Unepic Single-Player Walkthrough v1.0
(C)2015 Jon Yoder, released under the Creative Commons (CC-BY-NC) license
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* Table of Contents
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I. Introduction
II. Controls
III. Character Building Tips
IV. Rooms
V. Weapons
VI. Weapon / Armor Modifiers
VII. Armor
VIII. Robes
IX. Magic
X. Pets
XI. Skills
XII. Spells
XIII. Quests
XIV. Bestiary
XV. Bosses
XVI. About This Walkthrough / Contact Information
XVII. Version History
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* I. Introduction
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Welcome to Unepic, a 2D side-scrolling action platforming game with a metric
ton of geek cultural references! The protagonist is Daniel, a stereotypical
geek with a personality that is as politically incorrect as it can get. A lot
of tongue-in-cheek humor can be found here, so get ready for a lot of goofy
scenes.
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* II. Controls
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The controls for this game are simple, but effective.
Weapons, skills, spells, and items can be assigned to a hot key. The hot keys
available are 0-9, both with and without the Shift key.
Enter is used for selecting choices and can also be used to bypass individual
lines of dialog.
Tab is used for selecting targets, but doing so also requires line-of-sight.
Space is for jumping.
Escape will bring up the main menu, although shortcut keys will open specific
menus.
I - Inventory
S - Spells
R - Recipes
C - Character sheet
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* III. Character Building Tips
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Building your character as you progress is one of the more fun -- and
challenging -- aspects of Unepic. Not knowing what you'll need is the
frustrating part of it. For each level, you get 5 character points (7 on
Hard++). You can get up to 9 bonus character points by completing a couple of
quests.
There are 20 categories which can be improved on your character: Weapons,
Wands, Armor, Potions, Constitution, and the 8 kinds of Magic. With that said,
choosing where to spend your points requires a bit of thought to your play
style. The customization system will accomodate almost any style of play from
Paladin, to Necromancer, to Thief and more.
Character points increase a weapon or spell's damage +5 and +1% to its critical
rate for each level. Some magic will be more or less useful to you, depending
on your style of play.
Constitution should receive points as you see fit. Your HP is calculated as 110
+ (Level * 20) + (Constitution * 20). At level 20, which is as far as most
players will go, your HP can range from 530 to a whopping 910, not including
equipment bonuses.
Regardless of which play style you use, there are some ways to conserve point
usage:
- Wands only really needs to be raised to level 2 -- wands of frost bolt are
really handy against Fire Helmets, but the others just aren't very useful later
on and they can't be recharged except perhaps for the Wand of Fireball.
- Potions doesn't need to be raised beyond 8 unless you really, really need
Improved Detection or are going for the Potion Collector challenge. Even then,
you may not need it that high, but that is a matter of personal taste.
- Light magic only needs to be improved beyond level 3 if you want higher
damage for Bolt of Light or want a way to collect Divine Favor more quickly.
- Some players won't find much use for Arcane magic at all.
- If you are playing as a mage, Armor and Maces won't need much -- if any --
and Rangers don't need to put anything into Staves or Robes.
Experience is something you will want a lot of so that you have as many
character points as you can have. In Hard++ mode, you receive 2 additional CP
per level, and you *will* need them.
Experience / CP Accumulated (Hard++)
----------------------------
2 2500 5 (7)
3 3249 10 (14)
4 4223 15 (21)
5 5189 20 (28)
6 7135 25 (35)
7 9275 30 (42)
8 12057 35 (49)
9 15674 40 (56)
10 20376 45 (63)
11 26488 50 (70)
12 34434 55 (77)
13 44764 60 (84)
14 58193 65 (91)
15 75650 70 (98)
16 98344 75 (105)
17 127847 80 (112)
18 166201 85 (119)
19 216061 90 (126)
20 280879 95 (133)
21 365142 100 (140)
22 474684 105 (147)
23 617089 110 (154)
24 802215 115 (161)
25 1042879 120 (168)
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* IV. Rooms
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Rather than spoil the majority of plot surprises in the game, this walkthrough
simply provides information on the different rooms. All coordinates are listed
relative to the Save Point.
Central Zone
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(-7, 0)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: This is the first screen of the tutorial. There is a spear trap along
the first passage, but nothing else of interest.
(-6, 0)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: This screen has a false wall to the right of the first ladder down,
containing a chest with 2 small sapphires.
(-5, 0)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: Your first weapon, the short sword is found here. There is also the
cursed gold pieces, as well.
(-4, 0)
Lights: None
Barrels: 5
Enemies: Snake (2)
Chests: 3 - Mace, 15 coins, light short bow
Notes: None
(-3, 0)
Lights: 5
Barrels: 2
Chests: 1 - Potion of minor healing
Enemies: Skeleton, Green Serpent (hidden room accessible from above)
(-2, 0)
Lights: 5
Barrels: 3
Chests: 1 - Potion of minor healing
Enemies: Spiky Balls (8)
Notes: 3 Bear Traps
(-1, 0)
Lights: 7
Enemies: Blue Slugs (9)
Notes: Door to Sewers, Main Gate to Room of Corridors
(0, 0)
Notes: Save / Healing Point. There is a false wall just above the bottom right
corner which gives fast access to Gualix's shop in (1,-1).
(1, 0)
Lights: 8
Barrels: 6
Chests: 2 - Light Dagger, Halo
Enemies: Bats (10)
Notes: To the right of the base of the top right ladder is a false wall which
hides the unlock for the challenge A Good Commence.
(2, 0)
Lights: 8
Barrels: 8
Chests: 1 - Small Axe
Enemies: Red Ant(3), Green Serpent(3)
(1, 1)
Lights: 6
Barrels: 9
Chests: 3 - Ranger Clothes, 14 coins, Light Spear
Enemies: Satyr (4), Red Slug (3)
Notes: This is the home of Zoran's Shop and the door to the Library.
Zoran's Shop
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Candle, 2
Scroll of Melee Protection, 25
Scroll: Heat Aura, 30
Scroll: Teleport to Zoran, 5
Scroll: Phase Door, 25
Scroll: Augury, 30
Scroll: Return, 5
Scroll: Positive Energy, 15
Spark of Life, 100
Pilgrim's Shell, 200
Golden Box, 100
Flare Launcher, 11
50 Short Arrows, 15
50 Long Arrows, 50
50 Arcane Arrows, 150
(2, 1)
Lights: 5
Barrels: 0
Scroll Stands: 2 - Scroll of Melee Protection, Scroll of Heat Aura
Jewelry Boxes: 1 - Ring of the Warrior
Enemies: Librarian(2)
False Wall: 15 coins - the left side of the passage at the top of the first
ladder on the left.
Notes: Blank Paper(1), Door to Library opens the way to HarnaBank. There is a
false wall on the far right of the top passage which holds the unlock for the
challenge Wet Floor, Watch Your Step.
(0, -1)
Lights: 8
Chests: 1 - Potion of Trap Detection
Notes: This room holds the Spirit for the quest called The Room of Traps, which
must be undertaken to get the key to the Mines.
(1, -1)
Lights: 6
Barrels: 3
Chests: 1 - Potion of Minor Healing
Enemies: Satyr(4)
Gualix's Shop
-------------
Gualix sells items using UN points, which are accumulated by completing
challenges.
Black Amulet
Cost: 10
Description: A quest item for the Key of the Necromancer quest.
Salvation Ring
Cost: 20
Description: Alerts you when the game is saved. Pretty worthless.
Disrupter
Cost: 40
Description: A 20 charge Wand which causes 200 Arcane damage.
Laser Gun
Cost: 40
Description: A 20 charge Wand which causes 150 Fire damage.
White Plastic Armor
Cost: 40
Description: Level 0 armor which grants +50 against melee, projectiles, and
shadows.
Jungle Magic Tanga
Cost: 50
Description: Armor which grants a +40 damage bonus to all melee weapons
Red Pajamas
Cost: 50
Description: Level 4 armor which grants +20 against Fire and Frost and a +35
bonus to Bows.
Space Elf Uniform
Cost: 50
Description: Level 4 armor granting +50% Arcane damage and +40 against Fire and
Frost.
Space Warrior Sword
Cost: 60
Description: A level 14 sword which causes 350 damage and inflicts triple
damage on critical hits
Armor of the Space Warrior
Cost: 70
Description: Level 6 armor with +100 melee protection.
Red English Suit of Power
Cost: 80
Description: Level 8 armor which increases gives a 10% Bow speed bonus, +10%
experience, and discounts from Fedora and her friends.
Orb of Rebirth
Cost: 100
Description: When used, unassigns all of your character points, allowing you to
respec your character.
Mummy's Magic Bands
Cost: 120
Description: Level 1 armor which gives +15 vs melee and projectiles, but also
conveys 15 HP regeneration every 2 seconds.
Hatto Hanzori's Katana
Cost: 150
Description: A level 12 sword which causes 360 damage and grants +50% attack
speed with swords.
S-115 WASP
Cost: 150
Description: A pet unlocked only for owners of Syder Arcade on Steam. Shoots 5
bolts per second which deal 50 arcane damage each.
Yellow Motorbiker Suit
Cost: 200
Description: Level 10 armor granting +150 vs melee and projectiles and +80
sword damage bonus. Particularly wicked in combination with Hatto Hanzori's
Katana.
Arm and Claws
Cost: 250
Description: A level 6 sword which causes 280 damage and inflicts triple damage
on critical hits.
Hand of Doom
Cost: 300
Description: A level 6 mace wjocj causes 200 damage, grants a +25% bonus to
Fire damage f, and can hit several targets at once.
Space Cookie and Cigar
Cost: 300
Description: A pet which fires a 100 Fire damage ball at long range and a 50
Fire damage energy beam at short range.
Mini Spaceball
Cost: 350
Description: A pet which only attacks strong enemies, but deals 2000 fire
damage and can shoot 3 times at full charge.
(2, -1)
Lights: 5
Barrels: 1
Chests: 2 - Potion of Ogre Strength, 5 Empty Vials
Enemies: Goblin Cook (4), Bat (8)
Notes: This screen is home to Zorok's Potion Shop
Zorok's Shop
-------------
10 Red Magic Essence, 10
10 Blue Magic Essence, 10
10 Green Magic Essence, 30
10 Golden Magic Essence, 30
10 Arcane Magic Essence, 20
10 Yellow Magic Essence, 40
10 Crystalline Magic Essence, 20
Scroll: Teleport to Kitchen, 5
Sea Shell, 200
Recipe: Potion of Minor Healing, 15
Recipe: Potion of Minor Regeneration, 20
Recipe: Potion of Slow Poison, 30
(0, -2)
Lights: 6
Barrels: 2
Chests: 2 - Potion of Minor Healing, Coin
Enemies: Blue Slugs (5)
Notes: Gate to Room of Corridors. There is also a false wall which hides the
Running of Traps challenge unlock. It is found on the right side of the topmost
short platform on the right side of the screen which also has a blue slug on
it. It can be reached only by the taking the top path from (1,-2).
(1, -2)
Lights: 9
Barrels: 7
Chests: 1 - Potion of Minor Regeneration
Enemies: Spiky Balls (10)
Notes: Door to the Mines. The bottom of the right wall above the chest hides
the unlock for the challenge Dry Law in Arrakis.
The Mines
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(6, -1)
Lights: 3
Barrels: None
Enemies: Goblin Guard (2)
Chests: In the back room is a chest with a duster, obtainable only after
starting the Oracle quest.
Notes: The top left room contains the Oracle, who gives you more information
about your purpose in the castle... for a price.
(7, -1)
Lights: 1
Barrels: None
Enemies: None
Chests: None
Notes: The golden box containing the Fire Spirit is here. See the quest The
Forge of Fire for details.
(2 - 5, -2)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: Rocks fall from the sky and is the location for obtaining the challenge
The King of Dodge. (5, -2) contains flying eyes, but these ones only float
there and do nothing except serve as targets.
(6, -2)
Lights: 2
Barrels: None
Enemies: None
Jewelry Boxes: 1 - Ring of the Archer
Scroll Stands: 1 - Scroll of Melee Mastery
Notes: There is a false wall to the left of the top of the right ladder which
is hiding the unlock for the challenge The King of Dodge.
(6, -3)
Lights: 6
Barrels: None
Enemies: Goblin Guard (2), Green Serpent
Jewelry Boxes: 1 - Precise Ring of the Archer
Scroll Stands: 1 - Scroll of Melee Mastery
Notes: None
(7, -3)
Lights: 7
Barrels: None
Enemies: Goblin Blacksmith (3), Goblin Guard (2)
Chests: 2 - Short Sword of the Necromancer, 16 Red Magic Essence
Notes: The middle blacksmith drops a Bellows when killed, needed by the Fire
Spirit. Also here is an Anvil. Be aware that once you enter this room, the only
way out is to drop down to (7, -4). It might be wise to clear that room before
entering this one.
(5, -4)
Lights: 4
Barrels: 9
Enemies: Goblin Guard (5), Goblin Warrior (2)
Chests: 2 - 13 Coins, Short Sword of Arcane Defense
Notes: None
(6, -4)
Lights: 3
Barrels: None
Enemies: Green Serpent
Chests: None
Notes: None
(7, -4)
Lights: 7
Barrels: None
Enemies: Goblin Guard (4), Goblin Warrior (2)
Chests: 3 - Potion of Regeneration, 12 Coins, Hammer of the Blacksmith
Notes: This room is best cleared from the left before clearing (7, -3).
(5, -5)
Lights: 6
Barrels: None
Enemies: Red Ant (16), Anthill (2), Green Serpent (2)
Chests: 3 - Potion of Minor Healing, 8 Coins, Red Magic Essence (10)
Notes: A little goblin girl gives you the quest The Doll just outside the door
where it can be completed. The Green Serpent at the top can be dispatched by
targeting it with Tab from the very edge of the wooden platform and shooting it
with your bow.
(6, -5)
Lights: 9
Barrels: None
Enemies: Green Serpent (3)
Chests: None
Notes: None
(7, -5)
Lights: 8
Barrels: None
Enemies: Red Slug (6), Green Serpent, Goblin Guard (3), Goblin Warrior (2)
Chests: 3 - Potion of Ghost Shape, Small Axe of Skeleton Slaying, Red Magic
Essence (17)
Notes: Mine Shop.
Mine Shop
---------
Skill: <Weapon> Mastery 1, 200
Broad Dagger, 45
Gladius, 56
Hand Axe, 66
Hammer, 40
Spear, 57
50 Short Arrows, 15
Short Bow, 26
Quilted Armor, 15
Light Leather Armor, 25
Tome: Firebolt, 100
Scroll: Teleport to Mine, 15
Staff of Elemental Magic (L1), 25
Staff of Red Magic (L1), 25
Recipe: Potion of Ogre Strength, 40
Recipe: Potion of Trap Detection, 45
Recipe: Potion of Poison Reduction, 50
(3, -6)
Lights: 4
Barrels: None
Enemies: Boss - Dynidon
Chests: None
Notes: See the Bosses section for fighting strategy.
(4, -6)
Lights: 6
Barrels: None
Enemies: Goblin Guard (3), Goblin Warrior (2), Goblin Cleric
Chests: Red Magic Essence (18)
Notes: The Iron Pyrite here is used in the quest The Philosopher's Stone.
(5, -6)
Lights: 7
Barrels: None
Enemies: Bat (10), Green Serpent (2)
Chests: None
Notes: Gate to the Hall of Corridors. The Green Serpents can be killed by
approaching from the right, jumping left into the overhang, and holding left as
you fall. You will move over just as the right Serpent begins to bite.
(6, -6)
Lights: 6
Barrels: None
Enemies: Red Ant (10), Anthill, Green Serpent (2)
Chests: None
Notes: None
(7, -6)
Lights: 8
Barrels: None
Enemies: Goblin Warrior (3), Goblin Cleric
Chests: 2 - Potion of Minor Healing, 14 Coins
Notes: The Goblin by the door starts you on the A Dream Come True quest, which
is completed inside the door.
The Downs
-------------------------------------
(-2, -1)
Lights: 8
Barrels: 13
Enemies: Bat (16), Poison Orb (5), Green Serpent
Chests: None
Notes: A false wall at the right end of the bottom hallway has a hidden chest
with 25 coins.
(-1,-1)
Lights: 5
Boss: Momoko
Chests: 1 - 16 coins
Doors: To the Lost Ring quest
Notes: The mini boss Momoko is here.
(-1, -2)
Lights: 8
Barrels: 6
Enemies: Red Slug (11)
Chests: 1 - Wand of Frostbolt
Notes: Door to the Catacombs
(-4, -3)
Lights: 1
Barrels: None
Enemies: None
Chests: None
Notes: The golden box containing the Frost Spirit is here.
(-3, -3)
Lights: 8
Barrels: 8
Enemies: Red Slug (4), Blue Frog (3), Poison Orb (5)
Chests: 4 - 22 Coins, Wand of Frostbolt, Potion of Healing, 17 Blue Magic
Essence
Traps: Flame Trap (3), Dart Trap (2)
Notes: 6 Statue Pieces
(-2, -3)
Lights: 6
Barrels: 4
Enemies: Blue Frog (4)
Chests: 1 - 14 Blue Magic Essence
Notes: Gate to the Hall of Corridors, 3 Statue Pieces, Door to a passage with
many Red Slugs and 2 Potions of Slow Poison in a chest at the end.
(-1, -3)
Lights: 9
Barrels: 7
Enemies: Red Slug (2), Satyr, Red Helmet
Chests: 1 - Wand of Frostbolt
Notes: 5 Statue Pieces
(0,-3)
Lights: 8
Barrels: 5
Enemies: Crow (16)
Chests: 1 - Hammer of Fire Rage
Notes: A false section in the middle of the right wall hides a chest containing
the unique sword Thimius. Crows in this room need to be killed to obtain Great
Round Sapphires for the Frost Magic quest.
(1, -3)
Lights: 6
Barrels: 1
Enemies: Goblin Warrior
Chests: None
Traps: Spear Trap (2)
Notes: Gate to the Hall of Corridors
(2, -3)
Lights: 3
Barrels: None
Enemies: Goblin Guard (4), Goblin Warrior (2)
Chests: None
Notes: None
(3, -3)
Lights: 4
Barrels: None
Enemies: Goblin Guard (4), Goblin Warrior (2)
Chests: 1 - 33 Coins
Notes: None
(4, -3)
Lights: 9
Barrels: 4
Enemies: Goblin Guard (6), Goblin Warrior (2), Goblin Cleric
Chests: 2 - Random Weapon, Trident
Notes: A false section in the right wall of the drop just left of center of the
screen has a chest with 100 coins.
(5, -3)
Lights: 4
Barrels: None
Enemies: Fire Helmet
Jewelry Boxes: 1 - Dextrous Ring of the Blacksmith
Scroll Stands: Scroll of Bow Mastery
Traps: Fire Trap (2)
Notes: None
(-1, -4)
Lights: 3
Barrels: None
Enemies: Fire Helmet
Chests: 1 - 24 Blue Magic Essence
Traps: Fire Trap (2)
Notes: 3 Statue Pieces
(0, -4)
Lights: 7
Barrels: 8
Enemies: Fire Helmet, Red Slug (2), Green Serpent
Chests: 1 - Axe of Orc Slaying
Traps: Dart Trap
Notes: 3 Statue Pieces, Door to the Dagger of Adjanti quest
(1, -4)
Lights: 10
Barrels: 7
Enemies: Goblin Guard (4), Goblin Warrior (3), Goblin Cleric (2)
Chests: 2 - 21 Blue Magic Essence, Random Weapon
Notes: A false wall on the right side of the bottom hallway hides a kitchen
with a chest containing 2 Potions of Regeneration. There is a hidden room
accessible only from (1, -5) which contains a Ring of the Paladin and 2 Scrolls
of Improve Weapon.
The Sewers
-------------------------------------
(-3, -4)
Lights: 3
Barrels: None
Enemies: None
Chests: None
Notes: The old goblin who gives you the Ferns in the Darkness quest is here
along with a fern for the quest. A familiar face makes a surprise appearance
here, too.
(-2, -4)
Lights: 1
Enemies: Poison Orb (2)
Notes: Sewer Shop, Fern
Sewer Shop
-----------
Skill: Throwing Knife, 100
Skill: Enrage, 100
Skill: Poisoned Arrows, 100
Skill: Lunge, 600
Skill: Javelin, 100
Skill: Charge, 300
Poignard, 63
Broad Sword, 76
Assault Axe, 88
Combat Mace, 56
Heavy Spear, 78
50 Short Arrows, 15
Reinforced Short Bow, 36
Leather Armor, 40
Studded Leather Armor, 55
Tome: Fireball, 150
Tome: Fire Breath, 100
Tome: Frostbolt, 100
Scroll: Teleport to Sewer, 15
Staff of Elemental Magic (L3), 50
Staff of Red Magic (L3), 50
Staff of Blue Magic (L3), 50
Novice Fire Wizard Robe, 136
Novice Fire Wizard Robe of Concentration, 151
Novice Fire Wizard Robe of Defense, 401
Recipe: Potion of Speed, 60
Recipe: Potion of Infravision, 70
Recipe: Potion of See Invisible, 85
(2, -4)
Lights: 3
Barrels: None
Enemies: Frost Serpent (2)
Chests: None
Notes: Fern.
(3, -4)
Lights: 5
Barrels: None
Enemies: Frost Serpent (3), Poison Orb (2), Tentacles (8)
Chest: None
Notes: Fern (3). There is a false wall just above right side of the bottom left
passage. Walk off the top left platform and swing as you fall to find it, then
walk off the right edge of the top passage and hold left to get to it. The
chest contains a Magic Wand. Also here is an old goblin who gives you the
Colder than Ice quest, which can be completed through the nearby door.
(-2, -5)
Lights: 3
Barrels: None
Enemies: Tentacles (5), Frost Serpent
Notes: Fern. There is a false wall on the right side of the middle passage
hiding a chest containing 50 coins.
(-1, -5)
Lights: 2
Barrels: None
Enemies: Poison Orb (2)
Notes: The overhang on the right is a false wall hiding a ladder leading to a
hidden room in (-1,-4) containing a Ring of the Paladin and 2 scrolls of
Improve Weapon.
(0, -5)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: Portal to the Volcano, home of the second guardian, Drakonius.
(1, -5)
Lights: 3
Barrels: None
Enemies: Poison Orb, Frost Serpent
Notes: Fern. There is a false section in the top of the right wall. Swing your
mace as you walk off the top right platform to find it. It holds a Lantern.
Walk off the ledge of the top right exit and hold right as you fall to get to
it.
(2, -5)
Lights: 6
Barrels: None
Enemies: Frost Serpent (3), Tentacles (19)
Chests: None
Notes: Fern (3). A door accessible only from (1, -5) leads to a Ring of the
Butcher and Scroll of Illumination.
(-2, -6)
Lights: 4
Barrels: None
Enemies: Octopus (3), Blue Frog (3), Tentacles (6)
Chests: None
Notes: Fern (2)
(-1, -6)
Lights: 4
Barrels: None
Enemies: Frost Serpent (5)
Chests: None
Notes: Fern.
(0, -6)
Lights: 5
Barrels: None
Enemies: Frost Serpent (3), Tentacles (12), Octopus
Chests: 1 - Random Weapon
Notes: Fern (2). The door to the chest is opened from a lock in the passage
accessible only from (1, -6) at the lower right portion of the screen.
(1, -6)
Lights: 1
Barrels: None
Enemies: Frost Serpent, Poison Orb (4)
Notes: Fern (2). Use a mace or polearm while sliding down the rope to find a
false wall to find Kathiel, a unique mace.
(2, -6)
Lights: 6
Barrels: None
Enemies: Frost Serpent (2), Tentacles (10)
Chests: None
Notes: Fern. Gate to the Hall of Corridors
The West Zone
-------------------------------------
(-1, 1)
Lights: 6
Barrels: 2
Enemies: Horned Satyr (4), Arcane Helmet
Chests: 2 - Assault Axe, 2 Potions of Healing
Notes: Just to the left of the Helmet is a false wall containing 25 coins.
(-2, 1)
Lights: 7
Barrels: 1
Enemies: Exploding Rat (3)
Chests: 1, Coins (55)
Notes: Using a quick Fire spell as soon as you enter the room from the right
will make the first rat explode.
(-3, 1)
Lights: 5
Barrels: 6
Enemies: Spiky Ball (4), Fire Helmet
Chests: 2 - 34 Red Magic Essence, Random Weapon
Notes: A false wall just to the right of the helmet holds the Potion Collector
challenge. Missing a jump will land you in the hidden room of (-3, 0) which
holds traps and a skeleton, so watch your step.
(-1, 2)
Lights: 5
Barrels: None
Enemies: Fire Helmet (2)
Chests: None
Notes: The two Fire Helmets in here are hard to target and kill. More often, it
will be just better to run past. The door to the Gardens is in here, also.
(-1, 3)
Lights: 10
Barrels: 4
Enemies: Horned Satyr (5), Spiky Ball (3), Vampire Bat (4)
Chests: 1 - Coins (66)
Notes: The dark area at the top is a convenience shortcut from the Mage Tower,
so don't worry about not being able to get to it.
(-2, 3)
Lights: 13
Barrels: 9
Enemies: Green Serpent (2), Exploding Rat (4)
Chests: 3 - Coins (47), Random Weapon, Antidote (3)
Notes: The first Rat is at the bottom of the first ladder. Nail him from
behind. At the bottom of the second ladder, shoot a Firebolt to the left and
watch the fun. The rest of the room is easy from there.
The Gardens
-------------------------------------
(-7, 1)
Lights: 8
Barrels: None
Enemies: Wasps, Wasp Nest, Spider (3), Red Ant
Chest: 1 - Coins (47)
Notes: Unfertilized Plant. There is a false wall on the left side of the second
platform on the left. Inside is a kitchen, 3 Antidotes, and 70 Red Magic
Essence.
(-6, 1)
Lights: 8
Barrels: 3
Enemies: Spider (4), Carnivorous Plant (4), Wasp (2)
Scroll Stands: Scroll: Heat Aura
Chests: None
Notes: Unfertilized Plant. Door to goblin which starts the Fertilizer for
Plants quest.
(-5, 1)
Lights: 8
Barrels: 5
Enemies: Spider (3), Carnivorous Plant (4)
Chest: 1 - Coins (45)
Notes: Unfertilized Plant (2), Door to Bathroom. Behind a false wall to the
left of the chest is the door to the basement of the Bathroom, containing the
Fertilizer needed for the Fertilizer for Plants quest.
(-4, 1)
Lights: 8
Barrels: 2
Enemies: Wasps, Wasp Nest
Chest: 2 - Green Magic Essence (43), Random Weapon
Notes: Unfertilized Plant (2). The Mandoragora pot is in the top right corner.
A ladder leading to it will appear when all enemies are killed. There is a
false wall in the left wall. Drop in from the top left passage onto the
platform, and then jump up and swing to find a chest with a Wand of Fireball.
(-2 - -5, 2)
Notes: These are the Hall of Lights. Nothing to see except some preety lights.
;-)
(-7, 2)
Lights: 5
Barrels: 3
Enemies: Wasps (7), Carnivorous Plant (2), Spider (4), Skeleton
Chests: 3 - Random Weapon, Wand of Polymorph, Potion of Infravision (2)
Notes: Unfertilized Plant (2), Door to Laboratory.
(-6, 2)
Lights: 8
Barrels: 4
Enemies: Green Slug (4), Spider (3), Carnivorous Plant (2)
Chests: None
Notes: Unfertilized Plant (2), Shortcut door to Spirit of Healing, Gate to Hall
of Corridors
(-7, 3)
Lights: 1
Barrels: None
Enemies: None
Chests: None
Notes: The Spirit of Healing resides here. There is a door which leads to a
passage going down to (-6, 2), which will provide an easy way to the Spirit of
Healing without having to go through all the Spiders, Wasps, and Plants a
second time. Thus begins the Search of the Mandoragora.
(-6, 3)
Lights: 3
Barrels: None
Enemies: Skeleton (5)
Chests: 1 - Coins (46)
Notes: Fire Ball is a great opener to fighting all of these guys.
(-5, 3)
Lights: 4
Barrels: None
Enemies: Skeleton Archer, Skeleton (4)
Notes: The Skeletons are behind the gate here. There is a false wall behind the
Skeleton Archer containing Venoma, a unique bow.
(-4, 3)
Lights: 4
Barrels: 1
Enemies: Skeleton Archer (2)
Chests: 1 - Antidote
Traps: Spear Trap
Notes: Unfertilized Plant (2), Gate to Hall of Corridors
(-3, 3)
Lights: 3
Barrels: None
Enemies: Boss: Arbolis
Chests: None
Notes: See the Bosses section on Arbolis for strategy.
(-6, 4)
Lights: 5
Barrels: None
Enemies: Carnivorous Plant (), Green Slug (), Spider (), Wasp ()
Chests: 2 - Potion of Major Healing, Random Weapon
Notes: Unfertilized Plant (2), Door to the Laboratory, Door to Mandoragora (and
shortcut to Spirit of Healing).
(-5, 4)
Lights: 7
Barrels: None
Enemies: Arcane Helmet, Fire Helmet, Green Slug (3)
Chests: 1 - Potion of Speed (3)
Jewelry Boxes: 1 - Ring of Ice
Notes: Unfertilized Plant. There is a door here which leads to an goblin who
gives you the A Leap of Faith quest.
(-4, 4)
Lights: 11
Barrels: 11
Enemies: Skeleton Archer, Skeleton (7), Fire Helmet
Chest: 3 - Coins (34), Potion of Healing (4), Green Magic Essence (38)
Notes: Gardens Shop. There is a gate closing off a shortcut to the Prison.
Gardens Shop
------------
Skill: Breakthrough, 300
Skill: Ghost Axe, 300
Skill: Puff of Smoke, 300
Skill: Spirit Arrows, 300
Skill: Wrath, 600
Skill: Critical Strike, 300
Broad Knife, 81
Scimitar, 96
Double Axe, 111
Hammer of the Blacksmith, 72
Pike, 106
50 Short Arrows, 15
50 Long Arrows, 50
50 Arcane Arrows, 150
Composite Short Bow, 46
Reinforced Leather Armor, 70
Mail Armor, 180
Tome: Frost Breath, 150
Tome: Stalactites, 200
Tome: Healing, 150
Tome: Improved Firebolt, 220
Tome: Heat Aura, 220
Tome: Improved Frostbolt, 250
Scroll: Teleport to Gardens, 15
Staff of Elemental Magic (L5), 75
Staff of Red Magic (L5), 75
Staff of Blue Magic (L5), 75
Staff of Healing Magic (L5), 75
Novice Frost Wizard Robe, 136
Novice Frost Wizard Robe of Concentration, 151
Novice Frost Wizard Robe of Defense, 401
Novice Cleric Robe, 76
Novice Healer Robe of Concentration, 201
Novice Healer Robe of Defense, 191
Recipe: Antidote, 100
Recipe: Potion of Healing, 110
Recipe: Potion of Giant Strength, 125
The East Zone
-------------------------------------
(0, 1)
Lights: 6
Barrels: 6
Enemies: Yellow Slug (5), Vampire Bat (5)
Chests: 1 - Potion of Major Regeneration (3)
Notes: There is a false wall on the left side of the bottom passage containing
36 coins.
(0,2)
Lights: 8
Barrels: 10
Enemies: Orc (3), Yellow Slug (4)
Chests: None
Traps: Fire Trap
Notes: The old goblin near the door gives you the quest The Vengeance.
(0, 3)
Lights: 11
Barrels: 7
Enemies: Gray Serpent (5), Yellow Slug (3), Vampire Bat (9)
Chests: 2 - Blue Magic Essence (25), Random Weapon
Notes: There is a false wall in the top left of the center section containing
Vitathandis, a unique dagger.
(1, 3)
Lights: 13
Barrels: 14
Enemies: Orc (7)
Chests: 1 - Potion of Ghost Shape (2)
Notes: All enemies must be eliminated before the ladder to the chest will
appear. Gate to the Hall of Corridors. There is a barrier which can be unlocked
when accessed from (1, 4).
(2, 3)
Lights: 7
Barrels: 7
Enemies: Horned Satyr (4)
Chests: 1 - Potion of Giant Strength (3)
Traps: Spear Trap (2)
Notes: There is a false wall above the horizontal spear trap to the right of
the goblin child. The chest contains 52 coins. Inside the door is an old goblin
who sends you on the quest The Great Fire.
(3, 3)
Lights: 5
Barrels: 2
Enemies: Mini-Boss: Leviathos
Chests: None
Notes: See the Bosses section for strategy.
(4, 3)
Lights: 7
Barrels: 10
Enemies: Crow (11)
Chests: 2 - Red Magic Essence (31), Random Weapon
Notes: Gate to Hall of Corridors. There is a false wall in the top left corner
of the big section of the room containing a Wand of Polymorph.
(5, 3)
Lights: 7
Barrels: 7
Enemies: Scorpion (3), Orc (2), Poison Cockroach (2)
Chests: 1 - Random Weapon
Notes: The door here leads to the quest Eternal Youth.
(6, 3)
Lights: 7
Barrels: 11
Enemies: Wasp (3), Poison Cockroach (2), Spiky Ball (2)
Chests: 1 - Coins (34)
Traps: Spear Trap
Notes: The door leads to a scroll stand containing 3 Scrolls of Illumination.
(3, 4)
Lights: 7
Barrels: 1
Enemies: Gray Serpent (2), Skeleton (4)
Chests: None
Notes: None
(4, 4)
Lights: 5
Barrels: 9
Enemies: Vampire Bat (16)
Chests: None
Notes: In the darkness at the top of the room is a shortcut from the Mage
Tower, but nothing more.
(5, 4)
Lights: 11
Barrels: 6
Enemies: Yellow Slug (8)
Chests: 2 - Wand of Paralysis, Hammer of the Blacksmith
Notes: There is a barrier which blocks a shortcut from the Forgotten Tower.
(6, 4)
Lights: 9
Barrels: 7
Enemies: Vampire Bat (16)
Chests: 1 - Potion of Giant Strength
Notes: There is a false wall on the lower left side where the platforms and
wall form a 'C'. It's easiest to get to it by standing above the platform,
walking off, and holding Left as you fall. Inside is the Viscer Axis, a unique
axe.
(6, 5)
Lights: 10
Barrels: 5
Enemies: Vampire Bat (9)
Notes: There is a false wall on the left side above the box. Inside is a door
leading to a Magic Bag.
(6, 6)
Lights: 8
Barrels: 2
Enemies: Vampire Bat (10), Orc (4), Librarian
Chests: 2 - 56 Coins, Random Weapon
Notes: Gate to the Hall of Corridors. There is a false wall right of the
Librarian which a door to which the Name of the Spirit can be found.
The Library
-------------------------------------
(7, 6)
Lights: 8
Barrels: 1
Enemies: Yellow Slug (2), Librarian (4)
Chests: 1 - 30 Golden Magic Essence
Scroll Stands: 2 - Scroll of Arcane Shock, Scroll of Arcane Immunity
Jewelry Boxes: 2 - Ring of the Mutilator, Precise Ring of the Barbarian
Notes: Library Shop.
Library Shop
-------------
Skill: <Weapon> Mastery 2, 400
Penetrating Dagger, 99
Assault Sword, 116
Boning, 133
War Mace, 88
Claw Spear, 134
50 Short Arrows, 15
50 Long Arrows, 50
50 Arcane Arrows, 150
Light Long Bow, 56
Windbreaker, 250
Reinforced Mail Armor, 240
Scale Armor, 290
Magic Red Candle, 80
Magic Blue Candle, 80
Tome: Frost Cone, 300
Tome: Sleep, 250
Tome: Regeneration, 300
Tome: Cold Blast, 100
Scroll: Teleport to Library, 15
Staff of Elemental Magic (L7), 100
Staff of Red Magic (L7), 100
Staff of Blue Magic (L7), 100
Staff of Healing Magic (L7), 100
Fire Wizard Robe, 271
Frost Wizard Robe, 271
Fire Wizard Robe of Concentration, 301
Frost Wizard Robe of Concentration, 301
Fire Wizard Robe of Defense, 676
Frost Wizard Robe of Defense, 676
Recipe: Potion of Regeneration, 135
Recipe: Potion of Ghost Shape, 150
Recipe: Potion of Invisibility, 200
(6, 7)
Lights: 8
Barrels: 4
Enemies: Librarian
Scroll Stands: 2 - Scroll of Melee Master (2), Scroll of Fire Immunity
Jewelry Boxes: 1 - Ring of the Warlock
Notes: There is a false wall left of the Librarian which hides a scroll stand
with 2 Scrolls of Weapon Improvement. In the top left passage is the spirit who
gives you the Name of the Spirit quest.
(7, 7)
Lights: 10
Barrels: None
Enemies: Blue Knight (5), Arcane Helmet (3), Librarian
Chests: 1 - Wand of Slow
Notes: There is a door here which leads to the Library boss, Neuron. See the
Bosses section for strategy. Inside the door are two chests, containing a total
of 50 Golden Magic Essence, although 3 Red Helmets guard 30 of them. A ladder
will appear when they are defeated.
(6, 8)
Lights: 8
Barrels: None
Enemies: Fire Helmet, Blue Knight, Librarian
Chests: None
Scroll Stands: 2 - Scroll of Illumination (2), Scroll: Phase Door (3)
Notes: There is a false wall to the left of the Librarian which contains a
scroll stand with 3 Scrolls of Arcane Immunity. Through the doors into the back
passage there is a path which leads to the roof, which is infested by 12
Ravens. On your way there, bash the false wall on the right side of the first
ladder which hide challenge The Crow. Once on the roof, deal with the annoyance
to get the real treasyre: there is a false wall on the roof on the right side
which must be reached by jumping. Behind it is a scroll stand with a Scroll of
Iron Golem. The door on the left leads to a catwalk that takes you to the
Forgotten Tower.
(7, 8)
Lights: 10
Barrels: None
Enemies: Yellow Slug (3), Blue Knight, Librarian (3), Arcane Helmet (2)
Chests: 1 - Golden Magic Essence (26)
Scroll Stands: 2 - Scroll: Illumination, Scroll: Melee Immunity
Notes: To the right of the hole leading down to the next room is a false wall
containing the Giant Fire Snake Scale Armor. It is most easily revealed with a
polearm.
(6, 9)
Lights: 6
Barrels: 2
Enemies: Librarian (3), Red Helmet (4)
Chests: 1 - Golden Magic Essence (34)
Scroll Stands: 2 - Scroll: Arcane Shock (3), Scroll: Illumination (3)
Small Chest: Precise Ring of the Knight
Notes: This study is a difficult fight between the Librarians and the Fire
Helmets, but it also contains a *ton* of paper and essence needed for the
Writing Magic quest and some nice treasures to go along.
(7, 9)
Lights: 1
Barrels: 1
Enemies: None
Chests: 1 - Random Weapon
Scroll Stands: 1 - Scroll: Arcane Shock
Notes: The Spirit of Mental Magic is here and sends you on the quest Writing
Magic.
The Catacombs
-------------------------------------
(-7, -1)
Lights: 1
Barrels: None
Enemies: None
Chests: None
Notes: The Spirit of Necromancy resides here, putting you on the quest The
Necronomicon.
(-6, -1)
Lights: 4
Barrels: None
Enemies: None
Chests: None
Notes: None
(-5, -1)
Lights: 6
Barrels: None
Enemies: Floating Eye (7), Skull Pile, Buried Skeleton (10)
Chests: 1 - Skull pet
Notes: The door here leads to a room to unpolymorph weapons at a cost of 100
Divine Favor. The far right wall of the top hall is false, hiding the challenge
The Devil's Number.
(-6, -2)
Lights: 3
Barrels: None
Enemies: None
Notes: Gate to the Hall of Corridors, There is a false wall to the right of the
top of the long ladder on the right. Inside is a Kitchen. The other door in the
back room leads to a tiny room with the second false wall on this screen, which
is at the bottom of the wall on the left.
(-5 - -2, -2)
Lights: None
Barrels: None
Enemies: Buried Skeletons
Chests: None
Notes: These four rooms contain buried skeletons and nothing else.
(-7, -3)
Lights: 8
Barrels: None
Enemies: Buried Skeleton (5), Skull Pile (2)
Chests: 4 - Coins (24), Scroll: Melee Immunity, 2 Empty
Notes: The small passage in the middle of the left side of the screen has a
false wall on the right which contains 50 Golden Magic Essence. The door at the
top of the screen leads to the Mausoleum Magnum, where the Black Amulets for
the quest The Key of the Necromancer.
In the Mausoleum, the Light Pet is an invaluable ally and strong melee attacks.
Obviously, Imbue Divine Light on a mace light the Lex Divinius and the
Slicering are quite handy here. Do NOT let Thieves steal the amulets and make
sure you clear each passage before dropping down to the next. There is also a
false wall which is in the bottom left section of the drop that leads from the
second to the third screen. This wall hides the unlock for the challenge Death
Level 1.
(-6, -3)
Lights: 4
Barrels: None
Enemies: Buried Skeleton (4)
Chests: None
Notes: Catacombs Shop
Catacombs Shop
--------------
Skill: Wind Cut, 100
Skill: Tremor, 300
Skill: Battle Cry, 600
Skill: Split Shot, 600
Skill: Bomb, 600
Skill: Move Out, 1000
Waved Dagger, 123
Falchion, 136
Combat Axe, 156
Morningstar, 104
Fire Scepter, 346
Ice Scepter, 346
Trident, 162
Long Bow, 66
Reinforced Scale Armor, 350
Plate Armor, 480
Tome: Infravision, 250
Tome: Invoke Ice Block, 350
Tome: Slow Poison, 150
Tome: Arcane Control, 400
Tome: Imbue Fire, 400
Tome: Imbue Frost, 400
Tome: Imbue Divine Light, 400
Scroll: Teleport to Catacombs, 15
Staff of Elemental Magic (L9), 200
Staff of Red Magic (L9), 200
Staff of Blue Magic (L9), 200
Staff of Healing Magic (L9), 200
Staff of Necromancy (L9), 200
Staff of Divine Light (L9), 200
Cleric Robe, 151
Healer Robe of Concentration, 401
Healer Robe of Defense, 381
Recipe: Improved Detection, 90
Recipe: Elixir of Resurrection, 150
(-5, -3)
Lights: 7
Barrels: None
Enemies: Skeleton Mage, Floating Eye (3), Buried Skeleton (14), Skull Pile (2)
Chests: None
Notes: The door here leads to a passage to the God of Light
(-7, -4)
Lights: 10
Barrels: None
Enemies: Buried Skeleton (8), Skull Pile (3)
Chests: 2 - Protective Ring of the Necromancer, Empty
Notes: The skeleton creature here puts you on the Key of the Necromancer quest,
which you must complete to get the Necronomicon.
(-6, -4)
Lights: 3
Barrels: None
Enemies: Floating Eye (5)
Chests: None
Traps: Fire Trap
Notes: The doors here go to a back passage containing Floating Eyes which
allows you to bypass the elevator shaft.
(-5, -4)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: This room contains a hidden door to the Necronomicon between the fifth
and sixth candles. Also here is a skeleton creature who puts you on the Begin
the Begun quest, which amounts to buying a Rebirth Orb for 100 Blue Magic
Essence and 100 Arcane Magic Essence. In the room with the book, walk toward
the book for a scene, walk a bit to the left, fight some skeletons, and then
get the book.
(-7, -5)
Lights: 13
Barrels: None
Enemies: Buried Skeleton (12), Skull Pile
Chests: 4 - Random Weapon, Arcane Magic Essence (37), Small Ruby (4), Potion of
Speed
Notes: The door here is the exit to the Mausoleum Magnum
(-6, -5)
Lights: 6
Barrels: None
Enemies: None
Chests: None
Notes: None
(-5, -5)
Lights: 8
Barrels: None
Enemies: Floating Eye (2), Buried Skeleton (16), Skull Pile
Chests: 2 - Arcane Magic Essence (66), Coins (65)
Notes: In the top section of the right wall in the bottom right passage is a
false wall hiding a random weapon. Also here is a skeleton which imparts the
Skeleton with No Skull quest.
(-7, -6)
Lights: 8
Barrels: None
Enemies: Buried Skeleton (4)
Chests: 2 - Potion of Giant Strength, Empty
Notes: Door to the Hall of Corridors. The second passage from the bottom in the
middle of the screen has a false wall on the right which contains 63 coins. The
door to Sux Mortis is also here, but it is blocked by a barrier. Going through
the events related to the Light Pet will get you around it.
(-6, -6)
Lights: 4
Barrels: None
Enemies: None
Chests: None
Notes: None
(-5, -6)
Lights: 3
Barrels: None
Enemies: Skeleton Mage (4), Skeleton (4)
Chests: None
Notes: Be prepared before entering this room. Arcane defensive items aren't a
bad idea, if you have them. Weapon skills like Tremor and Javelin are helpful,
along with Imbue Divine Light. The last of the four Mages is at the top of the
ladder on the right. Kill him, then pull the lever at the bottom right and open
the lock at the top left before proceeding right.
(-4, -6)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: Here we are witness to a morbid ceremony, much to Zera's chagrin.
(-3, -6)
Lights: 6
Barrels: None
Enemies: Skeleton Mage (3), Buried Skeleton (11)
Chests: None
Notes: The Mage is immediately to the left as you drop down from the entrance.
Deal with it quickly. There is a false wall in the overhang above you as you
enter from the left. It hides 53 Arcane Magic Essence. Go through the door to
start the events related to the Light Pet.
Use Fire protection to get the Light Pet and move quickly to get to the
Skeleton Mage going to kill it. Tremor is a great skill to clear the way. In
the top hallway of the sigil room is a false wall on the left side. Jump and
swing to reveal it and the Lex Divinius, a great unique mace. Go back and down
at the fork to work your way toward (-7, -6)
The Laboratory
-------------------------------------
(-6, 5)
Lights: 3
Barrels: 4
Enemies: Scientist, Mechanical Spider, Acid Slime (8)
Chests: None
Scroll Stands: 1 - Ray Immunity (2)
Notes: To the left of the laboratory in the top passage is a false wall hiding
the unique bow Meltroth.
(-7, 6)
Lights: 6
Barrels: 2
Enemies: Iron Golem (4), Mechanical Spider (2), Scientist, Arcane Helmet
Chests: None
Jewelry Boxes: 1 - Small Sapphire (8)
Notes: The left wall in the small passage below the Scientist is false, hiding
a door leading to some Scientist Clothes.
(-6, 6)
Lights: 4
Barrels: None
Enemies: Iron Golem (3)
Chests: None
Notes: None
(-7, 7)
Lights: 8
Barrels: None
Enemies: Yellow Slug (3), Mechanical Spider (6), Scientist, Acid Slime (8),
Fire Helmet
Chests: None
Traps: Lighting Generators
Notes: The Laboratory Shop is here, but this is a tough room if you enter from
the bottom -- a confined space with a Scientist, a Fire Helmet, and a floor
crawling Acid Slimes. Initially, it is also not possible to enter from the
right because of a barrier that is unlocked from the other side. Coming in from
the top is a MUCH easier proposition.
Laboratory Shop
----------------
Skill: Triple shot, 1000
Skill: Extraordinary scope, 600
Skill: Axe Execution, 1000
Skill: Parry Wall, 1000
Skill: Web Trap, 1000
Skill: Justice, 1000
Silver Dagger, 147
Bastard Sword, 136
Sword of the Necromancer, 426
Battleaxe, 178
War Hammer, 120
Halberd, 190
50 Short Arrows, 15
50 Long Arrows, 50
50 Arcane Arrows, 150
Reinforced Long Bow, 76
Necromancer slothes, 560
Bronze Breastplate, 600
Azurite Insulated Armor, 250
Tome: Ogre Strength, 300
Tome: Curse of the Dead, 350
Tome: Latent Life, 450
Tome: Deadly Cloud, 480
Tome: Poison Reduction, 420
Tome: Bright Mind, 380
Tome: Transmute Ruby, 80
Tome: Transmute Sapphire, 80
Tome: Transmute Emerald, 80
Tome: Transmute Metal, 600
Tome: Healing Allies, 350
Tome: Telekinesis, 350
Scroll: Teleport to Laboratory, 15
Staff of Elemental Magic (L11), 300
Staff of Red Magic (L11), 300
Staff of Blue Magic (L11), 300
Staff of Healing Magic (L11), 300
Staff of Necromancy (L11), 300
Staff of Divine Light (L11), 300
Ring of the Mutilator, 170
Ring of the Ranger, 150
Ring of the Paladin, 160
Ring of the Barbarian, 140
Ring of Elements, 150
Ring of Life, 140
(-6, 7)
Lights: 9
Barrels: 5
Enemies: Mechanical Spider, Scientist (2)
Chests: None
Scroll Stands: 1 - Scroll of Ray Protection (2)
Notes: The door in the upper right leads to the catwalk to the Prison Tower.
(-7, 8)
Lights: 8
Barrels: 2
Enemies: Mechanical Spider (3), Acid Slime (16?), Arcane Helmet, Scientist (2)
Chests: 1 - Yellow Magic Essence (50)
Scroll Stands: 1 - Scroll: Ray Protection (2)
Traps: Lightning Generator
Notes: The door here leads to an orc which starts you on the Edward
Scissorclaws quest.
(-6, 8)
Lights: 9
Barrels: 4
Enemies: Mechanical Spider (4), Arcane Helmet (2), Scientist, Yellow Slug (5)
Chests: None
Jewelry Boxes: 1 - Potion of Healing (2)
Traps: Lightning Generator (2)
Notes: The left wall of the passage just below the Scientist is false,
containing 2 Major Healing potions.
(-7, 9)
Lights: 2
Barrels: 2
Enemies: None
Chests: 1 - Random Weapon
Notes: The Spirit of Alteration Magic puts you on the quest for The
Philosopher's Stone.
(-6, 9)
Lights: 6
Barrels: 2
Enemies: Arcane Helmet (3), Mechanical Spider (3)
Chests: 2 - Random Weapon. Coins (66)
Traps: Lightning Generator
Notes: The Scientist in this room is actually not an enemy. Instead he puts you
on the quest Golems. The top left room has a false wall on the left hiding 50
Yellow Magic Essence.
The Prison
-------------------------------------
(-3, 4)
Lights: 10
Barrels: None
Enemies: Orc (10)
Chests: None
Notes: There are 10 Prison cells here with goblin captives that are part of the
Liberation Day quest. 4 captives can be found on this screen.
(-4, 5)
Lights: 12
Barrels: 3
Enemies: Orc (10)
Chests: 1 - Random Weapon
Notes: There are 8 prison cells in here. Half of them are occupied with goblins
for the Liberation Day quest. The Warden is the Orc in the bottom right of the
screen with the Axe.
(-3, 5)
Lights: 8
Barrels: 10
Enemies: Orc (6), Fire Helmet (2)
Chests: None
Traps: Bear Trap
Notes: None
(-4, 6)
Lights: 6
Barrels: 5
Enemies: Skeleton (3), Crow (9)
Chests: None
Notes: A goblin hiding in the barrel at the bottom of the screen starts you on
the quest Liberation Day.
(-3, 6)
Lights: 9
Barrels: 5
Enemies: Acid Slime (5), Skeleton (2)
Chests: None
Notes: There is a barrier blocking a shortcut from the Mage Tower. There is a
false wall in the left side of the small passage on the left side of the
screen. Inside is a kitchen with a chest holding 3 Giant Strength potions.
(-4, 7)
Lights: 6
Barrels: None
Enemies: Skeleton (2)
Chests: None
Notes: Gate to the Hall of Corridors.
(-3, 7)
Lights: 5
Barrels: None
Enemies: Skeleton
Chests: None
Notes: The goblin here starts you on the Gates of Death quest.
(-4, 8)
Lights: 6
Barrels: 2
Enemies: Skeleton (2), Crow (12), Acid Slug (6), Red Helmet
Chests: 2 - Goblin Axes, Goblin Axes
Traps: Bear Trap (5)
Notes: There is a door here which takes you to Gauntlik. See the Bosses section
for strategy. The far left pit has a false wall. Drop off the left ledge to
avoid the bear trap and hit the wall. Go left and dispel another false wall to
get to unlock the challenge A Hand With Vampires.
(-3, 8)
Lights: 5
Barrels: 8
Enemies: Acid Slug (11), Skeleton (2)
Chests: 1 - Coins (80)
Notes: None
The Halls
-------------------------------------
(5, -1)
Lights: 3
Barrels: None
Enemies: Frost Helmet (3)
Chests: None
Jewelry Boxes: 1 - Black Key
Notes: The Miniboss Lepha guards the Jewelry Boxes.
(3, 0)
Lights: 7
Barrels: 2
Enemies: Red Ghost Armor (3), Blue Slime (10)
Chests: 2 - Random Weapon, Piece of Shield of Koth'Narak
Scroll Stands: 1 - Scroll: Improve Weapon (3)
Notes: There is a gate to the Hall of Corridors. The top left wall in the same
passage as the gate is false, concealing Halbertus, a unique polearm. A door
here leads to the Halls boss, Medeox. See the Bosses section for strategy.
(4, 0)
Lights: 7
Barrels: None
Enemies: Green Ghost Armor (8), Blue Slime (6)
Chests: 1 - Piece of Shield of Koth'Narak
Notes: The door here leads to the Ghost Painter. Buy 2 cards from him.
(5, 0)
Lights: 10
Barrels: 5
Enemies: Blue Slime (2), Blue Knight (3), Jester
Chests: 4 - Random Weapon, Crystalline Magic Essence (20), Piece of Shield of
Koth'Narak (2)
Scroll Stands: 1 - Scroll: Illumination (3)
Notes: One of the shield pieces must be accessed from (4,0) and the other must
be accessed from above or below. A door here leads to the Sword in the Stone
quest.
(6, 0)
Lights: 9
Barrels: None
Enemies: Red Ghost Knight (5), Jester (3)
Chests: 4 - Coins (50), Coins (70), Crystalline Magic Essence (30), Piece of
Shield of Koth'Narak
Notes: The Halls Shop is located here.
Halls Shop
-----------
Skill: <Weapon> Mastery 3, 300
Carved Dagger, 171
Great Broad Sword, 176
War Axe, 201
Great Hammer, 136
Hammer of the Paladin, 800
Double Pike, 218
50 Short Arrows, 15
50 Long Arrows, 50
50 Arcane Arrows, 150
Composite Long Bow, 86
Silver Breastplate, 800
Tome: Arcane Wave, 350
Tome: Speed, 550
Tome: Invisibility, 500
Tome: See Invisible, 500
Tome: Stun, 600
Tome: Phase Door, 510
Tome: Antidote, 500
Tome: Improve Weapon, 700
Tome: Improve Armor, 700
Tome: Combat Protection, 500
Tome: Teleport to Hall Shop, 200
Tome: Invoke Fire Spirit, 1500
Scroll: Teleport to Halls
Mage Staff, 800
Staff of Elemental Magic (L13), 500
Staff of Red Magic (L13), 500
Staff of Blue Magic (L13), 500
Staff of Healing Magic (L13), 500
Staff of Necromancy (L13), 500</pre><pre id="faqspan-2">
Staff of Divine Light (L13), 500
Great Fire Wizard Robe, 1500
Great Frost Wizard Robe, 1500
Great Arcane Warlock Robe, 1500
Great Cleric Robe, 1500
Great Fire Wizard Robe of Concentration, 1500
Great Frost Wizard Robe of Concentration, 1500
Great Arcane Warlock Robe of Concentration, 1500
Great Healer Robe of Concentration, 1500
Great Fire Wizard Robe of Defense, 1500
Great Frost Wizard Robe of Defense, 1500
Great Arcane Warlock Robe of Defense, 1500
Great Healer Robe of Defense, 1500
(7, 0)
Lights: 9
Barrels: None
Enemies: Red Ghost Knight (2), Blue Slime (14), Jester (2)
Chests: 2 - Random Weapon, Piece of Shield of Koth'Narak
Notes: There is a door here where Ubuntu puts you on the Bureaucracy quest.
Note that the same back passage also hides two challenges. On the upper screen
there is a false wall to the left of the top of the tallest ladder. Jump off
and jab with a dagger to find a door leading to Eye For An Eye. However, jab
the false wall to the left of the revealed door to lead you down to The Toy
Hammer, as well.
(3, 1)
Lights: 9
Barrels: None
Enemies: Vampire Bat (26)
Chests: 3 - Piece of Shield of Koth'Narak, Small Sapphire (10), Random Weapon
Notes: The door here takes you to the 8-bit room where the pet Gatchan can be
found. Be sure to have Heat Aura at the ready. Gatchan should be in the block
of stone on the right side of the second passage from the top. It's easier to
avoid the white spike balls than to destroy them. Once you have him, teleport
out.
(4, 1)
Lights: 8
Barrels: 2
Enemies: Red Ghost Armor (6), Jester
Chests: 1 - Crystalline Magic Essence (30)
Notes: None
(5, 1)
Lights: 7
Barrels: None
Enemies: Blue Slimes (18), Green Knight (2), Red Helmet (3)
Chests: 4 - Coins (40), Random Weapon, Crystalline Magic Essence (30), Piece of
Shield of Koth'Narak
Scroll Stands: 1 - Melee Mastery (3)
Notes: None
(6, 1)
Lights: 7
Barrels: None
Enemies: Green Knight (8), Frost Helmet (2)
Chests: None
Scroll Stands: 1 - Scroll of Melee Mastery (3)
Notes: None
(7, 1)
Lights: 13
Barrels: None
Enemies: Red Ghost Knight (5), Red Helmet (2), Vampire Bat (11)
Chests: None
Notes: None
(1, 2)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: The assistant to the wizard hosts the Teleportation Shop.
Teleportation Shop
-------------------
Tome: Teleport to Mine, 50
Tome: Teleport to Sewers, 50
Tome: Teleport to Gardens, 50
Tome: Teleport to Library, 50
Tome: Teleport to Catacombs, 50
Tome: Teleport to Laboratory, 50
Tome: Portal, 150
Tome: Teleport to Portal, 380
(2-5, 2)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: These rooms house Time Spirits. Use Phase Door scrolls to cross without
frustration.
(6, 2)
Lights: 8
Barrels: 2
Enemies: Blue Knight (2)
Chests: 1 - Coins (50)
Notes: Gate to the Hall of Corridors.
(7, 2)
Lights: 3
Barrels: None
Enemies: None
Chests: 1 - Crystalline Magic Essence (30)
Notes: The Spirit of Protection Magic puts you on the quest for the Shield of
Koth'Narak.
The Forgotten Tower
-------------------------------------
(3, 5)
Lights: 3
Barrels: 4
Enemies: Vampire Bat (12)
Chests: None
Jewelry Boxes: 1 - Ring of Skies
Notes: Knock out all the bats before attempting this room or face a pointy end.
Heat Aura is also critical to getting through alive.
(4, 5)
Lights: 10
Barrels: None
Enemies: Thief Ghost (4), Vampire Bat (12)
Chests: None
Notes: None
(3, 6)
Lights: 7
Barrels: None
Enemies: Thief Ghost (3), Spirit in Torment (5)
Chests: None
Notes: None
(4, 6)
Lights: 10
Barrels: 3
Enemies: Thief Ghost, Spirit in Torment (4)
Chests: None
Notes: There is a false wall near the top right ladder which hides 14 small
sapphires.
(3, 7)
Lights: 6
Barrels: 8
Enemies: Black Widow (17)
Chests: 1 - Red Magic Essence (100)
Notes: This room is difficult because of the TON of Black Widows. A scroll of
Illumination is incredibly helpful here.
(4, 7)
Lights: 8
Barrels: 3
Enemies: Spirit in Torment (3)
Chests: 2 - Potion of See Invisible (2), Potion of See Invisible (3)
Notes: Lux the Spirit warns you of the presence of the invisible ghosts here.
There is also a barrier which can be unlocked when accessed from (4, 8).
(3, 8)
Lights: 6
Barrels: 5
Enemies: Black Widow (14)
Chests: 1 - Green Magic Essence (30)
Notes: The Tower Shop is here.
Tower Shop
-----------
Hardened Dagger, 199
Katana, 196
Double War Axe, 223
Great Morningstar, 152
Great Trident, 246
50 Short Arrows, 15
50 Long Arrows, 50
50 Arcane Arrows, 150
Great Long Bow, 96
Gold Breastplate, 1000
Tome: Improved Healing, 800
Tome: Polymorph, 900
Tome: Improved Regeneration, 850
Tome: Teleport to Tower Shop, 300
Tome: Invoke Fire Spirit, 1500
Tome: Advanced Firebolt, 850
Tome: Mass Healing, 830
Tome: Advanced Frostbolt, 780
Tome: Mental Control, 800
Tome: Salvation, 350
Scroll: Teleport to Tower
Tome: Unholy Growth, 1000
Staff of Elemental Magic (L15), 700
Staff of Red Magic (L15), 700
Staff of Blue Magic (L15), 700
Staff of Healing Magic (L15), 700
Staff of Necromancy (L15), 700
Staff of Divine Light (L15), 700
Tome: Cold Protection, 150
Tome: Shadow Protection, 200
Tome: Fire Protection, 250
Tome: Poison Immunity, 400
Tome: Movement Freedom, 500
Tome: Mental Barrier, 600
Tome: Polymorph Immunity, 700
Tome: Return Projectiles, 800
(4, 8)
Lights: 9
Barrels: 16
Enemies: Black Widow (16)
Chests: 3 - Coins (85), Random Weapon, Arcane Magic Essence (60)
Scroll Stands: Scroll: Midas Transmutation
Notes: A ladder to the top right corner passage appears when all spiders have
been disposed of.
The Mage Tower
-------------------------------------
(-1, 4)
Lights: None
Barrels: None
Enemies: Floating Eye, Blue Sorceror (2)
Chests: None
Notes: None
(0, 4)
Lights: 8
Barrels: 4
Enemies: Blue Slime (10), Frost Mage (2), Gelatinous Cube
Chests: None
Notes: None
(1, 4)
Lights: 7
Barrels: None
Enemies: Blue Slime (6), Blue Sorceror (6)
Chests: None
Scroll Stands: 1 - Scroll: Madness
Notes: None
(-1, 5)
Lights: 1
Barrels: None
Enemies: Floating Eye (2)
Chests: None
Notes: The right eye casts Slow and the other Teleports you. Be careful.
(0, 5)
Lights: 4
Barrels: 2
Enemies: Red Sorceror, Floating Eye (2), Blue Slime (9)
Chests: None
Notes: There is a lever in the upper middle of the room which creates a bridge
across the lower pit.
(1, 5)
Lights: 1
Barrels: 3
Enemies: Blue Sorceror (6)
Chests: None
Notes: None
(-1, 6)
Lights: None
Barrels: 2
Enemies: Floating Eye, Blue Sorceror (3)
Chests: None
Notes: None
(0, 6)
Lights: 4
Barrels: 6
Enemies: Blue Slime (4), Red Sorceror (2)
Chests: None
Notes: There is a lever here which creates a small, relatively worthless, bridge
(1, 6)
Lights: 3
Barrels: 4
Enemies: Blue Sorceror (2), Floating Eye (2)
Chests: None
Notes: None
(-1, 7)
Lights: 3
Barrels: 4
Enemies: Red Sorceror (3)
Chests: None
Notes: The three sorcerors must be killed to make a ladder appear which permits
access to the upper part of (0, 7).
(0, 7)
Lights: 2
Barrels: 6
Enemies: Red Sorceror, Floating Eye, Blue Sorceror
Chests: None
Notes: The way to (1, 7) must be initially accessed from (-1, 7). There is a
lever which creates a stair step that removes this restriction once reached.
(1, 7)
Lights: 7
Barrels: None
Enemies: Gelatinous Cube (4)
Chests: None
Notes: There is a lever which, when triggered, eliminates the need to fight the
cubes.
(-1, 8)
Lights: 7
Barrels: 1
Enemies: Blue Sorceror, Red Sorceror (2), Arcane Sorceror (2)
Chests: None
Notes: All three types at once. Lovely. Fortunately, the same tactics needed
elsewhere work well here. With the sorcerors disposed of, a ladder appears
which makes the gate in (0, 8) accessible.
(0, 8)
Lights: 1
Barrels: 1
Enemies: Arcane Sorceror (4)
Chests: None
Notes: This room is harder than the last. *Sigh* There is a gate to the Hall of
Corridors, but it is not accessible when travelling from (1, 8). Arcane
Immunity or Reflect Projectiles plus Sleep will win the day here.
(1, 8)
Lights: 4
Barrels: None
Enemies: Arcane Sorceror (3)
Chests: None
Notes: This is a tricky room -- the three sorcerors keep summoning skeletons
and have Reflect Projectiles cast on them. Sleep magic is invaluable here.
Thankfully, once you pass this room, there is a lever which makes fighting them
optional.
(0, 9)
Lights: None
Barrels: None
Enemies: None
Chests: None
Notes: Harnakon is here. After going through the portal, two Challenges can be
found in the Elven Village: the first is Die Hard. You first pass it and have
to jump down from the screen above in order to reach it. The second is Mission:
Nearly Impossible, which is reached by jumping off the right edge of the
platform with the Twin Crystals.
********************************************************************************
* V. Weapons
********************************************************************************
--------
Swords
--------
The most basic kind of weapon of the game. Not super necessary compared to
Polearms, but your sword is enough to get you by. They do less damage against
armored foes and skeletons.
Short Sword
Level: 0
Attack: 50
Effects: None
Location: Found in Tutorial
Price: Nil
Gladius
Level: 3
Attack: 80
Effects: None
Location: Mine Shop
Price: 56
Broad Sword
Level: 5
Attack: 120
Effects: None
Location: Sewer Shop
Price: 76
Thimius (Unique)
Level: 5
Attack: 130
Effects: +15% Fire Damage, +5% Sword Critical, Imbued with Fire
Location: The Downs (0, -3)
Price: Found
Scimitar
Level: 7
Attack: 160
Effects: None
Location: Gardens Shop
Price: 96
Assault Sword
Level: 9
Attack: 200
Effects: None
Location: Library Shop
Price: 116
Sword of the Necromancer
Level: 10
Attack: 220
Effects: +45% arcane damage, +5% arcane critical hit
Location: Laboratory Shop
Price: 426
Falchion
Level: 11
Attack: 240
Effects: None
Location: Catacombs Shop
Price: 136
Hatto Hanzori's Katana
Level: 12
Attack: 360
Effects: +50% speed with swords
Location: Gualik's Shop
Price: 150 UN points
Bastard Sword
Level: 13
Attack: 280
Effects: Longer range
Location: Laboratory Shop
Price: 156
Excalibur
Level: 13
Attack: 330
Effects: +25% Experience, +10% Sword Critical
Location: Quest Reward
Price: Found
Great Broad Sword
Level: 15
Attack: 320
Effects: None
Location: Halls Shop
Price: 180
Katana
Level: 17
Attack: 260
Effects: None
Location: Tower Shop
Price: 196
---------
Daggers
---------
These have a shorter range and are faster than swords--one of the fastest
weapons in the game. They have the advantage of being able to backstab, causing
extra damage against humanoids.
Light Dagger
Level: 1
Attack: 29
Location: Found
Price: Found
Broad Dagger
Level: 3
Attack: 65
Location: Mine Shop
Price: 45
Crossed Dagger of Adjanti
Level: 5
Attack: 133
Effects: +30% Arcane damage
Location: Quest reward
Price: Quest reward
Poniard
Level: 5
Attack: 95
Location: Sewer Shop
Price: 63
Broad Knife
Level: 7
Attack: 125
Location: Gardens Shop
Price: 81
Penetrating Dagger
Level: 9
Attack: 160
Location: Library Shop
Price: 99
Vitathandis (Unique)
Level: 9
Attack: 180
Effect: +15 Health, +15% Healing, heals when non-Undead are killed
Location: Hidden chest in Library room (0,3)
Price: Found
Waved Dagger
Level: 11
Attack: 195
Location: Catacombs Shop
Price: 123
Edward's Cursed Blade (Unique)
Level: 12
Attack: 210
Effect: +10 Frost/Arcane Damage, +15% Sword Critical, Triple Damage on Critical
Hit
Location: Quest Reward
Price: Found
Silver Dagger
Level: 13
Attack: 235
Location: Laboratory Shop
Price: 147
Curved Dagger
Level: 15
Attack: 275
Location: Halls Shop
Price: 171
Hardened Dagger
Level: 17
Attack: 320
Location: Tower Shop
Price: 199
-------
Maces
-------
Maces and hammers are used for their crushing power, having strength against
armored foes, skeletons, and barrels.
Mace
Level: 1
Attack: 45
Location: (0, -4)
Price: Found
Hammer
Level: 3
Attack: 80
Location: Mine Shop
Price: 40
Combat Mace
Level: 5
Attack: 120
Location: Sewer Shop
Price: 56
Kathiel (Unique)
Level: 5
Attack: 135
Effects: +10% Frost Damage, Soul Freeze
Location: Sewers (1, -6)
Price: Found
Hammer of the Blacksmith
Level: 7
Attack: 160
Location: Gardens Shop
Price: 72
War Mace
Level: 9
Attack: 200
Location: Library Shop
Price: 88
Fire Scepter
Level: 10
Attack: 220
Effects: Fire critical +5%, Fire damage +35%
Location: Catacombs Shop
Price: 346
Ice Scepter
Level: 10
Attack: 220
Effects: Frost critical +5%, Frost damage +35%
Location: Catacombs Shop
Price: 346
Morningstar
Level: 11
Attack: 240
Location: Catacombs Shop
Price: 104
War Hammer
Level: 13
Attack: 280
Location: Laboratory Shop
Price: 120
BoneBreaker
Level: 14
Attack: 290
Effects: Attack multiple opponents
Location: Halls
Price: Quest Reward
Great Hammer
Level: 15
Attack: 320
Location: Halls Shop
Price: 136
Hammer of the Paladin
Level: 15
Attack: 330
Effects: Light critical +5%, Light damage +60%, +2 Divine Favor drops from
undead
Location: Halls Shop
Price: 800
Great Morningstar
Level: 17
Attack: 360
Location: Tower Shop
Price: 152
------
Axes
------
Axes in Unepic are a hybrid of swords and maces, able to both cut and smash
with the drawback of attack speed.
Small Axe
Level: 1
Attack: 45
Location: Chest (2, 0)
Price: Found
Hand axe
Level: 3
Attack: 90
Location: Mine Shop
Price: 66
Horga'hn Axe
Level: 3
Attack: 95
Effects: Occasionally does two fast strikes
Location:
Price: Found
Assault Axe
Level: 5
Attack: 135
Location: Sewer Shop
Price: 88
Double Axe
Level: 7
Attack: 180
Location: Gardens Shop
Price: 111
Viscer Axis
Level: 9
Attack: 194
Effects: +6% axe critical, causes triple damage on critical hit
Location: Hidden chest in Library room (6,4).
Boning
Level: 9
Attack: 230
Location: Library Shop
Price: 133
Combat Axe
Level: 11
Attack: 270
Location: Catacombs Shop
Price: 156
Battle Axe
Level: 13
Attack: 315
Location: Laboratory Shop
Price: 178
War Axe
Level: 15
Attack: 360
Location: Halls ShopHalls Shop
Price: 201
Double War Axe
Level: 17
Attack: 405
Location: Tower Shop
Price: 223
----------
Polearms
----------
Spears and other poking weapons fall into this category. They typically have
lower damage, but they also have the best reach of any melee weapon. You'll
want to keep a spear around for poking snakes and when you have to go
toe-to-toe with orcs.
Light Spear
Level: 1
Attack: 28
Location: (1, 1)
Price: Found
Spear
Level: 3
Attack: 50
Location: Mine Shop
Price: 57
Heavy Spear
Level: 5
Attack: 80
Location: Sewer Shop
Price: 78
Pike
Level: 7
Attack: 120
Location: Gardens Shop
Price: 106
Claw Spear
Level: 9
Attack: 160
Location: Library Shop
Price: 134
Trident
Level: 11
Attack: 200
Location: Catacombs Shop
Price: 200
Halberd
Level: 13
Attack: 240
Location: Laboratory Shop
Price: 190
Halbertus
Level: 13
Attack: 260
Effects: +10% Attack Speed, Corrosive Attack
Location: Halls
Price: Found
Double Pike
Level: 15
Attack: 280
Location: Halls Shop
Price: 218
Great Trident
Level: 17
Attack: 320
Location: Tower Shop
Price: 246
------
Bows
------
Bows are incredibly handy to have around as the easiest source of ranged
attacks. They aren't very good against armored foes, such as helmets and
knights. Be aware that short bows require short arrows, long bows need long
arrows, and certain specialty bows require arcane arrows.
Light Short Bow
Level: 1
Attack: 50
Location: (0, -4)
Price: Found
Reinforced Short Bow
Level: 5
Attack: 70
Location: Sewers Shop
Price: 36
Venoma (Unique)
Level: 6
Attack: 97
Effects: +5% Bow Critical, turns Arcane arrows into poison arrows.
Location: Garden room (-5, 3)
Price: Found
Composite Short Bow
Level: 7
Attack: 90
Location: Gardens Shop
Price: 46
Windbreaker
Level: 8
Attack: 150
Location: Gardens Shop
Price: 250
Light Long Bow
Level: 9
Attack: 110
Location: Gardens Shop
Price: 56
Long Bow
Level: 11
Attack: 130
Location: Catacombs Shop
Price: 66
Composite Great Longbow
Level: 15
Attack: 170
Location: Halls Shop
Price: 86
Great Longbow
Level: 17
Attack: 190
Location: Tower Shop
Price: 96
-------
Wands
-------
These shoot magic bolts of various types. They have a limit on their charges,
but they cause good damage and have a fast rate of fire. They are quite handy
when you need to have a fast casting time. Unique wands also have a charge
limit, but they recharge automatically over time.
Flare Launcher
Level: 1
Effects: Creates flares which light up the dark
Charges: 20
Location: Zoran's Shop
Price: 11
Magic Wand
Level: 1
Effects: Arcane bolt
Charges: 20
Location: Hidden chest in Sewer room (3, -4)
Wand of Frostbolt
Level: 2
Effects: Frost Bolt
Charges: 20
Location: The Downs
Wand of Firebolt
Level: 2
Effects: Fire bolt
Charges: 20
Location: Unknown
Wand of Slow
Level: 3
Effects: Slow
Charges: 20
Location: (7, 7)
Wand of Polymorph
Level: 4
Effects: Polymorph
Charges: 8
Location: (-7, 2), (4,3)
Wand of Fireball
Level: 5
Effects: Fireball
Charges: 8
Location: (-4, 1)
Wand of Paralysis
Level: 5
Effects: Paralysis
Charges: 8
Location: (5, 4)
--------
Staves
--------
Staves are blunt weapons similar to maces, but are oriented toward
spellcasting, so they typically have less crushing power than a mace of the
same level, but they also provide significant bonuses to magic use.
Staff of Elemental Magic
Level: 1
Attack:30
Effects: +2% Fire/Frost Critical, +10% Fire/Frost Damage
Location: Mine Shop
Price: 25
Staff of Red Magic
Level: 1
Attack: 30
Effects: +3% Fire Critical, +20% Fire Damage
Location: Mine Shop
Price: 25
Staff of Elemental Magic
Level: 3
Attack: 60
Effects: +3% Fire/Frost Critical, +15% Fire/Frost Damage
Location: Sewer Shop
Price: 50
Staff of Red Magic
Level: 3
Attack: 60
Effects: +5 Fire Critical, +30% Fire Damage
Location: Sewer Shop
Price: 50
Staff of Blue Magic
Level: 3
Attack: 60
Effects: +5% Frost Critical, +30% Frost Damage
Location: Sewer Shop
Price: 50
Staff of Elemental Magic
Level: 5
Attack: 90
Effects: +4% Fire/Frost Critical, +20% Fire/Frost Damage
Location: Gardens Shop
Price: 75
Staff of Red Magic
Level: 5
Attack: 90
Effects: +6% Fire Critical, +40% Fire Damage
Location: Gardens Shop
Price: 75
Staff of Blue Magic
Level: 5
Attack: 90
Effects: +6% Frost Critical, +40% Frost Damage
Location: Gardens Shop
Price: 75
Staff of Healing Magic
Level: 5
Attack: 90
Effects: +40% Healing
Location: Gardens Shop
Price: 75
Staff of Elemental Magic
Level: 7
Attack: 120
Effects: +5% Fire/Frost Critical, +25% Fire/Frost Damage
Location: Library Shop
Price: 100
Staff of Red Magic
Level: 7
Attack: 120
Effects: +7% Fire Critical, +50% Fire Damage
Location: Library Shop
Price: 100
Staff of Blue Magic
Level: 7
Attack: 120
Effects: +7% Frost Critical, +50% Frost Damage
Location: Library Shop
Price: 100
Staff of Healing Magic
Level: 7
Attack: 120
Effects: +50% Healing
Location: Library Shop
Price: 100
Staff of Elemental Magic
Level: 9
Attack: 150
Effects: +6% Fire/Frost Critical, +30% Fire/Frost Damage
Location: Catacombs Shop
Price: 200
Staff of Red Magic
Level: 9
Attack: 150
Effects: +8% Fire Critical, +60% Fire Damage
Location: Catacombs Shop
Price: 200
Staff of Blue Magic
Level: 9
Attack: 150
Effects: +8% Frost Critical, +60% Frost Damage
Location: Catacombs Shop
Price: 200
Staff of Healing Magic
Level: 9
Attack: 150
Effects: +60% Healing
Location: Catacombs Shop
Price: 200
Staff of Necromancy
Level: 9
Attack: 150
Effects: +8% Arcane Critical, +60% Arcane Damage
Location: Catacombs Shop
Price: 200
Staff of Divine Light
Level: 9
Attack: 150
Effects: +8% Light Critical, +60% Light Damage
Location: Catacombs Shop
Price: 200
Staff of Elemental Magic
Level: 11
Attack: 180
Effects: +7% Fire/Frost Critical, +35% Fire/Frost Damage
Location: Laboratory Shop
Price: 300
Staff of Red Magic
Level: 11
Attack: 180
Effects: +9% Fire Critical, +70% Fire Damage
Location: Laboratory Shop
Price: 300
Staff of Blue Magic
Level: 11
Attack: 180
Effects: +9% Frost Critical, +70% Frost Damage
Location: Laboratory Shop
Price: 300
Staff of Necromancy
Level: 11
Attack: 180
Effects: +9% Arcane Critical, +70% Arcane Damage
Location: Laboratory Shop
Price: 300
Staff of Healing Magic
Level: 11
Attack: 180
Effects: +70% Healing
Location: Laboratory Shop
Price: 300
Staff of Divine Light
Level: 11
Attack: 180
Effects: +9% Light Critical, +70% Light Damage
Location: Laboratory Shop
Price: 300
Staff of Elemental Magic
Level: 13
Attack: 210
Effects: +8% Fire/Frost Critical, +40% Fire/Frost Damage
Location: Halls Shop
Price: 500
Staff of Red Magic
Level: 13
Attack: 210
Effects: +10% Fire Critical, +80% Fire Damage
Location: Halls Shop
Price: 500
Staff of Frost Magic
Level: 13
Attack: 210
Effects: +10% Frost Critical, +80% Frost Damage
Location: Halls Shop
Price: 500
Staff of Healing Magic
Level: 13
Attack: 210
Effects: +80% Healing
Location: Halls Shop
Price: 500
Staff of Divine Light
Level: 13
Attack: 210
Effects: +10% Light Critical, +80% Light Damage
Location: Halls Shop
Price: 500
Staff of Necromancy
Level: 13
Attack: 210
Effects: +10% Arcane Critical, +80% Arcane Damage
Location: Halls Shop
Price: 500
Mage Staff
Level: 13
Attack: 210
Effects: +10% Fire/Frost Critical, +60% Fire/Frost Damage
Location: Halls Shop
Price: 800
Staff of Elemental Magic
Level: 15
Attack: 230
Effects: +9% Fire/Frost Critical, +45% Fire/Frost Damage
Location: Tower Shop
Price: 700
Staff of Red Magic
Level: 15
Attack: 230
Effects: +11% Fire Critical, +90% Fire Damage
Location: Tower Shop
Price: 700
Staff of Blue Magic
Level: 15
Attack: 230
Effects: +11% Frost Critical, +90% Frost Damage
Location: Tower Shop
Price: 700
Staff of Healing Magic
Level: 15
Attack: 230
Effects: +90% Healing
Location: Tower Shop
Price: 700
Staff of Necromancy
Level: 15
Attack: 230
Effects: +11% Arcane Critical, +90% Arcane Damage
Location: Tower Shop
Price: 700
Staff of Divine Light
Level: 15
Attack: 230
Effects: +11% Light Critical, +90% Light Damage
Location: Tower Shop
Price: 700
********************************************************************************
* VI. Weapon / Armor Modifiers
********************************************************************************
Combat-Use Effects - These modifiers add an effect to your weapon after being
used to kill enemies in combat.
-------------------
Fire Rage - Fire
Soul Freeze - Frost
Redemption - Light
Arcane Rage - Arcane
Corrosion - Acid
Pain - Extra damage
Slaying - Weapons with these modifiers do extra damage agaist specific types of
enemies.
--------
Orc Slaying - Orcs
Bug Slaying - Vermin
Skeleton Slaying - Undead
Beast Slaying - Beasts
Snake Slaying - Snakes and Tentacles
Plant Slaying - Plants and Fungi
Damage Buffs - These add to damage or Critical Hit chance while the item is held
-------------
The Ranger - +2% weapon critical
The Soldier - +5% weapon critical
The Knight - +8% weapon critical
The Assassin - +10% weapon critical
The Fire Mage - +10% Fire damage
The Fire Wizard - +3% Fire critical
The Frost Mage - +10% Frost damage
The Frost Wizard - +3% Frost critical
The Necromancer - +10% Arcane damage
The Dark Wizard - +3% Arcane critical
The Healer - +20% Healing
The Paladin - +3% Light critical hit
The Cleric - +10 Light damage
Defense Buffs - These reduce damage while the item is held
--------------
Fire Defense - +25 Fire defense
Frost Defense - +25 Frost defense
Arcane Defense - +25 Arcane defense
Type-Specific - Buffs that are specific to certain weapons or armor
---------------
Poisoned Arrows (Bow) - All arrows shot are poisonous
Melf (Bow) - All arrows shot are acidic
Double Shot (Bow) - Slower shot speed in return for 2 arrows per shot
Hellfire (Mace) - Occasionally hits the target with a column of fire in
addition to regular damage.
Stunning (Mace) - Stuns target
Great Craft (Armor) - improved durability
Miscellaneous Effects
----------------------
Destruction - Triple damage on critical hits
Life-Stealing - vampiric damage
Rage - attack multiple targets at once
Rapid Attack - Faster attack speed
Twin Attack - Occasional double attacks
********************************************************************************
* VII. Armor
********************************************************************************
T-Shirt & Jeans
Level: 0
Defense: Fire +2%, Frost +2%
Location: Starting Equipment
Price: Starting Equipment
Ranger Clothes
Level: 1
Defense: None
Effects: +2% Bow Critical, +10% Bow Damage
Location: Chest (1,1)
Price: Found
Quilted Armor
Level: 2
Defense: Melee +2, Projectiles +2, Fire +2%, Frost +2%
Location: Mine Shop
Price: 15
Light Leather Armor
Level: 3
Defense: Melee +10, Projectiles +10, Fire +3%, Frost +3%
Location: Mine Shop
Price: 25
Leather Armor
Level: 4
Defense: Melee +10, Projectiles +10, Fire +4%, Frost +4%
Location: Sewers Shop
Price: 40g
Scientist Clothes
Level: 4
Defense: +40 vs Rays
Effects: +5% XP
Location: Laboratory
Price: Found
Studded Leather Armor
Level: 5
Defense: Melee +18, Projectiles +18, Fire +4%, Frost +4%
Location: Sewers Shop
Price: 55
Reinforced Leather Armor
Level: 6
Defense: Melee +20, Projectiles +20, Fire +4%, Frost +4%
Location: Gardens Shop
Price: 70
Mail Armor
Level: 7
Defense: Melee +35, Projectiles +35, Fire +8%, Frost +8%
Location: Gardens Shop
Price: 180
Reinforced Mail Armor
Level: 8
Defense: Melee +40, Projectiles +40, Fire +10%, Frost +10%
Location: Library Shop
Price: 240
Scale Armor
Level: 9
Defense: Melee +45, Projectiles +45, Fire +12%, Frost +12%
Location: Library Shop
Price: 290
Giant Fire Snake Scale Armor
Level: 8
Defense: Melee +100, Projectiles +100, Fire +30%
Location: Library (7,8)
Price: Found
Reinforced Scale Armor
Level: 10
Defense: Melee +50, Projectiles +50, Fire +14%, Frost +14%
Location: Catacombs Shop
Price: 350
Plate Armor
Level: 11
Defense: Melee +60, Projectiles +60, Fire +18%, Frost +18%
Location: Catacombs Shop, Drop: Blue Knight
Price: 480
Necromancer's Clothes
Level: 10
Defense: Melee +50, Projectiles +50
Effects: +25% Arcane Damage
Location: Laboratory Shop
Price: 560
Bronze Breastplate
Level: 12
Defense: Melee +82, Projectiles +82, Fire +15%, Frost +15%
Location: Laboratory Shop
Price: 600
Azurite Insulated Armor
Level: 12
Defense: Melee +25%, Projectiles +25%, Fire +25%, Frost +25%, Rays +75%
Location: Laboratory Shop
Price: 350
Silver Breastplate
Level: 14
Defense: Melee +90, Projectiles +90, Fire: +17%, Frost +17%
Location: Halls Shop
Price: 800g
Gold Breastplate
Level: 16
Defense: Melee +100, Projectiles +100, Fire +20%, Frost +20%
Location: Tower Shop
Price: 1000
********************************************************************************
* VIII. Robes
********************************************************************************
Novice Fire Wizard Robe
Level: 3
Defense: None
Effects: +4% Fire Critical, +15% Fire Damage
Location: Sewer Shop
Price: 136
Novice Fire Wizard Robe of Concentration
Level: 3
Defense: None
Effects: +10% Fire Casting Speed, -1 Red Essence Usage, +1 Cast Breaking
Resistance
Location: Sewer Shop
Price: 151
Novice Fire Wizard Robe of Defense
Level: 3
Defense: Melee +10, Projectiles +10, Fire +50, Frost +20, Arcane +20
Effects: None
Location: Gardens Shop
Price: 401
Novice Frost Wizard Robe
Level: 3
Defense: None
Effects: +4% Frost Critical, +15% Frost Damage
Location: Gardens Shop
Price: 136
Novice Frost Wizard Robe of Concentration
Level: 3
Defense: None
Effects: +10% Frost Casting Speed, -1 Blue Essence Usage, +1 Cast Breaking
Resistance
Location: Gardens Shop
Price: 151
Novice Frost Wizard Robe of Defense
Level: 3
Defense: Melee +10, Projectiles +10, Frost +50, Fire +20, Arcane +20
Effects: +8% Healing
Location: Gardens Shop
Price: 401
Novice Cleric Robe
Level: 3
Defense: None
Effects: +15% Healing
Location: Gardens Shop
Price: 76
Novice Healer Robe of Concentration
Level: 3
Defense: None
Effects: +15% Healing Casting Speed, -1 Green Essence Usage, +1 Cast Breaking
Resistance
Location: Gardens Shop
Price: 201
Novice Healer Robe of Defense
Level: 3
Defense: Melee +10, Projectiles +10, Frost +20, Fire +20, Arcane +20
Effects: +8% Healing
Location: Gardens Shop
Price: 401
Fire Wizard Robe
Level: 7
Defense: None
Effects: +8% Fire Critical, +30% Fire Damage
Location: Library Shop
Price: 271
Fire Wizard Robe of Concentration
Level: 7
Defense: None
Effects: +20% Fire Casting Speed, -2 Red Essence Usage, +1 Cast Breaking
Resistance
Location: Library Shop
Price: 301
Fire Wizard Robe of Defense
Level: 7
Defense: Melee +30, Projectiles +30, Frost +30, Fire +75, Arcane +30
Effects: None
Location: Library Shop
Price: 676
Frost Wizard Robe
Level: 7
Defense: None
Effects: +8% Frost Critical, +30% Frost Damage
Location: Library Shop
Price: 271
Frost Wizard Robe of Concentration
Level: 7
Defense: None
Effects: +20% Frost Casting Speed, -2 Blue Essence Usage, +1 Cast Breaking
Resistance
Location: Library Shop
Price: 301
Frost Wizard Robe of Defense
Level: 7
Defense: Melee +30, Projectiles +30, Frost +30, Frost +75, Arcane +30
Effects: None
Location: Library Shop
Price: 676
Cleric Robe
Level: 7
Defense: None
Effects: +30% Healing
Location: Catacombs Shop
Price: 401
Healer Robe of Concentration
Level: 7
Defense: None
Effects: +30% Healing Casting Speed, -2 Green Essence Usage, +1 Cast Breaking
Resistance
Location: Catacombs Shop
Price: 401
Healer Robe of Defense
Level: 7
Defense: Melee +30, Projectiles +30, Frost +30, Fire +30, Arcane +30
Effects: +16% Healing
Location: Catacombs Shop
Price: 401
Great Fire Wizard Robe
Level: 11
Defense: None
Effects: +12% Fire Critical, +45% Fire Damage
Location: Halls Shop
Price: 1500
Great Fire Wizard Robe of Concentration
Level: 11
Defense: None
Effects: +30% Fire Casting Speed, -3 Red Essence Usage, +1 Cast Breaking
Resistance
Location: Halls Shop
Price: 1500
Great Fire Wizard Robe of Defense
Level: 11
Defense: Melee +50, Projectiles +50, Frost +40, Fire +100, Arcane +40
Effects: None
Location: Halls Shop
Price: 1500
Great Frost Wizard Robe
Level: 11
Defense: None
Effects: +12% Frost Critical, +45% Frost Damage
Location: Halls Shop
Price: 1500
Great Frost Wizard Robe of Concentration
Level: 11
Defense: None
Effects: +30% Frost Casting Speed, -3 Blue Essence Usage, +1 Cast Breaking
Resistance
Location: Halls Shop
Price: 1500
Great Frost Wizard Robe of Defense
Level: 11
Defense: Melee +50, Projectiles +50, Frost +100, Fire +40, Arcane +40
Effects: None
Location: Halls Shop
Price: 1500
Great Cleric Robe
Level: 11
Defense: None
Effects: +45% Healing
Location: Halls Shop
Price: 1500
Great Healer Robe of Concentration
Level: 11
Defense: None
Effects: +30% Healing Casting Speed, -3 Green Essence Usage, +1 Cast Breaking
Resistance
Location: Halls Shop
Price: 1500
Great Healer Robe of Defense
Level: 11
Defense: Melee +50, Projectiles +50, Frost +40, Fire +40, Arcane +40
Effects: +24% Healing
Location: Halls Shop
Price: 1500
Great Arcane Warlock Robe
Level: 11
Defense: None
Effects: +12% Arcane Critical, +45% Arcane Damage
Location: Halls Shop
Price: 1500
Great Arcane Warlock Robe of Concentration
Level: 11
Defense: None
Effects: +30% Arcane Casting Speed, -3 Arcane Essence Usage, +1 Cast Breaking
Resistance
Location: Halls Shop
Price: 1500
Great Arcane Warlock Robe of Defense
Level: 11
Defense: Melee +50, Projectiles +50, Frost +40, Fire +40, Arcane +100
Effects: None
Location: Halls Shop
Price: 1500
********************************************************************************
* IX. Magic
********************************************************************************
---------
Potions
---------
Minor Healing
Effect: Heal 75 HP
Duration: Instantaneous
Recipe Location: Kitchen Shop
Recipe Level: 1
Recipe: Small Vial, Bat Wing, Red Essence x3
Slow Poison
Effect: Poisons work more slowly
Duration: 60
Recipe Location: Kitchen Shop
Recipe Level: 2
Recipe: Small Vial, Red Slime, Blue Essence x2
Minor Regeneration
Effect: Restore 4 HP/second
Duration: 30
Recipe Location: Kitchen Shop
Recipe Level: 2
Recipe: Small vial, Satyr Intestine, Red Essence
Ogre Strength
Effect: Increase melee damage
Duration: 30
Recipe Location: Mine Shop
Recipe Level: 3
Recipe: Small vial, Blue Slime x4, Red Essence x2
Trap Detection
Effect: Points a red arrow at traps
Duration: 60
Recipe Location: Mine Shop
Recipe Level: 3
Recipe: Small vial, Eye of Satyr x2, Blue Essence x3
Poison Reduction
Effect: Cut the duration of poison debuffs in half
Duration: Instantaneous
Recipe Location: Mine Shop
Recipe Level: 4
Recipe: Medium Vial, Tongue of Snake, Blue Essence x3
See Invisible
Effect: Reveals invisible creatures
Duration: 120
Recipe Location: Sewer Shop
Recipe Level: 4
Recipe: Big vial, Eye of Frog x2, Yellow Essence x4
Speed
Effect: Increases movement speed
Duration: 30
Recipe Location: Sewer Shop
Recipe Level: 5
Recipe: Small Vial, Piece of Tentacle x2, Yellow Essence x4
Infravision
Effect: Makes enemies glow
Duration: 60
Recipe Location: Sewer Shop
Recipe Level: 5
Recipe: Medium Vial, Eye of Snake, Green Essence x3
Antidote
Effect: Cures poison
Duration: Instantaneous
Recipe Location: Gardens Shop
Recipe Level: 6
Recipe: Big Vial, Poisoned Sting, Green Essence x8
Giant Strength
Effect: Increases melee damage
Duration: 30
Recipe Location: Gardens Shop
Recipe Level: 6
Recipe: Medium Vial, Blue Slime x8, Red Essence x2
Healing
Effect: Heals 150 HP
Duration: Instantaneous
Recipe Location: Gardens Shop
Recipe Level: 7
Recipe: Medium Vial, Bat Wing x3, Red Essence x6
Regeneration
Effect: Restores 10 HP/second
Duration: 30
Recipe Location: Library Shop
Recipe Level: 7
Recipe: Medium Vial, Satyr Intestine x3, Red Essence x6
Ghost Shape
Effect: Makes you immaterial
Duration: 30
Recipe Location: Library Shop
Recipe Level: 8
Recipe: Medium Vial, Ghost Material, Yellow Essence x4
Invisibility
Effect: Makes you invisible
Duration: 30
Recipe Location: Library Shop
Recipe Level: 8
Recipe: Medium Vial, Green Slime x3, Yellow Essence x8
Improved Detection
Effect: See traps and fake walls
Duration: 60
Recipe Location: Catacombs Shop
Recipe Level: 9
Recipe: Medium Vial, Eye of Crow x2, Golden Essence x8
Resurrection Elixir
Effect: Revives a dead pet
Duration: Instantaneous
Recipe Location: Catacombs Shop
Recipe Level: 9
Recipe: Big Vial, Life Spark, Green Essence x8
Major Healing
Effect: Heals 250 HP
Duration: Instantaneous
Recipe Location: N/A
Recipe Level: N/A
Recipe: Can only be found
Major Regeneration
Effect: Heals 20 HP/second
Duration: 30
Recipe Location: N/A
Recipe Level: N/A
Recipe: Can only be found
---------
Scrolls
---------
Most scrolls merely duplicate an existing spell effect, but there are a few
which are unique.
Strange Scroll -- This one teleports you to the Thieves' Hideout, where
everything they have stolen is deposited in the basement.
-------
Rings
-------
Up to 8 rings can be worn at once.
Archer: +5 Bow damage
Assassin: +5 Dagger damage
Barbarian: +10 Mace and Axe damage
Blacksmith: +5 Mace damage
Butcher: +5 Axe damage
Cleric: +5% Light damage
Elements: +5% Fire and Frost damage
Fire: +5% Fire damage
Ice: +5% Frost damage
Life: +5 Health
Mage: +5% Arcane damage
Mutilator: +10 Dagger, Sword, and Axe damage
Necromancer: +4 Arcane protection
Paladin: +20 Sword, Mace, and Polearm damage
Ranger: +10 Sword and Bow damage
Skies: Increased jumping distance
Strength of Kol'Zarek: +64 melee damage
Warrior: +5 Sword damage
Underworld: +5% Frost/Arcane critical, +25% Frost/Arcane damage
********************************************************************************
* X. Pets
********************************************************************************
Globus Frog
Effect: Eats bugs and bats
Location: Reward for the quest The Doll
Coldax
Effect: Frost damage. Ignores cold enemies.
Location: Reward for the quest Colder Than Ice
Flying Plant
Effect: Starts at half health. Drains enemies' HP and heals you after healing
itself. Ignores undead.
Location: Reward for the quest Fertilizer for Plants
Skull
Effect: Drains health from enemies. Ignores undead.
Location: Catacombs
Spirit of Light
Effect: Light damage. Only attacks undead.
Location: Catacombs
Green Dragon Whelp
Effect: Fire damage. Ignores fire enemies.
Location: Reward for the quest Eternal Youth
Gatchan
Effect: Paralyzes any non-boss enemies
Location: Halls
Space Cookie and Cigar
Effect: Short-ranged laser for 50 arcane damage, Long-range energy ball for 100
arcane damage.
Location: Gualix Shop
Mini Space Ball
Effect: 2000 damage to strong, non-Fire enemies
Location: Gualix Shop
S-116 WASP
Effect: Attacks foes with bursts of arcane bolts. Unlocked only for owners of
Syder Arcade on Steam
Location: Gualix Shop
********************************************************************************
* XI. Skills
********************************************************************************
Weapon skills work much like spells except that they require Kill Points to be
used. 5 enemies slain constitute 1 KP.
Sword
------
Sword Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases sword speed and damage. Lasts until death. Can be
stacked 2 times.
Sword Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 400
Description: Increases sword speed and damage. Lasts until death. Can be
stacked 4 times.
Sword Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 300
Description: Increases sword speed and damage. Lasts until death. Can be
stacked 6 times.
Lunge
Level: 4
KP: 1
Location: Sewer Shop
Cost: 600
Description: Rushes forward and attacks the nearest enemy twice.
Critical Strike
Level: 6
KP: 1
Location: Gardens Shop
Cost: 300
Description: The next 3 sword attacks deal critical damage.
Wind Cut
Level: 10
KP: 1
Location: Catacombs Shop
Cost: 100
Description: For 15 seconds, sword strikes also a create a short-range
enemy-piercing wind wave.
Parry Wall
Level: 12
KP: 2
Location: Laboratory Shop
Cost: 1000
Description: Deflects melee attacks for 5 seconds.
Dagger
-------
Dagger Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases dagger speed and damage. Lasts until death. Can be
stacked 2 times.
Dagger Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 400
Description: Increases dagger speed and damage. Lasts until death. Can be
stacked 4 times.
Dagger Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 300
Description: Increases dagger speed and damage. Lasts until death. Can be
stacked 6 times.
Throwing Knife
Level: 4
KP: 1
Location: Sewer Shop
Cost: 100
Description: Throws a knife. Backstab damage against humanoids is massive.
Puff of Smoke
Level: 4
KP: 1
Location: Gardens Shop
Cost: 600
Description: Daniel throws down a smoke bomb and turns invisible for 5 seconds.
Actually more helpful than it sounds.
Bomb
Level: 10
KP: 1
Location: Catacombs Shop
Cost: 600
Description: Leaves a land mine on the ground. Note that Daniel can set them
off just as easily as an enemy can.
Web Trap
Level: 12
KP: 1
Location: Laboratory Shop
Cost: 1000
Description: Drops a trap that entangles enemies for 5 seconds.
Bows
-----
Bow Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases bow speed and damage. Lasts until death. Can be stacked
2 times.
Bow Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 400
Description: Increases bow speed and damage. Lasts until death. Can be stacked
4 times.
Bow Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 300
Description: Increases bow speed and damage. Lasts until death. Can be stacked
6 times.
Poison Arrows
Level: 4
KP: 1
Location: Sewers Shop
Cost: 100
Description: Adds a poison debuff to 1 arrow per level of Bows skill.
Spirit Arrows
Level: 6
KP: 1
Location: Gardens Shop
Cost: 300
Description: Turns arrows into undead-piercing projectiles.
Split Shot
Level: 10
KP: 2
Location: Catacombs Shop
Cost: 600
Description: For 30 seconds, arrows which hit a target split into two more
which cause 25% damage.
Triple Shot
Level: 12
KP: 2
Location: Laboratory Shop
Cost: 1000
Description: Fire 3 arrows at once for 10 seconds.
Maces
------
Mace Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases mace speed and damage. Lasts until death. Can be stacked
2 times.
Mace Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 400
Description: Increases mace speed and damage. Lasts until death. Can be stacked
4 times.
Mace Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 300
Description: Increases mace speed and damage. Lasts until death. Can be stacked
6 times.
Charge
Level: 4
KP: 1
Location: Sewers Shop
Cost: 300
Description: Rushes forward and strikes the nearest enemy, also stunning it.
Wrath
Level: 6
KP: 2
Location: Gardens Shop
Cost: 600
Description: Throws a hammer which creates a sonic boom on impact, causing
damage and stunning anyone nearby, including Daniel.
Tremor
Level: 10
KP: 2
Location: Catacombs Shop
Cost: 300
Description: Strikes the ground, causing an earthquake which strikes all ground
based enemies in front of Daniel for heavy damage.
Justice
Level: 12
KP: 2
Location: Laboratory Shop
Cost: 1000
Description: Creates a field around you such that melee attacks have damage
returned to the attacker.
Polearms
---------
Polearm Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases polearm speed and damage. Lasts until death. Can be
stacked 2 times.
Polearm Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 200
Description: Increases polearm speed and damage. Lasts until death. Can be
stacked 4 times.
Polearm Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 200
Description: Increases polearm speed and damage. Lasts until death. Can be
stacked 6 times.
Javelin
Level: 4
KP: 1
Location: Sewers Shop
Cost: 100
Description: Fires 2 javelins which cause major damage.
Breakthrough
Level: 6
KP: 1
Location: Gardens Shop
Cost: 300
Description: A polearm dash attack rushes through enemies, causing damage.
Move Out
Level: 10
KP: 2
Location: Catacombs Shop
Cost: 1000
Description: Increases movement speed for 20 seconds.
Extraordinary Scope
Level: 12
KP: 3
Location: Laboratory Shop
Cost: 600
Description: Extends the reach of your polearm to ridiculous levels. Lasts
until death.
Axes
-----
Axe Mastery 1
Level: 2
KP: 2
Location: Mine Shop
Cost: 200
Description: Increases axe speed and damage. Lasts until death. Can be stacked
2 times.
Axe Mastery 2
Level: 8
KP: 2
Location: Library Shop
Cost: 200
Description: Increases axe speed and damage. Lasts until death. Can be stacked
4 times.
Axe Mastery 3
Level: 14
KP: 2
Location: Halls Shop
Cost: 200
Description: Increases axe speed and damage. Lasts until death. Can be stacked
6 times.
Enrage
Level: 4
KP: 2
Location: Sewers Shop
Cost: 100
Description: Increases axe damage while making attack speed slower. Considering
the slow attack speed of axes, this is kind of worthless.
Ghost Axe
Level: 6
KP: 2
Location: Gardens Shop
Cost: 300
Description: A piercing ranged axe attack with pretty good damage.
Battle Cry
Level: 10
KP: 2
Location: Catacombs Shop
Cost: 600
Description: Increases attack speed of all weapons for 30 seconds.
Axe-Ecution
Level: 12
KP: 2
Location: Laboratory Shop
Cost: 1000
Description: Causes the next axe attack to be a 1-hit kill, but it doesn't work
on large creatures (AKA bosses).
********************************************************************************
* XII. Spells
********************************************************************************
Fire
------
Firebolt
Level: 1
Cost: 1
Duration: Instantaneous
Effect: 80 damage + Burning
Obtained: Reward for the quest The Forge of Fire
Description: A small fireball
Fire Breath
Level: 3
Cost: 6
Duration: 1.5 seconds
Effect: 40 damage + Burning
Obtained: Sewer Shop
Description: A short-range cone of fire which which deals multiple hits
Heat Aura
Level: 4
Cost: 5
Duration: 30 seconds
Effect: Damage over time in area of effect
Obtained: Gardens Shop
Description: A fire-based shield. Excellent against vermin and insects.
Fire Ball
Level: 5
Cost: 8
Duration: Instantaneous
Effect: 240 Fire damage area of effect + Burning
Obtained: Sewer Shop
Description: A Firebolt which explodes into a cloud of flame
Improved Firebolt
Level: 6
Cost: 3
Duration: Instantaneous
Effect: 150 + Burning
Obtained: Gardens Shop
Description: A small, but faster and more powerful fireball
Imbue Fire
Level: 8
Cost: 15
Duration: 90 seconds
Effect: Add fire damage to swords and bows
Obtained: Catacombs Shop
Description: Adds fire-aligned damage to affected weapons. Note that weapons
with inherent imbuements will cancel the effect when used.
Summon Fire Spirit
Level: 10
Cost: 20
Duration: Until killed or 30 seconds, whichever comes first.
Effect: 1 Fiery Pet
Obtained: Halls Shop
Description: Creates a Fire Spirit pet.
Advanced Firebolt
Level: 14
Cost: 6
Effect: 300 + Burning
Obtained: Tower Shop
Description: The fastest and strongest fire bolt available.
Frost
------
Frostbolt
Level: 1
Cost: 1
Duration: Instantaneous
Effect: 60 damage + Freezing
Obtained: Reward for the quest The Statue of Poseidon
Description: A small ball of frost. Two will turn most baddies solid.
Frost Breath
Level: 3
Cost: 6
Duration: 1.5 seconds
Effect: 32 damage + Freezing
Obtained: Gardens Shop
Description: Like Fire Breath, but cold.
Cold Blast
Level: 4
Cost: 2
Duration: 15 seconds
Effect: Adds Frozen buff
Obtained: Library Shop
Description: Burning debuffs are removed and prevented for the duration of the
spell.
Stalactites
Level: 5
Cost: 2
Duration: Instantaneous
Effect: 40
Obtained: Gardens Shop
Description: Fires a spray of icy shards.
Improved Frostbolt
Level: 6
Cost: 3
Duration: Instantaneous
Effect: 120 damage + Freezing
Obtained: Gardens Shop
Description: Like Frostbolt, but more damage and only one is needed to freeze a
critter.
Frost Cone
Level: 7
Cost: 12
Duration: 1.5 seconds
Effect: 80 damage
Obtained: Library Shop
Description: Creats a long cone of freezing air which deals multiple hits,
similar to Frost Breath, but for more damage and with a much longer reach.
Imbue Cold
Level: 8
Cost: 15
Duration: 90 seconds
Effect: Adds Frost damage to swords and daggers
Obtained: Catacomb Shop
Description: Imbued weapons inflict Frost-aligned damage, increase damage on
Fire-based foes. Weapons with inherent imbuements will cancel the effect when
used.
Invoke Ice Block
Level: 9
Cost: 8
Duration: Until destroyed
Effect: Summons an ice block to protect the player
Obtained: Catacomb Shop
Description: The ice block summoned protects against projectiles. Enemies are
free to walk through them and rays are not affected. It will withstand 200
points of damage before being destroyed.
Advanced Frost Bolt
Level: 14
Cost: 6
Duration: Instantaneous
Effect: 180 + Freezing
Obtained: Tower Shop
Description: The fastest, strongest Frost bolt available
Healing
--------
Healing
Level: 1
Cost: 3
Duration: Instantaneous
Effect: 75 HP
Obtained: Reward for the quest The Search of the Mandoragora for the Healing
Spirit.
Regeneration
Level: 3
Cost: 2
Duration: 30 Seconds
Effect: 4 HP / second
Obtained: Library Shop
Description: This spell, unlike Poison debuffs, cannot be stacked. Multiple
castings reset the timer.
Slow Poison
Level: 4
Cost: 3
Duration: 120 seconds
Effect: Reduces effects of poison for the spell duration
Obtained: Catacomb Shop
Description: The timer for poison damage is raised from 1 second to 2 seconds,
effectively halving damage from poison while the spell is in effect. Multiple
castings of this spell merely reset the timer.
Heal Allies
Level: 5
Cost: 6
Duration: Instantaneous
Effect: 200 HP
Obtained: Laboratory Shop
Description: Heals all allies except undead.
Poison Reduction
Level: 6
Cost: 5
Duration: Instantaneous
Effect: Cuts in half the duration of any poison in Daniel's system
Obtained: Laboratory Shop
Description: Timers for all poison debuffs are cut in half. In many ways, this
has a very similar effect as Slow Poison.
Antidote
Level: 8
Cost: 10
Duration: Instantaneous
Effect: Neutralizes all Poison debuffs
Obtained: Hall Shop
Description: If you have the points to cast this, get it.
Improved Healing
Level: 10
Cost: 6
Duration: Instantaneous
Effect: 150 HP
Obtained: Tower Shop
Description: A better healing spell
Improved Regeneration
Level: 12
Cost: 10
Duration: 30 seconds
Effect: 15 HP / second
Obtained: Tower Shop
Description: A better regeneration spell. Like the others, the effects do not
stack.
Mass Heal
Level: 14
Cost: 10
Duration: Instantaneous
Effect: 250 HP
Obtained: Tower Shop
Description: You and all allies on screen are healed, not including Undead.
Arcane
-------
Arcane Control
Level: 1
Cost: 4
Duration: Until destroyed
Effect: 1 Skeleton + 1 per 5 Levels
Obtained: Reward for completing the quest The Necronomicon.
Description: Makes one undead creature fight for you. It will have a little
indicator above itself indicating that it's friendly.
Curse of the Dead</pre><pre id="faqspan-3">
Level: 3
Cost: 4
Duration: Until destroyed
Effect: 1 humanoid
Obtained: Laboratory Shop
Description: Marks a humanoid target such that when they die, they are
converted into a skeleton under your control. Note that if cast in such a way
that the skeleton would be over Daniel's Arcane Control limit, it will be
turned into a hostile skeleton.
Latent Life
Level: 4
Cost: 12
Duration: Until used
Effect: Caster
Obtained: Laboratory Shop
Description: Stores away half of your HP to be used to revive you upon death. A
purple cloud hovers above your head while the buff is in effect. Using this
spell at the Save Point is a smart idea.
Deadly Cloud
Level: 5
Cost: 6
Duration: Instantaneous
Effect: 100
Obtained: Laboratory Shop
Description: Creates a slow, horizontally-moving cloud which causes damage to
all inside it. It is not affected by gravity.
Arcane Wave
Level: 7
Cost: 4
Duration: ~2 seconds
Effect: 80
Obtained: Halls Shop
Description: Shoots a wave that bounces off walls. Beware of using this spell
in small spaces because it will injure Daniel just as much as it does baddies.
Light
------
Bolt of Light
Level: 1
Cost: 2
Duration: Instantaneous
Effect: 500 damage to Undead
Obtained: God of Light
Description: The bolt of light harms and stuns any undead it contacts. It will
pass through regular creatures, allowing you to target undead ones further on.
Imbue Divine Light
Level: 3
Cost: 16
Duration: 90 seconds
Effect: Adds Light damage effects to maces.
Obtained: Catacomb Shop
Description: Undead receive extra damage to Light-imbued weapons. Note that
maces with inherent imbuements will cancel the effect upon use.
Salvation
Level: 5
Cost: 1
Duration: Until destroyed, Daniel's death, or respawn.
Effect: All Undead on screen
Obtained: Tower Shop
Description: Marks all undead on screen to drop 4 Divine Favor when destroyed.
Mental
-------
Sleep
Level: 1
Cost: 2
Duration: Until broken
Effect: 1 enemy
Obtained: Reward for completing the quest Writing Magic
Description: Puts the nearest target to sleep. Line of sight is required to
cast the spell. The target will remain so until attacked. No damage bonus is
awarded to attacking sleeping targets.
Infravision
Level: 3
Cost: 5
Duration: 60 seconds
Effect: All non-invisible creatures on screen
Obtained: Catacomb Shop
Description: Shows the creatures on screen, regardless of darkness. This
include, oddly enough, undead and ghosts, making this spell an inexpensive
version of See Invisible.
Bright Mind
Level: 5
Cost: 10
Duration: 60 seconds
Effect: Improves casting speed
Obtained: Laboratory Shop
Description: Casting time is shortened while this spell is in effect.
Telekinesis
Level: 7
Cost: 1
Duration: Instantaneous
Effect: All items on screen
Obtained: Laboratory Shop
Description: Items on screen are teleported to your feet.
See Invisible
Level: 9
Cost: 9
Duration: 120 seconds
Effect: See invisible foes
Obtained: Halls Shop
Description: This spell makes Spirits in Torment and Thief Ghosts more opaque
and easier to see.
Stunning
Level: 11
Cost: 4
Duration: 15 seconds
Effect: 1 enemy
Obtained: Halls Shop
Description: Although distance is not a factor, the caster must have
line-of-sight with the target.
Mental Control
Level: 14
Cost: 10
Duration: Until target is destroyed or respawned
Effect: Turns a creature against its allies
Obtained: Tower Shop
Description: The target comes under the caster's control, fighting other
enemies to the death. The new ally cannot be harmed by Daniel.
Alteration
-----------
Ogre Strength
Level: 1
Cost: 3
Duration: 30 seconds
Effect: +5% damage
Obtained: Laboratory Shop
Description: This spell increases damage for all weapons.
Giant Strength
Level: 1
Cost: 4
Duration: 30 seconds
Effect: +20% damage
Obtained: Reward for the quest The Philosopher's Stone
Description: This spell is similar to Ogre Strength, but with greater effect.
Transmute Ruby
Level: 2
Cost: 1 + 1 Ruby
Duration: Instantaneous
Effect: 20 Red Magic Essence + 1 per Alteration Level
Obtained: Laboratory Shop
Description: This spell converts 1 Ruby into 20 Red Magic Essence.
Transmute Sapphire
Level: 2
Cost: 1 + 1 Sapphire
Duration: Instantaneous
Effect: 20 Blue Magic Essence + 1 per Alteration Level
Obtained: Laboratory Shop
Description: This spell converts 1 Sapphire into 20 Red Magic Essence.
Transmute Emerald
Level: 2
Cost: 1 + 1 Emerald
Duration: Instantaneous
Effect: 20 Green Magic Essence + 1 per Alteration Level
Obtained: Laboratory Shop
Description: This spell converts 1 Emerald into 20 Red Magic Essence.
Transmute Metal
Level: 4
Cost: 3
Duration: Instantaneous
Effect: 200 damage
Obtained: Laboratory Shop
Description: When used against metallic enemies, it causes 200 damage to them
and turns it into about 14 coins.
Phase Door
Level: 7
Cost: 2
Duration: Instantaneous
Effect: Short-range teleport
Obtained: Halls Door
Description: Teleports you along the ground as far as you can go without using
a ladder or jumping.
Improve Weapon
Level: 8
Cost: 20
Duration: Permanent
Effect: +25% quality
Obtained: Halls Shop
Description: Improves the repair level of a weapon by 25%, even beyond 100%.
Note that even if the weapon is already above 100%, it will still impart the
25% bonus. A weapon can be improved only once, however
Improve Armor
Level: 9
Cost: 30
Duration: Permanent
Effect: +25% quality
Obtained: Halls Shop
Description: This spell works identically to Improve Weapon but only works on
robes and armor.
Teleport to Mine Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.
Teleport to Sewer Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.
Teleport to Gardens Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.
Teleport to Library Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.
Teleport to Catacombs Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.
Teleport to Laboratory Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This duplicates the effect of the scroll with the same name.
Teleport to Halls Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Halls Shop
Description: This duplicates the effect of the scroll with the same name.
Teleport to Tower Shop
Level: 9
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Tower Shop
Description: This duplicates the effect of the scroll with the same name.
Portal
Level: 12
Cost: 6
Duration: Until moved
Effect: 1 portal
Obtained: Portal Shop
Description: Creates a purple portal "anchor" at the location of the caster.
When Teleport to Portal is cast, it will teleport the caster to this location.
Teleport to Portal
Level: 12
Cost: 1
Duration: Instantaneous
Effect: Teleports caster
Obtained: Portal Shop
Description: This teleports the caster to the portal he has created. If a
portal has not yet been created, the spell is cast but does nothing.
Invisibility
Level: 12
Cost: 10
Duration: 30 seconds
Effect: Makes the caster invisible
Obtained: Halls Shop
Description: This spell allows the caster to sneak past bad guys. Should Daniel
take damage or attack, the effect is broken immediately. This is a great spell
for moving through the castle when you don't really feel like fighting.
Speed
Level: 14
Cost: 8
Duration: 30 seconds
Effect: Increases the caster's movement speed.
Obtained: Halls Shop
Description: This spell duplicates the effect of the potion with the same name.
Polymorph
Level: 15
Cost: 5
Duration: Permanent
Effect: Turns target into a chicken
Obtained: Tower Shop
Description: No XP is gained for killing chickens. Note: it does work on
undead, but a second use on a chicken does nothing.
Protection
-----------
Melee Protection
Level: 1
Cost: 2
Duration: 60 seconds
Effect: Reduces melee damage by 1/3
Obtained: Reward for completing the quest The Shield of Koth'Narak
Description: This barrier reduces melee damage, including traps.
Cold Protection
Level: 3
Cost: 3
Duration: 60 seconds
Effect: Reduces Frost damage by 1/3
Obtained: Tower Shop
Description: Just like Melee Protection, but for Frost magic.
Shadow Protection
Level: 4
Cost: 4
Duration: 60 seconds
Effect: Reduces Arcane damage by 1/3
Obtained: Tower Shop
Description: Arcane damage is lessened while the spell is in effect.
Fire Protection
Level: 5
Cost: 4
Duration: 60 seconds
Effect: Reduces Fire damage by 1/3
Obtained: Tower Shop
Description: Fire damage
Poison Immunity
Level: 7
Cost: 10
Duration: 60 seconds
Effect: Prevents Poison debuffs
Obtained: Tower Shop
Description: This spell protects the caster from being poisoned. Note that it
does NOT cure any poisons in the caster's system when the spell takes effect.
Movement Freedom
Level: 9
Cost: 10
Duration: 60 seconds
Effect: Prevents movement debuffs like slow, paralysis, and teleportation
Obtained: Tower Shop
Description: Slow spells and other movement-related spells will not affect the
caster while this spell is in effect. It does not cure any existing debuffs
when the spell is cast.
Mental Barrier
Level: 11
Cost: 10
Duration: 60 seconds
Effect: Prevents mental attacks like stun, sleep, and control
Obtained: Tower Shop
Description: Confusion and other mental attacks cannot harm the caster while
this is in effect. It does not cure any existing debuffs when the spell is cast.
Polymorph Immunity
Level: 12
Cost: 10
Duration: 60 seconds
Effect: Prevents your items from being polymorphed
Obtained: Tower Shop
Description: This spell is obtained a little too late to be very useful,
unfortunately, unless you plan on spending a lot of time in the Halls after
reaching the Tower Shop.
Return Projectile
Level: 14
Cost: 20
Effect: Reflects projectiles4
Obtained: Tower Shop
Description: An incredibly handy spell. It will reflect all projectiles,
magical or otherwise, back at the caster. This will also provide protection
against spells like Cone of Frost and Fireball.
********************************************************************************
* XIII. Quests
********************************************************************************
The Room of Traps, Central Zone (0, -1)
Reward: Key to the Mines
Requirements: None
There are two ways to do this quest after speaking with the bluish-white
spirit: the fast way and the slow way. The slow way is more likely to incur
more damage overall, but requires no money. The fast way and the slow way. The
slow way is to move along slowly and trip each trap as you go, dodging and
such. The faster way involves purchasing two Phase Door scrolls at Zoran's shop.
Let's go with the faster way here. Go up the first ladder from the spirit.
Slowly work your way to the right. Be careful of the spear trap beside the
ladder--trigger it and then head up. Go left this time, doing the same thing
and going up the ladder to another small room. Use your first scroll here and
go down the ladder. Work past two traps and then another ladder trap. Go up the
long ladder to the last room. Face right and use the second scroll. You will
get past a ton of traps in return for getting speared. Quickly go up the
ladder, pull the lever at the right, and you're done!
The Oracle, Mines (6,-1)
Reward: XP
Requirements: 30 gold
This is the first quest you encounter in the game. The old man Yogurt is at the
top of the mine shaft on the left side. Give him 30 gold, go into the door to
get the feather duster, hit the Enter key in front of the books, and then talk
to him. This quest would be pretty worthless for returning players were it not
for the fact that the experience you get for doing this quest makes it
worthwhile.
The Forge of Fire, Mines (7, -1)
Reward: Tome: Fire Magic, Firebolt
Requirements: Red Magic Essence (20), Anvil, Wooden Planks (30), Bellows,
Hammer of the Blacksmith
This quest is the first of many like it: finding a collection of stuff for one
of the Magic Spirits. Red Magic Essence, if you have been killing Bats at all,
shouldn't be difficult, especially being that a total of 27 of them can be had
from (5, -5) and (7, -5). Wood planks are gained by bashing up barrels. The
Bellows and Anvil can be obtained by clearing out (7, -2) and the Hammer of the
Blacksmith is found in a chest in the room below it, although you'll have to
kill a mess of goblins to get it and get out.
The Doll, Mines (5, -5)
Reward: Globus Frog pet
Requirements: High HP and/or potion of minor healing or minor regeneration
This quest involves killing an evil dog which stole a doll from a little goblin
girl. The dog is inside the door near the girl. Beware that when you go in, the
dog will begin barking, quickly whittling away at your HP. You can't target it
with your bow, so your only choice is to run. Unepic Challengers who have the
Mummy's Magic Bands can take their time here.
A Dream Come True, Mines (7, -6)
Reward: Horga'hn Axe
Requirements: None
Speak with the goblin Elder just outside the door. Inside is the Goblin
Champion. He has 500 HP and hits hard. To make matters worse, once you drop
down to fight him, you can't get out except by teleporting or killing him. Even
worse yet, the Champion is immune to stun. The solution? Ranged attacks. Drop
down while he is going to the left and just about the time he will turn around,
hurl Firebolts or shoot your bow. He should go down about the time he reaches
you if you are fast enough. Pick up the Horga'hn Totem that he drops and then
press Enter in front of each of the females. Return to the elder and receive
your Axe.
The Lost Ring, The Downs (-1,-1)
Reward: XP, Ring of the Spirit
This one's pretty easy--navigating a maze in the dark. Don't go down any
ladders on your way to the ring, just up. Go right, up, right, up, left, up,
left, and then up. You'll be in a small passage. Go all the way to the left and
smash the wall with an axe or mace to discover the ring. Go back the way you
came and talk to the spirit to get your reward.
The Statue of Poseidon, The Downs (-4, -3)
Reward: Frost Magic
Requirements: Blue Magic Essence (50), Pieces of Statue (20), Great Round
Sapphire (2), Trident, Coral Crown, Kill Red Helmets (5)
Most of the quest isn't terribly tricky and one pass through the Sewers and the
Downs should get you everything. Be VERY careful that a Thief doesn't steal any
of your Statue Pieces! Getting them back by repeatedly killing Thieves is not
very fun. The Great Round Sapphires can be obtained by killing Crows in (0,
-3), which is initially accessible only from (1, -3). Finding Red Helmets to
kill in the Downs is easy. The Coral Crown can be obtained by killing Frost
Serpents in the Sewers. The Trident can be found in an extra large chest in (4,
-3).
The Dagger of Adjanti, The Downs (0,-4)
Reward: XP, Dagger of Adjanti
Requirements: 80 gold
There is an elder goblin who will give you the means to get this strong dagger.
Pay him 80 gold and he will give you a glass of water. Continue to the screen
to the right and jump over the pits. Use the glass of water in your inventory
while in front of the flames and the dagger will drop. It's easiest to cross
the chasms by keeping a rhythm going as you cross.
Ferns in the Darkness, Sewers (-3, -4)
Reward: 37 Coins
Requirements: 14 Ferns
This is an easy side quest. Pick up ferns as you go through the sewers. They
look like 3-pointed plants that are harvested by pressing Enter. Don't pick up
more than 14, though, because you can't sell them and don't need any extra
clutter in your inventory.
Colder than Ice, Sewers (3, -4)
Reward: XP, Coldx Pet, 35 coins, 34 Red Magic Essence
Requirements: 50 Blue Magic Essence
Speak with the elder goblin just outside the door. Enter the door and kill the
Fire Helmets -- a Wand of Frostbolt comes in very handy here. Loot the chests,
climb the ladder at the right, bash the false wall, and go through the door. In
the next room, open the door and nail the two Walking Fire creatures. Once
again, Frostbolts are your best bet here. Be ready to jump over any Firebolts
they may send your way. Bash the far right wall for a switch to create a
platform by the cauldron. Hit Enter in front of it to rescue Coldax. Return to
the elder goblin to receive it as a pet.
Fertilizer for Plants, Gardens (-6, 1)
Reward: Flying Plant
Requirements: Fertilizer, Fertilized Plant (15)
Speak to the gardener to get the quest. The Fertilizer can be found behind a
false wall below the bathroom in (-5, 1). You must use this Fertilizer to fix
all the brown plants in the Gardens. This quest will require you to visit just
about every screen, so getting this quest before doing much else in the Gardens
is the most efficient.
The Search of the Mandoragora, Gardens (-7, 3)
Reward: Tome: Heal
Requirements: Mandoragora Pot, Mandoragora Plant, 100 Green Magic Essence
Speak to the Spirit and take the door down to the room with the Gate. Work your
way down and to the right to (-4, 1). Kill the Wasps and Nest and get the pot
from the top right corner. From there, work your way up to (-6, 4) and enter
the door. Pick up the Mandoragora and head back to the Spirit to receive
Healing Magic.
A Leap of Faith, Gardens (-5, 4)
Reward: 100 Coins or 5 Character Points
Requirements: Potion of Ghost Shape, Teleport Item
An elder goblin wishes to have the Book of Wisdom. The only problem is that
it's surrounded by a Wasp Nest, a bunch of wasps, and an indestructible Spiky
Ball hovering around the only rope. The solution? A Potion of Ghost Shape.
Drink it, jump on the rope, and drop off just after passing the medium-sized
dangly vine in between the two big ones on the right. Wait out the potion
duration and take the book. You have a choice on this quest: read the book for
5 Character Points (the better choice IMO) or 100 coins. Either way, teleport
out and get back to the old goblin either using either a Return Scroll or the
Hall of Corridors via the Halo. His reponse will depend on your choice.
The Vengeance, Library (0, 2)
Reward: Scroll: Midas Transformation
Requirements: Leeches (8), Scroll of Return, Healing Potions
For this, um, uncomfortable quest, you must get 8 leeches and put them on a
sleeping orc. First, make sure you have a Scroll of Return from Zoran. You will
need some healing on this quest because of the constant drain from the leeches.
Go into the pools of water as you work your way through the sewers. You will
need to work through a minimum of 4 rooms to have 8 leeches. Once you have
them, use the Scroll, go through the door, and press Enter in front of the orc
sleeping in the bed. Return to the elder to collect your reward.
The Great Fire, Library (2, 3)
Reward: Slicering
Requirements: Scroll of Phase Door (2)
Munkspa the goblin needs his key from beyond the great fire. Zera says it's an
illusion, but it's not. Use a Phase Door to get beyond it, hit Enter over the
skeleton to get the key, and use another one (or a Scroll of Return) to get
back. Your reward is very much worth it.
Eternal Youth, Library (5, 3)
Reward: Green Dragon Whelp or Kol'Zarek's Ring of Strength
Requirements: Dragon Egg
Meet the old goblin and descend the ladder. Beware that at the bottom some of
the mushrooms bite. Yes. Really. The next room contains 6 orcs, some of which
have Claw Spears and some have Axes.
The Name of the Spirit, Library (6, 7)
Reward: 4 Character Points
Requirements: None
The spirit who has helped you on several occasions in your journey needs to
know his name. It is hidden in a room in (6, 6) in the top right area of the
passage with the Librarian.
Writing Magic, Library (7, 9)
Reward: Tome: Sleep
Requirements: Golden Magic Essence (100), Blank Paper (200), Black Feather,
Black Ink
The Spirit of Mental Magic sends you on a quest which will require you to leave
the Library to obtain all of the components. Blank Paper can be found in
bookcases all over the library and there is far more than you will need. A
black feather can be obtained from any crow, and black ink must be taken from
an octopus in the Sewers.
The Begin of the Begun, Catacombs (-5, -4)
Reward: Orb of Rebirth
Requirements: Blue Magic Essence (100), Arcane Magic Essence (100)
For the price of 100 Blue and Arcane essences, you can get a very valuable item
which allows you to respec your character's skill points. Highly valuable (and
necessary) for the Death, Level 1 Unepic challenge.
The Key of the Necromancer, Catacombs (-7, -3)
Reward:
Requirements: Black Amulet (11)
This quest is given in the room below the Magnum Mausoleum, where the Black
Amulets can be found. This quest is a little easier if you have the Light Pet.
Go through the door in (-7, -2) and work your way down. Be aware that there are
lots of Buried Skeletons in there. Some will pop up just by walking around, and
others will emerge after opening a crypt. Make absolutely sure that you do not
miss picking up any of the amulets! Once through the crypt, return to the key
keeper and receive your reward.
The Necronomicon, Catacombs (-7, -1)
Reward: Arcane Magic, Tome: Arcane Control
Requirements: Necronomicon, 100 Arcane Magic Essence
See the Arcane Spirit and then complete the quest to get the Key of the
Necromancer. Go to the Sigil room and enter the hidden door between the fifth
and sixth candle. Be aware that once the book is removed from its stand, there
will be a mess of skeletons to deal with. Bring the book back to the Spirit and
you will then be able to control Undead. Yay!
Skeleton with No Skull, Catacombs (-5, -5)
Reward: Ring of the Underworld
Requirements: None
A headless skeleton stands in a room in the catacombs. According to Zera, its
head was taken by a stronger skeleton and Daniel decides to break the rules
again and give it back. Go into the door near the headless one. Inside are 8
skeletons in a rather confined space. The solution? If you have mace skills,
Tremor is an excellent choice. So is Fireball or one of the Breath spells.
Javelin could be handy here, as well. One of the initially standing skeletons
has the skull. Bash them up and return outside for your reward.
The Philosopher's Stone, Laboratory (-7, 9)
Reward: Tome: Giant Strength
Requirements: Yellow Magic Essence (100), Great Pyrite Stone, Mercury, Brimstone
This one has you going all over the castle to get the necessary items. The
Pyrite can be found in (4, -6) in the Mines. Brimstone is obtained from the
Walking Fire enemies in the Volcano. Mercury is found in the top right
laboratory area in (-7, 8)
Golems, Laboratory (-6, 9)
Reward: Coins (400)
Requirements: Kill Durmok, Kill Golems (8)
The unarmed Scientist turns you into an assassin in this quest. Go back to the
beginning of the Laboratory area and wipe out the golems and the lone
scientist, who is Durmok. He will drop the medal. Return with proof and receive
your reward.
Edward Scissorclaws, Laboratory (-7, 8)
Reward: Edward's Cursed Blade
Requirements: Orc Claw (2)
This is the second easiest quest in the game. Talk to Edward in the back room
and kill two Orcs. Each one will drop a claw. Return to Edward with them and
get this nice sword in return.
Liberation Day, Prison (-4, 5)
Reward: Magic Bag (4)
Requirements: Prison Key, Kill Orc Jailers (10), Free Goblin (8), Goblin Axe (4)
This one requires some effort. First, meet the goblin hiding in the barrel in
(-4, 5). Next, go up 2 screens to the room with the door to Gauntlik and empty
both chest, getting axes for all 8 captives. Third, return and clear out the
bottom rooms of the prison before rescuing the goblins. Go back to the goblin
in the barrel to get an Unknown Key. At this point, you have a long way to the
Mine if doing the Long Way to Minerary challenge. Otherwise, use the Halo to
get back to the save point and head left to the Hall of Corridors.
The Gates of Death, Prison (-3, 7)
Reward: Scroll: Improve Weapon (4)
Requirements: Iron Key
This is quite literally the easiest quest in the game... if you know the
secret. After speaking to the goblin prisoner, enter the door and climb the
long ladder. Do NOT choose any of the visible doors. You will die. Instead
there is a hidden door between the second and third visible doors. It is
directly above the door on the outside. If you need to get the idea for
placement, go back out and use part of the status bar in the top right of the
screen for reference. Go through the hidden door and drop down. Enter the door
among the spikes. Get the Iron Key from the chest and return for your reward.
The Shield of Koth'Narak, Halls (7, 2)
Reward: Tome: Melee Protection
Requirements: Crystalline Magic Essence (100), Black Key, Pieces of the Shield
of Koth'Narak (8)
More than anything else, this quest is a matter of running around the Halls.
After going here, head to (5, -1), fight Lepha and its minions, and snag the
Black Key. Next, run around and pick up all of the pieces of the Shield in the
dark gray chests around the Halls. Finally, return here to receive what is
perhaps the most useful (if late-game) magic type in the game. The piece
locations are:
(3,0)
(4,0)
(5,0) x2
(6,0)
(7,0)
(3,1)
(5,1)
Bureaucracy, Halls (7, 0)
Reward: Bonebreaker
Requirements: Signed certificate, Picture ID, Coins (50)
To many players, this quest is initially funny but becomes a chore quickly.
Don't bother with this until you have gotten a picture ID from the Ghost
Painter.
Here is the fast way through this quest once it has been obtained. All counters
are labeled with S for Skull, B for Bone, and U/M/L for upper, middle, or lower
screen. Here is the order:
SS M
BBB M
BBS U
BSB L
BSS L
SBB M
SBS U
SSB M
SSS M
Once you have gotten the certificate from the SSS counter, go see Ubuntu for a
very nice unique mace.
The Sword in the Stone, Halls (5, 0)
Reward: Excalibur
Requirements: Picture ID, Divine Favor (100), Coins (15)
This quest is easy, given advance notice. Show up with the necessities, which
should be easy if you found the Ghost Painter, and this excellent blade is
yours.
********************************************************************************
* XIV. Bestiary
********************************************************************************
Acid Slime
------------
Locations: Laboratory
Corrosive acid causes damage over time after contact.
Ant
------------
Locations: East Zone, Mines
Not very bright -- will return to non-attack state if you get out of sight.
They also tend to appear in large groups.
Anthill
------------
Locations: Mines
Anthills spew Ants. Crushing attacks work best against them, although magic is
a decent option, as well. Although their capacity is limited, they do store
quite a few ants, making them good for farming Red Essence.
Arcane Helmet
------------
Locations: West Zone, Gardens, Library, Laboratory
Just like other helmets except that they fire Arcane Bolts, although the range
of fire seems to be a bit longer.
Arcane Sorceror
----------------
Locations: Mage Tower
Perhaps one of the most dangerous non-Boss enemies in the game. They summon
Skeletons like Blue Sorcerors summon Ice Blocks. They also have a Reflect
Projectiles buff in effect and fire 3-way Arcane Bolts on top of everything
else. Put them to sleep, kill the Skeleton, and then nail them when the Reflect
runs out.
Bat
------------
Locations: All over the place
They are often hard to see, but they move in a predictable pattern.
Particularly weak against Heat Aura.
Black Widow
------------
Locations: Forgotten Tower
These spiders aren't much different from scorpions or the poison spiders in the
Gardens -- chasing or dropping on you, poisonous bite, etc, but the rooms they
occupy make them harder to kill, however.
Blue Frog
------------
Locations: Sewers
Has a fairly long-range tongue attack. Best handled with ranged attacks,
although melee attacks can be used if timed to hit just after they land from a
jump.
Blue Ghost Armor
-----------------
Locations: Library, Halls
These guys aren't very bright, but they are annoying because they are immune to
stun and have a lot of HP. The best option is to begin attacking from behind
with a polearm and after they turn around, jab them, jump out of the way of the
axe attack, and then jump in again to attack.
Blue Slime
------------
HP: 60
Locations: Halls
Inflicts Slippery Hands debuff on contact.
Blue Slug
------------
Locations: West Zone
The easiest enemy in the game. They crawl around, waiting to be turned into a
splatter on the ground. Hit them with edged weapons.
Blue Sorceror
--------------
Locations: Mage Tower
Be careful - these Frost wizards have a punch, capable of creating Ice Blocks,
Frost Bolts, and Frost Cones. Of note is that they won't cast any other spells
until they have Ice Blocks guarding them.
Buried Skeleton
----------------
Locations: Catacombs
Just like regular skeletons, but they hide in the ground and crawl out at the
most inopportune moments.
Carnivorous Plant
------------------
Locations: Gardens
These have relatively high HP for the area. Arrows aren't very effective, but
fire spells and polearm attacks work pretty well.
Crab
------------
Locations: Lepha's Room (Halls)
Low HP and to be treated like a spider -- ranged attacks or magic.
Crow
------------
Locations: Lots of places
75% chance of stealing a ring upon contact. Weak against Heat Aura.
Elven Archer
-------------
Locations: Elven Village
No different from any other archer. Yawn.
Elven Fire Mage
----------------
Locations: Elven Village
Hurls Fire Bolts, but not terribly difficult.
Elven Frost Mage
-----------------
Locations: Elven Village
Fires Frost Bolts, but otherwise nothing difficult.
Elven Healer
-------------
Locations: Elven Village
Heals other critters with Improved Heal. Highly annoying, to say the least.
Elven Paladin
--------------
Locations: Elven Village
Carries a Mace.
Elven Warrior
--------------
Locations: Elven Village
Carries a sword.
Exploding Rat
--------------
Locations: West Zone
These can be deadly. Treat them with respect. Backstab them with a dagger
attack or, if you can, hit them from afar with a fire spell, which causes them
to explode and is VERY effective against groups of them.
Firefly Hornet
---------------
Locations: Gardens
These are poisonous, so keep your distance. Bow attacks and Heat Aura are the
recommended strategies.
Fire Helmet
------------
Locations: Sewers
Fast on the draw, but weak against frost attacks and crushing attacks. Arrows
cause significantly reduced damage. Magic is best against these, although if
you're feeling brave, many of them are within reach for melee attacks. 5 of
these must be killed for the Water Spirit quest.
Fire Spirit
------------
Locations: Mage Tower
These pesky critters are dangerous, but only if you aren't on your toes. They
chase after you and can fly, but they will not pursue if you use a ladder. They
are immune to weapons, but they also have a limited spell effect, so they can
die either from magic or simply waiting them out.
Flying Skull
-------------
Locations: Catacombs
Not very strong, but highly annoying because of their numbers. A good whack
from a melee weapon and they go away.
Flying Eye
------------
Locations: Mines, Catacombs
Fires an arcane beam. The ones found in the Mines do not attack. Able to see
invisible.
Foregoblin
------------
Locations: East Zone, Mines
Carries a sword, but like other goblins, not very bright. Keep your distance or
get them from behind.
Frost Helmet
-------------
Locations: Halls
These are little different from the Fire Helmets except that they shoot Frost
bolts.
Frost Serpent
--------------
Locations: Sewers
Unlike Green Serpents, Frost Serpents will pace around. They will make an alert
sound when you are sighted, but will go back to pacing once you are out of
sight. Attacks with a frost bolt, which inflicts the Frozen debuff, and bites
at close range. They will also turn around to bite you if backstabbed. Weak
against fire magic.
Gelatinous Cube
----------------
Locations: Mage Tower
A foe which is hard to kill, but not terribly dangerous. They will slowly
shamble after you if nearby and cause corrosive damage if you touch them.
Weapons are worthless against them... only magic, particularly Fire, is
effective.
Goblin Champion
----------------
Locations: Mines
Unique monster which guards the goblin females. Immune to stun, so fight him
strictly with bow attacks and magic.
Goblin Cook
------------
Locations: Central Zone
Attacks with a meat cleaver. Keep your distance with ranged attacks or a
polearm because the cleavers hurt a lot.
Goblin Cleric
--------------
Locations: Mines
Attacks with a staff and can also heal. Using ranged attacks only causes him to
heal his wounds, so using a melee weapon or backstab is the best way to handle
him.
Goblin Guard
-------------
Locations: Mines
Carries a mace. It stands guard and looks back and forth. They are also know to
fall asleep on the job, making them easy prey.
Goblin Warrior
---------------
Locations: Central Zone
Carries a sword. Not very bright -- will turn passive if you get out of sight.
Easily handled with a polearm, backstab, or ranged attacks.
Green Ghost Armor
------------------
Locations: Halls
A tough enemy -- they carry polearms, are immune to stun like other knights,
and have the ability to poison you. The mace's Tremor attack is very handy for
putting the hurt on groups of these guys.
Green Serpent
--------------
Locations: Central Zone
The first potentially dangerous enemy you encounter. Stationary, but inflicts
poison with its bite. Attack with a polearm or ranged attacks.
Green Slug
------------
Locations: Gardens
Like other slugs, they are quite easy, but be aware that these are poisonous.
Hive
------------
Locations: Gardens
Spawns wasps.
Horned Satyr
-------------
Locations: West Zone
A stronger satyr, able to both teleport and cast Arcane Cloud, but also faster.
They are quite a bit stronger than regular ones, so be careful.
Ice Spirit
------------
Locations: Medeon's Room
Relatively simple to kill with Heat Aura, so no biggie here.
Iron Golem
------------
Locations: Laboratory
These hulking oafs are slow, but strong, and they often appear in pairs. Mace,
axe, or staff are the best options here. They don't do contact damage, so you
can whack them and then run through them as they raise their weapons.
Jester
------------
Locations: Halls
Perhaps one of the most annoying critters in the game. They shoot bolts from
their wands which turn your current weapon into a toy hammer that causes 1
point of damage. Luckily, they don't have a lot of HP.
Librarian
------------
Locations: Library
Librarians don't have particularly high defense or HP, but they make up for it
in their attacks, able to fire arcane bolts. Some of them will shoot three at
once or the fast-moving advanced ones. Back attacks are best for these.
Magma Ball
------------
Locations: Volcano
These pop out of the lava, hang there, and then explode into little balls of
fire (goodness gracious!). Not terribly difficult if you have Coldax or use
Frost magic.
Mechanical Spider
------------------
Locations: Laboratory
Mechanical spiders should be treated like others except for the fact that they
can shoot lighting when they spot you. Treat with care.
Octopus
------------
Locations: Sewers
Able to walk on walls and ceilings. When it sees you, it will move much more
quickly. They drop Black Ink needed for Healing Magic quest.
Orange Slug
------------
Locations: Laboratory
Corrosive slugs like the yellow ones, but otherwise easy to take out.
Orc Guard
------------
Locations: Prison
Carries an sword, but is nothing particularly problematic. Big and dumb with a
fair amount of HP.
Orc Lancer
------------
Locations: Multiplayer only
Carries a spear, but is otherwise nothing special compared to other Orcs.
Orc Warden
------------
Locations: The Warden
Carries a mace, but is otherwise nothing special compared to other Orcs.
Orc Warrior
------------
Locations: Prison
Carries an axe, but is otherwise nothing special compared to other Orcs.
Poison Cockroach
-----------------
Location: Library
These critters walk around, leaving a poison cloud behind them. If one sees
you, it will rush over to bite you. Oddly enough, a head-on attack works well
because they are easy to stunlock. Ranged attacks also work well.
Poison Hornet
--------------
Location: Gardens
Like other flying insects, keeping your distance is best and attacking with
Heat Aura or ranged attacks.
Poison Orb
------------
Locations: Sewers
Floating spiky ball which will stretch out a spike to attack you for physical
damage plus poison. Use ranged attacks at all costs.
Ray Crystal
------------
Location: Elven Village
Similar to Floating Eyes, they will use Lightning if you get too close. Low HP
and defense, so ranged attacks are quite effective.
Red Slug
------------
HP: 140
Location: Central Zone
Immune to fire, but otherwise nothing to be concerned about.
Red Ghost Armor
----------------
Locations: Halls
Not any different from fighting Green or Blue Ghost Armor except that these
guys will set you on fire should you touch them.
Red Sorceror
-------------
Locations: Mage Tower
A Fire-themed sorceror who summons a Fire Spirit instead of Ice Blocks. Treat
with care.
Satyr
------------
HP: 150
Locations: East Zone
Walks back and forth in passive mode. Once it sees you, it will remain in
attack mode, waiting to hit you with an Arcane Cloud. Will often teleport if
backstabbed.
Scientist
------------
Locations: Laboratory
These guys are super annoying. They can shoot lighting at you, dealing heavy
ray damage. Kill them quickly, preferably without them spotting you. The
Azurite Insulated Armor is a boon to fighting them.
Scorpion
------------
Locations: Library
These act just like the poisonous spiders in the Gardens except that they don't
generate a cloud of poison on death. Annoying, but not terrible to deal with.
Skeleton Archer
----------------
Locations: Gardens, Catacombs, Library
These are very annoying because they are often in out-of-reach locations,
making a good bash with a mace nearly impossible. Fortunately, their rate of
fire is not very fast, making avoiding their arrows fairly easy. Many times
it's easier to ignore them than kill them. In guard mode, they have a long time
before turning around, generally giving you enough time to run up and bash them.
Skeleton Fire Mage
-------------------
Locations: Catacombs
Ouch. Just ouch. Controlling them is the best bet when you come across them, if
possible.
Skeleton Guard
-----------------
Locations: Gardens
These can be quite difficult if you don't have decent mace skills, especially
when they tend to show up in groups. If they spot you, they will jump up
platforms or use ladders to pursue you. Use this to your advantage: nail them
on ladders or just as they drop off a ledge. Jumping over their axes seems to
work fairly well in more open areas. Watch out for their ability to spot you
from a long distance.
Skeleton Necromancer
---------------------
Locations: Catacombs
These undead mages are nothing to mess with. Light spells or control are the
best options.
Skeleton Warrior
-----------------
Locations: Prison
These aren't really any different from regular skeletons, so treat them as such.
Spider
------------
Locations: Gardens
These are perhaps the creature in the Gardens which requires the most care.
They will speed up to come to give you a poisonous bite, leave a poison cloud
behind on death, and most annoyingly, will drop from above onto you. Targeting
them with bow attacks is the best option here.
Spiked Orb
------------
Locations: Central Zone, West Zone, Sewers
Inflicts poison on contact. Easily dispatched with a mace or axe.
Spirit in Torment
------------------
Locations: Forgotten Tower
Hard to see, but just flies around and tries to touch you. Hit them with a
Light spell or Light-imbued weapon.
Tentacle
------------
Locations: Sewers
Holds you in place in addition to causing damage. Found in groups and will
slowly move toward you once it sees you. Use a fast edged weapon, like a
dagger, when possible.
Thief
------------
Locations: Thief Den, Zoran's Shop, Anywhere
Teleports in to steal items left on the ground.
Thief Ghost
------------
Locations: Forgotten Tower
Hard to see, but just walks around. Beware that if they touch you, they will
steal one of your weapons and hit you with it. Hit them with a Light spell or
Light-imbued weapon before they get to you.
Treant
------------
Locations: Elven Village, Castle Entrance
A difficult foe because of their high HP. Fire magic is the best choice here in
order to stay out of reach.
Vampire Bat
------------
Locations: Library
Like regular bats, but should one bump into you, it will glom on and start
sucking blood. They can be found in your inventory, so press Enter on one there
to kill it. Although they cannot kill you via blood drain, you can be reduced
to 1 HP, making you an easy target for other baddies.
Walking Fire
-------------
Locations: Volcano, West Zone (Coldax Hidden Room)
Where these are found, it is FAR the best option to use Frost spells.
White Spiked Orb
-----------------
Locations: 8-Bit Room
Lurks inside the large stone blocks. Flies around in an ever-increasing circle.
Not terribly difficult.
Wyvern
------------
Locations: Elven Village, Castle Entrance
This flying creature deserves some respect. It flies in a circle, breathing
Fire bolts.
Yellow Slug
------------
Locations: Library
These have high HP for slugs and they have a corrosive touch, so be careful
around them.
Yellow Serpent
---------------
Locations: Library
These snakes are no different in behavior from Green Serpents. Nail them from a
distance and no problem.
********************************************************************************
* XV. Bosses
********************************************************************************
Dynidon
--------
HP: 2500
Location: Mines
Rewards: 200 coins, Sewer Key
Attacks: Emerges partway out of the ground and spits out eggs which turn into
slugs. Emerges further out of the ground and sways back and forth, hitting its
head on the ground.
Strategy: Dynidon can be a little unpredictable in that he often emerges
off-center, making it possible for him to hit you even if you are all the way
over. He does alternate between spitting eggs and flopping around, however. An
initial safe spot can be found a little bit to the side of where Dynidon
emerges. When he is waving around, run to a safe spot at the edge and nail him
with a strong, relatively fast weapon. Firebolts are hard to time later in the
battle when he speeds up, but they are effective. The slugs are an excellent
source of hearts during the battle, but don't be afraid to use a healing potion
or two unless you are going for the Dry Law in Arrakis challenge.
Momoko
-------
HP: 800
Location: Sewers
Rewards: 42 coins, open entrance to rest of the sewers
Attacks: Shoots energy rings
Strategy: Momoko isn't hard if you know the strategy. Drop to the ground from
as close to the top of the ladder as possible. Shoot arrows until the rings get
too close--usually you have just enough time to fire 2 arrows before you have
to start climbing the ladder. Climb it slowly so that Momoko shoots as many
rings as low as possible. Drop off the ladder once the last ring has passed and
repeat the process.
Drakonius
----------
HP: 8500
Location: Sewers (teleport to Volcano)
Rewards: Garden key, 300 coins
Strategy: Drakonius can be tricky. Coldax's attacks are quite helpful in this
battle. His two main attacks are peppering the area with fireballs and a strong
dash attack. Hiding under the bottom platform will protect you from the
fireballs. His dash attack is telegraphed by him flying off the top of the
screen. To avoid the dash, climb to the top platform when he does this and jump
off to the bottom when he gets back on screen. His head is his weak spot,
although getting the reticule to target it can be problematic. If you have a
Wand of Frost on hand, its lack of casting time is invaluable here. Otherwise,
Frost spells and Coldax will win the day.
Arbolus
--------
HP: 12800
Location: Gardens
Rewards: Library key, 440 coins
Strategy: Arbolus is easy with the right strategy. He has four attacks: raining
down Arcane bolts from the sky in meteor-like fashion, firing Arcane bolts from
his nose, summoning a bunch of wasps, and two Poison Orbs which rotate around
him and cause heavy poison damage on contact. When he raises his arms, he will
use his Arcane meteors. When they are down, he will shoot from his nose. Right
up against him is a safe spot from this or running to the left also works. Heat
Aura is your best friend against the wasps. If you stay close, watch for the
poison orbs. The best strategy is to equip an axe and hack him a couple times
in between orb passes, dodging arcane meteors, using Heat Aura (which has the
added benefit of hurting him at close range), and using the safe spot against
him when he nose attacks. Axe attacks do a lot of damage, especially the
Horga'hn Axe. You'll win this one in no time.
Leviathos
----------
HP: 1500
Location: Library entrance
Rewards: None
Strategy: Leviathos just shoots at you and occasionally tries to use a tractor
beam to pull you over the spikes and then drop you. He only attacks when he can
see you, so use this to your advantage: climb up, pelt him with Fire or arrows,
and climb back down. If you have the Javelin skill, it is also VERY useful.
Just don't stay up too long or he may use his tractor beam.
Neuron
-------
HP: 10000
Location: Library
Rewards: Catacombs key, 600 coins
Strategy: Neuron is deadly to the unprepared. Magic and arrows rebound. Its
mental magic can silence you, reverse your left/right controls, force you to
empty potions or even attempt suicide. Neuron must be hit in the eye with a
melee weapon. To make matters worse, it also can damage you with a drain beam.
With all of this said, Neuron isn't terribly hard.
Prepare by entering the boss room and dropping all potions and teleportation
items. Put Regeneration potions or spells on shortcut and equip your best melee
weapon. Once prepared, hit the invoker and begin the fight.
Fighting Neuron isn't terrible: scale the ladder on the side nearest the boss,
slide down the rope, and swing your weapon such that when you drop off the
rope, you score a hit to its eye. Keep Regeneration going to keep your hit
points up and you should be victorious relatively easily.
Sux Mortis
-----------
HP: Unknown
Location: Catacombs
Rewards: Laboratory key, 800 coins
Strategy: SM has three main attacks: floating in the center and throwing his
scythes at you three times, spawning a bunch of skeletons, or poking the scythe
points in the ground, setting off some arcane bolts along the ground. The
scythe attacks can be deadly, potentially scoring multiple hits. For each
throw, move toward the screen's center and away in time not to get hit. The
arcane bolt attack is your time to jump over the bolts and wail away. Handle
the skeletons quickly, either by controlling them or blasting them or else
you'll have to deal with SM and them. Imbue Divine Light can be a great effect
to have going for this battle.
Gauntlik
---------
HP: Unknown
Location: Prison
Rewards: Halls key, 1000 coins
Strategy: To prepare for this battle, stock up on arrows and several Phase Door
scrolls... around 4 or 5 just in case. Bow Mastery skills are also highly
useful.
Gauntlik plays rock, paper, scissors. The Rock attack turns him into a fist and
he attempts to pound you. Move to the center and move just enough to get out of
the way and wait for the next pound attempt. The Paper attack is a lightning
attack. Move to the center and walk back and forth, staying in between the
bolts. The Scissors attack starts at the right and finger snips its way across.
Stand at the left, wait a bit, and use a Phase Door scroll to get to the other
side. Once on the other side, shoot as many arrows into the glowing red back as
possible. Once the first scissor attack has been taken advantage of, you will
be able to get a target reticule on Gauntlik's weak spot, enabling you to shoot
him while he's in the air, as well.
Lepha
------
HP: Unknown
Location: Halls
Rewards: Black Key
Strategy: Lepha is easy. The crabs will not respawn. Target Lepha and shoot it
as much as possible. If you need a break, climb the ladder, provided that you
took out the Frost Helmets above.
Medeox
-------
HP: 18170
Location: Halls
Rewards: Tower key, 1200 gold
Strategy: Medeox can easily be deadly, but is also not hard to manage. Prepare
with Heat Aura and Antidote on hotkeys. Bow Mastery skills are highly
recommended if you are not using magical attacks. Medeox's snakes shoot potent</pre><pre id="faqspan-4">
poison--not difficult to avoid, but they hurt a LOT if you do. Occasionally
Medeox will spawn some spirits to attack you, creating a need for Heat Aura.
Lastly, the beam that the central eye emits will petrify (and kill) you if you
are facing right when it hits you.
Strategy #1: Take your time and kill the snakes first. This makes for an easier
time in working on the central eye. Stand on the uppermost platforms and nail
them before dropping down to the top left platform to work on the main eye.
Strategy #2: Go fast and hard, ignoring the snakes. Using a Scroll of Bow
Mastery and Giant Strength are highly encouraged. Cast Heat Aura beforehand, as
well. Stand on the top attached platform at the left, jumping over the poison
shots as they come to you. This strategy has the added benefit of earning the
Eye for an Eye challenge.
Corvax
-------
HP: Unknown
Location: Elven Village
Rewards: None
Strategy: Corvax is pretty easy for a final boss. He teleports around and fires
a ton of Arcane Bolts. A scroll of Arcane Immunity is one option, although
Reflect Projectiles makes things quite simple.
********************************************************************************
* XVI. About This Walkthrough / Contact
********************************************************************************
This walkthrough is the result of many, many hours of exploring, tinkering, and
hacking. Best effort has been made in its accuracy, but there are probably
areas where mistakes have been made. I will be happy to update this walkthrough
for everyone's benefit if notified of errata. I can be reached via e-mail at
<
[email protected]>.
********************************************************************************
* XVII. Version History
********************************************************************************
v1.0, 11/1/2015 - Initial release