Wizardry VI: The Bane of the Cosmic Forge

Solution Copyright © 2001 by Mike Marcelais.

Introduction

Everything in here is based on information from the PC version of Wizardry VI. Other versions of Wizardry VI may differ.

Some parts of the walkthrough portion of the solution were borrowed from Wyvern's 1991 solution.

Class Information

Experience points.

LevelThiefFighterAlchemist
Valkyrie
Bard
Mage
Priest
Psionicist
Lord
Monk
Ranger
Samurai
BishopNinja
29001,0001,1001,2501,4001,5001,500
31,8002,0002,2002,5002,8003,0003,000
43,6004,0004,4005,0005,4006,0006,000
57,2008,0008,80010,00010,80012,00012,000
614,40016,00017,60020,00021,60024,00024,000
728,80032,00035,20040,00043,20048,00048,000
857,60064,00070,40080,00086,40096,00096,000
9115,200128,000140,800160,000172,800192,000192,000
10230,400256,000281,600320,000345,600384,000384,000
11460,800512,000563,200640,000691,200768,000768,000
12685,800768,000875,2001,015,0001,131,8001,213,0001,243,000
++225,000256,000312,000375,000415,000445,000475,000

The summary is that for levels 3 to 11, you double the experience required for the previous level. Level 12 needs about 1.5 times as much as level 11, and every level after that requires as much more as level 12 did.

At low levels, the difference in classes is minimal -- one level at most. At high levels, the difference starts being significant.

The table should also show the value of switching classes. At 12th level, you can either earn around 375,000xp to gain 13th level Mage, or you could switch classes and gain up to 10th level. If you do your switching around 10-12th level, you trade gaining one level for gaining 9.

Given the length of Wizardry VI, you should probably plan to switch all of your characters to new classes once in the middle of the game, (probably when you find the River Styx as you have access to the castle still and can fight some weaker random encounters to get through the first few levels again).

There are advantages to having a high level: your base "to-hit", and the maximum power level that you cast spells at are both based just on your level. Stats reset to the minimum for your race and class when you switch levels (although they recover as you gain levels in the new class). Also, when you switch classes, some skills are no longer useful, or as useful. For example, you must be a Bard to play musical instuments -- having the Music skill is not enough.

Creating Your Party

Plan carefully when you create your party. You should have in mind, when you start the game, what your entire party should look like, and what classes (if any) you plan on switching characters to, and how balanced your party is for dealing with problems at low and high levels.

Creating the elite classes takes lots of patience: Rolling up dozens of characters until you get one that has the 15-20 bonus points you need. Getting those super characters really helps out at the start of the game, and most of the elite classes are well worth earning. Even if you are creating a basic character, keep in mind what class you want to switch to and allocate your extra points there, so you won't be relying on level gains to get those attributes.

My views on the different classes:

Fighter: A fighter is probably the best melee class in the game, but has little else to offer. Their only redeming value is the speed in which they go up in levels. Considering that there really isn't any good equipment that only a fighter can use, and the lack of magic that a fighter gets, having a character that is a pure fighter just isn't worth the party slot. Get one of the elite fighting classes instead.

Mage: A must-have for any party, although be sure to get at least a dozen bonus points when creating one. No other class learns Mage spells as fast, and having a mage is a necessity from the middle of the game on. Your Mage won't have a lot to do at the start of the game, but this is the best time to practice those skills, such as Oratory, when the danger of mishaps is low.

Priest: Also a must-have character. The priest's spells are much more important early in the game than Mage spells are, but the Priest's high level spells are also quite devastating.

Thief: Previous Wizardry's practically required you to have a Thief in your party, even though that class had value outside of opening locks. The Thief class is still a poor fighter with no magical ability, but you are no longer required to have one as both the Bard and Ninja can deal with locks as well. Compared to those classes, a thief just isn't worth it.

Ranger: Not as wide of a weapon selection as the other fighting classes, and learns alchemist spells instead of a more useful spellbook. The Ranger also specializes in ranged weapons, which are not as effective overall as melee weapons in Wizardry VI. You can usually get more from the other fighting classes.

Alchemist: Alchemy has two main advantages over the other spellbooks: They cannot be silenced, and their spells cannot backfire due to a poor Oratory skill. However, these do not make up for the inferior spell selection that Alchemists get. An Alchemist is no substitute for a Mage or a Priest, and most partys will not have room for three "pure" spellcasters.

Bard: A Bard is an excellent begin-game character. They have the ability to deal with locks like a thief, and have similar fighting skill, but they also learn Mage spells and can use magical instruments. Bards start the game with a Lute that can be used to cast Sleep spells as often as they desire.

Psionic: Psionics have most of the disadvantages that Alchemists have, but without their advantages. Not only are psionic spells not that great, but there are very few of them that are not also available to Mages or Priests. Pass on this class.

Valkyrie: A top-rate fighter, able to use virtually all equipment, and gets Priests spells as a bonus to help out with healing outside of combat, leaving your Priest's spell points free to cast combat spells. One of the best fighting classes in the game.

Bishop: A bishop is probably the worst deal in Wizardry. While a Bishop can learn from both Priest and Mage spell books, they don't gain new spells any more rapidly, and with having to spend skill points on both Thaumaturgy and Theology, both will lag way behind in getting the power spells that will be available to Priests and Mages. A far better option for creating a Bishop-like character is to create a Priest, and then class switch to a Mage (or vice versa). At 12th level priest, you'd know 6 priest spells and 7 mage spells (13 spells total). For the same XP, you can be an 11th level priest (learning 12 spells), and then an 11th level mage (learning 10 more spells), for a total of 22 spells. And you'd have more spell points to spend on those spells.

Lord: Okay, maybe a Bishop isn't the worst deal: a Lord is. A Valkyrie can do everything a Lord can do, can use any equipment a Lord can use (and a few things a Lord can't), but requires less bonus points to make one, and less experience points to gain levels. The Lord has no advantages over a Valkyrie. (Okay, there is one advantage -- if you switch to a Lord during the game, your stats don't drop as far, since your stats will be set to the Lord's minimums instead of the Valkyrie's. However, the penality is XP isn't worth this benifit since you'll gain levels (and the stat gains that come at those levels) more slowly.)

Samurai: Samurai are excellent fighters, have the ability to do critical hits, and they start picking up mage spells. Although it can be hard equipping them near the start of the game, as many of the more advanced weapons and armor they can use are hard to find early on, they make formidable fighters and are well worth the difficulty of developing.

Monk: Monks are a mixed bag. They get critical hit ability, and they can use their hands and feet effectively, saving you the trouble of having to equip them. However, they learn psionic spells, which is not a very useful spell group to learn. They can't use many of the powerful weapons (and their hand and feet attacks do not keep up near the end of the game), and they can't use most armors (making their AC during much of the game frightfully bad). When I tried one in my party, but found that he was always lagging behind the rest of the party, in both combat ability and spell usefulness, so I wouldn't recommend him.

Ninja: Ninja have more weapon and armor options than Monks do, and combine critical hit ability with the ability to hide and pick locks, making them a fairly well-rounded character. Ninja have excellent high level weapon choices, and they learn Alchemist spells (although wait until the 5th level to do so). There are some good Alechemist spells out there -- not good enough to justify replacing your Mage, but they are a good complement (particularly the "cloud" spells which are most useful in extended battles).

Always select a Male character unless you are making a Valkyrie. When you make a Female character, the character gets -2 to Strength, +1 to Personality, and +1 to Karma. The boost to Karma is not worth the point of Strength that you lose, and, for most classes, having that point of strength is more important than personality. It is helpful to have one female in your party, because there are a few items (some that you get early on) that can only be used by women.

Race really doesn't matter, except avoid Faeries. There is a lot of good equipment that specifically can't be used by Faeries, and their carrying capacity is much reduced. Other than that, just use the race that provides the best attributes for the class you have in mind. Felpurrs, Elves, and even Humans work well. I found the Dracon's breath weapon practically worthless.

I offer two parties to consider: two Valkyries, Samurai, Bard, Priest, and Mage. This is a good party that you can stick with throughout the game, or (at around 10th level), have the Priest and Mage switch classes with each other, the Bard switch to a Ninja, and the Valkyries and Samurai switch to a Ninja for only one level (picking up a skill point in Kirijitsu) and then back to their former classes, so as to not lose their previously banked skill.

The other option starts with the same party: 2 Valkyrie, Samurai, Bard, Priest, and Mage, but instead, Valkyrie and Priest swap (note that they both learn Priest spells, so you lose nothing in this progression), Samurai and Mage swap (again, with both learning Mage spells, you don't lose much here either), the Bard becomes a Ninja, and the second Valkyrie becomes either a Priest (same advatage as before), a Mage (like a Bishop, but cheaper!), or maybe some other class you fancy (possibly even sticking with a fighting class, or doing the Ninja shuffle as above to stay as a Valkyrie although you'll have to put one of the "fighting" classes in the back row then.) This more maximises the ability to learn spells after the shift, but since you gain almost no hit points following the class change (at least until you get back to your old class), your new front row fighters are likely to be very short in HP, and (for a while), your primary spellcasters will be short in MP.

Note both parties start with a Bard, but then trade him away. A bard is essential in the start, for lockpicking and for his infinite sleep spells via the Lute. However, later in the game, this advantage is minimal, and you can still take advantage of the Bard's ability to hide, and his lock picking ability in any other class, although it works best when shifted to a Ninja, who also has these two abilities as class abilities. I also never spent any skill points on Alchemy after making the switch, buying up Kirijitsu was a much better deal. It also might be worth it to not buy up Thaumaturgy while being a Bard, getting Ninjitsu and/or Skullduggery instead. (Yes, you can train those, as stated below, but by midgame, you'll only have around 50s in them, so you aren't throwing anything away if you spend 20 points each in those skills.)

The Ninja class was used as a "shift through" class primarily because you are only one point of Piety to shifting back to a Valkyrie immediately (assuming a race with an 8 minimum Personality, like a Felpurr), and only 3 points short (2 in Speed, 1 in Intelligence) to shifting back to a Samurai. Hence, its the easiest class to temporarily park yourself in to avoid having to find too many stat-gaining in order to shift back. If you're lucky, you'll regain those stats when you gain 2nd or 3rd level. Picking up a point in Kirijitsu (which means you can continue to buy more points from thereonafter, regardless of what class you're in) is also a bonus.

When you create your characters, there are some decisions you need to make: Where to put your additional bonus attribute points, what skills to select, and what spells to learn.

Placing your attributes depends on whether your copy of the game is affected by the Carry Capacity bug. Your carrying capacity is basically 9lbs per point of strength and 4.5lbs per point of vitality. (Faries can only carry 2/3rds this amount.) The original release of Wizardry VI had a bug where once you created your character, the character's carrying capacity was never changed, even when that character's strength or vitality changed. Because "important" items cannot be dropped and many of them are never used up, plus some of the better weapons and armor are fairly heavy, having a high carry capacity is relatively important by the end of the game. If this bug is in your copy, and you aren't using a savegame editor to work around it, then put all of your excess bonus points into strength. In particular, try to get up to a 16, as you get much bigger benifits. (Normally, gaining 1 strength lets you carry 9 more pounds. Going from a 15 to a 16 gains you 33lbs. 16 to 17 gains you 10.5 lbs. 17 to 18 gains you 37.5lbs.)

I have written a tool that will load a savegame and correct everyone's carry capacity to be what it should be. Just run it from the same directory as where you have Wizardry VI installed, and it will print out your character's names, and their new (and old) carrying capacities. Click to download it.

If you are not affected by the Carry Capacity bug, are working around it, or have already gotten an 18 Strength, the next most stat is probably Intelligence as that determines how many skill points you get. Vitality (for hit points) is probably the next most important, followed by Piety (for spell-casting classes) for spell points. The remaining attributes are roughly equal in importance.

As far as the initial spell selection:

Priests should learn Cure Wounds, and one of the two spells from the Mental group. Those two groups contain the majority of the Priest spells and you want to start building up spell points in both groups as fast as possible. While Make Wounds is probably more useful in the short term than either Bless or Charm, having more spell points in the Mental group for Hold Monsters and Sane Mind is worth it. You can select Make Wounds at second level.

Mages should take Energy Blast and Chilling Touch. They may seem redundant at first glance, but Chilling Touch tends to be more effective at lower levels, and you definitely want to take Energy Blast now to start building up Fire spell points for use with Fireball, Firestorm, and Nuclear Blast. As soon as you can, take a spell from the Magic group, as some of the best high level spells are in that group. Because Mage spells cover all six areas roughtly equally, you will want to take one spell from each group to start with, so that you have spell points in all six groups.

Alchemists should definitely take Acid Splash. I'd recommend taking Poison as well, so that you start earning spell points in Air, which is the Alchemist's biggest group. Heal Wounds is a very useful spell, but it is the only spell an Alchemist will ever learn in the Magic group, which limits the number of spell points that an Alchemist will have available in that area.

Psionicist are probably best off taking Mental Attack and Heal Wounds. Both are useful spells, and both are in important categories. More than half of a Psionicist's spell are in Mental, and while Magic has very few spells, Lifesteal and Resurrection are both very useful ones.

These same guidelines hold for the elite classes selecting spells when they get to third level. However, you'll want to concentrate on noncombat spells for those classes. In combat, they're usually much more effective with weapons and their Oratory skill won't be that great. You instead use them to cast restorative spells (like Heal Wounds) preperatory spells (like Enchanted Weapon), or information spells (like Identify) and save the spellpoints of the combat casters for combat.

Spending Skill Points

Skill points are probably the most valuable resource in the game. You can only get them when going up levels, and there is often no alternative. When you go up a level, here are the skills you should spend your points on:

Thaumaturgy, Theology, Alchemy, and Theosophy: These skills determine what spells are are allowed to learn and how effectively you can cast those spells. They can only go up by spending spell points on them. If the character's class isn't eligible to learn spells yet, you could wait on spending skill points this level if there is something else useful to spend them on.

Kirijitsu: Critical hits are very cool. Despite what the manual says, it seems that you never learn Kirijitsu without spending points on it. Its probably worthwhile to have the martial classes split their skill points between their magic school and Kirijitsu, or even give up learning magic and concentrating only on critical hits. (This is especially true if you would end up switching classes that don't share the same spellbook list, like from Bard to Ninja.)

Skullduggery: Skullduggery learns itself from its successful use. However, unless you have a skill around 10, it is almost impossible to pick any locks or disarm any chests. When you create a new Bard or Ninja, you should spend points in Skullduggery to get started.

There are some skills you should almost never spend points on:

Any weapon skill: As you use a weapon (or a shield), you automatically gain skill points in that weapon, and do so rather rapidly. There's no point in wasting skill points here, when they can be easily earned. For similar reasons, you shouldn't worry about switching weapons: skill in the new weapon type will come soon enough. (Note that if you don't have the skill that the weapon requires, you will never get better in using it and always have a skill of zero, so avoid those weapons, even when your class can use them. An example would be the Bullwhip for a Mage.)

Scout: Like the magic skills, you can only improve Scout by spending points in it. Unlike the other skills, it is completely unnecessary. Having the scout skill lets you find secrets. All of these secrets could be found by observation, searching, casting Detect Secret or reading this solution file.

Music, Ninjitsu: Both of these skills go up automatically when you use them, and you can use them every combat. Ninjas and Thieves should hide every combat unless they are actually needed in the first round, just to improve their Ninjitsu skill. Bards should play the Lute first round and hide the second round every combat to improve their Music and Ninjitsu skills.

Oratory: Oratory gets better as you cast spells in combat. You may want to add a few points here anyway, but most of the time you can get good Oratory by casting low level spells near the start of the game (where the spell's success or failure isn't that important) and you'll have a reasonably high Oratory when you enter the midgame.

Artifacts, Scribe: I've found that the ability to use items or scrolls in combat is not worth the trouble. You can sell the ones you find and buy much more useful equipment with them. Hence, spending any points on these skills is a waste. If you do frequently use items or scrolls, then these skills will go up automatically with use, although you may want to seed the skill with a few points spent manually.

Ledgerdemain: You want to stay on friendly terms with most NPCs. In addition, once you get past the midgame, gold is relatively plentiful. This means that stealing is usually going to get you into more trouble than its worth.

Mythology: Knowing the real monsters name is rarely important. In addition, the skill goes up on its own without having to train it.

Of course, when the key skills you do want to spend points on reach 100, spending skill points on the trainable skills is certainly reasonable. Oratory and Ninjitsu should probably be your first choices.

Other Information

General adventuring tips:

Save often. Save before major encounters. Save before opening chests. Save before trying to pick a lock (as failure often jams the door shut). Just save. You'll rarely be upset because you saved once too often.

Equip your characters when you start the game. Takes just a minute, but it can be a life-saver. Also, ensure that your backrow characters always have Extended ranged weapons available. Once you get to fifth level or so, be sure all of your front row characters have two weapons equipped, if possible. The ability to get a second attack far offsets the benifits of a shield.

While you're playing, pick a "home base" -- typically a fountain that restores HP or Magic (or both). Return to this "home base" whenever you need to recharge. Don't try to take on too much at once.

Playing on "Hard" difficulty has its rewards. You encounter twice as many creatures, but that means you get twice as much experience. The end result is that you get more powerful characters quicker. Of course, you'll need those more powerful characters to deal with the more numerious creatures. Easy has the same drawback, as you encounter fewer creatures. However, you end up worse off as the unique encounters don't really get any easier, but your characters will certainly be weaker.

Maps and Solutions

For all maps, this key is used:

All map coordinates are relative to the square you start the game in, squares east or west, north or south, and levels up or down. The starting square is (0, 0) on level 0.

Gates can never be picked or forced open. They can only be opened by using a key, pushing a button, or performing some other trigger that opens the gate. Typically there will be a note near where you can take action to open the gate. Many gates cannot be opened.

Most doors can be picked, forced, or Knock'ed open. However, if you fail, you stand a chance of jamming the door. Once you've done that, only a Knock-Knock spell can open the door, and you're likely to not be able to cast one at a high enough power level to work. Always save before attempting a pick, and restore if the door gets jammed.

Some doors cannot be picked open. If you encounter a door, and one of the tumblers is already jammed when you go to make the attempt, then that door can only be opened be a key.

Secret walls will usually have a note stating what you have to do to open them. Pits that are not "bottomless" will drop you down one level. Stairs will always take you up (or down) one level.

Here's how the solution is organized. For each area, a map of that area will be given, followed by a description of all of the numbered areas in that region. It may be followed by a text description of how you should complete the area. Many sections are simple enough that no follow-up explanation is listed.

Most areas cannot be completed in one pass -- you have to do some tasks here, go to a different area, and then return with some new items or knowledge. At these times, the walkthrough section will say something like "go downstairs and complete that area, then return here." That means that you can't just read through the solution from top to bottom to get the complete answer, but you have to jump from section to section to as your party physically moves from section to section.

One advantage of this organization, is that if you're looking for a specific hint, you always look in the area based on where your party is. The few times that won't help (you need some item that you forgot to get from some other area), you'd have to search the entire solution for that item anyway, so it doesn't really matter how its organized.

Anyway, enough chatter. You probably want to start playing.

Castle, Main Floor (Level 0)

To the north is the Enchanted Forest. Stairs up lead to the Castle Upstairs, and down to the Castle Basement.

When you start the game, equip your characters, open both chests, and head downstairs to visit Queequeg to get better equipment. Sell the Amulet of Life as you can put the money you get into much better equipment, and you can just restore your game to avoid death. Return to him periodically to sell loot and buy more equipment.

The locked doors on this level are the easiest for starting parties to open (although you'll need about a 10 or so in Skullduggery to get started, but each successful lockpick gives you one more skill point). When you are done exploring the level, head downstairs to the Castle Basement.

Many of the locked doors on this level can also be opened with Iron or Copper Keys. However its more worthwhile to pick them for the skill points.

Castle Basement (Level -1)

To the north is the Hazardous Area, up is the Castle, Main Floor, and down is the Castle Sub-basement.

  1. Fountain has no effect.
  2. Fountain causes poison.
  3. NPC: Queequeg. (Sells items at 150% base value; buys your items for 45% base value.)
  4. Button opens a passage through the wall.
  5. Search here to find a Heraldic Shield, and Chain Hauberk.
  6. Search here to find Rotten Cheese.
  7. Use the Rotten Cheese to open the secret passage, and be attacked by a Fat Rat. Graffiti on the wall in this room also lets you know that L'Montes is offering a reward for Snoopcheri. (Historical Note: The Trebor in "Trebor Sux" refers to Robert Woodhead -- one of the original programmers of Wizardry I-IV. It was also used as the castle password in Wizardry IV.)
  8. Chest contains Feathered Hat, Razor Stone, Resurrection Potions, and a Stuffed Beagle.
  9. Captain's Den. You must use the password "Skeleton Crew" to get in. QueeQueg will tell you the password if you tell him where the Captain's Treasure is located, which is "Giant Mountain". You find that out by using the JR Decoder Ring on the Deadman's Log. If you kill QueeQueg instead, you will get a Ticket Stub. If you use the JR Decoder Ring on the Ticket Stub, the password will be revealed.
  10. Encounter with Captain Matey. You must either fight him, or out drink him. Each round of drinking costs your first character stamina and costs 50gp. Captain Matey can last at least a dozen rounds. Its better to fight him. When you defeat him, you get Cutlass, Leather Hauberk, Leather Leggings, Tricorn Hat, and Dirk.
  11. Use the Silver Key (from L'Montes, in the Castle Towers) to open the gate.
  12. Get Steel Hook, Suede Doublet, Eye-Patch, Tricorn Hat, and Green Parrot.
  13. Chest contains Resurrection potion, Stink Bomb potion, Breastplate, and Skull Dagger.
  14. Search to find the Jailer Key.
  15. Use the Jailer Key to open the gate.
  16. Search to find the Deadman's Log and a Harmonium.
  17. Use the Dungeon Key (from the Hazardous Area to open the gate.
  18. Search to find the JR Decoder Ring.
  19. Leads to the Hazardous Area.

You'll complete this area in three passes. At the start of the game, hurry down to QueeQueg's, sell the Amulet of Life, and buy good equipment for everyone in your party, especially second hand weapons for your front row characters and extended range weapons for your back row characters. Then return to the first floor, as most of the encounters in the rooms on this level are too difficult for a first level party, but return to QueeQueg's whenever you have more equipment to sell.

When you have finished exploring the main level, you should be able to handle most of the rooms down here. You won't be able to get into the Captain's Den yet, and the Fat Rat battle may be more than you can deal with immediately, but you should be able to fully explore the rest of the level. When you're done, explore the four corner towers and the upper level of the castle.

Many of the locked doors on this level can also be opened with Iron or Copper Keys. However its more worthwhile to pick them for the skill points.

After returning from the Hazardous Area, you can finish the Captain's Den.

Castle Upstairs (Level 1)

Stairs lead down to the Castle, Main Level and up to the Castle Towers

  1. Search here to find Copper Keys.
  2. Search here to find 2 Spade Keys.
  3. Searching here finds a wire. Both choices open up a catch in the wall that reveals a chest. The Chest contains the King's Diary and a Gold Key.
  4. Button opens a passage through the wall.
  5. Use the Key of Ramm (from the Castle Main Level) to open the gate.
  6. Chest contains Goat's Mask and the Dagger of Ramm.
  7. Button reveals a chest. Chest contains Stud-Cuir Bra +2 and a Bullwhip.
  8. Fountain causes poison.
  9. Fountain restores health and stamina.
  10. Search to find symbols. Push Goat, Goat, Orb, Staff, Orb. (You can find out this combination by reading the Book of Ramm, found in the Castle Sub-basement.) When you do, the altar moves away revealing a pit. Jump in the pit to drop down to the Main Level.
  11. Use the Spire Key (from the Castle Sub-basement) to open the gate.

This level should be put off until after the Basement and Main Level have been explored, as the encounters and locks on this level are significantly more difficult than on those other levels. Explore this level, learning a lot of history about the castle in the process. When you are finished, explore the corner towers (if you haven't already), then head down to the Sub-basement to get the Book of Ramm, then return and do the ceremony at the Altar.

Following the ceremony, you will be forced into the Hazardous Area.

Most of the locks on this level can be opened with a Chrome Keys, or they can be picked for the experience. Chrome keys can be found in the left of the two central towers. You won't be able to do anything with the Bell Tower at this point in the game.

Castle Towers (Level 2)

Stairs lead down to the Castle, Upstairs and continue up to the next level of the Castle Towers.

  1. Tower rafter falls on party; most of the party takes damage.

Castle Towers (Level 3)

Stairs lead down to the previous level of the Castle Towers continue up to the next level of the Castle Towers.

  1. Searching the corpse will cause damage and nausea.
  2. Search to find Short Bow and Elm Arrows.
  3. Button reveals a chest that contains random treasure.
  4. Search to find a Leather Cuirass.
  5. L'Montes speaks to you through the door here. Tell him "Snoopcheri" and he will unlock the door.
  6. NPC: L'Montes. (Sells items at 125% base value; buys your items for 65% base value.) If you give him the Stuffed Beagle, he will give you the Silver Key. You can also get the Silver Key by killing him. L'Montes has better prices than QueeQueg, but a much poorer selection.

Castle Towers (Level 4)

Stairs lead down to the previous level of the Castle Towers continue up to the next level of the Castle Towers.

Castle Towers (Level 5)

Stairs lead down to the previous level of the Castle Towers.

  1. Using the rope to hop in or swing across takes you a random end of the hallway and attracts bats that attack you.
  2. Use the Bell Key (from the Hazardous Area) to unlock the door.
  3. Chest contains Heavy Rope.
  4. Use the Key of Spades (from the Castle Upstairs) to unlock the door.
  5. Combat with a Zombie.
  6. Chest contains 3 Chrome Keys, Skullcap, Sparkler, and Sneeze Powder.
  7. A Spectre gives you the Horn of Souls.

Castle Sub-Basement (Level -2)

Stairs lead up to the Castle Basement. Stairs lead down to the top level of the Dwarven Mines and the River Styx.

  1. Use Gold Key (from Castle Upstairs) to open gate.
  2. Steping on this square opens a pit at (3E, 17N).
  3. Button closes pit at (2E, 16N) if pit at (3E, 17N) is open.
  4. Button closes pit at (4E, 16N).
  5. Button closes pit at (3E, 17N) if both pits at (2E, 16N) and (4E, 16N) are closed.
  6. Button reveals chest. Chest contains Book of Ramm, Annointed Cloak, Amulet of Night and a Scroll of Resurrection.
  7. Use the Wizard's Ring (from the bottom of the Mines) to open the gate.
  8. Combat with a Demonic Hellcat.
  9. Chest contains random spellbooks.
  10. Chest contains Wizard's Record and Spire Key.
  11. Chest contains random potions.
  12. Chest contains random scrolls.
  13. Search to open a passage through the wall.
  14. Get the Stave of Moons. Button opens passage through the wall.
  15. Chest contains a random spellbook, Ruby Talisman, Scroll of Resurrection, and Bottle Rockets.
  16. Search to find a potion mixing table. Mixing just about any combination causes an explosion which opens a passage through the wall (and damages your party).
  17. Use two Ruby Eyeballs (from the top of Giant Mountain and the Pyramid) to unlock door.

Hazardous Area (Level -1)

South is the Castle Basement.

  1. Hazardous Area. South of this gate is the Castle Basement area.
  2. Search to find a Miner's Pick.
  3. Search to find the Dungeon Key.
  4. Use Miner's Pick to open passage through the wall.
  5. Chest contains random treasure.
  6. Search to find the Bell Key.
  7. Merge the Heavy Rope (from the top of the Castle Tower) and the Steel Hook (from the Castle Basement) to get a Hook and Rope. Use the Hook and Rope to cross the chasm.
  8. Hydra Plant combat.
  9. Push button to descend to (21W, 29N) on level -3 (in the Giant Mountains).

Explore this area, getting Dungeon Key (allowing you to return to the main castle), and the Bell Key. Use the Bell Key to get to the top of the Bell Tower to get the Heavy Rope, and with the Dungeon Key, you can complete the rest of the Castle Basement and get the Hook. Use them to cross the chasm, and reach Giant Mountain.

Giant Mountain (Level -2)

Stairs down lead to the Dwarven Mines and up to the Pyramid.

  1. Push button to ascend to (22W, 29N) on level -2 (in the Hazardous Area).
  2. Troll Brige: Must fight Bridge Troll or pay 5,000gp.
  3. You can climb up the mountain here one level. There is a chance you will fall and take damage.
  4. Use the Mystery Oil to open the panel. You can get Mystery Oil from QueeQueg in the Castle Basement, either by buying it from him, or killing him. Then follow the directions listed and push Safety, Pump, Coil, Truss, Safety, Winder to lower the bridge and fill in the pit at (16W, 4N).
  5. Search to find a Broken Sprocket. Either give the Sproket to Smitty (in the Mines) and he will repair it for 1,000gp, or merge it with Liquid Metal (which you get by killing Smitty) to get a Sproket. Use the Sproket here. Merge two Rubber Strands (taken from the Rubber Beasts in the Mines to get a Rubber Braid. Then merge two Rubber Braids to get a Rubber Band. Use the Rubber Band on the catapult here. Then use a Heavy Boulder (either found as treasure when fighting giants, or at the top of the mountain). Then Latch, Wind, and Release to fire the catapult. If you hit the target, the pit at (33W, 3N) fills in. If you miss, go get another Heavy Boulder, use it to load the catapult and try again.
  6. Use the Miner's Pick to open a passage through the wall.
  7. Use the Empty Sack (from the Pyramid) to get a Bag of Sand.

Although it isn't obvious, the walkways in Giant Mountain are divided into several separate sections, and the only way to get between the sections is to go through the Mines.

Be sure you have fully explored the Mines, before crossing at the catapult (location 5), as it will be a while before you return.

Its best to save before trying to climb up or down the mountain (as you can fall and take significant damage doing so), or before using the Catapult (because going and getting an extra Heavy Boulder is annoying). The more encumbered your characters are, the more likely they are to fall when climbing up the mountain.

The stairs up lead to level -1 in the Pyramid. However, that is just a tiny corridor that leads to another stair up to level 0. Since you cannot complete anything on level -1 until after most of the rest of the Pyramid is completed, that map is presented after the rest of the Pyramid.

Dwarven Mines (Level -3)

Stairs lead up to Giant Mountain, and the Castle Sub-Basement, and down to the next level of the Mines.

  1. Button opens passage through wall.
  2. Chest contains Shadow Cloak, Night Stick, and Key of A Minor.
  3. Use the Key of Wizard Cove to open the gate.
  4. NPC: Mystaphaphas. He was the wizard's apprentice, before he got turned into a snake by the Cosmic Forge. He will tell you that the Wizard's Ring (which you get at the bottom of the Mines opens the Wizard's Lab (in the Castle Sub-Basement).

Dwarven Mines (Level -4)

Stairs lead up and down to the next levels of the Mines.

  1. Fountain restores health, stamina, and magic.
  2. Rubber Beast combat. Get a Rubber Strand when you win. There are five Rubber Beasts total in the mines. Since you only need four Rubber Strands and they are marked as "important items" so you can't drop them, I'd recommend only killing four of them and leaving the fifth one alone.
  3. Chest containing random treasure.
  4. Button opens passage through wall.
  5. Chest contains Hammer and Miner's Chisel.
  6. NPC: Smitty. (Sells items at 120% base value; buys your items for 35% base value.) He has much nicer equipment than QueeQueg does, including some nice weapons for Samurai and Ninja.

Dwarven Mines (Level -5)

Stairs lead up and down to the next levels of the Mines.

  1. Rubber Beast. (See the previous level for more details.)
  2. Chest contains Claymore, Steel Helm, and Angel's Toungue.
  3. Use Key of A Minor to open gate.
  4. Chest contains Crystal Wand plus other random treasure.

Dwarven Mines (Level -6)

Stairs lead up to the previous level of the Mines.

  1. Use Key of A Minor to open gate.
  2. Chest contains Book of Mantras and random healing potions.
  3. Rubber Beast. (See the previous level for more details.)
  4. Use the Miner's Chisel to fracture the crystal.
  5. Use the Miner's Chisel to fracture the crystal. When the crystal has been cracked at all four locations, and you then use the Chisel here, the crystal shatters (opening all four secret doors marked on the map).
  6. Search to find the Key of Wizard Cave, Wizard's Cone, Wizard's Ring, Stave of Missiles, and a Random Spellbook.

Giant Mountain (Level -1)

  1. You can climb down the mountain here one level. There is a chance you will fall and take damage.
  2. You can climb up the mountain here one level. There is a chance you will fall and take damage.

Giant Mountain (Level 0)

  1. You can climb down the mountain here one level. There is a chance you will fall and take damage.
  2. You can climb up the mountain here one level. There is a chance you will fall and take damage.
  3. Search to find Heavy Boulders. You can climb down the mountain here one level. There is a chance you will fall and take damage.

Giant Mountain (Level 1)

  1. Button reveals Captain JR's treasure chest. If you told QueeQueg where the chest was, then you will find only a note from him and some baubles. If you killed QueeQueg instead, then you will find Hoaxial Plate, Baubles, and random treasure. You can climb down the mountain here one level. There is a chance you will fall and take damage.
  2. You can climb down the mountain here one level. There is a chance you will fall and take damage.
  3. Fritz and Klaus Grynz combat.
  4. Button opens chute that drops you to (32W, 15N) on level -2 (the base of Giant Mountain).

The button and chute on this level is the only way to get to the section of Giant Mountain that leads to the Pyramid entrance.

Giant Mountain (Level 2)

  1. Guardian of the Rock. If you tell him that you are here for the rock, then he will fight you. When you win, you get a Ruby Eyeball. (When talking to him, he also asks if you have an offering for him. I have no idea what he wants since he always has told me that I have nothing suitable whenever I tell him that I have brought him an offering.)

Pyramid (Level 0)

Stairs lead up and down to other levels of the Pyramid.

  1. Gloop Monster combat. Get Gloop Splotch when you win.
  2. Chest contains Empty Bag.
  3. Button opens passage through wall.
  4. Button creates a walkway at (43W, 33N).
  5. Chest which moves from location to location as you approach it. Use the Gloop Splotch in any of these areas, then chase the chest until it moves to the place you used the Gloop. The chest will become stuck and you can open it to get a Bone Key, random arrows, and Ancient Dust.

Pyramid (Level 1)

Stairs lead up and down to other levels of the Pyramid.

Pyramid (Level 2)

Stairs lead up and down to other levels of the Pyramid.

  1. Button creates a walkway at (43W, 27N).
  2. Button creates a walkway at (42W, 31N).
  3. Button opens the secret door at (39W, 26N).
  4. Button drops the party down one level and opens the secret door at (39W, 27N) on level 1.
  5. Use the Idol of Mau-mu-mu (from the Pyramid Crypt) to open the gate.

Pyramid (Level -1)

Stairs lead up to the next level of the Pyramid, and down to Giant Mountain.

  1. Use Bone Key to open gate.
  2. Pressure plate on this square opens pits at (41W, 29N) and (41W, 32N). Both pits can be jumped into.
  3. Button closes pits opened by #2.
  4. Pressure plate triggers a large stone ball to roll towards the party, chasing them to the end of the hallway north and causing lots of damage.
  5. Button opens secret door at (43W, 28N).
  6. Button disables trap at #4.
  7. Pressure plate opens pit at (38W, 39N) which can be jumped into.
  8. Button closes pit at (38W, 39N) and opens a pit at (40W, 37N) which can be jumped into.
  9. Button opens secret door at (39W, 41N).
  10. Button closes pit at (40W, 37N).
  11. Button closes pit at (44W, 39N) and opens gate at (43W, 43N).
  12. Arrows shoot at the party causing lots of damage.
  13. Arrows shoot at the party; poison gas explodes poisoning and damaging the party, the gate here closes, and Amazulu Zombies attack the party.
  14. Button disables the traps at #12 and #13.
  15. Button opens a passage through the wall.
  16. Button ???
  17. Combat with Amen-Tut-Butt.
  18. Use the Bag of Sand to switch the Bag with the Idol. If you are successful, you get the Idol without problem. If you are unsuccessful, the party is sprayed with poison gas and dropped down one level.

Note that the only way to get to the second half of this level is by jumping into the pit at (40W, 37N) and climbing out the other side.

Pyramid (Level -2)

  1. Button teleports party to (39W, 30N) on level -1.
  2. Button teleports party to (39W, 37N) on level -1.
  3. Button teleports party to (41W, 38N) on level -1.
  4. Button teleports party to (38W, 38N) on level -1.
  5. Button teleports party to (43W, 39N) on level -1.
  6. Button teleports party to (38W, 42N) on level -1.

Pyramid (Level 3)

  1. NPC: Amazulu Queen. If you do not give her an item, then she will attack you when you finish talking with her. If you leave her in peace, you then encounter NPC: Kuwali Kubona. She sells Foot Powder, among other items. (Sells items at 125% base value; buys your items for 75% base value.)
  2. Unless you are wearing Foot Powder, you take damage as you walk across this area. (Levitation reduces the damage.)
  3. Mau-mu-mu combat. Get a Ruby Eyeball when you win.

After getting both Ruby Eyeballs, return to the Castle Sub-Basement and use the Eyeballs to open the door and proceed to the River Styx.

River Styx (Level -3)

Stairs in this area lead up to the Castle Sub-Basement and the Swamp, and down to the Tomb of the Damned, and Isle of the Dead.

The river wraps around from north to south. Row 2S is the same as 70N, and every time you wrap around the map, you move 12 squares to the east (or west).

  1. Teleport to (3E, 14N) on level -2.
  2. Use the Horn of Souls (from the Castle Spire) to summon Charon. He will give you passage to the other location 2 for 500gp. If you give him a Cylinder of Ash, he will give you 500gp for the first cylinder, two stat increases per character for the second cylinder, and the Key of the Dead for the third cylinder. (You cannot kill Charon -- if you attack him and win, another one will appear when you use the Horn next time.)
  3. Search to find Book of the Damned and Key of the Damned. Use Key of Minos to open the gate.
  4. Use the Key of the Damned to open the gate.
  5. Search to find Cylinder of Ash and other random treasure.
  6. Combat with Mino-Daemon. When you win, you get the Key of Minos, Sudded Hauberk, Beastmaster, and Cylinder of Ash.
  7. Fountain restores health and stamina.
  8. Fountain restores magic.
  9. You can use the raft here to cross to the other location #9.
  10. If you finish the song that the Siren's here sing by saying "Tis madness makes us free" (as written in the Book of Sirens, found in the Tomb of the Damned), the Sirens will give you Water Wings. You can use the Water Wings to walk on water. (The Wings only work on the River; elsewhere in the game, the Wings will fizzle when used.)
  11. Bottle Oracle. Merge the Secret Message (from the Caterpiller in the Swamp) and the Wine Bottle (from the Castle Basement) to get a Bottle w/ Msg. Merge the Bottle w/ Msg with the Cork Bobber to get a Bottle w/Msg+Cork. Use the Bottle w/Msg+Cork here.
  12. Chest with random treasure.
  13. Isle of the Lost. Once you use used the bottle at the Bottle Oracle, you can find a Bottle w/Ans+Cork here.
  14. Search to find the Key of the Lost.
  15. Button opens a passage through the wall.
  16. Message on the wall reads "Lost at Sea: DJ Locker, Red X, 3E 1N"
  17. Use the Key of the Lost to open the gate.
  18. Chest contains Cylinder of Ash and other random treasure.
  19. NPC: Mai-Lai. (Sells items at 150% base value; buys your items for 25% base value.) She sells the best items in the game that you can buy. Beware that she has some dud items as well. If you talk to her about "Reclamation" and tell her the claim number of "38-23-36" (gotten from the Bottle w/Ans+Cork), then she will unlock the door at (5E, 60N) and leave. If you attack her, you can get the Vault Key.
  20. Use the Vault Key to unlock door.
  21. If you did not kill Mai-Lai, Bork will attack you. Get Hammer+1.5, Hoary Leggings, and other random treasure when you win.
  22. Chest contains Hookah Pipe, Scroll of Lifesteal, Wand of Razing, and other random treasure.
  23. Big Red X.
  24. Merge Fish Line with Fish Hook to get Fishline w/Hook. Use Fishline w/Hook to get Lynx Ring, Wand of Ghosts, and East Exit Key.
  25. Chest contains Fish Line, Fish Hook, and Cork Bobber.
  26. Use Key of the Dead to open the gate.

When you first arrive here is a good time to switch classes if you're going to. You should be around 9th or 10th level, and you have access to the main castle to take in some easy battles to get a few levels back easily. You should probably hang around unti you're back to 3rd level or so before trying to take on the River. (Alternatively, switch classes after you have gotten the Winged Boots, as you'll have more flexability to choosing encounters, and you'll have access to the healing fountains.)

Use the Horn of Souls to cross the River, clear out the area in front of the Tomb. These battles will be difficult, but not impossible, for a low level party, and each one should give you enough experience for another level. You should have two Cylinders that you can give Charron now for the stat increases. Head into the tomb to get the Book of Sirens. When you return, use the raft to get the Winged Boots.

With the Winged Boots, you can explore all of the locations on the River, including the Swamp area. Head to Mai-Lai's first to get some nice equipment, then explore around, collecting treasures and items. When you have gone everywhere else, and you're ready for a challenge, give the third Cylinder of Ash to Charron to get the Key of the Dead, and head over to the Isle of the Dead and descend.

Tomb of the Damned (Level -4)

Stairs lead up to the River Styx.

  1. Chest contains Tomb Key and other random treasure.
  2. Use the Tomb Key to open the gate.
  3. Search to fight Eila's Ghost. Get Rook of the Sirens and Chain of Despair.
  4. Search to find random treasure.
  5. Search to fight Maro's Ghost.
  6. Search to fight Narci's Ghost.
  7. Search to fight Billy's Ghost.

Swamp (Level -2)

Swamp (Level -1)

Swamp (Level 0)

Stairs lead down (eventually) to the River Styx.

  1. Use the East Exit Key (from the River Styx) to open the gate.
  2. NPC: Caterpiller. (Sells items at base value; buys your items for 10% base value.) He sells Incense which is useful on the Isle of the Dead. If you talk to him about his pipe and ask him for the Claim Number, you will get a Message and instructions on how to use it at the Bottle Oracle. When you give him the Hookah Pipe (that you can get from Mai-Lai on the River Styx), then he will give you some Red Mushrooms (whether you say you want them or not).

Isle of the Dead (Level -4)

Isle of the Dead (Level -5)

Stairs lead up (eventually) to the River Styx.

  1. Use Cylinder of Ash to open gate at (16E, 16N). Use Incense (from the Caterpiller in the Swamp) to disable many traps on this level.
  2. A huge stone falls on the party unless Incense was used at location #1.
  3. Disko Zombie combat unless Incense was used at location #1.
  4. Party is silenced, then attached by a She-Hag unless Insence was used at location #1.
  5. Party is frightened.
  6. Insane Skeleton Combat. Get Skeleton Key.
  7. Use Skeleton Key to open gate.
  8. Search to find passage through the wall.
  9. Fountain restores health, stamina, and magic.
  10. Search to fight Spectres. Get Key of Drows.
  11. Robin Windmarne, Highlander Drow, Guardian 1st Order. Use Key of Drows to open gate.
  12. Combat with Robin Windmarne. Get Elven Bow, Peacemaker, Chainmail Doublet, Chainmail Pants, Forest Cape.
  13. Search to fight Spectres. Get Key of Knights.
  14. Sir Geoffrey Clayton, The Black Knight, Guardian 2nd Order. Use Key of Knights to open gate.
  15. Combat with The Black Knight. Get Avenger, Ebony Plate (U), Ebony Plate (L), Ebony Heaume.
  16. Search to fight Spectres. Get Key of Valkyries.
  17. Brigerd Dans Woltan, High Maenad of Rose, Guardian 3rd Order. Use Key of Valkyries to open gate.
  18. Combat with Brigerd Woltan. Get Maenad's Lance, Armet, Mantis Gloves, Mantis Boots, Horn of Promethius.
  19. Button opens passage at (44E, 32N).
  20. Button opens passage through wall.
  21. Lord Haiyato Daikuta, Yojimbo Kaishakunin, Guardian 4th Order. Combat with Haiyato Daikuta. Get Muramasa Blade, Hi-Kane-Do (U), Hi-Kane-Do (L), Kabuto, Wakizashi+1.
  22. Button opens gate at (43E, 25N).
  23. Combat with Bane King. You cannot win this combat, but he will leave the party after a round or two of combat. Search to get Key of Queens.
  24. Use Key of Queens to open gate.
  25. Meet the dead Queen here. Get Silver Cross, Key of Evil.
  26. Button opens passage at (41E, 26N).
  27. Use Key of Evil to open gate.
  28. Rebecca hypnotizes the party and takes them to meet the Bane King. He will bite each member of the party (draining Stamina) unless (and until) someone has the Silver Cross. Whether or not the party has the Silver Cross at this point determines which sets of endgames are available to the party. With or without the cross, the party is teleported to (5E, 41N) on level -1, in the Jail.

The Hall of the Dead is a great place to build up experience.

The four Guardians on this level are all optional combats, there for you to measure the strength of your party (or for the game designers to remind you how inferior your party really is). However, the experience and treasure that you can get from those four encounters make the effort of getting through them worthwhile.

The key to the two sets of endgames is whether or not you believe the Queen when she talks to you at location #25. If you believe her, you will keep the Silver Cross to use against the Bane King. If you do not believe her, then you will throw away the Silver Cross. The particular endings are described at the Temple of Ramm.

Note that once you meet with Rebecca, it is not possible to return to the Castle (or any other area that you have been before) until the game is over.

Jail (Level -1)

Stairs lead up to the Enchanted Forest.

  1. Fountain causes poison.
  2. Use the Dagger of Ramm to open the gate.
  3. Search to find a crack in the wall. Use Red Mushrooms to shrink down so you can run through the wall to the west.

Enchanted Forest (Level 0)

Stairs lead down to the Jail and the Castle Basement and up to the Temple of Ramm.

  1. Search to find Holy Stakes of Wood.
  2. Chest contains Tinkerbell.
  3. Button opens passage through wall.
  4. Search to find Holy H2O(+), Jade Figurine, and Hayai Bo.
  5. Use Tinkerbell to meet with Faerie Queen. (Sells items at base value; buys your items for 5% base value.) You can talk to her to find out about the Oracle and learn the answers to his questions. If you kill the Faerie Queen, you get the Ring of Delphi. If you use the Ring, then you can get the Oracle's answers as well.
  6. The Oracle. Tell him "We are fascination" and "We seek divination". He will take all of your gold and give you the Staff of Aram.
  7. If you are wearing the Goat Mask, the guards will open the gate. Otherwise, they will attack you.
  8. Use the North Exit Key to open the gate.

Temple of Ramm (Level 1)

Stairs descend to the Enchanted Forest.

  1. If someone in the party has the Staff of Ramm equipped, then you can walk across the pit here. (Otherwise, the party falls to its death.)
  2. Chest contains Key of ?Decision?.
  3. Use the Key of ?Decision? to open the gate.
  4. Teleports to (14E, 41N) on level 2.
  5. Teleports to (4E, 41N) on level 2.

Temple of Ramm (Level 2)

  1. Chest contains Key of 1st Test, Magic Cookies, Ankh of Life.
  2. Use Key of 1st Test to open gate.
  3. Button teleports to (9E, 41N) on level 1.
  4. Chest contains Key of ?Quandry?.
  5. Use Key of ?Quandry? to open gate.
  6. Teleports to (14E, 41N) on level 3.
  7. Teleports to (4E, 41N) on level 3.

Temple of Ramm (Level 3)

  1. Chest contains Key of Finality, Magic Cookies, and Ankh of Wonder.
  2. Use Key of Finality to open gate.
  3. Button teleports to (9E, 41N) on level 1.
  4. Combat with Xorphitus. After you win, tell him that you're after the Cosmic Forge. Get Robe of Enchant (U), Robe of Enchant (L), Staff Magicus, and Mystic's Ring.
  5. You can walk through this wall.
  6. Button opens chute to (9E, 48N) on level 1.

Endgame (Level 1)

  1. Encounter Bane King and Rebecca. If you had the Silver Cross with you when you met the Bane King in the Isle of the Dead, then you will have to fight the King and Rebecca. You have to use the Silver Cross before you can otherwise hurt either one of them. Holy H2O and Holy Staves of Wood are particularly effective against these two. When you kill them, you get Vennal Robe (U), Vennal Robe (L), Displacer Cloak, Ring of Stars, and North Exit Key.
    If you dropped the Silver Cross before meeting the Bane King, then he will appear and kill himself. Rebecca will then appear and ask if he's gone. If you reply "I love you", she will give you a Diamond Ring. She continues with her story then gives you Vennal Robe (U), Vennal Robe (L), Displacer Cloak, Ring of Stars, North Exit Key, and B.D. Key.
  2. Use the Ring of Stars on the Kings Diary to get the security code. Speak the security code "The Hand of Destiny" to open the gate.
  3. The Cosmic Forge. Ending #1: Take the pen.
  4. You can walk through this wall.
  5. Use the B.D. Key to unlock this door. (It can also be picked or knocked.)
  6. Meet Bela. If you had the Silver Cross, then Bela will attack you. When you defeat her, get the Key of Stars.
    If you did not have the Silver Cross, then Bela will ask you if you want to chase a cosmic lord. Ending #2: Agree to chase the Lord. Ending #3: Decline her offer. Bela will give you the Key of Stars and leave.
  7. Button opens passage through wall.
  8. Use Key of Stars to open gate.
  9. If you killed Bela, then you will find a Starship here. Ending #4: Enter the Starship.
  10. Button teleports to (21E, 37N) on level 0.

After completing any of the endings, you are teleported back to the Enchanted Forest.

Item List

Item: The name of the item, as it appears in the game.

Type: How the item is equiped (and for weapons, what its range and skill category is).

Wgt: How much the item weighs (in pounds)

Value: The base value of the item is worth. NPCs will list the percentage of the base value that they will sell and buy items for.

Dmg: For weapons, how much base damage the weapon deals.

TH: The bonus chance to score a hit in combat.

Mode: Which attack modes the weapon is capable of delivering. The first initial of the mode is listed (except for "Thrown" which is listed in the table as "R"). See the manual for the effects on to-hit and damage that each mode gives.

PS C!: For weapons, P is listed if the weapon can be used as a Primary weapon; S if the weapon can be used as a secondary weapon. If the weapon is two-handed, then "2H" will appear in the PS area. For all items, C means that the item is cursed, and ! means that the item is "important". You cannot drop important items.

AC: The armor class of the item. The lower, the better. Note that shields and misc. items modify your total armor class while other equipment modifies only the part of the body it covers.

Profession/Race/Sex: The classes, races, and sexes that can use each item, listed by their first initial, in manual order. The character must qualify in all three categories to use the item. (This is the same display you get when you assay an item.)

Count/Charge: For stackable items (like potions), this is the number of that item that appear when you find that item in treasure. For charged items (those witha "use" or "invoke" power), this is the number of times you can use that item before it vanishes.

Special: Items can have many special abilities.

Information in this table was taken from the internal data tables on the Wizardry disk, and checked (when possible) against actual gameplay.

ItemTypeWgtValueDmgTHMode
PS C!
AC
RaceSex
Profession
Count/
Charge
Special
Dagger of RammWeapon (S)
Wand&Dagger
1.502d3+11
 T    
PS C!
HEDGHFLDFRM MF
P B
Crit 10%, Regen -2
Miner's ChiselWeapon (S)
Wand&Dagger
2.501d3-1
 T    
PS !
HEDGHFLDFRM MF
F T B V L N
DirkWeapon (T)
Wand&Dagger
1.051d4
     R
PS
HEDGHFLDFRM MF
FM TRABPV LS N
3d3
DaggerWeapon (S)
Wand&Dagger
1.0151d4
 T   R
PS
HEDGHFLDFRM MF
FM TRABPV LS N
SparklerWeapon (T)
Wand&Dagger
0.1151d8
  B  R
PS
HEDGHFLDFRM MF
M T ABP N
5d5Use: Energy Blast (1)
Main GaucheWeapon (S)
Wand&Dagger
2.0301d5
ST    
PS
HEDGHFLDFRM MF
F V L
IcicleWeapon (T)
Wand&Dagger
0.1402d8
     R
PS
HEDGHFLDFRM MF
M T ABP N
4d4Use: Chilling Touch (2)
Ginzu KnifeWeapon (T)
Wand&Dagger
0.5453d21
     R
PS
HEDGHFLDFRM MF
F S N
2d3+1
StilettoWeapon (T)
Wand&Dagger
0.5852d32
     R
PS
HEDGHFLDFRM MF
F T B V L
3Crit 10%
FirecrackerWeapon (T)
Wand&Dagger
0.11003d8
      
PS
HEDGHFLDFRM MF
M T ABP N
3d3Use: Energy Blast (3)
BottlerocketWeapon (T)
Wand&Dagger
0.32001d8
     R
PS
HEDGHFLDFRM MF
M T ABP N
3d3Use: Magic Missile (2)
SkyrocketWeapon (T)
Wand&Dagger
0.53505d5
     R
PS
HEDGHFLDFRM MF
M T ABP N
3d3Use: Magic Missile (4)
PoignardWeapon (S)
Wand&Dagger
3.54201d61
 T    
PS
HEDGHFLDFRM MF
F R B V L
Pixie StickWeapon (S)
Wand&Dagger
0.25002d4
 T   R
PS
     F      MF
FMPTRABPVBLSMN
5d5Use: Sleep (3)
Night StickWeapon (S)
Wand&Dagger
0.212502d4
 T   R
PS
     F      MF
FMPTRABPVBLSMN
4d4Use: Blinding Flash (3)
Skull DaggerWeapon (S)
Wand&Dagger
1.015002d41
 T   R
PS
HEDGHFLDFRM MF
FM TRABPV LS N
Crit 2%, Magic 12%
Faerie StickWeapon (S)
Wand&Dagger
0.225003d41
 T   R
PS
     F      MF
FMPTRABPVBLSMN
4d4Use: Blink (4)
Thieves DaggerWeapon (S)
Wand&Dagger
1.560003d42
 T   R
PS
HEDGHFLDFRM MF
T
1Crit 5%, Invoke: +1 Speed
Wand of MysteryWeapon (S)
Wand&Dagger
0.870003d31
 T   R
PS
HEDGHFLDFRM MF
M A P
3d3Para 15%, Use: Prismic Missile (3)
Demons ToothWeapon (S)
Wand&Dagger
1.580003d4+43
 T   R
PS
HEDGHFLDFRM MF
T B
Para 15%
Wand of RazingWeapon (S)
Wand&Dagger
0.880001d3-4
 T   R
PS C
HEDGHFLDFRM MF
M A P
Wand of WeavingWeapon (S)
Wand&Dagger
0.8100003d31
 T   R
PS
HEDGHFLDFRM MF
M A P
3d3Use: Illusion (4)
Wand of GhostsWeapon (S)
Wand&Dagger
0.8150005d32
 T   R
PS
HEDGHFLDFRM MF
M A P
3d3Use: Dispell Undead (4)
Crystal WandWeapon (S)
Wand&Dagger
0.8200003d31
 T   R
PS
HEDGHFLDFRM MF
M A P
3d3Sleep 15%, Use: Wizard's Eye (3)
Lightning RodWeapon (S)
Wand&Dagger
0.1200003d41
 T   R
PS
HEDGHFLDFRM MF
M A P
3d4Fire 25%, Use: Lightning (4)
Golden RodWeapon (S)
Wand&Dagger
0.1250003d41
 T   R
PS
HEDGHFLDFRM MF
P B
4d4Regen +1, Use: Heal Wounds (4)
Necrology RodWeapon (S)
Wand&Dagger
1.2250003d31
 T   R
PS
HEDGHFLDFRM MF
M A P
2d4Use: Resurrection (4)
Rod of SpritesWeapon (S)
Wand&Dagger
0.5250004d42
 T   R
PS
     F      MF
M A P
Stone 50%
Short SwordWeapon (S)
Sword
3.0451d6
ST    
PS
HEDGHFLDFRM MF
F TR B V L
WakizashiWeapon (S)
Sword
3.02401d6
ST    
PS
HEDGHFLDFRM MF
S N
NinjatoWeapon (S)
Sword
3.57002d41
ST    
PS
HEDGHFLDFRM MF
N
Crit 5%
SaiWeapon (S)
Sword
3.57502d3+21
 T    
PS
HEDGHFLDFRM MF
N
Crit 5%
Wakizashi+1Weapon (S)
Sword
3.5200001d9+11
ST    
PS
HEDGHFLDFRM MF
S N
Crit 2%
Inferior SwordWeapon (S)
Sword
5.0351d6-1
ST    
P
HEDGH LDFRM MF
F V L
CutlassWeapon (S)
Sword
4.5501d6+1
ST    
P
HEDGHFLDFRM MF
F TR B V S
LongswordWeapon (S)
Sword
5.0601d8
ST    
P
HEDGH LDFRM MF
F V L
BroadswordWeapon (S)
Sword
6.0851d7+1
ST    
P
HEDGH LDFRM MF
F V L
Bastard SwordWeapon (S)
Sword
10.01202d4+1-1
ST    
P
HEDGH LDFRM MF
F V L
RapierWeapon (S)
Sword
4.01251d7
 T    
P
HEDGHFLDFRM MF
F TR B V L
KatanaWeapon (S)
Sword
4.04001d71
ST    
P
HEDGHFLDFRM MF
S N
Sword of StrikingWeapon (S)
Sword
5.012501d82
ST    
P
HEDGH LDFRM MF
F V L
BeastmasterWeapon (S)
Sword
6.035001d8+41
ST    
P
HEDGH LDFRM MF
F V L
Sleep 15%
Sword of HeartsWeapon (S)
Sword
4.540001d7+42
 T    
P
HEDGHFLDFRM MF
TR B
Crit 2%
BlackbladeWeapon (S)
Sword
6.050001d8+41
ST    
P
HEDGH LDFRM MF
F V L
Poison-2 25%, Regen -1
Saint BastardWeapon (S)
Sword
11.050002d4+52
STB   
P
HEDGH LDFRM MF
F V L
KO 5%
Bushido BladeWeapon (S)
Sword
4.075002d7+22
ST    
P
HEDGHFLDFRM MF
S N
Crit 5%
Blade CuisinartWeapon (S)
Sword
5.5150004d4+22
ST M  
P
HEDGH LDFRM MF
F V L
Crit 5%
FangWeapon (S)
Sword
5.0250002d8+82
ST    
P
HEDGHFLDFRM MF
F V L
2Crit 10%, Mind 25%, Invoke: +1 Strength
Muramasa BladeWeapon (S)
Sword
4.0344643d7+44
ST M  
P
HEDGHFLDFRM MF
S
Crit 15%, Air 12%, Earth 12%, Fire 12%, Water 12%, Invoke: (Unknown)
Estoc of OliviaWeapon (S)
Sword
5.0400002d7+43
 T    
P
HEDGHFLDFRM MF
R
2Crit 5%, Magic 40%, Invoke: +1 Vitality
The AvengerWeapon (S)
Sword
7.5500003d8+43
ST    
P
HEDGH LDFRM MF
F V L
3d4Crit 10%, Fire 50%, Use: Lightning (5)
ClaymoreWeapon (S)
Sword
15.06002d4+2
ST M  
2H
HEDGH LDFRM MF
F V L
Sword of LadingWeapon (S)
Sword
19.424001d8+8-6
ST    
2H C
HEDGH LDFRM MF
F V L
KO 10%, Regen -1
FlambergeWeapon (S)
Sword
14.030002d5+2
ST M  
2H
HEDGH LDFRM MF
F V L
ExcaliberWeapon (S)
Sword
24.033924d8+44
ST M  
2H
HEDGH LDFRM MF
F V L
5d5Stone 25%, Crit 5%, Fire 37%, Regen +1, Use: Lightning (6)
No-dachiWeapon (S)
Sword
13.040002d7
ST M  
2H
HEDGH LDFRM MF
S N
Crit 2%
ZweihanderWeapon (S)
Sword
16.040003d5
ST M  
2H
HEDGH LDFRM MF
F V L
Dragon SlayerWeapon (S)
Sword
6.560001d10+51
ST M  
2H
HEDGH LDFRM MF
F V L
Sword of FireWeapon (S)
Sword
14.0200002d82
ST    
2H
HEDGH LDFRM MF
F V L
4d3Fire 25%, Use: Fireball (4)
Bearded War AxeWeapon (S)
Axe
4.0501d5
S     
PS
HEDGH LDFRM MF
F R V L
Battle AxeWeapon (S)
Axe
8.51002d4
S  M  
P
HEDGH LDFRM MF
F V LS N
BipennisWeapon (S)
Axe
18.032502d6+2
S  M  
2H
HEDGH LDFRM MF
F V L
Axe of WoeWeapon (S)
Axe
18.065002d6+2-8
S  M  
2H C
HEDGH LDFRM MF
F V L
Regen -3
Blades of AesirWeapon (S)
Axe
18.0140002d122
ST M  
2H
HEDGH LDFRM MF
F V L
4d4KO 5%, Crit 5%, Water 50%, Use: Iceball (5)
HammerWeapon (S)
Mace&Flail
4.0151d4+1-1
  B  R
PS
HEDGH LDFRM MF
F TR V L
KO 5%
War SceptreWeapon (S)
Mace&Flail
6.0751d6
  B   
PS
HEDGH LDFRM MF
F P VBL
KO 5%
NunchakaWeapon (S)
Mace&Flail
2.51451d51
  B   
PS
HEDGHFLDFRM MF
N
KO 10%
Bec De CorbinWeapon (S)
Mace&Flail
4.09352d3+11
 TB   
PS
HEDGH LDFRM MF
F V L
KO 5%
Hammer+1.5Weapon (S)
Mace&Flail
6.5120002d4+61
  B  R
PS
HEDGHFLDFRM MF
F TR V S
KO 15%
Diamond EyesWeapon (S)
Mace&Flail
4.0200003d4+42
  B   
PS
HEDGH LDFRM MF
F P VBL
2Para 20%, Magic 12%, Invoke: +1 Personality
ClubWeapon (S)
Mace&Flail
8.0152d4
  B   
2H
HEDGH LDFRM MF
F P R VBL MN
MaceWeapon (S)
Mace&Flail
10.0651d6+1
  B   
P
HEDGH LDFRM MF
F P VBL
KO 5%
War HammerWeapon (S)
Mace&Flail
6.5701d5+1
  B   
P
HEDGH LDFRM MF
F V L
KO 5%
MorningstarWeapon (S)
Mace&Flail
12.01002d4
  B   
P
HEDGH LDFRM MF
F P VBL
KO 5%
Anointed FlailWeapon (S)
Mace&Flail
15.01401d6+1
  B   
P
HEDGH LDFRM MF
F P VBL N
KO 5%
BullwhipWeapon (E)
Mace&Flail
2.51851d41
    L 
P
HEDGHFLDFRM MF
FMPTRABPVBL MN
Zizka StarWeapon (S)
Mace&Flail
13.014002d5
  B   
P
HEDGH LDFRM MF
F P VBL N
KO 5%
Mustard MaceWeapon (S)
Mace&Flail
1.022501d6+31
  B   
P
HEDGH LDFRM MF
F P VBL
3d3+1KO 10%, Use: Stink Bomb (2)
Maiden HeadWeapon (S)
Mace&Flail
12.077501d162
  B   
P
HEDGH LDFRM MF
F P VBL
3d4KO 10%, Use: Charm (5)
Vulcan HammerWeapon (S)
Mace&Flail
8.0150003d4+42
  B  R
P
HEDGH LDFRM MF
F V L
3d3KO 10%, Fire 25%, Use: Fireball (5)
Cat'o Nine TailWeapon (E)
Mace&Flail
6.5200006d33
    L 
P
HEDGH LDFRM MF
FM TRABPV L MN
Miner's PickWeapon (S)
Mace&Flail
6.001d7+2-5
S     
2H !
HEDGH LDFRM MF
F V L
Giant SledgeWeapon (S)
Mace&Flail
19.43503d6-8
  B   
2H
H D   LDFRM MF
F V L
KO 10%
Holy Stake of WoodWeapon (S)
Pole&Staff
3.501d5
 T    
PS !
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Staff of AramWeapon (E)
Pole&Staff
0.702d5+21
 TBM  
P !
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Poison-2 15%, KO 5%, Crit 5%, Magic 25%, Mind 25%, Regen -1
StaffWeapon (S)
Pole&Staff
4.051d4
  B   
P
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Stave of MissilesWeapon (S)
Pole&Staff
4.07501d4+21
  B   
P
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d2+1Use: Magic Missile (1)
Staff of RuinWeapon (S)
Pole&Staff
4.025001d2-4
  B   
P C
HEDGHFLDFRM MF
MP A P B
Regen -1
Spear of DeathWeapon (E)
Pole&Staff
9.030001d5+41
 T    
P
HEDGH LDFRM MF
F R V LSMN
Poison-2 15%, Crit 2%
Dryadic StaffWeapon (S)
Pole&Staff
4.050002d41
  B   
P
HEDGHFLDFRM MF
M RA P M
3d3Use: Blink (3)
Stave of MoonsWeapon (S)
Pole&Staff
4.050002d41
  B   
P
HEDGHFLDFRM MF
MP RA P B
3d3Mind 17%, Use: Sleep (3)
Staff MagicusWeapon (S)
Pole&Staff
4.070002d41
  B   
P
HEDGHFLDFRM MF
M A P
3d3Fire 10%, Water 10%, Magic 10%, Use: Magic Screen (3)
Stave of StarsWeapon (S)
Pole&Staff
0.0100002d41
  B   
P
HEDGHFLDFRM MF
MP RA P B
3d3Use: Fireball (3)
Stave of WitchesWeapon (S)
Pole&Staff
4.0125003d42
  B   
P
HEDGHFLDFRM MF
M A P
3d3Use: Terror (6)
QuarterstaffWeapon (E)
Pole&Staff
4.5101d5
 TB   
2H
HEDGHFLDFRM MF
FMPTRABPVBLSMN
BoWeapon (E)
Pole&Staff
5.0121d61
 TB   
2H
HEDGHFLDFRM MF
SMN
SpearWeapon (E)
Pole&Staff
5.0201d6
 T    
2H
HEDGHFLDFRM MF
F R V L N
Awl PikeWeapon (E)
Pole&Staff
12.0501d6
 T    
2H
HEDGH LDFRM MF
F V LS N
HalberdWeapon (E)
Pole&Staff
15.01351d10
ST    
2H
HEDGH LDFRM MF
F V L
LanceWeapon (E)
Pole&Staff
18.04501d12-2
 T    
2H
HEDGH LDFRM MF
V L
MonstranceWeapon (E)
Pole&Staff
9.04501d8-1
  B   
2H
HEDGHFLDFRM MF
P B
KO 5%
Hayai BoWeapon (E)
Pole&Staff
5.017501d6+32
 TB   
2H
HEDGHFLDFRM MF
SMN
KO 5%
FauchardWeapon (E)
Pole&Staff
13.520001d12
S     
2H
HEDGH LDFRM MF
F V L
NaginataWeapon (E)
Pole&Staff
13.525001d12
S     
2H
HEDGH LDFRM MF
SMN
Holy BasherWeapon (E)
Pole&Staff
9.0120001d8+41
  B   
2H
HEDGHFLDFRM MF
P B
KO 10%
Faust HalberdWeapon (E)
Pole&Staff
17.5150004d4+22
ST    
2H
HEDGH LDFRM MF
F V L
3d4Para 5%, Crit 5%, Air 25%, Use: Lifesteal (4)
Ravens BillWeapon (E)
Pole&Staff
20.0175004d4+22
ST    
2H C
HEDGH LDFRM MF
F V L
Poison-2 25%, Crit 5%, Regen -2
Rammbus StaffWeapon (E)
Pole&Staff
12.0250002d4+42
  B   
2H
HEDGHFLDFRM MF
P B
1d2+1KO 15%, Magic 25%, Use: Lightning (5)
Maenad's LanceWeapon (E)
Pole&Staff
19.0300002d123
 T    
2H
HEDGHFLDFRM MF
V
3Crit 10%, Mind 50%, Regen +1, Invoke: +1 Strength
Zatoichi BoWeapon (E)
Pole&Staff
5.0344643d6+64
 TB   
2H
HEDGHFLDFRM MF
SM
10d10Para 15%, KO 15%, Crit 5%, Mind 50%, Use: Blinding Flash (6), Invoke: (Unknown)
ShurikenWeapon (T)
Thrown
0.5201d6+1
     R
PS
HEDGHFLDFRM MF
SMN
3d5
Butterfly AxeWeapon (T)
Thrown
3.54001d8+3
     R
PS
HEDGH LDFRM MF
F TR B V L
2d4
Shiken ShuriWeapon (T)
Thrown
0.55001d7+51
     R
PS
HEDGHFLDFRM MF
SMN
1d5+5Crit 3%
Rock of ReflectionOther1.210001d2
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Vamp 125%
SlingWeapon (L)
Sling
1.05
      
P
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Wrist RocketWeapon (L)
Sling
1.514003
      
P
HEDGHFLDFRM MF
FMPTRABPVBLSMN
KO 10%
Bullet StoneMissile0.511d4
  B   
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d10+15
Rhine StoneMissile0.511-4
  B   
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
5d5+10
Razor StoneMissile0.5252d3+1
      
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
4d4+4
Serpent StoneMissile0.5953d3+31
  B   
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3d3Poison-3 15%
Devil StoneMissile0.32404d42
  B   
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
4d4Stone 10%, KO 10%
Short BowWeapon (L)
Bows
2.5250-3
      
P
HEDGHFLDFRM MF
FM TRABPV LSMN
Long BowWeapon (L)
Bows
4.5600
      
P
HEDGHFLDFRM MF
F R V LSMN
Vex BowWeapon (L)
Bows
8.0800-8
      
P
HEDGH LDFRM MF
F R V LSMN
Great BowWeapon (L)
Bows
7.535002
      
P
HEDGHFLDFRM MF
F R V SMN
Crit 5%
Elven BowWeapon (L)
Bows
4.5344644
      
P
 E          MF
F R V L M
2Crit 5%, Invoke: +1 Speed
Elm ArrowMissile0.221d6
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
10d9+10
Cupid ArrowMissile0.2151d4
      
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
5d4+5Sleep 25%
Barbed ArrowMissile0.3251d8+4
      
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
5d4+5Crit 5%
A.P. ArrowMissile0.2451d8+42
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
5d4+5
Viper ArrowMissile0.2851d7+31
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
4d4+4Poison-4 25%
Mystic ArrowMissile0.22204d4+22
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
4d4+4Para 15%
PeacemakerMissile0.425006d6+63
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d3Crit 20%
Lt. CrossbowWeapon (L)
Bows
7.5375-2
      
P
HEDGH LDFRM MF
F TR B V L M
Hv. CrossbowWeapon (L)
Bows
14.51250
      
P
HEDGH LDFRM MF
F R V L M
Seige ArbalestWeapon (L)
Bows
19.080004
      
P
HEDGH LDFRM MF
F R V L M
Crit 5%
QuarrelMissile0.231d4+1
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
10d9+10
Bone BreakerMissile0.31153d3+41
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
4d4+4
Lightning BoltMissile0.412505d5+52
 T    
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
2d2Crit 10%
Duck ShieldShield4.5350
      
C
+2
HEDGH LDFRM MF
F TR B V L
Buckler ShieldShield4.065-1
HEDGH LDFRM MF
F TR B V L
Round ShieldShield10.0350-2
HEDGH LDFRM MF
F V L
Heraldic ShieldShield8.02500-2
HEDGH LDFRM MF
F V L
1Invoke: +1 Strength
Heater ShieldShield17.0750-3
HEDGH LDFRM MF
F V L
Dragon KiteShield16.58000-4
HEDGH LDFRM MF
F V L
Helm of ObitusHelmet8.515000
      
C
+8
HEDGH LDFRM MF
F V L
Regen -8
CoxcombHelmet3.0800
      
C
+3
HEDGHFLDFRM MF
FMPTRABPVBL
SkullcapHelmet0.530-1
HEDGHFLDFRM MF
MP A P B M
Goat's MaskHelmet9.00
      
C!
-2
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Regen -2
Feathered HatHelmet1.575-2
HEDGHFLDFRM MF
F TR B V L
Wizard's ConeHelmet2.075-2
HEDGHFLDFRM MF
M A P
MitreHelmet3.5200-2
HEDGHFLDFRM MF
P B
Tricorne HatHelmet3.5250-2
HEDGH LDFRM MF
F T B V L
Ninja CowlHelmet1.550-3
HEDGHFLDFRM MF
N
Leather HelmHelmet3.5145-3
HEDGH LDFRM MF
F V LS
Steel HelmHelmet4.0300-4
HEDGH LDFRM MF
F V L
Phrygian CapHelmet3.5875-4
HEDGHFLDFRM MF
F T B V L
Faerie CapHelmet0.225000-4
     F      MF
FMPTRABPVBLSMN
1Air 25%, Earth 25%, Fire 25%, Water 25%, Magic 25%, Mind 25%, Regen +1, Invoke: +1 Personality
Mail CoifHelmet6.0350-5
HEDGH LDFRM MF
F V L
Mitre De SanctHelmet3.54000-5
HEDGH LDFRM MF
P B
KabutoHelmet5.5700-6
HEDGH LDFRM MF
S
BascinetHelmet6.5850-6
HEDGH LDFRM MF
F V L
Helm&coifHelmet10.5750-7
HEDGH LDFRM MF
F V L
Mordecai's ConeHelmet4.035000-7
HEDGH LDFRM MF
M A P
Magic 50%, Mind 50%
Burgonet HelmHelmet6.52250-8
HEDGH LDFRM MF
F V L
Bascinet&camailHelmet11.51875-9
HEDGH LDFRM MF
F V L
ArmetHelmet7.57000-10
HEDGH LDFRM MF
F V L
HeaumeHelmet14.012500-12
HEDGHFLDFRM MF
F V L
Ebony HeaumeHelmet10.050000-14
HEDGH LDFRM MF
F V L
Air 12%, Earth 30%, Fire 12%, Water 12%
Vennal Robe (U)Armor3.010000
      
C
+4
HEDGHFLDFRM MF
MP A PVBLSM
Plate Du FauxArmor9.42400
      
C
+2
HEDGH LDFRM MF
F V L
Tarnished MailArmor2.4400
      
C
+1
HEDGH LDFRM MF
F V L
Cloth ShirtArmor2.510-1
HEDGH LDFRM MF
F TR B V L
Robes (U)Armor3.015-2
HEDGHFLDFRM MF
FMPTRABPVBLSM
Fur HalterArmor2.525-2
HEDGH LDFRM  F
F TR B V L
Ninja Garb (U)Armor3.080-3
HEDGHFLDFRM MF
N
Suede DoubletArmor5.085-3
HEDGHFLDFRM MF
F TR B V L
Quilt TunicArmor10.0175-4
HEDGH LDFRM MF
F P VBLS
Leather CuirassArmor14.0285-5
HEDGH LDFRM MF
F T B V LS
Bronze CuirassArmor21.01000-6
HEDGH LDFRM MF
F V L
Stud-cuir Bra+2Armor5.52000-6
HEDGH LDFRM MF
F T B V L
Chamail DoubletArmor5.03500-6
HEDGH LDFRM MF
TR B
Robe of Enchant(U)Armor3.010000-6
HEDGHFLDFRM MF
MP A PVBLSM
Magic 25%
Leather HauberkArmor18.0450-7
HEDGH LDFRM MF
F T B V LS
BreastplateArmor18.0600-8
HEDGH LDFRM MF
F V L
Studded HauberkArmor22.0950-8
HEDGH LDFRM MF
F T B V LS
Chain HauberkArmor2.41250-9
HEDGH LDFRM MF
F V L
Jazeraint TunicArmor20.02000-9
HEDGH LDFRM MF
F T B V L
Tosei-do (U)Armor24.03000-9
HEDGH LDFRM MF
S
Plate MailArmor7.41850-10
HEDGH LDFRM MF
F V L
Full Plate (U)Armor14.44000-12
HEDGH LDFRM MF
F V L
Hi-kane-do (U)Armor9.420000-12
HEDGH LDFRM MF
S
Earth 30%, Fire 15%
Ebony Plate (U)Armor4.450000-14
HEDGH LDFRM MF
F V L
Air 12%, Earth 30%, Fire 12%, Water 12%
Vennal Robe (L)Leggings4.010000+4
HEDGHFLDFRM MF
MP A PVBLSM
Hoaxial PlateLeggings9.4800
      
C
+2
HEDGH LDFRM MF
F V L
Hoary LeggingLeggings19.0450
      
C
+1
HEDGHFLDFRM MF
F T B V LS
Cloth PantsLeggings3.510-1
HEDGH LDFRM MF
F TR B V L
Robes (L)Leggings4.015-2
HEDGHFLDFRM MF
FMPTRABPVBLSM
Chamois SkirtLeggings4.525-3
HEDGH LDFRM  F
F TR B V L
Suede PantsLeggings6.560-3
HEDGHFLDFRM MF
F TR B V L
Ninja Garb (L)Leggings3.080-3
HEDGHFLDFRM MF
N
Fur LeggingLeggings5.0165-4
HEDGH LDFRM MF
F TR B V LS
Quilt LeggingLeggings9.0190-4
HEDGH LDFRM MF
F P VBLS
Leather LeggingLeggings11.0240-5
HEDGH LDFRM MF
F T B V LS
Leather GreavesLeggings8.5650-6
HEDGH LDFRM MF
F V LS
Chamail PantsLeggings6.53500-6
HEDGH LDFRM MF
TR B
Robe of Enchant(L)Leggings4.010000-6
HEDGHFLDFRM MF
MP A PVBLSM
Magic 25%
Bronze GreavesLeggings12.51450-7
HEDGH LDFRM MF
F V L
Jazeraint SkirtLeggings18.51750-7
HEDGH LDFRM  F
F T B V L
Stud ChaussesLeggings17.0900-8
HEDGH LDFRM MF
F V LS
Chain ChaussesLeggings20.01150-9
HEDGH LDFRM MF
F V L
Tosei-do (L)Leggings20.03000-9
HEDGH LDFRM MF
S
Plate GreviereLeggings14.01600-10
HEDGH LDFRM MF
F V L
Full Plate (L)Leggings6.44000-12
HEDGH LDFRM MF
F V L
Hi-kane-do (L)Leggings9.420000-12
HEDGH LDFRM MF
S
Earth 30%, Fire 15%
Ebony Plate (L)Leggings4.450000-14
HEDGH LDFRM MF
F V L
Air 12%, Earth 25%, Fire 12%, Water 12%
Lead BootsShoes23.8825+5
HEDGH LDFRM MF
F V L
SandalsShoes1.525-1
HEDGHFLDFRM MF
FMPTRABPVBLSM
BuskinsShoes3.050-3
HEDGH LDFRM MF
F PTR B VBLS
Tabi BootsShoes2.085-3
HEDGHFLDFRM MF
N
Leather BootsShoes5.0325-5
HEDGH LDFRM MF
F TR B V L
Sacred SlippersShoes2.518000-6
HEDGH LDFRM MF
P B
Magic 17%
Water WingsShoes2.050000
      
!
-7
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Air 10%, Fire 10%, Water 10%
Chain HosenShoes9.0485-8
HEDGH LDFRM MF
F V L
Glass SlippersShoes2.524000-8
HEDGHFLDFRM  F
FMPTRABPVBLSMN
3Mind 100%, Invoke: +1 Karma
SolleretShoes10.01650-10
HEDGH LDFRM MF
F V L
Silver SolleretShoes12.55000-12
HEDGH LDFRM MF
F V L
Mantis BootsShoes9.020000-14
HEDGH LDFRM MF
F V L
2Earth 12%, Water 25%, Mind 12%, Invoke: +1 Speed
Unctuous GlovesGloves2.5600+4
HEDGH LDFRM MF
F PTR B VBL
Chamois GlovesGloves2.0600-3
HEDGH LDFRM MF
F PTR B VBL
Cuir GauntletsGloves3.5240-5
HEDGH LDFRM MF
F V LS
Mail MittensGloves6.0450-6
HEDGH LDFRM MF
F V L
Steel GauntletsGloves8.01500-8
HEDGH LDFRM MF
F V L
Copper GlovesGloves8.51500-10
HEDGH LDFRM MF
F V L
Silver GlovesGloves9.55000-12
HEDGH LDFRM MF
F V L
Mantis GlovesGloves6.020000-14
HEDGH LDFRM MF
F V L
2Air 37%, Fire 25%, Mind 25%, Invoke: +1 Dexterity
Eye-patchMisc. Item0.145
      
C
+4
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Ring of DelphiMisc. Item0.517760
      
C!
+4
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Regen -5
Chain of DespairMisc. Item3.5400
      
C
+2
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Regen -1
Idol of Mau-mu-muMisc. Item4.00
      
!
+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Fire 37%
J.R. DecoderMisc. Item0.10
      
!
+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Pol AnkhMisc. Item1.5100+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Clove of GarlicMisc. Item0.1250+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Vamp 35%
Green ParrotMisc. Item4.01250
      
C
+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Magic 5%, Invoke: +1 Personality
Lynx RingMisc. Item0.12000+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Invoke: (Unknown)
Toadstone RingMisc. Item0.12400+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
2d2+2Air 35%, Use: Cure Poison (6)
Amulet of NightMisc. Item1.02500+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3d4Use: Blinding Flash (4)
Ring of MindsMisc. Item0.13500+0
HEDGHFLDFRM MF
MP A P B M
1d4+2Mind 25%, Use: Mindread (5)
Amulet of AirMisc. Item1.04500+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3d3Air 25%, Use: Air Pocket (5)
Amulet of WindsMisc. Item1.010000+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3d3Air 25%, Use: Whirlwind (4)
Amulet of IceMisc. Item1.010000+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3d3Water 25%, Use: Iceball (4)
Ankh of PhyreMisc. Item1.510000+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
2d2+2Fire 25%, Use: Fireball (3)
Amulet of LifeMisc. Item1.025000+0
HEDGHFLDFRM MF
FMPTRABPVBLSMN
7Use: Resurrection (6)
Wizard's RingMisc. Item0.50
      
!
-1
HEDGHFLDFRM MF
M A P B
Magic 5%
Shadow CloakMisc. Item4.5400-1
HEDGH LDFRM MF
T B N
Silver CrossMisc. Item1.0500-1
HEDGHFLDFRM MF
P B
Magic 10%
Ruby TalismanMisc. Item0.71250-1
HEDGHFLDFRM MF
FM TRABPV LSMN
1Magic 2%, Invoke: +1 Intelligence
Anointed CloakMisc. Item6.04000-1
HEDGHFLDFRM MF
F P VBL M
Magic 12%
Ankh of MightMisc. Item1.520000-1
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Invoke: +1 Strength
Ankh of SanctityMisc. Item1.520000-1
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Invoke: +1 Piety
Ankh of DeathMisc. Item0.525000-1
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3d3Use: Death (5)
Ankh of YouthMisc. Item1.525000-1
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Invoke: -1 Age (18 Min) and +1 Vitality
Ankh of PurityMisc. Item1.534464-1
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Invoke: +1 Karma
Ankh of ArnieMisc. Item1.550000-1
HEDGHFLDFRM MF
FMPTRABPVBLSMN
2Magic 25%, Invoke: Increase Max HP
Ankh of LifeMisc. Item1.550000-1
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d3+4Use: Resurrection (6), Invoke: Complete Healing
Ankh of WonderMisc. Item1.550000-1
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3d3Regen +1, Use: Heal Wounds (6)
Midnight CloakMisc. Item5.02500-2
HEDGH LDFRM MF
T B N
Bone NecklaceMisc. Item2.55000-2
HEDGHFLDFRM MF
F P VB
1Magic 35%, Invoke: +1 Vitality
Medicine BagMisc. Item0.35000-2
HEDGHFLDFRM MF
A
3d3+1Use: Heal Wounds (3)
Mystic's RingMisc. Item0.15000-2
HEDGHFLDFRM MF
M A P
Magic 12%
Tora MaedateMisc. Item1.55000-2
HEDGH LDFRM MF
S
1Magic 12%, Invoke: +1 Vitality
Jade FigurineMisc. Item1.015000-2
HEDGHFLDFRM MF
M
1Mind 20%, Invoke: Increase Max HP
Ring of DeftnessMisc. Item0.220000-2
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Earth 25%, Invoke: +1 Dexterity
Ring of SpeedMisc. Item0.220000-2
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Earth 25%, Invoke: +1 Speed
Scarab NecklaceMisc. Item1.550000-2
HEDGHFLDFRM MF
P B
3Air 25%, Fire 35%, Magic 25%, Mind 25%, Invoke: +1 Piety
Forest CapeMisc. Item6.515000-3
HEDGHFLDFRM MF
R
Air 15%, Earth 15%, Water 15%
Mempo of DeathMisc. Item2.520000-3
HEDGH LDFRM MF
S
2Magic 42%, Invoke: +1 Karma
Cape of Hi-zenMisc. Item5.040000-3
HEDGHFLDFRM MF
M
1Magic 70%, Mind 70%, Regen +1, Invoke: -1 Age (18 Min) and +1 Vitality
Garland of RosesMisc. Item1.550000-3
HEDGHFLDFRM MF
F V L
3Magic 40%, Regen +1, Invoke: Complete Healing
Displacer CloakMisc. Item4.03392-4
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Use: Blink (4)
Ring of StarsMisc. Item0.234464
      
!
-4
HEDGHFLDFRM MF
FMPTRABPVBLSMN
Mind 50%, Regen +1
Cameo LocketMisc. Item0.553392-4
HEDGHFLDFRM M 
FMPTRABPVBLSMN
3Magic 50%, Regen +1, Invoke: Increase Max HP
Pk CrystalMisc. Item1.053392-4
HEDGHFLDFRM MF
P
4Mind 90%, Regen +2, Invoke: +1 Intelligence
Diamond RingMisc. Item0.241248-5
HEDGHFLDFRM  F
FMPTRABPVBLSMN
10Magic 50%, Regen +3, Invoke: Complete Healing
HarmoniumOther1.0100
HEDGHFLDFRM MF
B
Use: Itching Skin
LuteOther4.0250
HEDGHFLDFRM MF
B
Use: Sleep
Angel's TongueOther2.0500
HEDGHFLDFRM MF
B
Use: Bless
Devil's PipeOther1.01000
HEDGHFLDFRM MF
B
Use: Weaken
Midnight ChoirOther8.02500
HEDGHFLDFRM MF
B
Use: Terror
Pan FluteOther2.04000
HEDGHFLDFRM MF
B
Use: Charm
Basso LyreOther18.06000
HEDGHFLDFRM MF
B
Use: Slow
Cuckoo CallOther1.015000
HEDGHFLDFRM MF
B
Use: Mental Attack
Horn of PrometheusOther7.025000
HEDGHFLDFRM MF
B
Use: Fireball
Lyre of CakesOther12.053392
HEDGHFLDFRM MF
B
Use: Help Food
Holy WaterPotion0.50
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d3Use: Holy Water (3)
Mod. StaminaPotion0.285
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d3Use: Stamina (3)
Lt. HealPotion0.2100
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3Use: Heal Wounds (1)
Hv. StaminaPotion0.2150
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d3Use: Stamina (6)
Cure Lt. CndPotion0.2200
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Cure Lesser Cnd (6)
Cure PoisonPotion0.2250
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Cure Poison (6)
Mod. HealPotion0.2250
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d3Use: Heal Wounds (3)
Stink BombPotion0.3250
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Stink Bomb (2)
Cherry BombPotion0.5300
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Energy Blast (5)
Cure ParalyzPotion0.2400
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Cure Paralysis (6)
Holy H2O(+)Potion0.5500
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
3Use: Holy Water (5)
Hv. HealPotion0.2500
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1d3Use: Heal Wounds (6)
Poison BombPotion1.0600
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Poison Gas (3)
Mystery OilPotion0.5666
      
!
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1
Fire BombPotion1.0750
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Fire Bomb (3)
DeadlypoisonPotion0.51000
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Deadly Poison (5)
Acid BombPotion0.41200
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Acid Bomb (4)
Cure StonePotion0.52000
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Cure Stone (6)
ResurrectionPotion1.02500
     R
S
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Resurrection (6)
Armor ShieldScroll0.3200
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Armor Shield (2)
Dispel UndeadScroll0.3400
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Dispell Undead (2)
Magic MissileScroll0.3400
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Magic Missile (2)
TerrorScroll0.3400
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Terror (4)
Knock-knockScroll0.3600
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Knock-Knock (4)
SlowScroll0.3600
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Slow (3)
Fire ShieldScroll0.3900
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Fire Shield (3)
Hold MonstersScroll0.3900
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Hold Monsters (3)
Ice ShieldScroll0.3900
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Ice Shield (3)
ArmorplateScroll0.31200
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Armorplate (3)
BladesScroll0.31200
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Blades (3)
BlinkScroll0.31200
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Blink (3)
Enchanted BladeScroll0.31200
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Enchanted Blade (3)
FireballScroll0.31500
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Fireball (4)
ConjurationScroll0.31600
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Conjuration (4)
IllusionScroll0.31600
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Illusion (4)
LevitateScroll0.32500
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Levitate (5)
LifestealScroll0.33000
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Lifesteal (4)
ResurrectionScroll0.35000
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1Use: Resurrection (6)
Book of AirsOther0.00
HEDGHFLDFRM MF
M RAB B S
1Use: Air Pocket (6), Learn Spell
Book of PoetryOther2.0500
HEDGHFLDFRM MF
FMPTRABPVBLSMN
1KO 5%, Mind 25%, Invoke: +1 Intelligence
Book of DirectionsOther2.01500
HEDGHFLDFRM MF
M B B S
1Use: Direction (6), Learn Spell
Book of MantrasOther2.01500
HEDGHFLDFRM MF
P RA PVBL M
1KO 5%, Use: Stamina (6), Learn Spell
Book of ChillsOther2.02000
HEDGHFLDFRM MF
M B B S
1Use: Chilling Touch (6), Learn Spell
Book of DozesOther2.02000
HEDGHFLDFRM MF
M RABP B SM
1Use: Sleep (6), Learn Spell
Book of PoisonsOther2.02000
HEDGHFLDFRM MF
RA
1Use: Poison (6), Learn Spell
Book of Lt.CuringOther2.02250
HEDGHFLDFRM MF
P RA PVBL M
1Use: Cure Lesser Cnd (6), Learn Spell
Book of KnocksOther2.02500
HEDGHFLDFRM MF
M BP B SM
1Use: Knock-Knock (6), Learn Spell
Book of RaptureOther2.02500
HEDGHFLDFRM MF
P RA PVBL M
1KO 5%, Use: Charm (6), Learn Spell
Book of SlothOther2.02500
HEDGHFLDFRM MF
P PVBL M
1Use: Slow (6), Learn Spell
Book of BlindingOther2.03000
H