+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | W I Z A R D R Y I I: T H E K N I G H T O F D I A M O N D S | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ GAME: WIZARDRY II: THE KNIGHT OF DIAMONDS PLATFORM: NES GENRE: FIRST PERSON RPG CREATOR: SirTech Copyright 1991 AUTHOR OF THIS FAQ: Kevin Butler AKA War Doc E-MAIL: kevinb(at)technologist(dot)com FAQ VERSION: 1.0 ------------------------------------------------------------------------------- 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 Getting the KOD's Equipment 10.2 Level 1 10.3 Level 2 10.4 Level 3 10.5 Level 4 10.6 Level 5 10.7 Level 6 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 and Mages 13.3 Demons 13.4 Dragons, Giants, Insects, Myths, and Weres 13.5 Enchanted 13.6 Fighters 13.7 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 II 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 04/06/06: A guide is born. +======================+ | 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 +=============+ | 4. WELCOME |================================================================ +=============+ Welcome to my FAQ for Wizardry II: The Knight of Diamonds. Since this is a 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 II in the subject. If you don't, I'm liable to discard the e-mail as spam. +==============+ | 5. OVERVIEW |=============================================================== +==============+ This game is the sequel to the highly successful first Wizardry game Proving Grounds of the Mad Overlord. The Wizardry series is considered, by many, 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. This game takes up where the last game left off. You and your band of intrepid explorers have successfully vanquished WERDNA in the first Wizardry. All is well in the kingdom until new trouble brews. It seems that a certain artifact, the Staff of Gnilda, is both a blessing and a curse to the Kingdom of Llygamyn. It was a blessing in the fact that it prevented Llygamyn's enemies from attacking and allowed those with peaceful intentions in. Unfortunately, its curse was the fact that anyone born in Llygamyn was immune to the staff's effects. Given this fact, the evil Davalplus killed the royal family and claimed the throne. Unfortunately, Davalplus didn't reckon that two survivors, Princess Margda and Prince Alavik survived. The Prince and Princess retrieved the armor and weapon of the Knight of Diamonds and equipped Alavik with it. A titanic battle ensued with Alavik being triumphant. Unfortunately, Davalplus uttered a terrible curse that brought down the kingdom and caused the disappearance of Davalplus, Alavik, and the Knight of Diamonds equipment. It is now up to your party to retrieve the legendary armor to prove you are worthy to hold the Staff of Gnilda. *************** ******************************** 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 Ashes 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 Ashes 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. You will be moving between the different levels a lot of times. This will be reflected in the chapters as to where you need to go on one level to obtain an item to gain access to an area on a previous level. There are a lot more twists and turns involved in Wizardry II then there were in Wizardry. Therefore, this Chapter will be broken up into two parts. The first part will be a walkthrough on how to get all the pieces of armor. This means you will be basically guided among the levels in order to unlock those areas to allow you access to stairs and the different pieces of the Knight of Diamond's (KOD)'s equipment. The second part of this chapter will be a basic discussion of the six levels and what you should expect to find on them. This will include not only monsters, but also points that will lead your party astray. ________________________________________ / 10.1 Unlocking the First Five Levels /______________________________________ ---------------------------------------- This chapter will be a basic rundown of how to unlock the first five levels in order to obtain the KOD's equipment. More detail in regard to the levels and battling each piece of equipment will be discussed in the following chapters as they relate to the six levels. +-----------------------------------+ | 10.1.1 Obtaining the KOD's Armor |------------------------------------------ +-----------------------------------+ - After you descend the stairs, go north up the corridor and follow it around. Get to the point 7E, 12N and search around for the Corroded Key. - Exit this area and head toward Gnilda's temple at 14E, 14N. From Gnilda's temple, go through the door at 15E, 16N and follow the corridor around. Go through all the doors and you will encounter the Kobold King at 19E, 10N. Defeat him and collect the Gory Badge. - Backtrack all the way back to the stairs leading up into the castle. This time, go east along the corridor. You cannot go through the door at 10E, 0N at the present time. - Turn left through the only door on this corridor and go through the rooms to the stairs going down at 5E, 5N. - On the second floor, go north and follow the rooms and corridor around. At the end of the corridor, you will be transported to 17E, 16N. - Go east and follow the northern passage around. You will eventually reach an area where you must go through a door at 9E, 18N. Go through the right door. - You will be transported to 10E, 10N. Use the Corroded Key on the right door and follow the passage around. You will eventually reach a room. - At 14E,18N, you will encounter an Orc that wants the Kobold King taken out. Give the Orc the Gory Badge and he will give that character the Weird Emblem in return. - Go back to the stairs going up at 5E, 5N and go back to the first level again. - Head back to the door you couldn't enter before. With the Weird Emblem, you are now able to enter. Go one east and two north to enter another room. - Go up to the northeast corner of this room and enter the next small room. Go right and go to 17E, 6N. Here you will be able to trade the Corroded Key with the Key of Ebony. - Get back to the stairs and go back down to the second level. Go back to the area that had doors for the Corroded Key and Key of Ebony. This time, use the Key of Ebony and go through the door. - Follow the corridor around until you are at 3E, 10N. Talk to the old man and trade your Key of Ebony with the Key of Cloister. Go back to the first level via the stairs at 5E, 5N. - Go back through the barracks doorway. This time, go through the door and down the narrow corridor. Open the next door and you will battle the KOD's Armor located at 15E, 2N. +------------------------------------+ | 10.1.2 Obtaining the KOD's Shield |----------------------------------------- +------------------------------------+ - After the battle with the KOD's Armor in Chapter 10.1.1, go into the next room (16E, 2N) and head down the stairs to level two. - From here, go east and follow the corridor around to the stairs down at 0E,0N. Head down the stairs to level three. - Move north up the corridors until you reach 2E, 13N. Go north up this corridor, then follow it south again. You will go down a long hallway. - Go to the end of the hall and turn right. Then go through the door at 13E, 1N. - Turn north(left) toward the room in the middle of this big area. Go to the southwest corner (11E, 4N) and enter it from here to avoid the teleporters. - After dealing with the monsters, follow the corridor around until you are at a door to your north. Turn west and head through that door into a room (11E, 7N). - The person there will ask you what you want. Search the area and they will trade the Weird Emblem for a Key of Mithril. - Once you have obtained the key, exit this room and turn south(right) and go into that small room. You will be teleported to 2E,13N and you will be facing south. - Go back to 0E, 0N and head back up the stairs. You will have to work your way back up to the first level. Then go down the stairs at 16E,2N on the first level. - Follow the corridor around again. This time, when you get to 7E, 0N, turn right and go through the door. - Battle the KOD's Shield at 17E, 1N. After you have defeated the shield, head into the next room and go down the stairs to level three. +-----------------------------------+ | 10.1.3 Obtaining the KOD's Sword |------------------------------------------ +-----------------------------------+ - At the present time, you cannot go through the door at 17E, 3N until you get the Master Key. - Exit the small room and go north to the room in the middle of the big area. This time, go to the southeast corner (15E, 5N) and get yourself teleported back to 2E, 13N and you will be facing north. - Turn around so that you are facing south. Follow the corridors around south until you get to 3E,4N. This is a chute that leads down to the fourth level. - You will be deposited in a dark area on the fourth level at 3E, 4N. Follow the corridor to the left. At the wall, turn west(left) and enter the door. Talk to the person to trade your Key of Mithril for a Master Key. - Exit the room and turn right. At the end of the hall, turn left and kick to go through that door at 5E, 2N. Then turn right. - Go south one space, then turn west(right). Go to the end of that corridor and turn north(right). You will be at 2E, 3N. - Go two spaces north and turn right. Kick to go through that door and you will enter a lit corridor again. Go to the door at 14E, 10N. - Go through the door and turn north(right). Go four spaces north. Turn west(left) and go three spaces. Turn south(left) and kick the door open at 10E, 13N. - Enter this room and turn right and go up the stairs at 12E, 12N to go back to the third level. - Get to 0N,0E to go back to the second level. Avoid the chutes at 6E, 14N and 3E, 4N. Re-enter the big room. Your goal is to get back to the first level and go to the stairs going down at 16E, 2N and get back to the area where you needed the Master Key on the third level. - Go through the door and battle the KOD's Sword at 16E, 3N. After you have vanquished the sword, go into the next room (16E, 2N) and go down the stairs. +----------------------+ | 10.1.4 KOD's Helmet |------------------------------------------------------- +----------------------+ - When you enter the fourth level, you will be facing south. Turn west(right) and go to the end of the corridor. Go through the door and head east until you encounter the helmet at 16E, 3N. - After you defeat the helmet, turn north up the corridor and go to the end. Enter the door at 15E, 5N and enter the room. Go to the middle of the room and you will be teleported to another room. - Go to the northwest corner of this room and use the stairs at 7E, 12N to go to level five. +-------------------------+ | 10.1.5 KOD's Gauntlets |---------------------------------------------------- +-------------------------+ - Through this huge cave complex, you will need to first travel north to 6E, 17N. Then you need to travel west. - You will travel west until you get to 7E, 8N. From there, go to 11E, 4N and you will reach the entranceway to the next set of stairs plus access to the KOD's Gauntlets. - You will need to use MALOR and go two spaces west on the current level. This will put you right into a battle with the KOD's Gauntlets at 9E, 4N. - Once you have defeated the gauntlets, you can go down the stairs at 8E, 4N or re-enter the caverns at 10E, 4N. ________________ / 10.2 Level 1 /______________________________________________________________ ---------------- This level has some easier monsters to assist in helping you level up, but the monsters tend to get tougher the farther into the maze you go. This will all culminate into your first battle with the KOD's Armor. Some things to note on this level: - At 7E, 12N is a Corroded Key. This will be useful on the second floor of the maze. Once used, return to the first level and go to 17E, 6N to ex- change this key for the Key of Ebony. - At 19E, 10N is the Kobold King. Defeat him to obtain the Gory Badge. This will be needed on the second level. - Once your characters are fourth or fifth level, send them over to 3E, 17N and tangle with the Murphy's Ghost. You can accumulate quite a bit of experience for minimal damage. - At 10E, 0N, you will need the Weird Emblem to access this area. Once access is gained, you will able to go to 15E, 2N and do battle with the KOD's Armor. Your characters should be at least 10th level before this battle since the Armor has a large number of hit points. - Stairways down to the second level are at 5E, 5N and 16E, 2N. ________________ / 10.3 Level 2 /______________________________________________________________ ---------------- Things now start to get interesting. You meet all manners of monster on this level and they aren't any nicer. There aren't too many teleports or areas that will turn you around. You will need, though, to obtain both the Corroded Key and the Key of Ebony in order to get a hold of other keys and items to allow you to collect more pieces of the KOD. - You first will need to visit the point at 14E, 18N and chat with the Orc. If you have the Gory Badge, the orc with exchange it for the Weird Emblem. This is needed to access the door at l0E, 0N. You will need the Corroded Key to get to the Orc. - By using the Key of Ebony, you will talk to an old man at 3E, 10N who will exchange your Key of Ebony for the Key of Cloister. - You will have to make a trip to the third level in order to access the area to get to the KOD's Shield at 17E, 1N. Also, keep in mind that the door separating 6E, 0N and 7E, 0N is a one-way door. You can go west through it but not east. - Once you obtain the Key of Mithril from the third level, you can do battle with the KOD's Shield at 17E, 1N. - Stairs up are at 5E, 5N while stairs down are located at 0E, 0N and 18E, 1N. ________________ / 10.4 Level 3 /______________________________________________________________ ---------------- This level has a few more twists and turns. In addition, there are more telports and chutes scattered throughout the maze. The monsters are more powerful and you will even run into some relatively potent spellcasters. Again, you will have to visit the fourth level in order to gain access to the secrets on the third level. In addition, secrets on the third level will let you finish up the second level. - Go 11E, 7N and trade in your Weird Emblem for a Key of Mithril. This can be used to gain access to the KOD's Shield on the second level. - In order to gain access through the door at 17N, 3E, you will need to obtain the Master Key from the fourth level. - Stairs up are at 0N, 0E while stairs down are at 12E, 12N and 16E, 2N. In addition, there are chutes at 6E, 14N and 3E, 4N that also will deposit you on the fourth level. - You will do battle with the KOD's Sword at 16E, 3N. Be mindful that the Sword is a powerful object and it can easily do one-hit kills on your characters. ________________ / 10.5 Level 4 /______________________________________________________________ ---------------- This level will test your endurance. There are a lot of areas with teleports, dark areas, and magic-dead areas in them. In addition, you may end up traveling back-and-forth between levels to access various parts of this level. The monsters are much tougher and undead seem to roam around the corridors. - Use the chute at 3E, 4N to gain access to this area. Go to the small room at 4E, 4N and exchange your Key of Mithril for the Master Key. Then get back to the third level to use it and the stairs coming back down to this level. - Stairs up are at 12E, 12N and 16E, 2N while stairs down are at 7E, 12N. From this level, you won't have to travel to the first level anymore to collect another piece of the KOD's equipment. The last piece is isolated on the fifth level. ________________ / 10.6 Level 5 /____________________________________________________________ ---------------- Caves and pits abound in this level. In addition, there are a lot of creatures that thrive in this environment such as bats, fungi, slimes which are more then willing to go after your party. In addition to this, there is only one way in and out of this level (unlike the other levels). - First of all, avoid the area at 16E, 7N at all costs. The effects on your characters can be very detrimental. - There are a lot of pits in the caverns. In addition to the pits, there are a lot of smaller caves housing all kinds of monsters. This level will definitely wear you down. - There are two one-way walls to be wary of. The first is directly behind you when you enter this level via the stairs at 7E, 12N. You can go north but you can't go south. The other area separates 11E, 3N from 11E, 2N. This time, you can go south but not north. - The above areas enclose the closet with the staircase going down at 8E, 4S. Stairs up are located at 7E, 12N. - You will do battle with the KOD's Gauntlets on this level. Because you need the Gauntlets to get to the Gauntlets, you will have to MALOR into battle. Make any adjustments you need to ensure you land at 9E, 4N. - Speaking of MALOR, this is also the easiest way to get to level six. MALOR to the stairs at 8E, 4S, 4D (from the Castle exit) and you will almost be on top of your destination when you descend the stairs. ________________ / 10.7 Level 6 /______________________________________________________________ ---------------- If there would be any place that could be described as hell in this game, this level would definitely qualify. Not only do you have to deal with the usual smattering of Lesser Demons, Succubi, and Horrid Hounds. You also get to tangle with the demonic heavyweights such as Greater Demons, Arch Demons, and Demon Lords. This is in addition to other nasty monsters such as Orc Lords and giants of many varieties. It is on this level that you will bring all the parts to the KOD's armor to get your reward. - Outfit and equip one character with all the KOD equipment. It is highly recommended that you equip a character that knows the MALOR spell. This will make it that much easier to get to your destination without taking too much damage. - Go to the door at 1E, 2N. The following conditions apply depending on who enters: - If you have one character decked out in all of the KOD's gear and they are with a party OR you just have a party together and nobody is decked out/has any of the KOD's gear, you are automatically teleported back to the Castle. - If you send in a character that doesn't have all KOD's gear OR somebody who doesn't have any of it, they will be tongue-lashed, incinerated, and sent back to the Castle with a status of DEAD. - If one character is fully decked out in the KOD's gear, they will be allowed to pass to 1E, 4N. From there, they will be automatically be telported up to Gnilda's Temple at 14E, 14N on the first level. The character will be congratulated and be given the Staff of Gnilda. - You can continue to explore this level. If your party is strong enough, you can gain some major experience points on this level. In addition, the treasures are the best in the game. - Stairs up are located at 0E, 0N. Also, many doors are magical and won't show up even with a LOMILWA spell being active. This means you may have to face a wall, then turn, then face it again to make the door (if there is one) show up. - Upon ascending the stairs to the Castle, you will be congratulated and handsomely rewarded with the following: - 150,000 experience points. - The privilege of displaying a "G" next to the name of the character that actually received the Staff of Gnilda. - Choosing up to five other characters to be made special knights. They will have a "K" displayed next to their name. After this, the credits will roll. Don't despair, you can continue to explore the mazes, collect the KOD's equipment, and 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. 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. +------------------------+ | 12.1.3 Level 3 Spells |----------------------------------------------------- +------------------------+ 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 : 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. +------------------------+ | 12.1.4 Level 4 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 : 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. 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 : 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 ASHES 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 ASHES characters. Characters resurrected with this spell have all their hit points. Failure to raise an ASHES 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. NAME : MELITO CAST : COMBAT EFFECTS : CAUSES 1-8 POINTS OF DAMAGE TO A GROUP OF MONSTERS DESCRIPTION: This spell causes sparks to hit a monster group. +------------------------+ | 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... 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. +------------------------+ | 12.2.4 Level 4 Spells |----------------------------------------------------- +------------------------+ 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. NAME : TZALIK CAST : COMBAT EFFECTS : CAUSES 3-24 POINTS OF DAMAGE TO A MONSTER GROUP DESCRIPTION: Improved MOLITO which causes a shower of sparks to hit a monster group. +------------------------+ | 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. 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. +------------------------+ | 12.2.6 Level 6 Spells |----------------------------------------------------- +------------------------+ NAME : LADALTO CAST : COMBAT EFFECTS : CAUSE 34-98 POINTS OF COLD DAMAGE ON A GROUP OF MONSTERS DESCRIPTION: This is the industrial version of the MADALTO spell. Causes a really big blizzard and ice storm to form. 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 : 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 (80 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 NOTE: There are some monsters that this information is unavailable for. #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: ACI=ACID 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 NOTE: There are some monsters that this information is unavailable for. 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 | +-----------------+------------------------+-------+--------+----+----+-----+ +-----------------+------------------------+-------+--------+----+----+-----+ | BLADE BEAR | LARGE ANIMAL/ANIMALS | 2D3+2 | 5D8 | 6 | 1 | 30 | +-----------------+------------------------+-------+--------+----+----+-----+ | BLOB | PROTOZOAN/PROTOZOA | 1D6+2 | 15D10+ | 10 | 10 | 85 | | | | | 30 | | | | +-----------------+------------------------+-------+--------+----+----+-----+ | BUBBLY SLIME | SLIMY THING/THINGS | 2D2 | 1D3+1 | 12 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | CONSTRICTOR | SNAKE/SNAKES | 1D8 | 8D5 | 1 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | CORROSIVE SLIME | CAVE DWELLER/DWELLERS | 2D3-1 | 8D5+10 | -4 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | FLACK | STRANGE ANIMAL/ANIMALS | 1D3 | 14D12 | -3 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | FOAMING MOLD | CAVE DWELLER/DWELLERS | 2D3+1 | 10D10 | 5 | 0 | 0 | | | | | 20 | | | | +-----------------+------------------------+-------+--------+----+----+-----+ | FUZZBALL | FLUFFY THING/THINGS | 1D4 | 1D100 | 10 | 0 | 100 | | | | | 1-99 | | | | +-----------------+------------------------+-------+--------+----+----+-----+ | GIANT BAT | CAVE DWELLER/DWELLERS | 2D4+1 | 7D8+5 | -1 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | GIANT CRAB | CRUSTACEAN/CRUSTACEA | 1D8 | 7D30 | -4 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | GIANT VIPER | SNAKE/SNAKES | 2D3+1 | 10D4 | 0 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | HIPPOPOTAMUS | LARGE ANIMAL/ANIMALS | 2D2 | 1D8+2 | 3 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | MANTICORE | STRANGE ANIMAL/ANIMALS | 2D3+1 | 7D8+10 | 0 | 5 | 30 | +-----------------+------------------------+-------+--------+----+----+-----+ | RABID RAT | RAT/RATS | 2D4+1 | 4D4 | 8 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | SCORPION | CRUSTACEAN/CRUSTACEA | 2D4 | 8D6 | 0 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | VORPAL BUNNY | RABBIT/RABBITS | 2D3+2 | 3D6+2 | 6 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ | WERE PANTHER | STRANGE ANIMAL/ANIMALS | 2D3 | 3D6 | 7 | 0 | 0 | +-----------------+------------------------+-------+--------+----+----+-----+ +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | BLADE BEAR | | 2 | 3D6+1/2D6+1 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | BLOB | FRI | 2 | 1D10+5/1D10+5 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | BUBBLY SLIME | | 1 | 1D1 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | CONSTRICTOR | | 3 | 3D8/1D10/1D8 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | CORROSIVE SLIME | | 4 | 1D1x4 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | FLACK | FRI, FIR | 1 | 8D8+3 | 0 | COL | 0 | 0 | | | COL, POI | | | | | | | | | LVD | | | | | | | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | FOAMING MOLD | FRI | 4 | 2D4+2x4 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | FUZZBALL | ALL | 0 | | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | GIANT BAT | FRI | 3 | 1D8/1D8/1D8 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | GIANT CRAB | FRI, FIR | 4 | 1D10/1D10/ | 0 | | 0 | 0 | | | COL | | 1D10/1D10 | | | | | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | GIANT VIPER | FRI | 3 | 3D8/1D8/1D8 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | HIPPOPOTAMUS | | 2 | 1D4+1/1D4+1 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | MANTICORE | FIR | 3 | 2D8x2/1D12 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | RABID RAT | | 1 | 1D10 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | SCORPION | FRI | 1 | 2D6 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | VORPAL BUNNY | COL | 2 | 1D6/1D8 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ | WERE PANTHER | | 3 | 2D3/2D3/2D3 | 0 | | 0 | 0 | +-----------------+-------------+-----+---------------+----+-----+-----+-----+ +-----------------+----------------+----------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+----------------+------+--------+ +-----------------+----------------+----------------+------+--------+ | BLADE BEAR | | | | 1,585 | +-----------------+----------------+----------------+------+--------+ | BLOB | | | | 12,150 | +-----------------+----------------+----------------+------+--------+ | BUBBLY SLIME | | ORC | 10 | 55 | +-----------------+----------------+----------------+------+--------+ | CONSTRICTOR | SLE, HLP | SCORPION | 25 | 2,520 | +-----------------+----------------+----------------+------+--------+ | CORROSIVE SLIME | POI | NO-SEE UM | 30 | 1,820 | +-----------------+----------------+----------------+------+--------+ | FLACK | STO, POI, PAR, | MURPHY'S GHOST | 100 | 12,720 | | | AKL | | | | +-----------------+----------------+----------------+------+--------+ | FOAMING MOLD | STO | NO-SEE UM | 50 | 3,400 | +-----------------+----------------+----------------+------+--------+ | FUZZBALL | HLP | | | 1 | +-----------------+----------------+----------------+------+--------+ | GIANT BAT | SLE | GIANT BAT | 50 | 1,820 | +-----------------+----------------+----------------+------+--------+ | GIANT CRAB | SLE | GIANT CRAB | 20 | 6,210 | +-----------------+----------------+----------------+------+--------+ | GIANT VIPER | POI, SLE | GIANT VIPER | 25 | 2,545 | +-----------------+----------------+----------------+------+--------+ | HIPPOPOTAMUS | | | | 475 | +-----------------+----------------+----------------+------+--------+ | MANTICORE | | | | 3,475 | +-----------------+----------------+----------------+------+--------+ | RABID RAT | | | | 640 | +-----------------+----------------+----------------+------+--------+ | SCORPION | POI, SLE | RHINO BEETLE | 30 | 1,965 | +-----------------+----------------+----------------+------+--------+ | VORPAL BUNNY | AKL, RUN | | | 955 | +-----------------+----------------+----------------+------+--------+ | WERE PANTHER | | | | 550 | +-----------------+----------------+----------------+------+--------+ __________________________ / 13.2 Clerics and Mages /____________________________________________________ -------------------------- +-----------------+------------------------+-------+-------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+------------------------+-------+-------+----+----+----+ +-----------------+------------------------+-------+-------+----+----+----+ | ARCH MAGE | MAN/MEN IN ROBES | 1D2 | 20D4 | 0 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | CLERIC | CLERIC | 1D6 | 3D8+1 | 4 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | DEPRAVED CLERIC | CLERIC | 2D3 | 2D4+2 | 5 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | HIGH CLERIC | CLERIC/CLERICS | 1D8 | 15D8 | -1 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | MAGICIAN | MAN/MEN IN ROBES | 2D3 | 1D4+2 | 9 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | SORCERESS | WOMAN/WOMEN IN ROBES | 1D6 | 7D4 | 8 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ | WITCH | WOMAN/WOMEN IN ROBES | 7D1 | 3D4 | 9 | 0 | 0 | +-----------------+------------------------+-------+-------+----+----+----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | ARCH MAGE | FRI | 1 | 1D8+2 | 0 | | | 7 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CLERIC | | 1 | 1D6+2 | 0 | | 2 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DEPRAVED CLERIC | | 1 | 1D4 | 0 | | 1 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | HIGH CLERIC | | 4 | 1D8x4 | 0 | | 7 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGICIAN | | 2 | 1D4+1/1D4+1 | 0 | | 0 | 1 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SORCERESS | | 1 | 1D4 | 0 | | 0 | 4 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WITCH | | 1 | 1D4+1 | 0 | | 0 | 2 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+----------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+----------------+------+--------+ +-----------------+----------------+----------------+------+--------+ | ARCH MAGE | SLE | | | 5,940 | +-----------------+----------------+----------------+------+--------+ | CLERIC | | | | 920 | +-----------------+----------------+----------------+------+--------+ | DEPRAVED CLERIC | | | | 250 | +-----------------+----------------+----------------+------+--------+ | HIGH CLERIC | SLE | | | 6,080 | +-----------------+----------------+----------------+------+--------+ | MAGICIAN | | | | 280 | +-----------------+----------------+----------------+------+--------+ | SORCERESS | | | | 1,350 | +-----------------+----------------+----------------+------+--------+ | WITCH | | | | 510 | +-----------------+----------------+----------------+------+--------+ _______________ / 13.3 Demons /_______________________________________________________________ --------------- +-----------------+------------------------+-------+--------+-----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+------------------------+-------+--------+-----+----+----+ +-----------------+------------------------+-------+--------+-----+----+----+ | DEMON LORD | FIERY FIGURE | 1D1 | 26D8+ | -12 | 5 | 95 | | | | | 100 | | | | +-----------------+------------------------+-------+--------+-----+----+----+ | DEMON, ARCH | FIERY FIGURE | 1D1 | 25D10 | -5 | | 75 | +-----------------+------------------------+-------+--------+-----+----+----+ | DEMON, GREATER | DEMONIC FIGURE/FIGURES | 1D6 | 11D8 | -3 | 1 | 90 | +-----------------+------------------------+-------+--------+-----+----+----+ | DEMON, LESSER | DEMONIC FIGURE/FIGURES | 1D6 | 10D8 | 0 | 0 | 60 | +-----------------+------------------------+-------+--------+-----+----+----+ | FEROCIOUS FIEND | DEMONIC FIGURE/FIGURES | 1D4 | 8D10 | -2 | 0 | 30 | +-----------------+------------------------+-------+--------+-----+----+----+ | LYCURGUS | DEMONIC FIGURE/FIGURES | 1D1 | 17D10+ | -7 | 2 | 60 | | | | | 50 | | | | +-----------------+------------------------+-------+--------+-----+----+----+ | SERAPH | DEMONIC FIGURE/FIGURES | 1D1 | 7D4+10 | 2 | 0 | 40 | +-----------------+------------------------+-------+--------+-----+----+----+ | SUCCUBUS | DEMONIC FIGURE/FIGURES | 1D4 | 10D10 | -2 | 0 | 30 | +-----------------+------------------------+-------+--------+-----+----+----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DEMON LORD | | 2 | 8D5/8D5 | 5 | | 7 | 7 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DEMON, ARCH | | 1 | 10D9 | 1 | | 6 | 7 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DEMON, GREATER | | 5 | 2D12/1D8/ | 0 | | 0 | 5 | | | | | 1D8/1D6/1D6 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DEMON, LESSER | | 5 | 2D6/2D6/1D3 | 0 | | 0 | 3 | | | | | 1D3/1D4+4 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | FEROCIOUS FIEND | | 4 | 1D8/1D8/ | 0 | | 2 | 4 | | | | | 2D10/2D10 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | LYCURGUS | | 1 | 1D4 | 2 | | 0 | 6 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SERAPH | | 3 | 2D3/2D3/2D3 | 0 | | 4 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SUCCUBUS | | 4 | 1D8/1D8/ | 0 | | 0 | 5 | | | | | 2D10/2D10 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+----------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+----------------+------+--------+ +-----------------+----------------+----------------+------+--------+ | DEMON LORD | | | 0 | 55,555 | +-----------------+----------------+----------------+------+--------+ | DEMON, ARCH | SLE, RUN | GREATER DEMON | 100 | 30,000 | +-----------------+----------------+----------------+------+--------+ | DEMON, GREATER | POI, PAR, HLP | | 0 | 26,535 | +-----------------+----------------+----------------+------+--------+ | DEMON, LESSER | HLP | | 0 | 5,260 | +-----------------+----------------+----------------+------+--------+ | FEROCIOUS FIEND | | | 0 | 5,600 | +-----------------+----------------+----------------+------+--------+ | LYCURGUS | | | 0 | 27,060 | +-----------------+----------------+----------------+------+--------+ | SERAPH | | | 0 | 2,205 | +-----------------+----------------+----------------+------+--------+ | SUCCUBUS | | LESSER DEMON | 25 | 7,200 | +-----------------+----------------+----------------+------+--------+ ___________________________________________________ / 13.4 Dragons, Giants, Insects, Myths, and Weres /___________________________ --------------------------------------------------- +-----------------+--------------------------+-------+---------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+--------------------------+-------+---------+----+----+----+ +-----------------+--------------------------+-------+---------+----+----+----+ | BORING BEETLE | INSECT/SWARM | 1D8 | 5D8 | 3 | 0 | 0 | +-----------------+--------------------------+-------+---------+----+----+----+ | DRAGON FLY | FLY/FLIES | 1D3 | 2D8 | 4 | 0 | 20 | +-----------------+--------------------------+-------+---------+----+----+----+ | DRAGON, BLACK | DRAGON/DRAGONS | 1D4 | 14D4+11 | 3 | 0 | 75 | +-----------------+--------------------------+-------+---------+----+----+----+ | DRAGON, GOLD | DRAGON/DRAGONS | 1D4 | 12D8 | -2 | 0 | 70 | +-----------------+--------------------------+-------+---------+----+----+----+ | GIANT HORNET | INSECT/SWARM | 9D1 | 10D4+10 | 0 | 0 | 0 | +-----------------+--------------------------+-------+---------+----+----+----+ | GIANT WASP | INSECT/SWARM | 9D1 | 9D3 | 0 | 0 | 0 | +-----------------+--------------------------+-------+---------+----+----+----+ | GIANT, AIR | GIANT/GIANTS | 1D5 | 15D1+ | 6 | 0 | 0 | | | | | 145 | | | | +-----------------+--------------------------+-------+---------+----+----+----+ | GIANT, POISON | GIANT/GIANTS | 2D2+1 | 1D1+80 | 3 | 0 | 95 | +-----------------+--------------------------+-------+---------+----+----+----+ | HORRID HOUND | DOG/DOGS | 1D8 | 6D8 | 2 | 0 | 10 | +-----------------+--------------------------+-------+---------+----+----+----+ | MEDUSALIZARD | STRANGE ANIMAL/ANIMALS | 1D6 | 5D8 | 6 | 0 | 0 | +-----------------+--------------------------+-------+---------+----+----+----+ | NO-SEE UM | INSECT/SWARM | 9D1 | 9D2-8 | 0 | 0 | 0 | +-----------------+--------------------------+-------+---------+----+----+----+ | RHINO BEETLE | INSECT/SWARM | 1D4 | 12D6 | 1 | 0 | 0 | +-----------------+--------------------------+-------+---------+----+----+----+ | WERE AMOEBA | PROTOZOAN/PROTOZOA | 9D1 | 10D5 | 10 | 15 | 0 | +-----------------+--------------------------+-------+---------+----+----+----+ | WERE BAT | CAVE DWELLER/DWELLERS | 1D8+1 | 10D8-5 | -3 | 0 | 25 | +-----------------+--------------------------+-------+---------+----+----+----+ | WERE LION | STRANGE ANIMAL/ANIMALS | 1D4+4 | 5D8 | 4 | 1 | 0 | +-----------------+--------------------------+-------+---------+----+----+----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | BORING BEETLE | | 1 | 5D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DRAGON FLY | FIR | 3 | 1D4/1D4/1D6 | 0 | FIR | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DRAGON, BLACK | | 3 | 2D7/2D7/ | 0 | LVD | 0 | 5 | | | | | 3D12+2 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DRAGON, GOLD | | 3 | 1D8/1D8/ | 0 | ACI | 0 | 5 | | | | | 3D12 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT HORNET | FRI | 1 | 1D12+2 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT WASP | FRI, COL | 2 | 1D6/1D6 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT, AIR | FRI, COL | 2 | 10D9/10D9 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT, POISON | | 1 | 4D10 | 0 | POI | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | HORRID HOUND | | 1 | 2D6 | 0 | ACI | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MEDUSALIZARD | | 2 | 1D3/1D3 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NO-SEE UM | | 1 | 1D4 | 0 | LVD | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | RHINO BEETLE | | 2 | 3D6/2D8 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WERE AMOEBA | FIR | 1 | 2D10 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WERE BAT | FRI | 4 | 2D6x4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WERE LION | FRI | 3 | 2D6/2D6/1D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+------------------+------+--------+ +-----------------+----------------+------------------+------+--------+ | BORING BEETLE | | | | 1,120 | +-----------------+----------------+------------------+------+--------+ | DRAGON FLY | | | | 1,275 | +-----------------+----------------+------------------+------+--------+ | DRAGON, BLACK | | | | 11,875 | +-----------------+----------------+------------------+------+--------+ | DRAGON, GOLD | | | | 10,780 | +-----------------+----------------+------------------+------+--------+ | GIANT HORNET | POI | GIANT HORNET | 100 | 1,330 | +-----------------+----------------+------------------+------+--------+ | GIANT WASP | | GIANT WASP | 75 | 1,110 | +-----------------+----------------+------------------+------+--------+ | GIANT, AIR | | | | 40,010 | +-----------------+----------------+------------------+------+--------+ | GIANT, POISON | | WILL O' WISP | 50 | 18,790 | +-----------------+----------------+------------------+------+--------+ | HORRID HOUND | | | | 2,280 | +-----------------+----------------+------------------+------+--------+ | MEDUSALIZARD | STO | | | 1,855 | +-----------------+----------------+------------------+------+--------+ | NO-SEE UM | | NO-SEE UM | 75 | 810 | +-----------------+----------------+------------------+------+--------+ | RHINO BEETLE | | RHINO BEETLE | 40 | 1,920 | +-----------------+----------------+------------------+------+--------+ | WERE AMOEBA | POI | WERE AMOEBA | 35 | 1,540 | +-----------------+----------------+------------------+------+--------+ | WERE BAT | POI | GIANT BAT | 60 | 2,580 | +-----------------+----------------+------------------+------+--------+ | WERE LION | | | | 1,440 | +-----------------+----------------+------------------+------+--------+ __________________ / 13.5 Enchanted /____________________________________________________________ ------------------ +-----------------+-------------------------+-------+--------+-----+----+-----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+-------------------------+-------+--------+-----+----+-----+ +-----------------+-------------------------+-------+--------+-----+----+-----+ | CREEPING COINS? | SMALL OBJECT/OBJECTS | 9D1 | 1D1 | 4 | 0 | 0 | +-----------------+-------------------------+-------+--------+-----+----+-----+ | IRON GOLEM | GOLEM/GOLEMS | 1D4 | 15D1+ | -6 | 2 | 50 | | | | | 85 | | | | +-----------------+-------------------------+-------+--------+-----+----+-----+ | MAGIC ARMOR | ANIMATED OBJECT | 1D1 | 250D1+ | -10 | 5 | 100 | | | | | 50 | | | | +-----------------+-------------------------+-------+--------+-----+----+-----+ | MAGIC GAUNTLET | ANIMATED OBJECT/OBJECTS | 2D1 | 50D1+ | 0 | 0 | 100 | | | | | 78 | | | | +-----------------+-------------------------+-------+--------+-----+----+-----+ | MAGIC HELMET | ANIMATED OBJECT/OBJECTS | 1D1 | 100D1+ | -2 | 0 | 75 | | | | | 100 | | | | +-----------------+-------------------------+-------+--------+-----+----+-----+ | MAGIC SHIELD | ANIMATED OBJECT/OBJECTS | 1D1 | 30D1+ | -10 | 0 | 80 | | | | | 120 | | | | +-----------------+-------------------------+-------+--------+-----+----+-----+ | MAGIC SWORD | ANIMATED OBJECT | 1D1 | 25D1+ | -2 | 0 | 0 | | | | | 75 | | | | +-----------------+-------------------------+-------+--------+-----+----+-----+ | ORC LORD | ORC/ORCS | 1D5 | 13D1+ | 7 | 0 | 0 | | | | | 108 | | | | +-----------------+-------------------------+-------+--------+-----+----+-----+ | SMOG BEAST | UNSEEN ENTITY/ENTITIES | 2D3+1 | 20D3+ | 3 | 0 | 10 | | | | | 10 | | | | +-----------------+-------------------------+-------+--------+-----+----+-----+ | WILL O' WISP | UNSEEN ENTITY/ENTITIES | 1D2 | 12D8 | -8 | 0 | 95 | +-----------------+-------------------------+-------+--------+-----+----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | CREEPING COINS? | | 1 | 1D1 0 | LVD | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | IRON GOLEM | | 2 | 4D10/4D10 | 0 | FIR | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGIC ARMOR | ALL | 1 | 1D6 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGIC GAUNTLET | ALL | 2 | 1D10/1D10 | 0 | | 7 | 7 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGIC HELMET | FRI, COL | 1 | 1D3 | 0 | COL | 7 | 7 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGIC SHIELD | ALL | 3 | 2D10x3 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAGIC SWORD | | 2 | 1D12/1D12 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | ORC LORD | | 2 | 10D7/10D7 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SMOG BEAST | | 1 | 1D3 | 0 | | 0 | 3 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | WILL O' WISP | | 4 | 2D8x4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+------------------+------+--------+ +-----------------+----------------+------------------+------+--------+ | CREEPING COINS? | HLP | CREEPING COINS? | 100 | 600 | +-----------------+----------------+------------------+------+--------+ | IRON GOLEM | | | 0 | 11,875 | +-----------------+----------------+------------------+------+--------+ | MAGIC ARMOR | | | 0 | 33,333 | +-----------------+----------------+------------------+------+--------+ | MAGIC GAUNTLET | | | 0 | 50,000 | +-----------------+----------------+------------------+------+--------+ | MAGIC HELMET | | | 0 | 88,888 | +-----------------+----------------+------------------+------+--------+ | MAGIC SHIELD | | | 0 | 44,444 | +-----------------+----------------+------------------+------+--------+ | MAGIC SWORD | AKL | | 0 | 66,666 | +-----------------+----------------+------------------+------+--------+ | ORC LORD | | | 0 | 18,270 | +-----------------+----------------+------------------+------+--------+ | SMOG BEAST | | | 0 | 3,415 | +-----------------+----------------+------------------+------+--------+ | WILL O' WISP | | | 0 | 43,320 | +-----------------+----------------+------------------+------+--------+ _________________ / 13.6 Fighters /_____________________________________________________________ ----------------- +-----------------+--------------------------+-------+--------+----+----+-----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +-----------------+--------------------------+-------+--------+----+----+-----+ +-----------------+--------------------------+-------+--------+----+----+-----+ | DINK | LITTLE OLD MAN/MEN | 1D1 | 1D1+30 | 10 | 0 | 100 | +-----------------+--------------------------+-------+--------+----+----+-----+ | HIGH MASTER | MAN/MEN IN BLACK | 1D1 | 15D4 | -2 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ | HIGHWAYMAN | MAN/MEN IN CHAIN | 1D6 | 3D4+2 | 6 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ | KOBOLD | SMALL HUMANOID/HUMANOIDS | 2D2+1 | 2D3+1 | 8 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ | MAN AT ARMS | MAN/MEN IN ARMOR | 2D3 | 3D10 | 4 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ | MASTER NINJA | MAN/MEN IN ROBES | 2D3 | 6D4+7 | 2 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ | MIFUNE | | 1D1 | 19D8+ | -5 | 0 | 30 | | | | | 40 | | | | +-----------------+--------------------------+-------+--------+----+----+-----+ | NINJA | MAN/MEN IN BLACK | 2D3 | 2D6+4 | 5 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ | ORC | SMALL HUMANOID/HUMANOIDS | 3D2 | 1D4 | 10 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ | RAVER LORD | MAN/MEN IN ARMOR | 1D1 | 17D10 | 0 | 2 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ | SWORDSMAN | MAN/MEN IN ARMOR | 1D6 | 3D10 | 3 | 0 | 0 | +-----------------+--------------------------+-------+--------+----+----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | DINK | | 1 | 1D1 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | HIGH MASTER | FIR, COL, POI | 3 | 3D12x2/3D6 | 0 | | 0 | 0 | | | LVD | | | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | HIGHWAYMAN | | 4 | 1D2x4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | KOBOLD | FRI, COL | 2 | 1D2/1D2 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAN AT ARMS | | 1 | 1D8 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MASTER NINJA | | 3 | 2D4x3 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | MIFUNE | | 4 | 3D10+8/ | 0 | | 0 | 5 | | | | | 2D10+8/ | | | | | | | | | 1D10+8x2 | | | | | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | NINJA | | 2 | 2D3/2D3 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | ORC | | 1 | 1D4 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | RAVER LORD | | 2 | 3D12/3D12 | 0 | | 5 | 6 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ | SWORDSMAN | | 1 | 2D7 | 0 | | 0 | 0 | +-----------------+----------------+-----+-------------+----+-----+-----+-----+ +-----------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +-----------------+----------------+------------------+------+--------+ +-----------------+----------------+------------------+------+--------+ | DINK | SLE, RUN, HLP | DINK | 100 | 1,150 | +-----------------+----------------+------------------+------+--------+ | HIGH MASTER | AKL | | 0 | 5,070 | +-----------------+----------------+------------------+------+--------+ | HIGHWAYMAN | AKL, SL, RUN | | 0 | 860 | +-----------------+----------------+------------------+------+--------+ | KOBOLD | SLE, RUN | ORC | 15 | 405 | +-----------------+----------------+------------------+------+--------+ | MAN AT ARMS | | | 0 | 2,860 | +-----------------+----------------+------------------+------+--------+ | MASTER NINJA | AKL | | 0 | 1,480 | +-----------------+----------------+------------------+------+--------+ | MIFUNE | | | 0 | 17,600 | +-----------------+----------------+------------------+------+--------+ | NINJA | AKL | | 0 | 850 | +-----------------+----------------+------------------+------+--------+ | ORC | SLE, RUN | | 0 | 235 | +-----------------+----------------+------------------+------+--------+ | RAVER LORD | | | 0 | 7,060 | +-----------------+----------------+------------------+------+--------+ | SWORDSMAN | | | 0 | 960 | +-----------------+----------------+------------------+------+--------+ _______________ / 13.7 Undead /_______________________________________________________________ --------------- +----------------+--------------------------+-------+----------+----+----+----+ | NAME | UNIDENT | #APP | HP | AC | RG | MR | +----------------+--------------------------+-------+----------+----+----+----+ +----------------+--------------------------+-------+----------+----+----+----+ | BANSHEE | UNSEEN ENTITY/ENTITIES | 2D2 | 2D3+10 | 4 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | CARRIER | MOTTLED FIGURE/FIGURES | 1D6+1 | 9D5 | 10 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | DOOM TOAD | FROG/FROGS | 2D2 | 4D5 | 7 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | EVIL EYE | GLOWING SPHERE/SPHERES | 2D1 | 9D6 | 0 | 0 | 25 | +----------------+--------------------------+-------+----------+----+----+----+ | GIANT ZOMBIE | GIANT/GIANTS | 1D3 | 15D1+65 | 3 | 0 | 95 | +----------------+--------------------------+-------+----------+----+----+----+ | MAELIFIC | UNSEEN BEING/BEINGS | 1D1 | 25D4 | -5 | 3 | 50 | +----------------+--------------------------+-------+----------+----+----+----+ | MUMMY | GAUNT FIGURE/FIGURES | 1D6 | 1D3+6 | 5 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | MURPHY'S GHOST | UNSEEN ENTITY/ENTITIES | 1D1 | 10D10 | -3 | 1 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | SCRYLL | SKULL/SKULLS | 1D3 | 10D6 | -1 | 0 | 25 | +----------------+--------------------------+-------+----------+----+----+----+ | SIDELLE | SKULL/SKULLS | 1D2 | 18D10 | -2 | 0 | 50 | +----------------+--------------------------+-------+----------+----+----+----+ | UNDEAD KOBOLD | SKELETON/SKELETONS | 1D6+1 | 2D3+2 | 10 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ | VAMPIRE | GAUNT FIGURE/FIGURES | 1D4 | 11D8 | -1 | 1 | 20 | +----------------+--------------------------+-------+----------+----+----+----+ | VAMPIRE BAT | CAVE DWELLER/DWELLERS | 1D2 | 10D5 | -3 | 0 | 25 | +----------------+--------------------------+-------+----------+----+----+----+ | VAMPIRE LORD | GAUNT FIGURE/FIGURES | 1D1 | 20D8+50 | -5 | 4 | 40 | +----------------+--------------------------+-------+----------+----+----+----+ | WEBSPINNER | INSECT/SWARM | 1D1 | 5D8+3 | 3 | 0 | 20 | +----------------+--------------------------+-------+----------+----+----+----+ | ZOMBIE | WEIRD HUMANOID/HUMANOIDS | 1D6+1 | 1D10 | 4 | 0 | 0 | +----------------+--------------------------+-------+----------+----+----+----+ +----------------+----------------+-----+-------------+----+-----+-----+-----+ | NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL | +----------------+----------------+-----+-------------+----+-----+-----+-----+ +----------------+----------------+-----+-------------+----+-----+-----+-----+ | BANSHEE | | 2 | 1D4/1D4/1D8 | 1 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | CARRIER | | 7 | 1D1+1x7 | 0 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | DOOM TOAD | | 3 | 1D4/1D6/ | 0 | POI | 0 | 2 | | | | | 2D3+2 | | | | | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | EVIL EYE | FRI | 1 | 4D8 | 0 | POI | 0 | 2 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | GIANT ZOMBIE | FRI | 1 | 4D10 | 0 | POI | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | MAELIFIC | | 2 | 1D4/1D4 | 3 | | 0 | 7 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | MUMMY | | 1 | 1D6 | 1 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | MURPHY'S GHOST | FIR, COL, POI, | 1 | 1D1+1 | 0 | | 0 | 0 | | | LVD | | | | | | | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | SCRYLL | FRI | 1 | 1D8 | 1 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | SIDELLE | FRI | 4 | 1D8x4 | 0 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | UNDEAD KOBOLD | FIR, COL | 1 | 1D4+1 | 0 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | VAMPIRE | POI, LVD | 1 | 3D8 | 2 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | VAMPIRE BAT | FRI | 1 | 4D6 | 1 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | VAMPIRE LORD | | 3 | 2D8/1D4/1D4 | 4 | | 0 | 6 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | WEBSPINNER | | 1 | 1D4 | 2 | | 4 | 3 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ | ZOMBIE | | 1 | 1D6 | 0 | | 0 | 0 | +----------------+----------------+-----+-------------+----+-----+-----+-----+ +----------------+----------------+------------------+------+--------+ | NAME | ATT PROP | GRH | %GRH | XP | +----------------+----------------+------------------+------+--------+ +----------------+----------------+------------------+------+--------+ | BANSHEE | | | | 1,160 | +----------------+----------------+------------------+------+--------+ | CARRIER | PAR | FUZZBALL | 100 | 2,935 | +----------------+----------------+------------------+------+--------+ | DOOM TOAD | | | | 1,685 | +----------------+----------------+------------------+------+--------+ | EVIL EYE | | | | 3,270 | +----------------+----------------+------------------+------+--------+ | GIANT ZOMBIE | POI | WILL O' WISP | 50 | 40,705 | +----------------+----------------+------------------+------+--------+ | MAELIFIC | POI, PAR | POISON GIANT | 100 | 11,245 | +----------------+----------------+------------------+------+--------+ | MUMMY | | | | 840 | +----------------+----------------+------------------+------+--------+ | MURPHY'S GHOST | SLE | MURPHY'S GHOST | 80 | 4,450 | +----------------+----------------+------------------+------+--------+ | SCRYLL | | EVIL EYE | 100 | 4,820 | +----------------+----------------+------------------+------+--------+ | SIDELLE | POI, PAR | SCRYLL | 100 | 10,395 | +----------------+----------------+------------------+------+--------+ | UNDEAD KOBOLD | | KOBOLD | 10 | 230 | +----------------+----------------+------------------+------+--------+ | VAMPIRE | PAR | VAMPIRE | 15 | 6,720 | +----------------+----------------+------------------+------+--------+ | VAMPIRE BAT | PAR | WERE BAT | 100 | 4,040 | +----------------+----------------+------------------+------+--------+ | VAMPIRE LORD | PAR | VAMPIRE | 100 | 12,330 | +----------------+----------------+------------------+------+--------+ | WEBSPINNER | | | | 4,130 | +----------------+----------------+------------------+------+--------+ | ZOMBIE | PAR | | 20 | 735 | +----------------+----------------+------------------+------+--------+ +============+ | 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 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | CURSED PLATE | 0 | NA | CU | ALL | | 6 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | DISPLACER ROBE | 180000 | NA | NA | M | | 4 | 18 | +-------------------+---------+----+----+---------------+---------+----+-----+ | ELVEN CHAIN | 6000 | NA | NA | C,F,L,N,S | | 5 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | KOD'S ARMOR | 0 | NA | NA | F,L,S | | 14 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | 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 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | MITHRIL PLATE | 275000 | NA | NA | C,F,L,N,S | | 10 | 27 | +-------------------+---------+----+----+---------------+---------+----+-----+ | 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 | SPELL | 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 | +-------------------+----+--------------+---------+-------+-------------+ | CURSED PLATE | | | | | ARMOR | +-------------------+----+--------------+---------+-------+-------------+ | DISPLACER ROBE | | | | | CLOTHING | +-------------------+----+--------------+---------+-------+-------------+ | ELVEN CHAIN | | | | | ARMOR | +-------------------+----+--------------+---------+-------+-------------+ | KOD'S ARMOR | 1 | UNDEAD,DEMON | FIRE | MATU | ARMOR | +-------------------+----+--------------+---------+-------+-------------+ | LEATHER ARMOR | | | | | ARMOR | +-------------------+----+--------------+---------+-------+-------------+ | LEATHER OF LOSS | | | | | ARMOR | +-------------------+----+--------------+---------+-------+-------------+ | MITHRIL PLATE | | | | | 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 | PROT | +-------------------+---------+----+----+-----------+----+-----+--------+ +-------------------+---------+----+----+-----------+----+-----+--------+ | 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 | | | +-------------------+---------+----+----+-----------+----+-----+--------+ | HELM OF HANGOVERS | 50000 | -2 | CU | F,L,N,S | -2 | 5 | | +-------------------+---------+----+----+-----------+----+-----+--------+ | HELM OF HARDINESS | 3000 | NA | NA | F,L,N,S | 2 | | | +-------------------+---------+----+----+-----------+----+-----+--------+ | KOD'S GAUNTLETS | 0 | 2 | NO | F,L,S | 4 | | WERE | +-------------------+---------+----+----+-----------+----+-----+--------+ | KOD'S HELMET | 0 | NA | EV | F,L,S | 4 | | MAGE | +-------------------+---------+----+----+-----------+----+-----+--------+ | WINTER MITTENS | 140000 | 1 | NA | F,L,N,T,S | 3 | 13 | | +-------------------+---------+----+----+-----------+----+-----+--------+ +-------------------+-----------+-----------+-----------+ | NAME | RESIST | SPELL | UNIDENT | +-------------------+-----------+-----------+-----------+ +-------------------+-----------+-----------+-----------+ | GLOVES OF COPPER | | | GAUNTLETS | +-------------------+-----------+-----------+-----------+ | GLOVES OF SILVER | | | GLOVES | +-------------------+-----------+-----------+-----------+ | HELM | | | HELM | +-------------------+-----------+-----------+-----------+ | HELM OF EVIL | | BADIOS | HELM | +-------------------+-----------+-----------+-----------+ | HELM OF HANGOVERS | | | HELM | +-------------------+-----------+-----------+-----------+ | HELM OF HARDINESS | | | HELM | +-------------------+-----------+-----------+-----------+ | KOD'S GAUNTLETS | POISON | TILTOWAIT | HELM | +-------------------+-----------+-----------+-----------+ | KOD'S HELMET | COLD | MADALTO | HELM | +-------------------+-----------+-----------+-----------+ | WINTER MITTENS | COLD | | HELM | +-------------------+-----------+-----------+-----------+ ___________________ / 14.3 Misc Items /___________________________________________________________ ------------------- +----------------------+--------+----+----+---------+------------+-----------+ | NAME | PRICE | TH | AL | USAGE | LOCATION | SPELL | +----------------------+--------+----+----+---------+------------+-----------+ +----------------------+--------+----+----+---------+------------+-----------+ +----------------------+--------+----+----+---------+------------+-----------+ | CORRODED KEY | 100 | NA | NO | NONE | 7E,12,,1D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | GORY BADGE | 400 | NA | NO | NONE | 19E,10N,1D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | KEY OF CLOISTER | 1000 | NA | NO | NONE | 3E,10N,2D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | KEY OF EBONY | 500 | NA | NO | NONE | 17E, 6N,1D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | MASTER KEY | 0 | NA | NO | NONE | 4E, 4N,4D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ | MITHRIL KEY | 2000 | NA | NO | NONE | 11E, 7N,3D | 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 | +----------------------+--------+----+----+---------+------------+-----------+ | WEIRD EMBLEM | 1000 | NA | NO | NONE | 14E,18N,2D | NONE | +----------------------+--------+----+----+---------+------------+-----------+ +----------------------+---------------+ | NAME | UNIDENT | +----------------------+---------------+ +----------------------+---------------+ | CORRODED KEY | KEY | +----------------------+---------------+ | GORY BADGE | BADGE | +----------------------+---------------+ | KEY OF CLOISTER | KEY | +----------------------+---------------+ | KEY OF EBONY | KEY | +----------------------+---------------+ | MASTER KEY | KEY | +----------------------+---------------+ | MITHRIL KEY | KEY | +----------------------+---------------+ | 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 | +----------------------+---------------+ | WEIRD EMBLEM | EMBLEM | +----------------------+---------------+ ________________ / 14.4 Shields /______________________________________________________________ ---------------- +-------------------+---------+----+----+---------------+---------+----+-----+ | NAME | PRICE | TH | AL | USAGE | PURPOSE | AA | +MA | +-------------------+---------+----+----+---------------+---------+----+-----+ +-------------------+---------+----+----+---------------+---------+----+-----+ | IRON SHIELD | 1500 | NA | NO | C,F,L,N,S,T | | 4 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | KOD'S SHIELD | 0 | NA | NO | C,F,L,N,S | | 6 | | +-------------------+---------+----+----+---------------+---------+----+-----+ | 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 | SPELL | UNIDENT | +-------------------+----+--------------+---------+--------+---------+ +-------------------+----+--------------+---------+--------+---------+ | IRON SHIELD | | | | | SHIELD | +-------------------+----+--------------+---------+--------+---------+ | KOD'S SHIELD | 1 | DRAGON | STONE | DIALMA | 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 | +---------------------+----------+--------+----+-----+----+----+--------------+ +---------------------+----------+--------+----+-----+----+----+--------------+ | AMULET OF COVER | 120000 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | AMULET OF SKILL(1) | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | AMULET OF SKILL(2) | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | 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 | +---------------------+----------+--------+----+-----+----+----+--------------+ | BLARNEY STONE | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | CLERIC PUNCHER | 75000 | 2D8 | 5 | 1 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | CLERIC'S MACE | 75000 | 2D8 | 5 | 2 | NO | NO | C,L,W | +---------------------+----------+--------+----+-----+----+----+--------------+ | COIN OF POWER(1) | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | COIN OF POWER(2) | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | 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 | +---------------------+----------+--------+----+-----+----+----+--------------+ | DAMIEN STONE | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | DREAMERS STONE | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | 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 | +---------------------+----------+--------+----+-----+----+----+--------------+ | EPEE OF SWINGING | 75000 | 1D4+2 | 4 | 10 | NO | NO | F,L,M,N,S,T | +---------------------+----------+--------+----+-----+----+----+--------------+ | EXCALIBUR | 35000 | 1D8+10 | 9 | 2 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | GREAT MAGE WAND(1) | 0 | NA | NA | NA | NA | NO | M | +---------------------+----------+--------+----+-----+----+----+--------------+ | GREAT MAGE WAND(2) | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | HRATHNIR | 0 | 2D10+ | 7 | 1 | NO | NO | F,L,S | | | | 10 | | | | | | +---------------------+----------+--------+----+-----+----+----+--------------+ | 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 | +---------------------+----------+--------+----+-----+----+----+--------------+ | MAGIC CHARMS | 200000 | 1D8 | NA | NA | NA | NO | NONE | +---------------------+----------+--------+----+-----+----+----+--------------+ | MASHER OF MAGES | 10000 | 1D6+1 | 5 | 2 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | METAMORPH RING | 0 | NA | NA | NA | NA | NO | ALL BUT S | +---------------------+----------+--------+----+-----+----+----+--------------+ | MIND STONE | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | 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 REGEN | 200000 | NA | NA | NA | NA | NA | NONE | +---------------------+----------+--------+----+-----+----+----+--------------+ | RING OF RIGIDITY | 15000 | NA | NA | NA | NA | NA | C | +---------------------+----------+--------+----+-----+----+----+--------------+ | 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 RAISING | 150000 | 3D8 | 3 | NA | NO | NO | C,L,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 | +---------------------+----------+--------+----+-----+----+----+--------------+ | STAFF OF CURING | 100000 | 1D8+3 | 3 | 2 | NO | NO | C | +---------------------+----------+--------+----+-----+----+----+--------------+ | STAFF OF GNILDA | 0 | 1D1-1 | 8 | NA | NO | NO | F,L,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | STAFF OF LIGHT | 60000 | 2D8+2 | 2 | 1 | NO | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | STONE OF PIETY | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | STONE OF YOUTH | 0 | NA | NA | NA | NA | NO | ALL | +---------------------+----------+--------+----+-----+----+----+--------------+ | STONE STONE | 0 | NA | NA | NA | NA | 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 SWINGING | 100000 | 1D8 | 5 | 10 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | SWORD OF SWISHES | 1000 | 1D8 | -1 | 0 | NO | CU | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ | WERESLAYER | 10000 | 1D10+1 | 5 | 2 | NO | NO | F,L,N,S | +---------------------+----------+--------+----+-----+----+----+--------------+ +---------------------+---------+----+------+----+------------+-------------+ | NAME | PURPOSE | AA | +MA | RG | PROTECTION | RESIST | +---------------------+---------+----+------+----+------------+-------------+ +---------------------+---------+----+------+----+------------+-------------+ | AMULET OF COVER | | 3 | 12 | 3 | | | +---------------------+---------+----+------+----+------------+-------------+ | AMULET OF SKILL(1) | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | AMULET OF SKILL(2) | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | ANNOINTED FLAIL | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | ANNOINTED MACE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | BENT STAFF | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | BLADE CUSINART | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | BLADE OF BITING | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | BLARNEY STONE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | CLERIC PUNCHER | CLERIC | | 7 | | CLERIC | | +---------------------+---------+----+------+----+------------+-------------+ | CLERIC'S MACE | UNDEAD | | 7 | | UNDEAD | LVL DRAIN | +---------------------+---------+----+------+----+------------+-------------+ | COIN OF POWER(1) | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | COIN OF POWER(2) | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAGGER | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAGGER OF SLICING | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAGGER OF SPEED | | -3 | 3 | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAGGER OF THIEVES | | | 5 | | | | +---------------------+---------+----+------+----+------------+-------------+ | DAMIEN STONE | | | 5 | | | | +---------------------+---------+----+------+----+------------+-------------+ | DREAMER'S STONE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | EPEE OF DISASTER | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | EPEE OF DISMAY | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | EPEE OF EXCELLENCE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | EPEE OF SWINGING | | -1 | 7 | | | | +---------------------+---------+----+------+----+------------+-------------+ | EXCALIBUR | | | 7 | | | | +---------------------+---------+----+------+----+------------+-------------+ | GREAT MAGE WAND(1) | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | GREAT MAGE WAND(2) | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | HRATHNIR | DEMON | | | | GIANT | LVL DRAIN | +---------------------+---------+----+------+----+------------+-------------+ | LONG SWORD | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | MACE OF MISFORTUNE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | MACE OF POUNDING | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | MACE OF POWER | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | MACE OF SNAKES | | | | | INSECTS | POISON | +---------------------+---------+----+------+----+------------+-------------+ | MAGIC CHARMS | | | 19 | | MAGE | MAGIC | +---------------------+---------+----+------+----+------------+-------------+ | MASHER OF MAGES | MAGE | | | | MAGE | | +---------------------+---------+----+------+----+------------+-------------+ | METAMORPH RING | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | MIND STONE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | 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 REGEN | | | 20 | 2 | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF RIGIDITY | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF SHIELDING | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | RING OF SUFFOCATION | | | 2 | | | | +---------------------+---------+----+------+----+------------+-------------+ | ROD OF FLAME | | | 2 | | | FIRE | +---------------------+---------+----+------+----+------------+-------------+ | ROD OF IRON | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | ROD OF RAISING | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | 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 | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | STAFF OF CURING | | | 10 | | | | +---------------------+---------+----+------+----+------------+-------------+ | STAFF OF GNILDA | | 21 | | | ALL BUT | ALL | | | | | | | ENCHANT | | +---------------------+---------+----+------+----+------------+-------------+ | STAFF OF LIGHT | UNDEAD | | 6 | | | | +---------------------+---------+----+------+----+------------+-------------+ | STONE OF PIETY | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | STONE OF YOUTH | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | STONE STONE | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | STUDLY STAFF | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | SWORD OF SLASHING | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | SWORD OF SLICING | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | SWORD OF SWINGING | | | 1 | | | | +---------------------+---------+----+------+----+------------+-------------+ | SWORD OF SWISHES | | | | | | | +---------------------+---------+----+------+----+------------+-------------+ | WERESLAYER | WERE | | 1 | | WERE | | +---------------------+---------+----+------+----+------------+-------------+ +---------------------+-----------------+-----+-------------+---------------+ | NAME | SPELL | BRK |AFTRBRK |UNIDENT | +---------------------+-----------------+-----+-------------+---------------+ +---------------------+-----------------+-----+-------------+---------------+ | AMULET OF COVER | | | | AMULET | +---------------------+-----------------+-----+-------------+---------------+ | AMULET OF SKILL(1) | USAGE GIVES | 17 | AMULET OF | AMULET | | | 50,000 XP | | SKILL(2) | | +---------------------+-----------------+-----+-------------+---------------+ | AMULET OF SKILL(2) | USAGE KILLS | 100 | BROKEN ITEM | AMULET | | | CHARACTER | | | | +---------------------+-----------------+-----+-------------+---------------+ | ANNOINTED FLAIL | | | | STICK W/CHAIN | +---------------------+-----------------+-----+-------------+---------------+ | ANNOINTED MACE | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | BENT STAFF | | | | STICK | +---------------------+-----------------+-----+-------------+---------------+ | BLADE CUSINART | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | BLADE OF BITING | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | BLARNEY STONE | ADDS +1 TO LUCK | | | STONE | | | WHEN USED | | | | +---------------------+-----------------+-----+-------------+---------------+ | CLERIC PUNCHER | | | | LONG SWORD | +---------------------+-----------------+-----+-------------+---------------+ | CLERIC'S MACE | BAMATU | 0 | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | COIN OF POWER(1) | CONVERTS CHAR | 100 | COIN OF | DAGGER | | | TO A RANDOM | | POWER(2) | | | | CLASS | | | | +---------------------+-----------------+-----+-------------+---------------+ | COIN OF POWER(2) | USAGE KILLS | | | DAGGER | | | CHARACTER | | | | +---------------------+-----------------+-----+-------------+---------------+ | 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 | | | | +---------------------+-----------------+-----+-------------+---------------+ | DAMIEN STONE | CASTS ZILWAN | 5 | BROKEN ITEM | STONE | | | WHEN USED IN | | | | | | COMBAT. WHEN | | | | | | USED TO EQUIP, | | | | | | TURNS CHAR TO | | | | | | ASHES | | | | +---------------------+-----------------+-----+-------------+---------------+ | DREAMER'S STONE | KATINO | 2 | BROKEN ITEM | STONE | +---------------------+-----------------+-----+-------------+---------------+ | EPEE OF DISASTER | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | EPEE OF DISMAY | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | EPEE OF EXCELLENCE | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | EPEE OF SWINGING | | | | SHORT SWORD | +---------------------+-----------------+-----+-------------+---------------+ | EXCALIBUR | | | | LONG SWORD | +---------------------+-----------------+-----+-------------+---------------+ | GREAT MAGE WAND(1) | RECHARGE ALL | 100 | GREAT MAGE | STAFF | | | SPELL POINTS | | WAND(2) | | +---------------------+-----------------+-----+-------------+---------------+ | GREAT MAGE WAND(2) | RECHARGE ALL | 100 | BROKEN ITEM | STAFF | | | SPELL POINTS | | | | +---------------------+-----------------+-----+-------------+---------------+ | HRATHNIR | LORTO | 0 | | BROAD SWORD | +---------------------+-----------------+-----+-------------+---------------+ | LONG SWORD | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | MACE OF MISFORTUNE | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MACE OF POUNDING | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MACE OF POWER | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MACE OF SNAKES | | | | KNOBBED STICK | +---------------------+-----------------+-----+-------------+---------------+ | MAGIC CHARMS | | | | NECKLACE | +---------------------+-----------------+-----+-------------+---------------+ | MASHER OF MAGES | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | METAMORPH RING | CONVERTS CHAR | 100 | BROKEN ITEM | RING | | | TO A LORD | | | | | | CLASS | | | | +---------------------+-----------------+-----+-------------+---------------+ | MIND STONE | ADDS +1 TO INT | 40 | BROKEN ITEM | STONE | | | WHEN USED | | | | +---------------------+-----------------+-----+-------------+---------------+ | 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 REGEN | | | | 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 RAISING | KADORTO | 100 | 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 | +---------------------+-----------------+-----+-------------+---------------+ | STAFF OF CURING | CASTS MADI ON | 10 | BROKEN ITEM | STICK | | | USER WHEN USED | | | | +---------------------+-----------------+-----+-------------+---------------+ | STAFF OF GNILDA | | | | STAFF OF | | | | | | GNILDA | +---------------------+-----------------+-----+-------------+---------------+ | STAFF OF LIGHT | LOMILWA | 0 | | ORNATE STAFF | +---------------------+-----------------+-----+-------------+---------------+ | STONE OF PIETY | ADDS +1 TO PIE | 50 | BROKEN ITEM | STONE | | | WHEN USED | | | | +---------------------+-----------------+-----+-------------+---------------+ | STONE OF YOUTH | SUBTRACTS -1 | 50 | BROKEN ITEM | STONE | | | FROM AGE WHEN | | | | | | USED | | | | +---------------------+-----------------+-----+-------------+---------------+ | STUDLY STAFF | | | | STICK | +---------------------+-----------------+-----+-------------+---------------+ | STONE STONE | MONTINO | 3 | BROKEN ITEM | STONE | +---------------------+-----------------+-----+-------------+---------------+ | SWORD OF SLASHING | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | SWORD OF SLICING | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | SWORD OF SWINGING | | | | LONG SWORD | +---------------------+-----------------+-----+-------------+---------------+ | SWORD OF SWISHES | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ | WERESLAYER | | | | SWORD | +---------------------+-----------------+-----+-------------+---------------+ ************** ******************************** U N I T V *********************************** ************** +=================+ | 15. CONCLUSION |============================================================ +=================+ This was a much anticipated release since I had so much fun with the first Wizardry. The Knight of Diamonds wasn't a disappointment. It featured even more action and much nastier monsters then the first game had. Unfortunately, the only part I didn't like was the fact it was only six levels versus ten. Other then that, the final riddle had gotten the best of a friend and myself and only after a few weeks of trying to figure it out (plus a call to Sir-Tech out of frustration) yielded the answer we had known all along. Again, this was another RPG, that I purchased in 1983, in which I spent hours on end building up my characters beyond that which I had done in Proving Grounds of the Mad Overlord. 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. The NES version is different in both the types of monsters one encounters and the layout of the mazes. This is a reflection of one's inability to transfer characters and also to keep things fresh. This game, though, is still a faithful translation 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 ~~~