1158 lines
48 KiB
Plaintext
1158 lines
48 KiB
Plaintext
-------------- wizardry 7, crusaders of the dark savant FAQ ----------
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Last modified 94-01-14
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To see what's new, look at the log at the end of the FAQ.
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You can find the latest version in www on adress :
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http://www2.e.kth.se/~johansso/www/wiz7.html or if you have AFS,
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file://localhost/afs/e.kth.se/home/e90/johansso/www/wiz7.html
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I'm trying to post it at the end of every month at comp.sys.ibm.pc.games.rpg
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you can get it by ftp from
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wcl-l.bham.ac.uk:/pub/djh/faqs
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or
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ftp.netcom.com:/pub/av/avatarx/faqs
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My own account is ftp-able so you can get the faq (wiz7.faq) , the
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paches and the cheats from : zafir.e.kth.se ~johansso/www/wiz7www/
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Send any comment or suggestions to :
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johansso@elixir.e.kth.se
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Wizardry 7 FAQ
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Index:
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1. Choosing a Party
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2. Changing Professions
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3. General Playing Tips
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4. Places
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5. Other Questions
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6. Patches, cheats & cracks
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7. The items in the game
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8. Credits
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1. Choosing a Party
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During character creation, you get a number of bonus points, randomly
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generated. Keep rolling until you get a reasonably high set of bonus
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points -- there's no sense in starting off with a weak character.
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You want all your characters to be magic-users of some kind, even if
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they're primarily fighters. For example, don't settle for a fighter;
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wait till you get enough bonus points to get a valkyrie, a ninja, a
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monk, or some other magic-using class. You may have to try again and
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again before you get a decent number of bonus points; the average
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seems to be about 10, but if you try often enough you can get twice
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that. I wouldn't settle for anything less than 15. You want your
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characters to start as powerfully as possible, so they aren't always
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dying in the early stages of the game.
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Note: Some people on the net have pointed out that in the later stages
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of the game, your front-line fighters have such great weapons, you
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don't want them to waste their time casting spells. I would say that
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it depends on the spells. First of all, the more people who have Heal
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Wounds, the better. Second, spells like Silence, Dispel Undead, and
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Astral Gate can quickly neutralize groups of magic-using attackers,
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and this is sometimes crucial to winning a combat. It's true that
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your front line usually just bashes away with their Light Sabers,
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Excalibur, and all the rest...but from time to time, it's tremendously
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helpful to have them cast spells instead.
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I have observed that different races recover magic points at different
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speeds. Since you can't change races, pick races that can recover
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magic quickly -- you don't want to be stuck with slow-recovering
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characters later in the game. Good races: elf, gnome, faerie, rawulf,
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mook, and maybe felpurr. Other races are slower to get back magic
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points.
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Beginning parties should contain a mage and priest. These "pure"
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classes learn spells faster than classes that mix magic with better
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fighting ability (e.g. bards, rangers, etc.). They can change later
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on, once they've acquired a good mix of spells. Even if you have
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enough points to become one of the advanced characters (Bishop,
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Samurai, etc.) pick simple characters (Mage, Priest, etc.) to start
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out with, because they advance faster than the advanced classes.
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Spells you want ASAP:
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Pr: Heal Wounds, Bless, Cure Poison, Silence, Hold Monster
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M: Energy Blast, Direction, Knock-knock, Magic Missile,
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Sleep, Blinding Flash, Wizard's Eye, Fireball, Iceball
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Ps: Heal Wounds, Identify, Divine Trap, Silence
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Al: Heal Wounds, Acid Splash, Cure Poison, Fire Bomb
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Many other spells are useful to have (three cheers for Nuclear Blast!)
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but the above are the ones you should aim for first.
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Just for the sake of interest, my party started as:
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Rawulf Valkyrie (F)
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Felpurr Monk (M)
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Dracon Ninja (M)
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Gnome Priest (F)
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Human Bard (F)
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Elf Mage (F)
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I found that the human just couldn't keep up with the others. I
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wanted to use her as a spellcaster most of the time, but she just
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didn't recover magic fast enough. Instead of a human, pick a
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Faerie...but don't start the Faerie as a bard, because a Faerie
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Bard doesn't get the Lute of Sleep that other bards start with.
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2. Changing Professions
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When you change professions, you go back to experience level 1 in the
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new profession. Your stats drop sharply, but your skills remain the
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same. Furthermore, you retain all the spells and spell points your
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character had already acquired.
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In order to consider the good and bad points of changing professions,
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let's look at a level 10 mage who is considering a switch to a
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samurai. If the mage has just turned level 10, he needs 300,000
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experience points to reach level 11. If he switches to a samurai,
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those same 300,000 experience points will get him back to about
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experience level 8 as a samurai. Thus, if the character stays a mage,
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those 300,000 points give him only one skill improvement (from level
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10 to 11); if the character changes to a samurai, the character gets
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*seven* skill improvements.
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The moral is clear: if you want to improve skills quickly, switch
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professions somewhere around level 10. The price is that your stats
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go back down to pretty pathetic levels, but they increase fairly
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quickly again.
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Other things to consider: low level characters can only cast spells at
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low levels. Thus your level 10 mage may be able to cast a 7-dice
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fireball, but your level 1 samurai will only be able to cast a 1-die
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fireball, even if he has plenty of spell points available. Don't
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switch professions just before you go into a major fight, and don't
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switch professions for all your characters at once. Stagger your
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switches so that you always have a few reasonably high level
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characters, so they can cast high level spells.
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Certain other skills also depend on experience level. For example,
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the ninja and monk natural armor class advantage is based on a
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combination of ninjutsu skill and experience level. For every
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experience level you increase, your AC can go down -1 if you have a
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high ninjutsu rating. Therefore switching classes (temporarily)
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negates a huge AC advantage if you're a monk or a ninja.
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Just for the sake of curiosity, I kept one of my characters in his
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original profession for the whole game: a Dracon Ninja. By the end of
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the game, *all* of my other characters had skills of 100 in Kirijutsu
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and Ninjutsu; the original Ninja didn't. Also, all my other
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characters had scores of 100 in at least two magic disciplines; the
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original Ninja only had about 60 in his first discipline (Alchemy, of
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course). Finally, the original Ninja was only about 4 experience
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levels ahead of the next closest character. Changing professions
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really does make stronger, more versatile characters, more quickly.
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Note: To change to a new profession, you need the minimum stats for
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that profession. Suppose you have a mage who you want to turn into a
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monk, but who doesn't have enough Piety. Keep clicking on the mage's
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candle to find out when the mage is getting close to going up an
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experience level. Save when you get close. When the mage finally
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goes up a level, the game increases various stats at random. If you
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don't get an increase in Piety, terminate the game, load the previous
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save game, and take another shot at it. Repeat until you get the
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Piety increase you want. It may take some patience, but it saves time
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in the long run.
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3. General Playing Tips:
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Save, save, save. And save again. Before you try to open any chest,
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save; that way if you set off traps, you can back up and try again.
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Same thing before you try to open any locked door, and before you go
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through any doorway (since many doorways have combat on the other
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side).
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If a character dies in combat, terminate the game and load your
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previous save game. With patience, you can get through the game
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without ever having to resurrect a party member. If everyone survives
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a combat in reasonably good shape, save immediately.
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Save before you rest. If you get through the rest period without a
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battle, save before resting again. It's a "ratchet" approach to the
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game; if something good happens, no matter how small, save so that you
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can move forward from that good point.
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Don't kill NPCs until you're absolutely sure you've wrung them dry of
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all relevant information. If you happen to kill an NPC by accident
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(because they got angry at you and attacked), terminate the game and
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load your previous save game. If you kill the wrong NPC, you may end
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up in a position where you have an extremely difficult time finishing
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the game. (Note: some NPCs can show up with annoying regularity.
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Hold your temper, at least until you get the *LEGEND* map. You
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cannot win the game without this map.)
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Take notes. Lots of notes. Also make maps when you need to. The
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automapping feature is okay some of the time, but in places like the
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Halls of the Past (under the Isle of Crypts) and the Temple of Aerial
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Whimsey (in Dane Tower), you need to make your own maps to keep track
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of teleports.
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Before you get rid of anything you pick up, take it to an NPC (like
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the Innkeeper in New City) and try to sell it. He'll say "YOU NEED
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THAT" if it's a crucial artifact of the game.
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Have your characters specialize in skills. For example, have one put
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points into Searching, one into Mapping, one into Artifacts, and so
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on. Never spend points on Oratory--it goes up automatically. Same
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thing with mythology and combat skills.
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Beginning characters should put one or two points into swimming with
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each level increase, until each character gets to 10 pts. After that,
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forget it. 10 points means you can survive one second in the water,
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and after that, each time you go into the water, you automatically
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gain a point. Thus as soon as everyone gets 10 points of swimming,
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swimming practice will give you as many additional points as you want.
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4. Places:
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The following list looks at various places in Lost Guardia and the
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most frequently asked questions about them. I present them in the
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order I got around to them in the game.
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4.1. Outside New City:
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Suggestions: explore the outside of New City first. In particular, go
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down the ladder just outside the walls of New City -- there's a little
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dungeon there that seems specifically designed as a training ground:
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easy monsters, a few secret doors, etc. (You won't have any spells to
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find secret doors yet, so just make sure you look at every wall you
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pass. The big blue buttons for secret doors are pretty obvious.)
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Where do I find the mapping kit?
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A short distance to the south and east of where you wake up, you
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can find a treasure chest with a mapping kit inside. You'll know
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you're going in the right direction when you get a message saying
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the woods seem creepy; some distance further on you hear
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creatures gnawing on bones, then fight a bunch of Alliphoots and
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Dandiphoots. (This is a tough fight if your characters are only
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level 1; better to try the little dungeon first.) Beyond the
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phoots, just keep going south and east; you really can't go wrong
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unless you double back on yourself. (Have your mage cast
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Direction so that you know which direction is which.)
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How do I get across the field of orchids?
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Don't try it when you start the game. Later on, your characters
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will have no trouble staying awake if they really want to cross
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it, but there's nothing interesting there.
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What does the flying whale mean?
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Nothing much; it could be referring to a spaceship landing in
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Nyctalinth.
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New City:
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How do I get into New City?
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Mention the armorer, whose name you found in the dungeon under
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the city.
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How do I get into Umpani Detache?
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Wait -- once you get to Ukpyr, you can teleport to Umpani Detache
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with the Umpani teleport
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What should I buy from the Innkeeper?
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You'll need bananas later.
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How do I get into the T'Rang house?
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Wait -- once you get to Nyctalinth, you can teleport to the
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house.
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How do I get into Old City?
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The librarian has the key; ask him about ARCHIVES. The entrance
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to Old City is in the Condemned Area.
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How do I get into the Curio Museum?
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Use the penny.
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What do I do with the heads in the Curio Museum?
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The *BOAT* map tells you what to do with them.
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How do I open the door with the colored lights?
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Read the black wafer; it suggests the sequence of colored buttons
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you have to push.
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How do I open the security door? The black wafer just sets off
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alarms.
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You need a control card...found later in the game.
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How do I get into the Weaponry Shoppe?
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Talk about the BLACK MARKET.
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General Notes: Make sure you go everywhere. Eventually, you'll need
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to get to the statue in the middle of the pool, but don't try it until
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everyone in the party has at 10 points of Swimming. Search at the
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statue's feet. Talk to the priest in the temple.
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When you free the prisoner from the jail, make sure he doesn't leave
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without talking to you. If necessary, terminate the game and load
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your previous save game. Keep at it until he talks to you. He'll
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send you to Orkogre Castle.
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4.2. Orkogre Castle:
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Why can't I get into anyplace interesting?
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There are hidden doors in various places. A "Detect Secret"
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spell should find them. If you don't have that spell yet, walk
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around looking at every wall; the big buttons to open secret
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doors are fairly obvious.
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How do I get into the Outer Sanctum?
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Go to the blood stains. Search. Then use the Polished
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Steelplate.
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How do I get into the Inner Sanctum?
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Go through all the cells in the prison. You'll find more secret
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doors. The buttons you press may open up secret doors in places
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you've already searched, so go back through a second time.
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How do I get into the Throne Room?
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You want to catch the monkey's attention. Back in New City, the
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innkeeper sells bananas..., or you can find some in one of the
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prison cells.
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What do I tell the king?
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THE DARTAEN ALLIANCE IS BROKEN!
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The king sent me to get something, but it was missing by the time I
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got there. Am I in trouble?
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No. Part of the story underlying the game is that other people
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are looking for the same things you are. Sometimes, they may get
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certain objects ahead of you, particularly maps. Don't worry.
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Throughout the course of the game, your competitors slowly kill
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each other, so that the goodies become concentrated in the hands
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of a few characters. Find those characters, and you find all the
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things that were stolen before you got there.
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I couldn't get past the spectral ravens in the inner sanctum the first
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time I encountered them. However, when I had gained a little more
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experience, I thumped them easily.
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4.3. Munkharama:
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What do I tell Brother T'Shober?
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SLAY NOT HE THAT CANNOT HEAR.
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What good is the polar bear?
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When you invoke the polar bear, it supposedly adds to your
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Swimming ability. I never noticed this myself, but others
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on the net say it is so.
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What is the answer to the well's riddle?
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COINS. (What else do you put into a well?)
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How do I get into the temple?
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Swim out to the statue. Search in the little pools around the
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statue; you'll find jewels of various colors. Put each jewel
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into the urn whose color matches the jewel. Go back to the
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statue and use the item you found at the base of the statue back
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in New City.
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I've searched the temple, but there's one room I can't get into.
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Every time I try, I fall into a trap door.
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Take the notched stick and go around to the rear of the room that
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contains the trap door. Stick the stick in the hole. This locks
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the door in place and you can go on your way.
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I've retrieved the Holy Work from the temple, but I can't get into the
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Land of Dreams. I don't know what to tell the guy inside.
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The front door of the Land of Dreams has a second name on it:
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GRAN MELANGE. Talk about this to the apothecary, and he'll tell
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you the answer to the question that the fellow inside the Land of
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Dreams asks.
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What do I do with the Pipe and the Pastille?
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Merge them. Go through the black door. Sit through a vision of
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the end of the world. After the vision is over, use the Pipe and
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Pastille. You'll get a different vision and be able to move on.
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Where are the five flowers?
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You can find three of them by going through Ukpyr and exploring
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the region to the north. To find the other two, go back to the
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place north of Munkharama where the river crosses the road. Go
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east for a while along the south side of the river. Then swim
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across the river and thoroughly explore the region on the other
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side. This will require going through mountains.
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I can't figure out how to combine the five flowers, as described in
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Xen Xheng's note.
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The trick is that you have to use Holy Water. You can buy some
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at the apothecary's.
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4.4. Ukpyr:
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The Umpani won't let me in.
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You must have alienated an Umpani somehow. Go back to the black
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market guy in New City and strike up a deal. That should make
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you friends with the Umpani again.
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Should I join the Umpani forces?
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It's useful. They give you good stuff like guns, and the thermal
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pineapple.
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But if I join the Umpani, I can't join the T'Rang.
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You can work for both. I joined the Umpani in Ukpyr, then ran
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across the T'Rang north of Ukpyr who asked me to betray the
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Umpani. I didn't; I killed the T'Rang instead. However, later
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on, the T'Rang in Nyctalinth still tried to recruit me and I
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decided to join them. In my opinion I got the best of both
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worlds...and after I had milked the T'Rang for all the
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information I could, I used the Thermal Pineapple from the Umpani
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to trash the T'Rang eggs.
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4.5. North of Ukpyr:
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How do I get across the whirlpool?
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Use the rebus egg.
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Should I work for the T'Rang?
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I said I would, then lied to them. They got upset and attacked,
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but they were easy to beat.
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Why does it tell me that I get an eerie feeling in a certain spot?
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The spot is haunted. Remember where you are; you'll have to come
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back to this spot later.
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A raven flies overhead and says, "Al-bie..." What does this mean?
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Darned if I know. But the raven might be trying to say "Help me"
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4.6. Nyctalinth:
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Should I work for the T'Rang now?
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Yes. H'Jenn-Ra T'Rang will tell you the combination to get the
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*BOAT* map from Rattkin Ruins, and will also let you use the
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T'Rang teleport facilities.
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What do I do in the graveyard?
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Make sure you've explored the rest of Nyctalinth first. Then
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start by digging up graves. You'll fall through into a huge
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underground complex. This complex leads to yet another statue
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where you should search for something useful.
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How do I get past the eggs?
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Use the thermal pineapple.
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What do I do with the frozen Savant Troopers?
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Use the Mystery Ray. You'll find out something interesting.
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How do I get the wand that the ghost keeps stealing?
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Use the TYDNAB EMYT statue in the empty tomb.
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What do I do with the wand?
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Equip it (it's cursed) and you'll be able to go through the force
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field to find something useful.
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4.7. Rattkin Ruins:
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How do I get in?
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Just off the road on the way to Rattkin Ruins, there's another
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small ruin. Go in and you'll have a big fight with Man o' the
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Woods (walking trees): a very nasty fight, with three rounds.
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After the fight, put the Bonsai Tree (from the Inner Sanctum
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|
of Orkogre Castle) in the middle of the pavement in the middle
|
|
of the ruins.
|
|
|
|
Why should I care about Bertie?
|
|
He can sell you a potion that you need in the funhouse.
|
|
|
|
How do I get into the Thieves' Guild?
|
|
Down on the ground inside Rattkin Ruins, try to pick Blindmeis's
|
|
pocket. You'll get a ring. Take the ring back up to the Thieves
|
|
Guild entrance, put on the ring, and stick your hand through the
|
|
window.
|
|
|
|
How do I get into the Funhouse?
|
|
Talk to Blindmeis in the Thieves Guild.
|
|
|
|
What do I do with the teeter-totter?
|
|
Wind up the weight with the spool handle. Put the rubber band
|
|
onto the strange device with two blades. Drink the featherweight
|
|
potion before hopping on the teeter-totter.
|
|
|
|
What do I do with the dowel?
|
|
Stick it through the hole in the wall. It will come in handy
|
|
later.
|
|
|
|
How should I set the levers?
|
|
The levers control the direction you go on the water slide.
|
|
First, take the rope that's attached to the bar and lower it down
|
|
the hole near the top of the water slide. Then experiment with
|
|
the levers. I just treated the five levers as a binary counter,
|
|
with up counting as a 1-bit and down counting as a 0-bit. It's
|
|
easy to walk through all the possible combinations in a
|
|
methodical way.
|
|
|
|
You can try this combination, I still don't know if it's the correct
|
|
so mail me about it please.
|
|
First, some definitions. "Top" means the lever most towards the top
|
|
of the monitor on the upper level (the one with 3 levers on it)
|
|
when looking at the level using the map kit, "Right" means the
|
|
lever most towards the right of the monitor screen, etc. For the
|
|
levers, 1=down and 0=up.
|
|
|
|
Top 1
|
|
Right 0
|
|
Left 1
|
|
Bottom level Top 0
|
|
Bottom level Bottom 1
|
|
|
|
|
|
What's the proper combination of the spears?
|
|
H'Jenn-Ra T'Rang tells you.
|
|
It is 534261
|
|
|
|
How do I tell Don Barlone what he wants?
|
|
You need the T'Range Portbook and the TX-Decoder. Use the
|
|
Decoder on the Portbook.
|
|
|
|
|
|
4.8. Giant's Cave:
|
|
|
|
This is just a straightforward slugfest. You need the Necromantic
|
|
Helm for later.
|
|
|
|
|
|
4.9. Witch Mountains:
|
|
|
|
What do I do with the vines?
|
|
Merge them into 1000' of vines. Use the result at the huge
|
|
"unscalable" cliff so you can get down into the Tramontane
|
|
Forest.
|
|
|
|
How do I find out the names of the witches?
|
|
Go to the "haunted" spot north of Ukpyr. Put on the Necromantic
|
|
Helm. Wait till the darkest part of the night (midnight). You
|
|
will see a haunting that will tell you the names.
|
|
|
|
4.10. Dane Tower:
|
|
|
|
What do I do with Jonga powder?
|
|
On each level, there is a little urn. Sprinkle Jonga powder into
|
|
the urn and it deactivates certain traps on the level. The traps
|
|
won't stop you, but they will blast you, paralyze you, drive you
|
|
mad, etc.
|
|
|
|
What's the story about Belcanzor?
|
|
You can find him by day in his shop in Dane Tower. You can find
|
|
him by night at his shop in New City.
|
|
|
|
In the Temple of Deadly Coffers, I can't get the gate open.
|
|
You probably have several coffer keys, you tried one and it
|
|
didn't work. The trick is that each coffer key is different, and
|
|
only one of the keys works on each gate. By the way, after
|
|
you've opened all the gates on this level, you can throw away
|
|
your surplus coffer keys; you'll never need them again.
|
|
|
|
When I meditate on the word "Moo", some of my characters go to sleep?
|
|
The ones who manage to stay awake get 1 point of Mind Control
|
|
skill. Therefore, you should meditate, step out of the spot, let
|
|
your people wake up, and step back to the spot again. Keep doing
|
|
this until everyone has stayed awake at least once, so that all
|
|
your characters have the Mind Control skill. If you're patient,
|
|
you can keep stepping in and out until all of them have raised
|
|
their Mind Control skill as high as you'd like.
|
|
|
|
What do I do with the Book of the Immortals?
|
|
Read it to see how to summon the demon...but to kill the demon,
|
|
just whack it. It's not that tough.
|
|
|
|
How do I get into the Magna Dane's room?
|
|
Search the Magna Dane's body. He's carrying a ring. Use the
|
|
ring on the door.
|
|
|
|
How do I get into the last treasure room?
|
|
There's a secret door from the Magna Dane's room. Use the
|
|
demon's horn.
|
|
|
|
What do I do with the jeweled pillow?
|
|
Sell it; it's worth money.
|
|
|
|
|
|
4.11. Return to New City:
|
|
|
|
How do I enter the Security Room?
|
|
Use the control card. Use the Blackship command server number
|
|
(found in Nyctalinth) to check up on Vi Domina. Use the Security
|
|
Access server number (given by the malfunctioning Savant Trooper
|
|
under Nyctalinth) to free her from the cell.
|
|
|
|
What do I do with the consol ?
|
|
Try looking up Vi Domina in the personal files. (Host : Black ship command)
|
|
|
|
How do I free Vi?
|
|
Use the consol (Host: central security)
|
|
|
|
What is the codes for the consol ?
|
|
SERVER : 023@41A2
|
|
HOST: Black Ship Command
|
|
|
|
SERVER : 018@67c1
|
|
HOST : Central Security
|
|
|
|
What do I do with the *BOAT* map?
|
|
It contains the secret of the heads in the Curio Museum, and will
|
|
let you get the Wikum boat.
|
|
|
|
|
|
4.12. The Dragon Cave
|
|
|
|
How do I get to the Dragon Cave?
|
|
Go through the mists to the cliffs at the south of Brombadian
|
|
Bay. Wait till night. You'll see a spot of light in one section
|
|
of the cliffs. Use the Coil of the Serpent, found in Dane Tower.
|
|
|
|
Where is Bombadeg?
|
|
In the water in the middle of Dragon Cave.
|
|
|
|
|
|
4.13. The City of Sky:
|
|
|
|
What do I do with the banner?
|
|
Give it to Ke-Li, Queen of Sky. She'll give you something that
|
|
will give you Eagle Eye.
|
|
|
|
What is the answer to the first test?
|
|
The name of the Astral Dominae's creator -- see the beginning of
|
|
the manual.
|
|
|
|
What is the answer to the second test?
|
|
Darned if I could figure it out. However, I have the following
|
|
advice from Guido Roessling: write down which buttons are
|
|
available, then consult the *STAR* map and look up your notes
|
|
on the Gaelin Stone from the Isle of Crypts. Each map entry
|
|
on the Gaelin Stone is represented by three symbols, and one of
|
|
those is available as a button. Start where the *STAR* map
|
|
tells you, and write down in which order you have to press
|
|
the buttons. If this doesn't work, try going the other
|
|
direction (clockwise, if you started counter-clockwise).
|
|
|
|
Thanks to Guido. My own answer was to buy Ankhs of Might
|
|
from Ke-Li until everyone in my party was STR 18 or better,
|
|
then to force the door open.
|
|
|
|
How do I get into the spaceship?
|
|
Talk: say the name of the creator (see the first test).
|
|
|
|
How do I get the goodies in the Hall of Preservation?
|
|
Out in the courtyard, there's a little pavilion (very hard to get
|
|
to, thanks to those invisible barriers) where you can find a Key
|
|
of Light. You only get one key, so you have to decide which
|
|
treasure you want most.
|
|
|
|
|
|
4.14. The Isle of Crypts:
|
|
|
|
What does the ghost mean by BMOCYENOBB?
|
|
Read it backwards -- boney combs (sort of). Way back in Orkogre
|
|
Castle, you probably found some bone combs in the Queen's
|
|
Bedroom. Now in the tombs you'll find a regal-looking female Ork
|
|
corpse. Give her back the combs and the ghost will be laid to
|
|
rest.
|
|
|
|
How do I open the gate with the dragon on it?
|
|
You need the Key of the Dragon, found in the Dragon Cave.
|
|
|
|
How do I kill monster X in the Tomb of Gorrors?
|
|
Hard work and taking a dozen cracks at it...but you don't have to
|
|
kill any of the monsters to finish the game. They're just thrown
|
|
in to let you build up experience points and to give your hot-
|
|
shot parties a real challenge. But you can get some really good
|
|
stuff here as random treasure (things like Faerie caps, Excalibers,
|
|
Meanad's Lance)
|
|
|
|
How do I open the gate with the skull on it?
|
|
Go to the Gaelin stone. Use the *LEGEND* map on each face. This
|
|
will produce the needed key.
|
|
|
|
How do I find the jewel of the sun?
|
|
Go to the skull door. Cast a Wizard's Eye at the 7-dice level.
|
|
Off to one side, you'll see a secret tunnel beginning from a
|
|
water square. Go to the water square, open the secret door, and
|
|
follow it to the jewel.
|
|
|
|
What do I do with the jewel of the sun?
|
|
Go back up to ground level. Close to the Isle of Crypts are two
|
|
smaller islands with cubes on them. Each cube has a false wall
|
|
that you can walk right through. Enter one cube; use the jewel
|
|
of the sun. Enter the other, and wing it.
|
|
|
|
Tell me about the Hall of the Past.
|
|
It's filled with visible and invisible elevators which take you
|
|
up or down levels. The whole place consists of eight 8x8
|
|
squares, and finding your way through is a nightmare. You just
|
|
have to map, using the automap feature liberally.
|
|
|
|
What do I do in the pentagram of the Hall of the Past?
|
|
Read the *CRYPT* map, and follow the instructions.
|
|
The right order is : DRAGON, TOWER, MOON, CROSS, SKULL, STAR
|
|
and EGG
|
|
|
|
All right, here I am, finally at the Tomb of the Astral Dominae. What
|
|
do I do now?
|
|
If you have the globe ring (from the spaceship in the City of
|
|
Sky) and the amulet (obtained by playing with the jewel of the
|
|
sun up in the cubes), you're ready to summon Vi Domina and the
|
|
big bang-up fight with the Savant. By the way, have one
|
|
character Use the Elysium of Divinity in the first round of the
|
|
fight; that's what it's for.
|
|
|
|
|
|
5. Other Questions:
|
|
|
|
How do I get personal skills?
|
|
Firearms -- sign up as a recruit with the Umpani in Ukpyr
|
|
Mind Control -- meditate on the word Moo in one lighted area of
|
|
the dark level in Dane Tower
|
|
Eagle Eye -- give the Helazoid Banner to Ke-Li in the City of Sky
|
|
Reflexion -- ask Blindmeis about Reflexion in the Rattkin Ruins
|
|
Snake Speed -- this comes from the potion you mix from the five
|
|
flowers
|
|
Power Strike -- [from the amulet of power (found after the battle
|
|
with Ymmu in the cemetery of Nyctalinth)] This is probably false
|
|
information, It can be from an item in a chest located on the way
|
|
to witch mountain. I'll check this out as soon as possible.
|
|
|
|
How do I find out useful things?
|
|
Ask every character you meet about RUMORS. They'll charge you 50
|
|
GP, but they'll often tell you useful things.
|
|
|
|
What maps are there and what do you use them for?
|
|
BOAT -- tells you how to work the heads in the Curio Museum to
|
|
gain access to the Wikum boat
|
|
CRYSTAL -- tells you the order to push symbols in the pentagram
|
|
area of the Halls of the Past, in order to open a door
|
|
leading to the final level
|
|
DRAGON -- gives clues for how to open the Dragon Cave in
|
|
Bombadian Bay
|
|
FOOLS -- useless
|
|
GLOBE -- is secretly aimed at Vi Domina and tells her how to open
|
|
the Tomb of the Astral Dominae
|
|
LEGEND -- Use this map on the Gaelin Stone to obtain a key to the
|
|
Halls of the Past; this is the one map you must have in your
|
|
hands at the time; with all others, you can just read them,
|
|
copy down their contents, then drop the map
|
|
SERPENT -- supposedly tells you how to make your way through the
|
|
Dragon Cave; I didn't need it
|
|
STAR -- tells you how to use the information from the Gaelin
|
|
Stone to pass the Second Crusaders Test
|
|
TEMPLE -- tells you how to open the Munkharama temple
|
|
|
|
6. Patches, cheats & cracks:
|
|
|
|
I have collected the paches and cheats on my account, so you can get
|
|
it by anonymous ftp from : zafir.e.kth.se ~johansso/www/wiz7www/
|
|
|
|
Wiz 7 won't run on my brand new Pentium, what should I do?
|
|
|
|
Try the patch in ds.zip
|
|
|
|
Are there more patches for wiz7 ?
|
|
|
|
There is a patch called cdspatch.zip that might help you
|
|
|
|
Are there any cheats for wiz 7 ?
|
|
|
|
Yes, there's a savegame editor, look for wiz7edit.zip.
|
|
|
|
How can I loose the manual check ?
|
|
|
|
There's two cracks so that you don't have to search for the right
|
|
word in the manual, but wiz7crack messes up the game, you get one
|
|
of the worst fights at the start and only magic works :-(. But
|
|
dscrack seems to do the job, and it doesn't change any files. So
|
|
look for dscrack.com or zip.
|
|
Ps. Check your laws if it's legal to use the crack DS.
|
|
|
|
7. The items in the game
|
|
|
|
This is an item list generated using the Identify spell and a lot of patience!
|
|
Unfortunately identify seldom tells all the special powers of an item. These
|
|
'specials' have been determined using the good old trial and error technique.
|
|
|
|
|
|
Legend: Special When equiping the item, wizardry asks if you wish
|
|
to use the items special power. Where three question
|
|
marks are, the special power is not know.
|
|
WARNING: Usually when special item are used this way
|
|
they disappear permanently. Some items can
|
|
be used multiple times before disappearing!
|
|
|
|
KIA Critical kill ability
|
|
STONE Can possibly stone target
|
|
PLYZE Can possibly paralyze target
|
|
KO Can possibly knock out target
|
|
POISON Can possibly poison target
|
|
DRAIN Can possibly drain stamina from target
|
|
|
|
P Primary Weapon
|
|
S Secondary Weapon
|
|
M Missile Weapon
|
|
A Ammo for Missile Weapon
|
|
|
|
Cursed This item is cursed. Cannot be removed without
|
|
a remove curse spell
|
|
|
|
Regen Regeneration
|
|
|
|
C Works on charges
|
|
#/# First number indicates the spell power. Second
|
|
number indicates the number of charges.
|
|
NOTE: This is the number that the spell identify has shown.
|
|
I do believe that the power level (first number)
|
|
remains costant BUT the number of charges COULD change.
|
|
Just be forwarned!
|
|
|
|
|
|
Armour AC Special Resistances
|
|
|
|
Chanmail Pants, +2-8Paralysis 20%, Poison 20%
|
|
Plate Mail, +3-13Fire 30%, Cold 30%
|
|
Bracers of Defence-2Missiles 10%
|
|
Robe of Enchant-6
|
|
Wizard's Cone-2Magic 10%
|
|
Crusader Helm-8LifeForce 10%
|
|
Copper Gloves -10
|
|
Goat Foot Boots -7 Special:+5 Climbing
|
|
Flack Vest-7
|
|
Gown of Divine Mail (U)-10Lifeforce 20%, Death 20%
|
|
Regen +1, Cursed, Special:???
|
|
Gown of Divine Mail (L)-10Lifeforce 10%, Death 10%
|
|
Regen +1, Cursed, Special:???
|
|
Tosei-do -9
|
|
Tarnished Mail-4
|
|
Chain Hosen-8
|
|
Mail Coif-5
|
|
Chain Chausses-9
|
|
Mail Mittens-6
|
|
Shadow Cloak-1
|
|
Midnight Cloak-2
|
|
Burgonet Helm-8
|
|
Flack Jacket-9
|
|
Plate Mail +2-12Fire 20%, Cold 20%
|
|
Necromatic Helm-7Cursed, Light 50%, Hypnosis 50%
|
|
Stud-cuir Skirt-6
|
|
Stud-cuir Bra-6
|
|
Bascinet -6
|
|
Bronze Greaves-7
|
|
Oliveskin Leggins3Cursed
|
|
Shield of Soaring 3 Cursed
|
|
Heaume-12
|
|
Black gown of Death-12Cursed, -3 Regen, Magic 90%
|
|
Heater Shield-3
|
|
Silver Gloves-12
|
|
Round Shield-2
|
|
Solleret -10
|
|
Magnetic Boots5Cursed
|
|
Plate Mail-10
|
|
Leather Greaves-6
|
|
Jazeraint Tunic-9
|
|
Filcher's Band -1 Special: +5 to Legerdermain Skill
|
|
Bascinet & Camail-9
|
|
Deathmail8Cursed, -1 Regen
|
|
Cap of Wiles4Psionics 10%
|
|
Flynn's Cap-4Special???, Missiles 30%
|
|
Mantis Boots -14 Special:+ dexterity
|
|
Forest Cape-3
|
|
Ebony Plate -14 Fire 30%, Cold 30%
|
|
Mantis Gloves -14 Special:???
|
|
Faerie Cap -4 +1 Regen, Special:???
|
|
Mitre de Sanct -5
|
|
Hi-Kane-Do -12 Fire 30%
|
|
|
|
|
|
WeaponsDamageHandsTypeSpecial Effects
|
|
|
|
Raven's Bill 6-18 (+2) 2? P? Cursed, Regen -1
|
|
POISON KIA
|
|
Hayai Bo 4-9 (+2) 2 P KO
|
|
Muramasa Blade 7-25 (+4) 1 P Special:???
|
|
KIA
|
|
Ninjato 2-8 (+1) 1 P/S KIA
|
|
Wakizashi 1-6 1 P/S
|
|
Bec De Corbin 3-7 (+1) 1 P/S KO
|
|
Zizka Star 2-10 1 P KO
|
|
Monstrance 1-8 (-1) 2 P KO
|
|
Quaterstaff 1-5 2 P
|
|
Shock Rod 2-7 2 P DRAIN
|
|
Crusader's 2H Axe +1 6-18 (+1) 2 P
|
|
Mystic Arrow 8-20 (+3) SA PLYZE KIA
|
|
Shrike Arrow 4-7 (+2) SA KIA
|
|
Naginata 1-12 2 P
|
|
No-Dachi 2-14 2 P KIA
|
|
Staff Pro Paralysius 2-5 2 P PLYZE
|
|
The Avenger 7-28 (+3) 1 P KIA Lightning 5/8
|
|
Walriblade 3-9 1 P
|
|
Bearded War Axe 1-5 1 P/S
|
|
Rod of Sprites 4-16 (+2) 1 P/S STONE
|
|
Coil of the Sepent 6-24 (+3) 1 P Cursed,Regen -1
|
|
POISON
|
|
Vorpal Blade 4-14 (+1) 1 P POISON
|
|
Musket 1-24 1 P/SM KIA
|
|
Sword of 4 Winds 8-20 (+2) 2 P Cursed,DRAIN KIA
|
|
Axphyxiation(C)
|
|
Spec - Add Hit Points
|
|
Staff of 12 Stars 6-12 (+1) ? ? Cursed, Sleep (C?)
|
|
Magic Food (C)
|
|
Special:???
|
|
Curx of Crossing 1-8 (-4) ? ? Cursed,KO
|
|
Bipennis 4-14 2 P
|
|
Bushido Blade 4-16 (+2) 1 P KIA
|
|
Wand of Winds 3-7 (+1) ? ? Whirlwind 4/6
|
|
Staff of Charming 1-8 (+1) 1 P KO, Charm 4/4
|
|
Holy Basher 5-12 (+1) 2 P KO
|
|
Ymmu's Paw 5-8 (+1) 1 P Cursed,Stone
|
|
Hunter Quarrel 7-16 (+1) SA KIA
|
|
Quarrel 3-9 SA KIA
|
|
Death Stars 7-15 (+1) 1 P/S POISON KIA
|
|
Shuriken 2-7 1 P/S KIA
|
|
War Sceptre 2-6 1 P/S KO
|
|
Winterwand 3-7(+1) 1 P/S PLYZE Iceball 4/5
|
|
Poison Darts 4-8 1 P/S POISON
|
|
Vulcan Hammer 7-16(+2) 1 P KO Fireball 5/6
|
|
Sword of Hearts 5-11 1 P KIA
|
|
Seige Arbalest +4 1 PM KIA
|
|
Lightning Bolt 10-30(+4) 1 SA KIA
|
|
Saint Bastard 7-13(+2) 1 P KO
|
|
Great Bow +4 1 P KIA
|
|
Staff of Blessing 1-8(+1) 2 P KO Bless 3/5
|
|
Zatoichi Bo 9-24(+4) 2 P PLYZE KIA KO
|
|
Blinding Flash 6/59
|
|
Faust Halberd 6-18(+2) 2 P Cursed, -3 Regen
|
|
Lifesteal 5/10
|
|
PLYZE KIA
|
|
Estoc de Olivia 6-18(+3) ? ? KIA
|
|
Special:???
|
|
Excaliber 8-36(+4) 2 P +1 Regen
|
|
STONE KIA
|
|
Lightning 6/12
|
|
Staff of Doom 8-20(+4) 2 P Cursed, -1 Regen
|
|
Death Cloud 5/3
|
|
PLYZE STONE KIA
|
|
Diamond Eyes 7-16(+2) 1 P/S Special: +Personality
|
|
PLYZE
|
|
Maenad's Lance 2-24(+3) 2 P KIA
|
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Special:???
|
|
Ta-li Stone 4-12 1 SA PLYZE, KO
|
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Medusa Stone 8-20(+2) 1 SA STONE KO
|
|
Staff of Silence 2-5 1 P Silence 4/5
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Haunting Stick 3-7(+1) 1 P Spooks 3/5
|
|
Staff Pro Undead 2-5(+1) ? ? Dispel Undead 3/3
|
|
Dragon Slayer 6-15(+1) 2 P {And they call this a
|
|
dragon slayer???}
|
|
Cat O'Nine Tails 6-18(+3) 1 P
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Balde Quisinart 6-18(+2) 1 P KIA
|
|
Maiden's Head 1-16(+2) 1 P KO Charm 5/8
|
|
Pandora's Wand 3-7(+1) 1 ? SLEEP PLYZE POISON STNE
|
|
DRAIN KIA
|
|
Dazzling Lights 4/4
|
|
Elven Bow +6 1 PM Special: +speed
|
|
+1 Regen
|
|
KIA
|
|
Rod of Sprites 4-16(+2) 1 P/S STONE
|
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Axe of Many Runes 4-14(-8) 1 P/S Cursed, -1 Regen
|
|
Sword of Fire 2-16(+2) 1 P/S Fireball 4/7
|
|
Crystal Wand 1-2(+1) 1 P/S Wizard's Eye 3/4
|
|
Blade of Aegin 2-24(+2) 2 P KIA KO Iceball 5/10
|
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|
|
|
|
Sticks Damage Special Effects
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|
|
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(These are powers that sticks display when used, NOT THROWN!)
|
|
(A great way to increase your artifact skill, cheaply!)
|
|
|
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Rocket Sticks 5-40 Magic Missiles
|
|
Icicle Sticks2-12Chilling Touch
|
|
Sparkle Sticks1-8Energy Blast
|
|
Cracker Sticks 2-16 Energy Blast
|
|
|
|
|
|
AmuletsSpecial EffectChargesACSpecial Resistance
|
|
|
|
Amulet of IIlusionsMagic ScreenYesMagic 30%
|
|
Amulet of Spiders Web 4/9 Paralysis 10%
|
|
Amulet of LifeResurrectionYes
|
|
Amulet Pro MagicMagic ScreenYes-1Magic 30%
|
|
Amulet of Illusions Illusions Yes
|
|
Amulet of Stillness Paralyze 5/7 Paralysis 10%
|
|
Amulet of Healing Healthfull Yes Cursed,+2 Regen
|
|
Special:???
|
|
Amulet of AirsPurify Air4/4Air 10%
|
|
Amulet of RainbowPrismic Missile4/7Light 30%
|
|
|
|
|
|
Special
|
|
Rings AC Effects Charges Special Resistance
|
|
|
|
Ring of Shielding-1
|
|
Ring of Stars -4 Hypnosis 50%
|
|
Psionics 50%
|
|
Ring of TruthSane MindYesPsionic 10%
|
|
Ring of Demons -4 Cursed
|
|
Conjuration Yes
|
|
-1 Regen
|
|
Special: -karma
|
|
Ring of Invisibiity -4 Cursed Missiles 20%, Death 10%
|
|
Invisibility 6/40
|
|
Special:???
|
|
Mystic RingMindreadYesPsionics 10%
|
|
Ring Pro MagicMagic 40%
|
|
Ring of Resounding Shrill Sound 3/6
|
|
|
|
|
|
BooksSpell
|
|
|
|
(Most books can be used several times to cast spells. These are just
|
|
indicating what spell gets place in your spellbook when scribed)
|
|
|
|
Book of Barriers Missile Shield
|
|
Book of DetectionDetect Secret
|
|
Book of DirectionDirection
|
|
Book of FirewallsFireshields
|
|
Book of DemonsConjuration
|
|
Book of HasteHaste
|
|
Book of ImmortalsAnti-Magic
|
|
Book of RestingStamina
|
|
Book of SeeingWizards Eye
|
|
Book of RelicsIdentify 6/3
|
|
Special: + to artifact skill
|
|
Book of BanishingAstral Gate
|
|
|
|
|
|
ReagentsSpecial Resistance
|
|
|
|
Mana RootAir 20%
|
|
Aromatic SaltsParalysis 20%
|
|
Brimstone NuggetsFire 20%
|
|
Deadman's HairHypnosis 20%
|
|
Skull BonesPoison 20%
|
|
Dragon's TeethMagic 30%
|
|
Lion's ClawsMissiles 30%
|
|
Rock Crystal Psionics 20%
|
|
Bag of DeathCursed, Regen -2 Death Cloud 4/3
|
|
Ju-Ju StonesLifeforce 30%
|
|
Bag of TricksDazzling Lights 3/4
|
|
|
|
|
|
Miscellaneous ItemsACSpecial EffectsChargesSpecial Resistance
|
|
|
|
Cloak of Fortune -2 +1 to Karma LifeForce 10%
|
|
Mana Stone
|
|
Ank of Might-1+1 to Strength
|
|
Cornu of Demon SpawnAstra GateNo
|
|
Silver Cross-1
|
|
Milk of MagmanasiaMagic FoodYes
|
|
ManaStoneMagic FoodYes
|
|
Bottle of Old Jake'sMagicFood 4/2
|
|
Scarab Necklace Cursed Psionics 20%, Hynosis 20%
|
|
Special:???
|
|
Cross of Turning Dispel Undead 3/7 Lifeforce 20%
|
|
Knock PicksKnock-Knock6/3
|
|
Valentine Necklace-1+PersonalityDeath 10%
|
|
PK Crystal-4Psionic Blast 4/7Psionics 50%
|
|
+1 Regen
|
|
Helazoid Pendant PS - Eagle Eye Light 50%
|
|
Stone Pro AirAir 50%
|
|
Displacer Cloak-4Blink2/10
|
|
Bat NecklaceLight 50%
|
|
Emerald Talisman -2 Special:??? Death 30%
|
|
|
|
|
|
PotionsSpellsColour
|
|
|
|
FirebombFireStormRed
|
|
Stink BombNoxious FumesGreen
|
|
Acid BombAcid BombGreen
|
|
Cure Lt CndCure Lt CndYellow
|
|
Cure PoisonCure PoisonPurple
|
|
Cure DiseaseCure DiseaseYellow
|
|
Lt. Heal Head Wounds Blue
|
|
Mod. HealHeal WoundsBlue
|
|
Hv. HealHeal WoundsBlue
|
|
|
|
|
|
Spell
|
|
PowdersSpellLevel
|
|
|
|
Talk of Tamaris Blink
|
|
Powder of CreationCreate Life4/3
|
|
Flash PowderBlinding Flash
|
|
Crushed WidowsDeadly Poison
|
|
Skeleton powderDeath
|
|
Bone Dust Weaken
|
|
|
|
|
|
InstrumentsSpell
|
|
|
|
Poet's Lyre Sleep
|
|
Angel's TongueBless
|
|
Chromatic LyreItching Skin
|
|
Horn of PrometheusFireball
|
|
Silent LyreSilence
|
|
Siren's WailConfusion
|
|
|
|
|
|
Anks Power
|
|
|
|
Ank of Might Special:+Strength, -1 AC
|
|
Ank of Youth Special:+Vitality until 18 then -1 off of age,
|
|
Ank of Dexterity Special:+Dexterity
|
|
Ank of Life Special: ??? - Full Heal?
|
|
Resurrection 6/2
|
|
Lifeforce 50%
|
|
-1 AC
|
|
Ank of Healing+1 Regen, Heal Wounds 6/9
|
|
Ank of Sanctity Special: +Piety, -1 AC
|
|
Ank of Speed Special: +Dexterity, -1 AC
|
|
|
|
|
|
|
|
|
|
You might also add in the description about the items that regeneration
|
|
items are not additive. There is no difference between using 1 item
|
|
of +1 regen. and 3 items of +1 regen. and 2 +1 regen. items do not balance
|
|
out one -2 regen. item. It merely takes the highest + regen number and
|
|
the "highest" - regen number, adds them and that's your effective regeneration.
|
|
This allowed me to give my mage the amulet of healing (+2 regen.) and
|
|
the black robes of death (-2 regen.) and the serpent coil (-1 regen.) or
|
|
the staff of doom (-1 regen.) and he would neither gain nor lose hit points
|
|
over time.
|
|
|
|
ps. Maenid's Lance gives +1 regen. as well...
|
|
|
|
|
|
|
|
8. Credits
|
|
|
|
This FAQ was originally made by James Gardner but has been adopted
|
|
and converted to www by Anders Johansson
|
|
|
|
The itemlist was made by Eric Schnurr.
|
|
|
|
Thanks for all of you who have helped with this, but especially James
|
|
and Eric.
|
|
|
|
And lets be careful out there.
|
|
|
|
Anders
|
|
|
|
---------------------- LOG --------------------------------
|
|
941117 Added the log part.
|
|
941117 Added the patch cdspatch.zip
|
|
941130 avatarx (ftp-site) changed adress.
|
|
950114 Added ds.zip patch for pentium ?
|