Ah, this game is a remake of the SNES Eye of the Beholder,
complete with a similar layout. It is remade using 3rd
edition ruleset, but analysis made it clear they didn't put
much effort in ensuring all the... quirks... are removed.
This FAQ goes into the details of all the items you can find
in this game, as well as some that you can't find at all.
The magic of digging into the game opens much information
that just can't be found otherwise. I believe this FAQ is
complete, but be sure to hand some surprises to me.
Digging into the game for all that information hidden
within, I've seen things like the fact there's room for two
separate names, IDs for enchantment level and material of
every item, and other sorts of things that doesn't seem to
make much sense that they're in there. Regardless, it is
some extra information that I can fit, so I include it.
ID: Internal identification number, in hexadecimal. If you like to cheat...
Name: Obviously, items have names. I show the exact string seen.
Value: Base gold value. It is adjusted by Appraise check.
Appraise success: 80% buy, 45% sell
Appraise fail: 120% buy, 30% sell
Made of: Material of the item. Rarely important in the game.
There is one ID (3) I can't guess what material it is.
En: Enchantment level. This is little more than just a mark.
I list +0 for a few things, which I guess is "magic material."
A particular monster needs to be hit by +1 or better to take damage.
Other stats will be explained where they are important. The
ones I've listed show up just about everywhere, so I list
them here to avoid duplication of information.
Damage: Dice used for damage output
#d..+. - Number of dice
.d##+. - Sides of dice
.d..+# - Flat bonus added to combined rolls
Crit: Affects critical hits
##x. - Threat range. Chance of critical. Lower numbers are better.
..x# - Multiplier. How many times the damage output on a critical.
... Except this is meaningless, as the game does not
ever apply critical hits.
Size: Size class of weapon. May have restrictions on how its equipped.
ID(00)- ID error? Anyone can equip it one-handed anyway.
Dimin.- (Diminutive) One-handed.
Tiny - One-handed. No practical differences known.
Small - Small races must use both hands. Medium takes one hand.
Medium- Only Medium races can equip it, using two hands as well.
Type: Type of damage. Blunt is very useful early to mid game.
Curious stats include:
* Hvy Mace +1 : No bonuses, though it is marked as +1
* Dagger +2 : 1d6+2 instead of 1d4+2
* Mrgstar +2 Frost : Size class 0 -- Strange size ID
* Displacer Tentacle : Dagger stats, Simple rather than Natural (wrong index)
* Displacer Bite : Dagger stats, Simple rather than Natural (wrong index)
All melee weapons are equipped in Hand. Natural weapons are
equipped in different slots as listed, but you'll never get
to have most of them anyway without cheating.
Name of item >Name of special |Summary
---------------->-------------------+-----
Dagger of Venom >Dagger of Venom |Poison: 1d10 CON, Fort-negate DC 14
Mrgstar +2 Frost>Frost |1d6 damage, Cold no save
Banedead Claw >Banedead Slam |-1 DEX no save
Vampire Slam >Vampire Slam |Energy Drain (-EXP) no save
Rust Monster Ant>Antennae Touch Rust|(None listed) Refl-negate DC 20
Drider's Bite >Drider Poison |Large STR drop Fort-negate DC 16
Ghaunadanpod >Ghaunadan Touch |Paralyzed Fort-negate DC 13
All weapon specials, aside from direct damage, will always
activate on every attack, regardless of hit or miss. This
means that the Banedead will always reduce Dexterity just
for swinging at something (no save), and Ghaunadan can end
up paralyzing someone even on a miss (but against the
Fortitude save, your Fighter or Cleric might withstand it).
Antennae Touch Rust has no listed effects in the internals.
Regardless, it's apparently special-cased to remove Steel
equipment. Note, without valid equipment to destroy, this
special can crash the game!
Drider Poison lasts five rounds, reduces Strength by 1d6,
and also applies a poison that gives -1d6 STR right away and
another -1d6 in five rounds. In theory, anyway.
Note that, for whatever reason, no monster has Vampire Slam
or Rust Monster Ant, and Drider's Bite is never used.
Though, the specials of these items are given to monsters as
their own usable specials to use against you anyway.
These items have a second name in the internals:
Dagger of Venom - Dagger of Venom
Hvy Mace +1 - Hvy Mace +1
Battleaxe +3 Keen - Drow Biter
Unarmed Strike - Unarmed Strike
Ghaunadanpod - pseudopod
2. 2 -------------------------- Range Weapons --------------------------<rw18>
Refer to the melee weapon lists for stat information. Additionally:
Rng: If ranged weapon, range in feet. Divide by 5 for squares.
If ammo, I mark an "a". I do not know what the number is for.
Size: Size class of weapon. Completely ignored for ranged weapons.
All ranged weapons always take two hands.
Feat: What weapon feat is necessary to avoid -4 Attack penalty.
Launchers and ammo are grouped by compatible launcher/ammo pairs.
One curious stat I must note:
* Arrows Shock : No special, same damage as regular arrows
All launchers are held in Hand, and always require two hands
free regardless of size. Even the medium weapons can be
wielded by small races.
All ammo are held in Quiver. Camping with ammo equipped may
give you several shots of it for free. If you run out of
ammo, the item disappears completely, requiring you to find
another stack if you want to use it some more.
Name of item >Name of spec.|Summary
---------------->-------------+
Poison Blow-dart>Spider Poison|Poison: 2d4 STR, Fort-negate DC 15
Drow Poison Dart>Drow Poison |Sleep status, hours, Fort-negate DC 17
Unfortunately (for players), a dart shot out of a Blowgun
does not trigger the dart's special, and therefore, these
will never activate. The Drow Wizard gets around this
because of a quirk in monster weapons only caring what the
first weapon is, and thus uses the dart directly, triggering
the special. The fact the Drow Wizard must use it in melee
range is a side effect of having no range to ammo.
Spider Poison does 1d4 Strength damage up front, and 1d4
more after five rounds. At least, it's supposed to. You'll
never know because of the glitch above.
2. 3 ------------------------- Other Equipment -------------------------<oe37>
A: AC bonus. More of this makes it harder to be hit.
MD: Max Dexterity bonus. The stat is broken; It has no
effect in this game. It's supposed to limit AC bonus due
to Dexterity, but... Well, it doesn't do anything.
Pn: Armor check penalty. Applied to STR and DEX based skills.
Without the right armor proficiency, this will also work
against your Attack rolls, reducing accuracy.
ASF: Arcane spell failure. Chance that a Wizard's spell is
lost without effect. Does not affect Use Magic Device.
Applies even with the right proficiency.
Class: Weight classification of armor. Blank entry means the
armor has no associated feat.
If it's not an armor item, I instead list what it is rather
than armor stats. Such items don't even have armor stats.
Note that AC is part of the main item stats, so such
equipment can still provide extra defense.
There is nothing stopping you from equipping a Buckler and
a shield. For that matter, nothing is stopping you from
filling both hands with one shield each. Plus Buckler.
One size fits all. Racial size does not matter, and you can
swap armor as you like among your party.
Half-Plate +2 and Drow Boots are glitched with Padded Armor
penalties, meaning Half-Plate +2 is by far the best armor
you can equip on anyone without Wizard levels, and arguable
to equip on a Wizard for the 5% Arcane Spell Failure anyway.
While some of these items have specials, they immediately
fade after one step, denying you of the specials and making
their use pointless. Regardless, I should list them anyway.
Name of item >Name of special |Summary
----------------->----------------+----
Full Plate +1 >Clumsiness |-4 Dexterity
Boots of Striding>Speed |(No listed effects)
Drow Boots >Dodging |+3 Dexterity
Cloak:Resistance >Resistance +2 |+2 saves (Fortitude, Reflex, Will)
Magical Cape >Fire Resistance |Reduce Fire damage by 15
Ring:Fire Resist.>Fire Resistance |Reduce Fire damage by 15
Ring:Fire Resist.>Immunity to Cold|Multiply Cold damage by 0/16
The Full Plate +1 is the second in the main list, with a
lower value than the "uncursed" version.
Again, since armor specials do not stick, don't be surprised
that your ring isn't offering any protection against certain
spells. Equipping them while in battle will give you the
special for a few rounds, if you can fit the turns in. A
certain feat, Quick Draw, makes any equipment swap free.
These items have a second name in the internals:
Robe of Pro +1 - Robe of sewn Mithral
Mwk Scale mail - Masterwork Scale mail
Gauntlets +1 - Pair of gauntlets
Sml Mtl Shield +1 - Sml Mtl Shield +1
Magical Cap - Magical Cap
Magical Cape - Cape: Fire Resist
L: Effective caster level. When using the item, it casts the
spell using the level determined by the item itself.
This level is what you need your Wizard or Cleric to use
the scroll with 0% failure rate. Potions never fail.
ID|Name of useable |Value|L:What spell is used >Effect of spell
--+----Potions-------+-----+-:--------------------->----
3F|Potn: Cure Lt Wnd | 50|3:Cure Light Wounds >1d8+3 healing
DA|Potn: Bull's Str | 300|2:Bull's Strength >+1d4+1 STR until camp
DB|Potn: Cat's Grace | 300|2:Cat's Grace >+1d4+1 DEX until camp
57|Potn: L. Restore | 300|7:Lesser Restoration >Removes Ability effects
D6|Potn: Cure Ser Wnd| 750|3:Cure Serious Wounds >3d6+3 healing
D7|Potn: Pro Neg Enrg| 750|3:Negative Energy Pro. >Resist Drain, 2 rounds
D8|Potn: R. Blnd/Deaf| 750|3:Remove Blind/Deaf >Removes blind and deaf
D9|Potn: Remove Curse| 750|3:Remove Curse >Removes Bestow Curse
53|Potn: N. Poison | 750|7:Neutralize Poision >Removes ongoing poison
9C|Elixer of Life | 1000|3:Poison >1d10 CON damage
--+----Scrolls-------+-----+-:--------------------->----
A3|Scrl: Infl Mnr Wnd| 5|1:Inflict Minor Wounds >1 damage, Force
A5|Scrl: Infl Lt Wnd | 25|2:Inflict Light Wounds >1d8+2 damage, Force
45|Scrl: Cure Lt Wnd | 25|3:Cure Light Wounds >1d8+3 healing
5E|Scrl: Hold Person | 150|5:Hold Person >Held, 3 rounds
7C|Scrl: L. Restore | 150|5:Lesser Restoration >Remove Ability effects
BD|Scrl: Acid Splsh | 12|3:Acid Splash >1d3 damage, Acid
BE|Scrl: R. Frost | 12|3:Ray of Frost >1d3 damage, Cold
C9|Scrl: Feather Fall| 25|1:Feather Fall > This scroll is useless
A4|Scrl: Cause Fear | 25|1:Cause Fear >Shaken, 1d2 rounds
44|Scrl: Sleep | 25|2:Sleep >Sleep, 10 rounds
BA|Scrl: Mage Armor | 75|3:Mage Armor >+4 AC until camp
BB|Scrl: Charm Prsn | 75|3:Charm Person >Charmed, until camp
CA|Scrl: Aganzr Scor | 150|2:Aganazzar's Scorcher >1d8 damage, Fire
CB|Scrl: Blur | 150|3:Blur >+4 AC, 15 rounds
CD|Scrl: Ghoul Touch | 150|3:Ghoul Touch >Paralyzed, 1d3+1 rounds
CC|Scrl: Eagle Splend| 150|3:Eagle's Splendor >+1d4+1 CHA until camp
52|Scrl: Web | 150|4:Web >Entangled, 10 rounds
60|Scrl: Cat's Grace | 150|5:Cat's Grace >+1d4+1 DEX until camp
55|Scrl: Acid Arrow | 150|5:Melf's Acid Arrow >2d4 damage, Acid
5C|Scrl: Snow Storm | 150|5:Snilloc's Snow. Swarm>2d6 damage, Cold
CE|Scrl: Dispel Magic| 375|5:Dispel Magic > Useless scroll
CF|Scrl: Light Bolt | 375|5:Lightning Bolt >5d6 damage, Shock
72|Scrl: Fireball | 375|7:Fireball >7d6 damage, Fire
56|Scrl: Flame Arrow | 375|7:Flame Arrow >4d6 damage, Fire
83|Scrl: Vamp. Touch | 375|7:Vampiric Touch >3d6 damage, Force
D0|Scrl: Remove Curse| 700|7:Remove Curse >Removes Bestow Curse
D2|Scrl: Cone of Cold| 1125|9:Cone of Cold >9d6 damage, Cold
D5|Scrl: Hold Monster| 1125|9:Hold Monster >Held, 5 rounds
--+----Wands---------+-----+-:--------------------->----
49|Wand of Aganazzar | 4500|4:Aganazzar's Scorcher >2d6 damage, Fire
69|Wand: Mgc Misl | 3750|5:Magic Missile >1d4+1 damage, Force (x3)
80|Wand of Lightning |11250|5:Lightning Bolt >5d6 damage, Shock
92|Wand of Fireball |11250|3:Fireball >3d6 damage, Fire
9F|Wand of Knock | 4500|2:Knock >Opens locked stuff
B4|Blessed Wand |12000|4:Bless >+1 Attack, +1 save vs. fear
BF|Wand: Faith Shield| 750|1:Shield of Faith >+2 AC, 5 rounds
--+----Unavailable---+-----+-:--------------------->----
67|Non-Descript Vile | 1|9:Bestow Curse >-4 hit, -4 save, permanent
8F|Vial:Murky Liquid | 750|5:Inflict Crit. Wound >4d8+5 damage, Force
90|Vile:Milky Liquid | 750|5:Cure Critical Wounds >4d8+5 healing
54|Scrl: Spiderclimb | 25|4:Spider Climb >Should aid in climbing up
6E|Scrl: Knock | 150|5:Knock >Opens locked stuff
C8|Scribed Scroll | 0|2:Sleep >Sleep, 10 rounds
68|Scrl: Invis. | 150|3:Hand of Pronto (unused)
BC|Scrl: Invis | 150|3:Hand of Pronto (unused)
5D|Scrl: Invis. Prg | 375|0:Hand of Pronto (unused)
91|Scrl: Raise Dead | 375|7:Hand of Pronto (unused)
D1|Scrl: Cloudkill | 1125|0:Hand of Pronto (unused)
D3|Scrl: Domin Person| 1125|0:Hand of Pronto (unused)
D4|Scrl: Feeblemind | 1125|0:Hand of Pronto (unused)
--+------------------+-----+-:--------------------->----
All scrolls are made of paper.
All potions are made of glass.
The wands are made of:
Wood: Wand of Aganazzar, Wand: Mgc Misl, Wand of Lightning, Wand of Fireball
Glass: Wand of Knock, Blessed Wand
Silver: Wand: Faith Shield
Wand of Aganazzar is also marked as a +1 item.
Potions can be used at any time, do not need anything
special to be used, and require a full round action to use
in combat, provoking attacks of opportunity. This also means
you can only move one step (5 feet) if you want to use a
potion. They can be used on adjacent targets in combat.
Scrolls can be used whenever the spell can, require the
character to be a caster (of the right type) or know the
skill Use Magic Device, and require a full round action to
use. Like potions, limits to one step and provokes attacks
of opportunity. They mimic the spell's range.
Wands must be equipped in Hand to use, require caster levels
or the skill Use Magic Device, and takes a standard action.
Like with scrolls, they mimic the spell's range as well.
Scrl: Feather Fall is useless. When falling down pits, the
game checks for the memorized spell, not an inventory item.
Therefore, while it can take Feather Fall charges, the item
gives nothing in return. Don't bother keeping it.
Scrl: Dispel Magic is useless. This is because the spell
itself fails to clear any statuses, and by extension, the
scroll also fails to do anything either.
These items have a second name in the internals:
Potn: L. Restore - Lesser Restorations
Elixer of Life - Sparkling liquid
Scrl: Infl Mnr Wnd - Inflict Minor Wounds
Scrl: Infl Lt Wnd - Inflict Light Wounds
Scrl: Cure Lt Wnd - Cure Light Wounds
Scrl: Snow Storm - Snilloc's Snow. Storm
Scrl: Cat's Grace - Cat's Grace
Scrl: Cause Fear - Cause Fear
Scrl: Mage Armor - Scrl Mage Armor
Scrl: Charm Prsn - Scrl Charm Prsn
Scrl: Acid Splsh - Scrl Acid Splsh
Scrl: R. Frost - Scrl Frost Ray
Wand of Aganazzar - Aganazzar's Scorcher
Wand of Knock - Wand: Knock
Blessed Wand - Wand: Bless
Wand: Faith Shield - Wnd Faith Shield
Scribed Scroll - scribed scroll
Scrl: Invis. Prg - Hand of Pronto
Scrl: Invis. - Hand of Pronto
Scrl: Raise Dead - Hand of Pronto
Scrl: Invis - Hand of Pronto
Scrl: Cloudkill - Hand of Pronto
Scrl: Domin Person - Hand of Pronto
Scrl: Feeblemind - Hand of Pronto
2. 5 --------------------------- Other Items ---------------------------<oi47>
As they are items, they do have values and materials in the
internals. What they are used for is anyone's guess. Well,
the miscellaneous items at the top can be sold, of course.
Presumably, Holy Symbol is used for Turn Undead. Try to keep
it in your Cleric's inventory. Don't forget to buy a spare
if you do multiclass for your first Cleric level.
Empty can be equipped on any slot. Probably a good thing,
as otherwise, you'd be unable to remove equipment without
swapping in something else.
Stone Sceptre appears to have been intended for use with the
other stone items, which aren't found anywhere. Whatever the
reason, you can still find the Stone Sceptre in 4F. Whatever
use the Sceptre would have had, said use is not anywhere,
and the item will just stay in your Party Inventory forever.
Party items fill their own special inventory, separate from
the inventories of your characters. This still has a limit
of 16 items itself, so don't try to save them up as this may
block you from getting a necessary item later on. In other
words, don't abuse Open Lock too often.
This section contains a summary for each floor what you will
get. It's likely impractical to list the individual
encounters, since in the process of exploring each floor,
you will go through most or all of them anyway, so you'll
end up with everything I summarize anyway.
As well, I list the possible range of how much gold to get.
Most gold rewards are determined by dice rolls, but with
so many of these rolls, you won't get far from the average.
Notably, you need the Stone Key to proceed. You get this
thing by chatting with someone in the inn.
There is a hidden chamber I know exists, but I can't enter.
It has a chest (High Loot) containing the following:
* Longbow
* Light Mace +1
* Longsword +1
* Ring of Pro + 1
* Wand of Aganazzar
* Studded Leather +1
* Battleaxe +3 Keen
* Lrg Mtl Shield + 1
* Chainmail +2
* Full Plate +1
* Arrow +2
* Robe of Pro +1
* Dagger of Venom
* Gauntlets +1
Considering the items here, and the fact the chamber it's in
is full of teleporters leading to every floor, I'm led to
believe this is a debugging chamber.
| Weapons | Equipment | Other Items |
+---------------------+---------------------+---------------------+
| 3 Heavy Pick | 1 Chain Shirt | 1 Scrl: Infl Mnr Wnd|
| 1 Dagger of Venom | 3 Hide Armor | 1 Scrl: Infl Lt Wnd |
| 2 Scimitar | 1 Breastplate | 1 Scrl: Cause Fear |
| 1 Longsword | 1 Robe of Pro +1 | 1 Blessed Wand |
| 1 Longsword +1 | 1 Small Metal Shield| 1 Wand of Aganazzar |
| 1 Kukri | 1 Lrg Metal Shield |
| 1 Shortbow | 1 Sml Mtl Shield +1 |
| 1 Arrows | 1 Gauntlets +1 |
| 1 Arrow +2 | 1 Magical Cap |
| | 1 Magical Cape |
| | 1 Ring of Pro + 1 |
Party Items:
* 583~2639 gold (1611 avg.)
* 3 Silver Key
* 1 Blood Key
* 1 Mithral Key
* 1 Rusted Iron key
* 4 Red Gem
/\/\/\/\/\/\/\ Notably, Albrik's secret stash is hidden
\ ##### #####/ inside a wall. Hit A where I marked an X,
/ # #####\ and you'll open the hidden chest. If you
\# # # #####/ haven't gotten the Dagger of Venom yet, you
/# # X## \ did not open this chest (or haven't bought
\ # ## / it for a steep price at a later store).
/ ## # # ## \
\ # ## /
/# ####### #\
\# #/
/##### ### ##\
\/\/\/\/\/\/\/
Party Items:
* 171~1436 gold (803 avg.)
* 2 Stone Key
* 1 Stone Sceptre
Of note, most of the scrolls are accessed from using the
stairs from Floor 5. Don't worry if you haven't gotten them
yet by the time you reach the next floor.
Party Items:
* 487~2676 gold (1581 avg.)
* 1 Writ of Passage
* 1 Crimson-red Key
* 1 A Sliver of Bone
* 1 A Piece of Glass
* 1 A Bar of Steel
* 1 A Splinter of Wood
* 1 A Chunk of Rock
* 1 A Rotten Turnip
| Weapons | Equipment |
+---------------------+---------------------+
| 1 Longsword +3 | 1 Ring of Pro + 1 |
| 1 Battleaxe +3 Keen |
Party Items:
* 235~4400 gold (2317 avg.)
-------------------------+ The only chest on this floor is
/########################| hidden inside a secret chamber.
\ #######################| There is a fake wall where I mark
/##### ### ### ### ##^###| an X, which lets you simply walk
\### # # # # # # # # v##| through it. This chest contains
/#s ####| the second Longsword +3 and the
\### # # # # # # # # v##| only Battleaxe +3 Keen, so you'll
/##### ### ###X### ##^###| probably want to find it.
\############ #########|
/############ C #########| Oh, and it has a ring, too. Well,
\############ ##### #| it is the only chest here, and
/##################### ##| the monsters aren't giving any
\/\/\/\/\/\/\/\/\/\/\/\/\| items to you this time.
Here's all the items you can hope to buy. Shops never run
out of their supply, so take as many of these things you
like, limited by your gold and inventory space, of course.
In case you forgot, prices are adjusted by whether Appraise
succeeds. I've accounted for this in the buy prices below,
but it wouldn't hurt to have a reminder anyway:
Appraise success: 80% buy, 45% sell
Appraise fail: 120% buy, 30% sell Appraise check versus DC 20
If you don't like the prices, just change the selected
character (L or R) until you see different prices. I'm
listing both possible buy prices.
Note, however, that stores always sell exactly one ammo of
the stack you buy, necessitating you camp with one equipped
right away if you plan to shoot with it more than once. Ammo
disappears from inventory if it goes down to zero, requiring
that you find or buy another; Annoying for Arrow +2.
Also note, wands are always sold with exactly one charge in
them. That pricey Wand of Fireball will just disappear after
one shot. You might not want to bother buying them.
4. 1 ------------------------ Golden Hammer Inn ------------------------<gh58>
This is the place you go to by climbing up a pit on the
first floor. You have to go here for a needed key, anyway.
The Dwarven Camp is located on Floor 5. While they claim to
lack supplies, they are still capable of fully arming your
entire party with wonderful equipment that the well-stocked
inn a few floors above can't supply you with... If you have
the necessary gold, of course.
There are two major glitches I can think of. They are both
pretty big, by the way. The lesser glitches are already
noted in the appropriate item section, such as unintuitive
stats, if you're curious enough to take a look. No, these
ones here are far greater than mere misplaced stats.
There are two versions. Both allow ridiculous stats. It is
safe to end the glitch with around 180 stats, although
Constitution needs finer tweaking until you reach level 7,
as 128+ HP ends in death after one hit of any damage.
These items have specials needed for this glitch:
* Dagger of Venom (Weapon)
* Mrgstar +2 Frost (Weapon)
* Poison Blow-dart (Weapon)
* Drow Poison Dart (Weapon)
* Full Plate +1 (The version not available in stores)
* Boots of Striding
* Drow Boots
* Cloak:Resistance
* Magical Cape
* Ring:Fire Resist.(Two specials)
>>> Modify Status
1. Equip any item with special; Move one step to clear it
2. Cast Bull's Strength, Cat's Grace, Endurance, or Eagle's Splendor
3. Remove the item with special
4. Camp
---- (By now, something permanent probably happened to your stats)
5. Equip and remove a *weapon* with special
6. Camp
7. Repeat from step 5 as needed
A modified status will permanently keep the initial change.
Instead, a different stat may be lowered:
* Bull's Strength - Lose Dexterity
* Cat's Grace - Lose Dexterity
* Endurance - Lose Strength
* Eagle's Splendor- No loss
If you equip a weapon or ammo and remove it again, it
restores the modified status, and you can re-apply the loss
without first casting the related spell.
If a stat falls to exactly zero, this kills the character
and halts further glitching. If a stat skips zero and goes
"negative", it instead wraps to 255 and continues there.
Keep lowering it to 180 just to be safe, since 255 will let
various checks exceed 127, which counts as big negatives.
>>> Status Overflow
1. Get some kind of status (Mage Armor can work, or a stat boost spell)
2. Equip and remove any *non-weapon* with a special
3. Repeat prior step 11 times; Or 6 times if it's Ring:Fire Resist.
o If you don't like counting, you can repeat this more times safely
4. Cast Bull's Strength, Cat's Grace, Endurance, or Eagle's Splendor
5. Repeat step 4 for every copy of the spells you have memorized
6. Camp
These steps max out the status slots. The spells that
improve ability scores will become permanent, as they can't
remember to later remove the bonus they gave, or for that
matter, stop later spells from applying another boost. Stack
as much as you like.
A special case for Ring:Fire Resist. must be noted: Since it
fills two slots by itself, you don't actually need a spell
beforehand to make use of it. The first slot is always
checked, but the second slot is left alone, so you can just
swap the ring in and out 11 times. Note, however, that you
must keep it worn when applying your stat buffing spells, as
unequipping it frees up slot 1 for a spell to then fill,
denying the glitch for that spell and its copies.
>>> Explanations
The way this works is that, when removing an item with a
special, even if it's a weapon never meant to give you a
special, then the game may mess up the first status slot.
Due to such wonderful programming, the game never bothers to
check past the first status slot to see if it should remove
an item special. If the item special is there, it is removed
without error. If it's anywhere else, well... Stop looking,
we're never going to find it in the other 11 slots, because
we're lazy. Not sure why, but slot 1 becomes item-source.
Morphing the first slot like this has odd effects. As such,
Modify Status has more than one purpose:
* Cat's Grace, when modified, gives intense AC
* Endurance, when modified, gives near-guaranteed hits
Other spells can also be morphed, but you won't like the
results. Mage Armor morphs into Charmed status, which while
it doesn't interfere with the glitch process, is certainly
no good when you try to fight monsters without fixing it.
In any case, non-weapons adds a status to one of your slots,
while weapons don't. You can't try Status Overflow with
weapons due to the fact they never add. It is possible to
try steps 5-7 of Status Modify with non-weapons, by having
it equipped before you camp so that you don't mess up the
first slot before you modify it again, but using a weapon
ensures you don't have to remember to keep it equipped.
1. Finish the pit maze on 5F, and clear away all pits
2. Locate a chest that needs a skill to open. Open and close menu
o You may also open the chest, this won't interfere
/\/\/\/\/\/\/\/\/\/\/\/\/| 3. Get to a specific location as
\|#+---+ +-+ +-+#####| |#| indicated on the map to the
/|#####|.|#|.|#######|.|#| left, and face north.
\|###+-+ +-+ |###+---+ |#|
/|###|. . . .|###|. . .|#| 4. Open menu, go to your skills.
\+###| +-+ +-+###+-----+#| Select Strength or Disable Device
/####|.|#|.|#############| Keep trying until you open it.
\+---+ +-+ +-----------+#|
/|. . . . . . . . . . .|#| 5. Enjoy the chest contents, again
\| +-----+ +---------+ |#| Repeat step 4 as desired
/|.|#####|X|#########|.|#|
\+ |#####| +-------+#| |#| X marks the spot where you should
/ .|#####|. . . . .|#|.|#| stand, by the way. If your Intuit
\--+#####+---------+#+-+#| Direction isn't any good, you might
/########################| have trouble reading your own map.
----------------------5F-+
I don't actually know what's going on, here. Something about
a certain object being absent, and some internal coding was
expecting that object to update the menu. But without that
update, it just uses the old menu options, allowing you to
open the same chest again. Needless to say, the wealth you
can get from this will let you buy all the equipment you
will ever need for the rest of the game.
There's probably several such locations in the game, but
finding them may be tricky. The only certain pattern here is
that the spot must contain a feature at some point, but the
feature is currently absent, such as a pit in this example.
If, at any point, you open the menu or get into battle
before reaching this destination, you break the glitch and
must find a chest to glitch like this again. Chests that
don't allow skills to open them are never eligible for this
glitch, as you don't open them through the menu at all.
This section is about the guide itself. While the guide may
be about the game, and this section is about the guide, this
does not mean this section is about the game. It's strictly
about the FAQ, nothing more. Now, move on...
6. 1 -------------------------- Contact Info ---------------------------<cn86>
It is difficult to contact me. I apologize. However, if you
have a GameFAQs message board account, I can be contacted
through that private message system.
GameFAQs message board name: FatRatKnight
As for E-mail, I seem to use it so rarely I ended up losing
it again. Even if I did have one, whether it's a good enough
way to contact me would be highly questionable anyway. I am
pretty active on the message boards, and I don't mind a PM
no matter how long it's been since I last visited the game.
But I will guarantee a response within a few days if you
send a private message to FatRatKnight through the GameFAQs
message board. I am always ready to look back here.
Permission granted to these sites:
www.gamefaqs.com
www.neoseeker.com
This guide may *not* be reproduced under any circumstances
except for personal, private use. Only the listed sites may
publicly distribute this file, until such a time that I give
written permission to other sites as desired. Do not alter
this guide, do not present it as the work of anyone else.
CheatCC, or Cheat Code Central, will take special notice as
a site *not* allowed to host this file. David Allison, owner
of CheatCC, has infringed the copyright of many guides, with
modifications in many cases to make it appear the author's
intent was to have it hosted on CheatCC (or any sites owned
by or affiliated with David Allison). I will raise awareness
of this person's history here, in an effort to minimize any
support for one who has taken so many guides. This has been
apparently going on for more than a decade.
6. 3 ------------------------- Version History -------------------------<vs04>
Current:
v1.25a- Added www.neoseeker.com to permissions list.
v1.25 - I'm now very certain Max Dexterity (armor stat) does nothing.
- I now have a firm belief that criticals aren't implemented. Yeesh.
- All weapon specials trigger on hit or miss. Not just Banedead Slam.
- Both ammo specials never trigger. Game checks launcher, not ammo.
- Added a bit more explanation in Specials Unequip glitch.
06/22/2015
v1.20 - Added new section: Item Glitches
- Noted curious stats.
- Weapon Finesse works on weapons of any size. Fixed notes.
- Added a note ranged weapons require two hands.
- Hand Crossbow can be found (on Sweet Rose); Removed related text.
- Re-classed item sizes to be one step "smaller". Same deal, though.
- I don't think the Dispel Magic scroll does anything.
- Added note about Stone Sceptre. Not used for anything, huh.
- Minor adjustments to text.
12/16/2014
v1.10 - Added new sections: Treasure List, Shop List.
- Used whitespace instead of 0d0 and +0 on damage of weapons.
- Noted I don't honestly know about Scrl: Dispel Magic.
- Noted unavailable Hand Crossbow.
- Reordered the lists somewhat.