This will happen if they know at least one spell in a level. They will eventually learn the other spells and also raise their spell points accordingly. NOTE: If you use an item to change a character's class (i.e. using the Dagger of Thieves to convert someone to a ninja), then the above rules don't apply. Instead, the following rules are in effect: - You incur no age, stat, magical, or experience point penalties. - You will incur, though a penalty as related to experience points. For example, if you converted a character who was 10th level into another class via a magical device, that character would stay at 10th level until they accumulated enough experience points to make them 10th level in their new class. This example illustrates this point: - 10th level thief converts, via magical device, to a 10th level ninja. This character remains the same except they are now a ninja. - The character must gain an additional 228,157 experience points before they can start to level as a ninja. If they had been at a higher level before the conversion, the experience point total would have been higher. /================\ | 6.5.1.7 Leave |------------------------------------------------------------- \================/ Return to the previous menu. +-------------+ | 6.5.2 Maze |---------------------------------------------------------------- +-------------+ Enter the Proving Grounds of the Mad Overlord. You will automatically be in camp when you initially enter the maze from the castle. +-------------------------------+ | 6.5.3 Restart an "Out" party |---------------------------------------------- +-------------------------------+ If the power "accidentally" gets cut off while a party is in the maze, use this option to recover said party. +-------------------+ | 6.5.4 Leave Game |---------------------------------------------------------- +-------------------+ As the name implies, this writes all data and exits the game back to the main screen again. Information regarding your travels through the mazes and training grounds are discussed in more detail in later chapters. You can use the "Restart an "OUT" party" option if your characters get trapped in the mazes due to power failure. Using the "Leave Game" option saves your game and exits you out of the game. +============================+ | 7. GETTING STARTED: MAZE |================================================= +============================+ When you select the "Maze" option from "Edge of Town" menu, you will automatically be in camp. While in camp, you can Inspect your characters, Re- order the party members, Equip all of your party members, or Leave the camp. The rest will be covered in Chapters 9 and 10. When you enter the maze, you will be presented with a three-dimensional picture of the maze at the top and a list of your characters below. You can have encounters anywhere in the maze. In addition, the top window will also display messages and points of interest in the maze. ______________ / 7.1 Combat /________________________________________________________________ -------------- When an encounter does occur, you will be presented this screen (only the first three characters will fight. If there are less then three characters, disregard): MONSTERS +--------------------------+ | # MONSTER GROUP 1 (#) | | # MONSTER GROUP 2 (#) | | # MONSTER GROUP 3 (#) | +--+------+-------------------+--+ | | COMMANDS | | | Fight | | MONSTER | Parry | | | Spell | | | Dispell | | PICTURE | Run | | | Take Back | | | | +---------+----------------------+ | Name Class AC Hits Status | | BRIEF CHARACTER STATS | +--------------------------------+ MONSTERS: This will have the number of monsters in front (per group), the name or appearance of the group, and a number in parenthesis after it. The last number is the number of monsters that can actively attack out of the total number of monsters. MONSTER PICTURE: It will show the picture or some sort of hazy unidentifiable picture if the monster is still unknown. COMMANDS: The following command may be issued during combat: FIGHT : Use your weapon or your hands to fight. If multiple groups of monsters, it will ask you which group you wish to fight. PARRY : You use your weapon or hands to defend yourself. This makes your character harder to hit. SPELL : This option is available if your character can cast spells. Once selected, you will get a choice of spells to cast. DISPELL : Only available to clerics, lords, and wizards. This allows a character to dispell a group of undead. RUN : Give you a chance to possibly escape from the monsters. TAKE BACK: Allows you to redo any combat commands again. ____________ / 7.2 Loot /__________________________________________________________________ ------------ After you defeat the monsters, you will either get the spoils of combat or you may be presented with a treasure chest. Your choices are: INSPECT : Determine what kind of trap is on the chest. The different types of traps are: ALARM : Brings in surrounding monsters to do battle with your party. CLERIC'S CRISIS: Paralyzes all clerics and wizards. CROSSBOW BOLT : Hits whoever is opening the chest. EXPLODING BOX : Causes shrapnel damage to all party members. GAS BOMB : Poison bombs all party members with a chance of actually poisoning them. MAGE'S MISERY : Paralyzes all mages and wizards. POISON NEEDLE : Hits the opener with a poisoned needle with a chance of actually poisoning them. STUNNER : Paralyzes the opener. TELEPORTER : Randomly teleports the party to another part of the level. CALFO : Use the cleric spell to determine the trap. DISARM : Select the character that you wish to disarm the trap. OPEN : Just open up the chest without disarming any traps (if there are any). LEAVE ALONE: Just walk away from the chest and continue on with your journey. NOTE: Keep in mind that your best chance at getting rare items is to open up chests. Many items will never be for sale at Boltac's but you can make a tidy profit selling overstockage of rare items to him. +====================+ | 8. TAKING CONTROL |========================================================= +====================+ The controls for this game are pretty simple: +---------------------+--------------------------+ | BUTTON INVOLVED | RESULT | +---------------------+--------------------------+ +---------------------+--------------------------+ | A | CONFIRM A CHOICE OR | | | CHOOSE AN OPTION | +---------------------+--------------------------+ | B | CANCEL A CHOICE OR BACK | | | UP TO THE PREVIOUS MENU | +---------------------+--------------------------+ | DIRECTIONAL PAD | MOVE YOUR PARTY THROUGH | | | THE MAZE | +---------------------+--------------------------+ **************** ******************************** U N I T III ********************************* **************** +========================+ | 9. GENERAL STRATEGIES |===================================================== +========================+ These are general strategies to make your journey through the different areas more enjoyable (or tolerable at least). These also can be used when you don't want to look at the specific strategies and want to solve things on your own. Again, these are not all-encompassing and I know there are other general strategies to use. These are, though, the best I have found to work for me. __________________________ / 9.1 Run Away, Run Away /____________________________________________________ -------------------------- When you first start playing, most monsters will be stronger then your party. This means that you will need to do mostly "hit and run" tactics to ensure your characters survive their first few encounters. After you build up enough experience and levels, things will get easier. This isn't saying, though, that you must stand "toe-to-toe" with every monster you encounter. Even the most powerful parties can be whittled down with a few well-place sleep or silence spells. In addition to spellcasting, some monsters also have some nasty breath weapons and can even drain a character's level. So that powerful 15th level fighter may become a weaker 11th level fighter with appropriate loss of hit points and other stats to boot. Keep these things in mind and remember, there is no shame in running away from a battle. As the old maxim goes, "he who turns and runs away lives to fight another day". Remember, dead adventurers do no good plus they waste any fine equipment you may have. ________________________ / 9.2 Scorched Dungeon /______________________________________________________ ------------------------ For most adventurers, there is only one purpose in going through the maze: Kill or be killed. This means you will have to use every means at your disposal in order to ensure that you come out victorious. This isn't saying, though, that some monster groups may attempt to make peace. It will be up to you on that matter but keep in mind that your alignment can change. _______________________________ / 9.3 You Are Here...And Lost /_______________________________________________ ------------------------------- All the dungeon levels are 20x20 grids. However, this doesn't mean that levels cannot wrap-around onto themselves giving the appearance of the maze being much bigger then it actually is. The most reliable way to get through the dungeon is to use some grid paper and map everything out. In addition, you can use the mage spell DUMAPIC to determine your location. _______________________________________ / 9.4 Ooops, Where Are My Characters? /_______________________________________ --------------------------------------- Sometimes bad things can happen in the maze. You may lose your entire party due to being overwhelmed by monsters. Of course, other bad things can happen such as a power loss. If your party is lost due to being defeated by monsters, you will have to send out a relief expedition to rescue those party members. The fifth level cleric spell KANDI will help in finding those characters that are still in the maze. As for your other problem, just recovering an "OUT" party should suffice. _____________________________________________ / 9.5 The Right Equipment for the Right Job /_________________________________ --------------------------------------------- All characters excel at using or equipping certain pieces of equipment. For fighters, nothing beats the Blade 'Cusinart for your hacking and chopping needs. Clerics and wizards cannot use sharpened weapons so their are several maces available for their needs. This also goes along with armor. Good protection will ensure that your characters are hit less while they deal out more punishment. ______________________________________ / 9.6 Borrowing Things...Permanently /________________________________________ -------------------------------------- Raid every treasure chest you come across. This is especially true in the lower levels. There are many rare items that can only be gotten from treasure chests. In addition to having lots of goodies, you can sell any excess back to Boltac's and make money hand over fist, or you can trade it to new characters. Imagine a level one fighter with Plate +2, a Blade 'Cusinart, and Silver Gauntlets. They may be low level but nothing is going to mess with them. ___________________________ / 9.7 Let the Party Begin /___________________________________________________ --------------------------- Before you even begin expeditioning down in the maze, you need to create a well-balanced party. There are as many theories as to what constitutes a well- balanced party as to how many people play this game. In my opinion, if you have at least a fighter or two, cleric, thief, and a mage, you have a pretty good start. Now, this isn't to say that you can't have someone else who also possesses combined skills such as a lord which is a fighter/cleric or a wizard which is a cleric/mage. Again, balance is the key to running a successful party. _________________________ / 9.8 Who Invited Them? /_____________________________________________________ ------------------------- Encounters are the lifeblood of any expedition. It is with encounters that you gain experience, level up your characters, and collect loot. Keep this in mind but also remember other factors in regard to fighting. __________________________________________ / 9.9 The Good, the Bad, and the Neutral /____________________________________ ------------------------------------------ Alignment doesn't play a major role in this game. The two areas it really affects are what characters you can put together. If there are any evil or good characters in a party, then those of the opposite alignment (good or evil) cannot join the party. This sometimes will affect classes such as lords being good or ninjas being evil. There is an exception to this rule that if you either use a device to convert or through your own actions, you can even have evil lords (trust me, I've done it many times). +=====================================+ | 10. SPECIFIC STRATEGIES FOR LEVELS |======================================== +=====================================+ There aren't really any specific strategies for this game. There are, though, a couple of things that you are required to do before you can enter the lower levels of the maze. In the next few chapters, I'll give you an idea of what you will be up against. _________________ / 10. 1 Level 1 /_____________________________________________________________ ----------------- An introductory level. This is where you get your first feel for this game and where you will do your initial "training". There is no reason your characters can't be up to level 6 or 7 before they leave this floor. Some things to note: - At 13E, 18N is a Silver Key. This will be useful on the second floor of the maze. - At 13E, 3N is a Bronze Key. This will be useful on the second floor of the maze. - At 9E, 13N is an area that fills with gold smoke. You will need the gold key on the second floor to get through this area. - The elevator that can take you down to the fourth floor is located at 10E, 8N. - Once your characters are fourth or fifth level, send them over to 13E, 5N and tangle with the Murphy's Ghost. You can accumulate quite a bit of experience for minimal damage. - Stairs down are located at 0E, 10N while the stairs going into the castle are at 0E, 0N. _________________ / 10. 2 Level 2 /_____________________________________________________________ ----------------- Things now start to get interesting. You meet all manner of monster on this level. You get to have your first encounters with enemy spell-casters such as the level one clerics and mages. In addition, you encounter creatures that use breath weapons. Some points of interest: - The Silver Key grants you access to 8E, 12N. Go up to 9E, 18N to get the Bear Statue. - The Bronze Key grants you access to 8E, 7N. Go down to 12E, 4N to get the Frog Statue. - Go through the double doors at 4E, 11&12N and enter the dark area. Go around and to the middle to get the Gold Key at 4E, 16N. - The elevator, located at 10E, 8N, is located in a "closet-type" area and doesn't give you full access to the level. - The stairs up are located at 12E, 7N and the stairs down are at 16E, 15N. _________________ / 10. 3 Level 3 /_____________________________________________________________ ----------------- Things get a little more exciting on this level. Besides the fact that the monsters get tougher, you will also have to deal with anomalies in the maze also. You will have to navigate around pits and spinners. - It would probably be a very good idea to acquire a Ring of Jewels. This way you save yourself spell points trying to figure out where you are all the time. This will be especially true after you have been on a spinner. - The elevator is located within a mini-maze of its own. Once you enter the area around the elevator, you cannot go back onto the third level unless you teleport or go to the second or fourth levels and use the stairs down or up respectively. - Stairs down are located at 1E, 8N in a small closet. _________________ / 10. 4 Level 4 /_____________________________________________________________ ----------------- Although this level looks small at first given what limited access you have, it is actually a pretty big level. As usual, the monsters get tougher but that is minor compared to the real test you will have to complete on this level. - Your characters need to be at least 11th or 12th level to complete this part of the quest. It is required that you go to the "Monster Allocation Center" 12E, 15N to do battle. Be forewarned, these monsters come from the lowest depths of the maze. You will encounter: 2 LEVEL 7 MAGES(3) 2 HIGH CLERICS (3) 2 LEVEL 7 FIGHTERS 1 HIGH NINJA - The best solution is to take out the High Ninja and Mages first since they can do the most damage. Use your Cleric to silence the High Clerics. You should be able to clear out this room without any trouble. Follow the closets around to acquire the Blue Ribbon at 11E, 10N. This will allow you access to the elevator at 10E, 0N to enter the lowest depths of the dungeon. - Although you cannot get to the rest of the level from here, you can use the teleporter traps on chests and MALOR to get around. In addition, you can access the rest of the level from the third level. Stairs up are located at 10E, 18N and the stairs down to the fifth level are located at 17E, 7N. - In order to get through the door at 17E, 12&13N, you must have the Bear Statue. - In the hallway in front of the "Monster Allocation Center", an alarm will constantly go off which means you will constantly have encounters. In addition, the two side rooms offer you the same opportunity. This is a good way to build up characters. _________________ / 10. 5 Level 5 /_____________________________________________________________ ----------------- More monsters much tougher. Plus the undead seem to wander around a lot on this level. You will also be introduced to the "dead magic" areas. These are areas that spells will not work. You will also encounter the "terminal" hall- way. This is a hallway that wraps-around the level making it seem like an infinitely long hallway. - Remember the "dead-magic" areas are both a blessing and curse. A blessing in the sense that your enemies will have to physically battle your party which usually puts them at a disadvantage. A curse because you cannot heal any characters with spells. - Stairs down are located at 8E, 8N and the staircase going up to the fourth level is at 0E, 0N. You can also us the elevator or MALOR to go up. - This level has a lot of rooms and doors in it so make sure you keep track of your location when you are out and about mapping this level. _________________ / 10. 6 Level 6 /_____________________________________________________________ ----------------- The monsters are more dangerous on this level and you get to encounter an the entire gambit including demons. There are many rooms, dark area, "dead magic" areas, etc. for you to deal with. - Stairs are located at 8E, 16N if you want to go down and at 19E, 19N if you want to go up. Interestingly enough, the up stairs do not correspond to the down stairs of level five. - There are a few teleport areas located on this level. If an area starts to look familiar, use a DUMAPIC to see where you are located. In addition, mapping is critical so you don't get lost. _________________ / 10. 7 Level 7 /_____________________________________________________________ ----------------- This is one of the most confusing mazes you have been in yet. Everything you could find in one maze is located here. Be particularly concerned about the amount of pits that are on this level. They can do more to tear down a party then most of the monsters on this level. - This is a level that is best avoided if you can help it. If you can't, be sure to map out everything because there are a lot of teleporters and pits on this level. - Both sets of stairs are buried in closets. In turn, these closets are buried within the center of the level within a nasty little maze of rooms. Stairs up are at 10E, 10N while the stairs down are at 18E, 9N. - You will encounter some of the toughest monsters, to date, on this level. From this point on, the monsters don't get too much worse until you enter the tenth level. _________________ / 10. 8 Level 8 /_____________________________________________________________ ----------------- This level is loaded with teleporters and rooms galore. It could drive even the most organized mapmaker insane. This is where the Ring of Jewels will pay for itself since you practically have to cast a DUMAPIC every time you take a step since there are so many teleporters around. - Stairs up are located at 9E, 11N which again, is offset from the stairs on the level above. It is also located in a room full of teleporters so be sure you are mapping and getting your location at each step. - Dark areas seem to abound on this level. This is especially true in front of the elevator. In addition, teleporters are located within these dark areas to further confuse you. - You will get to deal with the giant population on this level. Some of them yield excellent amounts of experience points to help your character's level even faster. _________________ / 10. 9 Level 9 /_____________________________________________________________ ----------------- This level is pretty straightforward. There is no way to access it except for the elevator. You can only access level ten from this level. The monsters are mostly undead, which is a very bad thing since most of them drain levels. Be sure your party is high levels or you won't survive your ordeal. - After you get off the elevator, go through the door, turn left and enter the room. Take care of the bad guys and go down the shoot in the upper-right corner of the room located at 8E, 2N to enter the tenth level. - You can also wander around this floor. Surprisingly, it is very straight- forward with no pits, spinners, dark areas, teleporters, etc. This is, though, counterbalanced by the fact that the monsters are at their maximum levels of nastiness. __________________ / 10.10 Level 10 /____________________________________________________________ ------------------ This is for all the marbles. You have entered the level that WERDNA is on. The monsters here have no mercy and none should be given. You will have to battle your way through six rooms before you make it to WERDNA. These six rooms are loaded with monsters, of the worst kind, designed to wear your party down and if possible, kill them off. - You can instantly return to the castle at anytime. In each room is an alcove to the right when you first enter the door. Go into the alcove to return to the castle. - There is no way to avoid these battles. MALOR fails to function except to let you go up. In addition, DUMAPIC also fails to function on this level. One way to map out this level is to enter an area, then MALOR up to a higher level then cast DUMAPIC. - All the rooms have a teleport square, these are located as follows: ROOM 1: Follow the wall left to get to the next hallway. ROOM 2: Follow the wall left to get to the next hallway. ROOM 3: Go straight and you will enter the next hallway. ROOM 4: Go left one square. Turn right and go forward to enter the next hallway. ROOM 5: Go straight and go down the hallway. ROOM 6: Turn left and go to the wall. Turn right and go to the wall. Turn around and follow the hallway to WERDNA's lair. - When you enter WERDNA's lair, he apparently is entertaining some guests. These guests include a VAMPIRE LORD and 4 VAMPIRES. This will be the roughest battle you will ever fight but if you built up your characters, this battle should be pretty easy. - Send everyone you can after WERDNA. He has a lot of hit points and he is very devastating on the attack. Don't be fooled just because he is a mage. - Have your spellcasters unload with MALIKTOS and TILTOWAITS. If you have enough of these cast, you may very well overcome the magic resistances of all creatures in this room. At the very least, you will weaken them considerably. - After WERDNA is finished, take care of the VAMPIRE LORD and VAMPIRES (in that order) if they haven't already been eliminated. - After the smoke clears and WERDNA is defeated, use the amulet to cast MALOR. From the point you entered this room, you can enter 17W, 3S, 9U to get to the stairs leading to the castle. - Upon ascending the stairs, you will be congratulated and handsomely rewarded with the following: - 50,000 experience points. - 50,000 gold pieces - The privilege of displaying a ">" next to your name in recognition of taking out WERDNA. After this, the credits will roll. Don't despair, you can continue to go through the mazes and defeat WERDNA over and over again to see how high you can level your characters. *************** ******************************** U N I T IV ********************************** *************** +==============================+ | 11. EXPERIENCE AND LEVELING |=============================================== +==============================+ If your characters are going to be successful, then they must acquire experience. Experience is acquired by defeating the many monsters that wander around the mazes below the castle. Gain enough experience and your character can level. Leveling can improve a character's stats, allow them to gain new spells, and be able to strike multiple times to name a few. The chart below shows the type of characters and experience required for each level: +---------+----------------------------------------------------------+ | | EXPERIENCE REQUIRED | | CLASS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | +---------+-------+-------+-------+-------+--------+--------+--------+ +---------+-------+-------+-------+-------+--------+--------+--------+ | CLERIC | 1,050 | 1,810 | 3,120 | 5,379 | 9,274 | 15,989 | 27,567 | +---------+-------+-------+-------+-------+--------+--------+--------+ | FIGHTER | 1,000 | 1,724 | 2,972 | 5,124 | 8,834 | 15,231 | 26,260 | +---------+-------+-------+-------+-------+--------+--------+--------+ | LORD | 1,300 | 2,280 | 4,000 | 7,017 | 12,310 | 21,596 | 37,887 | +---------+-------+-------+-------+-------+--------+--------+--------+ | MAGE | 1,100 | 1,896 | 3,268 | 5,634 | 9,713 | 16,746 | 28,872 | +---------+-------+-------+-------+-------+--------+--------+--------+ | NINJA | 1,450 | 2,543 | 4,461 | 7,826 | 13,729 | 24,085 | 42,254 | +---------+-------+-------+-------+-------+--------+--------+--------+ | SAMURAI | 1,200 | 2,105 | 3,677 | 6,477 | 11,363 | 19,935 | 34,973 | +---------+-------+-------+-------+-------+--------+--------+--------+ | THIEF | 900 | 1,551 | 2,674 | 4,610 | 7,948 | 13,703 | 23,625 | +---------+-------+-------+-------+-------+--------+--------+--------+ | WIZARD | 1,200 | 2,105 | 3,677 | 6,477 | 11,363 | 19,935 | 34,973 | +---------+-------+-------+-------+-------+--------+--------+--------+ +---------+----------------------------------------------------------------+ | | EXPERIENCE REQUIRED | | CLASS | 8 | 9 | 10 | 11 | 12 | 13 AND BEYOND | +---------+--------+---------+---------+---------+---------+---------------+ +---------+--------+---------+---------+---------+---------+---------------+ | CLERIC | 47,529 | 81,946 | 141,286 | 243,596 | 419,993 | 304,132/LEVEL | +---------+--------+---------+---------+---------+---------+---------------+ | FIGHTER | 45,275 | 78,060 | 134,586 | 232,044 | 400,075 | 289,709/LEVEL | +---------+--------+---------+---------+---------+---------+---------------+ | LORD | 66,468 | 116,610 | 204,578 | 358,908 | 629,663 | 475,008/LEVEL | +---------+--------+---------+---------+---------+---------+---------------+ | MAGE | 49,779 | 85,825 | 147,974 | 255,127 | 439,874 | 318,529/LEVEL | +---------+--------+---------+---------+---------+---------+---------------+ | NINJA | 74,129 | 130,050 | 228,157 | 400,275 | 702,236 | 529,756/LEVEL | +---------+--------+---------+---------+---------+---------+---------------+ | SAMURAI | 61,356 | 107,642 | 188,845 | 331,307 | 581,240 | 428,479/LEVEL | +---------+--------+---------+---------+---------+---------+---------------+ | THIEF | 40,732 | 70,227 | 121,081 | 208,760 | 359,931 | 260,639/LEVEL | +---------+--------+---------+---------+---------+---------+---------------+ | WIZARD | 61,356 | 107,642 | 188,845 | 331,307 | 581,240 | 428,479/LEVEL | +---------+--------+---------+---------+---------+---------+---------------+ +=============+ | 12. SPELLS |================================================================ +=============+ What makes some classes of characters more deadly then others is not only their ability to use weapons. A character's ability to use spells can have a devastating effect on any monster or monsters that are encountered. As a spell-casting character moves up in levels, they acquire higher level spells. This, in turn, translates to more devastating spells. There are seven levels of spells for both clerics and mages. In addition, characters such as lords, samurai, and wizards also have the ability to use spells. Below are listed the priest and mage spells available in the game. The spells are set up like this and are listed in alphabetical order: NAME : NAME OF THE SPELL CAST : CAMP, COMBAT, OR BOTH EFFECTS : WHAT ARE THE SPELL'S EFFECTS DESCRIPTION: BRIEF DESCRIPTION OF SPELL ______________________ / 12.1 Cleric Spells /________________________________________________________ ---------------------- Cleric spells are more aligned with healing and protecting the party. There are, though, a few clerical spells that can cause a lot of destruction. +------------------------+ | 12.1.1 Level 1 Spells |----------------------------------------------------- +------------------------+ NAME : KALKI CAST : COMBAT EFFECTS : LOWERS THE AC OF THE PARTY BY ONE DESCRIPTION: This spell will lower all armor classes of the characters by one point for the duration of the combat. NAME : DIOS CAST : BOTH EFFECTS : HEALS FROM 1-8 POINTS OF DAMAGE TO A CHARACTER DESCRIPTION: This spell can be used both in camp and combat to heal a character. NAME : BADIOS CAST : COMBAT EFFECTS : DOES 1-8 POINTS OF DAMAGE AGAINST ONE MONSTER DESCRIPTION: This spell is the reverse of the healing spell DIOS. NAME : MILWA CAST : CAMP EFFECTS : CREATES A LIGHT IN THE DUNGEON DESCRIPTION: A spell which lasts a short time. MILWA can reveal the maze several squares ahead plus it also reveals the locations of secret doors. NAME : PORFIC CAST : COMBAT EFFECTS : LOWERS THE AC OF THE CASTER BY FOUR DESCRIPTION: This spell will lower the armor class of the caster by four points for the duration of combat. +------------------------+ | 12.1.2 Level 2 Spells |----------------------------------------------------- +------------------------+ NAME : MATU CAST : COMBAT EFFECTS : LOWERS THE AC OF THE PARTY BY TWO DESCRIPTION: This spell will lower all armor classes of the characters by two points for the duration of the combat. NAME : CALFO CAST : COMBAT EFFECTS : REVEALS A CHEST'S TRAP DESCRIPTION: This spell is only available when your are looking to disarm a trap on a chest. There is still a slight chance that this spell may fail to reveal what the trap is. NAME : MANIFO CAST : COMBAT EFFECTS : CAUSES PARALYSIS IN A GROUP OF MONSTERS DESCRIPTION: This spell, if successful, will effectively immobilize a group of monsters (immobilization is dependent on a monster's resistances). This allows party members to strike for double damage. NAME : MONTINO CAST : COMBAT EFFECTS : CAUSES SOUND TO QUIT TRANSMITTING AROUND A GROUP OF MONSTERS DESCRIPTION: An effective spell to use against spellcasters. If successful, this spell will silence them and prevent them from using magic. +------------------------+ | 12.1.3 Level 3 Spells |----------------------------------------------------- +------------------------+ NAME : LOMILWA CAST : CAMP EFFECTS : CREATES A LIGHT IN THE DUNGEON DESCRIPTION: A longer version of MILWA. This version lasts the entire expedition into the dungeon and is only extinguished when entering a dark area or when you go to the castle. You will see LIGHT in the status box indicating that this spell is active. NAME : DIALKO CAST : BOTH EFFECTS : CURES PARALYSIS DESCRIPTION: In addition to curing paralysis, it also cures against spell- effects which mimic paralysis such as KATINO and MANIFO. NAME : LATUMAPIC CAST : BOTH EFFECTS : IDENTIFIES MONSTERS DESCRIPTION: This can be cast either in camp or combat. Either way, it allows you to identify all monsters until you go back into the castle again. You will see IDENTIFY in the status box indicating that this spell is active. NAME : BAMATU CAST : COMBAT EFFECTS : LOWERS THE AC OF THE PARTY BY FOUR DESCRIPTION: This spell will lower all armor classes of the characters by four points for the duration of the combat. +------------------------+ | 12.1.4 Level 4 Spells |----------------------------------------------------- +------------------------+ NAME : DIAL CAST : BOTH EFFECTS : HEALS FROM 2-16 POINTS OF DAMAGE DESCRIPTION: This spell can be used both in camp and combat to heal a character. NAME : BADIAL CAST : COMBAT EFFECTS : DOES 2-16 POINTS OF DAMAGE AGAINST ONE MONSTER DESCRIPTION: This spell is the reverse of the healing spell DIAL. NAME : LATUMOFIS CAST : BOTH EFFECTS : CURES POISONING DESCRIPTION: This spell can be used both in camp and combat to neutralize the effects of poisoning. NAME : MAPORFIC CAST : BOTH EFFECTS : LOWERS THE AC OF ALL CHARACTERS BY TWO POINTS DESCRIPTION: Once cast, this spell lasts the entire duration of you time in the dungeon. It is only negated when you go up to the castle again. You will see PROTECT in the status box indicating that this spell is active. +------------------------+ | 12.1.5 Level 5 Spells |----------------------------------------------------- +------------------------+ NAME : DIALMA CAST : BOTH EFFECTS : HEALS FROM 3-24 POINTS OF DAMAGE DESCRIPTION: This spell can be used both in camp and combat to heal a character. NAME : BADIALMA CAST : COMBAT EFFECTS : DOES 3-24 POINTS OF DAMAGE AGAINST ONE MONSTER DESCRIPTION: This spell is the reverse of the healing spell DIALMA. NAME : LITOKAN CAST : COMBAT EFFECTS : DOES 3-24 POINTS OF DAMAGE AGAINST ONE MONSTER GROUP DESCRIPTION: Causes a pillar of flame to ravage a group of monsters. NAME : KANDI CAST : CAMP EFFECTS : LOCATE LOST PARTY MEMBERS DESCRIPTION: If you lose a party in the dungeon, this spell can be used to locate said characters so you can mount a rescue operation. NAME : DI CAST : CAMP EFFECTS : RESURRECTION DESCRIPTION: This spell will bring a dead character back to life. This is dependent on the spellcaster and the character being brought back. Failure means the character is ASHED and needs something stronger. Success means the character has one hit point. NAME : BADI CAST : COMBAT EFFECTS : INSTANT DEATH TO ONE MONSTER DESCRIPTION: The reverse of DI. This spell attempts to slay one monster instantly. +------------------------+ | 12.1.6 Level 6 Spells |----------------------------------------------------- +------------------------+ NAME : LORTO CAST : COMBAT EFFECTS : CAUSES BLADES TO SLICE THROUGH A MONSTER GROUP DOING 6-36 POINTS OF DAMAGE DESCRIPTION: This spell causes non-elemental-type damage to a group of monsters. NAME : MADI CAST : BOTH EFFECTS : RESTORES ALL HIT POINTS AND CURES ALL STATUS AFFLICTIONS ON ONE CHARACTER DESCRIPTION: This is the most powerful healing spell available. Although it won't bring the dead back to life, it will pretty much bring a character back to full potential again. NAME : MABADI CAST : COMBAT EFFECTS : REMOVES ALL HIT POINTS SAVE ONE FROM THE TARGET MONSTER DESCRIPTION: This spell is extremely effective, if it works, against monsters with high numbers of hit points. Of course, enemy clerics also use this spell to great effect. NAME : LOKTOFEIT CAST : COMBAT EFFECTS : TRANSPORTS THE PARTY BACK TO THE CASTLE DESCRIPTION: When things get desperate and grim, this spell may save you. The penalty for use is the loss of all character's equipment and most gold. In addition, this spell may fail. +------------------------+ | 12.1.7 Level 7 Spells |----------------------------------------------------- +------------------------+ NAME : MALIKTO CAST : COMBAT EFFECTS : DOES 12-72 POINTS OF DAMAGE TO ALL MONSTERS DESCRIPTION: Sends a shower of meteors down upon your enemies. NAME : KADORTO CAST : CAMP EFFECTS : RESURRECT DEAD CHARACTERS DESCRIPTION: The more powerful version of DI, this spell also will resurrect ASHED characters. Characters resurrected with this spell have all their hit points. Failure to raise an ASHED character means they are lost forever. ____________________ / 12.2 Mage Spells /__________________________________________________________ -------------------- Mage spells are more aligned with killing and destruction in mind. Many mage spells are extremely devastating to whole groups of monsters. There are even a couple of spells so powerful, that they actually drain levels from the caster. +------------------------+ | 12.2.1 Level 1 Spells |----------------------------------------------------- +------------------------+ NAME : HALITO CAST : COMBAT EFFECTS : 1-8 HIT POINT FIREBALL AGAINST ONE MONSTER DESCRIPTION: Allows the caster to throw a ball of fire at a monster. NAME : MOGREF CAST : COMBAT EFFECTS : LOWERS THE AC OF THE CASTER BY TWO DESCRIPTION: This spell will lower the armor class of the caster by two points for the duration of combat NAME : KATINO CAST : COMBAT EFFECTS : PUTS MONSTERS IN ONE GROUP TO SLEEP DESCRIPTION: This spell, if successful, will effectively immobilize a group of monsters (immobilization is dependent on a monster's resistances). This allows party members to strike for double damage. NAME : DUMAPIC CAST : CAMP EFFECTS : GIVES THE LOCATION OF THE PARTY DESCRIPTION: This is an extremely valuable spell (especially when you are mapping). It gives your location relative to the stairs leading back up into the castle. It is given as E and N coordinates plus how many levels below the first you are. +------------------------+ | 12.2.2 Level 2 Spells |----------------------------------------------------- +------------------------+ NAME : DILTO CAST : COMBAT EFFECTS : CAUSES DARKNESS TO SURROUND A GROUP OF MONSTERS DESCRIPTION: This spell is handy because it cloaks your party. Therefore, you have a better chance at hitting the monsters within a group. NAME : SOPIC CAST : COMBAT EFFECTS : CAUSES THE CASTER TO BECOME TRANSPARENT, LOWERING THEIR AC BY 4 DESCRIPTION: This spell will lower the armor class of the caster by four points for the duration of combat. +------------------------+ | 12.2.3 Level 3 Spells |----------------------------------------------------- +------------------------+ NAME : MAHALITO CAST : COMBAT EFFECTS : CAUSES 4-24 POINTS OF DAMAGE TO A GROUP OF MONSTERS DESCRIPTION: This is an improved HALITO spell which can fireball a group of monsters. NAME : MOLITO CAST : COMBAT EFFECTS : CAUSES 3-18 POINTS OF DAMAGE TO A GROUP OF MONSTERS DESCRIPTION: This spell causes 3-18 points of non-elemental damage so if monsters are resistant to heat or cold... +------------------------+ | 12.2.4 Level 4 Spells |----------------------------------------------------- +------------------------+ NAME : MORLIS CAST : COMBAT EFFECTS : CAUSES DARKNESS AND FEAR TO AFFECT A MONSTER GROUP DESCRIPTION: These two factors combined will basically nullify a monster's attack for the duration of the spell. NAME : DALTO CAST : COMBAT EFFECTS : CAUSE 6-36 POINTS OF COLD DAMAGE ON A GROUP OF MONSTERS DESCRIPTION: Causes a blizzard to be created that damages the monster group. NAME : LAHALITO CAST : COMBAT EFFECTS : CAUSES 6-36 POINTS OF DAMAGE TO A MONSTER GROUP DESCRIPTION: This is the "powerhouse" version of MAHALITO designed to clear out those pesky rooms and corridors. +------------------------+ | 12.2.5 Level 5 Spells |----------------------------------------------------- +------------------------+ NAME : MAMORLIS CAST : COMBAT EFFECTS : CAUSES DARKNESS AND FEAR TO AFFECT ALL MONSTERS DESCRIPTION: These two factors combined will basically nullify a monster's attack for the duration of the spell. NAME : MAKANITO CAST : COMBAT EFFECTS : CAUSES A VACUUM TO FORM AROUND ALL MONSTER GROUPS DESCRIPTION: If they breathe air, then there is a chance they will be affected by this spell. Most anything with under 40 hit points will be suffocated. NAME : MADALTO CAST : COMBAT EFFECTS : CAUSE 8-64 POINTS OF COLD DAMAGE ON A GROUP OF MONSTERS DESCRIPTION: This is the industrial version of the DALTO spell. Causes a really big blizzard to form. +------------------------+ | 12.2.6 Level 6 Spells |----------------------------------------------------- +------------------------+ NAME : LAKANITO CAST : COMBAT EFFECTS : SUFFOCATES ONE GROUP OF MONSTERS IF THEY BREATHE AIR DESCRIPTION: This spell still has a chance of failing depending on the monsters you are attacking. NAME : ZILWAN CAST : COMBAT EFFECTS : DESTROYS ONE UNDEAD MONSTER DESCRIPTION: Basically, this spell will eradicate one monster of the undead variety. Not good against groups of undead. NAME : MASOPIC CAST : COMBAT EFFECTS : LOWERS THE AC OF THE PARTY BY FOUR DESCRIPTION: This spell will lower all armor classes of the characters by four points for the duration of the combat. NAME : HAMAN CAST : COMBAT EFFECTS : THERE ARE SEVERAL EFFECTS THAT CAN OCCUR WHEN YOU CHOOSE THIS SPELL: AUGMENT MAGIC : ENHANCES SPELLS TO DO MORE DAMAGE OR TO CURE GREATER POINTS. CURE PARTY : CURES THE ENTIRE PARTY OF ALL STATUS AILMENTS. SILENCE ENEMIES : SILENCES ALL MONSTERS. TELEPORT ENEMIES: TELEPORTS ALL MONSTERS FROM OUT OF THE COMBAT AREA. HEAL PARTY : CASTS A MADI ON THE ENTIRE PARTY DESCRIPTION: The effects of this spell are so powerful, that the character loses a level of experience just to cast it. +------------------------+ | 12.2.7 Level 7 Spells |----------------------------------------------------- +------------------------+ NAME : MALOR CAST : BOTH EFFECTS : ALLOWS A PARTY TO TELEPORT TO A DESTINATION DESCRIPTION: When used in camp, you can determine your destination. This means that you may teleport into solid rock, which means instant death. Used in combat, it will teleport you to some random point on the same level. NAME : MAHAMAN CAST : COMBAT EFFECTS : SAME AS HAMAN EXCEPT ADD THESE: PROTECT PARTY : DROPS THE ARMOR CLASS OF ALL PARTY MEMBERS BY 20 POINTS FOR THE DURATION OF COMBAT. RAISE THE DEAD: BRINGS DEAD CHARACTERS BACK TO LIFE WITH A DI SPELL. DESCRIPTION: The conditions for this spell are the same as for HAMAN. NAME : TILTOWAIT CAST : COMBAT EFFECTS : CAUSE A LARGE EXPLOSION TO OCCUR THAT DOES 10-100 POINTS OF DAMAGE TO ALL MONSTERS DESCRIPTION: This is basically a room, corridor, etc. cleaner. It affects all monsters and it pretty much can clean their clocks. +==============+ | 13. ENEMIES |=============================================================== +==============+ Throughout your travels in the maze, you will encounter many different types of monsters (101 to be exact). These monsters are as varied as the characters you bring down in to the maze. Each monster has a specific listing of statistics unique to that monster. In addition, each monster belongs to a certain type. This becomes important later on as you acquire items that deal damage or protect you from certain types of monsters. The monsters are first broken down by their type, then they are listed alphabetically under that type. All things after an equal sign are headers for what the column actually is. If there isn't an equal sign, that means what is listed is the actual header): The following is an explanation of the various abbreviations used in regard to the items listed in the next few sub-chapters of enemies. UNIDENT=UNIDENTIFED NAME: Unless you have LATUMAPIC going, you may encounter monster groups you can't readily identify. These are what the unknown monsters are called. #APP=# OF MONSTERS THAT WILL APPEAR: This is a random number determined by a dice roll. If this column shows some- thing like 1D6, then you can have any- where from one to six of these monsters appear. HP=HIT POINTS: The number of hit points a monster will have. This, like a character's hit points, is how much damage a monster will take before it is killed. This is a random number determined by the dice plus any add-ons. 1D3+1 means a monster will have anywhere from two to four hit points. AC=ARMOR CLASS: How hard or easy it is to hit the monster. The lower the number, the harder it will be to hit the monster. RG=REGENERATION: How many hit points the monster regenerates per round. MR=MAGICAL RESISTANCE: This is a percentage chance that a spell will fail against this monster. This includes both direct attack spells and area-effect spells. RST=RESISTANCE(S): These are the things the creature is resistant to. In other words, they won't be affected by attacks based on the following: COL=COLD FIR=FIRE FRI=FRIENDS (IF THIS IS SHOWN, IT MEANS A MONSTER CAN BE FRIENDLY) LVD=LEVEL DRAIN POI=POISON #AT=# ATTACKS: How many attacks the monster does per round. DAMAGE: Amount of damage a monster does per attack. LD=LEVEL DRAIN: Some monsters can drain levels from a character. The number represented here is the number of levels that will be drained with a successful hit by the monster. BRW=BREATH WEAPON: The type of breath weapon (if any) the monster possesses. Breath weapons are: COL=COLD FIR=FIRE LVD=LEVEL DRAIN POI=POISON STO=STONING CSL=CLERICAL SPELL LEVEL: This number represents the level of cleric spells the monster knows. For example, if this number is three, then the monster knows all clerical spells for the first three levels. MSL=MAGE SPELL LEVEL: This number represents the level of mage spells the monster knows. For example, if this number is three, then the monster knows all mage spells for the first three levels. ATT PROP=ATTACK PROPERTIES AND OTHER INFO: This column represents specific attack types the monster can perform. In addition, it also lists other characteristics regarding said monster. AKL=AUTOKILL ATTACK HLP=DOES MONSTER CALL FOR HELP? PAR=PARALYZING ATTACK POI=POISON ATTACK RUN=DOES MONSTER RUN? SLE=SLEEP ATTACK STO=STONING ATTACK GRH=GROUP HELP: These are the monsters that the current monster will appear with. %GH=% GROUP HELP: The percentage chance that the current monster will appear with the monsters under the GRH column. A 100% means that the current monster always appears with the designated GRH monsters. XP=EXPERIENCE POINTS: This number represents the total amount of experience points a monster is worth. This number is then divided by the number of people you have in your party. For example, a monster worth 600 XP will yield 100 XP per character in a six-character party. ________________ / 13.1 Animals /______________________________________________________________ ---------------- +---------------+------------------------+-------+-------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +---------------+------------------------+-------+-------+----+----+----+ +---------------+------------------------+-------+-------+----+----+----+ | ATTACK DOG | ANIMAL/ANIMALS | 1D6 | 4D8 | 1 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | BLEEB | STRANGE ANIMAL/ANIMALS | 1D8 | 10D8 | 0 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | BUBBLY SLIME | SLIME/SLIMES | 2D2 | 1D3+1 | 12 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | CAPYBARA | GIANT RODENT/RODENTS | 2D4+1 | 4D4 | 8 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | CHIMERA | STRANGE ANIMAL/ANIMALS | 1D4 | 9D6 | 2 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | COYOTE | MANGY DOG/DOGS | 4D2 | 4D6 | 8 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | CREEPING CRUD | SLIME/SLIMES | 1D6+1 | 3D4 | 6 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | FLACK | STRANGE ANIMAL/ANIMALS | 1D1 | 15D12 | -3 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | GAZE HOUND | STRANGE ANIMAL/ANIMALS | 1D5 | 4D8 | -1 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | GIANT TOAD | AMPHIBIAN/AMPHIBIANS | 2D2+4 | 4D5 | 7 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | KILLER WOLF | ANIMAL/ANIMALS | 1D6 | 6D8 | 0 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | VORPAL BUNNY | RABBIT/RABBITS | 2D3+2 | 3D6+2 | 6 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | WERE BEAR | BEAR/BEARS | 2D3+2 | 5D8 | 6 | 1 | 0 | +---------------+------------------------+-------+-------+----+----+----+ | WYVERN | STRANGE ANIMAL/ANIMALS | 1D6 | 7D8+7 | 4 | 0 | 0 | +---------------+------------------------+-------+-------+----+----+----+ +---------------+----------------+-----+---------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +---------------+----------------+-----+---------------+----+-----+-----+-----+ +---------------+----------------+-----+---------------+----+-----+-----+-----+ | ATTACK DOG | | 1 | 1D8+1/1D8+1 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | BLEEB | FRI, FIR, COL, | 1 | 1D8+1/1D8+1 | 0 | | 0 | 0 | | | POI, LVD | | | | | | | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | BUBBLY SLIME | | 1 | 1D8+1/1D8+1 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | CAPYBARA | | 1 | 1D8+1/1D8+1 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | CHIMERA | FIR | 6 | 1D3/1D3/1D4/ | 0 | FIR | 0 | 0 | | | | | 1D4/2D4/3D4 | | | | | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | COYOTE | POI, LVD | 1 | 4D4 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | CREEPING CRUD | COL | 1 | 1D3 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | FLACK | FRI, FIR, COL | 1 | 4D8+3 | 0 | COL | 0 | 0 | | | POI, LVD | | | | | | | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | GAZE HOUND | | 1 | 1D2 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | GIANT TOAD | FIR | 3 | 1D4/1D6/2D3+2 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | KILLER WOLF | | 2 | 2D4/2D4 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | VORPAL BUNNY | COL | 2 | 1D6/1D8 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | WERE BEAR | COL, POI | 1 | 3D6+1 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ | WYVERN | | 2 | 2D8/1D6 | 0 | | 0 | 0 | +---------------+----------------+-----+---------------+----+-----+-----+-----+ +---------------+----------------+----------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +---------------+----------------+----------------+------+--------+ +---------------+----------------+----------------+------+--------+ | ATTACK DOG | SLE, RUN | DRAGON FLY | 20 | 1,120 | +---------------+----------------+----------------+------+--------+ | BLEEB | RUN, HLP | NINJA, MASTER | 20 | 3,300 | +---------------+----------------+----------------+------+--------+ | BUBBLY SLIME | | ORC | 10 | 55 | +---------------+----------------+----------------+------+--------+ | CAPYBARA | POI, RUN | COYOTE | 20 | 520 | +---------------+----------------+----------------+------+--------+ | CHIMERA | | MAGE, ARCH(1) | 20 | 3,515 | +---------------+----------------+----------------+------+--------+ | COYOTE | RUN | VORPAL BUNNY | 25 | 780 | +---------------+----------------+----------------+------+--------+ | CREEPING CRUD | POI | BUBBLY SLIME | 24 | 550 | +---------------+----------------+----------------+------+--------+ | FLACK | STO, POI, PAR, | MURPHY'S GHOST | 100 | 9,200 | | | AKL | | | | +---------------+----------------+----------------+------+--------+ | GAZE HOUND | PAR, RUN | GAZE HOUND | 20 | 1,235 | +---------------+----------------+----------------+------+--------+ | GIANT TOAD | POI, RUN | COYOTE | 20 | 795 | +---------------+----------------+----------------+------+--------+ | KILLER WOLF | | DRAGON PUPPY | 15 | 1,460 | +---------------+----------------+----------------+------+--------+ | VORPAL BUNNY | AKL, RUN | CAPYBARA | 20 | 735 | +---------------+----------------+----------------+------+--------+ | WERE BEAR | POI, PAR, RUN | VORPAL BUNNY | 30 | 1,320 | +---------------+----------------+----------------+------+--------+ | WYVERN | POI | SPIRIT | 20 | 1,540 | +---------------+----------------+----------------+------+--------+ ________________ / 13.2 Clerics /______________________________________________________________ ---------------- +-----------------+------------------------+-------+-------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+------------------------+-------+-------+----+----+----+ +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC, HIGH(1) | CLERIC/CLERICS | 1D6 | 8D8 | 3 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC, HIGH(2) | CLERIC/CLERICS | 1D1 | 11D8 | 2 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC, HIGH(3) | CLERIC/CLERICS | 2D2+3 | 8D8 | 2 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC | CLERIC/CLERICS | 1D6 | 3D8+1 | 4 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC, LVL 1 | CLERIC/CLERICS | 1D4+1 | 1D8 | 5 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC, LVL 3 | CLERIC/CLERICS | 2D2+3 | 3D8+1 | 4 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC, LVL 5 | CLERIC/CLERICS | 1D5 | 5D8 | 4 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC, LVL 8 | CLERIC/CLERICS | 1D5 | 7D8 | 3 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | WIZARD | CLERIC/CLERICS | 1D6 | 4D8 | 4 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | WIZARD, LVL 8 | CLERIC/CLERICS | 1D6 | 8D8 | 2 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC, HIGH(1) | | 1 | 1D8+2 | 0 | | 5 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC, HIGH(2) | | 1 | 1D8/1D8 | 0 | | 6 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC, HIGH(3) | | 1 | 1D8+4 | 0 | | 5 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC | | 1 | 1D6+2 | 0 | | 2 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC, LVL 1 | | 1 | 1D8 | 0 | | 1 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC, LVL 3 | | 1 | 1D8+2 | 0 | | 2 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC, LVL 5 | | 1 | 1D6+2 | 0 | | 3 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC, LVL 8 | | 1 | 1D8 | 0 | | 4 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WIZARD | | 1 | 1D10 | 0 | | 3 | 1 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WIZARD, LVL 8 | | 1 | 1D8+4 | 0 | | 4 | 3 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+----------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+----------------+------+--------+ +-----------------+----------------+----------------+------+--------+ | CLERIC, HIGH(1) | | SAMURAI, CHAMP | 20 | 2,160 | +-----------------+----------------+----------------+------+--------+ | CLERIC, HIGH(2) | | FIRE GIANT | 100 | 3,300 | +-----------------+----------------+----------------+------+--------+ | CLERIC, HIGH(3) | | NINJA, HIGH | 100 | 2,200 | +-----------------+----------------+----------------+------+--------+ | CLERIC | SLE | GAS DRAGON | 60 | 870 | +-----------------+----------------+----------------+------+--------+ | CLERIC, LVL 1 | SLE, RUN | ROGUE | 25 | 515 | +-----------------+----------------+----------------+------+--------+ | CLERIC, LVL 3 | POI, SLE, RUN | CLERIC, LVL 1 | 30 | 990 | +-----------------+----------------+----------------+------+--------+ | CLERIC, LVL 5 | | NINJA, LVL 6 | 20 | 1,220 | +-----------------+----------------+----------------+------+--------+ | CLERIC, LVL 8 | | WYVERN | 20 | 1,720 | +-----------------+----------------+----------------+------+--------+ | WIZARD | SLE | DAIMYO, MINOR | 10 | 1,135 | +-----------------+----------------+----------------+------+--------+ | WIZARD, LVL 8 | | GORGON | 20 | 2,060 | +-----------------+----------------+----------------+------+--------+ _______________________________________ / 13.3 Demons, Dragons, and Enchanted /_______________________________________ --------------------------------------- +-----------------+------------------------+-------+-------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+------------------------+-------+-------+----+----+----+ +-----------------+------------------------+-------+-------+----+----+----+ | CREEPING COIN? | SMALL OBJECT/OBJEXTS | 9D1 | 1D1 | 4 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | DEMON, GREATER | DEMON/DEMONS | 1D6 | 11D8 | -3 | 1 | 95 | +-----------------+------------------------+-------+-------+----+----+----+ | DEMON, LESSER | DEMON/DEMONS | 1D1 | 10D8 | 4 | 0 | 60 | +-----------------+------------------------+-------+-------+----+----+----+ | DRAGON FLY | FLY/FLIES | 1D3+1 | 2D8 | 4 | 0 | 20 | +-----------------+------------------------+-------+-------+----+----+----+ | DRAGON PUPPY | ANIMAL/ANIMALS | 1D6 | 5D10 | 4 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | DRAGON, FIRE | DRAGON/DRAGONS | 1D4 | 12D8 | -1 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | DRAGON, GAS | DRAGON/DRAGONS | 1D4 | 5D8 | 3 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | DRAGON, ZOMBIE | DRAGON/DRAGONS | 1D4 | 12D8 | -2 | 0 | 25 | +-----------------+------------------------+-------+-------+----+----+----+ | GARGOYLE | GARGOYLE/GARGOYLES | 1D6 | 4D8+4 | 5 | 0 | 50 | +-----------------+------------------------+-------+-------+----+----+----+ | GAS CLOUD | GAS CLOUD/CLOUDS | 2D4 | 2D4 | 10 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | WILL O' WISP | UNSEEN ENTITY/ENTITIES | 1D2 | 10D8 | -8 | 0 | 95 | +-----------------+------------------------+-------+-------+----+----+----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CREEPING COIN? | FIR, COL, POI, | 1 | 1D1 | 0 | LVD | 0 | 0 | | | LVD | | | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DEMON, GREATER | | 5 | 2D12/1D6/ | 0 | | 0 | 5 | | | | | 1D4/1D4/1D4 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DEMON, LESSER | | 5 | 2D6/2D6/1D3 | 0 | | 0 | 3 | | | | | 1D3/1D4+4 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DRAGON FLY | FIR | 3 | 1D4/1D4/1D6 | 0 | FIR | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DRAGON PUPPY | | 1 | 1D10 | 0 | COL | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DRAGON, FIRE | | 2 | 1D4/1D4/4D4 | 0 | FIR | 0 | 5 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DRAGON, GAS | | 3 | 1D4/1D4/3D6 | 0 | POI | 0 | 1 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DRAGON, ZOMBIE | | 3 | 1D8/1D8/ | 0 | LVD | 0 | 5 | | | | | 3D12 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GARGOYLE | | 4 | 1D3/1D3/ | 0 | | 0 | 0 | | | | | 1D6/1D4 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GAS CLOUD | | 1 | 1D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WILL O' WISP | | 1 | 2D8 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+----------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+----------------+------+--------+ +-----------------+----------------+----------------+------+--------+ | CREEPING COIN? | HLP | CREEPING COIN? | 100 | 920 | +-----------------+----------------+----------------+------+--------+ | DEMON, GREATER | POI, PAR, HLP | NINJA, LVL 8 | 70 | 44,090 | +-----------------+----------------+----------------+------+--------+ | DEMON, LESSER | HLP | NINJA, LVL 8 | 80 | 5,100 | +-----------------+----------------+----------------+------+--------+ | DRAGON FLY | SLE | | 0 | 1,275 | +-----------------+----------------+----------------+------+--------+ | DRAGON PUPPY | | WERERAT | 10 | 2,280 | +-----------------+----------------+----------------+------+--------+ | DRAGON, FIRE | | | 0 | 5,000 | +-----------------+----------------+----------------+------+--------+ | DRAGON, GAS | | DRAGON FLY | 40 | 2,075 | +-----------------+----------------+----------------+------+--------+ | DRAGON, ZOMBIE | | BLEEB | 10 | 5,200 | +-----------------+----------------+----------------+------+--------+ | GARGOYLE | | | 0 | 2,435 | +-----------------+----------------+----------------+------+--------+ | GAS CLOUD | PAR, RUN | BUBBLY SLIME | 15 | 350 | +-----------------+----------------+----------------+------+--------+ | WILL O' WISP | | | 0 | 42,840 | +-----------------+----------------+----------------+------+--------+ _________________ / 13.4 Fighters /_____________________________________________________________ ----------------- +-----------------+--------------------------+-------+-------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+--------------------------+-------+-------+----+----+----+ +-----------------+--------------------------+-------+-------+----+----+----+ | BUSHWACKER | SCRUFFY MAN/MEN | 1D4 | 3D6+1 | 8 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | DAIMYO, MAJOR | MAN IN ARMOR | 1D5 | 7D12 | 0 | 0 | 20 | +-----------------+--------------------------+-------+-------+----+----+----+ | DAIMYO, MINOR | MAN IN ARMOR | 1D6 | 4D10 | 2 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | FIGHTER, LVL 7 | MAN/MEN IN ARMOR | 2D1 | 7D10 | 0 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | FIGHTER, LVL 8 | MAN/MEN IN ARMOR | 1D6 | 8D10 | -1 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | FIGHTER, LVL 10 | MAN/MEN IN ARMOR | 1D6 | 7D10 | 0 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | HATAMOTO | MAN/MEN IN ROBES | 1D1 | 12D4 | -1 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | HIGH MASTER | CONEHEAD/HEADS | 1D1 | 15D4 | -2 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | HIGHWAYMAN | MAN/MEN IN CHAIN | 2D6 | 3D4+2 | 6 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | KOBOLD | SMALL HUMANOID/HUMANOIDS | 2D2+1 | 2D3+1 | 8 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | NINJA, HIGH | MAN/MEN IN KIMONOS | 1D1 | 12D4 | -1 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | NINJA, LVL 1 | KIMONOED MAN/MEN | 2D4 | 2D4+2 | 5 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | NINJA, LVL 3 | KIMONOED MAN/MEN | 2D4+2 | 3D8 | 3 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | NINJA, LVL 6 | MAN/MEN IN BLACK | 1D5 | 6D10 | 6 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | NINJA, LVL 8 | MONK/MONKS | 1D3 | 8D4 | 4 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | NINJA, MASTER | MAN/MEN IN ROBES | 1D5 | 10D4 | 3 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | OGRE | OGRE/OGRES | 1D8 | 4D8+1 | 5 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | ORC | SMALL HUMANOID/HUMANOIDS | 3D2 | 1D4 | 10 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | RAVER LORD | MAN/MEN IN ARMOR | 1D1 | 15D10 | 10 | 2 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | SAMURAI, LVL 3 | KIMONOED MAN/MEN | 4D2 | 3D6+4 | 5 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | SAMURAI, CHAMP | MAN/MEN IN ARMOR | 1D6 | 10D10 | 2 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | SWORDSMAN | MAN/MEN IN ARMOR | 1D6 | 3D10 | 3 | 0 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ | TROLL | STRANGE ANIMAL/ANIMALS | 1D3 | 6D8+6 | 4 | 3 | 0 | +-----------------+--------------------------+-------+-------+----+----+----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | BUSHWACKER | | 2 | 1D6+1/2D4+1 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DAIMYO, MAJOR | | 2 | 1D10/1D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DAIMYO, MINOR | | 1 | 1D12 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | FIGHTER, LVL 7 | | 2 | 1D12/1D12 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | FIGHTER, LVL 8 | | 2 | 1D12+2 | 0 | | 0 | 0 | | | | | 1D12+2 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | FIGHTER, LVL 10 | | 2 | 1D12/1D12 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | HATAMOTO | | 3 | 3D8/3D8/3D8 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | HIGH MASTER | FIR, COL, POI, | 2 | 3D12/3D12/ | 0 | | 0 | 0 | | | LVD | | 3D6 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | HIGHWAYMAN | | 4 | 1D2+1/1D2+1 | 0 | | 0 | 0 | | | | | 1D2+1/1D2+1 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | KOBOLD | FRI, COL | 2 | 1D2+1/1D2+1 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NINJA, HIGH | | 3 | 3D8/3D8/3D8 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NINJA, LVL 1 | | 3 | 1D4/1D4/1D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NINJA, LVL 3 | | 5 | 1D4/1D4/1D4 | 0 | | 0 | 0 | | | | | 1D4/1D4 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NINJA, LVL 6 | | 3 | 1D6/1D6/1D6 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NINJA, LVL 8 | | 2 | 2D6/1D6 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NINJA, MASTER | | 3 | 1D10+3/ | 0 | | 0 | 0 | | | | | 1D10+3/ | | | | | | | | | 1D10+3/ | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | OGRE | | 1 | 2D6 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | ORC | FIR | 1 | 1D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | RAVER LORD | FIR | 2 | 3D12/3D12 | 0 | | 4 | 5 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SAMURAI, LVL 3 | | 3 | 1D4+1/1D6+1 | 0 | | 0 | 1 | | | | | 1D4+1 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SAMURAI, CHAMP | | 1 | 1D12 | 0 | | 0 | 1 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SWORDSMAN | | 1 | 2D7 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | TROLL | | 3 | 1D4+4/1D4+4 | 0 | | 0 | 0 | | | | | 1D4+4 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+------------------+------+--------+ +-----------------+----------------+------------------+------+--------+ | BUSHWACKER | SLE, RUN | ZOMBIE | 20 | 380 | +-----------------+----------------+------------------+------+--------+ | DAIMYO, MAJOR | | CLERIC, LVL 5 | 50 | 2,340 | +-----------------+----------------+------------------+------+--------+ | DAIMYO, MINOR | SLE | WIZARD | 20 | 1,200 | +-----------------+----------------+------------------+------+--------+ | FIGHTER, LVL 7 | | MAGE, LVL 7(3) | 100 | 1,900 | +-----------------+----------------+------------------+------+--------+ | FIGHTER, LVL 8 | | FIGHTER, LVL 8 | 20 | 2,140 | +-----------------+----------------+------------------+------+--------+ | FIGHTER, LVL 10 | | FIGHTER, LVL 10 | 10 | 1,900 | +-----------------+----------------+------------------+------+--------+ | HATAMOTO | AKL | MAGE, LVL 10(2) | 100 | 1,600 | +-----------------+----------------+------------------+------+--------+ | HIGH MASTER | AKL | HATAMOTO | 100 | 3,000 | +-----------------+----------------+------------------+------+--------+ | HIGHWAYMAN | AKL, SLE, RUN | ZOMBIE | 20 | 840 | +-----------------+----------------+------------------+------+--------+ | KOBOLD | SLE, RUN | ORC | 15 | 415 | +-----------------+----------------+------------------+------+--------+ | NINJA, HIGH | AKL | | 0 | 1,600 | +-----------------+----------------+------------------+------+--------+ | NINJA, LVL 1 | AKL, SLE | NINJA, LVL 1 | 20 | 600 | +-----------------+----------------+------------------+------+--------+ | NINJA, LVL 3 | POI, AKL | NINJA, LVL 1 | 20 | 1,360 | +-----------------+----------------+------------------+------+--------+ | NINJA, LVL 6 | | THIEF, MASTER(1) | 20 | 1,520 | +-----------------+----------------+------------------+------+--------+ | NINJA, LVL 8 | AKL | NIGHTSTALKER | 20 | 1,020 | +-----------------+----------------+------------------+------+--------+ | NINJA, MASTER | AKL | MAGE, LVL 7(2) | 30 | 1,280 | +-----------------+----------------+------------------+------+--------+ | OGRE | SLE, RUN | VORPAL BUNNY | 20 | 960 | +-----------------+----------------+------------------+------+--------+ | ORC | SLE, RUN | KOBOLD | 20 | 235 | +-----------------+----------------+------------------+------+--------+ | RAVER LORD | | CLERIC, HIGH(2) | 100 | 4,155 | +-----------------+----------------+------------------+------+--------+ | SAMURAI, LVL 3 | RUN | CREEPING COIN? | 20 | 795 | +-----------------+----------------+------------------+------+--------+ | SAMURAI, CHAMP | | CLERIC, HIGH(1) | 25 | 2,395 | +-----------------+----------------+------------------+------+--------+ | SWORDSMAN | SLE | ATTACK DOG | 35 | 960 | +-----------------+----------------+------------------+------+--------+ | TROLL | | TROLL | 5 | 1,720 | +-----------------+----------------+------------------+------+--------+ __________________________________________ / 13.5 Giants, Insects, Myths, and Weres /____________________________________ ------------------------------------------ +-----------------+--------------------------+-------+--------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+--------------------------+-------+--------+----+----+----+ +-----------------+--------------------------+-------+--------+----+----+----+ | BORING BEETLE | INSECT/INSECTS | 1D8 | 5D8 | 3 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | GIANT, EARTH | GIANT/GIANTS | 1D5 | 1D1+40 | 9 | 0 | 85 | +-----------------+--------------------------+-------+--------+----+----+----+ | GIANT, FIRE | GIANT/GIANTS | 1D4 | 11D8+4 | 3 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | GIANT, FROST | GIANT/GIANTS | 1D4 | 1D8+50 | 6 | 0 | 95 | +-----------------+--------------------------+-------+--------+----+----+----+ | GIANT, POISON | GIANT/GIANTS | 1D4 | 1D1+80 | 3 | 0 | 95 | +-----------------+--------------------------+-------+--------+----+----+----+ | GORGON | STRANGE ANIMAL/ANIMALS | 1D1 | 8D8 | 2 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | MEDUSALIZARD | STRANGE ANIMAL/ANIMALS | 1D6 | 5D8 | 6 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | SPIDER, GIANT | INSECT/INSECTS | 1D6 | 4D8+4 | 4 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | SPIDER, HUGE(1) | INSECT/INSECTS | 1D8 | 2D8+2 | 6 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | SPIDER, HUGE(2) | INSECT/INSECTS | 1D8+1 | 2D8+2 | 6 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | SPIRIT | UNSEEN ENTITY | 1D6 | 7D3+2 | 2 | 1 | 25 | +-----------------+--------------------------+-------+--------+----+----+----+ | WERERAT | WERERAT/RATS | 1D4 | 3D8+1 | 6 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | WERETIGER | ANIMAL/ANIMALS | 1D8 | 5D8 | 4 | 1 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ | WEREWOLF | WOLF/WOLVES | 1D6 | 4D8+3 | 5 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | BORING BEETLE | | 1 | 5D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT, EARTH | | 2 | 2D8/2D8 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT, FIRE | FIR | 1 | 5D6 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT, FROST | COL | 1 | 3D10 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT, POISON | | 1 | 4D10 | 0 | POI | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GORGON | | 1 | 2D6 | 0 | STO | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MEDUSALIZAR | | 1 | 1D3 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SPIDER, GIANT | | 1 | 2D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SPIDER, HUGE(1) | | 1 | 1D6 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SPIDER, HUGE(2) | | 1 | 1D6 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SPIRIT | | 1 | 1D4 | 0 | | 0 | 3 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WERERAT | | 1 | 1D8 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WERETIGER | | 3 | 2D6/2D6/1D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WEREWOLF | | 2 | 2D4/2D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+------------------+------+--------+ +-----------------+----------------+------------------+------+--------+ | BORING BEETLE | | SPIDER, HUGE(1) | 20 | 1,120 | +-----------------+----------------+------------------+------+--------+ | GIANT, EARTH | | | 0 | 20,435 | +-----------------+----------------+------------------+------+--------+ | GIANT, FIRE | | LESSER DEMON | 10 | 2,115 | +-----------------+----------------+------------------+------+--------+ | GIANT, FROST | | THIEF | 30 | 40,875 | +-----------------+----------------+------------------+------+--------+ | GIANT, POISON | | WILL O' WISP | 50 | 40,840 | +-----------------+----------------+------------------+------+--------+ | GORGON | | CHIMERA | 50 | 2,920 | +-----------------+----------------+------------------+------+--------+ | MEDUSALIZARD | STO | SPIRIT | 20 | 1,040 | +-----------------+----------------+------------------+------+--------+ | SPIDER, GIANT | POI | SPIDER, HUGE(1) | 20 | 960 | +-----------------+----------------+------------------+------+--------+ | SPIDER, HUGE(1) | POI, SLE | BORING BEETLE | 10 | 600 | +-----------------+----------------+------------------+------+--------+ | SPIDER, HUGE(2) | POI, SLE | SHADE | 10 | 600 | +-----------------+----------------+------------------+------+--------+ | SPIRIT | POI | GARGOYLE | 20 | 1,245 | +-----------------+----------------+------------------+------+--------+ | WERERAT | SLE | COYOTE | 50 | 755 | +-----------------+----------------+------------------+------+--------+ | WERETIGER | POI, SLE | WEREWOLF | 20 | 1,405 | +-----------------+----------------+------------------+------+--------+ | WEREWOLF | | WERERAT | 25 | 975 | +-----------------+----------------+------------------+------+--------+ ______________ / 13.6 Mages /________________________________________________________________ -------------- +-----------------+-------------------------+-------+----------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+-------------------------+-------+----------+----+----+----+ +-----------------+-------------------------+-------+----------+----+----+----+ | MAGE, ARCH(1) | MAN/MEN IN ROBES | 1D6 | 8D4+2 | 9 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | MAGE, ARCH(2) | MAN/MEN IN ROBES | 1D1 | 20D4 | 0 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | MAGE, LVL 1 | MAN/MEN IN ROBES | 1D1 | 1D4+1 | 4 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | MAGE, LVL 5 | MAN/MEN IN ROBES | 1D6 | 5D4 | 10 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | MAGE, LVL 7(1) | MAN/MEN IN ROBES | 1D6 | 7D4 | 8 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | MAGE, LVL 7(2) | MAN/MEN IN ROBES | 1D6 | 7D4 | 8 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | MAGE, LVL 7(3) | MAN/MEN IN ROBES | 2D1 | 7D4 | 8 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | MAGE, LVL 10 | MAN/MEN IN ROBES | 1D6 | 10D4 | 10 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | OGRE LORD | INSECT/INSECTS | 1D5 | 8D8 | 4 | 1 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ | W E R D N A | MAN IN ROBES | 1D1 | 10D10+20 | -7 | 5 | 70 | +-----------------+-------------------------+-------+----------+----+----+----+ | WIZARD, HIGH | MAN/MEN IN ROBES | 1D1 | 12D4 | 4 | 0 | 0 | +-----------------+-------------------------+-------+----------+----+----+----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGE, ARCH(1) | | 1 | 1D4 | 0 | | 0 | 2 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGE, ARCH(2) | | 1 | 1D4 | 0 | | 0 | 6 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGE, LVL 1 | | 1 | 2D2 | 0 | | 0 | 1 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGE, LVL 5 | | 1 | 1D4 | 0 | | 0 | 3 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGE, LVL 7(1) | | 1 | 1D4 | 0 | | 0 | 4 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGE, LVL 7(2) | | 1 | 1D4 | 0 | | 0 | 5 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGE, LVL 7(3) | | 1 | 1D4 | 0 | | 0 | 4 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGE, LVL 10 | | 1 | 1D4 | 0 | | 0 | 5 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | OGRE LORD | | 1 | 1D12 | 0 | | 0 | 3 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | W E R D N A | FIR, COL, POI | 2 | 8D5/8D5 | 4 | | 7 | 7 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WIZARD, HIGH | FIR | 1 | 1D4 | 0 | | 0 | 6 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+------------------+------+--------+ +-----------------+----------------+------------------+------+--------+ | MAGE, ARCH(1) | | SAMURAI, CHAMP | 30 | 790 | +-----------------+----------------+------------------+------+--------+ | MAGE, ARCH(2) | | WIZARD, HIGH | 100 | 3,160 | +-----------------+----------------+------------------+------+--------+ | MAGE, LVL 1 | SLE, RUN | HIGHWAYMEN | 20 | 475 | +-----------------+----------------+------------------+------+--------+ | MAGE, LVL 5 | SLE | THIEF, LVL 4 | 20 | 620 | +-----------------+----------------+------------------+------+--------+ | MAGE, LVL 7(1) | SLE | NINJA, LVL 6 | 20 | 1,000 | +-----------------+----------------+------------------+------+--------+ | MAGE, LVL 7(2) | | WYVERN | 30 | 1,240 | +-----------------+----------------+------------------+------+--------+ | MAGE, LVL 7(3) | SLE | CLERIC, HIGH(3) | 100 | 1,000 | +-----------------+----------------+------------------+------+--------+ | MAGE, LVL 10 | | GORGON | 30 | 1,400 | +-----------------+----------------+------------------+------+--------+ | OGRE LORD | | TROLL | 10 | 1,790 | +-----------------+----------------+------------------+------+--------+ | W E R D N A | STO, POI, PAR, | VAMPIRE LORD | 100 | 15,880 | | | AKL | | | | +-----------------+----------------+------------------+------+--------+ | WIZARD, HIGH | | WIZARD, LVL 8 | 100 | 2,395 | +-----------------+----------------+------------------+------+--------+ ________________ / 13.7 Thieves /______________________________________________________________ ---------------- +------------------+------------------------+-------+----------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +------------------+------------------------+-------+----------+----+----+----+ +------------------+------------------------+-------+----------+----+----+----+ | ROGUE | SCRUFFY MAN/MEN | 1D4+1 | 2D5+1 | 10 | 0 | 0 | +------------------+------------------------+-------+----------+----+----+----+ | THIEF | MAN/MEN IN LEATHER | 1D5 | 9D6 | 4 | 0 | 0 | +------------------+------------------------+-------+----------+----+----+----+ | THIEF, LVL 4 | MAN/MEN IN LEATHER | 1D6 | 4D8+3 | 10 | 0 | 0 | +------------------+------------------------+-------+----------+----+----+----+ | THIEF, LVL 7 | MAN/MEN IN LEATHER | 1D5 | 7D6 | 4 | 0 | 0 | +------------------+------------------------+-------+----------+----+----+----+ | THIEF, MASTER(1) | MAN/MEN IN LEATHER | 1D6 | 4D6 | 4 | 0 | 0 | +------------------+------------------------+-------+----------+----+----+----+ | THIEF, MASTER(2) | MAN/MEN IN LEATHER | 1D6 | 6D6 | 3 | 0 | 0 | +------------------+------------------------+-------+----------+----+----+----+ | THIEF, MASTER(3) | MAN/MEN IN LEATHER | 1D1 | 12D6 | 2 | 0 | 0 | +------------------+------------------------+-------+----------+----+----+----+ +------------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +------------------+----------------+-----+-------------+----+-----+-----+-----+ +------------------+----------------+-----+-------------+----+-----+-----+-----+ | ROGUE | | 2 | 1D4/2D2+1 | 0 | | 0 | 0 | +------------------+----------------+-----+-------------+----+-----+-----+-----+ | THIEF | | 4 | 1D8/1D3/ | 0 | | 0 | 0 | | | | | 3D8/2D10 | | | | | +------------------+----------------+-----+-------------+----+-----+-----+-----+ | THIEF, LVL 4 | | 2 | 1D6/2D6 | 0 | | 0 | 0 | +------------------+----------------+-----+-------------+----+-----+-----+-----+ | THIEF, LVL 7 | | 2 | 1D8/3D8 | 0 | | 0 | 0 | +------------------+----------------+-----+-------------+----+-----+-----+-----+ | THIEF, MASTER(1) | | 3 | 1D6/1D6/2D6 | 0 | | 0 | 0 | +------------------+----------------+-----+-------------+----+-----+-----+-----+ | THIEF, MASTER(2) | | 2 | 1D8/3D8 | 0 | | 0 | 0 | +------------------+----------------+-----+-------------+----+-----+-----+-----+ | THIEF, MASTER(3) | POI | 2 | 1D8/5D8 | 0 | | 0 | 0 | +------------------+----------------+-----+-------------+----+-----+-----+-----+ +------------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +------------------+----------------+------------------+------+--------+ +------------------+----------------+------------------+------+--------+ | ROGUE | SLE, RUN | ORC | 20 | 620 | +------------------+----------------+------------------+------+--------+ | THIEF | RUN | GORGON | 20 | 1,640 | +------------------+----------------+------------------+------+--------+ | THIEF, LVL 4 | | WIZARD | 20 | 2,395 | +------------------+----------------+------------------+------+--------+ | THIEF, LVL 7 | RUN | CLERIC, LVL 8 | 20 | 1,220 | +------------------+----------------+------------------+------+--------+ | THIEF, MASTER(1) | SLE, RUN | CLERIC, LVL 5 | 10 | 960 | +------------------+----------------+------------------+------+--------+ | THIEF, MASTER(2) | RUN | MAGE, ARCH(1) | 25 | 1,140 | +------------------+----------------+------------------+------+--------+ | THIEF, MASTER(3) | RUN | FIGHTER, LVL 8 | 100 | 1,935 | +------------------+----------------+------------------+------+--------+ _______________ / 13.8 Undead /_______________________________________________________________ --------------- +----------------+--------------------------+-------+----------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +----------------+--------------------------+-------+----------+----+----+----+ +----------------+--------------------------+-------+----------+----+----+----+ | GRAVE MIST | UNSEEN ENTITY | 1D6 | 4D8 | 4 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | LIFESTEALER | UNSEEN ENTITY/ENTITIES | 1D1 | 5D8+3 | 3 | 0 | 20 | +----------------+--------------------------+-------+----------+----+----+----+ | MAELIFIC | UNSEEN BEING/BEINGS | 1D0+1 | 25D4 | -5 | 3 | 50 | +----------------+--------------------------+-------+----------+----+----+----+ | MURPHY'S GHOST | UNSEEN ENTITY/ENTITIES | 1D1 | 10D10+10 | -3 | 1 | 40 | +----------------+--------------------------+-------+----------+----+----+----+ | NIGHTSTALKER | UNSEEN ENTITY/ENTITIES | 2D3 | 5D8+3 | 4 | 0 | 25 | +----------------+--------------------------+-------+----------+----+----+----+ | ROTTING CORPSE | WEIRD HUMANOID/HUMANOIDS | 1D5 | 2D8 | 6 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | SHADE | UNSEEN ENTITY | 1D6 | 3D8+3 | 7 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | UNDEAD KOBOLD | SKELETON/SKELETONS | 1D6+1 | 2D3+2 | 10 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | VAMPIRE | UNSEEN ENTITY | 1D4 | 11D8 | -1 | 1 | 20 | +----------------+--------------------------+-------+----------+----+----+----+ | VAMPIRE LORD | UNSEEN ENTITY/ENTITYS | 1D1 | 20D8 | -5 | 4 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | ZOMBIE | WEIRD HUMANOID/HUMANOIDS | 1D6+1 | 3D8+1 | 6 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ +----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +----------------+----------------+-----+-------------+----+-----+-----+-----+ +----------------+----------------+-----+-------------+----+-----+-----+-----+ | GRAVE MIST | | 3 | 1D4/1D4/1D8 | 0 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | LIFESTEALER | POI, LVD | 1 | 1D4 | 2 | | 3 | 3 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAELIFIC | | 2 | 1D4/1D0+1 | 3 | | 0 | 7 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | MURPHY'S GHOST | FIR, COL, POI, | 1 | 1D1+1 | 0 | | 0 | 0 | | | LVD | | | | | | | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | NIGHTSTALKER | | 1 | 1D6 | 1 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | ROTTING CORPSE | | 3 | 1D3/1D3/1D6 | 0 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | SHADE | | 1 | 1D4+1 | 1 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | UNDEAD KOBOLD | FIR, COL | 1 | 1D4+1 | 0 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | VAMPIRE | POI, LVD | 3 | 2D8/1D4/1D4 | 2 | | 0 | 3 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | VAMPIRE LORD | | 1 | 1D4 | 4 | | 0 | 6 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | ZOMBIE | | 1 | 1D6 | 0 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ +----------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +----------------+----------------+------------------+------+--------+ +----------------+----------------+------------------+------+--------+ | GRAVE MIST | PAR | SHADE | 20 | 1,080 | +----------------+----------------+------------------+------+--------+ | LIFESTEALER | | LIFESTEALER | 50 | 2,240 | +----------------+----------------+------------------+------+--------+ | MAELIFIC | POI, PAR | GIANT, POISON | 100 | 7,460 | +----------------+----------------+------------------+------+--------+ | MURPHY'S GHOST | SLE | MURPHY'S GHOST | 80 | 4,450 | +----------------+----------------+------------------+------+--------+ | NIGHTSTALKER | | OGRE LORD | 23 | 1,475 | +----------------+----------------+------------------+------+--------+ | ROTTING CORPSE | PAR | GRAVE MIST | 10 | 680 | +----------------+----------------+------------------+------+--------+ | SHADE | | ROTTING CORPSE | 20 | 875 | +----------------+----------------+------------------+------+--------+ | UNDEAD KOBOLD | | KOBOLD | 10 | 230 | +----------------+----------------+------------------+------+--------+ | VAMPIRE | PAR | VAMPIRE | 15 | 3,330 | +----------------+----------------+------------------+------+--------+ | VAMPIRE LORD | PAR | VAMPIRE | 100 | 7,320 | +----------------+----------------+------------------+------+--------+ | ZOMBIE | PAR | CREEPING CRUD | 20 | 520 | +----------------+----------------+------------------+------+--------+ +============+ | 14. ITEMS |================================================================= +============+ These things help you in your quest through the mazes. None of these things are absolutely vital to winning the game, but they certainly make things a lot easier in getting through the game. Items are broken down by their function such as armor, weapons, etc. (all things after an equal sign are headers for what the column actually is. If there isn't an equal sign, that means what is listed is the actual header): The following is an explanation of the various abbreviations used in regard to the items listed in the next few sub-chapters of items. DMG=DAMAGE: The amount of damage an item will do. When you have something like 2D4+3, this means you roll a four-sided dice two times and add three to that result. You will then get a range of 5-11 for damage. TH=TO HIT BONUS: This bonus enables your character to more easily hit a monster. This is especially useful against monsters with very low armor classes. +SW=# OF SWINGS: How many times said weapon can be swung. This basically means if you can swing said weapon four times, your character has the potential to do DMGx4. AK=AUTOKILL: Can said weapon allow the character to perform an autokill. AL=ALIGNMENT: Some weapons have alignments. If a character with a different alignment attempts to equip said item, then that item will be cursed and have the opposite effect. This also refers to whether an item is cursed. The alignments are: EV=EVIL NE=NEUTRAL GO=GOOD NO=NO ALIGNMENT CU=CURSED ITEM USAGE: What classes of character(s) can use said item. The classes are: C=CLERIC F=FIGHTER L=LORD M=MAGE N=NINJA S=SUMARAI T=THIEF W=WIZARD PURPOSE: Some items allow a character to do things above and beyond the normal damage for said weapon. These items, such as the Slayer of Dragons, do double damage against a specific type of monster. AA=ARMOR CLASS ADJUSTMENT: This represents an modifications to a character's armor class. Subtract all positive numbers from the current armor class and add all negative numbers to it. For example, a character with an eight armor class puts on a helmet. Since it is +1 for armor class (AC), the new AC is seven. Conversely, if the helmet was -1, then the new AC would be nine. +MA=MAGICAL ADJUSTMENT: This represents magical protection for a character. It also represents the chance that a character will not be affected by a monster's spells. RG=REGENERATION: Some items allow a character to heal a specific amount of hit points/turn. PROTECTION: The item protects the character against certain types of monsters and reduces said monster's effects upon the character. RESIST=RESISTANCE: The item protects the character against certain types of elements or harm. These resistances are: COLD FIRE LEVEL DRAIN POISON STONING SPELL: This refers mostly to scrolls and potions. This can, though, refer to items such as rings, amulets, armor, and weapons. When used, these items will produce some sort of spell effect. BRK=BREAK: This is the percentage chance an item will break after using it. AFTERBR: What the item becomes after it is broken. UNIDENT=UNIDENTIFIED LOOK: What type of item this may be. Whenever you receive an item in the maze, odds are you will be given this description of what it is versus what the actual item is. You can either use a Wizard or Boltac's to identify said item. ______________ / 14.1 Armor /________________________________________________________________ -------------- +-------------------+---------+----+----+---------------+---------+----+-----+ | NAME | PRICE | TH | AL | USAGE | PURPOSE | AA | +MA | +-------------------+---------+----+----+---------------+---------+----+-----+ +-------------------+---------+----+----+---------------+---------+----+-----+ | 1ST CLASS PLATE | 6000 | NA | NO | C,F,L,N,S | | 7 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | ARMOR OF EVIL | 150000 | NA | EV | C,F,L,N,S | | 9 | 15 | +-------------------+---------+----+----+---------------+---------+----+-----+ | ARMOR OF FREON | 150000 | NA | NO | C,F,L,N,S | | 6 | 15 | +-------------------+---------+----+----+---------------+---------+----+-----+ | ARMOR OF HEROES | 100000 | NA | NO | C,F,L,N,S | | 7 | 10 | +-------------------+---------+----+----+---------------+---------+----+-----+ | ARMOR OF LORDS | 1000000 | NA | NO | L | WERE | 10 | 100 | | | | | | | UNDEAD | | | | | | | | | DEMON | | | +-------------------+---------+----+----+---------------+---------+----+-----+ | BODY ARMOR | 1500 | NA | NO | F,L,N,S | | 5 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | B-PLATE OF BOONS | 10000 | NA | NO | C,F,L,N,S | | 6 | 1 | +-------------------+---------+----+----+---------------+---------+----+-----+ | B-PLATE OF FIENDS | 8000 | NA | CU | F,L,N,S | | 2 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | BREAST PLATE | 200 | NA | NA | F,L,N,S | | 4 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | BROKEN B-PLATE | 1500 | NA | CU | C,F,L,N,S | | 3 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | CHAIN MAIL | 90 | NA | NA | C,F,L,N,S | | 3 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | CHAIN OF CURSES | 8000 | NA | CU | C,F,L,N,S | | 1 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | CHAIN OF EVIL | 8000 | NA | EV | C,F,L,N,S | | 5 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | CORRODED CHAIN | 1500 | NA | CU | C,F,L,N,S | | 2 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | ELVEN CHAIN | 6000 | NA | NA | C,F,L,N,S | | 5 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | LEATHER ARMOR | 50 | NA | NA | C,F,L,N,S,T,W | | 2 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | LEATHER OF LOSS | 8000 | NA | NA | C,F,L,N,S,T,W | | 0 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | NEUTRAL PLATE | 8000 | NA | NA | F,L,N,S | | 7 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | PADDED LEATHER | 1500 | NA | NA | C,F,L,N,S,T,W | | 3 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | PLATE MAIL | 750 | NA | NA | F,L,N,S | | 5 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | ROBE OF CURSES | 8000 | -2 | CU | ALL | | -2 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | ROBES | 15 | NA | NA | ALL | | 1 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | ROTTEN LEATHER | 1500 | NA | CU | C,F,L,N,S,T,W | | 1 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | SHINY CHAIN | 1500 | NA | NA | C,F,L,N,S | | 4 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | STURDY PLATE | 6000 | NA | NA | F,L,N,S | | 6 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | TREATED LEATHER | 6000 | NA | NA | C,F,L,N,S,T,W | | 4 | | +-------------------+---------+----+----+---------------+---------+----+-----+ +-------------------+----+--------------+---------+-------------+ | NAME | RG | PROTECTION | RESIST | UNIDENT | +-------------------+----+--------------+---------+-------------+ +-------------------+----+--------------+---------+-------------+ | 1ST CLASS PLATE | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | ARMOR OF EVIL | | | | PLATE ARMOR | +-------------------+----+--------------+---------+-------------+ | ARMOR OF FREON | | | FIRE | ARMOR | +-------------------+----+--------------+---------+-------------+ | ARMOR OF HEROES | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | ARMOR OF LORDS* | 1 | DRAGON, MYTH | | ARMOR | +-------------------+----+--------------+---------+-------------+ | BODY ARMOR | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | B-PLATE OF BOONS | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | B-PLATE OF FIENDS | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | BREAST PLATE | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | BROKEN B-PLATE | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | CHAIN MAIL | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | CHAIN OF CURSES | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | CHAIN OF EVIL | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | CORRODED CHAIN | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | ELVEN CHAIN | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | LEATHER ARMOR | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | LEATHER OF LOSS | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | NEUTRAL PLATE | | | | PLATE ARMOR | +-------------------+----+--------------+---------+-------------+ | PADDED LEATHER | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | PLATE MAIL | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | ROBE OF CURSES | | | | ROBE | +-------------------+----+--------------+---------+-------------+ | ROBES | | | | CLOTHING | +-------------------+----+--------------+---------+-------------+ | ROTTEN LEATHER | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | SHINEY CHAIN | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | STURDY PLATE | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ | TREATED LEATHER | | | | ARMOR | +-------------------+----+--------------+---------+-------------+ * CASTS A MADI ON THE USER WHEN USED. IT HAS A 50% CHANCE OF BREAKING INTO A BROKEN ITEM WHEN USED IN THIS MANNER. ______________________________ / 14.2 Gauntlets and Helmets /________________________________________________ ------------------------------ +-------------------+---------+----+----+---------+----+-----+--------+ | NAME | PRICE | TH | AL | USAGE | AA | +MA | SPELL | +-------------------+---------+----+----+---------+----+-----+--------+ +-------------------+---------+----+----+---------+----+-----+--------+ | GLOVES OF COPPER | 6000 | NA | NO | F,L,N,S | 1 | | | +-------------------+---------+----+----+---------+----+-----+--------+ | GLOVES OF SILVER | 60000 | NA | NO | F,L,N,S | 3 | 6 | | +-------------------+---------+----+----+---------+----+-----+--------+ | HELM | 100 | NA | NO | F,L,N,S | 1 | | | +-------------------+---------+----+----+---------+----+-----+--------+ | HELM OF EVIL | 8000 | NA | EV | F,L,N,S | 3 | | BADIOS | +-------------------+---------+----+----+---------+----+-----+--------+ | HELM OF HANGOVERS | 50000 | -2 | CU | F,L,N,S | -2 | 5 | | +-------------------+---------+----+----+---------+----+-----+--------+ | HELM OF HARDINESS | 3000 | NA | NA | F,L,N,S | 2 | | | +-------------------+---------+----+----+---------+----+-----+--------+ +-------------------+-----------+ | NAME | UNIDENT | +-------------------+-----------+ +-------------------+-----------+ | GLOVES OF COPPER | GAUNTLETS | +-------------------+-----------+ | GLOVES OF SILVER | GLOVES | +-------------------+-----------+ | HELM | HELM | +-------------------+-----------+ | HELM OF EVIL | HELM | +-------------------+-----------+ | HELM OF HANGOVERS | HELM | +-------------------+-----------+ | HELM OF HARDINESS | HELM | +-------------------+-----------+ ___________________ / 14.3 Misc Items /___________________________________________________________ ------------------- +----------------------+--------+----+----+---------+------------+-----------+ | NAME | PRICE | TH | AL | USAGE | LOCATION | SPELL | +----------------------+--------+----+----+---------+------------+-----------+ +----------------------+--------+----+----+---------+------------+-----------+ | BLUE RIBBON | 0 | NA | NO | NONE | 11E,10N,4D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | KEY OF BRONZE | 0 | NA | NO | NONE | 13E, 3N,1D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | KEY OF GOLD | 0 | NA | NO | NONE | 4E,16N,2D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | KEY OF SILVER | 0 | NA | NO | NONE | 13E,18N,1D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | POT OF CURING | 500 | NA | NO | ALL | | DIOS | +----------------------+--------+----+----+---------+------------+-----------+ | POT OF NEUTRALIZING | 300 | NA | NO | ALL | | LATUMOFIS | +----------------------+--------+----+----+---------+------------+-----------+ | POTION OF GLASS | 1500 | NA | NO | ALL | | SOPIC | +----------------------+--------+----+----+---------+------------+-----------+ | POTION OF HEALING | 5000 | NA | NO | ALL | | DIAL | +----------------------+--------+----+----+---------+------------+-----------+ | SCROLL OF AFFLICTION | 8000 | NA | NO | ALL | | BADIAL | +----------------------+--------+----+----+---------+------------+-----------+ | SCROLL OF AGONY | 500 | NA | NO | ALL | | BADIOS | +----------------------+--------+----+----+---------+------------+-----------+ | SCROLL OF BRIGHTNESS | 2500 | NA | NO | ALL | | LOMILWA | +----------------------+--------+----+----+---------+------------+-----------+ | SCROLL OF DARKNESS | 2500 | NA | NO | ALL | | DILTO | +----------------------+--------+----+----+---------+------------+-----------+ | SCROLL OF FIRE | 500 | NA | NO | ALL | | HALITO | +----------------------+--------+----+----+---------+------------+-----------+ | SCROLL OF PAIN | 500 | NA | NO | ALL | | BADIOS | +----------------------+--------+----+----+---------+------------+-----------+ | SCROLL OF SLEEP | 500 | NA | NO | ALL | | KATINO | +----------------------+--------+----+----+---------+------------+-----------+ | STATUE OF BEAR | 0 | NA | NO | NONE | 9E,18N,1D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | STATUE OF FROG | 0 | NA | NO | NONE | 12E, 4N,1D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ +----------------------+---------------+ | NAME | UNIDENT | +----------------------+---------------+ +----------------------+---------------+ | BLUE RIBBON | BLUE RIBBON | +----------------------+---------------+ | KEY OF BRONZE | KEY OF BRONZE | +----------------------+---------------+ | KEY OF GOLD | KEY OF GOLD | +----------------------+---------------+ | KEY OF SILVER | KEY OF SILVER | +----------------------+---------------+ | POT OF CURING | POTION | +----------------------+---------------+ | POT OF NEUTRALIZING | POTION | +----------------------+---------------+ | POTION OF GLASS | POTION | +----------------------+---------------+ | POTION OF HEALING | POTION | +----------------------+---------------+ | SCROLL OF AFFLICTION | SCROLL | +----------------------+---------------+ | SCROLL OF AGONY | SCROLL | +----------------------+---------------+ | SCROLL OF BRIGHTNESS | SCROLL | +----------------------+---------------+ | SCROLL OF DARKNESS | SCROLL | +----------------------+---------------+ | SCROLL OF FIRE | SCROLL | +----------------------+---------------+ | SCROLL OF PAIN | SCROLL | +----------------------+---------------+ | SCROLL OF SLEEP | SCROLL | +----------------------+---------------+ | STATUE OF BEAR | STATUE | +----------------------+---------------+ | STATUE OF FROG | STATUE | +----------------------+---------------+ ________________ / 14.4 Shields /______________________________________________________________ ---------------- +-------------------+---------+----+----+---------------+---------+----+-----+ | NAME | PRICE | TH | AL | USAGE | PURPOSE | AA | +MA | +-------------------+---------+----+----+---------------+---------+----+-----+ +-------------------+---------+----+----+---------------+---------+----+-----+ | IRON SHIELD | 1500 | NA | NO | C,F,L,N,S,T | | 4 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | LARGE SHIELD | 40 | NA | NO | C,F,L,N,S | | 3 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | SCREWY SHIELD | 1500 | NA | CU | C,F,L,S,T | | -1 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | SHIELD OF DEFENSE | 250000 | NA | NO | C,F,L,N,S | | 6 | 25 | +-------------------+---------+----+----+---------------+---------+----+-----+ | SHIELD OF EVIL | 25000 | NA | EV | C,F,L,N,S,T | | 5 | 2 | +-------------------+---------+----+----+---------------+---------+----+-----+ | SHIELD OF NOTHING | 8000 | NA | CU | C,F,L,N,S,T | | | | +-------------------+---------+----+----+---------------+---------+----+-----+ | SHIELD OF SUPPORT | 7000 | NA | NO | C,F,L,N,S | | 5 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | SMALL SHIELD | 20 | NA | NO | C,F,L,N,S,T,W | | 2 | | +-------------------+---------+----+----+---------------+---------+----+-----+ +-------------------+----+--------------+---------+---------+ | NAME | RG | PROTECTION | RESIST | UNIDENT | +-------------------+----+--------------+---------+---------+ +-------------------+----+--------------+---------+---------+ | IRON SHIELD | | | | SHIELD | +-------------------+----+--------------+---------+---------+ | LARGE SHIELD | | | | SHIELD | +-------------------+----+--------------+---------+---------+ | SCREWY SHIELD | | | | SHIELD | +-------------------+----+--------------+---------+---------+ | SHIELD OF DEFENSE | | | | SHIELD | +-------------------+----+--------------+---------+---------+ | SHIELD OF EVIL | | | | SHIELD | +-------------------+----+--------------+---------+---------+ | SHIELD OF NOTHING | | | | SHIELD | +-------------------+----+--------------+---------+---------+ | SHIELD OF SUPPORT | | | | SHIELD | +-------------------+----+--------------+---------+---------+ | SMALL SHIELD | | | | SHIELD | +-------------------+----+--------------+---------+---------+ ________________ / 14.5 Weapons /______________________________________________________________ ---------------- +---------------------+----------+--------+----+-----+----+----+--------------+ | NAME | PRICE | DMG | TH | +SW | AK | AL | USAGE | +---------------------+----------+--------+----+-----+----+----+--------------+ +---------------------+----------+--------+----+-----+----+----+--------------+ | ANNOINTED FLAIL | 150 | 1D7 | 3 | 0 | NO | NO | C,F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | ANNOINTED MACE | 30 | 2D3 | 2 | 0 | NO | NO | C,F,L,N,S,W | +---------------------+----------+--------+----+-----+----+----+--------------+ | BENT STAFF | 8000 | 1D4 | -2 | 1 | NO | CU | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | BLADE CUSINART | 15000 | 1D3+9 | 6 | 4 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | BLADE OF BITING | 15000 | 1D6+1 | 4 | 2 | NO | NO | F,L,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | DAGGER | 5 | 1D4 | 1 | 0 | NO | NO | F,L,M,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | DAGGER OF SLICING | 8000 | 1D4+2 | 3 | 2 | NO | NO | F,L,M,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | DAGGER OF SPEED | 30000 | 1D4 | -1 | 7 | NO | NO | M,N | +---------------------+----------+--------+----+-----+----+----+--------------+ | DAGGER OF THIEVES | 50000 | 1D6 | 5 | 4 | NO | NO | N,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | EPEE OF DISASTER | 8000 | 1D6 | 1 | 1 | NO | CU | F,L,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | EPEE OF DISMAY | 1000 | 1D6 | -1 | 1 | NO | CU | F,L,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | EPEE OF EXCELLENCE | 4000 | 1D6+2 | 5 | 3 | NO | NO | F,L,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | LONG SWORD | 25 | 1D8 | 4 | 0 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | MACE OF MISFORTUNE | 1000 | 2D3 | -1 | 1 | NO | CU | C,F,L,N,S,W | +---------------------+----------+--------+----+-----+----+----+--------------+ | MACE OF POUNDING | 12500 | 2D4+1 | 3 | 2 | NO | NO | C,F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | MACE OF POWER | 4000 | 1D8+2 | 4 | 2 | NO | NO | C,L,N,S,W | +---------------------+----------+--------+----+-----+----+----+--------------+ | MACE OF SNAKES | 10000 | 1D8 | 3 | 2 | NO | NO | C,F,L,N,S,W | +---------------------+----------+--------+----+-----+----+----+--------------+ | MASHER OF MAGES | 10000 | 1D6+1 | 5 | 2 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | MORBID MACE | 8000 | 1D8 | 0 | 0 | NO | CU | C,F,L,N,S,W | +---------------------+----------+--------+----+-----+----+----+--------------+ | MURAMASA BLADE | 1000000 | 10D5 | 8 | 3 | NO | NO | S | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF DEATH | 500000 | NA | NA | NA | NA | CU | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF DISPELLING | 500000 | NA | NA | NA | NA | NA | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF HEALING | 300000 | NA | NA | NA | NA | NA | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF JEWELS | 5000 | NA | NA | NA | NA | NA | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF MOVEMENT | 25000 | NA | NA | NA | NA | NA | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF RIGIDITY | 15000 | NA | NA | NA | NA | NA | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF SHIELDING | 10000 | NA | NA | NA | NA | NA | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF SUFFOCATION | 20000 | NA | NA | NA | NA | NA | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | ROD OF FLAME | 25000 | NA | NA | NA | NA | NA | M,S,W | +---------------------+----------+--------+----+-----+----+----+--------------+ | ROD OF IRON | 3000 | 1D6 | 1 | 0 | NO | NO | M,W | +---------------------+----------+--------+----+-----+----+----+--------------+ | ROD OF SILENCE | 15000 | 1D5+1 | 1 | 1 | NO | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | SABER OF EVIL | 50000 | 1D10+3 | 7 | 4 | NO | EV | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | SHORT SWORD | 15 | 1D6 | 3 | 0 | NO | NO | F,L,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | SHURIKEN | 50000 | 1D5+10 | 7 | 3 | YE | EV | N | +---------------------+----------+--------+----+-----+----+----+--------------+ | SLAYER OF DRAGONS | 10000 | 1D10+1 | 1 | 1 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | SOUL SLAYER | 50000 | 1D6 | 6 | 4 | NO | EV | F,L,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | STAFF | 10 | 1D5 | 0 | 0 | NO | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | STUDLY STAFF | 2500 | 1D4+2 | 2 | 1 | NO | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | SWORD OF SLASHING | 4000 | 1D10+2 | 6 | 3 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | SWORD OF SLICING | 10000 | 1D8+1 | 5 | 2 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | SWORD OF SWISHES | 1000 | 1D8 | -1 | 0 | NO | CU | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | WERDNA'S AMULET | 49000000 | NA | NA | NA | NO | CU | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | WERESLAYER | 10000 | 1D10+1 | 5 | 2 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ +---------------------+---------+----+------+----+------------+-------------+ | NAME | PURPOSE | AA | +MA | RG | PROTECTION | RESIST | +---------------------+---------+----+------+----+------------+-------------+ +---------------------+---------+----+------+----+------------+-------------+ | ANNOINTED FLAIL | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | ANNOINTED MACE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | BENT STAFF | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | BLADE CUSINART | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | BLADE OF BITING | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAGGER | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAGGER OF SLICING | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAGGER OF SPEED | | -3 | 3 | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAGGER OF THIEVES | | | 5 | | | | +---------------------+---------+----+------+----+------------+-------------+ | EPEE OF DISASTER | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | EPEE OF DISMAY | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | EPEE OF EXCELLENCE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | LONG SWORD | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | MACE OF MISFORTUNE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | MACE OF POUNDING | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | MACE OF POWER | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | MACE OF SNAKES | | | | | INSECTS | POISON | +---------------------+---------+----+------+----+------------+-------------+ | MASHER OF MAGES | MAGE | | | | MAGE | | +---------------------+---------+----+------+----+------------+-------------+ | MORBID MACE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | MURAMASA BLADE | | | 100 | | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF DEATH | | | 50 | -3 | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF DISPELLING | | | 50 | | UNDEAD | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF HEALING | | | 30 | 1 | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF JEWELS | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF MOVEMENT | | 2 | 2 | | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF RIGIDITY | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF SHIELDING | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF SUFFOCATION | | | 2 | | | | +---------------------+---------+----+------+----+------------+-------------+ | ROD OF FLAME | | | 2 | | | FIRE | +---------------------+---------+----+------+----+------------+-------------+ | ROD OF IRON | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | ROD OF SILENCE | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | SABER OF EVIL | | | 5 | | | | +---------------------+---------+----+------+----+------------+-------------+ | SHORT SWORD | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | SHURIKEN | | | 5 | | | POISON | | | | | | | | LEVEL DRAIN | +---------------------+---------+----+------+----+------------+-------------+ | SLAYER OF DRAGONS | DRAGON | | 1 | | DRAGON | | +---------------------+---------+----+------+----+------------+-------------+ | SOUL SLAYER | | | 5 | | | | +---------------------+---------+----+------+----+------------+-------------+ | STAFF | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | STUDLY STAFF | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | SWORD OF SLASHING | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | SWORD OF SLICING | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | SWORD OF SWISHES | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | WERDNA'S AMULET | | 10 | 9999 | 5 | ALL BUT | ALL | | | | | | | ENCHANTED | | +---------------------+---------+----+------+----+------------+-------------+ | WERESLAYER | WERE | | 1 | | WERE | | +---------------------+---------+----+------+----+------------+-------------+ +---------------------+-----------------+-----+-------------+---------------+ | NAME | SPELL | BRK |AFTRBRK |UNIDENT | +---------------------+-----------------+-----+-------------+---------------+ +---------------------+-----------------+-----+-------------+---------------+ | ANNOINTED FLAIL | | | | STICK W/CHAIN | +---------------------+-----------------+-----+-------------+---------------+ | ANNOINTED MACE | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | BENT STAFF | | | | STICK | +---------------------+-----------------+-----+-------------+---------------+ | BLADE CUSINART | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | BLADE OF BITING | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | DAGGER | | | | DAGGER | +---------------------+-----------------+-----+-------------+---------------+ | DAGGER OF SLICING | | | | DAGGGER | +---------------------+-----------------+-----+-------------+---------------+ | DAGGER OF SPEED | | | | DAGGER | +---------------------+-----------------+-----+-------------+---------------+ | DAGGER OF THIEVES | CHANGES A THIEF | 100 | BROKEN ITEM | DAGGER | | | INTO A NINJA | | | | | | WHEN USED | | | | +---------------------+-----------------+-----+-------------+---------------+ | EPEE OF DISASTER | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | EPEE OF DISMAY | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | EPEE OF EXCELLENCE | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | LONG SWORD | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | MACE OF MISFORTUNE | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MACE OF POUNDING | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MACE OF POWER | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MACE OF SNAKES | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MASHER OF MAGES | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | MORBID MACE | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MURASAMA | ADDS +1 TO ST | 50 | BROKEN ITEM | SWORD | | | WHEN USED | | | | +---------------------+-----------------+-----+-------------+---------------+ | RING OF DEATH | | | | RING | +---------------------+-----------------+-----+-------------+---------------+ | RING OF DISPELLING | | | | RING | +---------------------+-----------------+-----+-------------+---------------+ | RING OF HEALING | | | | RING | +---------------------+-----------------+-----+-------------+---------------+ | RING OF JEWELS | DUMAPIC | 0 | | RING | +---------------------+-----------------+-----+-------------+---------------+ | RING OF MOVEMENT | MALOR | 100 | DISAPPEARS | RING | +---------------------+-----------------+-----+-------------+---------------+ | RING OF RIGIDITY | MANIFO | 10 | BROKEN ITEM | RING | +---------------------+-----------------+-----+-------------+---------------+ | RING OF SHIELDING | PORFIC | 5 | BROKEN ITEM | RING | +---------------------+-----------------+-----+-------------+---------------+ | RING OF SUFFOCATION | MAKANITO | 5 | BROKEN ITEM | RING | +---------------------+-----------------+-----+-------------+---------------+ | ROD OF FLAME | MAHALITO | 10 | BROKEN ITEM | ROD | +---------------------+-----------------+-----+-------------+---------------+ | ROD OF IRON | MONGREF | 25 | BROKEN ITEM | STAFF | +---------------------+-----------------+-----+-------------+---------------+ | ROD OF SILENCE | MONTINO | 10 | STAFF | STAFF | +---------------------+-----------------+-----+-------------+---------------+ | SABER OF EVIL | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | SHORT SWORD | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | SHURIKEN | ADDS +1 TO HP | 50 | BROKEN ITEM | WEAPON | | | WHEN USED | | | | +---------------------+-----------------+-----+-------------+---------------+ | SLAYER OF DRAGONS | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | SOUL SLAYER | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | STAFF | | | | STICK | +---------------------+-----------------+-----+-------------+---------------+ | STUDLY STAFF | | | | STICK | +---------------------+-----------------+-----+-------------+---------------+ | SWORD OF SLASHING | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | SWORD OF SLICING | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | SWORD OF SWISHES | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | WERDNA'S AMULET | MALOR | 0 | | AMULET | +---------------------+-----------------+-----+-------------+---------------+ | WERESLAYER | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ ************** ******************************** U N I T V *********************************** ************** +=================+ | 15. CONCLUSION |============================================================ +=================+ Wizardry was the first RPG that I owned for a computer console. When I originally purchased this game in 1982, I never realized how addicting it would become. I spent hours in front of that Apple II+ building up my characters, mapping out the mazes, or just finding different strategies to use on the monsters. It was a major sense of accomplishment when I finally found and defeated WERDNA. Even after all of these years, I still enjoy playing this game. Even though I originally played it on the Apple, I have also played it on other systems such as the PC and NES to name a couple and they both are faithful translations of the original. Although the graphics are primitive and the storyline isn't that heavily involved, this game still seems to hold a special place with me. This guide was a lot of fun to write and I hope you get as much enjoyment out of reading it as I did writing it. If you do have other ideas or thoughts, please e-mail me and share them. Who knows, maybe I'll start a Q&A chapter in this guide if enough people ask the same questions. Anyway, thank you again for reading this guide. To see other FAQ's I have written please go to: http://www.gamefaqs.com/features/recognition/32991.html ~~~ No trees were harmed in the making of this FAQ ~~~