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- DUNGEON MASTER SPELL LIST
- compiled by Walt Wakefield
-
- When you cast a spell it requires at least two symbols. You can use any of
- the power symbols with any of the other spells. The following list does not
- include the power symbols so just use whatever power level your champion can
- use.
- I don't know what three of the spells do. I also don't know what the
- Zokathra spell is for but it does create an object that you can pick up and
- throw. The caster column is not completely accurate. I have not found a
- spell that uses the GOR symbol.
-
- Symbols Effect Caster
- --------------------------------------------------------------
- YA = Stamina potion (you need a empty flask) Priest
- YA IR = A shield that covers the whole party Wizard
- YA BRO = Magic shield potion (flask) Priest
- YA BRO ROS = ? Wizard
- YA BRO DAIN = Wisdom potion (flask, temporary) Priest
- YA BRO NETA = Vitality potion (flask, temporary) Priest
-
- VI = Restore health potion (flask) Priest
- VI BRO = Cure poison potion (flask) Priest
-
- OH VEN = Poison cloud Priest
- OH EW RA = See through walls Priest
- OH EW SAR = ? Wizard
- OH KATH RA = Fireball ? Wizard
- OH IR RA = Light Wizard
- OH BRO ROS = Dexterity potion (flask, temporary) Priest
-
- FUL = Torch Wizard
- FUL IR = Fireball Wizard
- FUL BRO KU = Strenght potion (flask, temporary) Priest
- FUL BRO NETA = A shield that covers the whole party ?
-
- DES VEN = Poison missle Wizard
- DES EW = Weakens non-material beings missle Wizard
- DES IR SAR = ? Priest
-
- ZO = Opens doors missle Wizard
- ZO VEN = Poison potion (flask) Priest
- ZO KATH RA = Zokathra spell Wizard
- ZO BRO RA = Mana potion (flask) Priest
-
-
- I compiled this all in one sitting. I will not guarantee that the list is
- complete but it is awful close.
-
- Hint
- ----
- If your champion does not have enough mana, cast as many symbols as you can
- then let your party sleep( be sure you are in a safe place before sleeping),
- when your mana recovers you can complete the spell and then cast it when you
- need it.
-
-
-
-
-
- DUNGEON MASTER HELP
- by Chris Muller
-
- Level 1:
-
- Be careful of the evil mummies that fill these dark halls, if you must
- fight them strike and move or you will surely perish. If you find a chest
- that lies behind a field of force, be assured that you will not get through
- this defense; however, not far away is another way to get to the chest if
- your swing is strong and your blade is sharp.
-
-
- Level 2:
-
- The closing gate may be your best weapon...
-
- GEM ROOM:
-
- Watch out for pits! If you leave something in the right place they won't
- be a problem. Many vile creatures inhabit this dwelling so be on your guard.
- If you observe the walls closely you'll find what you need to get past the
- gem door at the start...
-
-
- THE MATRIX:
-
- Examine each wall very carefully and your reward will become apparent.
-
-
- TIME IS OF THE ESSENCE:
-
- Smack that button and run 4 left and 2 forward and you will be past your
- first obstacle. The second requires you to do two things. The first is
- obvious, the second, well... wind up the old throwing arm...
-
-
- THE VAULT:
-
- The key word in the phrase you will find is "Cast", you should have also
- found out by now that the ZO spell opens some (HINT) doors. So here's a coin
- slot...don't be stingy!
-
-
- THE GUARDIAN:
-
- So you want to know how to get past those gates don't you? I'll guarantee
- you that can't be done. Yeah, I know, so now how do you get that chest?
- Those buttons are there for a reason. Follow the chest, be patient, and you
- will be rewarded soon enough.
-
-
- Level 3:
-
- It is here you will meet the monsterous purple worm, so prepare for death!
- If you are swift, however, you may survive. Circle the worms quickly or
- strike and move and you may live to see another day. Make sure to run under
- falling gates QUICKLY! Check those little slime covered aquaducts, you never
- know what you might find. I recommend avoiding the the shortcut at first
- because you'll miss a few items and some badly needed experience. It may
- come in handy later though. Near the end of the level you'll find a
- prisoner. I need say only this, as long as he remains a prisoner so will
- you.
-
-
- General notes:
-
- Lockpicks are useless (straight from FTL) throw them away if you like.
- Keep 4 or more chests to store extra food, water, and items. The bow seems
- to raise the Ninja level VERY slowly so I recommend you use thrown weapons
- until you gain a few levels or find the slayer arrows; then the bow is a good
- choice. As for what is the best party combination, I don't think there is a
- "best" combination. It all depends on what you like. If you like throwing
- fireballs all over the place then get lots of mana, if you'd rather slug it
- out and can't be bothered with mana and spells concentrate more on fighter or
- fighter/mage type characters. Personally, I prefer the slug it out strategy.
- I use magic only for light, healing, and defense. However, when forced I do
- cast an occasional fireball or zap an unfriendly non material being. The
- best advice here is EXPERIMENT and find out what YOU like.
-
-