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