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| 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 <insert site>?". 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 ~~~