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| 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:

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| W I Z A R D R Y I I: T H E K N I G H T O F D I A M O N D S |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

GAME: WIZARDRY II: THE KNIGHT OF DIAMONDS


PLATFORM: NES
GENRE: FIRST PERSON RPG
CREATOR: SirTech Copyright 1991
AUTHOR OF THIS FAQ: Kevin Butler AKA War Doc
E-MAIL: kevinb(at)technologist(dot)com
FAQ VERSION: 1.0

-------------------------------------------------------------------------------

TABLE OF CONTENTS

UNIT I: INTRODUCTION

1. Legal Stuff
2. Version Information
3. Acknowledgements
4. Welcome
5. Overview

UNIT II: PLAYING THE GAME

6. Getting Started: Castle

6.1 Gilgamesh's Tavern


6.2 Adventurer's Inn
6.3 Boltac's Trading Post
6.4 Temple of Cant
6.5 Edge of Town

7. Getting Started: Maze

7.1 Combat
7.2 Loot

8. Taking Control

UNIT III: STRATEGIES

9. General Strategies
10. Specific Strategies for Levels

10.1 Getting the KOD's Equipment


10.2 Level 1
10.3 Level 2
10.4 Level 3
10.5 Level 4
10.6 Level 5
10.7 Level 6

UNIT IV: APPENDIX

11. Experience and Leveling


12. Spells

12.1 Cleric Spells


12.2 Mage Spells

13. Enemies

13.1 Animals
13.2 Clerics and Mages
13.3 Demons
13.4 Dragons, Giants, Insects, Myths, and Weres
13.5 Enchanted
13.6 Fighters
13.7 Undead

14. Items

14.1 Armor
14.2 Gauntlets and Helmets
14.3 Misc Items
14.4 Shields
14.5 Weapons
UNIT V: CONCLUSION

15. Conclusion

_______________________________________________________________________________

To find a particular chapter or subchapter do the following:

1. Highlight the chapter or subchapter name you wish to find.


2. Press CTRL-C
3. Press CTRL-F
4. Press CTRL-V
5. Press CTRL-F
5. You will arrive at the desired chapter or subchapter.

_______________________________________________________________________________

**************
********************************* U N I T I **********************************
**************
+=================+
| 1. LEGAL STUFF |============================================================
+=================+

This guide may not be reproduced under any circumstances except for personal
private use. It may not be placed on any web site or otherwise distributed
publicly without advanced permission from the author. Use of this guide on
any other web site or as part of any public display is strictly prohibited, and
a violation of copyright. All content in this guide is Copyright 2005 by
Kevin Butler. Only the sites listed below have permission to publish this
work or to display it:

www.gamefaqs.com
www.cheats.de
faqs.ign.com
www.neoseeker.com
www.wonderdogsoftware.com
www.1up.com

If you wish to put this guide on your site, e-mail me and ask. Save yourself
the headache of putting up with lawsuits and whatnot because you failed to ask
a simple "Can I post your guide on <insert site>?". If you wish to use info
in this guide, please acknowledge that you have done so. If I don't respond or
I say no, accept it as fact. This especially goes out to Dave at
www.cheatcc.com since he has a habit of taking guides without permission. In
addition, do not modify this guide in any way whatsoever to suit your purposes.
The latest version can always be found at www.gamefaqs.com.

If you see this guide on any other site then the one listed above, please
e-mail me. If you wish to ask questions or give input to this guide, please
e-mail me. Just have Wizardry II as the subject so I know it isn't another
kooky vendor trying to sell me hair gel or another XXX site telling me I have
new friends.

+=========================+
| 2. VERSION INFORMATION |====================================================
+=========================+
Version 1.0 04/06/06: A guide is born.

+======================+
| 3. ACKNOWLEDGEMENTS |=======================================================
+======================+

The following are a list of people or organizations that have made this FAQ
possible:

My wonderful family (who has had to put up with the tapping on the keyboard)
SirTech for making a great game
GameFAQ's for putting up this FAQ

+=============+
| 4. WELCOME |================================================================
+=============+

Welcome to my FAQ for Wizardry II: The Knight of Diamonds. Since this is a
first-person RPG, there is no walkthrough per se. Instead, this FAQ is broken
up into parts. First you will be given an explanation of choices you have for
playing the game. Next, you will be given all the possible commands you can
give with a brief description of what those commands are. The last part is
dedicated to strategy. This strategy will give you an idea on how to fulfill
the requirements for getting the various items or doing the various tasks
required to complete each area. Input is appreciated along with constructive
criticism. If you wish to e-mail me thoughts on this FAQ, better ways of doing
things, other strategies, etc., feel free. Make sure you put Wizardry II in
the subject. If you don't, I'm liable to discard the e-mail as spam.

+==============+
| 5. OVERVIEW |===============================================================
+==============+

This game is the sequel to the highly successful first Wizardry game Proving
Grounds of the Mad Overlord. The Wizardry series is considered, by many, to
be the "ancient" ancestor of RPG-style games created by Robert Woodhead and
Andrew C Greenberg. It was most certainly the biggest seller of its time when
it was released in the early 1980's. Wizardry was a composite of a few early
dungeon crawlers such as pedit 15 and dnd (both of which were written on a
PLATO mainframe). Wizardry, which was released first for the Apple II series
of computers, featured wire-frame, three-dimensional graphics. For that time
period, this was considered a big deal. In addition to having an interactive
maze when you moved, Wizardry also displayed pictures of the monsters you were
fighting. Although they were static images, it gave a little more life to the
game. Besides these innovations, Wizardry was still basically a text-based
game but it was these innovations that made it extremely popular and even had
seven other sequels through the years. Wizardry also had spin-offs such as
Bard's Tale and the first Might and Magic games.

This game takes up where the last game left off. You and your band of intrepid
explorers have successfully vanquished WERDNA in the first Wizardry. All is
well in the kingdom until new trouble brews. It seems that a certain artifact,
the Staff of Gnilda, is both a blessing and a curse to the Kingdom of Llygamyn.
It was a blessing in the fact that it prevented Llygamyn's enemies from
attacking and allowed those with peaceful intentions in. Unfortunately, its
curse was the fact that anyone born in Llygamyn was immune to the staff's
effects. Given this fact, the evil Davalplus killed the royal family and
claimed the throne. Unfortunately, Davalplus didn't reckon that two survivors,
Princess Margda and Prince Alavik survived. The Prince and Princess retrieved
the armor and weapon of the Knight of Diamonds and equipped Alavik with it. A
titanic battle ensued with Alavik being triumphant. Unfortunately, Davalplus
uttered a terrible curse that brought down the kingdom and caused the
disappearance of Davalplus, Alavik, and the Knight of Diamonds equipment. It
is now up to your party to retrieve the legendary armor to prove you are worthy
to hold the Staff of Gnilda.

***************
******************************** U N I T II **********************************
***************

+==============================+
| 6. GETTING STARTED: CASTLE |===============================================
+==============================+

Once the game has loaded you will get a menu asking whether you wish to Start
Game or Select Switch.

If you Select Switch, then you have the option of going through a maze that is
filled in or just line-vector graphics (like the Apple or PC), turn music on or
off, and/or turn sound on or off.

After you select Start Game, you will get the main Castle menu. Discussion
about the Exploration menu is discussed in Chapter 7.

The main Castle menu looks like this:

+--------+
+-----------+ Castle +---------+
| +--------+ |
| |
| |
| |
| +-----------------------+ |
| | Gilgamesh's Tavern | |
| | Adventurer's Inn | |
| | Boltac's Trading Post | |
| | Temple of Cant | |
| | Edge of Town | |
| +-----------------------+ |
| |
| |
| |
| |
++------------------------------++
| Name Class AC Hits Status |
| BRIEF CHARACTER STATS |
+--------------------------------+

__________________________
/ 6.1 Gilgamesh's Tavern /____________________________________________________
--------------------------

It is here that you can create or modify your party members. Your choices are:

+-----------+
| 6.1.1 Add |------------------------------------------------------------------
+-----------+

Allows you to add party members. Keep in mind that when you are adding
members, alignment plays a factor. In other words, if you have good characters
in a party, evil characters can't come along and the opposite is true for evil
characters in a party in regard to good characters.

+---------------+
| 6.1.2 Remove |--------------------------------------------------------------
+---------------+

Allows you to remove party members.

+----------------+
| 6.1.3 Inspect |-------------------------------------------------------------
+----------------+

Allows you to inspect a party member. When you choose this option, the
following screen is displayed (You can read in detail on how to create
characters in Chapter 6.4.1.1):

+----------------------------------+
| Charname L ## A-CLx Racex |
| |
| E.P. ######### Age ## |
| Gold ######### A.C. ## |
| STATS |
| Strength ## H.P.####/#### |
| I.Q. ## |
| Piety ## Status ?? |
| Vitality ## |
| Agility ## M #/#/#/#/#/#/# |
| Luck ## C #/#/#/#/#/#/# |
| COMMANDS |
| Item #1 +---------------+
| Item #2 | Spell |
| Item #3 | Equip |
| Item #4 | Trade |
| Item #5 | Identify |
| Item #6 | Use |
| Item #7 | Pool Gold |
| Item #8 | Read |
+------------------+ Drop |
| Leave |
+---------------+

CHARNAME: Character's Name

L : Character's current level

A : Characters alignment. There are three alignments a character can


be: Good, Neutral, or Evil.

CL : The character's class. There are eight of them: Fighter, Mage,


Priest, Thief, Wizard, Ninja, Lord, and Samurai

RACE : The character's race. There are five races: Dwarf, Elf, Gnome,
Hobbit, or Human.
E.P. : Experience Points. These are what allows a character to advance up
in level. A full chart of monster's and their E.P. is found in
Chapter 13.

AGE : How old your character is. After age 50, a character tends to lose
stats until they die.

GOLD : How much money a character has.

A.C. : A character's armor class. The lower the number, the harder it is
to hit a character. A LO will be displayed on the BRIEF CHARACTER
STAT screen when A.C. is lower then -9.

STATS : These six statistics determine the initial character's class. After
that, they indicate hit probability, damage, spell success, thieving
success, etc.

H.P. : How many hits of damage a character can sustain before they are
killed. The first number is the current hit points while the last
number is the total number of hit points.

STATUS : This displays the current character's condition. There are ##


conditions: Ok Asleep Afraid P-lyze Petrif Dead Ashes Lost

M and C : These are the number of Mage and/or Cleric spells the character has
left. You can have a maximum of nine per spell level.

ITEM : You have eight slots to store items. Symbols in front of the items
indicate their use or condition. These symbols are:

#: Unusable or Broken
*: Equipped
?: Unknown Item (Unidentified)

COMMANDS: These are commands to manipulate your characters or get more


detailed information. Some commands are only issuable in camp.
This will be denoted by CAMP after the command:

SPELL(CAMP) : Allows you to cast spells such as healing and


expedition-type spells.

EQUIP : Allows you to equip your character with their


equipment.

TRADE : Allows you to trade items between characters.

IDENTIFY(CAMP): Allows your Wizard to identify items. The item


must be traded to the Wizard before they can
identify it.

USE(CAMP) : Allows your character to use an item (see Chapter


14 for special item uses).

POOL GOLD : Allows one character to be holding all of the


party's gold.

READ : Allows the character (if allowed mage and/or cleric


spells) to read their spellbooks to see what spells
they know.

DROP : Allows the character to drop an item. NOTE: The


item must not be equipped or you will not be able
to drop it.

LEAVE : Return to the previous screen.

+-------------------+
| 6.1.4 Divvy Gold |----------------------------------------------------------
+-------------------+

This enables you to evenly distribute the gold amongst the party members.
Basically it takes all of the gold and divides by the number of party members.

+--------------+
| 6.1.5 Leave |---------------------------------------------------------------
+--------------+

Return to the previous menu.

________________________
/ 6.2 Adventurer's Inn /______________________________________________________
------------------------

Well, you have been out adventuring but you have taken a bit of damage or you
haven't taken too much damage but your spell points are exhausted. Look no
further then the Adventurer's Inn to help the weary character recover. The
prices and recovery rates are as follows:

LEGEND: $/WK=COST PER WEEK; HP=HP RECOVERED

+-----------------+------+----+
| LOCATION | $/WK | HP |
+-----------------+------+----+
+-----------------+------+----+
| STABLES | FREE | 0 |
+-----------------+------+----+
| A COT | 10 | 1 |
+-----------------+------+----+
| ECONOMY ROOMS | 50 | 3 |
+-----------------+------+----+
| MERCHANT SUITES | 200 | 7 |
+-----------------+------+----+
| ROYAL SUITE | 500 | 10 |
+-----------------+------+----+

In addition to a good nights rest and recovery, it is at the Adventurers Inn


that you gain levels when you have the prerequisite amount of experience
points. If you don't have the required experience points, you will get a
screen showing how many more experience points you need to make the next
level.

HINT: It is best to use your cleric to heal party members then have said
cleric stay in the stables to recover their spell points. Although some aging
will occur, it won't be nearly as devastating as staying weeks on end
recovering large amounts of hit points.

_____________________________
/ 6.3 Boltac's Trading Post /_________________________________________________
-----------------------------

Good intentions are great and all for exploring the mazes below the castle, but
they won't enable you to defeat very many monsters. Boltac is your friendly,
neighborhood shop. With a limitless supply of non-magical supplies and a
limited supply of magic, Boltac is the name you can "trust". He not only sells
goods, he will also buy goods, identify things, and uncurse items for you.

A full chart of all items available in Wizardry (with their respective costs)
can be found in Chapter xx.

Specifics also include that you pay full price to get things identified and un-
cursed and Boltac will pay half-price for things you sell to him.

______________________
/ 6.4 Temple of Cant /________________________________________________________
----------------------

During your adventures through the mazes and dungeons, bad things will happen
to your characters. It can be something as simple as paralysis or something
more permanent such as death. Regardless of the affliction, you can bring them
to the temple. For a "small" donation, the temple usually can fix what ails
your character. Prices are below:

Paralysis is 100 GP/Character Level


Dead is 250 GP/Character Level
Ashes is 500 GP/Character Level

Once your character learns the appropriate spells, the temple can become a
thing of the past.

____________________
/ 6.5 Edge of Town /__________________________________________________________
--------------------

It is here that you can enter the dungeons below, go to the training grounds,
or recover a lost party.

+-------------------------+
| 6.5.1 Training Grounds |----------------------------------------------------
+-------------------------+

In the Training Grounds, you have a lot of choices in regard to characters.

/=================\
| 6.5.1.1 Create |------------------------------------------------------------
\=================/

If you are going to be adventuring, you need characters to form parties with.
This is where you can "custom" make your characters to suit your purposes. You
get a maximum of 20 characters you can create so be sure when you are creating
characters so that they fit you idea of the ideal party.

- When you select this option, your first choice will be to name your
character. You can use a maximum of eight letters and/or symbols to name
your character. Once you have named your character, you can now choose
whether to create this character or not.
- Your next choice is the race of your character. Race can play a big role
since certain races are better at certain things. Humans are used as the
baseline while the other races are compared against them. The chart below
shows the base stats for each race:

LEGEND: HUM=HUMAN; DWA=DWARF; GNO=GNOME; HOB=HOBBIT

+-----------+-----------------------------+
| | RACE |
| ATTRIBUTE | HUM | ELF | DWA | GNO | HOB |
+-----------+-----+-----+-----+-----+-----+
+-----------+-----+-----+-----+-----+-----+
| STRENGTH | 8 | 7 | 10 | 7 | 5 |
+-----------+-----+-----+-----+-----+-----+
| I.Q. | 8 | 10 | 7 | 7 | 7 |
+-----------+-----+-----+-----+-----+-----+
| PIETY | 5 | 10 | 10 | 10 | 7 |
+-----------+-----+-----+-----+-----+-----+
| VITALITY | 8 | 6 | 10 | 8 | 6 |
+-----------+-----+-----+-----+-----+-----+
| AGILITY | 8 | 9 | 5 | 10 | 10 |
+-----------+-----+-----+-----+-----+-----+
| LUCK | 9 | 6 | 6 | 7 | 12 |
+-----------+-----+-----+-----+-----+-----+

- As you can see from the chart above, certain races seem to lend themselves
to certain professions. When you get to the discussion relating to a
character's class, you will see how certain stats will allow you to make
your character a certain class.

- After you choose your class, you will then select your alignment. This only
will play a major role if you decide you want to be certain classes. Again,
this will be shown with the chart relating to character class.

- The next screen will give you the base stats of the race you chose. Below
the stats you will see Bonus followed by a number. This is the number of
points you can add to any stat. Depending on what class of character you
wish to create will determine where you will put your points. Below is a
chart of classes and alignments:

LEGEND: STR=STRENGTH; IQ=I.Q.; PIE=PIETY; VIT=VITALITY; AGI=AGILITY; LUC=LUCK;


ALIGN=ALIGNMENT

+---------+----------------------------------------------------+
| | STAT |
| CLASS | STR | IQ | PIE | VIT | AGI | LUC | ALIGNMENT |
+---------+-----+----+-----+-----+-----+-----+-----------------+
+---------+-----+----+-----+-----+-----+-----+-----------------+
| CLERIC | --- | -- | 11 | --- | --- | --- | ANY NON-NEUTRAL |
+---------+-----+----+-----+-----+-----+-----+-----------------+
| FIGHTER | 11 | -- | --- | --- | --- | --- | ANY |
+---------+-----+----+-----+-----+-----+-----+-----------------+
| LORD | 15 | 12 | 12 | 15 | 14 | 15 | ONLY GOOD |
+---------+-----+----+-----+-----+-----+-----+-----------------+
| MAGE | --- | 11 | --- | --- | --- | --- | ANY |
+---------+-----+----+-----+-----+-----+-----+-----------------+
| NINJA | 17 | 17 | 17 | 17 | 17 | 17 | ONLY EVIL |
+---------+-----+----+-----+-----+-----+-----+-----------------+
| SAMURAI | 15 | 11 | 10 | 14 | 10 | --- | ANY NON-EVIL |
+---------+-----+----+-----+-----+-----+-----+-----------------+
| THIEF | --- | -- | --- | --- | 11 | --- | ANY NON-GOOD |
+---------+-----+----+-----+-----+-----+-----+-----------------+
| WIZARD | --- | 12 | 12 | --- | --- | --- | ANY NON-NEUTRAL |
+---------+-----+----+-----+-----+-----+-----+-----------------+

- Once you've chosen the class, you will again be asked if you wish to create
this character. Regardless of your answer, you will be returned to Training
Grounds screen.

/======================================\
| 6.5.1.2 Stat and Class Explanations |---------------------------------------
\======================================/

These are more detailed explanations as it relates to Stats and Classes.

STATS:

STRENGTH: The physical strength of a character and a primary attribute for


fighters. The stronger they are, the more damage they can inflict
on a foe.

I.Q. : This is a primary attribute for mages. This is what enables a mage
to cast spells and also gives them a better percentage chance of the
spell working.

PIETY : This is a primary attribute for clerics. This is what enables a


cleric to cast spells and also gives them a better percentage chance
of the spell working.

VITALITY: The health of a character. A higher vitality translates to more hit


points and also a better chance of being brought back from the dead.

AGILITY : The ability of a character to get out of trouble faster then they
got into it. A primary attribute for thieves.

LUCK : The mystery factor that can have a positive influence on the above
factors.

CLASSES:

CLERIC : The healers of the party. These characters are primarily around for
not only their ability to heal party members, but also with casting
protection spells. They are also decent fighters.

FIGHTER: Their purpose in life is to hack their enemies into little, bitty
pieces.

LORD : A combination of a fighter and cleric. They get the power of the
fighter and at fourth level, they start to learn clerical spells as
well.

MAGE : The magic user. As they progress in levels, they acquire more
devastating spells. This more then makes up for their inability to
do hand-to-hand combat.

NINJA : These are the assassins. Ninjas have the ability to make one hit
instant kills. In addition, if they are unencumbered by armor, their
armor class goes down as they level up.
SAMURAI: A combination of a fighter and mage. As with the lord, they get the
power of the fighter. At fourth level, they start to learn mage
spells.

THIEF : Pretty self-explanatory. Thieves are responsible for taking care of


the traps on treasure chests that are found.
WIZARD : A combination of a cleric and a mage. Although they start out with
mage spells, wizard's start acquiring clerical spells at fourth
level. They combine the best of clerics and mages to produce a
rather well-rounded character that who is both devastating in hand-to
-hand combat and magical combat as well.

/==================\
| 6.5.1.3 Inspect |-----------------------------------------------------------
\==================/

Same as using the "Inspect" option in Chapter 6.1.3 except all you can do is
read your character's spell books (if they have any).

/=================\
| 6.5.1.4 Delete |------------------------------------------------------------
\=================/

Permanently deletes a character from your roster.

/======================\
| 6.5.1.5 Change Name |-------------------------------------------------------
\======================/

Allows you to change a character's name. Again, you are only allowed to use
eight characters as a name.

/=======================\
| 6.5.1.6 Change Class |------------------------------------------------------
\=======================/

This allows you to change your character from one class to another. If you
qualify (as per the chart in Chapter 6.5.1.1, then you can change your
character to another class. The following events occur when you change classes
in this manner:

- You incur a four to seven year age penalty. This is to reflect the fact
that you have to retrain in your new profession and it takes some time to
untrain you from your other one.

- All of your stats go back to the base stats (as per the chart in Chapter
6.5.1.1) according to your character's race.

- You lose all experience points and start at zero again.

- You retain all of your hit points previously earned but you go back to level
one again.

- If have a character that used some kind of magic, then you receive one spell
point per spell that is in your character's books. For example, if you
convert from a cleric to a fighter and you knew all spells up to fourth
level, then your spell points would be 5/4/4/4.
- If a character changes from a magic using character into a non-magic using
character, they may still learn spells. This will happen if they know at
least one spell in a level. They will eventually learn the other spells and
also raise their spell points accordingly.

NOTE: If you use an item to change a character's class (i.e. using the Dagger
of Thieves to convert someone to a ninja), then the above rules don't apply.
Instead, the following rules are in effect:

- You incur no age, stat, magical, or experience point penalties.

- You will incur, though a penalty as related to experience points. For


example, if you converted a character who was 10th level into another class
via a magical device, that character would stay at 10th level until they
accumulated enough experience points to make them 10th level in their new
class. This example illustrates this point:

- 10th level thief converts, via magical device, to a 10th level ninja.
This character remains the same except they are now a ninja.

- The character must gain an additional 228,157 experience points before


they can start to level as a ninja. If they had been at a higher level
before the conversion, the experience point total would have been higher.

/================\
| 6.5.1.7 Leave |-------------------------------------------------------------
\================/

Return to the previous menu.

+-------------+
| 6.5.2 Maze |----------------------------------------------------------------
+-------------+

Enter the Proving Grounds of the Mad Overlord. You will automatically be in
camp when you initially enter the maze from the castle.

+-------------------------------+
| 6.5.3 Restart an "Out" party |----------------------------------------------
+-------------------------------+

If the power "accidentally" gets cut off while a party is in the maze, use this
option to recover said party.

+-------------------+
| 6.5.4 Leave Game |----------------------------------------------------------
+-------------------+

As the name implies, this writes all data and exits the game back to the main
screen again.

Information regarding your travels through the mazes and training grounds are
discussed in more detail in later chapters.

You can use the "Restart an "OUT" party" option if your characters get trapped
in the mazes due to power failure.
Using the "Leave Game" option saves your game and exits you out of the game.

+============================+
| 7. GETTING STARTED: MAZE |=================================================
+============================+

When you select the "Maze" option from "Edge of Town" menu, you will
automatically be in camp. While in camp, you can Inspect your characters, Re-
order the party members, Equip all of your party members, or Leave the camp.
The rest will be covered in Chapters 9 and 10.

When you enter the maze, you will be presented with a three-dimensional picture
of the maze at the top and a list of your characters below. You can have
encounters anywhere in the maze.

In addition, the top window will also display messages and points of interest
in the maze.

______________
/ 7.1 Combat /________________________________________________________________
--------------

When an encounter does occur, you will be presented this screen (only the first
three characters will fight. If there are less then three characters,
disregard):

MONSTERS
+--------------------------+
| # MONSTER GROUP 1 (#) |
| # MONSTER GROUP 2 (#) |
| # MONSTER GROUP 3 (#) |
+--+------+-------------------+--+
| | COMMANDS |
| | Fight |
| MONSTER | Parry |
| | Spell |
| | Dispell |
| PICTURE | Run |
| | Take Back |
| | |
+---------+----------------------+
| Name Class AC Hits Status |
| BRIEF CHARACTER STATS |
+--------------------------------+

MONSTERS: This will have the number of monsters in front (per group), the name
or appearance of the group, and a number in parenthesis after it.
The last number is the number of monsters that can actively attack
out of the total number of monsters.

MONSTER PICTURE: It will show the picture or some sort of hazy unidentifiable
picture if the monster is still unknown.

COMMANDS: The following command may be issued during combat:

FIGHT : Use your weapon or your hands to fight. If multiple


groups of monsters, it will ask you which group you wish
to fight.
PARRY : You use your weapon or hands to defend yourself. This
makes your character harder to hit.

SPELL : This option is available if your character can cast


spells. Once selected, you will get a choice of spells
to cast.

DISPELL : Only available to clerics, lords, and wizards. This


allows a character to dispell a group of undead.

RUN : Give you a chance to possibly escape from the monsters.

TAKE BACK: Allows you to redo any combat commands again.

____________
/ 7.2 Loot /__________________________________________________________________
------------

After you defeat the monsters, you will either get the spoils of combat or you
may be presented with a treasure chest. Your choices are:

INSPECT : Determine what kind of trap is on the chest. The different types
of traps are:

ALARM : Brings in surrounding monsters to do battle


with your party.

CLERIC'S CRISIS: Paralyzes all clerics and wizards.

CROSSBOW BOLT : Hits whoever is opening the chest.

EXPLODING BOX : Causes shrapnel damage to all party members.

GAS BOMB : Poison bombs all party members with a chance of


actually poisoning them.

MAGE'S MISERY : Paralyzes all mages and wizards.

POISON NEEDLE : Hits the opener with a poisoned needle with a


chance of actually poisoning them.

STUNNER : Paralyzes the opener.

TELEPORTER : Randomly teleports the party to another part of


the level.

CALFO : Use the cleric spell to determine the trap.

DISARM : Select the character that you wish to disarm the trap.

OPEN : Just open up the chest without disarming any traps (if there are
any).

LEAVE ALONE: Just walk away from the chest and continue on with your journey.

NOTE: Keep in mind that your best chance at getting rare items is to open up
chests. Many items will never be for sale at Boltac's but you can make a tidy
profit selling overstockage of rare items to him.
+====================+
| 8. TAKING CONTROL |=========================================================
+====================+

The controls for this game are pretty simple:

+---------------------+--------------------------+
| BUTTON INVOLVED | RESULT |
+---------------------+--------------------------+
+---------------------+--------------------------+
| A | CONFIRM A CHOICE OR |
| | CHOOSE AN OPTION |
+---------------------+--------------------------+
| B | CANCEL A CHOICE OR BACK |
| | UP TO THE PREVIOUS MENU |
+---------------------+--------------------------+
| DIRECTIONAL PAD | MOVE YOUR PARTY THROUGH |
| | THE MAZE |
+---------------------+--------------------------+

****************
******************************** U N I T III *********************************
****************

+========================+
| 9. GENERAL STRATEGIES |=====================================================
+========================+

These are general strategies to make your journey through the different areas
more enjoyable (or tolerable at least). These also can be used when you don't
want to look at the specific strategies and want to solve things on your own.
Again, these are not all-encompassing and I know there are other general
strategies to use. These are, though, the best I have found to work for me.

__________________________
/ 9.1 Run Away, Run Away /____________________________________________________
--------------------------

When you first start playing, most monsters will be stronger then your party.
This means that you will need to do mostly "hit and run" tactics to ensure
your characters survive their first few encounters. After you build up enough
experience and levels, things will get easier. This isn't saying, though, that
you must stand "toe-to-toe" with every monster you encounter. Even the most
powerful parties can be whittled down with a few well-place sleep or silence
spells. In addition to spellcasting, some monsters also have some nasty breath
weapons and can even drain a character's level. So that powerful 15th level
fighter may become a weaker 11th level fighter with appropriate loss of hit
points and other stats to boot. Keep these things in mind and remember, there
is no shame in running away from a battle. As the old maxim goes, "he who
turns and runs away lives to fight another day". Remember, dead adventurers do
no good plus they waste any fine equipment you may have.

________________________
/ 9.2 Scorched Dungeon /______________________________________________________
------------------------

For most adventurers, there is only one purpose in going through the maze:
Kill or be killed. This means you will have to use every means at your
disposal in order to ensure that you come out victorious. This isn't saying,
though, that some monster groups may attempt to make peace. It will be up to
you on that matter but keep in mind that your alignment can change.

_______________________________
/ 9.3 You Are Here...And Lost /_______________________________________________
-------------------------------

All the dungeon levels are 20x20 grids. However, this doesn't mean that levels
cannot wrap-around onto themselves giving the appearance of the maze being much
bigger then it actually is. The most reliable way to get through the dungeon
is to use some grid paper and map everything out. In addition, you can use the
mage spell DUMAPIC to determine your location.

_______________________________________
/ 9.4 Ooops, Where Are My Characters? /_______________________________________
---------------------------------------

Sometimes bad things can happen in the maze. You may lose your entire party
due to being overwhelmed by monsters. Of course, other bad things can happen
such as a power loss. If your party is lost due to being defeated by monsters,
you will have to send out a relief expedition to rescue those party members.
The fifth level cleric spell KANDI will help in finding those characters that
are still in the maze. As for your other problem, just recovering an "OUT"
party should suffice.

_____________________________________________
/ 9.5 The Right Equipment for the Right Job /_________________________________
---------------------------------------------

All characters excel at using or equipping certain pieces of equipment. For


fighters, nothing beats the Blade 'Cusinart for your hacking and chopping
needs. Clerics and wizards cannot use sharpened weapons so their are several
maces available for their needs. This also goes along with armor. Good
protection will ensure that your characters are hit less while they deal out
more punishment.

______________________________________
/ 9.6 Borrowing Things...Permanently /________________________________________
--------------------------------------

Raid every treasure chest you come across. This is especially true in the
lower levels. There are many rare items that can only be gotten from treasure
chests. In addition to having lots of goodies, you can sell any excess back to
Boltac's and make money hand over fist, or you can trade it to new characters.
Imagine a level one fighter with Plate +2, a Blade 'Cusinart, and Silver
Gauntlets. They may be low level but nothing is going to mess with them.

___________________________
/ 9.7 Let the Party Begin /___________________________________________________
---------------------------

Before you even begin expeditioning down in the maze, you need to create a
well-balanced party. There are as many theories as to what constitutes a well-
balanced party as to how many people play this game. In my opinion, if you
have at least a fighter or two, cleric, thief, and a mage, you have a pretty
good start. Now, this isn't to say that you can't have someone else who also
possesses combined skills such as a lord which is a fighter/cleric or a wizard
which is a cleric/mage. Again, balance is the key to running a successful
party.

_________________________
/ 9.8 Who Invited Them? /_____________________________________________________
-------------------------

Encounters are the lifeblood of any expedition. It is with encounters that you
gain experience, level up your characters, and collect loot. Keep this in mind
but also remember other factors in regard to fighting.

__________________________________________
/ 9.9 The Good, the Bad, and the Neutral /____________________________________
------------------------------------------

Alignment doesn't play a major role in this game. The two areas it really
affects are what characters you can put together. If there are any evil or
good characters in a party, then those of the opposite alignment (good or evil)
cannot join the party. This sometimes will affect classes such as lords being
good or ninjas being evil. There is an exception to this rule that if you
either use a device to convert or through your own actions, you can even have
evil lords (trust me, I've done it many times).

+=====================================+
| 10. SPECIFIC STRATEGIES FOR LEVELS |========================================
+=====================================+

There aren't really any specific strategies for this game. There are, though,
a couple of things that you are required to do before you can enter the lower
levels of the maze. In the next few chapters, I'll give you an idea of what
you will be up against. You will be moving between the different levels a lot
of times. This will be reflected in the chapters as to where you need to go
on one level to obtain an item to gain access to an area on a previous level.
There are a lot more twists and turns involved in Wizardry II then there were
in Wizardry. Therefore, this Chapter will be broken up into two parts. The
first part will be a walkthrough on how to get all the pieces of armor. This
means you will be basically guided among the levels in order to unlock those
areas to allow you access to stairs and the different pieces of the Knight of
Diamond's (KOD)'s equipment.

The second part of this chapter will be a basic discussion of the six levels
and what you should expect to find on them. This will include not only
monsters, but also points that will lead your party astray.

________________________________________
/ 10.1 Unlocking the First Five Levels /______________________________________
----------------------------------------

This chapter will be a basic rundown of how to unlock the first five levels in
order to obtain the KOD's equipment. More detail in regard to the levels and
battling each piece of equipment will be discussed in the following chapters as
they relate to the six levels.

+-----------------------------------+
| 10.1.1 Obtaining the KOD's Armor |------------------------------------------
+-----------------------------------+

- After you descend the stairs, go north up the corridor and follow it around.
Get to the point 7E, 12N and search around for the Corroded Key.
- Exit this area and head toward Gnilda's temple at 14E, 14N. From Gnilda's
temple, go through the door at 15E, 16N and follow the corridor around. Go
through all the doors and you will encounter the Kobold King at 19E, 10N.
Defeat him and collect the Gory Badge.

- Backtrack all the way back to the stairs leading up into the castle. This
time, go east along the corridor. You cannot go through the door at 10E, 0N
at the present time.

- Turn left through the only door on this corridor and go through the rooms to
the stairs going down at 5E, 5N.

- On the second floor, go north and follow the rooms and corridor around. At
the end of the corridor, you will be transported to 17E, 16N.

- Go east and follow the northern passage around. You will eventually reach
an area where you must go through a door at 9E, 18N. Go through the right
door.

- You will be transported to 10E, 10N. Use the Corroded Key on the right door
and follow the passage around. You will eventually reach a room.

- At 14E,18N, you will encounter an Orc that wants the Kobold King taken out.
Give the Orc the Gory Badge and he will give that character the Weird Emblem
in return.

- Go back to the stairs going up at 5E, 5N and go back to the first level
again.

- Head back to the door you couldn't enter before. With the Weird Emblem, you
are now able to enter. Go one east and two north to enter another room.

- Go up to the northeast corner of this room and enter the next small room.
Go right and go to 17E, 6N. Here you will be able to trade the Corroded Key
with the Key of Ebony.

- Get back to the stairs and go back down to the second level. Go back to the
area that had doors for the Corroded Key and Key of Ebony. This time, use
the Key of Ebony and go through the door.

- Follow the corridor around until you are at 3E, 10N. Talk to the old man
and trade your Key of Ebony with the Key of Cloister. Go back to the first
level via the stairs at 5E, 5N.

- Go back through the barracks doorway. This time, go through the door and
down the narrow corridor. Open the next door and you will battle the KOD's
Armor located at 15E, 2N.

+------------------------------------+
| 10.1.2 Obtaining the KOD's Shield |-----------------------------------------
+------------------------------------+

- After the battle with the KOD's Armor in Chapter 10.1.1, go into the next
room (16E, 2N) and head down the stairs to level two.

- From here, go east and follow the corridor around to the stairs down at
0E,0N. Head down the stairs to level three.

- Move north up the corridors until you reach 2E, 13N. Go north up this
corridor, then follow it south again. You will go down a long hallway.

- Go to the end of the hall and turn right. Then go through the door at
13E, 1N.

- Turn north(left) toward the room in the middle of this big area. Go to the
southwest corner (11E, 4N) and enter it from here to avoid the teleporters.

- After dealing with the monsters, follow the corridor around until you are at
a door to your north. Turn west and head through that door into a room
(11E, 7N).

- The person there will ask you what you want. Search the area and they will
trade the Weird Emblem for a Key of Mithril.

- Once you have obtained the key, exit this room and turn south(right) and go
into that small room. You will be teleported to 2E,13N and you will be
facing south.

- Go back to 0E, 0N and head back up the stairs. You will have to work your
way back up to the first level. Then go down the stairs at 16E,2N on the
first level.

- Follow the corridor around again. This time, when you get to 7E, 0N, turn
right and go through the door.

- Battle the KOD's Shield at 17E, 1N. After you have defeated the shield,
head into the next room and go down the stairs to level three.

+-----------------------------------+
| 10.1.3 Obtaining the KOD's Sword |------------------------------------------
+-----------------------------------+

- At the present time, you cannot go through the door at 17E, 3N until you get
the Master Key.

- Exit the small room and go north to the room in the middle of the big area.
This time, go to the southeast corner (15E, 5N) and get yourself teleported
back to 2E, 13N and you will be facing north.

- Turn around so that you are facing south. Follow the corridors around south
until you get to 3E,4N. This is a chute that leads down to the fourth
level.

- You will be deposited in a dark area on the fourth level at 3E, 4N. Follow
the corridor to the left. At the wall, turn west(left) and enter the door.
Talk to the person to trade your Key of Mithril for a Master Key.

- Exit the room and turn right. At the end of the hall, turn left and kick to
go through that door at 5E, 2N. Then turn right.

- Go south one space, then turn west(right). Go to the end of that corridor
and turn north(right). You will be at 2E, 3N.

- Go two spaces north and turn right. Kick to go through that door and you
will enter a lit corridor again. Go to the door at 14E, 10N.

- Go through the door and turn north(right). Go four spaces north. Turn
west(left) and go three spaces. Turn south(left) and kick the door open at
10E, 13N.

- Enter this room and turn right and go up the stairs at 12E, 12N to go back
to the third level.

- Get to 0N,0E to go back to the second level. Avoid the chutes at 6E, 14N
and 3E, 4N. Re-enter the big room. Your goal is to get back to the first
level and go to the stairs going down at 16E, 2N and get back to the area
where you needed the Master Key on the third level.

- Go through the door and battle the KOD's Sword at 16E, 3N. After you have
vanquished the sword, go into the next room (16E, 2N) and go down the
stairs.

+----------------------+
| 10.1.4 KOD's Helmet |-------------------------------------------------------
+----------------------+

- When you enter the fourth level, you will be facing south. Turn west(right)
and go to the end of the corridor. Go through the door and head east until
you encounter the helmet at 16E, 3N.

- After you defeat the helmet, turn north up the corridor and go to the end.
Enter the door at 15E, 5N and enter the room. Go to the middle of the room
and you will be teleported to another room.

- Go to the northwest corner of this room and use the stairs at 7E, 12N to go
to level five.

+-------------------------+
| 10.1.5 KOD's Gauntlets |----------------------------------------------------
+-------------------------+

- Through this huge cave complex, you will need to first travel north to
6E, 17N. Then you need to travel west.

- You will travel west until you get to 7E, 8N. From there, go to 11E, 4N and
you will reach the entranceway to the next set of stairs plus access to the
KOD's Gauntlets.

- You will need to use MALOR and go two spaces west on the current level.
This will put you right into a battle with the KOD's Gauntlets at 9E, 4N.

- Once you have defeated the gauntlets, you can go down the stairs at 8E, 4N
or re-enter the caverns at 10E, 4N.

________________
/ 10.2 Level 1 /______________________________________________________________
----------------

This level has some easier monsters to assist in helping you level up, but the
monsters tend to get tougher the farther into the maze you go. This will all
culminate into your first battle with the KOD's Armor. Some things to note on
this level:

- At 7E, 12N is a Corroded Key. This will be useful on the second floor of
the maze. Once used, return to the first level and go to 17E, 6N to ex-
change this key for the Key of Ebony.
- At 19E, 10N is the Kobold King. Defeat him to obtain the Gory Badge. This
will be needed on the second level.

- Once your characters are fourth or fifth level, send them over to 3E, 17N
and tangle with the Murphy's Ghost. You can accumulate quite a bit of
experience for minimal damage.

- At 10E, 0N, you will need the Weird Emblem to access this area. Once access
is gained, you will able to go to 15E, 2N and do battle with the KOD's
Armor. Your characters should be at least 10th level before this battle
since the Armor has a large number of hit points.

- Stairways down to the second level are at 5E, 5N and 16E, 2N.

________________
/ 10.3 Level 2 /______________________________________________________________
----------------

Things now start to get interesting. You meet all manners of monster on this
level and they aren't any nicer. There aren't too many teleports or areas that
will turn you around. You will need, though, to obtain both the Corroded Key
and the Key of Ebony in order to get a hold of other keys and items to allow
you to collect more pieces of the KOD.

- You first will need to visit the point at 14E, 18N and chat with the Orc.
If you have the Gory Badge, the orc with exchange it for the Weird Emblem.
This is needed to access the door at l0E, 0N. You will need the Corroded
Key to get to the Orc.

- By using the Key of Ebony, you will talk to an old man at 3E, 10N who will
exchange your Key of Ebony for the Key of Cloister.

- You will have to make a trip to the third level in order to access the area
to get to the KOD's Shield at 17E, 1N. Also, keep in mind that the door
separating 6E, 0N and 7E, 0N is a one-way door. You can go west through it
but not east.

- Once you obtain the Key of Mithril from the third level, you can do battle
with the KOD's Shield at 17E, 1N.

- Stairs up are at 5E, 5N while stairs down are located at 0E, 0N and 18E, 1N.

________________
/ 10.4 Level 3 /______________________________________________________________
----------------

This level has a few more twists and turns. In addition, there are more
telports and chutes scattered throughout the maze. The monsters are more
powerful and you will even run into some relatively potent spellcasters.
Again, you will have to visit the fourth level in order to gain access to the
secrets on the third level. In addition, secrets on the third level will let
you finish up the second level.

- Go 11E, 7N and trade in your Weird Emblem for a Key of Mithril. This can be
used to gain access to the KOD's Shield on the second level.

- In order to gain access through the door at 17N, 3E, you will need to obtain
the Master Key from the fourth level.
- Stairs up are at 0N, 0E while stairs down are at 12E, 12N and 16E, 2N. In
addition, there are chutes at 6E, 14N and 3E, 4N that also will deposit you
on the fourth level.

- You will do battle with the KOD's Sword at 16E, 3N. Be mindful that the
Sword is a powerful object and it can easily do one-hit kills on your
characters.

________________
/ 10.5 Level 4 /______________________________________________________________
----------------

This level will test your endurance. There are a lot of areas with teleports,
dark areas, and magic-dead areas in them. In addition, you may end up
traveling back-and-forth between levels to access various parts of this level.
The monsters are much tougher and undead seem to roam around the corridors.

- Use the chute at 3E, 4N to gain access to this area. Go to the small room
at 4E, 4N and exchange your Key of Mithril for the Master Key. Then get
back to the third level to use it and the stairs coming back down to this
level.

- Stairs up are at 12E, 12N and 16E, 2N while stairs down are at 7E, 12N.
From this level, you won't have to travel to the first level anymore to
collect another piece of the KOD's equipment. The last piece is isolated
on the fifth level.

________________
/ 10.6 Level 5 /____________________________________________________________
----------------

Caves and pits abound in this level. In addition, there are a lot of
creatures that thrive in this environment such as bats, fungi, slimes which
are more then willing to go after your party. In addition to this, there is
only one way in and out of this level (unlike the other levels).

- First of all, avoid the area at 16E, 7N at all costs. The effects on your
characters can be very detrimental.

- There are a lot of pits in the caverns. In addition to the pits, there are
a lot of smaller caves housing all kinds of monsters. This level will
definitely wear you down.

- There are two one-way walls to be wary of. The first is directly behind you
when you enter this level via the stairs at 7E, 12N. You can go north but
you can't go south. The other area separates 11E, 3N from 11E, 2N. This
time, you can go south but not north.

- The above areas enclose the closet with the staircase going down at 8E, 4S.
Stairs up are located at 7E, 12N.

- You will do battle with the KOD's Gauntlets on this level. Because you need
the Gauntlets to get to the Gauntlets, you will have to MALOR into battle.
Make any adjustments you need to ensure you land at 9E, 4N.

- Speaking of MALOR, this is also the easiest way to get to level six. MALOR
to the stairs at 8E, 4S, 4D (from the Castle exit) and you will almost be on
top of your destination when you descend the stairs.
________________
/ 10.7 Level 6 /______________________________________________________________
----------------

If there would be any place that could be described as hell in this game, this
level would definitely qualify. Not only do you have to deal with the usual
smattering of Lesser Demons, Succubi, and Horrid Hounds. You also get to
tangle with the demonic heavyweights such as Greater Demons, Arch Demons, and
Demon Lords. This is in addition to other nasty monsters such as Orc Lords and
giants of many varieties. It is on this level that you will bring all the
parts to the KOD's armor to get your reward.

- Outfit and equip one character with all the KOD equipment. It is highly
recommended that you equip a character that knows the MALOR spell. This
will make it that much easier to get to your destination without taking too
much damage.

- Go to the door at 1E, 2N. The following conditions apply depending on who
enters:

- If you have one character decked out in all of the KOD's gear and they
are with a party OR you just have a party together and nobody is decked
out/has any of the KOD's gear, you are automatically teleported back to
the Castle.

- If you send in a character that doesn't have all KOD's gear OR somebody
who doesn't have any of it, they will be tongue-lashed, incinerated, and
sent back to the Castle with a status of DEAD.

- If one character is fully decked out in the KOD's gear, they will be
allowed to pass to 1E, 4N. From there, they will be automatically be
telported up to Gnilda's Temple at 14E, 14N on the first level. The
character will be congratulated and be given the Staff of Gnilda.

- You can continue to explore this level. If your party is strong enough, you
can gain some major experience points on this level. In addition, the
treasures are the best in the game.

- Stairs up are located at 0E, 0N. Also, many doors are magical and won't
show up even with a LOMILWA spell being active. This means you may have
to face a wall, then turn, then face it again to make the door (if there
is one) show up.

- Upon ascending the stairs to the Castle, you will be congratulated and
handsomely rewarded with the following:

- 150,000 experience points.

- The privilege of displaying a "G" next to the name of the character that
actually received the Staff of Gnilda.

- Choosing up to five other characters to be made special knights. They


will have a "K" displayed next to their name.

After this, the credits will roll. Don't despair, you can continue to explore
the mazes, collect the KOD's equipment, and see how high you can level your
characters.

***************
******************************** U N I T IV **********************************
***************

+==============================+
| 11. EXPERIENCE AND LEVELING |===============================================
+==============================+

If your characters are going to be successful, then they must acquire


experience. Experience is acquired by defeating the many monsters that wander
around the mazes below the castle. Gain enough experience and your character
can level. Leveling can improve a character's stats, allow them to gain new
spells, and be able to strike multiple times to name a few. The chart below
shows the type of characters and experience required for each level:

+---------+----------------------------------------------------------+
| | EXPERIENCE REQUIRED |
| CLASS | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
+---------+-------+-------+-------+-------+--------+--------+--------+
+---------+-------+-------+-------+-------+--------+--------+--------+
| CLERIC | 1,050 | 1,810 | 3,120 | 5,379 | 9,274 | 15,989 | 27,567 |
+---------+-------+-------+-------+-------+--------+--------+--------+
| FIGHTER | 1,000 | 1,724 | 2,972 | 5,124 | 8,834 | 15,231 | 26,260 |
+---------+-------+-------+-------+-------+--------+--------+--------+
| LORD | 1,300 | 2,280 | 4,000 | 7,017 | 12,310 | 21,596 | 37,887 |
+---------+-------+-------+-------+-------+--------+--------+--------+
| MAGE | 1,100 | 1,896 | 3,268 | 5,634 | 9,713 | 16,746 | 28,872 |
+---------+-------+-------+-------+-------+--------+--------+--------+
| NINJA | 1,450 | 2,543 | 4,461 | 7,826 | 13,729 | 24,085 | 42,254 |
+---------+-------+-------+-------+-------+--------+--------+--------+
| SAMURAI | 1,200 | 2,105 | 3,677 | 6,477 | 11,363 | 19,935 | 34,973 |
+---------+-------+-------+-------+-------+--------+--------+--------+
| THIEF | 900 | 1,551 | 2,674 | 4,610 | 7,948 | 13,703 | 23,625 |
+---------+-------+-------+-------+-------+--------+--------+--------+
| WIZARD | 1,200 | 2,105 | 3,677 | 6,477 | 11,363 | 19,935 | 34,973 |
+---------+-------+-------+-------+-------+--------+--------+--------+

+---------+----------------------------------------------------------------+
| | EXPERIENCE REQUIRED |
| CLASS | 8 | 9 | 10 | 11 | 12 | 13 AND BEYOND |
+---------+--------+---------+---------+---------+---------+---------------+
+---------+--------+---------+---------+---------+---------+---------------+
| CLERIC | 47,529 | 81,946 | 141,286 | 243,596 | 419,993 | 304,132/LEVEL |
+---------+--------+---------+---------+---------+---------+---------------+
| FIGHTER | 45,275 | 78,060 | 134,586 | 232,044 | 400,075 | 289,709/LEVEL |
+---------+--------+---------+---------+---------+---------+---------------+
| LORD | 66,468 | 116,610 | 204,578 | 358,908 | 629,663 | 475,008/LEVEL |
+---------+--------+---------+---------+---------+---------+---------------+
| MAGE | 49,779 | 85,825 | 147,974 | 255,127 | 439,874 | 318,529/LEVEL |
+---------+--------+---------+---------+---------+---------+---------------+
| NINJA | 74,129 | 130,050 | 228,157 | 400,275 | 702,236 | 529,756/LEVEL |
+---------+--------+---------+---------+---------+---------+---------------+
| SAMURAI | 61,356 | 107,642 | 188,845 | 331,307 | 581,240 | 428,479/LEVEL |
+---------+--------+---------+---------+---------+---------+---------------+
| THIEF | 40,732 | 70,227 | 121,081 | 208,760 | 359,931 | 260,639/LEVEL |
+---------+--------+---------+---------+---------+---------+---------------+
| WIZARD | 61,356 | 107,642 | 188,845 | 331,307 | 581,240 | 428,479/LEVEL |
+---------+--------+---------+---------+---------+---------+---------------+

+=============+
| 12. SPELLS |================================================================
+=============+

What makes some classes of characters more deadly then others is not only their
ability to use weapons. A character's ability to use spells can have a
devastating effect on any monster or monsters that are encountered. As a
spell-casting character moves up in levels, they acquire higher level spells.
This, in turn, translates to more devastating spells.

There are seven levels of spells for both clerics and mages. In addition,
characters such as lords, samurai, and wizards also have the ability to use
spells. Below are listed the priest and mage spells available in the game.
The spells are set up like this and are listed in alphabetical order:

NAME : NAME OF THE SPELL


CAST : CAMP, COMBAT, OR BOTH
EFFECTS : WHAT ARE THE SPELL'S EFFECTS

DESCRIPTION: BRIEF DESCRIPTION OF SPELL

______________________
/ 12.1 Cleric Spells /________________________________________________________
----------------------

Cleric spells are more aligned with healing and protecting the party. There
are, though, a few clerical spells that can cause a lot of destruction.

+------------------------+
| 12.1.1 Level 1 Spells |-----------------------------------------------------
+------------------------+

NAME : KALKI
CAST : COMBAT
EFFECTS : LOWERS THE AC OF THE PARTY BY ONE

DESCRIPTION: This spell will lower all armor classes of the characters by one
point for the duration of the combat.

NAME : DIOS
CAST : BOTH
EFFECTS : HEALS FROM 1-8 POINTS OF DAMAGE TO A CHARACTER

DESCRIPTION: This spell can be used both in camp and combat to heal a
character.

NAME : BADIOS
CAST : COMBAT
EFFECTS : DOES 1-8 POINTS OF DAMAGE AGAINST ONE MONSTER

DESCRIPTION: This spell is the reverse of the healing spell DIOS.

NAME : MILWA
CAST : CAMP
EFFECTS : CREATES A LIGHT IN THE DUNGEON

DESCRIPTION: A spell which lasts a short time. MILWA can reveal the maze
several squares ahead plus it also reveals the locations of
secret doors.
NAME : PORFIC
CAST : COMBAT
EFFECTS : LOWERS THE AC OF THE CASTER BY FOUR

DESCRIPTION: This spell will lower the armor class of the caster by four
points for the duration of combat.

+------------------------+
| 12.1.2 Level 2 Spells |-----------------------------------------------------
+------------------------+

NAME : MATU
CAST : COMBAT
EFFECTS : LOWERS THE AC OF THE PARTY BY TWO

DESCRIPTION: This spell will lower all armor classes of the characters by two
points for the duration of the combat.

NAME : CALFO
CAST : COMBAT
EFFECTS : REVEALS A CHEST'S TRAP

DESCRIPTION: This spell is only available when your are looking to disarm a
trap on a chest. There is still a slight chance that this spell
may fail to reveal what the trap is.

NAME : MANIFO
CAST : COMBAT
EFFECTS : CAUSES PARALYSIS IN A GROUP OF MONSTERS

DESCRIPTION: This spell, if successful, will effectively immobilize a group of


monsters (immobilization is dependent on a monster's
resistances). This allows party members to strike for double
damage.

NAME : MONTINO
CAST : COMBAT
EFFECTS : CAUSES SOUND TO QUIT TRANSMITTING AROUND A GROUP OF MONSTERS

DESCRIPTION: An effective spell to use against spellcasters. If successful,


this spell will silence them and prevent them from using magic.

NAME : KANDI
CAST : CAMP
EFFECTS : LOCATE LOST PARTY MEMBERS

DESCRIPTION: If you lose a party in the dungeon, this spell can be used to
locate said characters so you can mount a rescue operation.

+------------------------+
| 12.1.3 Level 3 Spells |-----------------------------------------------------
+------------------------+

NAME : DIALKO
CAST : BOTH
EFFECTS : CURES PARALYSIS

DESCRIPTION: In addition to curing paralysis, it also cures against spell-


effects which mimic paralysis such as KATINO and MANIFO.
NAME : LATUMAPIC
CAST : BOTH
EFFECTS : IDENTIFIES MONSTERS

DESCRIPTION: This can be cast either in camp or combat. Either way, it allows
you to identify all monsters until you go back into the castle
again. You will see IDENTIFY in the status box indicating that
this spell is active.

NAME : DIAL
CAST : BOTH
EFFECTS : HEALS FROM 2-16 POINTS OF DAMAGE

DESCRIPTION: This spell can be used both in camp and combat to heal a
character.

NAME : BADIAL
CAST : COMBAT
EFFECTS : DOES 2-16 POINTS OF DAMAGE AGAINST ONE MONSTER

DESCRIPTION: This spell is the reverse of the healing spell DIAL.

+------------------------+
| 12.1.4 Level 4 Spells |-----------------------------------------------------
+------------------------+

NAME : LOMILWA
CAST : CAMP
EFFECTS : CREATES A LIGHT IN THE DUNGEON

DESCRIPTION: A longer version of MILWA. This version lasts the entire


expedition into the dungeon and is only extinguished when
entering a dark area or when you go to the castle. You will see
LIGHT in the status box indicating that this spell is active.

NAME : BAMATU
CAST : COMBAT
EFFECTS : LOWERS THE AC OF THE PARTY BY FOUR

DESCRIPTION: This spell will lower all armor classes of the characters by four
points for the duration of the combat.

NAME : LATUMOFIS
CAST : BOTH
EFFECTS : CURES POISONING

DESCRIPTION: This spell can be used both in camp and combat to neutralize the
effects of poisoning.

NAME : MAPORFIC
CAST : BOTH
EFFECTS : LOWERS THE AC OF ALL CHARACTERS BY TWO POINTS

DESCRIPTION: Once cast, this spell lasts the entire duration of you time in
the dungeon. It is only negated when you go up to the castle
again. You will see PROTECT in the status box indicating that
this spell is active.
+------------------------+
| 12.1.5 Level 5 Spells |-----------------------------------------------------
+------------------------+

NAME : DIALMA
CAST : BOTH
EFFECTS : HEALS FROM 3-24 POINTS OF DAMAGE

DESCRIPTION: This spell can be used both in camp and combat to heal a
character.

NAME : BADIALMA
CAST : COMBAT
EFFECTS : DOES 3-24 POINTS OF DAMAGE AGAINST ONE MONSTER

DESCRIPTION: This spell is the reverse of the healing spell DIALMA.

NAME : LITOKAN
CAST : COMBAT
EFFECTS : DOES 3-24 POINTS OF DAMAGE AGAINST ONE MONSTER GROUP

DESCRIPTION: Causes a pillar of flame to ravage a group of monsters.

NAME : DI
CAST : CAMP
EFFECTS : RESURRECTION

DESCRIPTION: This spell will bring a dead character back to life. This is
dependent on the spellcaster and the character being brought
back. Failure means the character is ASHES and needs something
stronger. Success means the character has one hit point.

NAME : BADI
CAST : COMBAT
EFFECTS : INSTANT DEATH TO ONE MONSTER

DESCRIPTION: The reverse of DI. This spell attempts to slay one monster
instantly.

+------------------------+
| 12.1.6 Level 6 Spells |-----------------------------------------------------
+------------------------+

NAME : LORTO
CAST : COMBAT
EFFECTS : CAUSES BLADES TO SLICE THROUGH A MONSTER GROUP DOING 6-36 POINTS
OF DAMAGE

DESCRIPTION: This spell causes non-elemental-type damage to a group of


monsters.

NAME : MADI
CAST : BOTH
EFFECTS : RESTORES ALL HIT POINTS AND CURES ALL STATUS AFFLICTIONS ON ONE
CHARACTER

DESCRIPTION: This is the most powerful healing spell available. Although it


won't bring the dead back to life, it will pretty much bring a
character back to full potential again.
NAME : MABADI
CAST : COMBAT
EFFECTS : REMOVES ALL HIT POINTS SAVE ONE FROM THE TARGET MONSTER

DESCRIPTION: This spell is extremely effective, if it works, against monsters


with high numbers of hit points. Of course, enemy clerics also
use this spell to great effect.

NAME : LOKTOFEIT
CAST : COMBAT
EFFECTS : TRANSPORTS THE PARTY BACK TO THE CASTLE

DESCRIPTION: When things get desperate and grim, this spell may save you. The
penalty for use is the loss of all character's equipment and most
gold. In addition, this spell may fail.

+------------------------+
| 12.1.7 Level 7 Spells |-----------------------------------------------------
+------------------------+

NAME : MALIKTO
CAST : COMBAT
EFFECTS : DOES 12-72 POINTS OF DAMAGE TO ALL MONSTERS

DESCRIPTION: Sends a shower of meteors down upon your enemies.

NAME : KADORTO
CAST : CAMP
EFFECTS : RESURRECT DEAD CHARACTERS

DESCRIPTION: The more powerful version of DI, this spell also will resurrect
ASHES characters. Characters resurrected with this spell have
all their hit points. Failure to raise an ASHES character means
they are lost forever.

____________________
/ 12.2 Mage Spells /__________________________________________________________
--------------------

Mage spells are more aligned with killing and destruction in mind. Many mage
spells are extremely devastating to whole groups of monsters. There are even
a couple of spells so powerful, that they actually drain levels from the
caster.

+------------------------+
| 12.2.1 Level 1 Spells |-----------------------------------------------------
+------------------------+

NAME : HALITO
CAST : COMBAT
EFFECTS : 1-8 HIT POINT FIREBALL AGAINST ONE MONSTER

DESCRIPTION: Allows the caster to throw a ball of fire at a monster.

NAME : MOGREF
CAST : COMBAT
EFFECTS : LOWERS THE AC OF THE CASTER BY TWO
DESCRIPTION: This spell will lower the armor class of the caster by two points
for the duration of combat

NAME : KATINO
CAST : COMBAT
EFFECTS : PUTS MONSTERS IN ONE GROUP TO SLEEP

DESCRIPTION: This spell, if successful, will effectively immobilize a group of


monsters (immobilization is dependent on a monster's
resistances). This allows party members to strike for double
damage.

NAME : DUMAPIC
CAST : CAMP
EFFECTS : GIVES THE LOCATION OF THE PARTY

DESCRIPTION: This is an extremely valuable spell (especially when you are


mapping). It gives your location relative to the stairs leading
back up into the castle. It is given as E and N coordinates plus
how many levels below the first you are.

+------------------------+
| 12.2.2 Level 2 Spells |-----------------------------------------------------
+------------------------+

NAME : DILTO
CAST : COMBAT
EFFECTS : CAUSES DARKNESS TO SURROUND A GROUP OF MONSTERS

DESCRIPTION: This spell is handy because it cloaks your party. Therefore, you
have a better chance at hitting the monsters within a group.

NAME : SOPIC
CAST : COMBAT
EFFECTS : CAUSES THE CASTER TO BECOME TRANSPARENT, LOWERING THEIR AC BY 4

DESCRIPTION: This spell will lower the armor class of the caster by four
points for the duration of combat.

NAME : MELITO
CAST : COMBAT
EFFECTS : CAUSES 1-8 POINTS OF DAMAGE TO A GROUP OF MONSTERS

DESCRIPTION: This spell causes sparks to hit a monster group.

+------------------------+
| 12.2.3 Level 3 Spells |-----------------------------------------------------
+------------------------+

NAME : MAHALITO
CAST : COMBAT
EFFECTS : CAUSES 4-24 POINTS OF DAMAGE TO A GROUP OF MONSTERS

DESCRIPTION: This is an improved HALITO spell which can fireball a group of


monsters.

NAME : MOLITO
CAST : COMBAT
EFFECTS : CAUSES 3-18 POINTS OF DAMAGE TO A GROUP OF MONSTERS

DESCRIPTION: This spell causes 3-18 points of non-elemental damage so if


monsters are resistant to heat or cold...

NAME : MORLIS
CAST : COMBAT
EFFECTS : CAUSES DARKNESS AND FEAR TO AFFECT A MONSTER GROUP

DESCRIPTION: These two factors combined will basically nullify a monster's


attack for the duration of the spell.

+------------------------+
| 12.2.4 Level 4 Spells |-----------------------------------------------------
+------------------------+

NAME : DALTO
CAST : COMBAT
EFFECTS : CAUSE 6-36 POINTS OF COLD DAMAGE ON A GROUP OF MONSTERS

DESCRIPTION: Causes a blizzard to be created that damages the monster group.

NAME : LAHALITO
CAST : COMBAT
EFFECTS : CAUSES 6-36 POINTS OF DAMAGE TO A MONSTER GROUP

DESCRIPTION: This is the "powerhouse" version of MAHALITO designed to clear


out those pesky rooms and corridors.

NAME : TZALIK
CAST : COMBAT
EFFECTS : CAUSES 3-24 POINTS OF DAMAGE TO A MONSTER GROUP

DESCRIPTION: Improved MOLITO which causes a shower of sparks to hit a monster


group.

+------------------------+
| 12.2.5 Level 5 Spells |-----------------------------------------------------
+------------------------+

NAME : MAMORLIS
CAST : COMBAT
EFFECTS : CAUSES DARKNESS AND FEAR TO AFFECT ALL MONSTERS

DESCRIPTION: These two factors combined will basically nullify a monster's


attack for the duration of the spell.

NAME : MAKANITO
CAST : COMBAT
EFFECTS : CAUSES A VACUUM TO FORM AROUND ALL MONSTER GROUPS

DESCRIPTION: If they breathe air, then there is a chance they will be affected
by this spell. Most anything with under 40 hit points will be
suffocated.

NAME : MADALTO
CAST : COMBAT
EFFECTS : CAUSE 8-64 POINTS OF COLD DAMAGE ON A GROUP OF MONSTERS

DESCRIPTION: This is the industrial version of the DALTO spell. Causes a


really big blizzard to form.

NAME : ZILWAN
CAST : COMBAT
EFFECTS : DESTROYS ONE UNDEAD MONSTER

DESCRIPTION: Basically, this spell will eradicate one monster of the undead
variety. Not good against groups of undead.

+------------------------+
| 12.2.6 Level 6 Spells |-----------------------------------------------------
+------------------------+

NAME : LADALTO
CAST : COMBAT
EFFECTS : CAUSE 34-98 POINTS OF COLD DAMAGE ON A GROUP OF MONSTERS

DESCRIPTION: This is the industrial version of the MADALTO spell. Causes a


really big blizzard and ice storm to form.

NAME : LAKANITO
CAST : COMBAT
EFFECTS : SUFFOCATES ONE GROUP OF MONSTERS IF THEY BREATHE AIR

DESCRIPTION: This spell still has a chance of failing depending on the


monsters you are attacking.

NAME : MASOPIC
CAST : COMBAT
EFFECTS : LOWERS THE AC OF THE PARTY BY FOUR

DESCRIPTION: This spell will lower all armor classes of the characters by four
points for the duration of the combat.

NAME : HAMAN
CAST : COMBAT
EFFECTS : THERE ARE SEVERAL EFFECTS THAT CAN OCCUR WHEN YOU CHOOSE THIS
SPELL:

AUGMENT MAGIC : ENHANCES SPELLS TO DO MORE DAMAGE OR TO CURE


GREATER POINTS.

CURE PARTY : CURES THE ENTIRE PARTY OF ALL STATUS AILMENTS.

SILENCE ENEMIES : SILENCES ALL MONSTERS.

TELEPORT ENEMIES: TELEPORTS ALL MONSTERS FROM OUT OF THE COMBAT


AREA.

HEAL PARTY : CASTS A MADI ON THE ENTIRE PARTY

DESCRIPTION: The effects of this spell are so powerful, that the character
loses a level of experience just to cast it.

+------------------------+
| 12.2.7 Level 7 Spells |-----------------------------------------------------
+------------------------+

NAME : MALOR
CAST : BOTH
EFFECTS : ALLOWS A PARTY TO TELEPORT TO A DESTINATION

DESCRIPTION: When used in camp, you can determine your destination. This
means that you may teleport into solid rock, which means instant
death. Used in combat, it will teleport you to some random point
on the same level.

NAME : MAHAMAN
CAST : COMBAT
EFFECTS : SAME AS HAMAN EXCEPT ADD THESE:

PROTECT PARTY : DROPS THE ARMOR CLASS OF ALL PARTY MEMBERS BY 20


POINTS FOR THE DURATION OF COMBAT.
RAISE THE DEAD: BRINGS DEAD CHARACTERS BACK TO LIFE WITH A DI
SPELL.

DESCRIPTION: The conditions for this spell are the same as for HAMAN.

NAME : TILTOWAIT
CAST : COMBAT
EFFECTS : CAUSE A LARGE EXPLOSION TO OCCUR THAT DOES 10-100 POINTS OF
DAMAGE TO ALL MONSTERS

DESCRIPTION: This is basically a room, corridor, etc. cleaner. It affects all


monsters and it pretty much can clean their clocks.

+==============+
| 13. ENEMIES |===============================================================
+==============+

Throughout your travels in the maze, you will encounter many different types of
monsters (80 to be exact). These monsters are as varied as the characters you
bring down in to the maze. Each monster has a specific listing of statistics
unique to that monster. In addition, each monster belongs to a certain type.
This becomes important later on as you acquire items that deal damage or
protect you from certain types of monsters. The monsters are first broken down
by their type, then they are listed alphabetically under that type. All things
after an equal sign are headers for what the column actually is. If there
isn't an equal sign, that means what is listed is the actual header):

The following is an explanation of the various abbreviations used in regard to


the items listed in the next few sub-chapters of enemies.

UNIDENT=UNIDENTIFED NAME: Unless you have LATUMAPIC going, you may encounter
monster groups you can't readily identify. These
are what the unknown monsters are called.

#APP=# OF MONSTERS THAT WILL APPEAR: This is a random number determined by a


dice roll. If this column shows some-
thing like 1D6, then you can have any-
where from one to six of these monsters
appear.
HP=HIT POINTS: The number of hit points a monster will have. This, like a
character's hit points, is how much damage a monster will take
before it is killed. This is a random number determined by
the dice plus any add-ons. 1D3+1 means a monster will have
anywhere from two to four hit points.

AC=ARMOR CLASS: How hard or easy it is to hit the monster. The lower the
number, the harder it will be to hit the monster.

RG=REGENERATION: How many hit points the monster regenerates per round.

MR=MAGICAL RESISTANCE: This is a percentage chance that a spell will fail


against this monster. This includes both direct attack
spells and area-effect spells.

RST=RESISTANCE(S): These are the things the creature is resistant to. In


other words, they won't be affected by attacks based on the
following:

COL=COLD
FIR=FIRE
FRI=FRIENDS (IF THIS IS SHOWN, IT MEANS A MONSTER CAN BE
FRIENDLY)
LVD=LEVEL DRAIN
POI=POISON

NOTE: There are some monsters that this information is unavailable for.

#AT=# ATTACKS: How many attacks the monster does per round.

DAMAGE: Amount of damage a monster does per attack.

LD=LEVEL DRAIN: Some monsters can drain levels from a character. The number
represented here is the number of levels that will be drained
with a successful hit by the monster.

BRW=BREATH WEAPON: The type of breath weapon (if any) the monster possesses.
Breath weapons are:

ACI=ACID
COL=COLD
FIR=FIRE
LVD=LEVEL DRAIN
POI=POISON
STO=STONING

CSL=CLERICAL SPELL LEVEL: This number represents the level of cleric spells
the monster knows. For example, if this number is
three, then the monster knows all clerical spells
for the first three levels.

MSL=MAGE SPELL LEVEL: This number represents the level of mage spells the
monster knows. For example, if this number is three,
then the monster knows all mage spells for the first
three levels.

ATT PROP=ATTACK PROPERTIES AND OTHER INFO: This column represents specific
attack types the monster can
perform. In addition, it also
lists other characteristics
regarding said monster.

AKL=AUTOKILL ATTACK
HLP=DOES MONSTER CALL FOR HELP?
PAR=PARALYZING ATTACK
POI=POISON ATTACK
RUN=DOES MONSTER RUN?
SLE=SLEEP ATTACK
STO=STONING ATTACK

NOTE: There are some monsters that this information is unavailable for.

GRH=GROUP HELP: These are the monsters that the current monster will appear
with.

%GH=% GROUP HELP: The percentage chance that the current monster will appear
with the monsters under the GRH column. A 100% means that
the current monster always appears with the designated GRH
monsters.

XP=EXPERIENCE POINTS: This number represents the total amount of experience


points a monster is worth. This number is then divided
by the number of people you have in your party. For
example, a monster worth 600 XP will yield 100 XP per
character in a six-character party.

________________
/ 13.1 Animals /______________________________________________________________
----------------

+-----------------+------------------------+-------+--------+----+----+-----+
| NAME | UNIDENT | #APP | HP | AC | RG | MR |
+-----------------+------------------------+-------+--------+----+----+-----+
+-----------------+------------------------+-------+--------+----+----+-----+
| BLADE BEAR | LARGE ANIMAL/ANIMALS | 2D3+2 | 5D8 | 6 | 1 | 30 |
+-----------------+------------------------+-------+--------+----+----+-----+
| BLOB | PROTOZOAN/PROTOZOA | 1D6+2 | 15D10+ | 10 | 10 | 85 |
| | | | 30 | | | |
+-----------------+------------------------+-------+--------+----+----+-----+
| BUBBLY SLIME | SLIMY THING/THINGS | 2D2 | 1D3+1 | 12 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| CONSTRICTOR | SNAKE/SNAKES | 1D8 | 8D5 | 1 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| CORROSIVE SLIME | CAVE DWELLER/DWELLERS | 2D3-1 | 8D5+10 | -4 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| FLACK | STRANGE ANIMAL/ANIMALS | 1D3 | 14D12 | -3 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| FOAMING MOLD | CAVE DWELLER/DWELLERS | 2D3+1 | 10D10 | 5 | 0 | 0 |
| | | | 20 | | | |
+-----------------+------------------------+-------+--------+----+----+-----+
| FUZZBALL | FLUFFY THING/THINGS | 1D4 | 1D100 | 10 | 0 | 100 |
| | | | 1-99 | | | |
+-----------------+------------------------+-------+--------+----+----+-----+
| GIANT BAT | CAVE DWELLER/DWELLERS | 2D4+1 | 7D8+5 | -1 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| GIANT CRAB | CRUSTACEAN/CRUSTACEA | 1D8 | 7D30 | -4 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| GIANT VIPER | SNAKE/SNAKES | 2D3+1 | 10D4 | 0 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| HIPPOPOTAMUS | LARGE ANIMAL/ANIMALS | 2D2 | 1D8+2 | 3 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| MANTICORE | STRANGE ANIMAL/ANIMALS | 2D3+1 | 7D8+10 | 0 | 5 | 30 |
+-----------------+------------------------+-------+--------+----+----+-----+
| RABID RAT | RAT/RATS | 2D4+1 | 4D4 | 8 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| SCORPION | CRUSTACEAN/CRUSTACEA | 2D4 | 8D6 | 0 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| VORPAL BUNNY | RABBIT/RABBITS | 2D3+2 | 3D6+2 | 6 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+
| WERE PANTHER | STRANGE ANIMAL/ANIMALS | 2D3 | 3D6 | 7 | 0 | 0 |
+-----------------+------------------------+-------+--------+----+----+-----+

+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| BLADE BEAR | | 2 | 3D6+1/2D6+1 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| BLOB | FRI | 2 | 1D10+5/1D10+5 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| BUBBLY SLIME | | 1 | 1D1 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| CONSTRICTOR | | 3 | 3D8/1D10/1D8 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| CORROSIVE SLIME | | 4 | 1D1x4 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| FLACK | FRI, FIR | 1 | 8D8+3 | 0 | COL | 0 | 0 |
| | COL, POI | | | | | | |
| | LVD | | | | | | |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| FOAMING MOLD | FRI | 4 | 2D4+2x4 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| FUZZBALL | ALL | 0 | | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| GIANT BAT | FRI | 3 | 1D8/1D8/1D8 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| GIANT CRAB | FRI, FIR | 4 | 1D10/1D10/ | 0 | | 0 | 0 |
| | COL | | 1D10/1D10 | | | | |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| GIANT VIPER | FRI | 3 | 3D8/1D8/1D8 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| HIPPOPOTAMUS | | 2 | 1D4+1/1D4+1 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| MANTICORE | FIR | 3 | 2D8x2/1D12 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| RABID RAT | | 1 | 1D10 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| SCORPION | FRI | 1 | 2D6 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| VORPAL BUNNY | COL | 2 | 1D6/1D8 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+
| WERE PANTHER | | 3 | 2D3/2D3/2D3 | 0 | | 0 | 0 |
+-----------------+-------------+-----+---------------+----+-----+-----+-----+

+-----------------+----------------+----------------+------+--------+
| NAME | ATT PROP | GRH | %GRH | XP |
+-----------------+----------------+----------------+------+--------+
+-----------------+----------------+----------------+------+--------+
| BLADE BEAR | | | | 1,585 |
+-----------------+----------------+----------------+------+--------+
| BLOB | | | | 12,150 |
+-----------------+----------------+----------------+------+--------+
| BUBBLY SLIME | | ORC | 10 | 55 |
+-----------------+----------------+----------------+------+--------+
| CONSTRICTOR | SLE, HLP | SCORPION | 25 | 2,520 |
+-----------------+----------------+----------------+------+--------+
| CORROSIVE SLIME | POI | NO-SEE UM | 30 | 1,820 |
+-----------------+----------------+----------------+------+--------+
| FLACK | STO, POI, PAR, | MURPHY'S GHOST | 100 | 12,720 |
| | AKL | | | |
+-----------------+----------------+----------------+------+--------+
| FOAMING MOLD | STO | NO-SEE UM | 50 | 3,400 |
+-----------------+----------------+----------------+------+--------+
| FUZZBALL | HLP | | | 1 |
+-----------------+----------------+----------------+------+--------+
| GIANT BAT | SLE | GIANT BAT | 50 | 1,820 |
+-----------------+----------------+----------------+------+--------+
| GIANT CRAB | SLE | GIANT CRAB | 20 | 6,210 |
+-----------------+----------------+----------------+------+--------+
| GIANT VIPER | POI, SLE | GIANT VIPER | 25 | 2,545 |
+-----------------+----------------+----------------+------+--------+
| HIPPOPOTAMUS | | | | 475 |
+-----------------+----------------+----------------+------+--------+
| MANTICORE | | | | 3,475 |
+-----------------+----------------+----------------+------+--------+
| RABID RAT | | | | 640 |
+-----------------+----------------+----------------+------+--------+
| SCORPION | POI, SLE | RHINO BEETLE | 30 | 1,965 |
+-----------------+----------------+----------------+------+--------+
| VORPAL BUNNY | AKL, RUN | | | 955 |
+-----------------+----------------+----------------+------+--------+
| WERE PANTHER | | | | 550 |
+-----------------+----------------+----------------+------+--------+

__________________________
/ 13.2 Clerics and Mages /____________________________________________________
--------------------------

+-----------------+------------------------+-------+-------+----+----+----+
| NAME | UNIDENT | #APP | HP | AC | RG | MR |
+-----------------+------------------------+-------+-------+----+----+----+
+-----------------+------------------------+-------+-------+----+----+----+
| ARCH MAGE | MAN/MEN IN ROBES | 1D2 | 20D4 | 0 | 0 | 0 |
+-----------------+------------------------+-------+-------+----+----+----+
| CLERIC | CLERIC | 1D6 | 3D8+1 | 4 | 0 | 0 |
+-----------------+------------------------+-------+-------+----+----+----+
| DEPRAVED CLERIC | CLERIC | 2D3 | 2D4+2 | 5 | 0 | 0 |
+-----------------+------------------------+-------+-------+----+----+----+
| HIGH CLERIC | CLERIC/CLERICS | 1D8 | 15D8 | -1 | 0 | 0 |
+-----------------+------------------------+-------+-------+----+----+----+
| MAGICIAN | MAN/MEN IN ROBES | 2D3 | 1D4+2 | 9 | 0 | 0 |
+-----------------+------------------------+-------+-------+----+----+----+
| SORCERESS | WOMAN/WOMEN IN ROBES | 1D6 | 7D4 | 8 | 0 | 0 |
+-----------------+------------------------+-------+-------+----+----+----+
| WITCH | WOMAN/WOMEN IN ROBES | 7D1 | 3D4 | 9 | 0 | 0 |
+-----------------+------------------------+-------+-------+----+----+----+
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| ARCH MAGE | FRI | 1 | 1D8+2 | 0 | | | 7 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| CLERIC | | 1 | 1D6+2 | 0 | | 2 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DEPRAVED CLERIC | | 1 | 1D4 | 0 | | 1 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| HIGH CLERIC | | 4 | 1D8x4 | 0 | | 7 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MAGICIAN | | 2 | 1D4+1/1D4+1 | 0 | | 0 | 1 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| SORCERESS | | 1 | 1D4 | 0 | | 0 | 4 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| WITCH | | 1 | 1D4+1 | 0 | | 0 | 2 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+

+-----------------+----------------+----------------+------+--------+
| NAME | ATT PROP | GRH | %GRH | XP |
+-----------------+----------------+----------------+------+--------+
+-----------------+----------------+----------------+------+--------+
| ARCH MAGE | SLE | | | 5,940 |
+-----------------+----------------+----------------+------+--------+
| CLERIC | | | | 920 |
+-----------------+----------------+----------------+------+--------+
| DEPRAVED CLERIC | | | | 250 |
+-----------------+----------------+----------------+------+--------+
| HIGH CLERIC | SLE | | | 6,080 |
+-----------------+----------------+----------------+------+--------+
| MAGICIAN | | | | 280 |
+-----------------+----------------+----------------+------+--------+
| SORCERESS | | | | 1,350 |
+-----------------+----------------+----------------+------+--------+
| WITCH | | | | 510 |
+-----------------+----------------+----------------+------+--------+

_______________
/ 13.3 Demons /_______________________________________________________________
---------------

+-----------------+------------------------+-------+--------+-----+----+----+
| NAME | UNIDENT | #APP | HP | AC | RG | MR |
+-----------------+------------------------+-------+--------+-----+----+----+
+-----------------+------------------------+-------+--------+-----+----+----+
| DEMON LORD | FIERY FIGURE | 1D1 | 26D8+ | -12 | 5 | 95 |
| | | | 100 | | | |
+-----------------+------------------------+-------+--------+-----+----+----+
| DEMON, ARCH | FIERY FIGURE | 1D1 | 25D10 | -5 | | 75 |
+-----------------+------------------------+-------+--------+-----+----+----+
| DEMON, GREATER | DEMONIC FIGURE/FIGURES | 1D6 | 11D8 | -3 | 1 | 90 |
+-----------------+------------------------+-------+--------+-----+----+----+
| DEMON, LESSER | DEMONIC FIGURE/FIGURES | 1D6 | 10D8 | 0 | 0 | 60 |
+-----------------+------------------------+-------+--------+-----+----+----+
| FEROCIOUS FIEND | DEMONIC FIGURE/FIGURES | 1D4 | 8D10 | -2 | 0 | 30 |
+-----------------+------------------------+-------+--------+-----+----+----+
| LYCURGUS | DEMONIC FIGURE/FIGURES | 1D1 | 17D10+ | -7 | 2 | 60 |
| | | | 50 | | | |
+-----------------+------------------------+-------+--------+-----+----+----+
| SERAPH | DEMONIC FIGURE/FIGURES | 1D1 | 7D4+10 | 2 | 0 | 40 |
+-----------------+------------------------+-------+--------+-----+----+----+
| SUCCUBUS | DEMONIC FIGURE/FIGURES | 1D4 | 10D10 | -2 | 0 | 30 |
+-----------------+------------------------+-------+--------+-----+----+----+

+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DEMON LORD | | 2 | 8D5/8D5 | 5 | | 7 | 7 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DEMON, ARCH | | 1 | 10D9 | 1 | | 6 | 7 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DEMON, GREATER | | 5 | 2D12/1D8/ | 0 | | 0 | 5 |
| | | | 1D8/1D6/1D6 | | | | |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DEMON, LESSER | | 5 | 2D6/2D6/1D3 | 0 | | 0 | 3 |
| | | | 1D3/1D4+4 | | | | |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| FEROCIOUS FIEND | | 4 | 1D8/1D8/ | 0 | | 2 | 4 |
| | | | 2D10/2D10 | | | | |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| LYCURGUS | | 1 | 1D4 | 2 | | 0 | 6 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| SERAPH | | 3 | 2D3/2D3/2D3 | 0 | | 4 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| SUCCUBUS | | 4 | 1D8/1D8/ | 0 | | 0 | 5 |
| | | | 2D10/2D10 | | | | |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+

+-----------------+----------------+----------------+------+--------+
| NAME | ATT PROP | GRH | %GRH | XP |
+-----------------+----------------+----------------+------+--------+
+-----------------+----------------+----------------+------+--------+
| DEMON LORD | | | 0 | 55,555 |
+-----------------+----------------+----------------+------+--------+
| DEMON, ARCH | SLE, RUN | GREATER DEMON | 100 | 30,000 |
+-----------------+----------------+----------------+------+--------+
| DEMON, GREATER | POI, PAR, HLP | | 0 | 26,535 |
+-----------------+----------------+----------------+------+--------+
| DEMON, LESSER | HLP | | 0 | 5,260 |
+-----------------+----------------+----------------+------+--------+
| FEROCIOUS FIEND | | | 0 | 5,600 |
+-----------------+----------------+----------------+------+--------+
| LYCURGUS | | | 0 | 27,060 |
+-----------------+----------------+----------------+------+--------+
| SERAPH | | | 0 | 2,205 |
+-----------------+----------------+----------------+------+--------+
| SUCCUBUS | | LESSER DEMON | 25 | 7,200 |
+-----------------+----------------+----------------+------+--------+

___________________________________________________
/ 13.4 Dragons, Giants, Insects, Myths, and Weres /___________________________
---------------------------------------------------

+-----------------+--------------------------+-------+---------+----+----+----+
| NAME | UNIDENT | #APP | HP | AC | RG | MR |
+-----------------+--------------------------+-------+---------+----+----+----+
+-----------------+--------------------------+-------+---------+----+----+----+
| BORING BEETLE | INSECT/SWARM | 1D8 | 5D8 | 3 | 0 | 0 |
+-----------------+--------------------------+-------+---------+----+----+----+
| DRAGON FLY | FLY/FLIES | 1D3 | 2D8 | 4 | 0 | 20 |
+-----------------+--------------------------+-------+---------+----+----+----+
| DRAGON, BLACK | DRAGON/DRAGONS | 1D4 | 14D4+11 | 3 | 0 | 75 |
+-----------------+--------------------------+-------+---------+----+----+----+
| DRAGON, GOLD | DRAGON/DRAGONS | 1D4 | 12D8 | -2 | 0 | 70 |
+-----------------+--------------------------+-------+---------+----+----+----+
| GIANT HORNET | INSECT/SWARM | 9D1 | 10D4+10 | 0 | 0 | 0 |
+-----------------+--------------------------+-------+---------+----+----+----+
| GIANT WASP | INSECT/SWARM | 9D1 | 9D3 | 0 | 0 | 0 |
+-----------------+--------------------------+-------+---------+----+----+----+
| GIANT, AIR | GIANT/GIANTS | 1D5 | 15D1+ | 6 | 0 | 0 |
| | | | 145 | | | |
+-----------------+--------------------------+-------+---------+----+----+----+
| GIANT, POISON | GIANT/GIANTS | 2D2+1 | 1D1+80 | 3 | 0 | 95 |
+-----------------+--------------------------+-------+---------+----+----+----+
| HORRID HOUND | DOG/DOGS | 1D8 | 6D8 | 2 | 0 | 10 |
+-----------------+--------------------------+-------+---------+----+----+----+
| MEDUSALIZARD | STRANGE ANIMAL/ANIMALS | 1D6 | 5D8 | 6 | 0 | 0 |
+-----------------+--------------------------+-------+---------+----+----+----+
| NO-SEE UM | INSECT/SWARM | 9D1 | 9D2-8 | 0 | 0 | 0 |
+-----------------+--------------------------+-------+---------+----+----+----+
| RHINO BEETLE | INSECT/SWARM | 1D4 | 12D6 | 1 | 0 | 0 |
+-----------------+--------------------------+-------+---------+----+----+----+
| WERE AMOEBA | PROTOZOAN/PROTOZOA | 9D1 | 10D5 | 10 | 15 | 0 |
+-----------------+--------------------------+-------+---------+----+----+----+
| WERE BAT | CAVE DWELLER/DWELLERS | 1D8+1 | 10D8-5 | -3 | 0 | 25 |
+-----------------+--------------------------+-------+---------+----+----+----+
| WERE LION | STRANGE ANIMAL/ANIMALS | 1D4+4 | 5D8 | 4 | 1 | 0 |
+-----------------+--------------------------+-------+---------+----+----+----+

+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| BORING BEETLE | | 1 | 5D4 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DRAGON FLY | FIR | 3 | 1D4/1D4/1D6 | 0 | FIR | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DRAGON, BLACK | | 3 | 2D7/2D7/ | 0 | LVD | 0 | 5 |
| | | | 3D12+2 | | | | |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DRAGON, GOLD | | 3 | 1D8/1D8/ | 0 | ACI | 0 | 5 |
| | | | 3D12 | | | | |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| GIANT HORNET | FRI | 1 | 1D12+2 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| GIANT WASP | FRI, COL | 2 | 1D6/1D6 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| GIANT, AIR | FRI, COL | 2 | 10D9/10D9 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| GIANT, POISON | | 1 | 4D10 | 0 | POI | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| HORRID HOUND | | 1 | 2D6 | 0 | ACI | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MEDUSALIZARD | | 2 | 1D3/1D3 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| NO-SEE UM | | 1 | 1D4 | 0 | LVD | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| RHINO BEETLE | | 2 | 3D6/2D8 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| WERE AMOEBA | FIR | 1 | 2D10 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| WERE BAT | FRI | 4 | 2D6x4 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| WERE LION | FRI | 3 | 2D6/2D6/1D4 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+

+-----------------+----------------+------------------+------+--------+
| NAME | ATT PROP | GRH | %GRH | XP |
+-----------------+----------------+------------------+------+--------+
+-----------------+----------------+------------------+------+--------+
| BORING BEETLE | | | | 1,120 |
+-----------------+----------------+------------------+------+--------+
| DRAGON FLY | | | | 1,275 |
+-----------------+----------------+------------------+------+--------+
| DRAGON, BLACK | | | | 11,875 |
+-----------------+----------------+------------------+------+--------+
| DRAGON, GOLD | | | | 10,780 |
+-----------------+----------------+------------------+------+--------+
| GIANT HORNET | POI | GIANT HORNET | 100 | 1,330 |
+-----------------+----------------+------------------+------+--------+
| GIANT WASP | | GIANT WASP | 75 | 1,110 |
+-----------------+----------------+------------------+------+--------+
| GIANT, AIR | | | | 40,010 |
+-----------------+----------------+------------------+------+--------+
| GIANT, POISON | | WILL O' WISP | 50 | 18,790 |
+-----------------+----------------+------------------+------+--------+
| HORRID HOUND | | | | 2,280 |
+-----------------+----------------+------------------+------+--------+
| MEDUSALIZARD | STO | | | 1,855 |
+-----------------+----------------+------------------+------+--------+
| NO-SEE UM | | NO-SEE UM | 75 | 810 |
+-----------------+----------------+------------------+------+--------+
| RHINO BEETLE | | RHINO BEETLE | 40 | 1,920 |
+-----------------+----------------+------------------+------+--------+
| WERE AMOEBA | POI | WERE AMOEBA | 35 | 1,540 |
+-----------------+----------------+------------------+------+--------+
| WERE BAT | POI | GIANT BAT | 60 | 2,580 |
+-----------------+----------------+------------------+------+--------+
| WERE LION | | | | 1,440 |
+-----------------+----------------+------------------+------+--------+

__________________
/ 13.5 Enchanted /____________________________________________________________
------------------

+-----------------+-------------------------+-------+--------+-----+----+-----+
| NAME | UNIDENT | #APP | HP | AC | RG | MR |
+-----------------+-------------------------+-------+--------+-----+----+-----+
+-----------------+-------------------------+-------+--------+-----+----+-----+
| CREEPING COINS? | SMALL OBJECT/OBJECTS | 9D1 | 1D1 | 4 | 0 | 0 |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| IRON GOLEM | GOLEM/GOLEMS | 1D4 | 15D1+ | -6 | 2 | 50 |
| | | | 85 | | | |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| MAGIC ARMOR | ANIMATED OBJECT | 1D1 | 250D1+ | -10 | 5 | 100 |
| | | | 50 | | | |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| MAGIC GAUNTLET | ANIMATED OBJECT/OBJECTS | 2D1 | 50D1+ | 0 | 0 | 100 |
| | | | 78 | | | |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| MAGIC HELMET | ANIMATED OBJECT/OBJECTS | 1D1 | 100D1+ | -2 | 0 | 75 |
| | | | 100 | | | |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| MAGIC SHIELD | ANIMATED OBJECT/OBJECTS | 1D1 | 30D1+ | -10 | 0 | 80 |
| | | | 120 | | | |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| MAGIC SWORD | ANIMATED OBJECT | 1D1 | 25D1+ | -2 | 0 | 0 |
| | | | 75 | | | |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| ORC LORD | ORC/ORCS | 1D5 | 13D1+ | 7 | 0 | 0 |
| | | | 108 | | | |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| SMOG BEAST | UNSEEN ENTITY/ENTITIES | 2D3+1 | 20D3+ | 3 | 0 | 10 |
| | | | 10 | | | |
+-----------------+-------------------------+-------+--------+-----+----+-----+
| WILL O' WISP | UNSEEN ENTITY/ENTITIES | 1D2 | 12D8 | -8 | 0 | 95 |
+-----------------+-------------------------+-------+--------+-----+----+-----+

+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| CREEPING COINS? | | 1 | 1D1 0 | LVD | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| IRON GOLEM | | 2 | 4D10/4D10 | 0 | FIR | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MAGIC ARMOR | ALL | 1 | 1D6 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MAGIC GAUNTLET | ALL | 2 | 1D10/1D10 | 0 | | 7 | 7 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MAGIC HELMET | FRI, COL | 1 | 1D3 | 0 | COL | 7 | 7 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MAGIC SHIELD | ALL | 3 | 2D10x3 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MAGIC SWORD | | 2 | 1D12/1D12 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| ORC LORD | | 2 | 10D7/10D7 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| SMOG BEAST | | 1 | 1D3 | 0 | | 0 | 3 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| WILL O' WISP | | 4 | 2D8x4 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+

+-----------------+----------------+------------------+------+--------+
| NAME | ATT PROP | GRH | %GRH | XP |
+-----------------+----------------+------------------+------+--------+
+-----------------+----------------+------------------+------+--------+
| CREEPING COINS? | HLP | CREEPING COINS? | 100 | 600 |
+-----------------+----------------+------------------+------+--------+
| IRON GOLEM | | | 0 | 11,875 |
+-----------------+----------------+------------------+------+--------+
| MAGIC ARMOR | | | 0 | 33,333 |
+-----------------+----------------+------------------+------+--------+
| MAGIC GAUNTLET | | | 0 | 50,000 |
+-----------------+----------------+------------------+------+--------+
| MAGIC HELMET | | | 0 | 88,888 |
+-----------------+----------------+------------------+------+--------+
| MAGIC SHIELD | | | 0 | 44,444 |
+-----------------+----------------+------------------+------+--------+
| MAGIC SWORD | AKL | | 0 | 66,666 |
+-----------------+----------------+------------------+------+--------+
| ORC LORD | | | 0 | 18,270 |
+-----------------+----------------+------------------+------+--------+
| SMOG BEAST | | | 0 | 3,415 |
+-----------------+----------------+------------------+------+--------+
| WILL O' WISP | | | 0 | 43,320 |
+-----------------+----------------+------------------+------+--------+

_________________
/ 13.6 Fighters /_____________________________________________________________
-----------------

+-----------------+--------------------------+-------+--------+----+----+-----+
| NAME | UNIDENT | #APP | HP | AC | RG | MR |
+-----------------+--------------------------+-------+--------+----+----+-----+
+-----------------+--------------------------+-------+--------+----+----+-----+
| DINK | LITTLE OLD MAN/MEN | 1D1 | 1D1+30 | 10 | 0 | 100 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| HIGH MASTER | MAN/MEN IN BLACK | 1D1 | 15D4 | -2 | 0 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| HIGHWAYMAN | MAN/MEN IN CHAIN | 1D6 | 3D4+2 | 6 | 0 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| KOBOLD | SMALL HUMANOID/HUMANOIDS | 2D2+1 | 2D3+1 | 8 | 0 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| MAN AT ARMS | MAN/MEN IN ARMOR | 2D3 | 3D10 | 4 | 0 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| MASTER NINJA | MAN/MEN IN ROBES | 2D3 | 6D4+7 | 2 | 0 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| MIFUNE | | 1D1 | 19D8+ | -5 | 0 | 30 |
| | | | 40 | | | |
+-----------------+--------------------------+-------+--------+----+----+-----+
| NINJA | MAN/MEN IN BLACK | 2D3 | 2D6+4 | 5 | 0 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| ORC | SMALL HUMANOID/HUMANOIDS | 3D2 | 1D4 | 10 | 0 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| RAVER LORD | MAN/MEN IN ARMOR | 1D1 | 17D10 | 0 | 2 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+
| SWORDSMAN | MAN/MEN IN ARMOR | 1D6 | 3D10 | 3 | 0 | 0 |
+-----------------+--------------------------+-------+--------+----+----+-----+

+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| DINK | | 1 | 1D1 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| HIGH MASTER | FIR, COL, POI | 3 | 3D12x2/3D6 | 0 | | 0 | 0 |
| | LVD | | | | | | |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| HIGHWAYMAN | | 4 | 1D2x4 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| KOBOLD | FRI, COL | 2 | 1D2/1D2 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MAN AT ARMS | | 1 | 1D8 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MASTER NINJA | | 3 | 2D4x3 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| MIFUNE | | 4 | 3D10+8/ | 0 | | 0 | 5 |
| | | | 2D10+8/ | | | | |
| | | | 1D10+8x2 | | | | |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| NINJA | | 2 | 2D3/2D3 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| ORC | | 1 | 1D4 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| RAVER LORD | | 2 | 3D12/3D12 | 0 | | 5 | 6 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+
| SWORDSMAN | | 1 | 2D7 | 0 | | 0 | 0 |
+-----------------+----------------+-----+-------------+----+-----+-----+-----+

+-----------------+----------------+------------------+------+--------+
| NAME | ATT PROP | GRH | %GRH | XP |
+-----------------+----------------+------------------+------+--------+
+-----------------+----------------+------------------+------+--------+
| DINK | SLE, RUN, HLP | DINK | 100 | 1,150 |
+-----------------+----------------+------------------+------+--------+
| HIGH MASTER | AKL | | 0 | 5,070 |
+-----------------+----------------+------------------+------+--------+
| HIGHWAYMAN | AKL, SL, RUN | | 0 | 860 |
+-----------------+----------------+------------------+------+--------+
| KOBOLD | SLE, RUN | ORC | 15 | 405 |
+-----------------+----------------+------------------+------+--------+
| MAN AT ARMS | | | 0 | 2,860 |
+-----------------+----------------+------------------+------+--------+
| MASTER NINJA | AKL | | 0 | 1,480 |
+-----------------+----------------+------------------+------+--------+
| MIFUNE | | | 0 | 17,600 |
+-----------------+----------------+------------------+------+--------+
| NINJA | AKL | | 0 | 850 |
+-----------------+----------------+------------------+------+--------+
| ORC | SLE, RUN | | 0 | 235 |
+-----------------+----------------+------------------+------+--------+
| RAVER LORD | | | 0 | 7,060 |
+-----------------+----------------+------------------+------+--------+
| SWORDSMAN | | | 0 | 960 |
+-----------------+----------------+------------------+------+--------+

_______________
/ 13.7 Undead /_______________________________________________________________
---------------

+----------------+--------------------------+-------+----------+----+----+----+
| NAME | UNIDENT | #APP | HP | AC | RG | MR |
+----------------+--------------------------+-------+----------+----+----+----+
+----------------+--------------------------+-------+----------+----+----+----+
| BANSHEE | UNSEEN ENTITY/ENTITIES | 2D2 | 2D3+10 | 4 | 0 | 0 |
+----------------+--------------------------+-------+----------+----+----+----+
| CARRIER | MOTTLED FIGURE/FIGURES | 1D6+1 | 9D5 | 10 | 0 | 0 |
+----------------+--------------------------+-------+----------+----+----+----+
| DOOM TOAD | FROG/FROGS | 2D2 | 4D5 | 7 | 0 | 0 |
+----------------+--------------------------+-------+----------+----+----+----+
| EVIL EYE | GLOWING SPHERE/SPHERES | 2D1 | 9D6 | 0 | 0 | 25 |
+----------------+--------------------------+-------+----------+----+----+----+
| GIANT ZOMBIE | GIANT/GIANTS | 1D3 | 15D1+65 | 3 | 0 | 95 |
+----------------+--------------------------+-------+----------+----+----+----+
| MAELIFIC | UNSEEN BEING/BEINGS | 1D1 | 25D4 | -5 | 3 | 50 |
+----------------+--------------------------+-------+----------+----+----+----+
| MUMMY | GAUNT FIGURE/FIGURES | 1D6 | 1D3+6 | 5 | 0 | 0 |
+----------------+--------------------------+-------+----------+----+----+----+
| MURPHY'S GHOST | UNSEEN ENTITY/ENTITIES | 1D1 | 10D10 | -3 | 1 | 0 |
+----------------+--------------------------+-------+----------+----+----+----+
| SCRYLL | SKULL/SKULLS | 1D3 | 10D6 | -1 | 0 | 25 |
+----------------+--------------------------+-------+----------+----+----+----+
| SIDELLE | SKULL/SKULLS | 1D2 | 18D10 | -2 | 0 | 50 |
+----------------+--------------------------+-------+----------+----+----+----+
| UNDEAD KOBOLD | SKELETON/SKELETONS | 1D6+1 | 2D3+2 | 10 | 0 | 0 |
+----------------+--------------------------+-------+----------+----+----+----+
| VAMPIRE | GAUNT FIGURE/FIGURES | 1D4 | 11D8 | -1 | 1 | 20 |
+----------------+--------------------------+-------+----------+----+----+----+
| VAMPIRE BAT | CAVE DWELLER/DWELLERS | 1D2 | 10D5 | -3 | 0 | 25 |
+----------------+--------------------------+-------+----------+----+----+----+
| VAMPIRE LORD | GAUNT FIGURE/FIGURES | 1D1 | 20D8+50 | -5 | 4 | 40 |
+----------------+--------------------------+-------+----------+----+----+----+
| WEBSPINNER | INSECT/SWARM | 1D1 | 5D8+3 | 3 | 0 | 20 |
+----------------+--------------------------+-------+----------+----+----+----+
| ZOMBIE | WEIRD HUMANOID/HUMANOIDS | 1D6+1 | 1D10 | 4 | 0 | 0 |
+----------------+--------------------------+-------+----------+----+----+----+

+----------------+----------------+-----+-------------+----+-----+-----+-----+
| NAME | RST | #AT | DAMAGE | LD | BRW | CSL | MSL |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| BANSHEE | | 2 | 1D4/1D4/1D8 | 1 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| CARRIER | | 7 | 1D1+1x7 | 0 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| DOOM TOAD | | 3 | 1D4/1D6/ | 0 | POI | 0 | 2 |
| | | | 2D3+2 | | | | |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| EVIL EYE | FRI | 1 | 4D8 | 0 | POI | 0 | 2 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| GIANT ZOMBIE | FRI | 1 | 4D10 | 0 | POI | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| MAELIFIC | | 2 | 1D4/1D4 | 3 | | 0 | 7 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| MUMMY | | 1 | 1D6 | 1 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| MURPHY'S GHOST | FIR, COL, POI, | 1 | 1D1+1 | 0 | | 0 | 0 |
| | LVD | | | | | | |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| SCRYLL | FRI | 1 | 1D8 | 1 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| SIDELLE | FRI | 4 | 1D8x4 | 0 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| UNDEAD KOBOLD | FIR, COL | 1 | 1D4+1 | 0 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| VAMPIRE | POI, LVD | 1 | 3D8 | 2 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| VAMPIRE BAT | FRI | 1 | 4D6 | 1 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| VAMPIRE LORD | | 3 | 2D8/1D4/1D4 | 4 | | 0 | 6 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| WEBSPINNER | | 1 | 1D4 | 2 | | 4 | 3 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+
| ZOMBIE | | 1 | 1D6 | 0 | | 0 | 0 |
+----------------+----------------+-----+-------------+----+-----+-----+-----+

+----------------+----------------+------------------+------+--------+
| NAME | ATT PROP | GRH | %GRH | XP |
+----------------+----------------+------------------+------+--------+
+----------------+----------------+------------------+------+--------+
| BANSHEE | | | | 1,160 |
+----------------+----------------+------------------+------+--------+
| CARRIER | PAR | FUZZBALL | 100 | 2,935 |
+----------------+----------------+------------------+------+--------+
| DOOM TOAD | | | | 1,685 |
+----------------+----------------+------------------+------+--------+
| EVIL EYE | | | | 3,270 |
+----------------+----------------+------------------+------+--------+
| GIANT ZOMBIE | POI | WILL O' WISP | 50 | 40,705 |
+----------------+----------------+------------------+------+--------+
| MAELIFIC | POI, PAR | POISON GIANT | 100 | 11,245 |
+----------------+----------------+------------------+------+--------+
| MUMMY | | | | 840 |
+----------------+----------------+------------------+------+--------+
| MURPHY'S GHOST | SLE | MURPHY'S GHOST | 80 | 4,450 |
+----------------+----------------+------------------+------+--------+
| SCRYLL | | EVIL EYE | 100 | 4,820 |
+----------------+----------------+------------------+------+--------+
| SIDELLE | POI, PAR | SCRYLL | 100 | 10,395 |
+----------------+----------------+------------------+------+--------+
| UNDEAD KOBOLD | | KOBOLD | 10 | 230 |
+----------------+----------------+------------------+------+--------+
| VAMPIRE | PAR | VAMPIRE | 15 | 6,720 |
+----------------+----------------+------------------+------+--------+
| VAMPIRE BAT | PAR | WERE BAT | 100 | 4,040 |
+----------------+----------------+------------------+------+--------+
| VAMPIRE LORD | PAR | VAMPIRE | 100 | 12,330 |
+----------------+----------------+------------------+------+--------+
| WEBSPINNER | | | | 4,130 |
+----------------+----------------+------------------+------+--------+
| ZOMBIE | PAR | | 20 | 735 |
+----------------+----------------+------------------+------+--------+

+============+
| 14. ITEMS |=================================================================
+============+

These things help you in your quest through the mazes. None of these things
are absolutely vital to winning the game, but they certainly make things a lot
easier in getting through the game. Items are broken down by their function
such as armor, weapons, etc. (all things after an equal sign are headers for
what the column actually is. If there isn't an equal sign, that means what is
listed is the actual header):

The following is an explanation of the various abbreviations used in regard to


the items listed in the next few sub-chapters of items.

DMG=DAMAGE: The amount of damage an item will do. When you have something
like 2D4+3, this means you roll a four-sided dice two times and
add three to that result. You will then get a range of 5-11 for
damage.

TH=TO HIT BONUS: This bonus enables your character to more easily hit a
monster. This is especially useful against monsters with
very low armor classes.

+SW=# OF SWINGS: How many times said weapon can be swung. This basically
means if you can swing said weapon four times, your character
has the potential to do DMGx4.

AK=AUTOKILL: Can said weapon allow the character to perform an autokill.

AL=ALIGNMENT: Some weapons have alignments. If a character with a different


alignment attempts to equip said item, then that item will be
cursed and have the opposite effect. This also refers to
whether an item is cursed. The alignments are:

EV=EVIL
NE=NEUTRAL
GO=GOOD
NO=NO ALIGNMENT
CU=CURSED ITEM

USAGE: What classes of character(s) can use said item. The classes are:

C=CLERIC
F=FIGHTER
L=LORD
M=MAGE
N=NINJA
S=SUMARAI
T=THIEF
W=WIZARD

PURPOSE: Some items allow a character to do things above and beyond the normal
damage for said weapon. These items, such as the Slayer of Dragons,
do double damage against a specific type of monster.

AA=ARMOR CLASS ADJUSTMENT: This represents an modifications to a character's


armor class. Subtract all positive numbers from
the current armor class and add all negative
numbers to it. For example, a character with an
eight armor class puts on a helmet. Since it is +1
for armor class (AC), the new AC is seven.
Conversely, if the helmet was -1, then the new AC
would be nine.

+MA=MAGICAL ADJUSTMENT: This represents magical protection for a character.


It also represents the chance that a character will
not be affected by a monster's spells.

RG=REGENERATION: Some items allow a character to heal a specific amount of hit


points/turn.
PROTECTION: The item protects the character against certain types of monsters
and reduces said monster's effects upon the character.

RESIST=RESISTANCE: The item protects the character against certain types of


elements or harm. These resistances are:

COLD
FIRE
LEVEL DRAIN
POISON
STONING

SPELL: This refers mostly to scrolls and potions. This can, though, refer
to items such as rings, amulets, armor, and weapons. When used, these
items will produce some sort of spell effect.

BRK=BREAK: This is the percentage chance an item will break after using it.

AFTERBR: What the item becomes after it is broken.

UNIDENT=UNIDENTIFIED LOOK: What type of item this may be. Whenever you
receive an item in the maze, odds are you will be
given this description of what it is versus what
the actual item is. You can either use a Wizard or
Boltac's to identify said item.

______________
/ 14.1 Armor /________________________________________________________________
--------------

+-------------------+---------+----+----+---------------+---------+----+-----+
| NAME | PRICE | TH | AL | USAGE | PURPOSE | AA | +MA |
+-------------------+---------+----+----+---------------+---------+----+-----+
+-------------------+---------+----+----+---------------+---------+----+-----+
| 1ST CLASS PLATE | 6000 | NA | NO | C,F,L,N,S | | 7 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| ARMOR OF EVIL | 150000 | NA | EV | C,F,L,N,S | | 9 | 15 |
+-------------------+---------+----+----+---------------+---------+----+-----+
| ARMOR OF FREON | 150000 | NA | NO | C,F,L,N,S | | 6 | 15 |
+-------------------+---------+----+----+---------------+---------+----+-----+
| ARMOR OF HEROES | 100000 | NA | NO | C,F,L,N,S | | 7 | 10 |
+-------------------+---------+----+----+---------------+---------+----+-----+
| ARMOR OF LORDS | 1000000 | NA | NO | L | WERE | 10 | 100 |
| | | | | | UNDEAD | | |
| | | | | | DEMON | | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| BODY ARMOR | 1500 | NA | NO | F,L,N,S | | 5 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| B-PLATE OF BOONS | 10000 | NA | NO | C,F,L,N,S | | 6 | 1 |
+-------------------+---------+----+----+---------------+---------+----+-----+
| B-PLATE OF FIENDS | 8000 | NA | CU | F,L,N,S | | 2 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| BREAST PLATE | 200 | NA | NA | F,L,N,S | | 4 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| BROKEN B-PLATE | 1500 | NA | CU | C,F,L,N,S | | 3 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| CHAIN MAIL | 90 | NA | NA | C,F,L,N,S | | 3 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| CHAIN OF CURSES | 8000 | NA | CU | C,F,L,N,S | | 1 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| CHAIN OF EVIL | 8000 | NA | EV | C,F,L,N,S | | 5 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| CORRODED CHAIN | 1500 | NA | CU | C,F,L,N,S | | 2 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| CURSED PLATE | 0 | NA | CU | ALL | | 6 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| DISPLACER ROBE | 180000 | NA | NA | M | | 4 | 18 |
+-------------------+---------+----+----+---------------+---------+----+-----+
| ELVEN CHAIN | 6000 | NA | NA | C,F,L,N,S | | 5 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| KOD'S ARMOR | 0 | NA | NA | F,L,S | | 14 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| LEATHER ARMOR | 50 | NA | NA | C,F,L,N,S,T,W | | 2 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| LEATHER OF LOSS | 8000 | NA | NA | C,F,L,N,S,T,W | | 0 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| MITHRIL PLATE | 275000 | NA | NA | C,F,L,N,S | | 10 | 27 |
+-------------------+---------+----+----+---------------+---------+----+-----+
| NEUTRAL PLATE | 8000 | NA | NA | F,L,N,S | | 7 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| PADDED LEATHER | 1500 | NA | NA | C,F,L,N,S,T,W | | 3 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| PLATE MAIL | 750 | NA | NA | F,L,N,S | | 5 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| ROBE OF CURSES | 8000 | -2 | CU | ALL | | -2 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| ROBES | 15 | NA | NA | ALL | | 1 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| ROTTEN LEATHER | 1500 | NA | CU | C,F,L,N,S,T,W | | 1 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| SHINY CHAIN | 1500 | NA | NA | C,F,L,N,S | | 4 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| STURDY PLATE | 6000 | NA | NA | F,L,N,S | | 6 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| TREATED LEATHER | 6000 | NA | NA | C,F,L,N,S,T,W | | 4 | |
+-------------------+---------+----+----+---------------+---------+----+-----+

+-------------------+----+--------------+---------+-------+-------------+
| NAME | RG | PROTECTION | RESIST | SPELL | UNIDENT |
+-------------------+----+--------------+---------+-------+-------------+
+-------------------+----+--------------+---------+-------+-------------+
| 1ST CLASS PLATE | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| ARMOR OF EVIL | | | | | PLATE ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| ARMOR OF FREON | | | FIRE | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| ARMOR OF HEROES | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| ARMOR OF LORDS* | 1 | DRAGON, MYTH | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| BODY ARMOR | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| B-PLATE OF BOONS | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| B-PLATE OF FIENDS | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| BREAST PLATE | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| BROKEN B-PLATE | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| CHAIN MAIL | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| CHAIN OF CURSES | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| CHAIN OF EVIL | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| CORRODED CHAIN | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| CURSED PLATE | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| DISPLACER ROBE | | | | | CLOTHING |
+-------------------+----+--------------+---------+-------+-------------+
| ELVEN CHAIN | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| KOD'S ARMOR | 1 | UNDEAD,DEMON | FIRE | MATU | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| LEATHER ARMOR | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| LEATHER OF LOSS | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| MITHRIL PLATE | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| NEUTRAL PLATE | | | | | PLATE ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| PADDED LEATHER | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| PLATE MAIL | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| ROBE OF CURSES | | | | | ROBE |
+-------------------+----+--------------+---------+-------+-------------+
| ROBES | | | | | CLOTHING |
+-------------------+----+--------------+---------+-------+-------------+
| ROTTEN LEATHER | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| SHINEY CHAIN | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| STURDY PLATE | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+
| TREATED LEATHER | | | | | ARMOR |
+-------------------+----+--------------+---------+-------+-------------+

* CASTS A MADI ON THE USER WHEN USED. IT HAS A 50% CHANCE OF BREAKING INTO A
BROKEN ITEM WHEN USED IN THIS MANNER.

______________________________
/ 14.2 Gauntlets and Helmets /________________________________________________
------------------------------

+-------------------+---------+----+----+-----------+----+-----+--------+
| NAME | PRICE | TH | AL | USAGE | AA | +MA | PROT |
+-------------------+---------+----+----+-----------+----+-----+--------+
+-------------------+---------+----+----+-----------+----+-----+--------+
| GLOVES OF COPPER | 6000 | NA | NO | F,L,N,S | 1 | | |
+-------------------+---------+----+----+-----------+----+-----+--------+
| GLOVES OF SILVER | 60000 | NA | NO | F,L,N,S | 3 | 6 | |
+-------------------+---------+----+----+-----------+----+-----+--------+
| HELM | 100 | NA | NO | F,L,N,S | 1 | | |
+-------------------+---------+----+----+-----------+----+-----+--------+
| HELM OF EVIL | 8000 | NA | EV | F,L,N,S | 3 | | |
+-------------------+---------+----+----+-----------+----+-----+--------+
| HELM OF HANGOVERS | 50000 | -2 | CU | F,L,N,S | -2 | 5 | |
+-------------------+---------+----+----+-----------+----+-----+--------+
| HELM OF HARDINESS | 3000 | NA | NA | F,L,N,S | 2 | | |
+-------------------+---------+----+----+-----------+----+-----+--------+
| KOD'S GAUNTLETS | 0 | 2 | NO | F,L,S | 4 | | WERE |
+-------------------+---------+----+----+-----------+----+-----+--------+
| KOD'S HELMET | 0 | NA | EV | F,L,S | 4 | | MAGE |
+-------------------+---------+----+----+-----------+----+-----+--------+
| WINTER MITTENS | 140000 | 1 | NA | F,L,N,T,S | 3 | 13 | |
+-------------------+---------+----+----+-----------+----+-----+--------+

+-------------------+-----------+-----------+-----------+
| NAME | RESIST | SPELL | UNIDENT |
+-------------------+-----------+-----------+-----------+
+-------------------+-----------+-----------+-----------+
| GLOVES OF COPPER | | | GAUNTLETS |
+-------------------+-----------+-----------+-----------+
| GLOVES OF SILVER | | | GLOVES |
+-------------------+-----------+-----------+-----------+
| HELM | | | HELM |
+-------------------+-----------+-----------+-----------+
| HELM OF EVIL | | BADIOS | HELM |
+-------------------+-----------+-----------+-----------+
| HELM OF HANGOVERS | | | HELM |
+-------------------+-----------+-----------+-----------+
| HELM OF HARDINESS | | | HELM |
+-------------------+-----------+-----------+-----------+
| KOD'S GAUNTLETS | POISON | TILTOWAIT | HELM |
+-------------------+-----------+-----------+-----------+
| KOD'S HELMET | COLD | MADALTO | HELM |
+-------------------+-----------+-----------+-----------+
| WINTER MITTENS | COLD | | HELM |
+-------------------+-----------+-----------+-----------+

___________________
/ 14.3 Misc Items /___________________________________________________________
-------------------

+----------------------+--------+----+----+---------+------------+-----------+
| NAME | PRICE | TH | AL | USAGE | LOCATION | SPELL |
+----------------------+--------+----+----+---------+------------+-----------+
+----------------------+--------+----+----+---------+------------+-----------+
+----------------------+--------+----+----+---------+------------+-----------+
| CORRODED KEY | 100 | NA | NO | NONE | 7E,12,,1D | NONE |
+----------------------+--------+----+----+---------+------------+-----------+
| GORY BADGE | 400 | NA | NO | NONE | 19E,10N,1D | NONE |
+----------------------+--------+----+----+---------+------------+-----------+
| KEY OF CLOISTER | 1000 | NA | NO | NONE | 3E,10N,2D | NONE |
+----------------------+--------+----+----+---------+------------+-----------+
| KEY OF EBONY | 500 | NA | NO | NONE | 17E, 6N,1D | NONE |
+----------------------+--------+----+----+---------+------------+-----------+
| MASTER KEY | 0 | NA | NO | NONE | 4E, 4N,4D | NONE |
+----------------------+--------+----+----+---------+------------+-----------+
| MITHRIL KEY | 2000 | NA | NO | NONE | 11E, 7N,3D | NONE |
+----------------------+--------+----+----+---------+------------+-----------+
| POT OF CURING | 500 | NA | NO | ALL | | DIOS |
+----------------------+--------+----+----+---------+------------+-----------+
| POT OF NEUTRALIZING | 300 | NA | NO | ALL | | LATUMOFIS |
+----------------------+--------+----+----+---------+------------+-----------+
| POTION OF GLASS | 1500 | NA | NO | ALL | | SOPIC |
+----------------------+--------+----+----+---------+------------+-----------+
| POTION OF HEALING | 5000 | NA | NO | ALL | | DIAL |
+----------------------+--------+----+----+---------+------------+-----------+
| SCROLL OF AFFLICTION | 8000 | NA | NO | ALL | | BADIAL |
+----------------------+--------+----+----+---------+------------+-----------+
| SCROLL OF AGONY | 500 | NA | NO | ALL | | BADIOS |
+----------------------+--------+----+----+---------+------------+-----------+
| SCROLL OF BRIGHTNESS | 2500 | NA | NO | ALL | | LOMILWA |
+----------------------+--------+----+----+---------+------------+-----------+
| SCROLL OF DARKNESS | 2500 | NA | NO | ALL | | DILTO |
+----------------------+--------+----+----+---------+------------+-----------+
| SCROLL OF FIRE | 500 | NA | NO | ALL | | HALITO |
+----------------------+--------+----+----+---------+------------+-----------+
| SCROLL OF PAIN | 500 | NA | NO | ALL | | BADIOS |
+----------------------+--------+----+----+---------+------------+-----------+
| SCROLL OF SLEEP | 500 | NA | NO | ALL | | KATINO |
+----------------------+--------+----+----+---------+------------+-----------+
| WEIRD EMBLEM | 1000 | NA | NO | NONE | 14E,18N,2D | NONE |
+----------------------+--------+----+----+---------+------------+-----------+

+----------------------+---------------+
| NAME | UNIDENT |
+----------------------+---------------+
+----------------------+---------------+
| CORRODED KEY | KEY |
+----------------------+---------------+
| GORY BADGE | BADGE |
+----------------------+---------------+
| KEY OF CLOISTER | KEY |
+----------------------+---------------+
| KEY OF EBONY | KEY |
+----------------------+---------------+
| MASTER KEY | KEY |
+----------------------+---------------+
| MITHRIL KEY | KEY |
+----------------------+---------------+
| POT OF CURING | POTION |
+----------------------+---------------+
| POT OF NEUTRALIZING | POTION |
+----------------------+---------------+
| POTION OF GLASS | POTION |
+----------------------+---------------+
| POTION OF HEALING | POTION |
+----------------------+---------------+
| SCROLL OF AFFLICTION | SCROLL |
+----------------------+---------------+
| SCROLL OF AGONY | SCROLL |
+----------------------+---------------+
| SCROLL OF BRIGHTNESS | SCROLL |
+----------------------+---------------+
| SCROLL OF DARKNESS | SCROLL |
+----------------------+---------------+
| SCROLL OF FIRE | SCROLL |
+----------------------+---------------+
| SCROLL OF PAIN | SCROLL |
+----------------------+---------------+
| SCROLL OF SLEEP | SCROLL |
+----------------------+---------------+
| WEIRD EMBLEM | EMBLEM |
+----------------------+---------------+

________________
/ 14.4 Shields /______________________________________________________________
----------------

+-------------------+---------+----+----+---------------+---------+----+-----+
| NAME | PRICE | TH | AL | USAGE | PURPOSE | AA | +MA |
+-------------------+---------+----+----+---------------+---------+----+-----+
+-------------------+---------+----+----+---------------+---------+----+-----+
| IRON SHIELD | 1500 | NA | NO | C,F,L,N,S,T | | 4 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| KOD'S SHIELD | 0 | NA | NO | C,F,L,N,S | | 6 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| LARGE SHIELD | 40 | NA | NO | C,F,L,N,S | | 3 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| SCREWY SHIELD | 1500 | NA | CU | C,F,L,S,T | | -1 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| SHIELD OF DEFENSE | 250000 | NA | NO | C,F,L,N,S | | 6 | 25 |
+-------------------+---------+----+----+---------------+---------+----+-----+
| SHIELD OF EVIL | 25000 | NA | EV | C,F,L,N,S,T | | 5 | 2 |
+-------------------+---------+----+----+---------------+---------+----+-----+
| SHIELD OF NOTHING | 8000 | NA | CU | C,F,L,N,S,T | | | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| SHIELD OF SUPPORT | 7000 | NA | NO | C,F,L,N,S | | 5 | |
+-------------------+---------+----+----+---------------+---------+----+-----+
| SMALL SHIELD | 20 | NA | NO | C,F,L,N,S,T,W | | 2 | |
+-------------------+---------+----+----+---------------+---------+----+-----+

+-------------------+----+--------------+---------+--------+---------+
| NAME | RG | PROTECTION | RESIST | SPELL | UNIDENT |
+-------------------+----+--------------+---------+--------+---------+
+-------------------+----+--------------+---------+--------+---------+
| IRON SHIELD | | | | | SHIELD |
+-------------------+----+--------------+---------+--------+---------+
| KOD'S SHIELD | 1 | DRAGON | STONE | DIALMA | SHIELD |
+-------------------+----+--------------+---------+--------+---------+
| LARGE SHIELD | | | | | SHIELD |
+-------------------+----+--------------+---------+--------+---------+
| SCREWY SHIELD | | | | | SHIELD |
+-------------------+----+--------------+---------+--------+---------+
| SHIELD OF DEFENSE | | | | | SHIELD |
+-------------------+----+--------------+---------+--------+---------+
| SHIELD OF EVIL | | | | | SHIELD |
+-------------------+----+--------------+---------+--------+---------+
| SHIELD OF NOTHING | | | | | SHIELD |
+-------------------+----+--------------+---------+--------+---------+
| SHIELD OF SUPPORT | | | | | SHIELD |
+-------------------+----+--------------+---------+--------+---------+
| SMALL SHIELD | | | | | SHIELD |
+-------------------+----+--------------+---------+--------+---------+

________________
/ 14.5 Weapons /______________________________________________________________
----------------

+---------------------+----------+--------+----+-----+----+----+--------------+
| NAME | PRICE | DMG | TH | +SW | AK | AL | USAGE |
+---------------------+----------+--------+----+-----+----+----+--------------+
+---------------------+----------+--------+----+-----+----+----+--------------+
| AMULET OF COVER | 120000 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| AMULET OF SKILL(1) | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| AMULET OF SKILL(2) | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| ANNOINTED FLAIL | 150 | 1D7 | 3 | 0 | NO | NO | C,F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| ANNOINTED MACE | 30 | 2D3 | 2 | 0 | NO | NO | C,F,L,N,S,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| BENT STAFF | 8000 | 1D4 | -2 | 1 | NO | CU | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| BLADE CUSINART | 15000 | 1D3+9 | 6 | 4 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| BLADE OF BITING | 15000 | 1D6+1 | 4 | 2 | NO | NO | F,L,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| BLARNEY STONE | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| CLERIC PUNCHER | 75000 | 2D8 | 5 | 1 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| CLERIC'S MACE | 75000 | 2D8 | 5 | 2 | NO | NO | C,L,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| COIN OF POWER(1) | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| COIN OF POWER(2) | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| DAGGER | 5 | 1D4 | 1 | 0 | NO | NO | F,L,M,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| DAGGER OF SLICING | 8000 | 1D4+2 | 3 | 2 | NO | NO | F,L,M,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| DAGGER OF SPEED | 30000 | 1D4 | -1 | 7 | NO | NO | M,N |
+---------------------+----------+--------+----+-----+----+----+--------------+
| DAGGER OF THIEVES | 50000 | 1D6 | 5 | 4 | NO | NO | N,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| DAMIEN STONE | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| DREAMERS STONE | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| EPEE OF DISASTER | 8000 | 1D6 | 1 | 1 | NO | CU | F,L,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| EPEE OF DISMAY | 1000 | 1D6 | -1 | 1 | NO | CU | F,L,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| EPEE OF EXCELLENCE | 4000 | 1D6+2 | 5 | 3 | NO | NO | F,L,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| EPEE OF SWINGING | 75000 | 1D4+2 | 4 | 10 | NO | NO | F,L,M,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| EXCALIBUR | 35000 | 1D8+10 | 9 | 2 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| GREAT MAGE WAND(1) | 0 | NA | NA | NA | NA | NO | M |
+---------------------+----------+--------+----+-----+----+----+--------------+
| GREAT MAGE WAND(2) | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| HRATHNIR | 0 | 2D10+ | 7 | 1 | NO | NO | F,L,S |
| | | 10 | | | | | |
+---------------------+----------+--------+----+-----+----+----+--------------+
| LONG SWORD | 25 | 1D8 | 4 | 0 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MACE OF MISFORTUNE | 1000 | 2D3 | -1 | 1 | NO | CU | C,F,L,N,S,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MACE OF POUNDING | 12500 | 2D4+1 | 3 | 2 | NO | NO | C,F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MACE OF POWER | 4000 | 1D8+2 | 4 | 2 | NO | NO | C,L,N,S,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MACE OF SNAKES | 10000 | 1D8 | 3 | 2 | NO | NO | C,F,L,N,S,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MAGIC CHARMS | 200000 | 1D8 | NA | NA | NA | NO | NONE |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MASHER OF MAGES | 10000 | 1D6+1 | 5 | 2 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| METAMORPH RING | 0 | NA | NA | NA | NA | NO | ALL BUT S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MIND STONE | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MORBID MACE | 8000 | 1D8 | 0 | 0 | NO | CU | C,F,L,N,S,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| MURAMASA BLADE | 1000000 | 10D5 | 8 | 3 | NO | NO | S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF DEATH | 500000 | NA | NA | NA | NA | CU | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF DISPELLING | 500000 | NA | NA | NA | NA | NA | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF HEALING | 300000 | NA | NA | NA | NA | NA | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF JEWELS | 5000 | NA | NA | NA | NA | NA | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF MOVEMENT | 25000 | NA | NA | NA | NA | NA | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF REGEN | 200000 | NA | NA | NA | NA | NA | NONE |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF RIGIDITY | 15000 | NA | NA | NA | NA | NA | C |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF SHIELDING | 10000 | NA | NA | NA | NA | NA | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| RING OF SUFFOCATION | 20000 | NA | NA | NA | NA | NA | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| ROD OF FLAME | 25000 | NA | NA | NA | NA | NA | M,S,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| ROD OF IRON | 3000 | 1D6 | 1 | 0 | NO | NO | M,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| ROD OF RAISING | 150000 | 3D8 | 3 | NA | NO | NO | C,L,W |
+---------------------+----------+--------+----+-----+----+----+--------------+
| ROD OF SILENCE | 15000 | 1D5+1 | 1 | 1 | NO | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SABER OF EVIL | 50000 | 1D10+3 | 7 | 4 | NO | EV | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SHORT SWORD | 15 | 1D6 | 3 | 0 | NO | NO | F,L,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SHURIKEN | 50000 | 1D5+10 | 7 | 3 | YE | EV | N |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SLAYER OF DRAGONS | 10000 | 1D10+1 | 1 | 1 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SOUL SLAYER | 50000 | 1D6 | 6 | 4 | NO | EV | F,L,N,S,T |
+---------------------+----------+--------+----+-----+----+----+--------------+
| STAFF | 10 | 1D5 | 0 | 0 | NO | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| STAFF OF CURING | 100000 | 1D8+3 | 3 | 2 | NO | NO | C |
+---------------------+----------+--------+----+-----+----+----+--------------+
| STAFF OF GNILDA | 0 | 1D1-1 | 8 | NA | NO | NO | F,L,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| STAFF OF LIGHT | 60000 | 2D8+2 | 2 | 1 | NO | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| STONE OF PIETY | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| STONE OF YOUTH | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| STONE STONE | 0 | NA | NA | NA | NA | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| STUDLY STAFF | 2500 | 1D4+2 | 2 | 1 | NO | NO | ALL |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SWORD OF SLASHING | 4000 | 1D10+2 | 6 | 3 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SWORD OF SLICING | 10000 | 1D8+1 | 5 | 2 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SWORD OF SWINGING | 100000 | 1D8 | 5 | 10 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| SWORD OF SWISHES | 1000 | 1D8 | -1 | 0 | NO | CU | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+
| WERESLAYER | 10000 | 1D10+1 | 5 | 2 | NO | NO | F,L,N,S |
+---------------------+----------+--------+----+-----+----+----+--------------+

+---------------------+---------+----+------+----+------------+-------------+
| NAME | PURPOSE | AA | +MA | RG | PROTECTION | RESIST |
+---------------------+---------+----+------+----+------------+-------------+
+---------------------+---------+----+------+----+------------+-------------+
| AMULET OF COVER | | 3 | 12 | 3 | | |
+---------------------+---------+----+------+----+------------+-------------+
| AMULET OF SKILL(1) | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| AMULET OF SKILL(2) | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| ANNOINTED FLAIL | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| ANNOINTED MACE | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| BENT STAFF | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| BLADE CUSINART | | | 1 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| BLADE OF BITING | | | 1 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| BLARNEY STONE | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| CLERIC PUNCHER | CLERIC | | 7 | | CLERIC | |
+---------------------+---------+----+------+----+------------+-------------+
| CLERIC'S MACE | UNDEAD | | 7 | | UNDEAD | LVL DRAIN |
+---------------------+---------+----+------+----+------------+-------------+
| COIN OF POWER(1) | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| COIN OF POWER(2) | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| DAGGER | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| DAGGER OF SLICING | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| DAGGER OF SPEED | | -3 | 3 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| DAGGER OF THIEVES | | | 5 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| DAMIEN STONE | | | 5 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| DREAMER'S STONE | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| EPEE OF DISASTER | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| EPEE OF DISMAY | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| EPEE OF EXCELLENCE | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| EPEE OF SWINGING | | -1 | 7 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| EXCALIBUR | | | 7 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| GREAT MAGE WAND(1) | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| GREAT MAGE WAND(2) | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| HRATHNIR | DEMON | | | | GIANT | LVL DRAIN |
+---------------------+---------+----+------+----+------------+-------------+
| LONG SWORD | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| MACE OF MISFORTUNE | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| MACE OF POUNDING | | | 1 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| MACE OF POWER | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| MACE OF SNAKES | | | | | INSECTS | POISON |
+---------------------+---------+----+------+----+------------+-------------+
| MAGIC CHARMS | | | 19 | | MAGE | MAGIC |
+---------------------+---------+----+------+----+------------+-------------+
| MASHER OF MAGES | MAGE | | | | MAGE | |
+---------------------+---------+----+------+----+------------+-------------+
| METAMORPH RING | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| MIND STONE | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| MORBID MACE | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| MURAMASA BLADE | | | 100 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF DEATH | | | 50 | -3 | | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF DISPELLING | | | 50 | | UNDEAD | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF HEALING | | | 30 | 1 | | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF JEWELS | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF MOVEMENT | | 2 | 2 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF REGEN | | | 20 | 2 | | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF RIGIDITY | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF SHIELDING | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| RING OF SUFFOCATION | | | 2 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| ROD OF FLAME | | | 2 | | | FIRE |
+---------------------+---------+----+------+----+------------+-------------+
| ROD OF IRON | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| ROD OF RAISING | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| ROD OF SILENCE | | | 1 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| SABER OF EVIL | | | 5 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| SHORT SWORD | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| SHURIKEN | | | 5 | | | POISON |
| | | | | | | LEVEL DRAIN |
+---------------------+---------+----+------+----+------------+-------------+
| SLAYER OF DRAGONS | DRAGON | | 1 | | DRAGON | |
+---------------------+---------+----+------+----+------------+-------------+
| SOUL SLAYER | | | 5 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| STAFF | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| STAFF OF CURING | | | 10 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| STAFF OF GNILDA | | 21 | | | ALL BUT | ALL |
| | | | | | ENCHANT | |
+---------------------+---------+----+------+----+------------+-------------+
| STAFF OF LIGHT | UNDEAD | | 6 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| STONE OF PIETY | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| STONE OF YOUTH | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| STONE STONE | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| STUDLY STAFF | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| SWORD OF SLASHING | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| SWORD OF SLICING | | | 1 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| SWORD OF SWINGING | | | 1 | | | |
+---------------------+---------+----+------+----+------------+-------------+
| SWORD OF SWISHES | | | | | | |
+---------------------+---------+----+------+----+------------+-------------+
| WERESLAYER | WERE | | 1 | | WERE | |
+---------------------+---------+----+------+----+------------+-------------+

+---------------------+-----------------+-----+-------------+---------------+
| NAME | SPELL | BRK |AFTRBRK |UNIDENT |
+---------------------+-----------------+-----+-------------+---------------+
+---------------------+-----------------+-----+-------------+---------------+
| AMULET OF COVER | | | | AMULET |
+---------------------+-----------------+-----+-------------+---------------+
| AMULET OF SKILL(1) | USAGE GIVES | 17 | AMULET OF | AMULET |
| | 50,000 XP | | SKILL(2) | |
+---------------------+-----------------+-----+-------------+---------------+
| AMULET OF SKILL(2) | USAGE KILLS | 100 | BROKEN ITEM | AMULET |
| | CHARACTER | | | |
+---------------------+-----------------+-----+-------------+---------------+
| ANNOINTED FLAIL | | | | STICK W/CHAIN |
+---------------------+-----------------+-----+-------------+---------------+
| ANNOINTED MACE | | | | KNOBBED STICK |
+---------------------+-----------------+-----+-------------+---------------+
| BENT STAFF | | | | STICK |
+---------------------+-----------------+-----+-------------+---------------+
| BLADE CUSINART | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| BLADE OF BITING | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| BLARNEY STONE | ADDS +1 TO LUCK | | | STONE |
| | WHEN USED | | | |
+---------------------+-----------------+-----+-------------+---------------+
| CLERIC PUNCHER | | | | LONG SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| CLERIC'S MACE | BAMATU | 0 | | KNOBBED STICK |
+---------------------+-----------------+-----+-------------+---------------+
| COIN OF POWER(1) | CONVERTS CHAR | 100 | COIN OF | DAGGER |
| | TO A RANDOM | | POWER(2) | |
| | CLASS | | | |
+---------------------+-----------------+-----+-------------+---------------+
| COIN OF POWER(2) | USAGE KILLS | | | DAGGER |
| | CHARACTER | | | |
+---------------------+-----------------+-----+-------------+---------------+
| DAGGER | | | | DAGGER |
+---------------------+-----------------+-----+-------------+---------------+
| DAGGER OF SLICING | | | | DAGGGER |
+---------------------+-----------------+-----+-------------+---------------+
| DAGGER OF SPEED | | | | DAGGER |
+---------------------+-----------------+-----+-------------+---------------+
| DAGGER OF THIEVES | CHANGES A THIEF | 100 | BROKEN ITEM | DAGGER |
| | INTO A NINJA | | | |
| | WHEN USED | | | |
+---------------------+-----------------+-----+-------------+---------------+
| DAMIEN STONE | CASTS ZILWAN | 5 | BROKEN ITEM | STONE |
| | WHEN USED IN | | | |
| | COMBAT. WHEN | | | |
| | USED TO EQUIP, | | | |
| | TURNS CHAR TO | | | |
| | ASHES | | | |
+---------------------+-----------------+-----+-------------+---------------+
| DREAMER'S STONE | KATINO | 2 | BROKEN ITEM | STONE |
+---------------------+-----------------+-----+-------------+---------------+
| EPEE OF DISASTER | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| EPEE OF DISMAY | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| EPEE OF EXCELLENCE | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| EPEE OF SWINGING | | | | SHORT SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| EXCALIBUR | | | | LONG SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| GREAT MAGE WAND(1) | RECHARGE ALL | 100 | GREAT MAGE | STAFF |
| | SPELL POINTS | | WAND(2) | |
+---------------------+-----------------+-----+-------------+---------------+
| GREAT MAGE WAND(2) | RECHARGE ALL | 100 | BROKEN ITEM | STAFF |
| | SPELL POINTS | | | |
+---------------------+-----------------+-----+-------------+---------------+
| HRATHNIR | LORTO | 0 | | BROAD SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| LONG SWORD | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| MACE OF MISFORTUNE | | | | KNOBBED STICK |
+---------------------+-----------------+-----+-------------+---------------+
| MACE OF POUNDING | | | | KNOBBED STICK |
+---------------------+-----------------+-----+-------------+---------------+
| MACE OF POWER | | | | KNOBBED STICK |
+---------------------+-----------------+-----+-------------+---------------+
| MACE OF SNAKES | | | | KNOBBED STICK |
+---------------------+-----------------+-----+-------------+---------------+
| MAGIC CHARMS | | | | NECKLACE |
+---------------------+-----------------+-----+-------------+---------------+
| MASHER OF MAGES | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| METAMORPH RING | CONVERTS CHAR | 100 | BROKEN ITEM | RING |
| | TO A LORD | | | |
| | CLASS | | | |
+---------------------+-----------------+-----+-------------+---------------+
| MIND STONE | ADDS +1 TO INT | 40 | BROKEN ITEM | STONE |
| | WHEN USED | | | |
+---------------------+-----------------+-----+-------------+---------------+
| MORBID MACE | | | | KNOBBED STICK |
+---------------------+-----------------+-----+-------------+---------------+
| MURASAMA | ADDS +1 TO ST | 50 | BROKEN ITEM | SWORD |
| | WHEN USED | | | |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF DEATH | | | | RING |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF DISPELLING | | | | RING |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF HEALING | | | | RING |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF JEWELS | DUMAPIC | 0 | | RING |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF MOVEMENT | MALOR | 100 | DISAPPEARS | RING |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF REGEN | | | | RING |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF RIGIDITY | MANIFO | 10 | BROKEN ITEM | RING |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF SHIELDING | PORFIC | 5 | BROKEN ITEM | RING |
+---------------------+-----------------+-----+-------------+---------------+
| RING OF SUFFOCATION | MAKANITO | 5 | BROKEN ITEM | RING |
+---------------------+-----------------+-----+-------------+---------------+
| ROD OF FLAME | MAHALITO | 10 | BROKEN ITEM | ROD |
+---------------------+-----------------+-----+-------------+---------------+
| ROD OF IRON | MONGREF | 25 | BROKEN ITEM | STAFF |
+---------------------+-----------------+-----+-------------+---------------+
| ROD OF RAISING | KADORTO | 100 | BROKEN ITEM | STAFF |
+---------------------+-----------------+-----+-------------+---------------+
| ROD OF SILENCE | MONTINO | 10 | STAFF | STAFF |
+---------------------+-----------------+-----+-------------+---------------+
| SABER OF EVIL | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| SHORT SWORD | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| SHURIKEN | ADDS +1 TO HP | 50 | BROKEN ITEM | WEAPON |
| | WHEN USED | | | |
+---------------------+-----------------+-----+-------------+---------------+
| SLAYER OF DRAGONS | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| SOUL SLAYER | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| STAFF | | | | STICK |
+---------------------+-----------------+-----+-------------+---------------+
| STAFF OF CURING | CASTS MADI ON | 10 | BROKEN ITEM | STICK |
| | USER WHEN USED | | | |
+---------------------+-----------------+-----+-------------+---------------+
| STAFF OF GNILDA | | | | STAFF OF |
| | | | | GNILDA |
+---------------------+-----------------+-----+-------------+---------------+
| STAFF OF LIGHT | LOMILWA | 0 | | ORNATE STAFF |
+---------------------+-----------------+-----+-------------+---------------+
| STONE OF PIETY | ADDS +1 TO PIE | 50 | BROKEN ITEM | STONE |
| | WHEN USED | | | |
+---------------------+-----------------+-----+-------------+---------------+
| STONE OF YOUTH | SUBTRACTS -1 | 50 | BROKEN ITEM | STONE |
| | FROM AGE WHEN | | | |
| | USED | | | |
+---------------------+-----------------+-----+-------------+---------------+
| STUDLY STAFF | | | | STICK |
+---------------------+-----------------+-----+-------------+---------------+
| STONE STONE | MONTINO | 3 | BROKEN ITEM | STONE |
+---------------------+-----------------+-----+-------------+---------------+
| SWORD OF SLASHING | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| SWORD OF SLICING | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| SWORD OF SWINGING | | | | LONG SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| SWORD OF SWISHES | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+
| WERESLAYER | | | | SWORD |
+---------------------+-----------------+-----+-------------+---------------+

**************
******************************** U N I T V ***********************************
**************

+=================+
| 15. CONCLUSION |============================================================
+=================+

This was a much anticipated release since I had so much fun with the first
Wizardry. The Knight of Diamonds wasn't a disappointment. It featured even
more action and much nastier monsters then the first game had. Unfortunately,
the only part I didn't like was the fact it was only six levels versus ten.
Other then that, the final riddle had gotten the best of a friend and myself
and only after a few weeks of trying to figure it out (plus a call to Sir-Tech
out of frustration) yielded the answer we had known all along. Again, this
was another RPG, that I purchased in 1983, in which I spent hours on end
building up my characters beyond that which I had done in Proving Grounds of
the Mad Overlord. Even after all of these years, I still enjoy playing this
game. Even though I originally played it on the Apple, I have also played it
on other systems such as the PC and NES to name a couple. The NES version is
different in both the types of monsters one encounters and the layout of the
mazes. This is a reflection of one's inability to transfer characters and also
to keep things fresh. This game, though, is still a faithful translation of
the original. Although the graphics are primitive and the storyline isn't that
heavily involved, this game still seems to hold a special place with me. This
guide was a lot of fun to write and I hope you get as much enjoyment out of
reading it as I did writing it. If you do have other ideas or thoughts, please
e-mail me and share them. Who knows, maybe I'll start a Q&A chapter in this
guide if enough people ask the same questions. Anyway, thank you again for
reading this guide.

Wizardry III(NES) FAQ/Walkthrough


version 1.0.0 by [email protected]

Please do not reproduce for profit without my consent. You won't be getting
much profit anyway, but that's not the point. This took time and effort, and
I just wanted to save a memory of an old game and the odd solutions any way I
could. Please send me an email referring to me and this guide by name if
you'd like to post it on your site.

I've written a map to accompany this that appears on GameFAQs. It was written
by using Andriy Sen's maps of the PC version to page through the NES version
and look for errors and differences between the two. I rearranged some
coordinates to make the maps more readable.

Thanks to the following people:


Bubbles for his hex editing FAQ on GameFAQs
John Hubbard at tk421.net for the maps
Andriy Sen for originally making the maps
Yuko Suzuki for the Wizardry 3 NES maps

================================

OUTLINE

1. INTRODUCTION

2. CONTROLS

3. LEVELS

4. COMBAT STRATEGIES

5. WALKTHROUGH

5-1. STARTING OUT

5-2. BUILDING UP

5-3. THE GOOD LEVELS


5-3-1. LEVEL 2

5-3-2. LEVEL 4

5-3-2a. LEVEL 2 DETOUR

5-4. THE EVIL LEVELS

5-4-1. LEVEL 3

5-4-2. LEVEL 5

5-5. LEVEL 6

5-6. WHAT ABOUT EVIL?

6. CHEATS

6-1. LOW TECH

6-2. HIGH TECH

7. VERSIONS

8. CREDITS

================================

1. INTRODUCTION

Wizardry III was a game that held up pretty well for the Apple and PC, and it
ported smoothly to the NES. It's a stand-alone game on the NES, and it has
the interesting twist of forcing your party to change alignments or make new
players. You need to build up your party to solve the "good" and "evil"
levels and then make it to the main part of the top level so you can restore
the Orb of Llylgamyn. The cheesy riddles from the other versions are gone--
it's rare the lousy stuff gets lost in translation. There are some
interesting boss fights, and the mapping problems are not bad, although sadly
the quickest way to solve things is to flee a boss fight til it has
relatively few monsters.

If you wish to run through quickly with save states, you can constantly
reroll the dice for random encounters and events when wandering around. This
is useful to face fewer or easier enemies, and it is also useful to get the
most out of each level advancement. If there's one thing that stinks about
Wizardry on any platform, it's that you can gain 1 hit point and lose
attributes for gaining a level. This when levels are hard to come by.

The monsters and items are roughly the same from the PC to the NES version,
and with that in mind, I will just post links to the more detailed
concordances. I can only add minor differences to these, if I can be bothered.

Monsters:
http://www.tk421.net/wizardry/wiz3monst.shtml

Items:
http://www.tk421.net/wizardry/wiz3items.shtml
(Shepherd's Crook is a new cursed item for NES W3)
Spells:
http://www.tk421.net/wizardry/wiz15spells.shtml

2. CONTROLS

First, set the top 6 to left on the control panel. I made characters of 1
letter up to 6 to differentiate my characters, but you can go into the hex as
at the end and change them.

If you have an option in your emulator to hold A down and simulate continual
pressing, use that.

Controls are really very handy. In the maze, left/right arrows turn you, down
flips you 180 degrees, and up goes forward, unless you walk into a door or a
wall. A kicks through a door, including secret ones.

There's nothing special about this, but the key neat thing is that A=select,
B=back up. B also is the "decline" option if you are asked yes/no. So if you
want to leave a chest, or leave a group of enemies, or not take stairs, push
B.

In-town controls are also very convenient because, if you have one player
enter Boltac's or the Adventurer's Guild, then when he exits, the next guy
down is in line. So you don't even have to use the arrows.

The rest of the controls consist mostly of a bunch of menus where you use
up/down navigation with A/B being select/exit. Spells are accessed by going
left for higher levels(mages) and right for lower.

Combat is also nice because you can back up just one suggestion with B, and
you can push A to go through with the default option(fight/parry.)

3. LEVELS

Wizardry III has a kind of screwy way of advancing your characters.

Experience needed for level x+1 = 1.724(experience for level x) so this


exponential thing builds up pretty quickly. But oddly, getting to level 3 is
easier than getting to level 2. That's about the only break you'll get,
though.

Fighter
2=1000,3=1724,4=2972,5=5124,6=8834,7=15231,8=26260,9=45275
10=78060,11=134586,12=232044,13=400075,14=689784,15=979493

Thief
2=900,3=1551,4=2674,5=4610,6=7948,7=13703,8=23625,9=40732
10=70227,11=121081,12=208760,13=359931,14=620570,15=881209

Priest
2=1050,3=1810,4=3120,5=5379,6=9274,7=15989,8=27567,9=47529
10=81946,11=141286,12=243596,13=419993,14=724125,15=1028257

Bishop
2=1200,3=2105,4=3692,5=6477,6=11363,7=19935,8=34973,9=61356
10=107642,11=188845,12=331307,13=581240,14=1019719,15=1458198

Mage
2=1100,3=1896,4=3268,5=5634,6=9713,7=16746,8=28872,9=49779,
10=85825,11=147974,12=255127,13=439874,14=758403,15=1076932

Samurai 2=1250
Lord 2=1300
Ninja 2=1450

(You can extrapolate the rest, but I didn't use those classes. Still, the
basic thing to take away is that any two different classes with the same
experience are separated by no more than 1 level until level 14/15, when
there is a roof on experience per level.)

Also note that, at low levels, the experience it takes to reach the next
level = 1.24*experience to get to previous level. So one benefit to changing
classes is the sheer number of levels you can pile up quickly, though it does
add to a character's age and it does reduce all their attributes. And
changing a character's class never really handicaps him in the long run, even
if you do so late in the game. In fact, you may wish to wait a few levels to
pull the ripcord, as you can get 4 extra levels' hit points that way.

4. COMBAT STRATEGIES

For fighters, just go after the strongest monsters, unless there is one
monster in another group that could cast spells, and your spellcasters can
nail group A while your fighters take the smaller group B. Another exception
is if monsters are incapacitated by KATINO or such. Then cut them down, since
they tend to wake up quickly, and hitting a sleeping monster is fatal and
saves a lot of work. Don't split up who you attack unless your +2 battle axe
fighter is attacking a weakened guy and it is an experience fight. If you
need to risk attacking 2 different enemy groups to win a fight, you may need
to improve a level or get more spells.

You can pretty much autopilot with the A button for easy fights. You may also
wish to have a frontline priest cast a protect spell for the first round.
Your fights will fall into 2 categories--tough ones where you need spells
right away, and easy ones where you can autopilot tapping A continually.
Don't confuse nonmagic fights with autopilot--poisoning monsters can be nasty.
And along those lines, don't cast cure poison with poisoning monsters left on
the battlefield!

Speaking of spells, hit monsters with EVERYTHING you have, unless you know
they are weak. Hand-to-hand monsters--you should use a protective spell.
Maybe only level 2(MATU) or level 1(KALKI) but everything helps. Amusingly,
the spell for a priest to cast on himself is more efficient than KALKI from a
frontline view. You get -3 for the frontline and -4 for the priest. So if
there is a disparity between your priest and the other guys, use PORFIC
instead of KALKI. Your bishop can cast KALKI.

For undead, frontline priests should dispel instead of fighting, and bishops
should dispel, unless monsters are known to poison you. Also use protective
spells when fighting draining monsters.

In general you might as well have 2 guys dispelling undead, regardless of how
many groups there are. A choice between a level drain(lose up to 40% of your
experience) and losing a few hundred experience for dispelling and not
killing is easy.

Don't cast heal spells during combat unless you absolutely have to, or your
priest has nothing else to do. And if you must, go with the best one there is.
Best spells:

Mage-1=katino
Mage-2=dilto(you can get in a war with enemies who cast this while you cast
defensive spells. It's amusing.)
Mage-3=mahalito
Mage-4=dalto/lahalito, though with hard to hit monsters, morlis can be
awesome
Mage-5=madalto vs 1 tough group, makanito vs many
Mage-6=lakanito(masopic ~ priest level 3 so don't bother)
Mage-7=tiltowait, though you may want to save this to teleport out of a tight
spot

Priest-1=porfic, which is more efficient than kalki if the priest casts it.
Kalki for bishop. The total of hit points saved, especially fighting lots of
enemies, is significant.
(use DIOS before entering town)
Priest-2=matu, but against high level spellcasters, montino is a must, for
priest and bishop
Priest-3=bamatu, don't chuck a lomilwa
Priest-4=1 maporfic, use latumofis potion, and use dial when in need of a
boost
Priest-5=save these combat spells for dialma unless there's one last really
tough guy to kill
Priest-6=madi is nice for fighters, but lorto/mabadi depending on if there is
one enemy or many
Priest-7=malikto, only one really, but a good one!

As for the rewards of combat:

When you are looking for experience in areas you suspect do not have any new
items, you can leave trapped chests. You don't really have to worry about
getting blown up by one chest, like in some scenarios on the Apple where if
you have a teleport trap, there is a small small chance you'll go into rock
and lose.

Also, ID stuff immediately. If it's nonmagical, drop it. Keep your bishop's
inventory open to make trading to him easier. Dump useless stuff off on the
mage to sell later. Don't let your mage have a weapon unless it reduces AC.
Even then you may not wish to bother. A cursed item is not the worst thing in
the world, since your bishop is in the back line, and it won't happen much
either. You will probably make more than enough from selling magical items.
And if you want to force the issue, you can just mess with save states.

If you want, you can keep reloading the trap diffusion scene to get new items,
much as you try for different items or better level gifts with each save
state. It seems easier than looking for tough fights to win. I am assuming
more XP fights = better treasure, as long as the opponents carry a treasure
chest, but I cannot be sure.

5. WALKTHROUGH

5-1. STARTING OUT

I created the following party:

N-FIG (convert to samurai if you want)


N-FIG (can make good and convert to lord if you want)
G-PRI
N-THI (convert to ninja when he turns evil--and if you have the stats.)
G-BIS
N-MAG

Note that having the right stats is important to change classes, so you need
to use the low-tech cheat to ensure your stats are good and you can advance.
For instance, a thief who wants to be a ninja is best human, because then he
can push agility to 11 and piety to 8, meaning he could switch to ninja by
level 10 if everything goes perfectly. You can tinker so it does, or so it
gets close.

Str IQ Pie Agi Vit Luc


Samurai 15 11 10 14 10
Lord 15 12 12 15 14 15
Ninja 17's

You may also wish to have a neutral thief gopher who can carry your special
items like the Crystal of Evil and the elemental weapons, so you have more
slots when you go exploring to build levels.

I gave my guys lots of the main statistic needed for their class, and some
vitality too for hit points. Agility is something you should get with levels.
It lets you strike first, but you won't really need that til later on. You
get about 6-10 points to start the game with, and you can quibble if you want,
but it is easier to cheat. Quibbling this way can also allow you to build up
gold by looting the characters you reject.

You do need a thief to start out, though he can't be a fighter right away due
to the lack of armor class. Eventually you can flip him ahead to ninja(for
this--you need to keep reloading when you advance a level, so all attributes
advance) and/or slip him ahead of the priest, who will cast spells from the
back and be an adequate fighter if someone is incapacitated.

Evil is better to start out with, but starting out is not so bad, and you
need to flip between alignments, so it's probably best to end with evil.

What to buy first is a problem. You want to buy the items that get the most
armor class improvement for your buck up front. You will have anywhere from
1000 to 2000 gold--note you can cheat and create a throwaway party, pool the
gold to the person you ultimately want to create, and delete the other
members, repeating until you have 5000 gold. Then you can buy everything you
want. You also want to try to buy items that can be transferred on down the
line instead of ones that you need to re-sell for half price. The exception
here is light armor.

With 1000 gold, the following is possible:

N-FIG Cuirass/Heater Shield/Battle Axe (320)


N-FIG Cuirass/Heater Shield/Battle Axe (320)
G-PRI Cuirass/Heater Shield/Mace (240)

Don't worry about the back ranks at first, and buy breastplates first if you
can afford it. Give the first to your priest, who is most vulnerable and who
casts heal spells anyway.

With 1900 gold, you may want to try:

N-FIG Breastplate/Heater Shield/Battle Axe (620)


N-FIG Breastplate/Heater Shield/Battle Axe (620)
G-PRI Cuirass/Heater Shield/Flail (480)

The cuirass can go to the thief once the priest gets breastplate. Once
everyone in the front has breastplates, get them sallets.

The early goal is:

N-FIG Breastplate/Heater Shield/Sallet/Battle Axe (AC 3)


N-FIG Breastplate/Heater Shield/Sallet/Battle Axe (AC 3)
G-PRI Breastplate/Heater Shield/Flail (AC 4)
N-THI Cuirass/Round Shield/Hand Axe (AC 7)
G-BIS Breastplate/Round Shield/Mace (AC 5)
N-MAG Robes Staff(AC 9)

With the fighters eventually getting Plate Armor, though this requires
$1300(1500-200 for selling breastplate.) You can also start to buy gloves
when you get more money, but they are the last thing to do, as they are the
most expensive.

You will be able to find mage items like robes and staff, so don't worry
about those. You will also find potions at random in the early part of the
game, and those help you immensely in gathering up the cash you need for the
next big item.

Once you get the iron gloves, it is best to use potions instead of selling
them. You don't need the cash, but a bit of healing might come in handy. Your
mage and thief are the best for this.

5-2. BUILDING UP

Early on, you need to build up gold and experience. Unlike Wizardry 3 on the
Apple/PC, it's pretty easy to disarm traps even at level 1, so don't worry
about that.

Undeads are great to fight because you can dispell them continually with your
priests. Kelp are awful--lots of them, and they are tough. Flee if there are
2 sets of Corsairs/Garian Raiders, and you may also have trouble with 2 sets
of Giant Slugs. Always use spells if a fight seems like it may be tough. You
can always retreat to the Adventurers' Inn and get rested. The big trick to
conserve gold is to go to the inn, recharge spells, exit to the maze, cast
heal spells, and return to the inn. Repeat until healed.

Then start exploring and getting comfortable with the area. The game plays
tricks on you with some doors being occasionally visible, but you can ALWAYS
walk through them. This doesn't seem like a problem with a map, but after a
fight you may really get turned around. In cases like this it's good for your
bishop to have a spare DUMAPIC if you can't muddle your way through.

Remember always to flee when you still have a couple of spells left. Take
chance encounters into account. Remember you can always run, but don't expect
to be able to. Encounters seem to occur more frequently when you kick in
doors, and while you want to retrace your steps, fixed encounters may be a
problem if you get yourself lost. Even with emulator save states, you may
never remember to bank your characters' progress as much as you want to.

While you're improving your characters, get used to the map of level 1 as
well. It is not complicated. The stairs down are vaguely in the center of the
maze, and while most Wizardry maps put them in the DL, I think it is better
to shift them UR of center so you don't have any wrapping in the maze.

--8x8 NE area with castle/moat and stairs down


--12x8 NW area with nothing special, but it is good for fighting monsters at
the start(exit left door from the start)
--8x12 SE barracks area also good for a fight, but riskier to lose your way
in, which leads to...
--12x12 castle area which is pretty orderly and leads to levels 2/3, with
stairs also going down (curve along the outer wall and then back inside it to
the center of the castle)

To improve experience, go to the NW area. Beat up bad monsters til you are at
level 3 and your players have 15+ hit points. Some will start to flee--don't
worry about this, because you still get the gold for it if not the
experience!

Then go to the SW and the moat monsters. Fight one encounter at first, then
move on to more. If you get two sets, use double the spells. Moat monsters
don't cast many spells, so just KATINO them for defense and attack as you
need to. You can work your way to the center of the castle, where you will
fight a Corsair Captain who leaves behind good treasure($200 + $50 leather
bag and a possible magic item.)

****CHEAT DETOUR****

There are some fixed fights that are very nice for piling up cash and
experience. The Garian Guards in the castle are the best example of this--
they flee and leave gold, and then you are right by the exit to the castle,
so you can leave if your hit points are low. So if you need gold for iron
gloves, they are great. The High Corsair nearby is also nice, and you can use
the stairs to go up and down and recharge this nice fight.

This doesn't work once you get to level 6 or so, but for starters, it's great
buildup.

****END DETOUR****

Undead monsters are good for gold, as you can dispell them. Don't play
around--just take them out. Other monsters will give you experience, so don't
try to be cute and go for everything at once.

There's no set way to decide when you are ready for level 2(or 3 if you want
to play as evil.) I just let things fall where they may. I picked up Iron
Gloves for my fighters before really trying to get to the center of the
castle, which got a few levels on the way. This got a few levels, too. One
thing about levels--use the stables. You can dictate what sort of advancement
you get, by killing the machine if you only get, for instance, 1 hit point
and no attributes.

Once you are able to get to the stairs to levels 2/3 without any problem,
that should be a sign you are ready to go. Keep trying to do so. If you make
it, use spells relentlessly in any fights you have. You are just looking for
a random +1 item that will boost your abilities later. It's a smash and grab
routine, and it is relatively safe if you stay near the stairs, because you
can take the stairs down, then go to level 3/2 which boots you back to the
castle. There's a possibility monsters can poison you or worse, so don't go
too far.

If your copy of Wizardry III has magic items left from other old sessions, by
all means save up for them next. The armor is the cheapest, so go in for that
and cross your fingers that you'll find magic weapons.

Some pointers on spells: KALKI(L1 priest, AC -1 party) from your bishop is


useful to bring armor class down a little and likely save the need for DIOS.
MATU(L2 priest) is the only one your priest can use. Throw whatever spells
you can at enemies--KATINO is more effective than HALITO against weaker
monsters, and DILTO in conjunction with a defensive spell is great. Use
defensive spells more than you think you need to.

Getting to level 5(level 3 spells) is probably the big boost, since MAHALITO
is so effective. You can drop it on the moat monsters, and you will gain
experience quickly. LOMILWA is convenient, but BAMATU is probably the best of
the level 3 priest spells--great when you realize you've tried for one fight
too many and need protection--and if you have maps, just have your bishop
cast MILWA.

At any rate, before you explore upstairs seriously, your party should be a
minimum of level 7 across the board. In fact, when you get to level 8,
there's no longer any time it seems like the next level should be just around
the corner.

Your priest needs to be able to cast MAPORFIC and LATUMOFIS, and it's not a
bad idea to give your mage and thief a few LATUMOFIS oils, too. Boltac's
doesn't run out of them, and you can't always run from monsters who poison
you.

5-3. THE GOOD LEVELS

5-3-1. LEVEL 2

Random points:

First, recognize it may take a few trips to get through this area properly,
where you get to go a bit further each time. Second, remember your LATUMOFIS
oil. Third, watch for the one-way doors, whether or not you have a map handy.
Fourth, you can run from fights on the first level, or just ignore the chests
left behind as they won't give any items you want. Fifth, make a habit of
dropping nonmagic items already at Boltac's unless they are especially
valuable(plate, breastplate.) You're looking for the big stuff now.

Men in Armor(Ronins) are very dangerous as they cast DILTO and HALITO. There
are some were monsters too that poison you.

You can break up level 2 into 6 somewhat rectangular areas.

+---+-----+
| | |
| 4 +---+ |
| = | |
+---+ | |
| | 3 |5|
| +-+ | |
| | = | |
| | +---+ |
|6|2| |
| | +-----+
| | = |
| +-+ 1 |
| | |
+---+-----+

Stairs to L4 are in 4, and you can't explore parts 5 or 6 yet. That leaves a
winding passage. This level has a symmetry about it that winds you around
like a backwards S.

You don't have to explore each area too thoroughly unless you are unfamiliar
with the maps. You face west to start out on level 2 and you start at 19,0.

1 -> 2: W* N* W* N* W S* E* S 2W 2S 2W 2N and W.

2 -> 3: N* 2W N 2W 2N E S 2E N 2E N 3E N W 2N W 3N.

Now there is a teleport to 3,18 to the east. It puts you near the stairs to
level 4 and saves a little time.

5-3-2. LEVEL 4

Note you don't have to spend too much time here or even backtrack to level 2
to exit. You can go, from the level 2 stairs, S E S 2E 3N 5W 2S W, then W S E
to try to get to level 5--which rejects you back to town, because that is an
evil-only area. If you get sick of poking around without levels at any point
here, you can convert a fighter to a samurai. Remember, though, to build him
up before coming back up, so he has more than one attack.

Weapons are quite good here, and you will probably stumble on a few nice
magical ones. Once you get a magic weapon, return to base and cash it in
immediately. Later on you can even just pile up weapons and use cash to ID
them--if you can't use them, you break even. You also want to focus on
fighting undead monsters, and always use a spell on any monsters you find.
For Komodo Dragons and spellcasters, use Lahalito right away. When you run
out of Lahalito, go back downstairs. Don't worry about level advancement here.
Items will be where it is at.

And one of the big items is the ship in the bottle--unidentified, it is


"glass bottle," and you will find it in a random encounter. It allows you to
access the NE stairs in level 1, so you can skip level 2 altogether. But you
need a bit of luck to find it.

Now get your guys to level 9 so you have MADALTO. Experience comes quicker
with tougher fights. The first thing to do is to get to that part of level 2
you didn't see before. It's down a chute. You'll want to be fully healed when
you start the trek. Run from all combats til you get there, unless they are
very easy. From the stairs from L1: E 2N E* N* E N W N W N* W* S W* N W* 2S
2E S W S W 2S E N E S E N 2E S 2E 3N 3W N E. Go N and you go down the chute.

By the end of this you should have +1 heaters, +1 armor(except maybe plate,
which is rare,) and maybe something cool like a bascinet or mithril gloves.
Don't bank on it. Teeth are also nice. You can maybe even get +2 weapons, but
you should have more +1 than you can handle, leaving a comfy bank account.
Oh--priests can use nunchakas, too, which is weird, but hey, it's a nice
break.

5-3-2a. LEVEL 2 DETOUR

You're dumped in the SW and there really aren't many side routes. E N 2W 2S W
S* 2E N and now there is a fight 1E. It is not too bad. Just MADALTO the
fiends and be sure to have a lot of protection spells cast. Then go east--
there is a random fight to pick up a silver staff which turns out to be the
Staff of Earth.

Retreat to the note about PO'LE. Then 1W N* E N* E* N E S for a teleport. If


you are pretty well healed still, with a LAHALITO/MADALTO to spare and hit
points for the back benchers, you can face PO'LE himself, but if not, get
healed. If still not healed, return later.

PO'LE is E* N* W* N W S 2W N E N W. Beat him up and retreat almost to where


you started, but going west, don't take the door. S W* gives you one-way
stairs.

Once back up the chute, have the wall on your left to go forward or you will
be teleported back down to level 2.

[and now, the rest of the level]

12,17 is a fight with Delf's minions. These are good for experience, if you
have a mage with high dexterity. They respawn continually and leave a bag of
garnets. You can dispel a bunch of them. But you will want to be level 9 at
least. S E S 2E 3N 2E 7S 2W 2N W S.

Delf himself is off in the 4x4 to the west...after 7S, go 8W N. He has more
minions with him. You can dispel them and cast MADALTO, and then deal with
Delf with more individual attacks. Don't mess around, though. He can cast
LAHALITO. You get the Crystal of Evil from him, but you don't get to fight
him again unless you drop the Crystal. This is actually worth it if you want
to get unlimited gold, and the fight isn't too bad once you're used to it.
However, how much experience you get depends on if your priests dispel the
monsters first or not.

A better place to fight is in the east side. After the "look out," when you
enter a door, you get an encounter. This is annoying when you want to get to
level 6, but it's useful when trying to build your party up. There's a fiery
floor there too. You need an item found on the evil levels for that. In the
big picture, there's an interesting swimming between levels here, giving
different conveniences for doing the game in a different order.

Once you've defeated Delf, you've done what you can. Switch your party's
alignment.

5-4. THE EVIL LEVELS

First, about making your party evil. Before doing so, you may wish to convert
your fighters to a samurai and/or a lord.

You need to encounter a lot of monsters to do that. The best place is in the
castle. Fight through the enemies, then go up the stairs to level 2, then go
back down and left. When everyone is turned to evil, you can change your
thief to a ninja. Now he is no longer useless. Put him in the front and the
priest in the #4 slot. There may be some randomness waiting, and your
alignment does not slip after the first meeting, but it shouldn't take too
long before you can play as evil.

There's one drawback to class switching--first, attribute loss, and second,


you are back to just one attack. So once you have evil characters, pump the
front line up to at least level 5. Use the moat monsters, as before, and the
fights in the castle. Now your guys have a few attacks, and you should be
able to win everyday battles. With the ship in the bottle you can probably
duck and run to get to level 5, win a fight with your spellcasters, and
return.

Level 3 is pretty straightforward to describe but hard to puzzle. You have a


16x16 box of one way doors pushing you north and east, with a few teleports
mixed in for good measure. That sucks.

5-4-1. LEVEL 3

This is a momentarily obnoxious little level with a lot of one-way doors.


Fortunately, once you realize the general layout, or better yet have a map,
it is not hard to figure. The enemies are the same as #2 with maybe some of
them switched from evil alignment to good, because you are fighting good
monsters. Before entering, buy a plain nonmagic broadsword. Give it to your
bishop.

Go N E N E etc. until you hit a pool. Dive in. That trades the broadsword for
a gold medallion. Go straight north and, with a wall on the left, E N 2E and
dive in again. This gets you holy water. That's really about all there is to
do here. 2W 2N W telepports you to by the ladder to level 5.

There's a burma-shave sort of stupid trap in the NE which is not nice. You'd
do well to avoid it. However, you don't need to bother with other ways
through the one-way doors. The next level, on the other hand, is rather tough.

If you mess up, there's always a one-way door back to the maze proper--you
may have to go along the edge to get to the very start. There are also a few
teleports to the starting room. And oh, by the way, there are also taxis back
to the castle, for a fee of "just" 2500, but you won't need them.

5-4-2. LEVEL 5

I recommend entering this from level 1. There are two things to do here: get
the Rod of Fire from the Priests of Fung, and get the Crystal of Good from
the crusaders and archangels. You may have to build your party up to level 11
or 12 to do this, though with luck your level 10 party can flee enough to get
favorable fights. Save states make this easier to tackle, as several groups
of Priests of Fung are too hard to deal with. Of course, if you build up to
level 14, then you could just MALOR in and out--with 13, you could only MALOR
in and you'd be stuck.

Beating up monsters may get a few spare items, so do what you can, but
finding a good item is very random, so don't kill yourself if you only have
one guy with +1 plate, or somethng. The extra hit points and even the AC
won't matter for the fights as much as the spells. You need to be able to
master enemies who cast nasty BADI and such.

Combat for priests of fung: only fight 1 group, and use MONTINO(priest AND
bishop) and a big wide kill spell on them(LAHALITO/MADALTO), then have your
fighters clean up the mess.

Priests of Fung: 3W 2N E 4N W N E 2N E* (fight) N (fight) W(fight) W N 3E 2S


E S and pay Abdul $25000 for the Rod of Fire. Then get out--2 more fights as
you leave. You can flee/reload a save state til you only face one group of
priests. Get out as you came in.

Crusader/Angel fights: for these, take the stairs from L1 and go 5W S* W* S*


2W 2S W S* E* S E* N* W* 2S 2E. Again flee if there is more than one group,
and use MONTINO on each group and MADALTO to kill them off. Angels should be
killed off first because they can summon unsilenced friends, who can get BADI
going again. Crusaders may hit you for the first round, but they will not hit
your back ranks with spells. Winning this gets the Crystal of Good.

Be prepared to reset a lot while getting ready for this fight. It's doable at
level 10, but at higher levels you won't have to deal with other enemies
attacking you.

One other thing about level 5 is that there are stairs to level 6. After
getting the Crystal of Good, giving it to an evil character with the Crystal
of Evil, and using the Crystal of Evil(pow! Neutral Crystal!) and returning
home, go back up from L1. 3W 2N E N* W N 2W S 2W N 2W N W S 2W 6N. Now north
you have a dark area with lots of pits, so go ewst instead. Magic doesn't
work here, so note where you are in case of a fight. W* N W 2S(avoids a fight
vs S W) 2W 2N E S. Climb to level 6.

5-5. LEVEL 6

Level 6 is a big labyrinth and can get a bit confusing. The basic recap is
that there are 3 3x3 rooms with statues. The hardest one to get to is the one
you need, of course. You can give a Neutral Crystal to each statue(search)
but then you have to solve the good/evil quests again, and only one has the
Orb of Earithin. There are a few fights along the way, too, and as before, I
got through them with level 10 guys, but that was with abusing save states.
Pump up on level 5. The priests of Fung are actually pretty good to beat up
for experience once you have the right spells, and you have some random
encounters on the way to the stairs. Try to face only one enemy at a time.
You will probably get some pretty cool items, which will lower your armor
classes all around. But it is difficult to make definite progress.

(Note--cheating hint below. You don't even need the neutral crystal.)

Being level 13 is useful here as MALOR cuts out a few potentially nasty
combats, but as before, picking and choosing combats works. I'd recommend
level 11 just to be sure of the spells you need. You'll need at least 6 big-
kill spells for fixed fights(3 fights, 2 spells per)--basically, you need to
get into the labyrinth, avoid fights, get the orb and get out.

W* N* and L'Kbreth should let you pass. If not, be sure you made the Neutral
Crystal. He is impossible to beat. But if things work ok, be prepared to
follow a one way door. N to the 4-way intersection and now let's look at the
two wrong ways.

2E S W S 3E S 3W 2S 2E leads to a room with the Orb of Mhuuzfes, which acts


like poison. You didn't think this would be easy, did you?

3W S 3W 2S leads to a statue that gives you a nice item in return for a fight.
But that is not enough.

W* S* E* S W S E S 2W 2N 2W S E S* W* gets you the Orb of Earithin, after a


fight. You have to take what they get, but don't hesitate to throw everything
at them.

Getting out: 2N 2E 2N W N 2E 2S 2E N W N E* N E S E N E* and L'Kbreth bids


you good day. Now you can climb back down to level 5 and work your way down
there, or you can cut through and go down to level 4, which kicks you back to
the castle. One way is longer, and the other has more fights. Level 5
actually works better, as you don't have to backtrack to level 1--enter the
darkness that seems so forbidding.
way 1: S* E* to level 5. E N E S 5E N*. Take Abdul's taxi.

way 2: S W S*(1 combat) W*(another) to level 4, where you are bounced to the
castle.

In either case, surrender the orb. You will have won! If you say no, you can
keep playing on, and it is no big deal.

If you want to skip the labyrinth, see the hex editing. Set each location to
0x11 0x11 and push B twice for a fight. Then go back to 06 00. Press B twice.

5-6. WHAT ABOUT EVIL?

In this walkthrough we looked at the possibility of going from good to evil.


Evil to good is similar, but you will probably create

E-FIG (maybe change to samurai?)


N-FIG (change to lord when alignment flips)
E-THI (change to ninja)
E-PRI
E-BIS
N-MAG

Level 3 doesn't have the exploration potential level 2 does, but you still
have doors you can bust down for encounters. You may find yourself poking
around in level 5 sooner than intended. As in levels 2-4, you want to get the
bottle from level 5 as quickly as possible--fight unicorns when you can, as
those are easiest. The priests of Fung are approachable, as even if you
cannot kill them all, getting a few will give you nice treasure--just use
MONTINO a lot and they should go down.

Switch your party to good and the levels should be a breeze--approach #4 with
the bottle and the fights with PO'LE and Delf should be a lot easier.

6. CHEATS

6-1. LOW-TECH

With my old Apple I'd just boot Wizardry and, when I got killed, I'd just
turn the computer off before it was official and then rescue a lost party.
Forrtunately it's less complicated with the NES and especially an emulator.
With save states you can keep reloading a fight til you get a good one you
like. Some of them may have 1 to 4 groups of monsters, and if you can wangle
1 group, or fewer monsters, it is easier. Also, when there is a random fight
on a square ahead, keep reloading til it is ok. With this, I'm able to beat
the game at level 10. You don't even have to move to reset the random seed--
it seems based on playing time and not # of moves.

You can and should also use this strategy to rack up hit points and
statistics. Get either one or both with each level--don't settle for losing
points.

6-2. HIGH-TECH

FCEUXD's hex editor is awesome, since you can just edit the bytes as-is.
Bubbles's FAQ tells how to edit save state files, but now you can tinker
directly. FCEU save states use a sort of compression that pushes offsets to
weird numbers, and coupled with Wizardry III using a LOT of memory, that can
be troublesome. But if you know what to search for, it won't matter--and
looking at the hex dumps, there's a lot of plain old English in there.

At 0xea is your x location, and at 0xeb is your y location. They are in


hexadecimal. This is a great way to teleport around.

At 0x6400 you have the information for your first character. Each successive
one is then 0x60 after that. Important offsets include:

0x01=name length
0x02-0x9=name
0x0a=race/class/alignment(to cheat this, make sure the low 2 bytes are 0x2
for evil, 0x0 for good. 4-bit = fighter mage priest thief bishop samurai lord
ninja
0x0b=strength
0x0c=IQ
0x0d=piety
0x0e=vitality
0x0f=agility
0x10=luck
(all as hexadecimal values)

0x11-16 = gold, only it is encoded into decimal, so if you want 87654321 gold,
give

87 65 43 21

0x17-1c = experience--see gold above

Incidentally, without the maximum, this makes the maximum level = 40, as log
(999999999999/900) / log 1.724 = 38.24. Assuming you don't put in crazy bytes
like 0xff. Even that would only bump you up one more level.

0x20 = level
0x22 = level #
0x24 = age
0x26 = AC

For spells,

high nibble/low nibble = available/total

0x2e=available/total level 1 spells(priest)


0x2f=L2
0x30=L3
0x31=L4
0x32=L5
0x33=L6
0x34=L7

0x27=available/total level 1 spells(mage)


0x28=L2
0x29=L3
0x2a=L4
0x2b=L5
0x2c=L6
0x2d=L7

At 0x8102 you have the offsets for items. This is useful to tinker with
because, if you know where to look, you can make items that do entirely too
much damage.

================================

7. VERSIONS

0.5.0: sent to GameFAQs 2/1/2008, good part complete.


1.0.0: sent to GameFAQs 2/2/2008, complete for good. With free side dish of
map!

8. CREDITS

Thanks to the usual GameFAQs gang, current and emeritus. They know who they
are, and you should, too, because they get/got some SERIOUS writing done.
Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow
Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and
others I forgot. OK, even Hydrophant in his current not-yet-banned message
board incarnation. I am not part of his gang, but I want him to be part of
mine.
Thanks to the NES Completion Project folks for keeping it going.
Special thanks to AdamL and odino for recommending this game to me.

And specifically, for this game(again):


Bubbles for his hex editing FAQ on GameFAQs
John Hubbard at tk421.net for the maps
Andriy Sen for originally making the maps
Yuko Suzuki for the Wizardry 3 NES maps

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