--------------------------------------------------
Revision History:
(1.0 - 7/11/04 First draft written on item creation data in v1.2 of WBC3.)
(1.1 - 7/20/04 Added new item Dagger of Piercing, updated item Ring of Skulls,
thanks to Mr. Arrogant for the stats on the Ring of Skulls. Fixed author as
my real username. Fixed contact email to prevent bots from adding it to a
list.)
(1.2 - 7/27/04 Added new list, "Campaign Items", thanks to CrazyJonez for
the stats and locations for this list. Added new items Dragon Stones,
Dragon Banner, Shield of Chaos, and unique item Ring of Resurrection.)
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Table of Contents:
I. -> Introduction to WBC3 items
I.a -> Item types
I.b -> Item effects
I.c -> Basic item creation
I.d -> Advanced item creation
____________________________________
| I. -> Introduction to WBC3 items |
------------------------------------
I'm guessing you're here because you want to know what the bestest item
in the WBC3 world is. Or maybe you want to know how your items stack up
against everyone else's (item envy). Or you're probably here to make fun
of the crappy faq genre known as Item FAQs. Whichever reason, prepare
to get DUFFED with the results of many laborious hours (minutes) I spent
creating the latest media craze... "Alchemy Gone WILD!!!"
*****
I.a -> Item types
*****
Don't know what an item is? Uhhhh.... let's review. While playing the
fantastic game known as WBC3, your hero will undoubtedly come across
items, either from chests dropped by killing enemy heroes, completing
quests given to you during a battle (from a shrine or mausoleum), buying
them from shops on the map, or killing boss monsters from the random monster
havens on the battlefield. During campaign mode you can also get
items by finishing a battle or finding chests placed in specific
battlefields. All you have to do for chests is walk onto them, and
cha-ching!... you've got item! Of course, these are all chump ways
of getting items. Check out I.c for more info.
Items can be equipped in one of six ways: on your head (helmet), on your
torso (armor), on your feet (boots), on your strong arm (weapons), on your
weak arm (shields), and two other random places (accessories). Maybe
that makes seven, maybe that makes six... contemplate on this, grasshopper.
What good does equipping an item do? See those strange collections of
letters and numbers when you mouse over an item? Those are the item's
effects, and they are only in effect when you have an item equipped. Don't
like a particular effect... TRASH IT! Or you can keep it and sell it
later. Speaking of effects.......
*****
I.b -> Item effects
*****
Although the actual effects are wide ranging, you can group them into 2
basic groups: positive and negative effects. Almost all are
self-explanatory. +x blah means you get +x to blah... like +5 combat.
This can be modified by a qualifier, such as:
+5 morale leading dwarves... means +5 to morale when you lead a dwarf army
+15 combat at night... means you only get the +15 at night
Then you have % effects, which is the same idea, except these affect
those character stats dependent on %, like % to cast a spell. You'll run
into a lot of -% to cast spells, especially with weapons and armor, meaning
your archmage probably doesn't want to wear those things when trying to
cast spells. A couple of points about this... 5% chance Spellname means
you have a 5% chance to cast the spell either while being hit, or when hitting
someone else, depending on the item. As for +10% IAS, I borrowed the
nomenclature of Diablo 2, and IAS means increased attack speed.
*****
I.c -> Basic item creation
*****
When you want some items for your hero and you don't feel like going through
the motions and beating the campaign mode or fighting countless heroes, you've
got one solution... make your own. Yes, the Create Item spell is back,
and now your hero, regardless of race, profession, creed, or language, can
start making his/her own right NOW. "How?" do you ask? Simple... start up
a battle, and choose to be the undead or the empire. Play the battle
normally, except don't kill off your opponent. Turning off AI resignation
helps. When you've got your opponent sealed away safely, you can turn
towards your objective: the Black Library (or the Library for you geeky
Empireans).
The libraries provide the key ingredient... the ability to cast any spell
in the whole realm of magic. Just research either a +1 or +2 skill boost
to a random magic sphere, and hope you hit Alchemy. Once you get either
boost, you can now cast the Create Item spell to your hearts content. I
usually prefer the Undead for this, since they also have triple mana
regeneration from the altar of shadows. If you want to cast higher level
Create Items, then you better get a liter of soda and a new mouse, because
it takes FOREVER to randomly get to higher levels. It took me a full 2 hours
just to get to level 2. If this is your goal, I suggest 2 libraries, so one
can research the +1 boost, the other the +2 boost at the same time.
When creating mass amounts of items, you'll want to watch out for the accursed
"Vortex of Items". You see, whenever you create an item, a new chest gets
placed at your feet. You can cast it as many times as you like where you
are standing, a chest can hold 4 items, and when you overflow, a new chest
appears half a space away. It makes life difficult to walk a half step and
open the new chest (try it and see), so I usually create 4 items, walk a FULL
step away, then make another 4 items. The "Vortex of Items" starts to happen
when you put down 50-100 chests on the ground. At some point, you'll notice
that when you cast Create Item, nothing happens. Well, your mana is taken,
and your hero says the spell was cast... but nothing was really made. Or,
it was made, but could not appear on the map due to some bug... thus... Vortex
of Items. I tried to be smart and thought, "Hey... why don't I empty one of
the 100 chests lying around, then fill it back up with Create Item?".
Program crashed as I tried casting the spell. It does it to me every time.
So maybe I should get rid of the chests first then start casting again.
I built over the chests, which got rid of the graphic and the items. But
the Vortex was still in effect. It was then I happened upon a lone chest,
leftover from a fight with a boss monster. I tried casting create item
on this chest, and it worked, for some reason. Go figure. It was here I spent
hours creating items... 3 at a time, then dropping them in the vortex, all
the while recording their effects.
*****
I.d -> Advanced item creation
*****
Life got you down? Are you using 2 libraries to crawl your way up the alchemy
ladder? Did your crystal mines run dry and now you can only research spells
once every few minutes? Not to worry.
Start a Skirmish game, and under Options, select "Use temporary hero". This
lets you start with a temporary hero between level 1 and 50. Of course, we
want level 50. Make your hero an Empirean Alchemist, and put 46 skill
points into Alchemy. Why 46? You start with a +5 bonus, and to get the
level 6 Create Item spell, you need 51 points in alchemy. You should put
most stat points into Intelligence, though you are playing against a computer
hero of level 50, so don't forget the other stats. Choose either undead or
empire to lead (you can again use the libraries to get up to 7+ create item),
and start your mass creations. You're going to need a buttload of +% to cast
higher level spells, so make sure you equip the Coautl set once you create all
three parts. The trick is to equip as much +% cast as you can (which is still
barely enough to sometimes cast level 6), and cast spellforge before creating
items. This enables you to cast level 7 all of the time (by doubling the
effects of your equipped items).
*Disclaimer: You cannot transfer these items to a regular hero this way. As
far as I know, Skirmishes are the only place to use temporary heroes, and you
are probably wanting to make items for your kick-ass hero, not some nerdy
alchemist.
The better (and slower) way is to actually make a real alchemist hero. This
way you can get at least to level 10 create items, and possibly make some
really kick ass gear. To get it to your hero, just play multiplayer and create
items for friends, and have them give it to your regular hero in another game.
I haven't tested this, but theoretically, it works.
____________________________________
| II. -> Regular Items |
------------------------------------
Here I will describe every regular item I have come across so far. This means
none of these items have that nice, shiny sparkle to them. Along with each item
I will include the effects, as well as a grade and probable uses (if any) for
the item. All items for each type are in alphabetical order.
*****
II.a -> Weapons
*****
Assassin's Blade: +5 damage (piercing), +5% assassinate, -20% cast
Grade: C, only good for assassins, it will save you 5 points in assassinate to
get the maximum. But a weapon with IAS will probably serve you better.
Axe of Dwarven Bane: +20 damage (slashing), +60 damage to dwarves, -10% cast
Grade: C+, good increase in damage, and gets rid of those pesky dwarves.
Axe of Slaying: +10 damage (slashing), -10% cast
Grade: D, almost worthless.
Banesword: +10 damage (slashing), +30 damage to humans, -15% cast
Grade: D+, very low damage increase
Chaos Blade: +20 damage (slashing), 5% chance Morph Combat, -15% cast
Grade: C, good increase in damage, spell is randomly helpful/hurtful
Claw of the Dragon: +15 damage (piercing), +20% IAS, -15% cast
Grade: B-, average damage increase, piercing is effective against a few things.
The IAS is especially nice.
Dagger of Striking: +2 Combat, +5 damage (piercing), +50% IAS
Grade: B, don't let the grade fool you. This is the best weapon for an
assassin. And IAS is good for any warrior hero.
Darksword: +10 damage (cold), +1 combat, -10% cast
Grade: D+, cold damage isn't all that it's cracked up to be, especially only
10 cold damage.
Dragon's Bane: +60 damage to dragons, +20 damage (fire), -25% cast
Grade: C-, many things are resistant to fire, only useful if you have a dragon
problem.
Dwarven Shortsword: +2 combat, +5 damage (piercing)
Grade: F+, just like the dagger of striking, but no IAS.
Elven Rapier: +1 Move speed, +1 combat, +5 damage (piercing)
Grade: D-, the only weapon to make you walk faster, but nothing else to save it.
Flametongue: +4 Combat, +15 damage (fire), -10% cast
Grade: C-, nice increase in combat, but only does fire damage.
Frozen Needle: +5 damage (crushing), +5 cold resist, 5% chance Hands of Ice
Grade: D, crushing damage is useful, but not enough of it. Spell is useless.
Golem Hammer: +25 damage (crushing), +80 damage to buildings, -25% cast
Grade: B, huge amount of crushing, and the only weapon you'll want when using
your hero to take down entire cities (or just towers)
Hammer of King Khorin: +2 combat, +20 damage (crushing), -15% cast
Grade: C+, nice amount of crushing, and a little combat to boot.
Hammer of Thunder: +15 damage (crushing), 5% chance Call lightning, -15%
casting
Grade: C, some crushing, and spell isn't half bad (when it happens)
Hammer of Yorr: +20 damage (crushing), -20% casting, +50 damage to orcs
Grade: C, nice crushing, very useful against the orcs (duh).
Harvest Scythe: +5 damage (slashing), +1 Nature
Grade: D-, you like nature spells? I don't.
Iceblade: +25 damage (cold), -10% casting
Grade: C-, good if your enemy is weak against cold.
Jewelled Dagger: +5 damage (piercing), +20% IAS
Grade: D+, IAS is always nice. Go for the dagger of striking.
Lifestealer: +5 damage (piercing), +1 lifesteal, -10% cast
Grade: C+, 1 point of life stolen per hit is not much, combine with other
lifesteal items to heighten the effect.
Mageblade: +10 damage (slashing), +50% mana regeneration
Grade: B, a very good item for mages.
Ogre's Blade: +20 damage (slashing), +40 damage to humans
Grade: C, good damage, a step above the banesword, and can still cast spells.
Orc King's Blade: +4 combat, +15 damage (slashing)
Grade: C+, good damage, good combat, and not flaming
Plaguesword: +20 damage (slashing), +10% casting, 5% chance Spray Poison
Grade: B-, a good item for warrior-mages having trouble casting spells.
Serpentslayer Axe: +15 damage (slashing), +40 damage to snakemen/dinosaurs,
-10% cast
Grade: D+, good damage, only useful at the beginning of campaign mode when
fighting the snakemen on the southern continent.
Slayer's Blade: +5 damage (slashing), +15 damage to large creatures, -10% cast
Grade: D, Ho-hum. When your hero can take on large creatures, you'll have a
better weapon by then.
Spear of Ankh: +2 Combat, +10 damage (piercing), -10% cast
Grade: D+, little damage, little combat.
Spiked Club of Death: +40 damage (crushing), -40% IAS, -20% cast
Grade: C-, only good if you can take plenty of pain while swinging so slowly.
Spiked Mace: +10 damage (crushing), +4% critical, -10% cast
Grade: D+, having more criticals is nice.
Staff of Pyreakon: +5 damage (fire), 10% chance Ring of Fire
Grade: C-, damage is weak, but the 10% spell chance is a definite plus.
Sun Staff: +10 damage (fire), 5% chance Pillar of Fire
Grade: C+, damage a little bit better... don't underestimate the pillar of fire.
Swiftblade: +10 damage (slashing), +40% IAS, -15% cast
Grade: B-, the second best weapon for an assassin, very good for other warriors
as well.
Sword of Light: +3 Combat, +5 damage (slashing), -5% cast
Grade: D+, I would have expected more...
Theiran Axe: +50 damage to orcs, +20 damage (slashing), -20% casting
Grade: C-, nice damage, not as nice as Hammer of Yorr's crushing.
*****
II.b -> Armor
*****
Armor of the North: +10 armor, +50 cold resist, -25% cast
Grade: C+, protects well against cold, decent armor.
Blood Armor: +5 armor, +1 lifesteal, -10% cast
Grade: C+, low lifesteal, combine with other blood items to make a difference.
Captain's Tunic: +1 combat, +2 morale
Grade: D-, it adds 2 to your army limit, not very good armor.
Cloak of Shadows: +1 Illusions, +5 resist
Grade: D+, the resist is okay, but armor is only good if you like illusion
magic.
Eleandra's Armor: +15 armor, +10 cold resist, -15% cast
Grade: C, better armor rating than armor of the north, but weak on the resist.
Fey Cloak: +10 magic resist, +10 fire resist, +10 cold resist
Grade: B, excellent resistances, no armor rating though.
Frost Giant's Belt: +6 combat, +5 cold resist
Grade: C-, good combat, low resist, no armor.
Circlet of Thull: +4 Summon magic, +20% casting
Grade: B, good casting, best for summoners.
Crown of Command: 5% chance Soul Flame, +2 Command radius
Grade: B, the spell can help turn the tide of battle by raising the level of
your troops in the middle of battle. Or bring your army to your hero near a
mine, then have your hero whack the mine until the spell is cast, giving your
army a 20xp base. Instant upgrades.
Crown of Khalel: +6 morale leading dwarves, +2 command radius
Grade: C-, command radius is nice.
Frost Giant's Helmet: +5 combat, +10 damage to melee attacks, -10% casting
Grade: B-, lots of damage, nice combat.
Giant's Helm: +5 combat
Grade: D+, just combat? bleh.
Helm of the Ram: +5% critical
Grade: D+, don't rely on this to win a battle.
Paladin's Helm: 5% chance Lifeward, +10 armor, -10% casting
Grade: B+, lifeward is a great spell. Need to confirm this will work
repeatedly.
Platinum Helm: +5 armor
Grade: D, just armor? bleh.
Selentine Crown: +4 command radius
Grade: C+, the premium in command radii bonuses.
Anti-magic Ring: +5 magic resist
Grade: F, magic resist will not save you.
Atholar's Ring: +30% mana regeneration
Grade: D+, mana regen is nice, but not by itself.
Dark Path Amulet: +20 combat at night, +4 move speed, +10 resist
Grade: B+, huge combat, hope you have darkstorm spell. Speed and resist is
nice also.
Dragon Stones: +50 XP to dragons, +1 morale, +5 magic resistance.
Grade: B, as if dragons weren't bad enough, having high level dragons is
sure to strike fear in your enemies.
Fey Harp: +50% spell range, +20% mana discount
Grade: B, almost a must for any heavy-duty magic users.
Fire Giant's Horn: 5% fire resist, +3 combat, +4 damage to melee attacks
Grade: C, nice for combat and damage.
Frozen Key: 5% chance Freeze, +10 magic resist
Grade: C, good spell, resist is okay.
Frozen Orb: 5% chance Icestorm, -4 combat
Grade: D, combat penalty makes casting ice storm more difficult.
Greater Orb of Life: +50 life, +5% casting
Grade: C, helps you survive, for sure.
Greater Orb of Protection: +15 armor, +5% casting
Grade: C, also helps you survive.
Greater Troll Ring: 3x life regeneration
Grade: C, there's better things for life regeneration.
Griffon Cloak: +40% IAS, +10 cold resist, +25 XP all monsters
Grade: A, if you are a warrior or like armies, you need this.
Horn of Stone: 5% chance Doomstones, +40 life
Grade: C, nice life, spell is okay.
Horn of the K'varr: +4 combat, +4 move speed, +50% life regeneration
Grade: A-, okay combat, speed and regeneration are the key.
Ring of Aranea: 10% chance Poison Cloud
Grade: D+, poison is an acquired taste... but usually doesn't work very well.
Ring of Fire and Ice: 5% chance Ring of Fire, 5% chance Ring of Ice
Grade: C, what happens if both are cast?
Ring of Frost: +10 cold resist, 5% chance Freeze
Grade: D+, just okay.
Ring of Health: +30 life
Grade: C-, better things to help you survive than this.
Ring of Heaven: +50% life regeneration, 5% chance Purify, +20% spell range
Grade: B-, complements many combinations well.
Ring of Shielding: +5 armor
Grade: F-, don't rely on accessories to provide armor.
Ring of Slime: +20XP all slimes
Grade: D+, an army of slimes may be formidable.
Ring of Starlight: +10 resist
Grade: D-, lousy ring.
Ring of the Liche: 3x life regeneration, +60 life, +15% mana regeneration
Grade: A-, definitely use this if you get it.
Shaman Stones: +25% casting, +10% electric resist
Grade: B, best accessory for helping to cast spells.
Tome of Pure Light: +3 Healing, 5% chance Purify
Grade: B, nice item for casting heal spells.
Tome of Utter Darkness: +3 Necromancy, 5% chance Strip Flesh
Grade: B+, gives wearer ability to summon hordes of skeletons or zombines, even
if you are a warrior.
Troll Ring: 2x Life regeneration
Grade: D, crappiest troll ring.
Ultimate Troll Ring: 4x life regeneration
Grade: C+, decent.
Vault Key: 30 gold/minutes
Grade: D, good, at the beginning of the game.
____________________________________
| III. -> Unique Items |
------------------------------------
I again borrow this term from Diablo II, but I certainly do not use it in the
same sense. All items in this game can be considered unique since there are no
items with random effects. What I call a "unique" item is an item with blue
sparkles flashing on it when you put it in your backpack. Seeing as how this
is obviously different from the green sparkles on Set items, I decided to call
them "unique" just to signify this difference. What it actually means, I do
not know. Maybe they are parts of secret sets that are not labeled by the
gamemakers. Maybe they are inactive sets that will be activated by a later
patch. Maybe maybe maybe... all I know is, they have blue sparkles, and that
makes 'em cool.
*Banner of Frost: +20 fire resist, +25% mana regeneration, 8% chance Hands
of Ice
Grade: B+, nice shield, good regeneration.
*Blackfire Axe: 5% chance Wildfire, +25 damage (slashing), -25% cast
Grade: B+, lots of damage, spell is nice.
*Elven Ring: 8% chance Heal Self
Grade: B-, I guess you'll want it.
*Lost Banner of Lysea: +4 command radius, +20 morale leading empire
Grade: A-, excellent radius, even better when playing empire.
*Orb of Etheria: +10 morale, +5 combat, 10% chance Soul Flame
Grade: A+, lets you have larger armies, better chance to hit, AND when you
do hit, your army gets stronger if the spell is cast? Yes, this is good.
*Orb of Godly Power: +200 life, +5% cast
Grade: A+, the 200 life is precious... so precious, combine with spellforge to
get 400 life.
*Plagueshield: +2 chaos, 5% chance Chaos Plague, -15% cast
Grade: B-, not a great shield, but it sparkles.
*Ring of Resurrection: 5% chance Resurrection
Grade: B+, excellent for a warrior hero, continually resurrect your army in
the middle of battle.
*Stone Crown: +10 morale to dwarves, 5% chance Stoneskin, 5% chance Doomstones
Grade: B, spells are nice, only equip when leading dwarves.
*Sword of Sir Aranok: +25 damage (slashing), +20% critical, -20% cast
Grade: A, lots of damage, huge critical addition.
*Tome of Change: +5 Chaos
Grade: B, more spells.
*Tome of Knowledge: +5 Divination
Grade: B, more spells.
*Tome of Lies: +5 Illusions
Grade: B, more spells.
*Vorpal Sword: +20 damage (slashing), +30% critical, -25% cast
Grade: A+, trade in 5 damage for 10% critical increase? Yes, thank you very
much.
____________________________________
| IV. -> Set Items |
------------------------------------
Can we please stop mimicking Diablo II? Well, okay... it was a great game,
might as well immitate the good parts. Here I'll give you a grade for the set
as a whole, and for each item in the set.
GIFTS OF COUATL: +100% casting
Grade: A, but only if you like to cast spells
Stones of Couatl: +2 morale, 2x life regeneration
Grade: C-, there are much better items.
Medallion of Couatl: +2 morale, 5% chance Pillar of Fire
Grade: C, the spell is very nice, item is crappy nonetheless.
GARB OF THYATIS: +100% Magic resist
Grade: B, if magic attacks are kicking your butt, maybe you should consider
playing better.
Staff of Thyatis: +15 damage (cold), 10% chance Ring of Ice
Grade: C+, cold damage is overrated, spell is good for aiding your army.
Orb of Thyatis: +6 Ice, +10 fire resist
Grade: C, if you like ice spells.
Crown of Thyatis: +75% mana regeneration, +20% cast
Grade: B+, excellent helmet.
LYSAEN CROWN JEWELS: 5x life regeneration
Grade: B+, can't argue with that much life regeneration.
Lysean Staff: +15 damage (crushing), 5% chance Acquire
Grade: B, very useful damage, very useful spell.
Lysean Crown: +5 morale
Grade: D, get a new helmet.
Lysean Orb: +4 Move speed, +5 armor
Grade: C, nice to have more speed.
DAEMONIC TOMES: +6 Summon
Grade: B, I only give this a B because you can equip this with another set
(Armor of the Gods), and give you a monster-summoning tank of a hero.
Book of Damnation: +2 Summon, +5% cast
Grade: D, not a great item.
Book of Hellfire: +2 Summon, +5% cast
Grade: D, not a great item.
ARMOR OF THE GODS: +25 morale
Grade: A, if you complete this set, you will be a tank. You will have a huge
army.
Mail of the Gods: +20 armor, -10% cast
Grade: B-, lots of armor.
Helm of the Gods: +20 armor, -10% cast
Grade: B+, lots and lots of armor.
Shield of the Gods: +15 armor, -10% cast
Grade: B, lots of armor.
Boots of the Gods: +3 Move speed, -5% cast, +5 armor
Grade: B+, armor and speed, on a pair of boots.
THE PROTECTOR'S: +100 magic resist
Grade: A, I'll have to test this out, if the effect is really different from
the Thyatis set.
Ring of Shielding Ice: +25 cold resist, +25% life regeneration
Grade: B, great resist and life regen.
Ring of Shielding Fire: +25 fire resist, typo
Grade: B, great resist, no life regen? I contacted Enlight Software
to check. The second effect on the item is listed as "Type in
description here"
Brooch of Shielding Storms: +25 electrical resist, +25% life
regeneration
Grade: B, great resist, and life regen.
Crown of Shielding Harm: +25 armor, +25% life regeneration
Grade: A, superb helmet.
Triad of Skulls: +20 Necromancy
Grade: A+, gives any hero the ability to summon huge armies of undead. Need
to fill in info on last item though.
Circlet of Skulls: +20% cast, +10% critical
Grade: A-, excellent helmet to help cast, don't know why you'd be using
the critical.
Staff of Skulls: +20% cast, +10 damage (crushing)
Grade: B, crushing damage is nice. Just cast strip flesh to turn your
enemies into skeletons and then crush them into powder.
Ring of Skulls: +20% cast, +10 cold resist
Grade: B-, just a tier below the shaman stones.
____________________________________
| V. -> Campaign Items |
------------------------------------
These are not regular items, per se, since you do not have to equip them to
have an effect. These are rewards you get after completing specific
objectives at certain maps. The stats and locations are provided.
The Serpent's Eye: +2 vision radius for all troops. Found in Tongu.
Winds of the Desert: +50% IAS for hero. Found in Northern Diraq.
Dreamcrystal Shard: +25% mana regeneration. Found in Twilight Woods?
Cureall Stone: Immunity to disease. Found in Colis Tarn.
Champion of Bartonia: +50% IAS. Win 5 one on one battles in Bartonia.
Trargish Horse: +3 move speed. Found in The Trarg.
Griffon Eggs: +30XP griffons. Found in the White Mountains.
Mithril Vein: +10 armor for hero. Found in Khaz-barak.
Frostwyrm Pelt: +15 cold resist. Update later.
Hand of Sartek: +8 combat. Find 5 fingers... 2 are at the Gap of Ar,
2 are in the Realms of War, 1 is in the Plains of Ar.
Order of Selentia: +6 morale. Found in Enmouth.
Iron Fortress Key #1: locks Gorgon's fortress. Found in Realms of Famine.
Iron Fortress Key #2: locks Gorgon's fortress. Found in Realms of Death.
Iron Fortress Key #3: locks Gorgon's fortress. Found in Realms of Plague.
____________________________________
| VI. -> Legal Crappola |
------------------------------------
Can't we all just get along? Please don't copy, redistribute, or take credit
for information found in this faq without the expressed written consent of
myself, GameFaqs, ABCsports, and the National Football League.
If you find fault with anything in this guide, don't hesitate to email me.
castro4pez-at-yahoo-dot-com (replace -at- with @ and -dot- with .)