Page | Heading | Word | Answer |
---|---|---|---|
03 | Generating Characters | 7 | Attributes |
04 | Character Basics | 3 | Inhabit |
06 | Classes | 3 | Characters |
09 | Ability Scores | 5 | Summary |
09 | Alignments | 4 | Fictional |
12 | Racial Advantages | 4 | Wondering |
13 | After Selecting A Character | 4 | Selected |
14 | A Crash Course In Spellcasting | 6 | Evil |
16 | Examine Character Information | 10 | Appears |
19 | Ready An Item | 5 | Move |
21 | Pray For Spells | 3 | Examine |
22 | Show Numbers | 5 | Command |
25 | Dungeon Depth | 9 | Endure |
27 | Enemy Spell Casting | 4 | Shadows |
45 | Damage | 6 | Loss |
46 | Go On | 4 | Fails |
47 | Ankheg | 5 | Enormous |
48 | Cockatrice | 1 | Infamous |
51 | Goblin | 5 | Great |
52 | Golem, Flesh | 8 | Humanoid |
55 | Naga, Bone | 5 | Undead |
56 | Otyugh | 7 | Gulguthra |
61 | Watchghost | 3 | Sometimes |
62 | Xill | 5 | Brawny |
Items "At first I was confused, but I have decided that several magical objects lose their power after so many uses." "These special objects, those that have limited uses, are best saved for times of great need." "Being a wizard, it is difficult for me to carry a large number of items, so I often find safe locations to stash objects." "Though I am anxious to descend, I often spend time thoroughly exploring a level for supplies." "Until I memorize another identify spell, I must take notes on the various powers of an item when I use it." "Rocks, rocks, and more rocks! At least they serve the simple purpose of weighing down plates." "There are many scrolls in this place. I must remember to scribe the new spells that I find for later use." | Water Level "A level completely filled with water! Using the potions of water breathing sparingly, I made my wa..." "...y carefully through the level. I wish I had taken the time to learn the water breathing spell instead." |
Doors "If I had the strength of a strong fighter I could probably smash some of these wooden doors into splinters!" "It appears that the keys I find look similar to the keyholes in which they are used. I shou..." "...ld not have spent the precious time I did trying to use the gold key with the iron keyhole." "Some of the creatures in this place are not as stupid as I thought. On several occasions they opened doors that I clo..." "I could not find a way through the door, but I learned that one of the creatures was carrying the key that I needed." | |
Combat "I once read that a great champion knows his opponents well, taking note of their strengths and weaknesses." "At times, I find it possible to use the workings of a trap against the monsters attacking me." "It is much easier to fight a number of adversaries one at a time. Now I talk like a fighter, the next thing you know..." | |
Maps "I am thankful that I have the gift of good maps. I refer to them often, so I do not become lost in this maze." |
Dungeon Area Effects | |||
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Slowed Movement | "I feel like I'm moving so slow." | "I have noticed areas of this dungeon that hinder my movements. It is almost as if a huge slow spell has been cast..." | |
"Hey -- I'm moving faster now!" | |||
Weakness | "My arms feel like dead weights." | "I have once again encountered a strange area of dungeon. This one apparently weakens me as I make my way..." | |
"Hmmm. My arms don't feel so heavy anymore." | |||
Hunger | "All of a sudden I feel so hungry." | "Something strange is happening here, I seem to grow ravenous with hunger as I move through this area of dungeon." | |
"That's strange, I don't feel so incredibly famished anymore." | |||
Anti-Magic | "That was weird. A strange tingling just went up my spine." | "A note to fellow mages, there are areas within this place that prevent the workings of the arcane -- dead magic!" | |
"Hmmm. I don't feel that tingling anymore." | |||
Experience Loss | "Yuck! I feel like spiders are crawling all over my body!" | "At first I thought I was losing my mind, but I am now sure that certain areas rob one of their knowledge and experience." | |
"Whew! That spidery feeling went away." | |||
Damage | "Ouch! That hurt to step there!" | "How such a large area of dungeon was enchanted with a vampirical drain spell is beyond me. Never in my life have..." | |
"Finally, I'm tired of getting hurt with every step I take!" | |||
Darkness | "Hey! All of a sudden I can't see anything!" | "Whoever rules this underground citadel has managed to enchant areas with many kinds of magic. These zones..." | |
"I can see again!" |
Armor | AC Adj. |
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Robe | -0 |
Shield | -1 |
Leather Armor | -2 |
Ring Mail | -3 |
Scale Mail | -4 |
Brigandine | -4 |
Chain Mail | -5 |
Elven Chain Mail | -5 |
Banded Mail | -6 |
Bronze Plate Mail | -6 |
Plate Mail | -7 |
Dragonskin Armor | -7 |
Field Plate Mail | -8 |
Dexterity AC Adj. | |
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3 | +4 |
4 | +3 |
5 | +2 |
6 | +1 |
7-14 | 0 |
15 | -1 |
16 | -2 |
17 | -3 |
18 | -4 |
19 | -4 |
Leather boots | Don't really do anything | Magic Helm | Decreases AC by 1 + the amount of the plus. | |
Drow boots | Allow you to sneak up on monsters easier. | Cursed Helm | Increases the AC by amount of minus. | |
Magic Shield | Decreases AC by 1 + the amount of the plus. | Helm of Underwater Action | Allows character to breathe underwater on the underwater level. | |
Cursed Shield | Increases the AC by amount of minus. | Helm of Stupidity | Cursed item which lowers Intelligence to 7. |
Cloak of Protection | Decreases AC by the amount of the plus, and increases the chance of avoiding disasters by the same amount. Cannot be used with ANY magical armour, or any normal armour except for leather. CAN be used with other items such as bracers or rings of protection. | ||
Cloak of Defenselessness | Cursed item which willincrease AC by the amount of the minus, and decrease the chance of avoiding disasters by the same amount. | ||
Bracers of Protection | Decrease AC by the amount of the plus. Cannot be used with ANY magical armour, or any normal armour except for leather. CAN be used with other items such as cloaks or rings of protection. | ||
Bracers of Defenselessness | Increase AC by the amount of the minus. | ||
Bracers of Archery | When using a bow and arrows, these increase the chance of hitting by 2 and increase the damage by 1. | ||
Robe of Powerlessness | Cursed item which reduces intelligence to 3 and makes M-U forget all his spells. Must be removed with Remove Curse. | ||
Robe of the Archmagi | Increases chance of avoiding disasters by 1 - Serves as AC 5 - Gives wizard 5% Magic Resistance | ||
Gauntlets of Ogre Power | Give a strength of 18/00 for as long as they are worn. | ||
Gauntlets of Hill Giant Strength | Give a strength of 19 for as long as they are worn. | ||
Gauntlets of Fire Giant Strength | Give a strength of 22 for as long as they are worn. (One of the best items in game). | ||
Gauntlets of Dexterity | Increase dexterity by 1-4 points (depending on how much dexterity you currently have). - Allows non-thief characters to pick locks as if they were 4th level thieves. | ||
"I have made a wonderful discovery! Even though I am not a thief, gloves of dexterity allow me to pick locks." |
Dull Gray | Any | Burned out ioun stone | |
Green | Ellipsoid | +1 saves | "A small green ellipsoid ioun stone increased my ability to survive various dangerous situations." |
Deep Blue | Ellipsoid | drain protection | |
Lavender & Green | Ellipsoid | greater spell absorbtion | |
Pale Lavender | Ellipsoid | lesser spell absorbtion | |
Pale Green | Prism | +1 experience level | |
Dusty Rose | Prism | +1 protection | (Does not conflict with other protection magic such as rings, bracers and magical armor, but it DOES conflict with other ioun stones of protection.) |
Gold | Prism | magic resistance | "It was a gold prism, an ioun stone I think, and it granted me a small resistance to magic." |
Pink | Rhomboid | +1 constitution | |
Pale Blue | Rhomboid | +1 strength | |
Bright Red | Rhomboid | dwarven eyes (darkvision) | "Like the dwarven ability, the bright red rhomboid empowered me with underground detection skills." |
Pink & Green | Sphere | +1 charisma | |
Deep Red | Sphere | +1 dexterity | |
Scarlet & Blue | Sphere | +1 intelligence | |
Incandescent Blue | Sphere | +1 wisdom | |
Iridescent | Spindle | air (underwater breathing) | "The iridescent spindle seems to sustain me without air. This stone would have been most useful on that water level." |
Clear | Spindle | nourishment | "Now that I found the clear spindle ioun stone, I no longer have the need for food." |
Yellow | Spindle | petrification protection | |
Pearly White | Spindle | regeneration |
Holy symbol | Used to cast priest spells (Only available with priests) | Thieves' tools | Used to pick certain locks (Only available with thieves) | ||
Spellbook | Used to cast Magic-User spells (Only available with magic-users) | Grappling hook | Allows character to scale the sides of a pit. | ||
Scrying glass | By holding this in one hand, and an unidentified item in the other, the item will be identified upon using this mirror. | ||||
Dust of Remove Curse | Using it will remove a curse from any cursed item you currently are wearing or holding. | ||||
Apple | Replenish minor food | Amulet of Magic Missiles | Must be held. When used, shoots magic missiles. | ||
Rations | Replenish moderate food | Amulet of Fireballs | Must be held. When used, shoots fireballs. | ||
Iron rations | Replenish major food | Amulet of Magic Resistance | Character will take less damage from magic. | ||
Gold Coin | Major healing at orb machines | Amulet of Imminent Return | Teleports you to the latest teleporter or staircase you used. | ||
Silver coin | Lesser healing at orb machines | Necklace of Adornment | A useless, garbage amulet. | ||
Lute of Well Being | Gives the character regenerative powers for a while, also strengthens weakened character | ||||
Chime of Hunger | A cursed item which, upon use, will decrease your food bar to almost 0. | ||||
Chime of Opening | Opens locks. | Pipes of Feign Imagery | Let you detect secret doors and illusionary walls | ||
Harp of Dispair | Instills fear in some monsters. | Drums of Distant Thunder | Shoot bolts of lightning | ||
"I have made yet another wondrous discovery -- dust of remove curse. Even a fighter can use it to rem..." "Feign imagery? I think these pipes grant a bard the power to detect secret doors and illusionary walls." "When in the hands of a bard, drums of distant thunder can shoot forth bolts of lightning." "I once recall hearing of a harp of despair, and of its power to instill fear in the enemy." "I have heard it said that a lute of well being bestows a bard with regenerative powers for a short time. This mag..." "...ical instrument, this lute of well being, is also said to strengthen a weakened bard." "A lone fighter, in a place such as this, would have need of a scrying glass to identify the various magical objects." "I could not find a way to scale the steep sides of the pit. What I needed was a good grappling hook." "I have discovered a use for the coins! There are altars with slots in which the coins are placed in return for healing." "I have concluded that I am rewarded with more powerful healing magic when I use a gold coin." |
Agate | Fits on the scale | Amythyst | Fits into hilt of sword. |
Blue mallet | Hit blue gong with it. | Bull's horn | Put it on bull's head. |
Citrine | Use it upon an altar with an ankh on it. | Cornelian | Inserted into the strange, yellow mural. |
Diamond | Fits into big golden jewel. | Emerald | Fits into skull with one green eye. |
Garnet | Insert it into a gem shaped mural. | Green mallet | Hit green gong with it. |
Jade | Fits into two snakes face-to-face. | Lapis Lazuli | Fits on horned skeleton head. |
Moonstone | Fits under picture of the moon. | Obsidian | Insert it into a anchor shaped carving. |
Onyx | Fits into face of robed figure surrounded by three black gems. | Opal | Fits into spider web. |
Pearl | Fits on one of two clams. | Plume | Fits on knight's head. |
Purple mallet | Hit purple gong with it. | Red mallet | Hit red gong with it. |
Ruby | Inserted into a colorful (mostly red) ornament. | Star Sapphire | Fits into star map. |
Tiger Eye | Fits into one-eyed tiger. | Topaz | Fits into shield with hole. |
Zircon | Bone key | Fits into skull lock. | |
Brass key | Fits into dark yellow lock. | Chrome key | Fits into shining lock. |
Copper key | Fits into copper-coloured lock. | Crimson key | Fits into red lock. |
Crystal key | Fits into lock with a blue gem above keyhole. | Fire key | Fits into keyhole with a flame around it. |
Flower key | Fits into keyhole with flowers on corners. | Frost key | Fits into snowflake lock. |
Gold key | Fits into light yellow lock. | Holy key | Fits into ankh lock. |
Iron key | Fits into metallic lock with a ring on top and bottom. | Key of faith | Fits into lock with a wreath around it. |
Silver key | Fits into lock with brown center and crosses on top and bottom. | Stone key | Fits into light brown lock. |
Identified Potions | Text When Drinking the Potion | ||||||||||||||||||||||||||||||||
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Potion of Healing | Heals 4-10 hit points of damage. | "That felt tingly all over." | "I feel better now." | ||||||||||||||||||||||||||||||
Potion of Extra Healing | Heals 6-27 hit points of damage. | "I feel much better now." | |||||||||||||||||||||||||||||||
Potion of Vitality | Eliminates need for food temporarily. | "That really hit the spot!" | "I wasn't in the mood to drink that. I was already pretty full." | ||||||||||||||||||||||||||||||
Potion of 'Neutralize Poison' | Removes the poisoned condition. | "I'm glad that poison is out of my system." | "Hmm. That made me feel warm all over." | ||||||||||||||||||||||||||||||
Potion of Restore Strength | Restores any strength lost from undead/zones. | "Great! I've recovered my strength!" | "My arms went numb for a second there when I drank that." | ||||||||||||||||||||||||||||||
Potion of Giant Strength | Temporarily gives you strength of 19+. | "Yuech! That tasted awful, and it didn't do a thing for me." | "Wow! What bulging muscles I've got now!" | ||||||||||||||||||||||||||||||
Potion of Invisibility | Makes character invisible until he attacks a monster. | "Ha! Now you see me, now you don't!" | |||||||||||||||||||||||||||||||
Potion of 'Resist Fire' | Character takes less damage from fire attacks. | "It feels cooler around here all of a sudden." | |||||||||||||||||||||||||||||||
Potion of Speed | Allows character to move and attack twice as fast. | "Wow! I'm moving much faster now!" | |||||||||||||||||||||||||||||||
Potion of 'Water Breathing' | Allows movement underwater without losing HP. | "That potion left a dry taste in my mouth." | |||||||||||||||||||||||||||||||
Potion of Food Detection | Detects any food on the current level. | "My nose is tingling ..." | |||||||||||||||||||||||||||||||
Potion of Monster Detection | Shows all the monsters on the current level. | "I seem to sense the presense of monsters ..." | |||||||||||||||||||||||||||||||
Aqua Regia | Useless potion which doesn't do anything. | "Yuech! That tasted awful." | "That was mildly refreshing." | ||||||||||||||||||||||||||||||
Potion of Poison | Poisons character. Thrown at monsters to poison them. | "I feel really sick now." | |||||||||||||||||||||||||||||||
Potion of Confusion | Makes it difficult to move or attack. | "Huh? What? What's going on ... ?" | "I don't feel confused anymore." | ||||||||||||||||||||||||||||||
Oil of Fiery Burning | When thrown at monsters, inflicts 5-30 HP of damage. | "Ow!!!! That burnt my tongue to a crisp!" | "Ow!!!! That was hot!" | ||||||||||||||||||||||||||||||
| Journal Pages About Potions | ||||||||||||||||||||||||||||||||
"I had mistakenly quaffed the potion of confusion, when I should have hurled it at my opponent." "One becomes disoriented when the potion of confusion is consumed, so attacking and movement becomes difficult." "The restore strength potion is needed to counter the strength draining attacks of certain undead." "I found it a good idea to save several potions of restore strength for the dungeon areas that drain one's strength." "Food detection potions should only be used when food is scarce and well hidden." |
Identified Rings |
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Ring of Constitution | Adds 1 point of constitution as long as it is worn | |||||||||||||||||||||||
Ring of Dexterity | Adds 1 point of dexterity as long as it is worn | |||||||||||||||||||||||
Ring of Wisdom | Adds 1 point of wisdom as long as it is worn | |||||||||||||||||||||||
Ring of Strength | Adds 1 point of strength as long as it is worn | |||||||||||||||||||||||
Ring of Protection | Decreases AC by plus. Doesn't work with magic armour. | |||||||||||||||||||||||
Ring of Wizardry | Doubles the number of spells for a particular spell level you can memorize. | |||||||||||||||||||||||
Ring of Regeneration | Regenerates hit points slowly | |||||||||||||||||||||||
Ring of Feather Falling | Character doesn't take damage from falling down pits | |||||||||||||||||||||||
Ring of Might | Makes attacks more powerful, allowing you to do more damage. | "A warrior would pay a dear price for a ring of might. With it, his attacks would be more powerful, inflicting..." | ||||||||||||||||||||||
Ring of Shocking Grasp | Increase the damage of melee weapons by 4-14 damage. | |||||||||||||||||||||||
Ring of Fire Resistance | Character takes less damage from fire attacks. | |||||||||||||||||||||||
Ring of Free Action | Cancels web, hold and paralyzation magic. | |||||||||||||||||||||||
Ring of Invisibility | Makes character invisible until he attacks a monster. | |||||||||||||||||||||||
Ring of Sustain Strength | Prevents strength drain by undead and special zones | |||||||||||||||||||||||
Ring of Sustenance | Eliminates need for food. | |||||||||||||||||||||||
Ring of Adornment | Useless ring which doesn't do anything. | |||||||||||||||||||||||
Ring of Weakness | Cursed item which drains both constitution and strength | |||||||||||||||||||||||
Ring of Provocation | Cursed item which attracts and enrages monsters. | "I could not remove the cursed ring of provocation that seemed to attract and enrage all sorts of monsters." |
Book of Exalted Deeds | Cleric of good alignment ONLY. | Will gain 1 point of wisdom and experience to put them halfway to next level. | |||||||
Book of Vile Darkness | Clerics of evil alignment ONLY | Will gain 1 point of wisdom and experience to put them halfway to next level. | |||||||
Libram of Gainful Conjuration | Magic Users of neutral alignment ONLY | Will gain enough experience to put them halfway to the next level. | |||||||
Libram of Ineffable Damnation | Magic Users of evil alignment ONLY | Will gain enough experience to put them halfway to the next level. | |||||||
Libram of Silver Magic | Magic Users of good alignment ONLY | Will gain enough experience to put them halfway to the next level. | |||||||
Manual of Stealthy Pilfering | Thieves & Bards ONLY | Will gain enough experience to put them halfway to the next level. | |||||||
Manual of Puissant Skill at Arms | Fighters, Rangers & Paladins ONLY. | Will gain enough experience to put them halfway to the next level. | |||||||
Vacuous Grimoire | Will lose 1 point of intelligence and/or 2 points wisdom. | ||||||||
Manual of Bodily Health | Will gain 1 point of constitution. | Protection from cold scroll | |||||||
Manual of Gainful Excercise | Will gain 1 point of strength. | Protection from dragon breath scroll | |||||||
Manual of Quickness in Action | Will gain 1 point of dexterity. | Protection from electricity scroll | |||||||
Tome of Clear Thought | Will gain 1 point of intelligence. | Protection from gas scroll | |||||||
Tome of Leadership and Influence | Will gain 1 point of charisma. | Protection from level drain scroll | |||||||
Tome of Understanding | Will gain 1 point of wisdom. | Protection from magic scroll | |||||||
Journal page | Contains a hint | Protection from petrification scroll | |||||||
Map parchment | Contains a map of the current level | Protection from poison scroll | |||||||
"Certain levels appear infested with undead, so I am thankful for the scrolls that protect me against level draining." "Being a mage of good alignment, I would suffer dire consequences if I read a Libram of Ineffable Damnation." "Only a wizard of neutral, chaotic neutral, or lawful neutral alignment can benefit from the Libram of Gainful Conjuration." "The Libram of Silver Magic is valuable to wizards of good alignment, such as myself." "If you are a priest that is good and true, do not even peruse the pages of a Book of Vile Darkness." "Only a priest of an evil order may benefit from reading a tome such as the Book of Vile Darkness." "If a good cleric spends the time to read a Book of Exalted Deeds, wisdom and experience are his rewards." "However, if an evil priest dares to lay hands on a Book of Exalted Deeds, his punishment shall be severe." "One may benefit from a Manual of Bodily Health only once. Any attempt to gain further benefit is useless." "Like another book of its kind, one can only benefit from a Manual of Gainful Exercise once." "A priest, ranger, or paladin should not even consider opening a Manual of Stealthy Pilfering." "Likewise, there is no reason for a wizard to read a Manual of Puissant Skill at Arms." "I am not quite sure of the power of a Vacuous Grimoire, but the name itself bodes ill for all who would read its pages." |
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Identified Wands |
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Mundane Wand | A useless, burned out wand. | |||||||||||||||||||||
Wand of Acid | Shoots acid in the direction you are facing. | |||||||||||||||||||||
Wand of Allurment | Teleports a monster in direction you're facing behind you. | |||||||||||||||||||||
Wand of Cold | Shoots a cone of cold in the direction you are facing. | |||||||||||||||||||||
Wand of Curing | Heals 6-21 hit points of damage. | |||||||||||||||||||||
Wand of Distance | Teleports a monster away. | |||||||||||||||||||||
Wand of Fire | Shoots a fireball in the direction you are facing. | |||||||||||||||||||||
Wand of Frost | Shoots frost in the direction you are facing. | |||||||||||||||||||||
Wand of Hasten Foe | A bad wand which speeds up monsters. | "Is there any use for a wand that hastens the action of one's foe? If so, I have failed to disc..." | ||||||||||||||||||||
Wand of Hinder Foe | Speeds the character up, doubling movement and attacks. | "...over it. However, there is also a wand of hinder foe that slows an opponent." | ||||||||||||||||||||
Wand of Lightning | Shoots lightning in the direction you are facing. | Wand of Smiting is absolutely THE weapon of the game. Deals a ton of damage (25-40 with ring of shocking grasp + gauntlet of fire giant strength). It deals full damage to Ogre Slugs making it one of the few weapons usuable by cleric to do so. Is the only weapon not absorbed by living mucks. | ||||||||||||||||||||
Wand of Magic Missiles | Shoots magic missile in the direction you are facing. | |||||||||||||||||||||
Wand of Paralyzation | Paralyzes the monster if front of you. | |||||||||||||||||||||
Wand of Restoration | Restores any levels lost because of undead. | |||||||||||||||||||||
Wand of Smiting | When used as weapon, does 4-11 damage, plus extra vs. Golems | |||||||||||||||||||||
Wand of Trap Detection | Detects all traps on current level. |
Weapons | Type | Damage | |||
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Sm/Med | Large | ||||
Axe | M | 1 | S | 1-8 | 1-8 |
Bow & Arrows | F | 2 | P | 1-6 | 1-6 |
Club | M | 1 | B | 1-6 | 1-3 |
Dagger | T | 1 | P | 1-4 | 1-3 |
Dart | T | 1 | P | 1-3 | 1-2 |
Flail | M | 1 | B | 2-7 | 2-8 |
Halberd | M | 2 | S/P | 1-10 | 2-12 |
Long Sword | M | 1 | S | 1-8 | 1-12 |
Mace | M | 1 | B | 2-7 | 1-6 |
Morning Star | M | 1 | P/B | 2-8 | 2-7 |
Polearm | M | 1 | B/P | 2-8 | 2-8 |
Rock | T | 1 | B | 1-2 | 1-2 |
Short Sword | M | 1 | S/P | 1-6 | 1-8 |
Sling & Rocks | F | 2 | B | 1-4 | 1-4 |
Spear | T | 1 | P | 1-6 | 1-8 |
Staff | M | 2 | B | 1-6 | 1-6 |
Trident | M | 2 | P | 2-7 | 3-12 |
Two-hand Sword | M | 1 | S | 1-10 | 3-18 |
Warhammer | M/T | 1 | B | 2-5 | 1-4 |
M = Melee T = Thrown F = Fired 1 = 1 handed 2 = 2 handed S = Slashing B = Bludgeoning P = Piercing |
Strength | ||
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Hit Adj. | Dmg Adj. | |
3 | -3 | -1 |
4-5 | -2 | -1 |
6-7 | -1 | 0 |
8-15 | 0 | 0 |
16 | 0 | +1 |
17 | +1 | +1 |
18 | +1 | +2 |
18/01-50 | +1 | +3 |
18/51-75 | +2 | +3 |
18/76-90 | +2 | +4 |
18/91-99 | +2 | +5 |
19 | +3 | +7 |
20 | +3 | +8 |
21 | +4 | +9 |
22 | +4 | +10 |
Dexterity | |
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Hit Adj. | |
3 | -3 |
4 | -2 |
5 | -1 |
6 | 0 |
7-14 | 0 |
15 | 0 |
16 | +1 |
17 | +2 |
18 | +2 |
19 | +3 |
Base THAC0 by Level | |||||||||||||||||||||
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Class ↓ | Level → | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Fighter / Paladin / Ranger | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | |
Cleric | 20 | 20 | 20 | 18 | 18 | 18 | 16 | 16 | 16 | 14 | 14 | 14 | 12 | 12 | 12 | 10 | 10 | 10 | 8 | 8 | |
Bard / Thief | 20 | 20 | 19 | 19 | 18 | 18 | 17 | 17 | 16 | 16 | 15 | 15 | 14 | 14 | 13 | 13 | 12 | 12 | 11 | 11 | |
Mage | 20 | 20 | 20 | 19 | 19 | 19 | 18 | 18 | 18 | 17 | 17 | 17 | 16 | 16 | 16 | 15 | 15 | 15 | 14 | 14 |
Dagger of Venom | +1 dagger which also holds poison and will inject a monster on a good hit. |
Stone of Good Luck | Increases chance of avoiding disasters by 1, and helps thieving abilities. |
Staff of Striking | A +3 weapon which does moderate damage. |
Maul of the Titans | Magical +2 weapon which inflicts 10-40 damage. (Unfortunately you have to pick it up after every throw) |
Sword of Slaying | This does not increase damage, but have a chance to instantly slay the preset monster. The word SLAY will be displayed instead of normal damage. |
Arrow of Slaying | Magic arrow which is pre-set against a certain monster. Against any other monster it is a +3 arrow, but it instantly kills the monster it is set for if it hits. |
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Mage Spells | |||||||||
Cleric Spells |
First-level Mage Spells | ||||
Armor | Range: 0 Duration: Special AoE: Spellcaster | With this spell your mage can surround himself with a magical field that protects as scale mail (AC 6). The spell has no effect on characters who already have AC 6 or better and it does not have a cumulative effect with the shield spell. The spell lasts until dispelled, or until the character suffers damage that is equal to or greater than 8 hit points plus 1 hit point for every level of the caster. | ||
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Burning Hands | Range: Close Duration: Instant AoE: Front Rank | When a mage casts this spell, a jet of searing flame shoots from his or her fingertips. The damage inflicted by the flame increases as the mage increases in level and gains power. The spell does one to three points of damage plus two points per level of the caster. For example, a 10th-level mage would do 21-23 points of damage. | ||
Chill Touch | Range: 0 Duration: 3 R + 1 R/L AoE: Spellcaster | When casting this spell, a blue glow encompasses your character's hand. This energy attacks the life force of any living thing upon which your character makes a successful melee attack. Because of this, the creature suffers a -1 to its attack rolls for every other successful touch. | ||
Detect Magic | Range: 0 Duration: Short AoE: Carried Items | This spell allows a mage to determine if any of the items he or she is carrying are magically enchanted. All magic items glow for a short period of time. | ||
Detect Undead | Range: 0 Duration: 3 Turns AoE: 60' + 10'/Level | This spell displays the dungeon map and shows the location of any undead creature on that map. In this way it can detect the undead through walls and obstacles. | ||
Magic Missile | Range: Long Duration: Instant AoE: One Target | Your mage creates a bolt of magic force that unerringly strikes one target. "Magic missile" spells do greater damage as a mage increases in level. Initially, "magic missiles" do two to five points of damage, and for every two extra levels the spell does two to five more points. So, a first or second-level mage does two to five points of damage, but a third or fourth-level mage does four to ten, and so on. | ||
Protection Vs. Evil | Range: 0 Duration: Medium To Long AoE: Spellcaster | This spell envelopes your character in a magical shell. The shell inhibits the attach of evil creatures. Its duration increases with the level of the spellcaster. | ||
Shocking Grasp | Range: Close Duration: Variable Until Mage Touches A Monster AoE: Spellcaster | This spell magically charges the caster's hand with a powerful electrical field. The field remains in place until the spell dissipates naturally or the character touches an adjacent monster. When the spell is cast, the caster's hand looks electrified, The mage may attack with this hand like any other melee weapon. The spell does one to eight points of damage plus one point per level of the caster. For example, a 10th-level mage does 11-18 points of damage. The amount of time it takes the spell to dissipate ranges from medium to long with the level of the caster. | ||
Shield | Range: 0 Duration: Short To Medium AoE: Spellcaster | This spell produces an invisible barrier in front of the mage that totally blocks "magic missile" attacks. It also offers AC 2 against hurled weapons (darts, spears) and AC 3 against propelled missiles (arrows, sling-stones). The spell does not have a cumulative effect with the "armor" spell. The spell duration increases with the level of the caster. | ||
Snilloc's Snowballs | Range: 20 Y/L Duration: Instant AoE: One Target Or Creature | This spell creates a mystical snowball in the hand of the caster which can then be thrown against any target within range. It hits automatically for 1-3 points of damage, or 1-6 points if used against a fire-using or fire-dwelling opponent. The snowball strikes like a "magic missile" and can be affected and repelled in the same way. | ||
Second-Level Mage Spells | ||||
Aganazzer's Scorcher | Range: 20 Y Duration: 2 R AoE: 2' by 60' Jet | Upon casting this spell a jet of flame appears at the caster's fingertips and bursts outward toward a chosen target. If the target remains within range it suffers 3-18 points of damage in the first round and 3-18 again in the second. The casting mage cannot perform other actions during the second round of the spell or discontinue the spell until it has run its course. | ||
Blur | Range: 0 Duration: Short AoE: Spellcaster | The position of a mage with an active blur spell shifts and wavers. This distortion makes the character harder to hit with an attack. A true "seeing" spell will counter a "blur" spell. | ||
Detect Invisibility | Range: Close Duration: Medium AoE: One Square In Front Of The Spellcaster | With this spell, your character can see invisible monsters, items, or magical effects. It does not reveal illusions. | ||
Improved Identify | Range: 0 Duration: Instant AoE: One Item In The Spellcaster's Hand | When this spell is cast, one item in the mage's hand is identified for what it really is. The mage learns the item's name and the attack or damage bonuses it has. Note that some items, such as special magical tomes, cannot be identified with this spell. | ||
Invisibility | Range: 0 Duration: Special AoE: Spellcaster | This spell causes your character to vanish from sight. He or she remains unseen until attacking a monster. However, certain powerful monsters can sense invisible characters, or even see them outright. | ||
Melf's Acid Arrow | Range: Long Duration: Special AoE: One Target | This spell creates a magical arrow that launches itself at a target as though it were fired by a fighter of the same level as the mage. The arrow is not affected by distance. The arrow does two to eight points of damage per attack. For every three levels the mage has earned, the arrow gains an additional attack. For example, at third to fifth-level the arrow attacks twice, and at sixth to eighth-level the arrow attacks three times. | ||
Protection From Paralysis | Range: 0 Duration: Long AoE: Spellcaster | Upon using this spell, your mage becomes totally immune to paralyzing substances (such as poison or venom) and paralyzing spells (such as hold person and slow). Keep in mind that although the spell protects the character from paralysis, the spell cannot protect against physical damage from an attack. | ||
Third-Level Mage Spells | ||||
Dispel Magic | Range: 0 Duration: Instant AoE: Spellcaster | This spell negates the effects of any spell affecting your character. "Dispel" does not counter "cure" spells, but it dispels "hold person", "bless", and similar spells. | ||
Fireball | Range: Long Duration: Instant AoE: Target Square | A "fireball" is an explosive blast of flame that damages everything in the target square. The explosion does one to six points of damage for every level of the caster to a maximum of 10th-level. For example, a 10th-level mage does 10-60 points of damage. | ||
Haste | Range: 0 Duration: Medium AoE: Spellcaster | This spell allows your character to move and fight at double the normal rate. (However, it does not allow spells to he cast at a faster rate.) The spell's duration increases with the level of the caster. | ||
Hold Person | Range: Long Duration: Medium AoE: Up To Four Targets | This spell can affect humans, demi-humans, or humanoid creatures. Creatures that are affected become rigid and unable to move or speak. Spell duration increases with the level of the caster. | ||
Hold Undead | Range: Long Duration: Medium AoE: Up To 3 Targets | This spell affects undead creatures who are as powerful or weaker than the caster. It automatically affects skeletons, zombies, or ghouls. All other undead creatures may resist the spell; those who do not become rigid and unable to move or speak. Duration increases with the level of the caster. | ||
Lightning Bolt | Range: Long Duration: Instant AoE: Two Squares | This spell allows the mage to cast a powerful bolt of electrical energy. The spell flies to its first target and then continues into the next square. The bolt does 1-6 points of damage for every level of the caster to a maximum of 10th-level. For example, a 10th-level mage does 10-60 points of damage. | ||
Slow | Range: Long Duration: Long AoE: Two Squares | This spell makes enemies move and attack at half their normal rate. Slowed creatures have a penalty of 4 on their armor class and attack with penalties. All dexterity combat bonuses are negated. | ||
Vampiric Touch | Range: Close Duration: One Attack AoE: Spellcaster | When this spell is cast, a glowing hand appears. A mage may attack with this hand like any other melee weapon. When the caster touches an opponent with a successful attack, the spell does 1-6 points of damage for every two levels of the mage. For example, a 10th-level mage would do 5-30 points of damage. These points are transferred temporarily to the mage, so any damage he takes is subtracted from these points first. This spell does not affect undead monsters such as skeletons. | ||
Water Breathing | Range: 0 Duration: Long AoE: Spellcaster | When this spell is cast, your character is able to breathe water freely for the duration of the spell. | ||
Fourth-Level Mage Spells | ||||
Fear | Range: Close Duration: Medium AoE: One Square | When this spell is cast the mage projects a cone of terror. Any creature affected by the spell will turn tail and run. The amount of time the affected creatures remain terrified is based on the level of the casting mage. The spell's duration increases with the level of the caster. | ||
Improved Invisibility | Range: 0 Duration: Short AoE: Spellcaster | This spell causes your character to vanish from sight. He or she remains unseen, even if attacking with a weapon or spell. The invisibility makes the character harder to hit with an attack. A true seeing spell counters an improved "invisibility" spell. Certain powerful monsters can sense invisible characters, or even see them outright. | ||
Ilyykur's Mantle | Range: 0 Duration: 1 R/L AoE: Spellcaster | When casting "Ilyykur's Mantle", your character is surrounded by a luminous aura, a shield of sorts against magical attack. This spell bestows +1 on saving throws against all spells and, as a bonus, offers some protection against electrical attacks such as "lightning" and "shocking grasp". | ||
Ice Storm | Range: Medium To Long Duration: Instant AoE: A Cross-Shaped Area 3X3 Squares | This spell produces a pounding torrent of huge hailstones. The spell pummels the targets with 3-30 points of damage. The range of this spell is based on the caster's level. | ||
Missile Mastery | Range: 10 Y/L Duration: 4 R AoE: One Missile | When this spell is in effect, the wizard can alter the flight of a single missile that passes within the range of the spell, stopping it altogether. The wizard can affect only a single missile per round. Magic missiles are negated entirely, but only one particular missile is dispelled in a single round. | ||
Remove Curse | Range: 0 Duration: Permanent AoE: Spellcaster | This spell allows a character with a cursed item to drop the item. However, the item itself will still be cursed with its negative properties. | ||
Fifth-Level Mage Spells | ||||
Cone Of Cold | Range: Close Duration: Instant AoE: Three Squares | This spell causes the mage to project a chilling cone of sub-zero cold. The numbing cone causes 2-5 points of damage per level of the caster. For example, a lOth-level mage would do 20-50 points of damage. | ||
Hold Monster | Range: Long Duration: Medium AoE: One Square | This spell is similar to the "hold person" spell except that it affects a wider range of creatures. However, the spell does not affect undead creatures. The spell's duration increases with the level of the caster. | ||
Snilloc's Major Missile | Range: 60 Y + 10 Y/L Duration: Instant AoE: One Creature | Major missile inflicts 2-5 points of damage to a single target, much as "magic missile". In addition, the caster does an additional 2-5 points of damage for every two levels thereafter, to a maximum of 30-75 points of damage. The "major missile" cannot be split up between multiple targets and will be affected by all spells which negate or affect "magic missile". | ||
Wall Of Force | Range: Close Duration: Short AoE: One Square | A "wall of force" creates a barrier which stops monsters and spells from passing. A wall cast by a character is dispelled with a "disintegrate" spell, or if your character enters the square with the wall of force. | ||
Sixth-Level Mage Spells | ||||
Disintegrate | Range: Close Duration: Instant AoE: One Target | This spell causes any one creature it hits to vanish. Disintegration is Instantaneous and its effects are permanent. | ||
Death Spell | Range: Long Duration: Instant AoE: 3 Squares Long | This spell slays many weak creatures easily, but kills few strong ones. Some very powerful monsters may not be affected by this spell. | ||
Flesh To Stone | Range: Medium Duration: Permanent (Or Until Reversed) AoE: One Target | This spell causes any one target to turn to stone. The spell's effects can be reversed with the "stone to flesh" spell. | ||
Lich Touch | Range: Touch Duration: 1 R/L AoE: Spellcaster | By this spell, the caster gains both the chilling touch of the lich and invulnerability to several lich-like attacks and effects. The caster is immune to all forms of paralysis and fear, and the caster's touch does 1-10 points of damage as well as paralyzing the target. Undead and creatures not affected by paralysis are entirely immune to this spell. | ||
Otiluke's Freezing Sphere | Range: Special Duration: Special AoE: Special | When casting this spell, your character creates a small globe about the size of a sling stone. It can he hurled by hand or in a sling, but upon hitting the target it does 6-36 points of cold damage upon all creatures within a 10-foot radius. These special sling stones should be created just before a battle in which they will be used, for they cannot be stored forever and disappear with time. | ||
True Seeing | Range: O Duration: Short AoE: Special | With this spell, your character can see things as they really are. Illusionary walls do not fool your character, and invisible monsters, items, or magical effects appear. This spell also reveals certain traps or trapped items by casting a red glow around the item. | ||
Seventh-Level Mage Spells | ||||
Acid Storm | Range: Long Duration: Instant AoE: Three Squares | This spell causes a downpour of acid in the area of effect. Creatures that are within the area suffer approximately 1-8 points of damage plus an additional 1-8 points of damage for every caster level above 7th. | ||
Finger Of Death | Range: 0 Duration: Permanent AoE: One Target | This spell snuffs out the victim's life force. If successful, the victim can neither be raised nor resurrected. The caster utters the finger of death spell incantation, points his or her finger at the creature to be slain, and (with luck) slays the creature. If the creature does not die, it suffers 3-17 points of damage. | ||
Mordenkainen's Sword | Range: Close Duration: Medium AoE: One Target Per Attack | This spell creates a sword that the mage can wield in melee. The sword attacks as if a fighter that is half the wizard's level were wielding it. For example, if a 14th level wizard casts the spell, the sword would attack as if a 7th level fighter were wielding it. The sword has no magical attack bonuses or damage bonuses. The sword does 5-20 hit points of damage to man-sized creatures and 5-30 hit points to large creatures. | ||
Power Word, Stun | Range: Long Duration: Special AoE: One Target | When this spell is cast, the target is stunned and unable to move. The fewer the hit points a creature has, the longer it stays stunned. Very strong or healthy creatures may not be affected by this spell. | ||
Eighth-Level Mage Spells | ||||
Abi-Dalzim's Horrid Wilting | Range: Close Duration: Instant AoE: One Square | This spell evaporates moisture from the bodies of all the targets within the area of effect. The creatures suffer 1-8 points of damage per level of the caster. This spell is especially devastating to water elementals and plant creatures. | ||
Bigby's Clenched Fist | Range: Close Duration: Medium AoE: One Target Per Attack | This spell creates a huge fist that the mage controls (from a distance) in combat. The fist always hits, but the damage range is from light to heavy depending on how well it hits. | ||
Ninth-Level Mage Spells | ||||
Energy Drain | Range: Close Duration: Permanent AoE: One Target | If the creature is hit by the mage, the creature loses two levels or 2-16 hit points. The creature also loses attack bonuses. | ||
Meteor Swarm | Range: Long Duration: Instant AoE: 3X3 Square Area | Four fireballs travel down the corridor. Anything in their path suffers the maximum damage from the spell. The fireballs fly in a line and form a diamond or square area of effect. Anything unlucky enough to get caught in the center is affected by all four of the spheres. | ||
Power Word, Kill | Range: Long Duration: Permanent AoE: One Square | This spell kills a creature with up to 60 hit points. It also kills two or more creatures with less than ten hit points each (up to a maximum of 120 total hit points). For example, the spell can kill 12 creatures with ten hit points each. | ||
Time Stop | Range: 0 Duration: Short AoE: Spellcaster | This spell stops time momentarily and gives your mage time to do things such as cast more spells or run away. Everything outside the area of effect temporarily stops moving; it is as if time were suspended. Only unique creatures or creatures of demigod and greater status are immune to this spell. | ||
Range: 0 = Your character Close = adjacent object Medium = up to 2 squares away Long = as far as visible range Duration: Instant = flash or instant effect Short = single combat round Medium = effect lasts for some time Long = effect lasts quite a while Permanent = effect lasts for the entire game Variable or Special = see spell desciption |