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.
| Level | Thief | Fighter | Alchemist Valkyrie | Bard Mage Priest Psionicist | Lord Monk Ranger Samurai | Bishop | Ninja |
|---|---|---|---|---|---|---|---|
| 2 | 900 | 1,000 | 1,100 | 1,250 | 1,400 | 1,500 | 1,500 |
| 3 | 1,800 | 2,000 | 2,200 | 2,500 | 2,800 | 3,000 | 3,000 |
| 4 | 3,600 | 4,000 | 4,400 | 5,000 | 5,400 | 6,000 | 6,000 |
| 5 | 7,200 | 8,000 | 8,800 | 10,000 | 10,800 | 12,000 | 12,000 |
| 6 | 14,400 | 16,000 | 17,600 | 20,000 | 21,600 | 24,000 | 24,000 |
| 7 | 28,800 | 32,000 | 35,200 | 40,000 | 43,200 | 48,000 | 48,000 |
| 8 | 57,600 | 64,000 | 70,400 | 80,000 | 86,400 | 96,000 | 96,000 |
| 9 | 115,200 | 128,000 | 140,800 | 160,000 | 172,800 | 192,000 | 192,000 |
| 10 | 230,400 | 256,000 | 281,600 | 320,000 | 345,600 | 384,000 | 384,000 |
| 11 | 460,800 | 512,000 | 563,200 | 640,000 | 691,200 | 768,000 | 768,000 |
| 12 | 685,800 | 768,000 | 875,200 | 1,015,000 | 1,131,800 | 1,213,000 | 1,243,000 |
| ++ | 225,000 | 256,000 | 312,000 | 375,000 | 415,000 | 445,000 | 475,000 |
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.
- You start the game on this square. The gates to the south can never be reopened.
- Chest: "Open Me First". There is no trap on the chest and it contains an Amulet of Life, 3 Lt. Heal potions, 1 Cure Lt. Cond potion, and 1 Cure Poison potion.
- Chest: "Open Me Second". There is no trap on this chest either. If you open this chest after the "Open Me First" chest, then it will contain a Sword of Striking. If you open it first, it will contain 2 Iron Keys and a Stave of Missiles.
- Fountain restores stamina.
- Button opens the gate to the west at (0, 13N).
- If you search, you find the Key of Ramm.
- When you land here from the Altar on Level 1, everyone takes damage, the gate to the south at (0, 13N) closes (and cannot be re-opened), the gate to the north at (0, 16N) opens, and the party is attacked by a Giant Serpent.
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.
- Fountain has no effect.
- Fountain causes poison.
- NPC: Queequeg. (Sells items at 150% base value; buys your items for 45% base value.)
- Button opens a passage through the wall.
- Search here to find a Heraldic Shield, and Chain Hauberk.
- Search here to find Rotten Cheese.
- 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.)
- Chest contains Feathered Hat, Razor Stone, Resurrection Potions, and a Stuffed Beagle.
- 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.
- 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.
- Use the Silver Key (from L'Montes, in the Castle Towers) to open the gate.
- Get Steel Hook, Suede Doublet, Eye-Patch, Tricorn Hat, and Green Parrot.
- Chest contains Resurrection potion, Stink Bomb potion, Breastplate, and Skull Dagger.
- Search to find the Jailer Key.
- Use the Jailer Key to open the gate.
- Search to find the Deadman's Log and a Harmonium.
- Use the Dungeon Key (from the Hazardous Area to open the gate.
- Search to find the JR Decoder Ring.
- 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
- Search here to find Copper Keys.
- Search here to find 2 Spade Keys.
- 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.
- Button opens a passage through the wall.
- Use the Key of Ramm (from the Castle Main Level) to open the gate.
- Chest contains Goat's Mask and the Dagger of Ramm.
- Button reveals a chest. Chest contains Stud-Cuir Bra +2 and a Bullwhip.
- Fountain causes poison.
- Fountain restores health and stamina.
- 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.
- 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.
- 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.
- Searching the corpse will cause damage and nausea.
- Search to find Short Bow and Elm Arrows.
- Button reveals a chest that contains random treasure.
- Search to find a Leather Cuirass.
- L'Montes speaks to you through the door here. Tell him "Snoopcheri" and he will unlock the door.
- 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.
- Using the rope to hop in or swing across takes you a random end of the hallway and attracts bats that attack you.
- Use the Bell Key (from the Hazardous Area) to unlock the door.
- Chest contains Heavy Rope.
- Use the Key of Spades (from the Castle Upstairs) to unlock the door.
- Combat with a Zombie.
- Chest contains 3 Chrome Keys, Skullcap, Sparkler, and Sneeze Powder.
- 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.
- Use Gold Key (from Castle Upstairs) to open gate.
- Steping on this square opens a pit at (3E, 17N).
- Button closes pit at (2E, 16N) if pit at (3E, 17N) is open.
- Button closes pit at (4E, 16N).
- Button closes pit at (3E, 17N) if both pits at (2E, 16N) and (4E, 16N) are closed.
- Button reveals chest. Chest contains Book of Ramm, Annointed Cloak, Amulet of Night and a Scroll of Resurrection.
- Use the Wizard's Ring (from the bottom of the Mines) to open the gate.
- Combat with a Demonic Hellcat.
- Chest contains random spellbooks.
- Chest contains Wizard's Record and Spire Key.
- Chest contains random potions.
- Chest contains random scrolls.
- Search to open a passage through the wall.
- Get the Stave of Moons. Button opens passage through the wall.
- Chest contains a random spellbook, Ruby Talisman, Scroll of Resurrection, and Bottle Rockets.
- 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).
- 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.
- Hazardous Area. South of this gate is the Castle Basement area.
- Search to find a Miner's Pick.
- Search to find the Dungeon Key.
- Use Miner's Pick to open passage through the wall.
- Chest contains random treasure.
- Search to find the Bell Key.
- 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.
- Hydra Plant combat.
- 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.
- Push button to ascend to (22W, 29N) on level -2 (in the Hazardous Area).
- Troll Brige: Must fight Bridge Troll or pay 5,000gp.
- You can climb up the mountain here one level. There is a chance you will fall and take damage.
- 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).
- 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.
- Use the Miner's Pick to open a passage through the wall.
- 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.
- Button opens passage through wall.
- Chest contains Shadow Cloak, Night Stick, and Key of A Minor.
- Use the Key of Wizard Cove to open the gate.
- 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.
- Fountain restores health, stamina, and magic.
- 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.
- Chest containing random treasure.
- Button opens passage through wall.
- Chest contains Hammer and Miner's Chisel.
- 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.
- Rubber Beast. (See the previous level for more details.)
- Chest contains Claymore, Steel Helm, and Angel's Toungue.
- Use Key of A Minor to open gate.
- Chest contains Crystal Wand plus other random treasure.
Dwarven Mines (Level -6)
Stairs lead up to the previous level of the Mines.
- Use Key of A Minor to open gate.
- Chest contains Book of Mantras and random healing potions.
- Rubber Beast. (See the previous level for more details.)
- Use the Miner's Chisel to fracture the crystal.
- 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).
- 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)
- You can climb down the mountain here one level. There is a chance you will fall and take damage.
- You can climb up the mountain here one level. There is a chance you will fall and take damage.
Giant Mountain (Level 0)
- You can climb down the mountain here one level. There is a chance you will fall and take damage.
- You can climb up the mountain here one level. There is a chance you will fall and take damage.
- 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)
- 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.
- You can climb down the mountain here one level. There is a chance you will fall and take damage.
- Fritz and Klaus Grynz combat.
- 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)
- 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.
- Gloop Monster combat. Get Gloop Splotch when you win.
- Chest contains Empty Bag.
- Button opens passage through wall.
- Button creates a walkway at (43W, 33N).
- 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.
- Button creates a walkway at (43W, 27N).
- Button creates a walkway at (42W, 31N).
- Button opens the secret door at (39W, 26N).
- Button drops the party down one level and opens the secret door at (39W, 27N) on level 1.
- 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.
- Use Bone Key to open gate.
- Pressure plate on this square opens pits at (41W, 29N) and (41W, 32N). Both pits can be jumped into.
- Button closes pits opened by #2.
- 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.
- Button opens secret door at (43W, 28N).
- Button disables trap at #4.
- Pressure plate opens pit at (38W, 39N) which can be jumped into.
- Button closes pit at (38W, 39N) and opens a pit at (40W, 37N) which can be jumped into.
- Button opens secret door at (39W, 41N).
- Button closes pit at (40W, 37N).
- Button closes pit at (44W, 39N) and opens gate at (43W, 43N).
- Arrows shoot at the party causing lots of damage.
- Arrows shoot at the party; poison gas explodes poisoning and damaging the party, the gate here closes, and Amazulu Zombies attack the party.
- Button disables the traps at #12 and #13.
- Button opens a passage through the wall.
- Button ???
- Combat with Amen-Tut-Butt.
- 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)
- Button teleports party to (39W, 30N) on level -1.
- Button teleports party to (39W, 37N) on level -1.
- Button teleports party to (41W, 38N) on level -1.
- Button teleports party to (38W, 38N) on level -1.
- Button teleports party to (43W, 39N) on level -1.
- Button teleports party to (38W, 42N) on level -1.
Pyramid (Level 3)
- 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.)
- Unless you are wearing Foot Powder, you take damage as you walk across this area. (Levitation reduces the damage.)
- 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).
- Teleport to (3E, 14N) on level -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.)
- Search to find Book of the Damned and Key of the Damned. Use Key of Minos to open the gate.
- Use the Key of the Damned to open the gate.
- Search to find Cylinder of Ash and other random treasure.
- Combat with Mino-Daemon. When you win, you get the Key of Minos, Sudded Hauberk, Beastmaster, and Cylinder of Ash.
- Fountain restores health and stamina.
- Fountain restores magic.
- You can use the raft here to cross to the other location #9.
- 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.)
- 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.
- Chest with random treasure.
- Isle of the Lost. Once you use used the bottle at the Bottle Oracle, you can find a Bottle w/Ans+Cork here.
- Search to find the Key of the Lost.
- Button opens a passage through the wall.
- Message on the wall reads "Lost at Sea: DJ Locker, Red X, 3E 1N"
- Use the Key of the Lost to open the gate.
- Chest contains Cylinder of Ash and other random treasure.
- 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.
- Use the Vault Key to unlock door.
- If you did not kill Mai-Lai, Bork will attack you. Get Hammer+1.5, Hoary Leggings, and other random treasure when you win.
- Chest contains Hookah Pipe, Scroll of Lifesteal, Wand of Razing, and other random treasure.
- Big Red X.
- 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.
- Chest contains Fish Line, Fish Hook, and Cork Bobber.
- 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.
- Chest contains Tomb Key and other random treasure.
- Use the Tomb Key to open the gate.
- Search to fight Eila's Ghost. Get Rook of the Sirens and Chain of Despair.
- Search to find random treasure.
- Search to fight Maro's Ghost.
- Search to fight Narci's Ghost.
- Search to fight Billy's Ghost.
Swamp (Level -2)
Swamp (Level -1)
Swamp (Level 0)
Stairs lead down (eventually) to the River Styx.
- Use the East Exit Key (from the River Styx) to open the gate.
- 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.
- 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.
- A huge stone falls on the party unless Incense was used at location #1.
- Disko Zombie combat unless Incense was used at location #1.
- Party is silenced, then attached by a She-Hag unless Insence was used at location #1.
- Party is frightened.
- Insane Skeleton Combat. Get Skeleton Key.
- Use Skeleton Key to open gate.
- Search to find passage through the wall.
- Fountain restores health, stamina, and magic.
- Search to fight Spectres. Get Key of Drows.
- Robin Windmarne, Highlander Drow, Guardian 1st Order. Use Key of Drows to open gate.
- Combat with Robin Windmarne. Get Elven Bow, Peacemaker, Chainmail Doublet, Chainmail Pants, Forest Cape.
- Search to fight Spectres. Get Key of Knights.
- Sir Geoffrey Clayton, The Black Knight, Guardian 2nd Order. Use Key of Knights to open gate.
- Combat with The Black Knight. Get Avenger, Ebony Plate (U), Ebony Plate (L), Ebony Heaume.
- Search to fight Spectres. Get Key of Valkyries.
- Brigerd Dans Woltan, High Maenad of Rose, Guardian 3rd Order. Use Key of Valkyries to open gate.
- Combat with Brigerd Woltan. Get Maenad's Lance, Armet, Mantis Gloves, Mantis Boots, Horn of Promethius.
- Button opens passage at (44E, 32N).
- Button opens passage through wall.
- 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.
- Button opens gate at (43E, 25N).
- 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.
- Use Key of Queens to open gate.
- Meet the dead Queen here. Get Silver Cross, Key of Evil.
- Button opens passage at (41E, 26N).
- Use Key of Evil to open gate.
- 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.
- Fountain causes poison.
- Use the Dagger of Ramm to open the gate.
- 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.
- Search to find Holy Stakes of Wood.
- Chest contains Tinkerbell.
- Button opens passage through wall.
- Search to find Holy H2O(+), Jade Figurine, and Hayai Bo.
- 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.
- 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.
- If you are wearing the Goat Mask, the guards will open the gate. Otherwise, they will attack you.
- Use the North Exit Key to open the gate.
Temple of Ramm (Level 1)
Stairs descend to the Enchanted Forest.
- 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.)
- Chest contains Key of ?Decision?.
- Use the Key of ?Decision? to open the gate.
- Teleports to (14E, 41N) on level 2.
- Teleports to (4E, 41N) on level 2.
Temple of Ramm (Level 2)
- Chest contains Key of 1st Test, Magic Cookies, Ankh of Life.
- Use Key of 1st Test to open gate.
- Button teleports to (9E, 41N) on level 1.
- Chest contains Key of ?Quandry?.
- Use Key of ?Quandry? to open gate.
- Teleports to (14E, 41N) on level 3.
- Teleports to (4E, 41N) on level 3.
Temple of Ramm (Level 3)
- Chest contains Key of Finality, Magic Cookies, and Ankh of Wonder.
- Use Key of Finality to open gate.
- Button teleports to (9E, 41N) on level 1.
- 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.
- You can walk through this wall.
- Button opens chute to (9E, 48N) on level 1.
Endgame (Level 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. - 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.
- The Cosmic Forge. Ending #1: Take the pen.
- You can walk through this wall.
- Use the B.D. Key to unlock this door. (It can also be picked or knocked.)
- 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. - Button opens passage through wall.
- Use Key of Stars to open gate.
- If you killed Bela, then you will find a Starship here. Ending #4: Enter the Starship.
- 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.
- Vamp, Sleep, Para, Poison-#, Stone, KO, Crit: When an attack is made with this weapon, it has the increased chance to cause Sleep, Paralysis, Poison (of the given strength), turning the creature to Stone, Knocking them out, or causing a Critical Hit. The Vamp special means that the attack is extra effective against the special Vampires in the endgame (the Bane King and Rebecca).
- Air, Earth, Fire, Water, Magic, Mind: When equipped, the item gives you an additional resistance to spells of the listed type.
- Regen: While the item is equipped, the character will continually gain or lose hit points. Note that only the best positive regen item and the best negative regen item that the character is wearing will be used: A Regen+2 item will offset the effect of a Regen-2 item, but two Regen+1 items cannot.
- Use: Some items have a Use power. When they are used, they cast a spell. The number in parenthesis after the spell is the power level of the spell. Using most items requires an Artifacts check. (Scrolls require a Scribe check, and Potions don't require any check.) The Charges column lists how many times the item can be used before it vanishes. Bard instruments can be used repeatedly; the Bard's Music skill determines the power level of the spell.
- Invoke: When you equip an item with an Invoke power, you are asked if you want to invoke its special power. The effect of invoking it is listed. The charges column lists how many times the item can be invoked before it vanishes.
- Learn Spell: The "use spell" that this item has can be permanently learned. Doing so uses up the book.
Information in this table was taken from the internal data tables on the Wizardry disk, and checked (when possible) against actual gameplay.
| Item | Type | Wgt | Value | Dmg | TH | Mode PS C! | AC |
| Count/ Charge | Special | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dagger of Ramm | Weapon (S) Wand&Dagger | 1.5 | 0 | 2d3+1 | 1 | T PS C! | HEDGHFLDFRM MF P B | |||||||
| Miner's Chisel | Weapon (S) Wand&Dagger | 2.5 | 0 | 1d3 | -1 | T PS ! | HEDGHFLDFRM MF F T B V L N | |||||||
| Dirk | Weapon (T) Wand&Dagger | 1.0 | 5 | 1d4 |
R
PS
| HEDGHFLDFRM MF FM TRABPV LS N | 3d3 | |||||||
| Dagger | Weapon (S) Wand&Dagger | 1.0 | 15 | 1d4 | T R PS | HEDGHFLDFRM MF FM TRABPV LS N | ||||||||
| Sparkler | Weapon (T) Wand&Dagger | 0.1 | 15 | 1d8 | B R PS | HEDGHFLDFRM MF M T ABP N | 5d5 | |||||||
| Main Gauche | Weapon (S) Wand&Dagger | 2.0 | 30 | 1d5 | ST PS | HEDGHFLDFRM MF F V L | ||||||||
| Icicle | Weapon (T) Wand&Dagger | 0.1 | 40 | 2d8 |
R
PS
| HEDGHFLDFRM MF M T ABP N | 4d4 | |||||||
| Ginzu Knife | Weapon (T) Wand&Dagger | 0.5 | 45 | 3d2 | 1 |
R
PS
| HEDGHFLDFRM MF F S N | 2d3+1 | ||||||
| Stiletto | Weapon (T) Wand&Dagger | 0.5 | 85 | 2d3 | 2 |
R
PS
| HEDGHFLDFRM MF F T B V L | 3 | ||||||
| Firecracker | Weapon (T) Wand&Dagger | 0.1 | 100 | 3d8 |
PS
| HEDGHFLDFRM MF M T ABP N | 3d3 | |||||||
| Bottlerocket | Weapon (T) Wand&Dagger | 0.3 | 200 | 1d8 |
R
PS
| HEDGHFLDFRM MF M T ABP N | 3d3 | |||||||
| Skyrocket | Weapon (T) Wand&Dagger | 0.5 | 350 | 5d5 |
R
PS
| HEDGHFLDFRM MF M T ABP N | 3d3 | |||||||
| Poignard | Weapon (S) Wand&Dagger | 3.5 | 420 | 1d6 | 1 | T PS | HEDGHFLDFRM MF F R B V L | |||||||
| Pixie Stick | Weapon (S) Wand&Dagger | 0.2 | 500 | 2d4 | T R PS |
F MF
FMPTRABPVBLSMN
| 5d5 | |||||||
| Night Stick | Weapon (S) Wand&Dagger | 0.2 | 1250 | 2d4 | T R PS |
F MF
FMPTRABPVBLSMN
| 4d4 | |||||||
| Skull Dagger | Weapon (S) Wand&Dagger | 1.0 | 1500 | 2d4 | 1 | T R PS | HEDGHFLDFRM MF FM TRABPV LS N | |||||||
| Faerie Stick | Weapon (S) Wand&Dagger | 0.2 | 2500 | 3d4 | 1 | T R PS |
F MF
FMPTRABPVBLSMN
| 4d4 | ||||||
| Thieves Dagger | Weapon (S) Wand&Dagger | 1.5 | 6000 | 3d4 | 2 | T R PS | HEDGHFLDFRM MF T | 1 | ||||||
| Wand of Mystery | Weapon (S) Wand&Dagger | 0.8 | 7000 | 3d3 | 1 | T R PS | HEDGHFLDFRM MF M A P | 3d3 | ||||||
| Demons Tooth | Weapon (S) Wand&Dagger | 1.5 | 8000 | 3d4+4 | 3 | T R PS | HEDGHFLDFRM MF T B | |||||||
| Wand of Razing | Weapon (S) Wand&Dagger | 0.8 | 8000 | 1d3 | -4 | T R PS C | HEDGHFLDFRM MF M A P | |||||||
| Wand of Weaving | Weapon (S) Wand&Dagger | 0.8 | 10000 | 3d3 | 1 | T R PS | HEDGHFLDFRM MF M A P | 3d3 | ||||||
| Wand of Ghosts | Weapon (S) Wand&Dagger | 0.8 | 15000 | 5d3 | 2 | T R PS | HEDGHFLDFRM MF M A P | 3d3 | ||||||
| Crystal Wand | Weapon (S) Wand&Dagger | 0.8 | 20000 | 3d3 | 1 | T R PS | HEDGHFLDFRM MF M A P | 3d3 | ||||||
| Lightning Rod | Weapon (S) Wand&Dagger | 0.1 | 20000 | 3d4 | 1 | T R PS | HEDGHFLDFRM MF M A P | 3d4 | ||||||
| Golden Rod | Weapon (S) Wand&Dagger | 0.1 | 25000 | 3d4 | 1 | T R PS | HEDGHFLDFRM MF P B | 4d4 | ||||||
| Necrology Rod | Weapon (S) Wand&Dagger | 1.2 | 25000 | 3d3 | 1 | T R PS | HEDGHFLDFRM MF M A P | 2d4 | ||||||
| Rod of Sprites | Weapon (S) Wand&Dagger | 0.5 | 25000 | 4d4 | 2 | T R PS |
F MF
M A P
| |||||||
| Short Sword | Weapon (S) Sword | 3.0 | 45 | 1d6 | ST PS | HEDGHFLDFRM MF F TR B V L | ||||||||
| Wakizashi | Weapon (S) Sword | 3.0 | 240 | 1d6 | ST PS |
HEDGHFLDFRM MF
S N
| ||||||||
| Ninjato | Weapon (S) Sword | 3.5 | 700 | 2d4 | 1 | ST PS |
HEDGHFLDFRM MF
N
| |||||||
| Sai | Weapon (S) Sword | 3.5 | 750 | 2d3+2 | 1 | T PS |
HEDGHFLDFRM MF
N
| |||||||
| Wakizashi+1 | Weapon (S) Sword | 3.5 | 20000 | 1d9+1 | 1 | ST PS |
HEDGHFLDFRM MF
S N
| |||||||
| Inferior Sword | Weapon (S) Sword | 5.0 | 35 | 1d6 | -1 | ST P | HEDGH LDFRM MF F V L | |||||||
| Cutlass | Weapon (S) Sword | 4.5 | 50 | 1d6+1 | ST P | HEDGHFLDFRM MF F TR B V S | ||||||||
| Longsword | Weapon (S) Sword | 5.0 | 60 | 1d8 | ST P | HEDGH LDFRM MF F V L | ||||||||
| Broadsword | Weapon (S) Sword | 6.0 | 85 | 1d7+1 | ST P | HEDGH LDFRM MF F V L | ||||||||
| Bastard Sword | Weapon (S) Sword | 10.0 | 120 | 2d4+1 | -1 | ST P | HEDGH LDFRM MF F V L | |||||||
| Rapier | Weapon (S) Sword | 4.0 | 125 | 1d7 | T P | HEDGHFLDFRM MF F TR B V L | ||||||||
| Katana | Weapon (S) Sword | 4.0 | 400 | 1d7 | 1 | ST P |
HEDGHFLDFRM MF
S N
| |||||||
| Sword of Striking | Weapon (S) Sword | 5.0 | 1250 | 1d8 | 2 | ST P | HEDGH LDFRM MF F V L | |||||||
| Beastmaster | Weapon (S) Sword | 6.0 | 3500 | 1d8+4 | 1 | ST P | HEDGH LDFRM MF F V L | |||||||
| Sword of Hearts | Weapon (S) Sword | 4.5 | 4000 | 1d7+4 | 2 | T P | HEDGHFLDFRM MF TR B | |||||||
| Blackblade | Weapon (S) Sword | 6.0 | 5000 | 1d8+4 | 1 | ST P | HEDGH LDFRM MF F V L | |||||||
| Saint Bastard | Weapon (S) Sword | 11.0 | 5000 | 2d4+5 | 2 | STB P | HEDGH LDFRM MF F V L | |||||||
| Bushido Blade | Weapon (S) Sword | 4.0 | 7500 | 2d7+2 | 2 | ST P |
HEDGHFLDFRM MF
S N
| |||||||
| Blade Cuisinart | Weapon (S) Sword | 5.5 | 15000 | 4d4+2 | 2 | ST M P | HEDGH LDFRM MF F V L | |||||||
| Fang | Weapon (S) Sword | 5.0 | 25000 | 2d8+8 | 2 | ST P | HEDGHFLDFRM MF F V L | 2 | ||||||
| Muramasa Blade | Weapon (S) Sword | 4.0 | 34464 | 3d7+4 | 4 | ST M P |
HEDGHFLDFRM MF
S
| |||||||
| Estoc of Olivia | Weapon (S) Sword | 5.0 | 40000 | 2d7+4 | 3 | T P |
HEDGHFLDFRM MF
R
| 2 | ||||||
| The Avenger | Weapon (S) Sword | 7.5 | 50000 | 3d8+4 | 3 | ST P | HEDGH LDFRM MF F V L | 3d4 | ||||||
| Claymore | Weapon (S) Sword | 15.0 | 600 | 2d4+2 | ST M 2H | HEDGH LDFRM MF F V L | ||||||||
| Sword of Lading | Weapon (S) Sword | 19.4 | 2400 | 1d8+8 | -6 | ST 2H C | HEDGH LDFRM MF F V L | |||||||
| Flamberge | Weapon (S) Sword | 14.0 | 3000 | 2d5+2 | ST M 2H | HEDGH LDFRM MF F V L | ||||||||
| Excaliber | Weapon (S) Sword | 24.0 | 3392 | 4d8+4 | 4 | ST M 2H | HEDGH LDFRM MF F V L | 5d5 | ||||||
| No-dachi | Weapon (S) Sword | 13.0 | 4000 | 2d7 | ST M 2H |
HEDGH LDFRM MF
S N
| ||||||||
| Zweihander | Weapon (S) Sword | 16.0 | 4000 | 3d5 | ST M 2H | HEDGH LDFRM MF F V L | ||||||||
| Dragon Slayer | Weapon (S) Sword | 6.5 | 6000 | 1d10+5 | 1 | ST M 2H | HEDGH LDFRM MF F V L | |||||||
| Sword of Fire | Weapon (S) Sword | 14.0 | 20000 | 2d8 | 2 | ST 2H | HEDGH LDFRM MF F V L | 4d3 | ||||||
| Bearded War Axe | Weapon (S) Axe | 4.0 | 50 | 1d5 | S PS | HEDGH LDFRM MF F R V L | ||||||||
| Battle Axe | Weapon (S) Axe | 8.5 | 100 | 2d4 | S M P | HEDGH LDFRM MF F V LS N | ||||||||
| Bipennis | Weapon (S) Axe | 18.0 | 3250 | 2d6+2 | S M 2H | HEDGH LDFRM MF F V L | ||||||||
| Axe of Woe | Weapon (S) Axe | 18.0 | 6500 | 2d6+2 | -8 | S M 2H C | HEDGH LDFRM MF F V L | |||||||
| Blades of Aesir | Weapon (S) Axe | 18.0 | 14000 | 2d12 | 2 | ST M 2H | HEDGH LDFRM MF F V L | 4d4 | ||||||
| Hammer | Weapon (S) Mace&Flail | 4.0 | 15 | 1d4+1 | -1 | B R PS | HEDGH LDFRM MF F TR V L | |||||||
| War Sceptre | Weapon (S) Mace&Flail | 6.0 | 75 | 1d6 | B PS | HEDGH LDFRM MF F P VBL | ||||||||
| Nunchaka | Weapon (S) Mace&Flail | 2.5 | 145 | 1d5 | 1 | B PS |
HEDGHFLDFRM MF
N
| |||||||
| Bec De Corbin | Weapon (S) Mace&Flail | 4.0 | 935 | 2d3+1 | 1 | TB PS | HEDGH LDFRM MF F V L | |||||||
| Hammer+1.5 | Weapon (S) Mace&Flail | 6.5 | 12000 | 2d4+6 | 1 | B R PS | HEDGHFLDFRM MF F TR V S | |||||||
| Diamond Eyes | Weapon (S) Mace&Flail | 4.0 | 20000 | 3d4+4 | 2 | B PS | HEDGH LDFRM MF F P VBL | 2 | ||||||
| Club | Weapon (S) Mace&Flail | 8.0 | 15 | 2d4 | B 2H | HEDGH LDFRM MF F P R VBL MN | ||||||||
| Mace | Weapon (S) Mace&Flail | 10.0 | 65 | 1d6+1 | B P | HEDGH LDFRM MF F P VBL | ||||||||
| War Hammer | Weapon (S) Mace&Flail | 6.5 | 70 | 1d5+1 | B P | HEDGH LDFRM MF F V L | ||||||||
| Morningstar | Weapon (S) Mace&Flail | 12.0 | 100 | 2d4 | B P | HEDGH LDFRM MF F P VBL | ||||||||
| Anointed Flail | Weapon (S) Mace&Flail | 15.0 | 140 | 1d6+1 | B P | HEDGH LDFRM MF F P VBL N | ||||||||
| Bullwhip | Weapon (E) Mace&Flail | 2.5 | 185 | 1d4 | 1 |
L
P
| HEDGHFLDFRM MF FMPTRABPVBL MN | |||||||
| Zizka Star | Weapon (S) Mace&Flail | 13.0 | 1400 | 2d5 | B P | HEDGH LDFRM MF F P VBL N | ||||||||
| Mustard Mace | Weapon (S) Mace&Flail | 1.0 | 2250 | 1d6+3 | 1 | B P | HEDGH LDFRM MF F P VBL | 3d3+1 | ||||||
| Maiden Head | Weapon (S) Mace&Flail | 12.0 | 7750 | 1d16 | 2 | B P | HEDGH LDFRM MF F P VBL | 3d4 | ||||||
| Vulcan Hammer | Weapon (S) Mace&Flail | 8.0 | 15000 | 3d4+4 | 2 | B R P | HEDGH LDFRM MF F V L | 3d3 | ||||||
| Cat'o Nine Tail | Weapon (E) Mace&Flail | 6.5 | 20000 | 6d3 | 3 |
L
P
| HEDGH LDFRM MF FM TRABPV L MN | |||||||
| Miner's Pick | Weapon (S) Mace&Flail | 6.0 | 0 | 1d7+2 | -5 | S 2H ! | HEDGH LDFRM MF F V L | |||||||
| Giant Sledge | Weapon (S) Mace&Flail | 19.4 | 350 | 3d6 | -8 | B 2H | H D LDFRM MF F V L | |||||||
| Holy Stake of Wood | Weapon (S) Pole&Staff | 3.5 | 0 | 1d5 | T PS ! | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Staff of Aram | Weapon (E) Pole&Staff | 0.7 | 0 | 2d5+2 | 1 | TBM P ! | HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||
| Staff | Weapon (S) Pole&Staff | 4.0 | 5 | 1d4 | B P | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Stave of Missiles | Weapon (S) Pole&Staff | 4.0 | 750 | 1d4+2 | 1 | B P | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d2+1 | ||||||
| Staff of Ruin | Weapon (S) Pole&Staff | 4.0 | 2500 | 1d2 | -4 | B P C | HEDGHFLDFRM MF MP A P B | |||||||
| Spear of Death | Weapon (E) Pole&Staff | 9.0 | 3000 | 1d5+4 | 1 | T P | HEDGH LDFRM MF F R V LSMN | |||||||
| Dryadic Staff | Weapon (S) Pole&Staff | 4.0 | 5000 | 2d4 | 1 | B P | HEDGHFLDFRM MF M RA P M | 3d3 | ||||||
| Stave of Moons | Weapon (S) Pole&Staff | 4.0 | 5000 | 2d4 | 1 | B P | HEDGHFLDFRM MF MP RA P B | 3d3 | ||||||
| Staff Magicus | Weapon (S) Pole&Staff | 4.0 | 7000 | 2d4 | 1 | B P | HEDGHFLDFRM MF M A P | 3d3 | ||||||
| Stave of Stars | Weapon (S) Pole&Staff | 0.0 | 10000 | 2d4 | 1 | B P | HEDGHFLDFRM MF MP RA P B | 3d3 | ||||||
| Stave of Witches | Weapon (S) Pole&Staff | 4.0 | 12500 | 3d4 | 2 | B P | HEDGHFLDFRM MF M A P | 3d3 | ||||||
| Quarterstaff | Weapon (E) Pole&Staff | 4.5 | 10 | 1d5 | TB 2H | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Bo | Weapon (E) Pole&Staff | 5.0 | 12 | 1d6 | 1 | TB 2H |
HEDGHFLDFRM MF
SMN
| |||||||
| Spear | Weapon (E) Pole&Staff | 5.0 | 20 | 1d6 | T 2H | HEDGHFLDFRM MF F R V L N | ||||||||
| Awl Pike | Weapon (E) Pole&Staff | 12.0 | 50 | 1d6 | T 2H | HEDGH LDFRM MF F V LS N | ||||||||
| Halberd | Weapon (E) Pole&Staff | 15.0 | 135 | 1d10 | ST 2H | HEDGH LDFRM MF F V L | ||||||||
| Lance | Weapon (E) Pole&Staff | 18.0 | 450 | 1d12 | -2 | T 2H |
HEDGH LDFRM MF
V L
| |||||||
| Monstrance | Weapon (E) Pole&Staff | 9.0 | 450 | 1d8 | -1 | B 2H | HEDGHFLDFRM MF P B | |||||||
| Hayai Bo | Weapon (E) Pole&Staff | 5.0 | 1750 | 1d6+3 | 2 | TB 2H |
HEDGHFLDFRM MF
SMN
| |||||||
| Fauchard | Weapon (E) Pole&Staff | 13.5 | 2000 | 1d12 | S 2H | HEDGH LDFRM MF F V L | ||||||||
| Naginata | Weapon (E) Pole&Staff | 13.5 | 2500 | 1d12 | S 2H |
HEDGH LDFRM MF
SMN
| ||||||||
| Holy Basher | Weapon (E) Pole&Staff | 9.0 | 12000 | 1d8+4 | 1 | B 2H | HEDGHFLDFRM MF P B | |||||||
| Faust Halberd | Weapon (E) Pole&Staff | 17.5 | 15000 | 4d4+2 | 2 | ST 2H | HEDGH LDFRM MF F V L | 3d4 | ||||||
| Ravens Bill | Weapon (E) Pole&Staff | 20.0 | 17500 | 4d4+2 | 2 | ST 2H C | HEDGH LDFRM MF F V L | |||||||
| Rammbus Staff | Weapon (E) Pole&Staff | 12.0 | 25000 | 2d4+4 | 2 | B 2H | HEDGHFLDFRM MF P B | 1d2+1 | ||||||
| Maenad's Lance | Weapon (E) Pole&Staff | 19.0 | 30000 | 2d12 | 3 | T 2H |
HEDGHFLDFRM MF
V
| 3 | ||||||
| Zatoichi Bo | Weapon (E) Pole&Staff | 5.0 | 34464 | 3d6+6 | 4 | TB 2H |
HEDGHFLDFRM MF
SM
| 10d10 | ||||||
| Shuriken | Weapon (T) Thrown | 0.5 | 20 | 1d6+1 |
R
PS
|
HEDGHFLDFRM MF
SMN
| 3d5 | |||||||
| Butterfly Axe | Weapon (T) Thrown | 3.5 | 400 | 1d8+3 |
R
PS
| HEDGH LDFRM MF F TR B V L | 2d4 | |||||||
| Shiken Shuri | Weapon (T) Thrown | 0.5 | 500 | 1d7+5 | 1 |
R
PS
|
HEDGHFLDFRM MF
SMN
| 1d5+5 | ||||||
| Rock of Reflection | Other | 1.2 | 1000 | 1d2 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Sling | Weapon (L) Sling | 1.0 | 5 |
P
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Wrist Rocket | Weapon (L) Sling | 1.5 | 1400 | 3 |
P
| HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Bullet Stone | Missile | 0.5 | 1 | 1d4 | B S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d10+15 | |||||||
| Rhine Stone | Missile | 0.5 | 1 | 1 | -4 | B S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 5d5+10 | ||||||
| Razor Stone | Missile | 0.5 | 25 | 2d3+1 |
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 4d4+4 | |||||||
| Serpent Stone | Missile | 0.5 | 95 | 3d3+3 | 1 | B S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 3d3 | ||||||
| Devil Stone | Missile | 0.3 | 240 | 4d4 | 2 | B S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 4d4 | ||||||
| Short Bow | Weapon (L) Bows | 2.5 | 250 | -3 |
P
| HEDGHFLDFRM MF FM TRABPV LSMN | ||||||||
| Long Bow | Weapon (L) Bows | 4.5 | 600 |
P
| HEDGHFLDFRM MF F R V LSMN | |||||||||
| Vex Bow | Weapon (L) Bows | 8.0 | 800 | -8 |
P
| HEDGH LDFRM MF F R V LSMN | ||||||||
| Great Bow | Weapon (L) Bows | 7.5 | 3500 | 2 |
P
| HEDGHFLDFRM MF F R V SMN | ||||||||
| Elven Bow | Weapon (L) Bows | 4.5 | 34464 | 4 |
P
| E MF F R V L M | 2 | |||||||
| Elm Arrow | Missile | 0.2 | 2 | 1d6 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 10d9+10 | |||||||
| Cupid Arrow | Missile | 0.2 | 15 | 1d4 |
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 5d4+5 | |||||||
| Barbed Arrow | Missile | 0.3 | 25 | 1d8+4 |
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 5d4+5 | |||||||
| A.P. Arrow | Missile | 0.2 | 45 | 1d8+4 | 2 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 5d4+5 | ||||||
| Viper Arrow | Missile | 0.2 | 85 | 1d7+3 | 1 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 4d4+4 | ||||||
| Mystic Arrow | Missile | 0.2 | 220 | 4d4+2 | 2 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 4d4+4 | ||||||
| Peacemaker | Missile | 0.4 | 2500 | 6d6+6 | 3 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | ||||||
| Lt. Crossbow | Weapon (L) Bows | 7.5 | 375 | -2 |
P
| HEDGH LDFRM MF F TR B V L M | ||||||||
| Hv. Crossbow | Weapon (L) Bows | 14.5 | 1250 |
P
| HEDGH LDFRM MF F R V L M | |||||||||
| Seige Arbalest | Weapon (L) Bows | 19.0 | 8000 | 4 |
P
| HEDGH LDFRM MF F R V L M | ||||||||
| Quarrel | Missile | 0.2 | 3 | 1d4+1 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 10d9+10 | |||||||
| Bone Breaker | Missile | 0.3 | 115 | 3d3+4 | 1 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 4d4+4 | ||||||
| Lightning Bolt | Missile | 0.4 | 1250 | 5d5+5 | 2 | T S | HEDGHFLDFRM MF FMPTRABPVBLSMN | 2d2 | ||||||
| Duck Shield | Shield | 4.5 | 350 |
C
| +2 | HEDGH LDFRM MF F TR B V L | ||||||||
| Buckler Shield | Shield | 4.0 | 65 | -1 | HEDGH LDFRM MF F TR B V L | |||||||||
| Round Shield | Shield | 10.0 | 350 | -2 | HEDGH LDFRM MF F V L | |||||||||
| Heraldic Shield | Shield | 8.0 | 2500 | -2 | HEDGH LDFRM MF F V L | 1 | ||||||||
| Heater Shield | Shield | 17.0 | 750 | -3 | HEDGH LDFRM MF F V L | |||||||||
| Dragon Kite | Shield | 16.5 | 8000 | -4 | HEDGH LDFRM MF F V L | |||||||||
| Helm of Obitus | Helmet | 8.5 | 15000 |
C
| +8 | HEDGH LDFRM MF F V L | ||||||||
| Coxcomb | Helmet | 3.0 | 800 |
C
| +3 | HEDGHFLDFRM MF FMPTRABPVBL | ||||||||
| Skullcap | Helmet | 0.5 | 30 | -1 | HEDGHFLDFRM MF MP A P B M | |||||||||
| Goat's Mask | Helmet | 9.0 | 0 |
C!
| -2 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Feathered Hat | Helmet | 1.5 | 75 | -2 | HEDGHFLDFRM MF F TR B V L | |||||||||
| Wizard's Cone | Helmet | 2.0 | 75 | -2 | HEDGHFLDFRM MF M A P | |||||||||
| Mitre | Helmet | 3.5 | 200 | -2 | HEDGHFLDFRM MF P B | |||||||||
| Tricorne Hat | Helmet | 3.5 | 250 | -2 | HEDGH LDFRM MF F T B V L | |||||||||
| Ninja Cowl | Helmet | 1.5 | 50 | -3 |
HEDGHFLDFRM MF
N
| |||||||||
| Leather Helm | Helmet | 3.5 | 145 | -3 | HEDGH LDFRM MF F V LS | |||||||||
| Steel Helm | Helmet | 4.0 | 300 | -4 | HEDGH LDFRM MF F V L | |||||||||
| Phrygian Cap | Helmet | 3.5 | 875 | -4 | HEDGHFLDFRM MF F T B V L | |||||||||
| Faerie Cap | Helmet | 0.2 | 25000 | -4 |
F MF
FMPTRABPVBLSMN
| 1 | ||||||||
| Mail Coif | Helmet | 6.0 | 350 | -5 | HEDGH LDFRM MF F V L | |||||||||
| Mitre De Sanct | Helmet | 3.5 | 4000 | -5 | HEDGH LDFRM MF P B | |||||||||
| Kabuto | Helmet | 5.5 | 700 | -6 |
HEDGH LDFRM MF
S
| |||||||||
| Bascinet | Helmet | 6.5 | 850 | -6 | HEDGH LDFRM MF F V L | |||||||||
| Helm&coif | Helmet | 10.5 | 750 | -7 | HEDGH LDFRM MF F V L | |||||||||
| Mordecai's Cone | Helmet | 4.0 | 35000 | -7 | HEDGH LDFRM MF M A P | |||||||||
| Burgonet Helm | Helmet | 6.5 | 2250 | -8 | HEDGH LDFRM MF F V L | |||||||||
| Bascinet&camail | Helmet | 11.5 | 1875 | -9 | HEDGH LDFRM MF F V L | |||||||||
| Armet | Helmet | 7.5 | 7000 | -10 | HEDGH LDFRM MF F V L | |||||||||
| Heaume | Helmet | 14.0 | 12500 | -12 | HEDGHFLDFRM MF F V L | |||||||||
| Ebony Heaume | Helmet | 10.0 | 50000 | -14 | HEDGH LDFRM MF F V L | |||||||||
| Vennal Robe (U) | Armor | 3.0 | 10000 |
C
| +4 | HEDGHFLDFRM MF MP A PVBLSM | ||||||||
| Plate Du Faux | Armor | 9.4 | 2400 |
C
| +2 | HEDGH LDFRM MF F V L | ||||||||
| Tarnished Mail | Armor | 2.4 | 400 |
C
| +1 | HEDGH LDFRM MF F V L | ||||||||
| Cloth Shirt | Armor | 2.5 | 10 | -1 | HEDGH LDFRM MF F TR B V L | |||||||||
| Robes (U) | Armor | 3.0 | 15 | -2 | HEDGHFLDFRM MF FMPTRABPVBLSM | |||||||||
| Fur Halter | Armor | 2.5 | 25 | -2 | HEDGH LDFRM F F TR B V L | |||||||||
| Ninja Garb (U) | Armor | 3.0 | 80 | -3 |
HEDGHFLDFRM MF
N
| |||||||||
| Suede Doublet | Armor | 5.0 | 85 | -3 | HEDGHFLDFRM MF F TR B V L | |||||||||
| Quilt Tunic | Armor | 10.0 | 175 | -4 | HEDGH LDFRM MF F P VBLS | |||||||||
| Leather Cuirass | Armor | 14.0 | 285 | -5 | HEDGH LDFRM MF F T B V LS | |||||||||
| Bronze Cuirass | Armor | 21.0 | 1000 | -6 | HEDGH LDFRM MF F V L | |||||||||
| Stud-cuir Bra+2 | Armor | 5.5 | 2000 | -6 | HEDGH LDFRM MF F T B V L | |||||||||
| Chamail Doublet | Armor | 5.0 | 3500 | -6 | HEDGH LDFRM MF TR B | |||||||||
| Robe of Enchant(U) | Armor | 3.0 | 10000 | -6 | HEDGHFLDFRM MF MP A PVBLSM | |||||||||
| Leather Hauberk | Armor | 18.0 | 450 | -7 | HEDGH LDFRM MF F T B V LS | |||||||||
| Breastplate | Armor | 18.0 | 600 | -8 | HEDGH LDFRM MF F V L | |||||||||
| Studded Hauberk | Armor | 22.0 | 950 | -8 | HEDGH LDFRM MF F T B V LS | |||||||||
| Chain Hauberk | Armor | 2.4 | 1250 | -9 | HEDGH LDFRM MF F V L | |||||||||
| Jazeraint Tunic | Armor | 20.0 | 2000 | -9 | HEDGH LDFRM MF F T B V L | |||||||||
| Tosei-do (U) | Armor | 24.0 | 3000 | -9 |
HEDGH LDFRM MF
S
| |||||||||
| Plate Mail | Armor | 7.4 | 1850 | -10 | HEDGH LDFRM MF F V L | |||||||||
| Full Plate (U) | Armor | 14.4 | 4000 | -12 | HEDGH LDFRM MF F V L | |||||||||
| Hi-kane-do (U) | Armor | 9.4 | 20000 | -12 |
HEDGH LDFRM MF
S
| |||||||||
| Ebony Plate (U) | Armor | 4.4 | 50000 | -14 | HEDGH LDFRM MF F V L | |||||||||
| Vennal Robe (L) | Leggings | 4.0 | 10000 | +4 | HEDGHFLDFRM MF MP A PVBLSM | |||||||||
| Hoaxial Plate | Leggings | 9.4 | 800 |
C
| +2 | HEDGH LDFRM MF F V L | ||||||||
| Hoary Legging | Leggings | 19.0 | 450 |
C
| +1 | HEDGHFLDFRM MF F T B V LS | ||||||||
| Cloth Pants | Leggings | 3.5 | 10 | -1 | HEDGH LDFRM MF F TR B V L | |||||||||
| Robes (L) | Leggings | 4.0 | 15 | -2 | HEDGHFLDFRM MF FMPTRABPVBLSM | |||||||||
| Chamois Skirt | Leggings | 4.5 | 25 | -3 | HEDGH LDFRM F F TR B V L | |||||||||
| Suede Pants | Leggings | 6.5 | 60 | -3 | HEDGHFLDFRM MF F TR B V L | |||||||||
| Ninja Garb (L) | Leggings | 3.0 | 80 | -3 |
HEDGHFLDFRM MF
N
| |||||||||
| Fur Legging | Leggings | 5.0 | 165 | -4 | HEDGH LDFRM MF F TR B V LS | |||||||||
| Quilt Legging | Leggings | 9.0 | 190 | -4 | HEDGH LDFRM MF F P VBLS | |||||||||
| Leather Legging | Leggings | 11.0 | 240 | -5 | HEDGH LDFRM MF F T B V LS | |||||||||
| Leather Greaves | Leggings | 8.5 | 650 | -6 | HEDGH LDFRM MF F V LS | |||||||||
| Chamail Pants | Leggings | 6.5 | 3500 | -6 | HEDGH LDFRM MF TR B | |||||||||
| Robe of Enchant(L) | Leggings | 4.0 | 10000 | -6 | HEDGHFLDFRM MF MP A PVBLSM | |||||||||
| Bronze Greaves | Leggings | 12.5 | 1450 | -7 | HEDGH LDFRM MF F V L | |||||||||
| Jazeraint Skirt | Leggings | 18.5 | 1750 | -7 | HEDGH LDFRM F F T B V L | |||||||||
| Stud Chausses | Leggings | 17.0 | 900 | -8 | HEDGH LDFRM MF F V LS | |||||||||
| Chain Chausses | Leggings | 20.0 | 1150 | -9 | HEDGH LDFRM MF F V L | |||||||||
| Tosei-do (L) | Leggings | 20.0 | 3000 | -9 |
HEDGH LDFRM MF
S
| |||||||||
| Plate Greviere | Leggings | 14.0 | 1600 | -10 | HEDGH LDFRM MF F V L | |||||||||
| Full Plate (L) | Leggings | 6.4 | 4000 | -12 | HEDGH LDFRM MF F V L | |||||||||
| Hi-kane-do (L) | Leggings | 9.4 | 20000 | -12 |
HEDGH LDFRM MF
S
| |||||||||
| Ebony Plate (L) | Leggings | 4.4 | 50000 | -14 | HEDGH LDFRM MF F V L | |||||||||
| Lead Boots | Shoes | 23.8 | 825 | +5 | HEDGH LDFRM MF F V L | |||||||||
| Sandals | Shoes | 1.5 | 25 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSM | |||||||||
| Buskins | Shoes | 3.0 | 50 | -3 | HEDGH LDFRM MF F PTR B VBLS | |||||||||
| Tabi Boots | Shoes | 2.0 | 85 | -3 |
HEDGHFLDFRM MF
N
| |||||||||
| Leather Boots | Shoes | 5.0 | 325 | -5 | HEDGH LDFRM MF F TR B V L | |||||||||
| Sacred Slippers | Shoes | 2.5 | 18000 | -6 | HEDGH LDFRM MF P B | |||||||||
| Water Wings | Shoes | 2.0 | 50000 |
!
| -7 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Chain Hosen | Shoes | 9.0 | 485 | -8 | HEDGH LDFRM MF F V L | |||||||||
| Glass Slippers | Shoes | 2.5 | 24000 | -8 | HEDGHFLDFRM F FMPTRABPVBLSMN | 3 | ||||||||
| Solleret | Shoes | 10.0 | 1650 | -10 | HEDGH LDFRM MF F V L | |||||||||
| Silver Solleret | Shoes | 12.5 | 5000 | -12 | HEDGH LDFRM MF F V L | |||||||||
| Mantis Boots | Shoes | 9.0 | 20000 | -14 | HEDGH LDFRM MF F V L | 2 | ||||||||
| Unctuous Gloves | Gloves | 2.5 | 600 | +4 | HEDGH LDFRM MF F PTR B VBL | |||||||||
| Chamois Gloves | Gloves | 2.0 | 600 | -3 | HEDGH LDFRM MF F PTR B VBL | |||||||||
| Cuir Gauntlets | Gloves | 3.5 | 240 | -5 | HEDGH LDFRM MF F V LS | |||||||||
| Mail Mittens | Gloves | 6.0 | 450 | -6 | HEDGH LDFRM MF F V L | |||||||||
| Steel Gauntlets | Gloves | 8.0 | 1500 | -8 | HEDGH LDFRM MF F V L | |||||||||
| Copper Gloves | Gloves | 8.5 | 1500 | -10 | HEDGH LDFRM MF F V L | |||||||||
| Silver Gloves | Gloves | 9.5 | 5000 | -12 | HEDGH LDFRM MF F V L | |||||||||
| Mantis Gloves | Gloves | 6.0 | 20000 | -14 | HEDGH LDFRM MF F V L | 2 | ||||||||
| Eye-patch | Misc. Item | 0.1 | 45 |
C
| +4 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Ring of Delphi | Misc. Item | 0.5 | 17760 |
C!
| +4 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Chain of Despair | Misc. Item | 3.5 | 400 |
C
| +2 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Idol of Mau-mu-mu | Misc. Item | 4.0 | 0 |
!
| +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| J.R. Decoder | Misc. Item | 0.1 | 0 |
!
| +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Pol Ankh | Misc. Item | 1.5 | 100 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Clove of Garlic | Misc. Item | 0.1 | 250 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Green Parrot | Misc. Item | 4.0 | 1250 |
C
| +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||
| Lynx Ring | Misc. Item | 0.1 | 2000 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Toadstone Ring | Misc. Item | 0.1 | 2400 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 2d2+2 | ||||||||
| Amulet of Night | Misc. Item | 1.0 | 2500 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 3d4 | ||||||||
| Ring of Minds | Misc. Item | 0.1 | 3500 | +0 | HEDGHFLDFRM MF MP A P B M | 1d4+2 | ||||||||
| Amulet of Air | Misc. Item | 1.0 | 4500 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 3d3 | ||||||||
| Amulet of Winds | Misc. Item | 1.0 | 10000 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 3d3 | ||||||||
| Amulet of Ice | Misc. Item | 1.0 | 10000 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 3d3 | ||||||||
| Ankh of Phyre | Misc. Item | 1.5 | 10000 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 2d2+2 | ||||||||
| Amulet of Life | Misc. Item | 1.0 | 25000 | +0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 7 | ||||||||
| Wizard's Ring | Misc. Item | 0.5 | 0 |
!
| -1 | HEDGHFLDFRM MF M A P B | ||||||||
| Shadow Cloak | Misc. Item | 4.5 | 400 | -1 | HEDGH LDFRM MF T B N | |||||||||
| Silver Cross | Misc. Item | 1.0 | 500 | -1 | HEDGHFLDFRM MF P B | |||||||||
| Ruby Talisman | Misc. Item | 0.7 | 1250 | -1 | HEDGHFLDFRM MF FM TRABPV LSMN | 1 | ||||||||
| Anointed Cloak | Misc. Item | 6.0 | 4000 | -1 | HEDGHFLDFRM MF F P VBL M | |||||||||
| Ankh of Might | Misc. Item | 1.5 | 20000 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Ankh of Sanctity | Misc. Item | 1.5 | 20000 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Ankh of Death | Misc. Item | 0.5 | 25000 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 3d3 | ||||||||
| Ankh of Youth | Misc. Item | 1.5 | 25000 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Ankh of Purity | Misc. Item | 1.5 | 34464 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Ankh of Arnie | Misc. Item | 1.5 | 50000 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 2 | ||||||||
| Ankh of Life | Misc. Item | 1.5 | 50000 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3+4 | ||||||||
| Ankh of Wonder | Misc. Item | 1.5 | 50000 | -1 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 3d3 | ||||||||
| Midnight Cloak | Misc. Item | 5.0 | 2500 | -2 | HEDGH LDFRM MF T B N | |||||||||
| Bone Necklace | Misc. Item | 2.5 | 5000 | -2 | HEDGHFLDFRM MF F P VB | 1 | ||||||||
| Medicine Bag | Misc. Item | 0.3 | 5000 | -2 |
HEDGHFLDFRM MF
A
| 3d3+1 | ||||||||
| Mystic's Ring | Misc. Item | 0.1 | 5000 | -2 | HEDGHFLDFRM MF M A P | |||||||||
| Tora Maedate | Misc. Item | 1.5 | 5000 | -2 |
HEDGH LDFRM MF
S
| 1 | ||||||||
| Jade Figurine | Misc. Item | 1.0 | 15000 | -2 |
HEDGHFLDFRM MF
M
| 1 | ||||||||
| Ring of Deftness | Misc. Item | 0.2 | 20000 | -2 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Ring of Speed | Misc. Item | 0.2 | 20000 | -2 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Scarab Necklace | Misc. Item | 1.5 | 50000 | -2 | HEDGHFLDFRM MF P B | 3 | ||||||||
| Forest Cape | Misc. Item | 6.5 | 15000 | -3 |
HEDGHFLDFRM MF
R
| |||||||||
| Mempo of Death | Misc. Item | 2.5 | 20000 | -3 |
HEDGH LDFRM MF
S
| 2 | ||||||||
| Cape of Hi-zen | Misc. Item | 5.0 | 40000 | -3 |
HEDGHFLDFRM MF
M
| 1 | ||||||||
| Garland of Roses | Misc. Item | 1.5 | 50000 | -3 | HEDGHFLDFRM MF F V L | 3 | ||||||||
| Displacer Cloak | Misc. Item | 4.0 | 3392 | -4 | HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Ring of Stars | Misc. Item | 0.2 | 34464 |
!
| -4 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||
| Cameo Locket | Misc. Item | 0.5 | 53392 | -4 | HEDGHFLDFRM M FMPTRABPVBLSMN | 3 | ||||||||
| Pk Crystal | Misc. Item | 1.0 | 53392 | -4 |
HEDGHFLDFRM MF
P
| 4 | ||||||||
| Diamond Ring | Misc. Item | 0.2 | 41248 | -5 | HEDGHFLDFRM F FMPTRABPVBLSMN | 10 | ||||||||
| Harmonium | Other | 1.0 | 100 |
HEDGHFLDFRM MF
B
| ||||||||||
| Lute | Other | 4.0 | 250 |
HEDGHFLDFRM MF
B
| ||||||||||
| Angel's Tongue | Other | 2.0 | 500 |
HEDGHFLDFRM MF
B
| ||||||||||
| Devil's Pipe | Other | 1.0 | 1000 |
HEDGHFLDFRM MF
B
| ||||||||||
| Midnight Choir | Other | 8.0 | 2500 |
HEDGHFLDFRM MF
B
| ||||||||||
| Pan Flute | Other | 2.0 | 4000 |
HEDGHFLDFRM MF
B
| ||||||||||
| Basso Lyre | Other | 18.0 | 6000 |
HEDGHFLDFRM MF
B
| ||||||||||
| Cuckoo Call | Other | 1.0 | 15000 |
HEDGHFLDFRM MF
B
| ||||||||||
| Horn of Prometheus | Other | 7.0 | 25000 |
HEDGHFLDFRM MF
B
| ||||||||||
| Lyre of Cakes | Other | 12.0 | 53392 |
HEDGHFLDFRM MF
B
| ||||||||||
| Holy Water | Potion | 0.5 | 0 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | ||||||||
| Mod. Stamina | Potion | 0.2 | 85 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | ||||||||
| Lt. Heal | Potion | 0.2 | 100 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 3 | ||||||||
| Hv. Stamina | Potion | 0.2 | 150 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | ||||||||
| Cure Lt. Cnd | Potion | 0.2 | 200 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Cure Poison | Potion | 0.2 | 250 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Mod. Heal | Potion | 0.2 | 250 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | ||||||||
| Stink Bomb | Potion | 0.3 | 250 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Cherry Bomb | Potion | 0.5 | 300 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Cure Paralyz | Potion | 0.2 | 400 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Holy H2O(+) | Potion | 0.5 | 500 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 3 | ||||||||
| Hv. Heal | Potion | 0.2 | 500 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | ||||||||
| Poison Bomb | Potion | 1.0 | 600 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Mystery Oil | Potion | 0.5 | 666 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Fire Bomb | Potion | 1.0 | 750 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Deadlypoison | Potion | 0.5 | 1000 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Acid Bomb | Potion | 0.4 | 1200 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Cure Stone | Potion | 0.5 | 2000 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Resurrection | Potion | 1.0 | 2500 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Armor Shield | Scroll | 0.3 | 200 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Dispel Undead | Scroll | 0.3 | 400 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Magic Missile | Scroll | 0.3 | 400 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Terror | Scroll | 0.3 | 400 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Knock-knock | Scroll | 0.3 | 600 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Slow | Scroll | 0.3 | 600 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Fire Shield | Scroll | 0.3 | 900 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Hold Monsters | Scroll | 0.3 | 900 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Ice Shield | Scroll | 0.3 | 900 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Armorplate | Scroll | 0.3 | 1200 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Blades | Scroll | 0.3 | 1200 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Blink | Scroll | 0.3 | 1200 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Enchanted Blade | Scroll | 0.3 | 1200 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Fireball | Scroll | 0.3 | 1500 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Conjuration | Scroll | 0.3 | 1600 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Illusion | Scroll | 0.3 | 1600 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Levitate | Scroll | 0.3 | 2500 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Lifesteal | Scroll | 0.3 | 3000 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Resurrection | Scroll | 0.3 | 5000 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Book of Airs | Other | 0.0 | 0 | HEDGHFLDFRM MF M RAB B S | 1 | |||||||||
| Book of Poetry | Other | 2.0 | 500 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Book of Directions | Other | 2.0 | 1500 | HEDGHFLDFRM MF M B B S | 1 | |||||||||
| Book of Mantras | Other | 2.0 | 1500 | HEDGHFLDFRM MF P RA PVBL M | 1 | |||||||||
| Book of Chills | Other | 2.0 | 2000 | HEDGHFLDFRM MF M B B S | 1 | |||||||||
| Book of Dozes | Other | 2.0 | 2000 | HEDGHFLDFRM MF M RABP B SM | 1 | |||||||||
| Book of Poisons | Other | 2.0 | 2000 |
HEDGHFLDFRM MF
RA
| 1 | |||||||||
| Book of Lt.Curing | Other | 2.0 | 2250 | HEDGHFLDFRM MF P RA PVBL M | 1 | |||||||||
| Book of Knocks | Other | 2.0 | 2500 | HEDGHFLDFRM MF M BP B SM | 1 | |||||||||
| Book of Rapture | Other | 2.0 | 2500 | HEDGHFLDFRM MF P RA PVBL M | 1 | |||||||||
| Book of Sloth | Other | 2.0 | 2500 | HEDGHFLDFRM MF P PVBL M | 1 | |||||||||
| Book of Blinding | Other | 2.0 | 3000 |
HEDGHFLDFRM MF
RA
| 1 | |||||||||
| Book of Detection | Other | 2.0 | 3000 | HEDGHFLDFRM MF M BP B SM | 1 | |||||||||
| Book of Weakening | Other | 2.0 | 3000 | HEDGHFLDFRM MF M BP B SM | 1 | |||||||||
| Book of Air Shield | Other | 2.0 | 4000 | HEDGHFLDFRM MF M B B S | 1 | |||||||||
| Book of Fireshield | Other | 2.0 | 5000 | HEDGHFLDFRM MF M B B S | 1 | |||||||||
| Book of Iceshield | Other | 2.0 | 5000 | HEDGHFLDFRM MF M B B S | 1 | |||||||||
| Book of Protection | Other | 2.0 | 5000 | HEDGHFLDFRM MF P VBL | 1 | |||||||||
| Book of Silence | Other | 2.0 | 5000 | HEDGHFLDFRM MF P PVBL M | 1 | |||||||||
| Book of Identity | Other | 2.0 | 7500 |
HEDGHFLDFRM MF
P B
| 1 | |||||||||
| Book of Armormelt | Other | 2.0 | 8500 | HEDGHFLDFRM MF M BP B SM | 1 | |||||||||
| Book of Demons | Other | 2.0 | 12000 | HEDGHFLDFRM MF MP B | 1 | |||||||||
| Book of Levitation | Other | 2.0 | 12000 | HEDGHFLDFRM MF M B B S | 1 | |||||||||
| Book of Widows | Other | 2.0 | 15000 |
HEDGHFLDFRM MF
RA N
| 1 | |||||||||
| Book of Peace | Other | 2.0 | 15000 | HEDGHFLDFRM MF P PVBL M | 1 | |||||||||
| Book of Anti-magic | Other | 2.0 | 25000 | HEDGHFLDFRM MF M B B S | 1 | |||||||||
| Sneeze | Dust | 0.5 | 100 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2d2+1 | ||||||||
| Blind | Dust | 0.5 | 125 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2d2+1 | ||||||||
| Faerie Dust | Dust | 0.5 | 150 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2d2+1 | ||||||||
| Ancient Dust | Dust | 0.5 | 200 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2d2+1 | ||||||||
| Mystic Dust | Dust | 0.5 | 500 |
R
S
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | ||||||||
| Foot Powder | Dust | 1.0 | 2500 | 39d38+4 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Roasted Corn | Special | 0.2 | 50 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 2d2+1 | |||||||||
| Rutabega | Special | 0.2 | 50 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d2+1 | |||||||||
| Rose Petals | Special | 0.1 | 100 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d2+1 | |||||||||
| Apple | Special | 0.2 | 150 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d2+1 | |||||||||
| Red Mushroom | Special | 0.2 | 250 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d2+1 | |||||||||
| Magic Cookie | Special | 0.1 | 1000 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d2+1 | |||||||||
| Herbal Patty | Special | 0.5 | 1000 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d2+1 | |||||||||
| B.D.Key | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Bell Key | Special | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Bone Key | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Chrome Key | Special | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 3 | ||||||||
| Copper Key | Special | 0.2 | 0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | |||||||||
| Dungeon Key | Other | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 5 | ||||||||
| East Exit Key | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Gold Key | Other | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Iron Key | Special | 0.2 | 0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1d3 | |||||||||
| Jailer Key | Other | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 5 | ||||||||
| Key of ?Decision? | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of ?Quandry? | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of 1st Test | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of A Minor | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2 | ||||||||
| Key of Drows | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Evil | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Finality | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Minos | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Knights | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Nothing | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Queens | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Ramm | Other | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2 | ||||||||
| Key of The Damned | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 11 | ||||||||
| Key of The Dead | Other | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of The Lost | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Spades | Special | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2 | ||||||||
| Key of Stars | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2 | ||||||||
| Key of Valkyries | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Key of Wizard Cave | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 3 | ||||||||
| North Exit Key | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Silver Key | Other | 0.2 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Skeleton Key | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Spire Key | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Tomb Key | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 2 | ||||||||
| Vault Key | Special | 0.2 | 50000 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Bag of Sand | Other | 20.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Bauble&trinkets | Other | 2.0 | 35 | HEDGHFLDFRM MF FMPTRABPVBLSMN | ||||||||||
| Book of Ramm | Other | 0.5 | 12230 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Book of The Damned | Other | 2.0 | 15130 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Book of The Sirens | Other | 2.0 | 15550 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Botl W/ans+cork | Other | 0.7 | 15480 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Botl W/msg+cork | Other | 0.7 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Bottle W/cork | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Bottle W/msg | Other | 0.6 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Broken Sprocket | Other | 25.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Cork Bobber | Other | 0.1 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Cylinder of Ash | Other | 1.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Deadman's Log | Other | 0.5 | 12220 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Empty Sack | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Fish Hook | Other | 0.1 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Fishline | Other | 0.3 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Fishline W/hook | Other | 0.4 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Gloop Sploch | Other | 0.6 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Hookah Pipe | Other | 12.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Horn of Souls | Other | 2.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Hv. Boulder | Special | 9.4 | 0 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| Hv. Rope | Other | 3.8 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Incense | Other | 0.1 | 20 | HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | |||||||||
| King's Diary | Other | 2.0 | 12220 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Liquid Metal | Other | 1.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Rope & Hook | Other | 4.8 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Rotten Cheese | Other | 0.5 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Rubber Band | Other | 20.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Rubber Braid | Other | 10.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Rubber Strand | Other | 5.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Ruby Eyeball | Other | 1.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Special Message | Other | 0.3 | 15485 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Sprocket | Other | 25.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | 1 | ||||||||
| Steel Hook | Other | 1.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Stuffed Beagle | Other | 3.0 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Ticket Stub | Other | 0.1 | 12220 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Tinkerbell | Other | 0.3 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Wine Bottle | Other | 0.4 | 0 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
| Wizard's Record | Other | 2.0 | 13960 |
!
| HEDGHFLDFRM MF FMPTRABPVBLSMN | |||||||||
Monster List
The monster table is grouped by the monster's graphic, and then sorted by experience (using the lowest experience value monster in each group to sort the groups).
Monster: The name of the monster. In parenthesis is the "unidentified" name of the monster.
XP: The number of experience points that a party gets total for defeating one monster. This experience is divided evenly among all surviving party members.
Number: The number of that creature you encounter when fighting them.
HP: The number of hit points that monster has.
Attacks: In brackets, the range of the attack is listed (short, extended, long, thrown), followed by the name of the attack, the damage it deals, the chance it will hit an AC 0 (each AC point worse than 0 makes it 5% easier to hit) and any special effects that attack has.
%Cast: The percentage of the time that the monster will cast a spell, rather than attacking.
Spells: The spells the monster can cast.
%SA: The percentage of the time that the monster will use its special ability, rather than attacking.
Special Attack: A special attack that the creature can make.
AC: The overall AC of the monster.
Sh, Sp, Head, Body, Legs, Hands, Feet: The individual AC for each body part. These are the same as the set of ACs shown for each character.
Resistances: The resistance that a monster has to Fire, Light(ning), Cold, Paral(ysis), Air, Poison, Earth, Acid, Hyp(notism), Psion(ics), Life, Magic, or Death spells.
Companions: When you encounter this monster, this colum will list the other monsters that you will also encounter (and the percent chance that they will appear). Companions also get a chance to bring companions of their own (although there is a limit of five groups of monsters in any single combat.)
| Monster | XP | Number | HP | Attacks | %Cast | Spells | %SA | Special Attack | AC | Sh | Sp | Head | Body | Legs | Hand | Feet | Resistances | Companions |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 59 | 2d3 | 1d3 | 12 | 0 | 0 | 12 | 12 | 12 | 12 | 12 | ||||||||
| 300 | 2d2 | 1d3+1 | 30% | 9 | 0 | 0 | 9 | 9 | 9 | 0 | 0 | |||||||
| 330 | 1d3 | 2d3+4 | 9 | 0 | 0 | 9 | 9 | 9 | 0 | 0 | ||||||||
| 540 | 1d2 | 2d3+4 | 7 | 0 | 0 | 7 | 7 | 7 | 0 | 0 | ||||||||
| 1,189 | 1d5 | 5d4+5 | 8 | 0 | 0 | 10 | 0 | 5 | 7 | 3 | ||||||||
| 99 | 1d3+1 | 1d3 | 7 | 10 | 0 | 10 | 10 | 0 | 0 | 0 | ||||||||
| 200 | 1d3 | 8d5+60 | 6 | 4 | 0 | 4 | 4 | 0 | 0 | 0 | ||||||||
| 290 | 2d4 | 2d3 | 5 | 8 | 0 | 8 | 8 | 0 | 0 | 0 | ||||||||
| 318 | 1d2 | 2d3+1 | 5 | 8 | 0 | 8 | 8 | 0 | 0 | 0 | ||||||||
| 478 | 1d3 | 2d4+5 | 4 | 4 | 0 | 4 | 4 | 0 | 0 | 0 | ||||||||
| 714 | 1d2 | 3d3+2 | 4 | 6 | 0 | 6 | 6 | 0 | 0 | 0 | ||||||||
| 2,900 | 1d2 | 7d4+30 | 2 | 2 | 0 | 2 | 2 | 0 | 0 | 0 | ||||||||
| 150 | 1d3 | 1d3+1 | 5 | 0 | 10 | 10 | 10 | 0 | 0 | 0 | ||||||||
| 450 | 1d2 | 2d4+2 | 3 | 0 | 10 | 6 | 8 | 8 | 0 | 0 | ||||||||
| 489 | 1d2+4 | 2d4+2 | 3 | 0 | 10 | 6 | 8 | 8 | 0 | 0 | ||||||||
| 657 | 1d2+4 | 2d4+2 | 3 | 0 | 10 | 6 | 8 | 8 | 0 | 0 | ||||||||
| 882 | 1d3 | 3d4+18 | 5 | 0 | 5 | 5 | 5 | 5 | 0 | 0 | ||||||||
| 916 | 2d3+3 | 3d4+20 | 5 | 0 | 10 | 6 | 8 | 8 | 0 | 0 | ||||||||
| 6,144 | 1 | 8d4+30 | 2 | 0 | 2 | 2 | 2 | 2 | 0 | 0 | ||||||||
| 208 | 1d4 | 1d4+3 | 8 | 0 | 0 | 7 | 5 | 5 | 8 | 6 | ||||||||
| 383 | 3d2 | 1d5+3 | 50% | 8 | 0 | 0 | 8 | 7 | 7 | 8 | 6 | |||||||
| 392 | 1d3 | 2d3+3 | 7 | 0 | 0 | 6 | 3 | 4 | 6 | 3 | ||||||||
| 1,103 | 1 | 4d2+15 | 75% | 8 | 0 | 0 | 10 | 7 | 7 | 10 | 6 | |||||||
| 1,248 | 1 | 4d2+18 | 7 | 0 | 0 | 7 | 5 | 5 | 8 | 4 | ||||||||
| 1,315 | 1 | 4d4+10 | 7 | 0 | 0 | 7 | 5 | 5 | 8 | 4 | ||||||||
| 1,604 | 1d4+1 | 4d2+8 | 95% | 10 | 0 | 0 | 9 | 8 | 8 | 9 | 8 | |||||||
| 243 | 1d3+1 | 2d4+2 | 9 | 0 | 0 | 9 | 9 | 9 | 9 | 9 | ||||||||
| 5,178 | 2d3+1 | 8d4+32 | 6 | 0 | 0 | 2 | 0 | 2 | 5 | 2 | ||||||||
| 5,429 | 1d2 | 5d4+30 | 50% | 6 | 0 | 0 | 4 | 3 | 4 | 5 | 3 | |||||||
| 7,149 | 8 | 8d4+32 | 6 | 0 | 0 | 2 | 0 | 2 | 5 | 2 | ||||||||
| 10,477 | 1d3+2 | 8d5+40 | 50% | 6 | 0 | 0 | 2 | 0 | 2 | 5 | 2 | |||||||
| 24,105 | 1 | 14d3+98 | 6 | 0 | 0 | 2 | -2 | 0 | 5 | 1 | ||||||||
| 352 | 2d3 | 2d4+4 | 7 | 0 | 7 | 7 | 7 | 0 | 0 | 0 | ||||||||
| 2,700 | 1d3+1 | 4d4+18 | 40% | 4 | 0 | 4 | 4 | 4 | 0 | 0 | 0 | |||||||
| 7,707 | 1 | 6d4+45 | 35% | 4 | 0 | 1 | 1 | 1 | 0 | 0 | 0 | |||||||
| 329 | 2d4 | 3d3+3 | 12 | 0 | 12 | 12 | 12 | 0 | 0 | 0 | ||||||||
| 1,041 | 2d4 | 3d4+12 | 9 | 0 | 9 | 9 | 9 | 0 | 0 | 0 | ||||||||
| 1,137 | 1d4 | 5d3+5 | 8 | 0 | 8 | 8 | 8 | 0 | 0 | 0 | ||||||||
| 4,191 | 1d2 | 4d4+28 | 25% | 3 | 0 | 3 | 3 | 3 | 0 | 0 | 0 | |||||||
| 5,908 | 1d2 | 6d2+6 | 75% | 50% | 12 | 0 | 12 | 12 | 12 | 0 | 0 | 0 | ||||||
| 16,092 | 1 | 8d3+32 | 4 | 0 | -4 | -4 | -4 | 0 | 0 | 0 | ||||||||
| 18,712 | 1 | 10d4+50 | 20% | 4 | 0 | 4 | 4 | 4 | 0 | 0 | 0 | |||||||
| 492 | 1d4+2 | 3d3+4 | 8 | 0 | 0 | 0 | 8 | 0 | 0 | 0 | ||||||||
| 592 | 1d3 | 3d3+4 | 8 | 0 | 0 | 0 | 8 | 0 | 0 | 0 | ||||||||
| 1,340 | 2d2 | 3d4+8 | 20% | 8 | 0 | 0 | 0 | 8 | 0 | 0 | 0 | |||||||
| 4,498 | 1d2 | 5d4+20 | 45% | 8 | 0 | 0 | 0 | 5 | 0 | 0 | 0 | |||||||
| 613 | 1d2 | 2d4+2 | 5 | 0 | 0 | 5 | 5 | 5 | 5 | 5 | ||||||||
| 9,000 | 1d3+2 | 8d4+32 | 80% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 13,703 | 1d2+1 | 7d3+50 | 65% | 35% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||
| 17,882 | 1 | 11d4+44 | 65% | 35% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||
| 19,120 | 1 | 11d4+44 | 65% | 35% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||
| 24,277 | 1 | 11d4+44 | 65% | 35% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||
| 24,334 | 1 | 11d4+44 | 65% | 35% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||
| 67,449 | 1 | 11d4+44 | 65% | 35% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||
| 710 | 1d2+1 | 3d4+6 | 6 | 0 | 0 | 8 | 4 | 5 | 8 | 4 | ||||||||
| 1,020 | 2d2 | 4d4+12 | 7 | 0 | 0 | 6 | 4 | 4 | 6 | 2 | ||||||||
| 11,841 | 1 | 9d4+70 | 6 | 0 | 0 | 2 | 0 | 0 | 4 | 2 | ||||||||
| 1,125 | 1d4+1 | 4d4+10 | 9 | 0 | 0 | 5 | 5 | 7 | 8 | 4 | ||||||||
| 2,495 | 1d3 | 6d4+14 | 6 | 0 | 0 | 5 | 2 | 4 | 5 | 3 | ||||||||
| 12,065 | 1 | 14d3+120 | 20% | 4 | 0 | 0 | 2 | 4 | 2 | -4 | -4 | |||||||
| 43,278 | 1 | 12d8+350 | 4 | 0 | 0 | 1 | 0 | 0 | 1 | -1 | ||||||||
| 1,176 | 2d2+1 | 5d4+20 | 8 | 0 | 0 | 8 | 6 | 7 | 8 | 7 | ||||||||
| 1,739 | 3d2+1 | 5d4+20 | 6 | 0 | 0 | 6 | 4 | 5 | 6 | 5 | ||||||||
| 2,722 | 1d3 | 5d3+15 | 95% | 8 | 0 | 0 | 8 | 6 | 7 | 8 | 7 | |||||||
| 3,260 | 1d3+1 | 5d3+20 | 95% | 7 | 0 | 0 | 5 | 5 | 5 | 5 | 5 | |||||||
| 7,429 | 7 | 9d4+50 | 20% | 5 | 0 | 0 | 5 | 2 | 3 | 4 | 2 | |||||||
| 22,309 | 1 | 6d4+50 | 98% | 5 | 0 | 0 | 5 | 4 | 5 | 5 | 5 | |||||||
| 22,309 | 1 | 6d4+50 | 98% | 5 | 0 | 0 | 5 | 4 | 5 | 5 | 5 | |||||||
| 23,017 | 1 | 8d5+70 | 4 | 0 | 0 | 3 | 1 | 3 | 3 | 3 | ||||||||
| 23,017 | 1 | 8d5+70 | 4 | 0 | 0 | 3 | 1 | 3 | 3 | 3 | ||||||||
| 40,538 | 1 | 166 | 20% | 8 | 0 | 0 | 2 | -2 | -2 | -4 | -4 | |||||||
| 174,326 | 1 | 17d4+300 | 100% | 6 | 0 | 0 | 6 | 6 | 6 | 6 | 6 | |||||||
| 1,195 | 2d2+1 | 4d3+20 | 6 | 0 | 6 | 6 | 6 | 0 | 0 | 0 | ||||||||
| 1,389 | 2d3+2 | 4d4+30 | 6 | 0 | 6 | 6 | 6 | 0 | 0 | 0 | ||||||||
| 9,131 | 1 | 8d4+70 | 4 | 0 | 4 | 2 | 4 | 0 | 0 | 0 | ||||||||
| 17,790 | 1 | 12d4+200 | 4 | 0 | 4 | 2 | 4 | 0 | 0 | 0 | ||||||||
| 18,390 | 1d2+1 | 12d4+200 | 4 | 0 | 4 | 2 | 4 | 0 | 0 | 0 | ||||||||
| 21,066 | 1 | 10d3+140 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||||
| 1,398 | 3d3 | 4d4+25 | 4 | 4 | 2 | 3 | 3 | 0 | 0 | 0 | ||||||||
| 1,671 | 1d3 | 3d4+15 | 25% | 4 | 4 | 2 | 3 | 3 | 0 | 0 | 0 | |||||||
| 2,200 | 1d3+2 | 4d4+20 | 25% | 4 | 4 | 2 | 3 | 3 | 0 | 0 | 0 | |||||||
| 18,286 | 1d2 | 9d4+50 | 25% | 2 | 2 | 0 | 1 | 1 | 0 | 0 | 0 | |||||||
| 1,650 | 1d3 | 3d4+18 | 3 | 0 | 0 | 3 | 3 | 3 | 3 | 3 | ||||||||
| 2,832 | 1d2 | 4d4+16 | 2 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | ||||||||
| 8,578 | 1d2+1 | 7d4+28 | 2 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | ||||||||
| 23,620 | 1d3+2 | 12d4+131 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||||
| 27,798 | 1d2 | 9d4+50 | 90% | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | |||||||
| 40,549 | 1d2 | 10d4+40 | 90% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 45,381 | 1 | 14d4+84 | 90% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 46,889 | 1d2 | 14d4+84 | 90% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 68,224 | 1 | 16d4+64 | 90% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 75,575 | 1d2 | 20d4+124 | 90% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 1,849 | 3d3 | 3d6+8 | 5 | 0 | 0 | 2 | 2 | 5 | 0 | 4 | ||||||||
| 4,654 | 1d4 | 5d6+14 | 3 | 0 | 0 | 0 | 0 | 2 | 0 | 2 | ||||||||
| 15,390 | 1 | 7d7+30 | 2 | 0 | 0 | -1 | -1 | 1 | 0 | 1 | ||||||||
| 1,856 | 1d2 | 3d4+20 | 50% | 10 | 0 | 0 | 9 | 9 | 9 | 9 | 9 | |||||||
| 2,088 | 1d2+1 | 4d5+8 | 30% | 10 | 0 | 0 | 9 | 9 | 9 | 9 | 9 | |||||||
| 3,244 | 2d3 | 5d5+16 | 35% | 8 | 0 | 0 | 7 | 7 | 7 | 7 | 7 | |||||||
| 3,248 | 1 | 6d3+20 | 50% | 10 | 0 | 0 | 9 | 9 | 9 | 9 | 9 | |||||||
| 6,683 | 1 | 6d6+40 | 50% | 8 | 0 | 0 | 7 | 7 | 7 | 7 | 7 | |||||||
| 8,643 | 1 | 9d5+40 | 35% | 4 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | |||||||
| 19,884 | 1 | 12d5+140 | 35% | 4 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | |||||||
| 2,734 | 2d2 | 6d3+20 | 80% | 9 | 0 | 0 | 9 | 8 | 8 | 9 | 7 | |||||||
| 4,346 | 2d3+1 | 9d4+50 | 80% | 9 | 0 | 0 | 9 | 8 | 8 | 9 | 7 | |||||||
| 33,138 | 1 | 10d3+70 | 85% | 6 | 0 | 0 | 4 | 3 | 3 | 4 | 3 | |||||||
| 97,301 | 1 | 24d3+400 | 95% | 2 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | |||||||
| 2,247 | 1d3 | 4d4+20 | 65% | 6 | 6 | 6 | 5 | 6 | 6 | 6 | 6 | |||||||
| 3,520 | 1d2 | 5d4+30 | 65% | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |||||||
| 3,535 | 1d4+3 | 5d5+25 | 65% | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |||||||
| 8,699 | 1d4+3 | 10d5+50 | 75% | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |||||||
| 17,669 | 1d4+3 | 10d4+60 | 75% | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |||||||
| 3,440 | 2d4+1 | 8d4+40 | 5 | 0 | 5 | 4 | 3 | 4 | 5 | 2 | ||||||||
| 11,982 | 2d4+1 | 8d4+32 | 100% | 5 | 0 | 5 | 4 | 3 | 4 | 5 | 2 | |||||||
| 16,139 | 2d4+1 | 8d3+25 | 100% | 8 | 0 | 8 | 6 | 5 | 6 | 5 | 4 | |||||||
| 26,184 | 2d4+1 | 9d3+56 | 5 | 0 | 5 | 4 | 3 | 4 | 5 | 2 | ||||||||
| 3,892 | 4 | 7d3+40 | 20% | 6 | 0 | 0 | 5 | 2 | 3 | 5 | 3 | |||||||
| 11,483 | 1d3+3 | 9d4+40 | 40% | 4 | 0 | 0 | 3 | 1 | 1 | 3 | 2 | |||||||
| 27,920 | 1 | 128 | 20% | 4 | 0 | 0 | 2 | -1 | -1 | 0 | -1 | |||||||
| 4,098 | 1d3 | 6d6+36 | 8 | 0 | 0 | 4 | 4 | 2 | 4 | 0 | ||||||||
| 5,802 | 1d3 | 6d6+60 | 6 | 0 | 0 | 4 | 3 | 4 | 4 | 3 | ||||||||
| 6,587 | 1d2 | 7d6+42 | 7 | 0 | 0 | 3 | 3 | 1 | 3 | 0 | ||||||||
| 8,388 | 2 | 9d6+54 | 6 | 0 | 0 | 2 | 2 | 0 | 2 | -1 | ||||||||
| 10,474 | 1 | 8d6+64 | 50% | 6 | 0 | 0 | 2 | 2 | 0 | 2 | -1 | |||||||
| 14,252 | 1d2+1 | 12d6+120 | 6 | 0 | 0 | 2 | 2 | 0 | 2 | -1 | ||||||||
| 20,222 | 1 | 12d6+185 | 6 | 0 | 0 | 2 | 2 | 0 | 2 | -1 | ||||||||
| 28,482 | 1d2+1 | 14d3+180 | 40% | 6 | 0 | 0 | 2 | 2 | 0 | 2 | -1 | |||||||
| 30,062 | 1 | 10d5+200 | 5 | 0 | 0 | 2 | 0 | 1 | 4 | 2 | ||||||||
| 5,154 | 1d4+3 | 5d4+15 | 75% | 6 | 0 | 6 | 6 | 6 | 0 | 6 | 0 | |||||||
| 5,283 | 1d4+3 | 5d4+15 | 80% | 6 | 0 | 6 | 6 | 6 | 0 | 6 | 0 | |||||||
| 16,887 | 2d3+3 | 6d3+12 | 100% | 25% | 6 | 0 | 6 | 6 | 6 | 0 | 6 | 0 | ||||||
| 5,386 | 1d4+3 | 5d5+35 | 5 | 0 | 0 | 5 | -2 | 2 | 0 | 1 | ||||||||
| 16,560 | 1d2 | 9d5+145 | 5 | 0 | 0 | 5 | -2 | 2 | 0 | 1 | ||||||||
| 5,391 | 1d3 | 4d2+12 | 50% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 25,401 | 2d4+1 | 12d2+28 | 50% | -4 | -4 | 0 | -4 | -4 | -4 | -4 | -4 | |||||||
| 30,997 | 9 | 16d2+32 | 50% | -4 | -4 | 0 | -4 | -4 | -4 | -4 | -4 | |||||||
| 91,860 | 1 | 22d2+44 | 50% | -6 | -6 | 0 | -6 | -6 | -6 | -6 | -6 | |||||||
| 170,518 | 1 | 22d2+88 | -14 | -14 | 0 | -14 | -14 | -14 | -14 | -14 | ||||||||
| 6,326 | 1d3+2 | 8d5+35 | 25% | 5 | 0 | 0 | 4 | 3 | 3 | 0 | 4 | |||||||
| 7,936 | 1d3+2 | 8d6+65 | 25% | 5 | 0 | 0 | 4 | 3 | 3 | 0 | 4 | |||||||
| 6,570 | 1d2 | 6d5+40 | 30% | 3 | 0 | 2 | 2 | 2 | 2 | 0 | 2 | |||||||
| 18,781 | 1d2 | 6d5+40 | 50% | 3 | 0 | 2 | 0 | 0 | 2 | 0 | 2 | |||||||
| 21,485 | 1 | 6d5+48 | 50% | 3 | 0 | 2 | 0 | 0 | 2 | 0 | 2 | |||||||
| 31,072 | 1 | 12d3+60 | 50% | 3 | 0 | 2 | 0 | 0 | 2 | 0 | 2 | |||||||
| 6,698 | 5 | 8d4+50 | 20% | 7 | 0 | 0 | 1 | -1 | -1 | 1 | 0 | |||||||
| 8,486 | 5 | 10d4+60 | 30% | 7 | 0 | 0 | 1 | -1 | -1 | 1 | 0 | |||||||
| 33,330 | 1d2+1 | 18d5+90 | 20% | 10 | 0 | 0 | 0 | -2 | -2 | 0 | 0 | |||||||
| 51,481 | 1 | 180 | 20% | 10 | 0 | 0 | -6 | -6 | -6 | -4 | -4 | |||||||
| 7,815 | 2d4 | 12d5+60 | 5 | 0 | 0 | -1 | -3 | -2 | 1 | -1 | ||||||||
| 8,002 | 1d2 | 8d3+40 | 20% | 7 | 0 | 0 | 0 | 0 | 5 | 5 | 3 | |||||||
| 8,798 | 2 | 5d4+40 | 20% | 6 | 0 | 0 | -2 | -2 | 0 | 0 | -2 | |||||||
| 9,667 | 1 | 6d4+70 | 20% | 6 | 0 | 0 | 0 | 0 | 2 | 2 | 0 | |||||||
| 9,431 | 6 | 10d4+40 | 20% | 4 | 0 | 0 | 2 | 0 | 0 | 2 | 1 | |||||||
| 23,320 | 1d3 | 14d4+70 | 25% | 2 | 0 | 0 | 0 | -2 | -2 | 0 | -1 | |||||||
| 53,508 | 1 | 18d4+90 | 15% | 0 | 0 | 0 | 0 | -2 | -2 | 0 | 0 | |||||||
| 65,270 | 1 | 160 | 20% | 5 | 0 | 0 | 0 | -2 | -2 | 0 | 0 | |||||||
| 9,554 | 1d2 | 10d4+80 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||||
| 11,399 | 1d2+1 | 6d6+60 | 50% | 4 | 0 | 3 | 2 | 1 | 0 | 0 | 0 | |||||||
| 12,660 | 1d2+1 | 8d8+80 | 4 | 0 | 3 | 2 | 1 | 0 | 0 | 0 | ||||||||
| 19,309 | 3 | 9d3+36 | 0 | 0 | 0 | -2 | -2 | -2 | -2 | -2 | ||||||||
| 28,238 | 2 | 13d3+52 | 0 | 0 | 0 | -2 | -2 | -2 | -2 | -2 | ||||||||
| 39,814 | 1d2 | 18d3+72 | 0 | 0 | 0 | -5 | -5 | -5 | -5 | -5 | ||||||||
| 83,523 | 1 | 22d3+110 | 0 | 0 | 0 | -5 | -5 | -5 | -5 | -5 | ||||||||
| 29,541 | 1 | 7d7+40 | 75% | 35% | 3 | 0 | 0 | 3 | 3 | 3 | 3 | 3 | ||||||
| 59,947 | 1 | 8d8+80 | 75% | 4 | 0 | 2 | 0 | -2 | 0 | -1 | -1 | |||||||
| 62,452 | 1d2+1 | 16d4+122 | 75% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 63,170 | 1 | 16d4+122 | 75% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 63,170 | 1d2+2 | 16d4+122 | 75% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 44,827 | 1 | 8d10+80 | 25% | 2 | 0 | 0 | -8 | 0 | 0 | 0 | 0 | |||||||
| 51,279 | 1d2+1 | 8d10+80 | 25% | 2 | 0 | 0 | -8 | 0 | 0 | 0 | 0 | |||||||
| 51,741 | 1 | 8d8+100 | 30% | 4 | 0 | 0 | -8 | 0 | 0 | 0 | 0 | |||||||
| 49,242 | 1 | 16d3+200 | 50% | 10 | 0 | 10 | 10 | 10 | 10 | 10 | 10 | |||||||
| 54,669 | 1 | 6d6+120 | 75% | 25% | 2 | 0 | 0 | -2 | -2 | -2 | -2 | -2 | ||||||
| 56,786 | 1d2+1 | 14d4+140 | 75% | 25% | 2 | 0 | 0 | -2 | -2 | -2 | -2 | -2 | ||||||
| 58,028 | 1 | 174 | 50% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||||||
| 361,924 | 1 | 174 | 50% | 50% | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||
| 60,867 | 1d2+2 | 12d4+48 | 98% | 6 | 0 | 0 | 6 | 4 | 4 | 5 | 4 | |||||||
| 65,329 | 1 | 18d4+72 | 98% | 6 | 0 | 0 | 6 | 4 | 4 | 5 | 4 | |||||||
| 81,686 | 1 | 160 | 90% | -2 | 0 | 0 | -2 | -4 | -4 | -2 | -2 | |||||||
| 120,528 | 1 | 46d4+500 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||||
| 121,303 | 1d2+3 | 18d3+108 | 95% | 4 | 0 | 0 | 0 | 2 | 4 | 4 | 3 | |||||||
| 292,568 | 1 | 83 | 85% | 2 | 2 | 0 | 2 | 2 | 2 | 2 | 2 | |||||||
| 351,328 | 1 | 50d20+2000 | 4 | 0 | -2 | -3 | -4 | 4 | 2 | -2 | ||||||||
| 472,050 | 1 | 50d20+2000 | 4 | 0 | -2 | -3 | -4 | 4 | 2 | -2 | ||||||||
| 1,420,419 | 1 | 871 | 50% | 50% | -6 | -4 | -6 | -6 | -8 | 4 | -2 | -2 | ||||||
