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- DUNGEON MASTER:
-
- Maps are available for Dungeon Master from the main Cheats Index
- page.
-
- To see someone intresting, face the entrance and cast "OH EW RA".
-
- To advance ninjas, have them stand in the hall and throw weapons.
- Retrieve the weapons and repeat. Magic users cast spells in the
- air and fighters slash at the air.
-
- Here are some undocumented spells:
-
- "YA BRO ROS"_________Leaves a trail of footprints.
- "VI BRO"____________________________Shield poison.
- "DES IR SAR"_____________________________Darkness.
- "FUL BRO NETA"___________________Fire ball shield.
- "OH KATH RA"_______________________Lightning bolt.
- "ZO"___________________________________Open doors.
- "DES EW"____________________Weakens undead beings.
-
-
-
- CHAMPION LIST
-
-
- # NAME CLASSES EQUIPMENT STATISTICS
- ------------------------------------------------------------------------------
- 1 Iaido Apprentice Fighter Samurai Sword 43/55/40/35/45/50/48/65/11
- Novice Priest Ghi, Trousers
- ------------------------------------------------------------------------------
- 2 Zed Novice Fighter & Priest Torch, Hosen 40/40/40/50/40/40/60/60/10
- Novice Ninja & Wizard Pants, Mail
- ------------------------------------------------------------------------------
- 3 Elija Novice Fighter Robe, Sandals 42/40/42/36/53/40/60/58/22
- Apprentice Priest Magic Box
- ------------------------------------------------------------------------------
- 4 Chani Novice Fighter Shirt, Sandals 37/47/57/37/47/37/47/67/20
- Apprentice Wizard Moonstone
- ------------------------------------------------------------------------------
- 5 Hawk Novice Fighter Leather Pants 45/35/38/55/35/35/70/85/10
- Apprentice Priest Leather Jerkin
- Boots, 2 Arrows
- ------------------------------------------------------------------------------
- 6 Boris Novice Ninja Leather Pants 35/45/55/40/45/40/35/65/28
- Apprentice Wizard Leather Boots
- Rabbits Foot
- ------------------------------------------------------------------------------
- 7 Alex Apprentice Ninja Leather Pants 44/55/45/40/35/40/50/57/13
- Novice Wizard Leather Jerkin
- Boots, Sling
- ------------------------------------------------------------------------------
- 8 Nabi Apprentice Priest Staff, Tunic 41/36/45/45/55/55/55/65/15
- Novice Wizard Pants, Sandals
- ------------------------------------------------------------------------------
- 9 Linflas Apprentice Fighter Elven Boots 45/45/47/35/50/35/65/50/12
- Novice Wizard Elven Doublet
- Elven Huke, Bow
- ------------------------------------------------------------------------------
- 10 Gando Novice Wizard Leather Boots 39/45/47/33/48/43/39/63/26
- Apprentice Ninja Leather Jerkin
- 2 Poison Darts
- ------------------------------------------------------------------------------
- 11 Syra Novice Priest Elven Doublet 38/35/43/45/42/40/53/72/15
- Apprentice Wizard Tabard, Apple
- ------------------------------------------------------------------------------
- 12 Halk Journeyman Fighter Berzerk Helm 55/43/30/46/38/48/90/75/00
- Barbarian Hide
- Club, Sandals
- ------------------------------------------------------------------------------
- 13 Daroou Apprentice Fighter 50/30/35/45/30/45/100/65/6
- Neophyte Wizard
- ------------------------------------------------------------------------------
- 14 Wu Tse Novice Ninja Silk Shirt 38/35/53/45/47/40/45/47/20
- Apprentice Priest Tabard, Sandals
- 3 Throwing Stars
- ------------------------------------------------------------------------------
- 15 Tiggy Novice Ninja Kirtle, Gunna 30/45/50/35/59/40/25/45/36
- Apprentice Wizard Sandals, Wand
- ------------------------------------------------------------------------------
- 16 Leif Apprentice Fighter Leather Jerkin 46/40/39/50/45/45/75/70/7
- Novice Priest Leather Pants
- Leather Boots
- ------------------------------------------------------------------------------
- 17 Azizi Novice Fighter Barbarian Hide 47/48/42/45/30/35/61/77/7
- Apprentice Ninja Hide Shield
- Halter, Daggers
- ------------------------------------------------------------------------------
- 18 Stamm Journeyman Fighter Leather Pants 52/43/35/50/35/55/75/80/00
- Suede Boots
- Tunic, Axe
- ------------------------------------------------------------------------------
- 19 Mophus Journeyman Priest Sandals, Robe 42/35/40/48/40/45/55/55/19
- Cheese, Bread
- Apple
- ------------------------------------------------------------------------------
- 20 Wuuf Apprentice Ninja Leather Jerkin 33/57/45/40/35/40/40/50/30
- Novice Priest Empty Flask
- ------------------------------------------------------------------------------
- 21 Leyla Journeyman Ninja Leather Pants 40/53/45/47/45/35/48/60/3
- Leather Boots
- Silk Shirt, Rope
- ------------------------------------------------------------------------------
- 22 Sonja Journeyman Fighter Gunna, Halter 54/45/39/49/40/40/65/70/2
- Choker, Sword
- Sandals
- ------------------------------------------------------------------------------
- 23 Hissssa Apprentice Fighter 58/48/35/35/43/55/80/61/5
- Novice Ninja
- ------------------------------------------------------------------------------
- 24 Gothmog Journeyman Wizard Cloak of Night 40/43/48/34/50/59/60/55/18
- ------------------------------------------------------------------------------
-
- NOTES:
-
- Statistics are in the following form -
- STRENGTH / DEXTERITY / WISDOM / VITALITY / ANTIMAGIC / ANTIFIRE / HEALTH
- / STAMINA /MANA
-
- Resurrecting a champion keeps stats. Reincarnating may lower or raise stats.
-
-
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL ONE-
- (Hall Of Champions)
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Water Flask Torch
- Cheese
- Corn
- Apples (2)
- Bread (2)
-
- ==============================================================================
-
- No monsters are encountered on this level. You should choose your party
- members carefully. A well-balanced party may get you farther than four of the
- most powerful champions of the same type. Use this level to practice wielding
- weapons and casting spells. It will give you an idea of which champions you
- may wish to bring along on your adventure. If you have no idea who to take,
- try these four: Zed, Tiggy, Azizi, and Wuuf.
-
- Be sure to monitor your champions' stats, fatigue, and hunger on this level
- as well. Notice how much food and water it takes to restore stats, and bed
- down for a while to monitor stat regeneration. Food and water are plentiful
- in the early dungeon levels, but become very scarce as you go on. Conserve!
- Make a note on your map where you may have left food so that you can return
- there in a pinch.
-
- As you encounter monsters in the lower levels, be sure to have all of your
- party members participate in battles. Your champions experience levels raise
- in proportion to how much they accomplish or attempt. Plan team efforts
- before battling.
-
- Conserve torches.
- Use light spells when possible, and store your torches away for those times
- when MANA is important.
-
- Scrolls themselves have no use, other than to provide guidance and
- instructions. You may wish to use the scrolls as path markers.
-
- On this level, fill your water flask(s) and find/store all food.
-
- If one of your champions dies, be sure to pick up their bones and equipment
- if possible.
-
- Learn which champion can cast which spells. Eventually, you will notice
- which spells/potions kill each type of monster easily.
-
- Learn which weapons work best with which champions.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL TWO-
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Apples (5) Daggers (2) Gold (6) Boots (2) Screamers
- Drumstick Arrow Emerald Torch (6) Mummies
- Cheese (2) Sword Topaz Pants (2)
- Corn Stars (3) Iron Shirt
- Falchon (2) Solid Flask (4)
- Magic Box Key Of B Water Flask
- Buckler Copper Coin
- Chests (2)
-
- ==============================================================================
-
- Screamers make for a good meal. Mummies are dangerous, and you must hit and
- move in order to kill them this early on (keep in mind where you saw an altar).
- A couple of things to note on battles....closed gates can be an asset, and
- what is dangerous to your party is also dangerous to monsters.
-
- Recover any thrown weapons after a battle. If some are missing, a monster
- may have picked it up. Find and kill it.
-
- Do not be stopped by closed/locked doors. Where there is a will, there is a
- way. Sound is as important as sight, so turn up the volume!
-
- On this level you will encounter two seemingly impenetrable barriers: a
- door and a force field. They have a lot to do with each other, and one of them
- can be violated.
-
- CAST YOUR INFLUENCE - This is a two-part obstacle.
- You must use two distinct aspects of your champions
- abilities in the correct order; the first is a spell.
-
- GENERAL NOTES: Save the game position to disk regularly, especially before
- dangerous moves and after a tough portion of the game. If your
- champion has not enough MANA to chant a spell in total, chant as
- many syllables as possible and then sleep. When you awaken you
- can chant the remainder of the spell.
- You may pre-chant a spell for each champion and keep them at the
- ready in case you run into some surprising situations. You
- should also know by now that objects/weapons to be used must be
- placed in right hand. Best use of chests is to store one type
- of item together in each chest (food in one, clothing and armour
- in another, etc).
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL THREE-
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Bread (2) Chain Mail RA Key Water Flask Screamers
- Drumstick (3) Arrow Pants Blue Meanies
- Cheese (3) Helmet Torch (2) Rock Creatures
- Sword Flask (2)
- Boots
- Compass
- Chest (2)
-
- ------------------------------------------------------------------------------
- MATRIX ROOM
- ------------------------------------------------------------------------------
- Bread Sword Gold Robe
- Cheese
-
- ------------------------------------------------------------------------------
- CHAMBER OF THE GUARDIANS
- ------------------------------------------------------------------------------
- Apple Chest
- Drumstick (2) Gold Shirt
-
- ------------------------------------------------------------------------------
- CREATURE CAVERN
- ------------------------------------------------------------------------------
- Cheese Gold
-
- ------------------------------------------------------------------------------
- ROOM OF THE GEM
- ------------------------------------------------------------------------------
- Cheese (2) Sling Gold Blue Gem
- Apple (2) Rabbit Foot
- Drumstick (2)
- Bread
-
- ------------------------------------------------------------------------------
- THE VAULT
- ------------------------------------------------------------------------------
- Bread Helmet Gold Pants
- Silver Coin
- Chest
-
- ------------------------------------------------------------------------------
- TIME IS OF THE ESSENCE
- ------------------------------------------------------------------------------
- Apple Gold Shirt
- Drumstick
-
- ==============================================================================
-
-
- VAULT - Don't horde -all- the money you find. Key word in the phrase is
- 'cast'. Remember other means of opening doors besides keys, buttons,
- switches, or pads. Some things cannot simply be taken, but must
- instead be 'exchanged'.
-
- TIME - Hit and run 4 left, 2 forward. Recall one aspect of CAST YOUR INFLUENCE.
- Trap door works just like other encountered, except the trigger might
- not be where you expect it to be.
-
- GUARDIANS - Following the chest is one way of acquiring it. Think about what
- you do with a mirror and don't leave the immediate area without
- using it.
-
- MATRIX - Remember, walls are important to notice. Use object you found upon
- entering this dungeon level or you may become a bit disoriented.
-
- GEM - Pits are the pits, so lose some of your less important objects. Again,
- watch the walls.
-
-
- GENERAL NOTES: It is often helpful to find a small room close by when you need
- to sleep; simply close the door and your party will be
- sufficiently safe.
- Many times you will move so quickly that you will pass right by
- wall switches which open doors and secret panels.
- Remember that running and closing a gate may be the ticket to
- killing monster parties. Doors and gates closing on a being
- will cause much damage.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL FOUR-
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Drumstick (2) Rapier Gold Water Flask Rock Monsters
- Cheese Horn Of Fear Flask (3) Screamers
- Chain Mail Shirt Bees
- Axe Pants Worms
- Bow Gold Coin Ghosts
- Helmet Hosen
-
- ==============================================================================
-
- A second staircase is around somewhere which leads back to previous level.
- There is a room here which contains Screamers. Open door, kill Screamers, get
- food. Close door, re-open door and Screamers are there again. Nice food
- supply.
-
- Purple Worms are just as dangerous to you as that first mummy you encountered
- in level two. Circle and hit them. Move, hit, move.
-
- Be sure to examine aqueducts.
-
- Don't take short cut the first time. Come back to it later.
-
- If you find the 'prisoner' you will be near staircase leading down a level.
- Heed the writing or you will have more work to do. As long as prisoner is
- imprisoned, so are you.
-
- Bow raises Ninja level very slowly. Best use it later when you find slayer
- arrows.
-
- Lock Picks are worthless.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL FIVE-
-
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Torch Screamers
- Bees
- Green Octopus
- Skeletons
- Flying Snakes
-
- ------------------------------------------------------------------------------
- BLUE TRANSPORTER ROOM
- ------------------------------------------------------------------------------
- Poison Dart (3) Mirror Of Dawn
- VEN Potion Gold Coin
- Helmet Blue Gem
-
- ------------------------------------------------------------------------------
- BUTTON ROOM
- ------------------------------------------------------------------------------
- Dagger Gem Of Ages
- Leg Mail Ekkhard Cross
- Mace Blue Gem
- Hosen
- Gold Coin
-
- ------------------------------------------------------------------------------
- NEVER ENDING ROOM
- ------------------------------------------------------------------------------
- Corn Staff Illumulit
- Helmet Choker
-
- ------------------------------------------------------------------------------
- PIT ROOM (and lower)
- ------------------------------------------------------------------------------
- Drumstick (3) VEN Potion (2) Chest
- DAIN Potion Blue Gem
- KU Potion
- Large Shield
-
- ==============================================================================
-
- TRANSPORTER - R-R-180-L-180-R
-
- BUTTON - Push 5 of them. Mark them to keep track.
-
- NEVER END - Button. Go back and look for room.
-
- PIT - Secret rooms, magic walls.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL SIX-
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Drumstick (2) Vorpal Blade Solid Wizard Eyes
- Magic Box Iron Skeletons
- Helmet Bees
- Yew Staff Flying Snakes
- Large Shield
-
- ------------------------------------------------------------------------------
- KING FILIUS' ROOM
- ------------------------------------------------------------------------------
- Mail Akelton Iron
-
- ------------------------------------------------------------------------------
- FLOOR PANEL ROOM
- ------------------------------------------------------------------------------
- Magic Box Iron
-
- ------------------------------------------------------------------------------
- KING MIDAS ROOM
- ------------------------------------------------------------------------------
- Iron
-
- ------------------------------------------------------------------------------
- I DON'T LIKE TO BE IGNORED ROOM
- ------------------------------------------------------------------------------
- Drumstick VI Potion Iron Torch
- ROS Potion
- Magic Box
-
- ------------------------------------------------------------------------------
- AFTER DOUBLE DOORS
- ------------------------------------------------------------------------------
- Corn Arrows (2) Mirth Akelton
- Drumstick Stars (2) Mirth Pants
- Crossbow Torch
- Magic Box (2)
- Vorpal Blade
-
- ==============================================================================
-
- RIDDLES - All have something to do with your inventory of objects. Think.
-
- OTHER HINTS: Transport a heavy object. Throw dagger or shoot arrow; if it
- returns try again, if not then turn corner....Surprise!
- Magic box - Wall ring.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL SEVEN-
- (RA Level - Tomb Of Firestaff)
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- FireStaff RA Key Water Flask Rock Monster
- Carbomite Turquoise Flask (4)
- FUL Bomb Winged Key Torch
- VEN Bomb Lock Picks
- INQUISITOR Magnifier
-
- ------------------------------------------------------------------------------
- ROOM #1
- ------------------------------------------------------------------------------
- Sceptre Of Lyf Gem Of Ages
- Illumulit
-
- ------------------------------------------------------------------------------
- ROOM #2
- ------------------------------------------------------------------------------
- DragonSpit SpeedBoots
-
- ------------------------------------------------------------------------------
- ROOM #3
- ------------------------------------------------------------------------------
- FreezeLife Crown
-
- ------------------------------------------------------------------------------
- ROOM #4
- ------------------------------------------------------------------------------
- Bolt Blade
- Flaimbain Mail
-
- ==============================================================================
-
- Keys are important on this level. Needed are 1 Master Key, 1 Ruby Key, and 4
- RA Keys. RA Keys are found on levels 3, 7, 9, and 12.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL EIGHT-
- (The Arena)
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Apple Yew Staff Solid Chest (2) Ghosts
- Cheese FUL Bomb (5) Ring Of Time Thieves
- Potions (2) Rabbit Foot Skeletons
- Staff Of Manar Torch Mummies
- Mace Of Order Jewel Symar
- Star Copper Coin
- Magic Box
- Delta
-
- ==============================================================================
-
- On long hallway, take 26 steps, turn around, and wait until door opens.
-
- Chasing Thieves will most times lead you to nastier monsters.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL NINE-
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Cheese (2) Storm Ring RA Key MAG Armadillos
- Apple Robe
- Torch
-
- ==============================================================================
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL TEN-
- (The Snake Level)
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Corn (2) SpeedBow Skeleton Water Flask Scorpions
- Cheese (2) HardCleave Key Of B Chest Skeletons
- Bread (4) FUL Bomb Torch Wizard Eyes
- Drumstick Armour Moonstone Amulet Thieves
- Magnifier
-
- ==============================================================================
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL ELEVEN-
- (Clockwise Level)
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Drumstick Mace Iron Chest (2) Bees
- Sabre Cross (2) Copper Coin (4) Thieves
- Staff Skeleton Water Creatures
- Armour Of Lyte Blue Creatures
- Mornigstar Mace
- Fury
- Diamond Sword
- VEN Potion
- FUL Bomb
- Magic Defence
- FootPlate
-
- ==============================================================================
-
- Portions of this level are not mappable.
-
- Beware poison traps.
-
- POISON ROOM: Get sword, stay till cloud clears, kick trap, move back.
-
- CLOCKWISE ROOM: Start at writings, move counter clockwise.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL TWELVE-
- (Knight Level)
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- Corn (3) Health Potion Topaz Water Flask Knights
- Apple (4) VEN Potion Emerald Speed Boots Octopus
- Bread FUL Bomb Master Spiders
- Cheese Armour Of Darc RA Key Crystal Ball
- Drumstick Arrow Skeleton
- Helmet of Lyte
-
- ==============================================================================
-
- One of the Knights has a key you need. Spells do not affect him.
-
- Some spiders proliferate more than others.
-
- A distinct monster boundary is in place. Use it to your advantage.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL THIRTEEN-
- (Black Lord Level)
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- NONE Flamit Hellion Necklace Black Lord (Wizard)
- Tar Pits
- Gargoyles
-
- ==============================================================================
-
- Have a fire extinguisher at the ready.
-
-
-
- CREATURE/ITEM LIST
- AND HINTS
- -LEVEL FOURTEEN-
- (DRAGON LEVEL)
-
-
- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
- ------------------------------------------------------------------------------
- NONE Eye Of Time Plain Crown Dragon
- Power Gem Various Gems
- Crown
- Silver Coins
- Gold Coins
-
- ==============================================================================
-
- TO KILL DRAGON: Lead him back to stairway you came down and attack him. When
- you see fireball coming, go up stairs.
-
- POWER GEM IN LOCKED ROOM: Rebirthing chamber, so save coins...only way in.
-
- TO GET POWER GEM TO MERGE WITH FIRESTAFF: Use the Zokathra spell.
-
-
-
-
-
- Dungeon Master Spell List
- Compiled By Michael Stetter
-
-
- Note: The power symbols are required for all spells. Power effects
- the strength and duration of the spell. All potions require
- a empty flask.
-
- Power 1=LO, 2=UM, 3=ON, 4=EE, 5=PAL, 6=MON
-
- Elemental 1=YA, 2=VI, 3=OH, 4=FUL, 5=DES, 6=ZO
-
- Form 1=VEN, 2=EW, 3=KATH, 4=IR, 5=BRO, 6=GOR
-
- Class 1=KU, 2=ROS, 3=DAIN, 4=NETA, 5=RA, 6=SAR
-
-
- Power Elemental Form Class Caster Effect
- -----------------------------------------------------------------------
-
- 1-6 1 P MON Potion (Stamina)
- 1-6 2 P VI Potion (Healing)
- 1-6 4 W Light
- 1-6 6 W Open Button Doors
- 1-6 1 4 P Spell Shield
- 1-6 1 5 P YA Potion (Protection)
- 1-6 2 5 P BRO Potion (Cures Poison)
- 1-6 3 1 P Poison Potion
- 1-6 4 4 W Fireball
- 1-6 5 1 W Poison Cloud
- 1-6 5 2 W Weaken Non-Material Beings
- 1-6 1 5 2 P Magic Footprints
- 1-6 1 5 3 P DANE Potion (Wisdom)
- 1-6 1 5 4 P NETA Potion (Vitality)
- 1-6 3 2 5 P Look Through Solid Objects
- 1-6 3 3 5 W Lightning Bolt
- 1-6 3 3 6 P Monster Confusion
- 1-6 3 4 5 W Light
- 1-6 3 5 2 P ROS Potion (Dexterity)
- 1-6 4 5 1 P KU Potion (Strength)
- 1-6 4 5 4 P Fire Shield
- 1-6 5 4 6 W Darkness
- 1-6 6 3 5 W ZOKATHRA Spell
- 1-6 6 5 5 P EE Potion (Mana)
-
- -----------------------------------------------------------------------
-
-
-
-
-
- Attack Spells 1. Poison Cloud OH + YA
- 2. Ghost Killer DES + EW
- 3. Fireball FUL + IR
- 4. Lightning OH + KATH + RA
- 5. Poison Potion (VEN bomb) ZO + VEN
- 6. Cast a Poison Cloud OH + VEN
- 7. Poison Spell DES + VEN
-
- Defence Spells 1. Shield Spell YA + BRO
- 2. Fire Shield FUL + BRO + NETA
- 3. Magical Group Shield YA + IR
-
- Potions 1. Stamina YA
- 2. Health VI
- 3. Increased Mana ZO + BRO + RA
- 4. Strength * FUL + BRO + KU
- 5. Dexterity * OH + BRO + ROS
- 6. Wisdom * YA + BRO + DAIN
- 7. Vitality * YA + BRO + NETA
- 8. To Cure Poison VI + BRO
- 9. To Heal Wounds VI
-
- General Spells 1. Open Door ZO
- 2. Light Spell FUL
- 3. Longer Light OH + IR + RA
- 4. Footprints YA + BRO + ROS
- 5. Darkness DES + IR + SAR
- 6. Long Lasting Darkness DES + IR + RA
-
- Some Others 1. Magical Sight OH + EW + RA
- 2. Hides From Monsters OH + EW +SAR
- 3. Frees Power Gems ZO + KATH + RA
- 4. Leaves A Trail of
- Poisonous Footprints YA + BRE + ROS
- 5. Zokathra Spell ZO + RATH + KA
-
- Spells Marked with an * are temporary.
- Most of the Potion Spells need an empty flask.
-
-
-
-
-
- CONDENSED MAD MANS RAMBLINGS
- ------------------------------
-
- In Dungeon Master there are a few secrets..If you want to play without
- cheating stop right here..DO NOT READ ANY FARTHER.
-
-
-
-
-
- Level One
- -----------
-
- All 24 characters exist here frozen in pictures. By clicking on one the
- inventory will be displayed along with the option to resurrect or
- reincarnate.
- Resurrecting a character will return him / her to life exactly as
- before death, retaining all attributes.
- Reincarnating a character will return him / her to life, but
- without previous attributes.
- A few items are to be found before going to level 2.
-
-
-
- Level Two
- -----------
-
- Items to be found: 3 Falchions 2 Daggers
- 1 Arrow 3 Throwing stars
- 2 Small rocks 1 Buckler shield
- 2 Blue magic boxes 1 Copper coin
- 4 Torches 5 Flasks
- 2 Chests 2 YA potions
- 1 Elven doublet 2 Pairs of leather boots
- 1 Pair of leather 1 Pair of Ghi trousers
- trousers
- Numerous keys.
-
-
- `SMALL DETAILS CAN HIDE GREAT REWARDS' - Press button on the wall
- for a Falchion.
- Two pressure pads in room with gate - step on first pad, then step
- right, two forward, one left,and out.
- Large room with gate and 9 pressure pads - forward 3 steps, back
- one, forward 2 steps, back 1, forward and out.
- Pressure pad with rock laying nearby - place rock on pad to open
- gate.
- `STEP INSIDE, TAKE A RIDE' - step into transporter and search the
- floor.
- Pressure pad and tap door - place an item on the pad t close the
- pit.
- Pressure pad with writing on wall - it says nothing useful,
- continue.
- Large room with pressure pad and green button wall - press button
- to open gate and step around pad to leave.
- Blue transporter and open pit - place an item on floor to close the
- pit and search the floor.
- Wooden door closes as you approach - wall says "None shall pass" -
- simply chop door with a sword to get a chest.
- "THIS FOUNTAIN ACCEPTS ONE WISH' - Put a coin in fountain to open
- door.
- Unopenable gate with sword behind - continue around corner and
- throw switch on wall. Go back to find gate open and throw switch to open
- secret room in place you've just come from.
-
-
-
- Level Three
- -------------
-
- Items to be found: Sword Sabre
- Sling Numerous small rocks for sling
- 5 Arrows Wooden shield
- Wand 2 Bezerker helms
- Blue magic box Rabbit's foot
- Blue gem Ra Key
- 2 Flasks 3 Chests
- Mirror of dawn Compass
- Numerous coins Mail Aketon
- Suede boots 2 Leather pants
- Elen huke 2 Fine robes
-
-
- On entering level three, take 8 paces forwards, button on left wall
- opens secret passage. A fast run is required to get through transporter.
- `CHOOSE YOUR DOOR, CHOOSE YOUR FATE' - six cryptic rooms. One
- golden key is to be looked for in each room.
- The Matrix. Enter room, 2 steps right, 6 steps forward, turn left,
- 4 steps forward, turn right, press button in alcove, proceed the way you
- were going to find a secret room.
- Time is of the Essence: Blue button on the wall. `Hit and Run'.
- Press button and quickly move 4 steps left, one forwards to get through
- wall.
- Blue button and open pit - press button and turn quickly to see a
- transporter, throw a fairly heavy item into it to hut pit.
- Second blue button and pit - Press button and immediately take 2
- paces back while pit is shut (this pit can be opened for your exit by a
- blue button further in).
- Creature Cavern: Fight your way through the monsters to the gold
- key.
- Chambers of the Guardian: The last of the seven rooms contains a
- chest. Press the blue button and a transporter moves the chest to another
- room, repeat this until the chest appears outside the last room. Use
- mirror of dawn to open secret room half way along corridor.
- The Vault: `You must pay for your entrance' - 2 gold coins. `Cast
- your influence, cast your might' - ZO spell to open door, then throw an
- item onto pad to close pit.
- Take silver coin and replace it with something to keep the door
- open, use the silver coin to open the next door.
- Open chest and use coins to open secret room on your right, enter
- room and press button to open secret room back the way you came.
- Room of Gem: Place an object on the pad to close pit. Blue button
- opens gate and also open the pit behind you. Turn around and throw object
- back onto pad.
- Find secret button at end of passages. Press to open a secret room
- and retrieve the gem. You can now return to the entrance and open the
- door by placing gem in slot provided.
- When all rooms have been completed you will have 6 gold keys, use
- them to leave the level. Just before the stairs, to leave the level, you
- will find a wooden door which can be opened by one of the gold keys. In
- the room are some useful objects and a button on the wall. Press the
- button to open a secret room a few paces back down the corridor.
-
-
-
- Level Four
- ------------
-
- Items to be found: Numerous coins Axe
- Rapier Bow
- Teo wand Hosen
- Leg mail Elven boots
- Leather pants Leather jerkin
- Small shield Bassinet
- 2 Small rocks Blue magic box
- 3 Flasks Water bottle
- (It is what it says in the texts --> ) Neta potion
- Horn of fear
-
-
- `DON'T LET A CLOSED DOOR STOP YOU' - Chop down with axe.
- Coin slot in wall turn on blue haze, use unknown.
- `SHORT CUT' and key hole - Use gold key to turn on transporter.
- Step in and appear further on.
- `THIS IS MY PRISONER, LET HIM SUFFER' - Throw something to kill the
- prisoner, it opens your exit at the end of the level.
- Chop closed door.
-
-
-
- Level Five
- ------------
-
- Items to be found: Mace 3 Poison darts
- Dagger Staff of claws
- Large shield 2 Helmets
- Casque 'n' coif Mail Aketon
- Hosen Leg mail
- Choker Illumulet
- Mirror of dawn Rabbit's foot
- Ekhard cross 4 VEN potions
- Gem of ages 3 Blue gems
- DANE potions KU potion
- chest FUL bomb
- Blue magic box
-
-
- The first turn on this level takes you into a large room containing
- four doors, these are the treasure stores. Working anti-clockwise as you
- enter the room:
- First door: This room is full of transporters. Step into this room
- and move in the following order: right, back, forward, left, right, back.
- Keep an eye on the floor as you do this.
- OPen pit: behind you is a lever to close pit.
- Second door: Smaller of two rooms. Button in wall door. Larger of
- two rooms. Buttons around the wall reveal more buttons until correct
- combination is achieved and secret panel opens.
- Third door: On entering the large room, turn right and walk into
- corner where you will find a button. Press and walk back past the
- entrance to the other corner. Turn right and walk to the next corner.
- Turn right and walk until you find passage on left. Forget walking
- straight across room as it ever becomes never ending.
- Fourth Door: There are two passages on the other side of pits. The
- one on the left cannot be accessed until level six. The one on the right
- is reached by making your way through the pits on the right. A number of
- attempts may be needed before the pits close in the correct order.
- When all rooms have been explored, return to the starting corridor,
- a few paces down where you will find a stair case. Climb and press button
- to open wall to a corridor on level 4.
-
-
-
- Level Six
- -----------
-
- Items to be found: Large shield Casque 'n' coif
- Mail Aketon Torso plate
- Mitheral Aketon Mitheral mail
- Torches Crossbow
- 2 Throwing stars 2 Vorpal plate
- 3 Slayers 2 Green magic boxes
- Blue magic box UNVEN potion
- VEN potion Yew staff
- Water flask
-
-
- `I AM ALL, I AM NONE' - nothing.
- `HARD AS ROCKS, BLUE AS SKY. TWINKLE IN A WOMAN'S EYE' - Blue Gem.
- `I ARCH YET I HAVE NO BACK' - Bow
- `A GOLDEN HEAD ANDY YET NO BODY' - Gold coin.
- Room with pit and gate that closes as you try to get to it - throw
- lever on right wall to turn on transporter, place an object in the
- transporter to open gate. Step into transporter to retrieve object, green
- button closes pit.
- `THE GRAVE OF KING FILIUS' - Press 4 buttons around wall until
- correct combination is found. This opens a secret panel.
- `THE GRAVE OF KING MILIAS' - Place a gold coin in hole in the wall
- to open secret room.
- `IF YOU WANT TO STAY ALIVE YOU'D BETTER TURN AND RUN' - Right hand
- corridor: On left wall soon after entering room is a button. Press this to
- open a secret room on far left. In this other room is another button which
- opens a room near the exit.
- There is also a room which open when you step on a pressure pad and
- closes when you step off. No amount of weight seems to keep the door
- open.
- Left hand corridor: After passing through the gate you will find a
- door on the left. Nearly opposite is a metal ring set in the wall, press
- this to open a secret passage. Towards the end of the passage is another
- secret passage opened with a button on the wall.
- Stuck between two gates with a blue haze turning on and off - cast
- a spell to open the gate then take off armour to move faster and run through
- the haze.
- `TEST YOUR STRENGTH' - throw an item down corridor to open a gate
- further on.
- As you travel along you will find a room on your right with a
- staircase leading up. This is the way to the restricted area on level 5 in
- the pit room.
- Do not enter the transporter saying "Ha Ha Ha", you will end up
- back on level 5.
- Towards the end of the level is a passage with a lever at one end
- and a gate and transporter at the other. Ignore the transporter - it only
- takes you to an earlier part of the level. To enter the room you must throw
- the lever and move quickly to the gate and enter before it closes.
-
-
-
- Level Seven
- -------------
-
- Items to be found: The firestaff Bolt blade
- Flamebain Crown of Nerra
- The Inquisitor FUL bomb
- VEN potion Sceptre of lyf
- Gem of Ages Illumulet
- Dragon spit Boots of speed
- 2 Green magic boxes 4 Flasks
- Water flask Orange gem
- Corbamite Magnifier
- Torch Ra Key
- Winged key Turquoise key
-
-
- Although all the following information guides you through level 7,
- on first entering the level you can only open one gate (with a Ra key).
- The other three Ra keys and other keys must be obtained from lower levels.
- `THE TOMB OF THE FIRESTAFF' - after passing through the first 3
- doors that require Ra keys, you ill come across 4 rooms on the right. Only
- one of these can be opened with the turquoise key that you will find on this
- level. A lift of items to be found within these rooms was given in an
- earlier part of this guide (I hope, I only copied this document from the
- beginning of `CONDENSED MAD MAN'S RAMBLINGS' Part One).
- `DANGER, ENTER WITH CAUTION' - First you will find alcoves that may
- prove rewarding. As you turn right along a corridor with short passages on
- the right, a button will be found on the left wall (three and a half
- passages along). Press this button to open a passage on your return
- journey.
- In the room at the end of corridor will be found a Turquoise key
- under some ashes. To the left is a button that opens a passage at the end
- of which are some scrolls and a Ra key.
- On your alcove to the room with the alcoves you will find a passage
- has opened in front of you. Enter, turn right, left and seven paces
- forward to find a button on your left. Press the button and walk back the
- way you came to find the winged key has been revealed. Travel down the
- corridor, it is a direct route to level 13. Open pan and return.
- Return to the `DANGER, ENTER WITH CAUTION' door. Opposite is
- another corridor at the end of which are some very useful items. Leave
- this corridor and open the door on your left with the Ra key. Walk along
- this corridor for some distance taking many turns to find the Ra key.
- Don't hang around when you find the firestaff You now need the Power Gem
- from level 14.
- Ruby key opens `ENTER WITH CAUTION' door.
- Master key opens door to retrieve Firestaff.
-
-
-
- Level Eight
- --------------
-
- Items to be found: Delta Rabbit's foot
- 4 FUL bombs 2 Chests
- Mac of Order Staff of Manar
- Yew staff Throwing star
- Green magic box Jewel symal
- Torch Copper coin
-
-
- Level 8 consists of a very large room with a number of secret
- passages, also numerous pits.
- Around the wall you will find a short corridor with a chest and two
- holes in the wall. The holes fire fireballs which pass through various
- blue hazes and travel around the room. At the start of this passage you
- will find a button on the wall. Press it to open a secret panel behind the
- blue haze on your right. Press the green button behind this panel to
- switch off the haze and thus stop the fireball from hitting you as you
- search this level. If you stand with your back to the fireballs and walk
- forwards you come to the end of the wall. Step around this to the other
- side and take a further 10 steps forwards to find a key in front of you.
- One of the buttons around the wall will reveal a series of passages
- culminating in what seems to be an endless passage. In effect you are
- being transported back to the start of the passage. Stand with your back
- to the beginning and take 26 paces forwards, then turn right and wait for a
- moment for a panel to open. You will find a gate behind which is a button
- on the left wall. Press to open a secret room.
- One passage you will find will end in a gate (you should have a
- solid key on you to open it). At the end of the passage you will find a
- skull on the wall. Use the skeleton key that you found in the chest to
- open a secret panel. You will find a number of these in the levels to
- come. Always open them to reveal access to the master staircase which
- begins on level 8 and finishes on level 14., opening on all the levels in
- between.
- If you drop down one of the pits in the room you will find a series
- of corridors. Search them to find another pit at the bottom of which is a
- Yew staff.
-
-
-
-
- Level Nine
- ------------
-
- Items to be found: Storm ring Pendant feral
- Green magic box Blue magic box
- Rope 2 Chests
- Corbamite Flask
- 2 Torches Skeleton key
- Green gem
-
-
- `WHEN IS A ROCK NOT A ROCK' - Take one step left and walk through
- the wall. It is a good idea to mark this place in case you need to return
- in a hurry. Turning left will bring you into a gated room. Search for a
- button to open a secret room.
- A short distance after you pass the wall you can walk through, on
- your right, is an invisibly field which turns you through 180°. This can
- be confusing, so don't rush.
- After passing through a gate, keep to the left while searching for
- a button to open a secret room.
- The next gate you come to will lead to some downward stairs, ignore
- these, there is nothing in the room below.
- You will find an unopenable gate with a chest beyond and a lever on
- the right. The lever opens a pit dropping the chest into a room below
- (mentioned earlier). With the pit closed, explore the passage to your
- right to find an upward staircase. Go up and you will find a pit to your
- right which will will drop you behind the gate. Search for a button before
- dropping down the pit.
- `WHAT IS UNDER FOOT IS SOON OVERHEAD' - the passage ahead has 3
- floor buttons on each side. As you step on each, a fireball is fired at
- you. You must place an item on each floor button moving away quickly to
- avoid being hit (this only needs to be done on one side).
- Two exits are found on the other side of the floor buttons. The
- left hand one takes you through a series of passages and rooms at the end
- of which you will find a button to open a secret room.
- `LIGHTER THAN A FEATHER' - Corbamite weighs nothing, use it to open
- the gate by placing it in the alcove.
- The last gated room on this level contains an important item.
-
-
-
- Level Ten
- -----------
-
-
- Items to be found: 2 keys of B Hard cleave
- Shield of Lyte Armet
- FUL Bombs Speed bow
- Water flask Moonstone
- Boots of speed Torso plate
- Leg plate Foot plate
- Magnifier
-
-
- `BEWARE OF MY TWISTED HUMOUR, THE DECEIVER, THE SNAKE' - you must
- snake your way through the pillars, going first to the extreme left, the
- right, left, and right again, to find an opening on your left. Which ever
- passage you use the key of B to open, they both end up at the same point.
- Check the items dropped by anything you kill, to find a second key of B to
- get you out.
- `ZOOOOOM' - as you step on the first pad you will be moved around
- the room until you successfully step off into the passage on the other
- side. Precise timing is required to get off the moving pads. Halfway
- round the room you will find a blue haze with a space beside it. If you
- decide to enter this space, be careful, as the haze will transport you to
- the very beginning of the level.
- The next gate you come to opens into a large irregularly shaped
- room. If you press the button just after the gate you will release
- monsters that are held in fields around the room. If you walk straight
- ahead of you, you will come to monsters guarding a button to open a short
- secret passage to the right.
- As you leave this room, the fields containing the monsters will be
- turned off releasing them. As you travel along the corridor you will find
- a gated room on the left, enter and search for a button to open a secret
- panel. This room may be transported back to a later stage.
- A monster will drop a skeleton key when killed in the passages to
- come, so look out for it.
- Two secret rooms are to be found in the following corridors so
- check in the following corridors so check the walls and back track to find
- the rooms after pressing buttons which have no obvious immediate effect.
- You will soon come to two gates almost side by side, these should
- be closed to allow you time to plan ahead, and when threatened, to run back
- and fight from.
- Further along the passage you will find another two gates a little
- further apart than the previous two, they should be closed as before.
- A room will be found with a brown button on the wall, this button
- transports you back to the room mentioned earlier. This could be useful if
- trapped by some pursuing monsters.
-
-
-
- Level Eleven
- --------------
-
- Items to be found: Fury Diamond edge
- 2 Poison darts Staff
- Sabre Morning star
- Boots of speed Foot plate
- Plate of Lyte Greave of Lyte
- Poleyn of Lyte VEN potion
- 2 FUL bombs 2 Green magic boxes
- Skeleton key 2 Cross keys
- Ruby key Chest
-
-
- As you enter this level you will be confronted with a rectangular
- passage room. There are four of these rooms and an invisible transporter
- moves you between them. Figure 1 shows transporters (T), a staircase (S),
- a gate (G), and a chest (C). W marks the location of the secret panel
-
-
- Figure 1.
- ---------
-
- 1. +-------------+ 2. +------------------+
- | | | |
- +---+ ------- | | ------------ T |
- | S T | | |
- +-----------------+ +------------------+
-
-
-
- 3. +------------------+ 4. +-------------+
- | | | T |
- | T ------------ | +---+ ------- |
- | | W C G |
- +------------------+ +-----------------+
-
-
- which is your key out. As you move around the rooms you must find a key to
- open the gate in room number 4. This gate will not open immediately, step
- back and wait for a moment. Open the chest and take out the key. This
- must be turned in the keyhole on the wall of one of the rooms to open the
- panel and allow you out.
- When you finally escape the rooms, go down the corridor to the
- right and through the gate. You are in the passage with many holes in the
- wall. Go to the end of the passage, you will find a useful item. When you
- pick up this item the corridor will fill with poison gas. Have plenty of
- VI options handy and wait until the gas has gone while drinking the porions
- to stay alive. Once you have survived the gas, regain your strength
- because the next step forwards will release gas further along and fire 2
- poison darts at you. Two more, more gas. Be patient, let all the gas
- clear and you will survive this puzzle.
- Search the next gated room to find a handy weapon.
- As you search further you will come to a short passage just around
- a right turn with another short passage behind you on your left. Step back
- around the corner and wait a moment for the panel to open. You will find a
- button on the right wall where the panel was. Press to reveal skeleton
- key.
- You will come to a gate behind which are three gates. On the floor
- is a Cross key to open only one of them, they all lead to the same place.
- You need to find copper coins in the passages to use later on. The centre
- door is probably the easiest to get through. Search carefully for those
- copper coins. When you have emerged from your chosen passage, find the
- exit gate (far right). Search carefully in the corridors to come, for a
- butt to open a secret room.
- Later you will come to double gates. Beyond these is a left turn
- leading to a gate after which you can use your skeleton key.
- `ENLARGE MY VIEW' - Use the magnifier to open a secret panel, step
- on the pad to find the ruby key.
-
-
- Figure 2.
- ---------
-
- +----------------------------------------------------
- |
- |
- |
- | +------------------------------------
- | |
- | |
- | | 1
- | +-----------------------------------+
- | |
- 7 | | 2
- | |
- | |
- | |
- | |
- 6 | | 3
- | |
- +---------------------------------------------------+
- 5 4
-
-
- At the end of the passage with the double gates is a room with 7
- coin slots in the wall. Copper coins will open wall alcoves containing
- useful items (listed below).
-
- See figure 2.
- 1) VEN potion
- 2) FUL bomb
- 3) Green magic box, FUL bomb
- 4) 2 Copper coins
- 5) Cross key
- 6) Chest of food
- 7) Green magic box
-
- Open number 4 first to reveal more copper coins. If you don't have
- enough coins for all the slots, open 5, take the cross key and walk all the
- way back to the start of the three gates where you first used a cross key,
- and explore another passage for more copper coins.
-
-
-
- Level Twelve
- --------------
-
- Items to be found: Greave of Darc Shield of Darc
- Plate of Darc Poleyn of Darc
- Helm of Darc Helm of Lyte
- Morning star Slayer
- Snake staff 2 FUL bombs
- VEN potion Boots of speed
- Torch Master key
- Emerald key Topaz key
- Skeleton key
-
-
- At the end of the first corridor is a large room. Tow paces right
- into room are a series of pits opened and closed by the pressure pad you
- just stepped on. You can see a broken black line when the pit is open.
- Taking the right hand exit from the pit room you pass a gate
- requiring a key to open. Keep to the left and enter a small room, press
- the large button found here on the left in an alcove and return to the pit
- room. Now take the other exit, ignore the gate on the right and enter
- another larger room. In the middle of this room is a small room with a key
- in it. Take the key and return to the room you passed which required a key
- (mentioned earlier). After this door has been opened, the monster within
- must be killed to make it drop a key, dropping it down a pit in the other
- room is advised. You must then climb down to retrieve the key. Use the
- rope to get down, if you picked it up on an earlier level, if not, you will
- have to drop down.
-
-
-
- Level Fourteen
- ----------------
-
-
- Items to be found: Square key Eye of time
- Calista Numerous coins
- Blue gems Green gem
-
-
- Use the winged key to gain access to the Dragon level. This is
- aptly named as it is guarded by only one dragon, which is the most
- resilient monster you will ever encounter.
- Travel along the corridor until you find a lever on the wall - this
- opens a panel to the main room where you will find the dragon, to be
- careful!
- Just as you enter the room you will find a pile of ashes under
- which is the square key. Carefully move to the left of the room where you
- will find the door to open with the key. Near the door are scattered a
- number of items, one of which (the eye of time) could prove extremely
- useful. Pass through the door. in front of you is a power gem, encased in
- a field which must be broken. Use a ZO KATH RA spell to get the gem.
- When the gem is free, hold the firestaff up and click the mouse to join the
- two. You now have the most powerful weapon to be found within the dungeon.
- The door on your left is opened by placing a silver coin in the
- slot provided - there is a coin on the floor to the left of the door. This
- room only contains an alter of rebirth but is very useful for evading the
- dragon.
- You will find that the staircase you entered down is now closed.
- You must go to the staircase at the opposite end of the dragon room, this
- will take you to level 13.
-
-
-
- Level Thirteen
- ----------------
-
-
- Items to be found: The Hellion flamitt
-
-
- You are now near the end of your quest. You must get rid of the
- demons first. The passage you walk along cannot be entered by any
- creatures, including Lord Chaos. You can use magic at range. The fire
- elements can be done away with by repeated fusing with the Firestaff.
- The best pace to take on Lord Chaos is in the room on the far left.
- If you succeed you will be rewarded with an impressive show.
-
-
-
-
-
- What kills the Creatures: As you get stronger in your wizard skills you will
- be able to make stronger version of the same spell
- as the creatures show up they each take a stronger
- version of the same potion and it may take more than
- one to kill it.
-
- Mummies........Weapons at first when you wizard skills are stronger Fireballs
- Screamers......Weapons..Poison clouds..Fireballs
- Blue meanies...with/Clubs..Fireballs..Weapons
- Rock creature..Poison clouds
- Bees...........Fireballs
- Worms..........Fireballs(level 4)..Poison cloud
- Ghosts.........Vorpal blade..Yew staffs..staff of Manar..non material
- being spell
- Green octopus..Fireballs
- Flying snakes..Fireballs
- Skeletons......Fireballs
- Wizard eyes....Fireballs
- Rock Men.......Catch them in a door and then use your weapons
- Thieves....... Fireballs..when you chase after them beware they will
- always lead you to a larger enemy
- Rats...........Fireballs
- Armadillos.....Fireballs
- Trolls.........Fireballs
- Scorpions......Fireballs (lots of them)
- Knights........Doors and Fighting skills
- Floating Oct...Vorpal blade..non material spell
- Spiders........Fireballs
- Tarpits........Fireballs
- Gargoyles......Fireballs
- Wizard.........Firestaff after being merged with power gem
-
-
-
-
-
- SPECIAL STUFF AND POWER CHARTS
- --------------------------------
-
- MAGICAL AND SPECIAL ITEMS
- ---------------------------
-
-
- AMULETS
- ---------
-
- Amulet of Duga - Causes magical earthquakes
- Ekkhard Cross - P for wizards
- Pendant Feral - Increases agility and wisdom (originally Wuuf's)
- Spirit Eye - Protection from magic
- Hellion - Combines magic, physik, and energy interchangeably into
- any form.
-
-
-
- RINGS
- -------
-
- Stormring - Propels lightning bolts
- Eye Of Time - Stops time for all but those specifidexterity
- Powertower - Leg braces which increase strength
- Flamit - Gauntlet which casts flames
- Speedboots - Enhances speed of the wearer
-
-
-
- ARMOUR
- --------
-
- Armour Of Darc - Possibly the strongest armour in these worlds
- Armour Of Lyte - Better and lighter than plate mail
- Dexhelm - Increases wearer weapons
-
-
-
- WEAPONS
- ---------
-
- Bolt Blade - Lightning sword
- Delta Sword - Thrusting weapon
- Diamond Edge - Great against armour
- Hardcleave - Finest battle-axe (capable of berserk attacks)
- The Inquisitor - One of the finest weapons in the world (adds MANA too)
- Vorpal Blades - For ethereal beings (possibly only usable by magic users)
- Nerra - Provides special abilities
-
-
-
- OTHER ITEMS
- -------------
-
- Horn Of Fear - Blowing it might instill fear in enemy.
- Magnifier - Provides light/fire
- Mirror Of Dawn - Good against the ethereal beings, and for some magic walls
- Fluxcage + Invoke
- - Invoke produces varying strengths of Fireball, poison bolt
- & Spirit bolt (DES EW)
-
-
-
- STAFFS AND WANDS
- ------------------
-
- The Conduit - Creates storms and gives wielder ability to see through walls
- Yew Staff - A twin staff of Manar (?)
- Firestaff - +1 to all levels & Brandish, Spellshield, & Fireshield.
- " + Powergem - +2 to all levels & Fuse.
-
-
-
- ORDER OF STRENGTH AND POWER
- -----------------------------
-
- DAGGER CLOTHING METAL HELMET LEATHER BOOTS HIDE SHIELD
- CLUB BUCKLER
- SMALL MACE PLATE MAIL BASINET FOOTPLATE SMALL SHIELD
- SWORD LARGE SHIELD
- RAPIER
- SAMURAI SWORD
- SABRE
- MORINGSTAR
-
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