Table of contents

 

INTRODUCTION........................................................................................................................................................ 1

CREATURES............................................................................................................................................................... 2

CATEGORIES.............................................................................................................................................. 2

UNDEAD CREATURES............................................................................................................ 2

DEMONS..................................................................................................................................... 2

PLANTS....................................................................................................................................... 2

HEAT RESISTANT CREATURES........................................................................................... 2

FLYING CREATURES................................................................................................................ 2

COLD RESISTANT CREATURES........................................................................................... 2

PETRIFICATION RESISTANT CREATURES....................................................................... 3

PSIONIC RESISTANT CREATURES...................................................................................... 3

RAY RESISTANT CREATURES.............................................................................................. 3

RAY REFLECTING CREATURES............................................................................................ 3

RAY ABSORBING CREATURES............................................................................................. 3

MAGIC WEAPONS TO HIT..................................................................................................... 3

DESCRIPTIONS AND COMBAT STRATEGIES................................................................................... 4

STATISTICS............................................................................................................................................... 13

ITEMS.......................................................................................................................................................................... 18

AMULETS................................................................................................................................................... 18

WEAPONS.................................................................................................................................................. 18

HAND-TO-HAND COMBAT CALCULATIONS.................................................................. 18

THROWING CALCULATIONS............................................................................................... 20

WIELDED WEAPONS............................................................................................................... 21

THROWN AND FIRED WEAPONS........................................................................................ 22

ARMOR....................................................................................................................................................... 23

CHEST ARMOR......................................................................................................................... 23

HELMETS.................................................................................................................................... 23

CLOAKS...................................................................................................................................... 23

SHIELDS...................................................................................................................................... 23

OTHER ARMOR......................................................................................................................... 23

CURSED ARMOR...................................................................................................................... 24

FOOD............................................................................................................................................................ 24

EDIBLE ITEMS........................................................................................................................... 24

DEAD MONSTERS.................................................................................................................... 24

SCROLLS..................................................................................................................................................... 27

POTIONS..................................................................................................................................................... 31

WANDS....................................................................................................................................................... 34

RINGS........................................................................................................................................................... 39

MISCELLANEOUS..................................................................................................................................... 42

STRATEGIES.............................................................................................................................................................. 46

BECOMING PHYSICALLY POWERFUL................................................................................................ 46

changing classes............................................................................................................... 46

GAINING RESISTANCES......................................................................................................... 46

gaining Skills, Powers, and Abilities.................................................................... 47

GAINING FINGERS AND EYES............................................................................................... 48

POLYMORPHING YOURSELF................................................................................................. 48

Gaining Attributes........................................................................................................... 48

gaining experience............................................................................................................ 49

Wishing For Objects.......................................................................................................................... 50

FINDING MORE ITEMS OF VALUE....................................................................................................... 50

LOCATION-SPECIFIC STRATEGIES..................................................................................................... 52

THE CROSSROADS................................................................................................................... 52

Azare's Plane....................................................................................................................... 53

THE BAZAAR............................................................................................................................ 53

MIMER' S REALM..................................................................................................................... 53

Surviving the Halls of Grynr..................................................................................... 53

Surviving Niflheim............................................................................................................. 54

Surviving Bifrost............................................................................................................... 56

Surviving Asgard............................................................................................................... 56

QUESTS....................................................................................................................................................................... 57

FREEING BALDER'S SOUL...................................................................................................................... 57

LOCATING MJOLLNIR............................................................................................................................. 57

LOCATING GUNGNIR............................................................................................................................... 57

LOCATING GJALL..................................................................................................................................... 58

LOCATING MIMMING............................................................................................................................. 58

LOCATING AN ARM FOR TYR.............................................................................................................. 58

THE PATH TO MIMER'S REALM.......................................................................................................... 58

THE ROAD TO VIGRID............................................................................................................................. 59

AIDING THE GODS................................................................................................................................... 59

ARTIFACTS................................................................................................................................................................ 60

Crypt.......................................................................................................................................................... 60

The wasteland................................................................................................................................... 60

Slaeter's Sea......................................................................................................................................... 61

Chaos......................................................................................................................................................... 61

REMEDIES................................................................................................................................................................... 62

Physical problems............................................................................................................................ 62

legless...................................................................................................................................... 62

Tiny............................................................................................................................................. 62

Lycanthropic....................................................................................................................... 62

Insane........................................................................................................................................ 62

Eyeless...................................................................................................................................... 62

Feverish.................................................................................................................................... 62

Contaminated..................................................................................................................... 62

Withered................................................................................................................................. 63

Vertiginous............................................................................................................................ 63

Dyslexic................................................................................................................................... 63

Randomly Teleporting................................................................................................... 63

Turning To Stone................................................................................................................ 63

Fading From Existence................................................................................................... 63

DANGEROUS SITUATIONS.................................................................................................................... 63

WATER TRAP............................................................................................................................ 63

PHASE TRAP.............................................................................................................................. 64

SURROUNDED BY TREES....................................................................................................... 64

STUCK IN A PIT........................................................................................................................ 64

SURROUNDED BY RUBBLE.................................................................................................... 64

DESTROYED THE STAIRS...................................................................................................... 64

GRABBED BY A CREATURE.................................................................................................. 64

ghost level keeps killing characters................................................................. 64


INTRODUCTION

 

The Ragnarok Strategy Guide provides a wealth of information that will be useful in playing Ragnarok. All  creatures are thoroughly described, including special attacks, defenses, and combat strategies. Every item is described including instructions on how to use it in a variety of situations.

 

Strategies developed by successful players are explained. The quests are explained, including explicit instructions about how to accomplish them. Remedies to certain troublesome situations are also described in detail.

 

If you wish for help only on one or two topics, we recommend that you only read about those topics. This will allow you to retain the challenge of the game in other areas.

 

In short, we included everything we could think of that might be useful in your quest to aid the gods. We hope this information makes your Ragnarok experience more challenging and exciting.

 

Tom Boyd and Rob Vawter


CREATURES

 

There are thousands of creatures inhabiting the world. They range in intelligence, disposition, strength, size, and shape. Many are hostile and will attack. Other creatures have special magical abilities that must be overcome or counteracted.

 

Creatures are hostile unless otherwise specified. Below is a list of the races and beings that inhabit the universe and relevant information about them.

 

CATEGORIES

 

UNDEAD CREATURES

 

Air ghola

Ghost

Spirit

Wight

Corpse

Shade

Vampire

Wraith

Fyleisch

Shadow

 

 

 

DEMONS

 

Anxarcule

Gulveig

Konr Rig

Plog

Emanon

Hela

Nidhogg

Vanseril

 

PLANTS

 

Ivy creeper

Pale moss

Retchweed

 

HEAT RESISTANT CREATURES

 

Air ghola

Elle giant

Knell bird

Scyld

Bartan

Fire dragon

Li-Krin

Sentinel

Basilisk

Fire giant

Lower dwarf

Valkyrie

Breleor

Gorm

Migdnart

Watcher

Demons (above)

Hel dragon

Minion

Wight

Draugr

Hreset

Ramapith

Wyvern

Elcich

Jagrèdin

Rashok

 

 

FLYING CREATURES

 

Air ghola

Fyleisch

Ice dragon

Sentinel

Anssk

Gas ball

Ice sphere

Shadow

Bartan

Ghost

Knell bird

Valkyrie

Breleor

Glard

Li-Krin

Vampire

Brown bat

Halcyon

Nidslacr

Vanseril

Edgewort

Harbard

Preden

Vidur

Elcich

Hel dragon

Rashok

Watcher

Elgar

Hela

Raven

Weird fume

Fire dragon

Hreset

Roc

Wraith

Frost bat

Hrygar

Scyld

Wyvern

 

COLD RESISTANT CREATURES

 

Ice dragon

Ice sphere

Yeti


PETRIFICATION RESISTANT CREATURES

 

Basilisk

Draugr

Hel dragon

Uorik

Breleor

Eitri

Jagrèdin

Vidur

Cockatrice

Ghost

Lorkesth

Watcher

Demons (above)

Harbard

Sentinel

 

 

PSIONIC RESISTANT CREATURES

 

Air ghola

Fire giant

Lorkesth

Vanseril

Borgon vile

Guardian

Plants (above)

Watcher

Breleor

Hel dragon

Sentinel

Wizard

Draugr

Iridorn

Valkyrie

 

 

RAY RESISTANT CREATURES

 

The following are unaffected by the following rays:

 

Gymir, traders, sorcerer, iridorn, living wands, pelgrat, Nidhogg

All rays

Scyld

All (w/o stone), displacement (with stone)

Red ooze

All but displacement and ice

Ivy creeper

Displacement, hastening, sleep

Nidslacr

All (splits in two if hit with a ray)

Knilb, nymph

Displacement

Undead

Death

Plog

Death, stoning

Non-cancelable (see wand of cancellation in the ITEMS section)

Cancellation

Heat resistant (see list in this section)

Fire

Cold resistant (see list in this section)

Ice

Petrification proof (see list in this section)

Stoning

Plants

Sleep

Sandiff, gorm, dreg, weird fume

Flaying

Serpent, phantom asp, basilisk, glard

Poison breath

 

RAY REFLECTING CREATURES

 

The following creatures reflect rays back the way they came:

 

Breleor

Emanon

Sentinel

Wizard

Draugr

Konr Rig

Watcher

 

 

RAY ABSORBING CREATURES

 

The following creatures grow stronger when hit with rays:

 

Anxarcule

Hel dragon

Hela

Vanseril

 

MAGIC WEAPONS TO HIT

 

The following creatures can only be hit with magical or blessed weapons (Gungnir, Mjollnir, Mimming, Hela's scythe, runeswords, ivory staffs, and silver swords are magical weapons. Blessed weapons have a bonus of +1 or greater):

 

Archmage

Breleor

Hel dragon

Shade

Aspenth

Harbard

Iridorn

Vidur


DESCRIPTIONS AND COMBAT STRATEGIES

 

 

Description and attack strategies

Adventurer

DESC: Adventurers are friendly humans. They will willingly trade with you and can be equipped with the NPC command. They are useful allies.

Air ghola

DESC: Air gholas are flying undead creatures that sprout from the corpses of lower dwarves.

STRAT: Air gholas are destroyed by rays of deanimation.

Anssk

DESC: Anssks attempt to hypnotize their victims so others can slay them.

STRAT: Do not look at an anssk directly during physical assault. Throw items at them or zap wands. Anssks do not attack, so it is not necessary to kill them at all.

Anti-jag

DESC: The anti-jag is a relative of the jagrèdin. As the anti-jag travels, it leaves a trail of digested rubble in its wake. See the description of the jagrèdin for more details.

STRAT: See description of jagrèdin.

Anxarcule

Anxarcule is a demon. See SURVIVING NIFLHEIM in the STRATEGIES section

Archer

DESC: Archers fire arrows at their foes. Sometimes these arrows are poisoned.

STRAT: Do not allow archers to line up with you horizontally, vertically, or at a forty-five degree angle. This will inhibit their aiming.

Archmage

DESC: Archmages can only be hit by magical weapons (see list above). Archmages have the power to eliminate entire classes of objects from the game indiscriminately.

STRAT: Do not let an archmage have a turn while he can see you. Attack him from afar in hallways when you know where he is through the amulet of infravision or telepathy. Also, use the wand of cancellation against these beings. If you cannot beat them through these means, read a scroll of extinction and specify archmages.

Aspenth

DESC: Aspenth must be defeated to release Gjall, Heimdall's horn. He lives underwater and has the ability to force the air out of your lungs and decrement your constitution by biting chunks out of your abdomen.

STRAT: Read your messages. If you read that you must surface soon, ascend instantly. You cannot zap, throw, breathe rays (if you are a ray breathing monster), or use fire vision underwater. Do not go underwater with too much weight, as you will sink like a rock despite knowing how to swim. Aspenth can only be hit with magical weapons (see list in this section). For more information see the QUESTS section.

Bandit

DESC: Bandits move quickly and collect items.

STRAT: Killing bandits is beneficial. They carry many items worth possessing.

Bartan

DESC: Bartan is insane. See the description of the scroll of summoning in ITEMS section.

STRAT: Avoid Bartan. Exit the level if possible.

Bartok

DESC: When a bartok dies, it emits a psionic death wail that damages all beings nearby. It lessens with distance.

STRAT: Kill bartoks from as far away as possible.

Basilisk

DESC: Basilisks breathe poison gas and their gaze petrifies those who are not resistant to stoning. They belch smoke from a distance that will blacken mirror shields.

STRAT: Carry several mirror shields and clay lumps when in basilisk territory. Wear a ring of immunity if you are not immune to poison.

Bear

DESC: Bears do lots of damage to low level characters.

STRAT: Zap bears with wands. Get bears to follow you to friendly creatures who will help battle them. Shoot bears with projectile weapons while they are at a distance. Run around trees to lose them if they are in pursuit.

Berserker

DESC: Berserkers attack anything in sight because they are insane.

STRAT: Do not get near them if you are weak. If you leave them be, they will kill other monsters.

Bloodslug

DESC: Bloodslugs can suck your blood out of your body once they grab you. Their bite can spread disease.

STRAT: See GRABBED BY A CREATURE in the REMEDIES section.

Blue wisp

DESC: Blue wisps are similar to timemasters. See the description of timemasters for details.


 

 

Description and attack strategies

Blur

DESC: Blurs are very fast and have multiple attacks.

STRAT: Do not try to flee from a blur. Stand your ground and fight. Eating dead blurs increases speed (see FOOD in the ITEMS section).

Borgon vile

DESC: Borgon viles travel in a whirling cloud of rocks.

STRAT: Do not get within visual range of a borgon vile lest their hailstorm of rocks damage you. Attack from afar. Borgon viles leave a trail of diamond needles (see diamond needles under MISCELLANEOUS in the ITEMS section) which increase psionic ability if picked up. Cancellation rays will make a borgon vile unable to create a whirling cloud of rocks.

Breeder

DESC: Breeders clone any creature (besides you) which they encounter.

STRAT: Kill the breeder(s) first, then attack their progeny.

Breleor

DESC: Breleors are an intelligent race of half-plants. They can charm opponents into not attacking them directly. They reach tendrils into the skin of their victims for one-fourth of the victim's current hit points. There is a 3% chance that these tendrils will pierce the heart. This will slay all except undead beings. If a breleor is annoyed with your presence, it can send you to the Halls of Grynr.

STRAT: Do not attack breleors directly. Attack them with throwing weapons or avoid them completely. Only magic weapons will hit breleors. See the list in this section.

Brown bat

DESC: Brown bats attack and fly away.

STRAT: Step away from them until they are next to you, then strike.

Chameleon

DESC: Chameleons disguise themselves as useful items and attack by grabbing those who touch them. 

STRAT: See GRABBED BY A CREATURE in the REMEDIES section.

Cockatrice

DESC: Cockatrices are weak creatures, but they possess the power to turn others to stone with their gaze. Touching a dead cockatrice with bare hands is sudden death to those not resistant to petrification.

STRAT: Do not hit cockatrices with bare hands. Use a mirror shield to reflect their gaze. Carry clay lumps to counteract hardening if you are gazed upon. If you have gauntlets, pick up the dead cockatrice and wield it as your weapon. Its touch will stone other creatures. Do not pick up a dead cockatrice without gloves.

Corpse

DESC: Corpses carry a rotting disease that infects those they hit.

STRAT: Kill corpses from afar, if possible. Drink a potion of curing or wear a ring of regeneration to counteract the disease if it is contracted.

Draugr

See SURVIVING NIFLHEIM in the STRATEGIES section.

Dreg

DESC: Dregs are acidic creatures that splash acid on everything. Attacking them will corrode weapons and armor.

STRAT: Kill dregs with throwing weapons and wands. They are slow, so simply move away if they get near.

Dwarf

DESC: Dwarves are friendly creatures who inhabit the forest

Edgewort

See SURVIVING BIFROST in the STRATEGIES section

Eitri

DESC: Eitri is a smith capable of crafting a prosthesis for Tyr (see the QUESTS section). He is neutral.

Elcich

DESC: Elcich is subservient to your wishes and will slay your enemies. See the description of the scroll of summoning in the ITEMS section.

STRAT: Avoid conflict with Elcich.

Elgar

DESC: Elgars are friendly bird-like creatures who inhabit the forest.

Elle giant

DESC: Elle giants throw boulders at passing beings. They can also grab and crush the life out of anything. 

STRAT: See GRABBED BY A CREATURE in the REMEDIES section.

Emanon

Emanon is a demon. See SURVIVING NIFLHEIM in the STRATEGIES section

Enchantress

DESC: Enchantresses sing magic, mesmerizing songs that paralyze male listeners.

STRAT: Attack enchantresses from afar, before they sing. A silver mantle will cancel the effects of their song. Be female. Allow a gas ball to deafen you.


 

 

Description and attack strategies

Faleryn

DESC: This plant-like creature grows and divides at an incredible rate. They grow new limbs if others are sheared off.

STRAT: Only one in eight faleryn is capable of dividing. Identify and destroy these first. Speed up and use wands to kill more than one at a time. You must kill them faster than they can reproduce.

Fire dragon

DESC: These dragons breathe fire.

STRAT: Wear a ring of ashes or a mirror shield if not already fireproof. Dragons carry treasure. Killing them is worthwhile.

Fire giant

DESC: Fire giants travel in a cloud of intense heat that is three squares in diameter. They lay waste to anything in their path. Their touch can set you ablaze, destroying multiple items in your pack.

STRAT: Wear a ring of ashes if not heat resistant. Attack from afar.

Frost bat

DESC: Frost bats attack and move away.

STRAT: Move away from frost bats, and wait for them to end their turn next to you, then attack.

Fyleisch

DESC: Fyleisches travel in a mist of life-draining fog. They can drain up to half of your hit points per turn if you are not undead.

STRAT: Kill fyleisches from afar with projectile weapons or a wand of deanimation. Fyleisches carry several items. Killing them is worthwhile.

Gas ball

DESC: Gas balls explode next to their victims, causing physical damage and hearing loss. Victims will be stunned for several turns.

STRAT: Kill gas balls before they land in the square next to you.

Ghost

DESC: Ghosts are difficult to hit and can cause terror in their foes. When afraid, an adventurer can think of nothing but flight.

STRAT: Zap ghosts with wands to kill them quickly.

Giant squid

DESC: Giant squids grab their victims and crush them with their tentacles.

STRAT: See GRABBED BY A CREATURE in the REMEDIES section.

Gibberer

DESC: Gibberers gain more attacks during battle. They also destroy any items they find. They can grab and hold their victims.

STRAT: See GRABBED BY A CREATURE in the REMEDIES section.

Glard

DESC: Glards are fast, poisonous, and can kill if you are not poison resistant.

STRAT: Wear a ring of immunity.

Gnome

DESC: Gnomes are scavengers who pick up anything.

Gorm

DESC: Gorms are extremely fast. They put other creatures to sleep and implant their embryos within them. Upon eating, the host will die. Gorms are an acid-based life-form.

STRAT: If impregnated by a gorm, drink a blessed potion of curing. Gorm blood will corrode your weapons. Speed up before fighting a pack of gorms.

Grange pawn

DESC: These creatures are similar to timemasters. See the timemaster description below.

Grey terror

DESC: These creatures are similar to timemasters. See the timemaster description below.

Guardian

DESC: Guardians do not attack until you step near them.

STRAT: Attack guardians one at a time. Throwing or zapping an unmoving guardian will prompt them all to seek you out.

Gulveig

Gulveig is a demon. See SURVIVING NIFLHEIM in the STRATEGIES section.

Gymir

DESC: Gymir is the giant king who rightfully possesses Freyr's sword, Mimming. He lives a secluded life and dislikes other creatures.

Halcyon

DESC: A halcyon is created through the skill of origami. As long as a halcyon lives, its creator will have increased luck (+10).

Harbard

DESC: Harbard guards the entrance to Niflheim by the river Gioll. He will remain dormant until a living creature crosses the lorkesth-infested river.

STRAT: Harbard initially stands on the stairway down to Niflheim. Only magic weapons will hit Harbard. See list above.


 

 

Description and attack strategies

Hatchetfish

DESC: Hatchetfish attack anything that comes near the water. They are fast, and cause high damage.

STRAT: Kill hatchetfish from land (at least one space away from the edge). For fun, polymorph them with a wand of polymorph and watch them drown if they take on a form that cannot fly or swim (this is risky).

Hel dragon

See SURVIVING NIFLHEIM in the STRATEGIES section.

Hela

Hela is a demoness. See SURVIVING NIFLHEIM in the STRATEGIES section.

Hill giant

DESC: Hill giants grab opponents and crush them in their powerful embrace. 

STRAT: See GRABBED BY A CREATURE in the REMEDIES section.

Homunculus

DESC: Homunculi can paralyze the unwary.

STRAT: Kill homunculi quickly. Dispatch them first when facing a group of monsters.

Hreset

DESC: Hreset is a great being who is subservient to your commands. See the description of the scroll of summoning in the ITEMS section.

STRAT: Avoid conflict with Hreset.

Hrygar

DESC: Hrygars swoop in, attack, and move away.

STRAT: Move away from a hrygar until it ends its turn next to you. Then attack. Use wands when in a direct line.

Ice dragon

DESC: Ice dragons breathe rays of intense cold at their victims.

STRAT: Wear a ring of insulation or a mirror shield if not already cold resistant. Ice dragons carry treasure. Ice dragons are extra susceptible to rays of fire.

Ice sphere

DESC: Ice spheres sidle up to their victims and explode.

STRAT: Wear a ring of insulation or kill the sphere before it comes close. Ice spheres are extra susceptible to rays of fire.

Illusion

DESC: These are merely magical illusions a conjurer can summon to fight others for him.

STRAT: Striking an illusion will reveal its true nature and dispel it.

Imp

DESC: Imps are small and difficult to hit.

Iridorn

DESC: Iridorns have razor-sharp hands designed for beheading others. They also emit polymorph rays from their eyes.

STRAT: Wear a mirror shield to reflect the polymorph rays and a gorget to protect your neck. Iridorns can only be hit by magic weapons. See list above.

Items

DESC: Items can be brought to life through either the power of animation or the scroll of wonder. See the description of the scroll of wonder in the ITEMS section.

STRAT: Beware of animated wands and weapons. Deanimation will return the objects to their natural form.

Ivy creeper

DESC: Ivy creepers grab and devour their food. Attacking them will release spores that render the attacker's skin fragile, causing them to take double damage until a blessed potion of curing is consumed. Sometimes they release poison gas into the air when struck. This poison can cause death 4% of the time for the non-poison resistant. Creepers can also blind attackers for 10-20 turns.

STRAT: Attack from afar with projectile weapons. Kill the innermost part of the plant and the rest will die as well (or attack as far back as you can, pruning the creeper as you go). See GRABBED BY A CREATURE in the REMEDIES section.

Jacchus

DESC: A jacchus can spread a disease that halts the body's natural ability to heal.

STRAT: Wear a ring of regeneration or drink a potion of curing to combat this disorder.

Jagrèdin

DESC: Jagrèdins love to dig. They create new tunnels everywhere.

STRAT: Being made of pure lava, a jagrèdin can attack by burning its victims. Wands of transmutation will kill a jagrèdin instantly. If you attack a jagrèdin barehanded (and you are not heat resistant), you will be burned.

Kalvin

DESC: Kalvins have lightning fast hands for plucking eyes out of their victims.

STRAT: Kill kalvins from afar. They rarely miss your eyes. Once you have one or zero eyes left, only drinking a blessed potion of curing or a weird fume can regrow them.


 

 

Description and attack strategies

Knell bird

DESC: Knell birds indiscriminately choose any being near them to attack with a deadly gaze. 

STRAT: If you have less than 175 hp, kill the death bird immediately or leave the area. Remember, the death bird will attack other creatures nearby. If you are in a crowd, you may survive longer (with the exception of a crowd of death birds).

Knilb

DESC: Knilbs attack and teleport away.

STRAT: Do not eat dead knilbs unless you wish to teleport uncontrollably for the rest of the game.

Kobold

DESC: Kobolds are cowardly and attack with projectile weapons.

Konr Rig

Konr Rig is a demon. See SURVIVING NIFLHEIM in the STRATEGIES section.

Lacunar

DESC: Lacunars are friendly mermen-like beings who inhabit the forest.

Li-Krin

DESC: Li-Krin is a powerful being who is subservient to your desires. See the description of the scroll of summoning in the ITEMS section.

STRAT: Avoid conflict with Li-Krin.

Lorkesth

DESC: Lorkesths are the most violent of sea creatures. Their immense size makes them difficult to kill.

STRAT: Lorkesths are immune to petrification and psionic attack. Other wands are effective. If you do not have thousands of hit points, stay away from the water's edge if lorkesths are present. Use projectile weapons and wands from at least one square inland.

Lower dwarf

DESC: Lower dwarfs are adept at throwing homemade shurikens.

STRAT: Destroy the bodies of lower dwarfs, lest they sprout into air gholas. Lower dwarfs are heat resistant, but all other wands and powers can affect them.

Magician

DESC: Magicians enjoy polymorphing your items, including the weapon you wield. If they feel threatened, they can summon archmages, sorcerers, and summoners to their aid.

STRAT: Wearing a silver mantle will deflect the magician's magic. Magicians can be very useful (see MAGICIAN in the STRATEGIES section).

Migdnart

DESC: Migdnarts do excessive damage and travel in packs.

STRAT: Watch your hit points and flee if necessary.

Minion

DESC: If more than four minions surround you, they will grab you, hold you down, and beat on you.

STRAT: Do not get surrounded. Minions come in droves, especially when summoned by higher masters.

Moleman

DESC: Molemen collapse the ceiling on those who invade their domain and then burrow away.

STRAT: Do not stand near the stairs or items you may want, lest the battle destroy them.

Morph

DESC: Morphs take on the forms and powers of other races. They can change their form at will.

STRAT: Morphs have many hit points. Fight them as you would the monster they are masquerading as, but remember they may take more time to kill.

Mudman

DESC: Mudmen attempt to surround their victims with mud.

STRAT: If in mud, throw projectiles and zap wands at mudmen to avoid slipping in mud and wasting your turn. Wands of transmutation will kill mudmen instantly.

Nidhogg

Nidhogg is a demon. See SURVIVING NIFLHEIM in the STRATEGIES section.

Nidslacr

See SURVIVING NIFLHEIM in the STRATEGIES section.

Nymph

DESC: Nymphs steal from the unwary. If their mark is male, they can charm him into removing his armor, and steal almost everything. Once they steal, they teleport away.

STRAT: Kill nymphs before they get near. Be female. If a nymph steals an item of value, hunt her down to retrieve it.

Ogre

DESC: Ogres can grab their victims and crush them.

STRAT: See GRABBED BY A CREATURE in the REMEDIES section.

Orc

DESC: Orcs are hardy scavengers.

Pale moss

DESC: Pale moss will cause all those nearby to forget things, specifically the identities of scrolls, wands, potions, and rings. Pale moss takes several hits to destroy.

STRAT: Do not step near pale moss unless you have acquired the skill of identification. This skill renders their powers worthless


 

 

Description and attack strategies

Pelgrat

DESC: Pelgrats suck the power out of your wands for their own purpose, which is usually zapping you. They are ray-proof by nature.

STRAT: Drop wands behind you upon sight of a pelgrat and defeat him through physical means. Wear a mirror shield to reflect his rays.

Phantom asp

DESC: The bite of the phantom asp is instant death. Even the poison resistant have a 4% chance of death when bitten by a phantom asp (unless they wear a war vest - see the ARTIFACTS section and the description of the war vest in the ITEMS section).

STRAT: Do not allow a phantom asp to come within one square of you. Kill it from afar with projectile weapons or wands.

Phausq

DESC: Phausqs shun light, darkening any room they enter.

STRAT: Wands of light will kill all phausqs in a room.

Plog

See SURVIVING NIFLHEIM in the STRATEGIES section.

Preden

DESC: Predens spread a disease similar to malaria. The victims become feverish, have fainting spells, and eventually die.

STRAT: After fighting predens, use the SELF command to check to ensure you have not been infected. If infected, drink a potion of curing.

Pyrta ath

DESC: Pyrta aths envelop opponent's heads and attempt to smother them. In six turns, victims will smother and die. In addition, attacking a pyrta ath on your head will damage you as well.

STRAT: See GRABBED BY A CREATURE in the REMEDIES section.

Qivuit

DESC: Qivuits are primarily aquatic, but can survive on land. They attack, then retreat quickly.

STRAT: Kill qivuits from at least one square inland. If in the water, move away from them until they end their turn next to you so that you can strike.

Ramapith

DESC: Ramapiths throw fireballs that can even damage the heat resistant. They can boil your blood away in under seven turns.

STRAT: If a ramapith hits several times in a row, escape to cool your blood down. Wear a ring of ashes if you are not heat resistant.

Ranger

DESC: Rangers are usually neutral, but will become hostile if you steal from a trader, read scrolls of extinction, or attack other rangers. They stun their victims and steal their gold and booty as punishment for breaking their rules.

STRAT: Read extinction on levels you intend to exit soon. One hostile ranger will be summoned for every race extinguished. If you steal from a trader, leave the level quickly to avoid both the trader and the angry ranger that will be summoned. Never hit rangers directly. This will summon more. Attack with throwing weapons and wands.

Rashok

DESC: Rashok is subservient to you. See the description of the scroll of summoning in the ITEMS section.

STRAT: Avoid conflict with Rashok.

Rat

DESC: The rat is the easiest creature to kill in the game.

Raven

DESC: Odin's two ravens will occasionally tell you secrets from Odin himself. Do not attack them.

Red ooze

DESC: Red ooze devours anything it finds. It eats any weapon used against it, and any creature it touches gets trapped in its sticky form. It cannot be destroyed by combat or projectile weapons.

STRAT: Red ooze is sensitive to wands of cold. Zapping one once will stop it. Repeated zaps will destroy it. Always carry spare weapons if red ooze is present. Once red ooze consumes your weapon, it is far too easy to accidentally hit it with your fist. If struck barehanded, a red ooze can devour first your gauntlets and then your hand. See GRABBED BY A CREATURE in the REMEDIES section.

Retchweed

DESC: Retchweeds smell so bad, they immobilize passersby for 1-5 turns. They then attack with sharp branches for physical damage. The nausea will lower your food value.

STRAT: Do not venture near retchweed if low on food. Attack them from afar. They do not move so they make excellent targets for projectile practice.

Roc

DESC: Rocs are created through the skill of origami. They remain loyal to their creator, and seek hostile creatures to pick up and hurl to the ground from the sky.

Rodent

DESC: See the description of the rat.


 

 

Description and attack strategies

Rock giant

DESC: Rock giants are the weakest giants. However, they can still inflict great pain upon smaller foes.

Ruxicon

DESC: Ruxicons cause armor and weapons to deteriorate. They can affect many substances, including metal, wood, and leather.

STRAT: Do not let a ruxicon near you if you wear armor. Kill it from afar.

Sandiff

DESC: Sandiffs are acid-based creatures. They gout sheets of acid from up to three squares away. The acid will destroy items in your pack over a period of several turns.

STRAT: Even rings of crystal skin will not protect your items from destruction. Avoid sandiffs or obliterate them with a scroll of extinction. If you must fight a sandiff, kill it as quickly as you can with wands, projectiles, or any magic at your disposal.

Scyld

DESC: Scyld has the following powers:

Breath of freezing cold

Deadly force rays from his eyes

Ability to hurl victims long distances

Ability to send victims to the depths of the Halls of Grynr

Scyld is invulnerable to all but the one who possesses the green stone.

STRAT: Do not approach Scyld without the green stone.

Secitt

DESC: Secitts multiply every turn to a maximum of 15 secitts per level.

STRAT: Speed up so you can kill secitts faster than they can multiply. Kill secitts as soon as they are visible. If they see you, they will multiply.

Sentinel

DESC: Sentinels have five eyes, each with a different power. The four eyes located on the top of sentinels have the following attacks:

Teleport victims away

Summon other sentinels

Petrify victims

Paralyze victims

The main sentinel eye reflects rays.

STRAT: Wear a mirror shield. This will reflect teleport, petrification, and paralysis rays. If the sentinel's main eye is destroyed, all rays except teleportation will affect the sentinel.

Serpent

DESC: A serpent's poison bite will lower strength. They are slightly faster than humans.

STRAT: Do not flee, but kill serpents with wands and projectiles. If you are immune to poison, serpents present no problem. If a serpent decrements your strength, drink a potion of rejuvenation.

Shade

DESC: Shades can only be hit with  blessed weapons. They corrupt items in their victim's packs.

STRAT: Wield a magic or blessed weapon (see MAGIC WEAPONS TO HIT). Try to kill them from afar.

Shadow

DESC: Shadows drain your maximum hit points, but otherwise present little threat.

Shadow dog

DESC: Shadow dogs fade in and out of visibility.

Slinn

DESC: Slinn spew unholy water which will decrease victim's luck.

Sorcerer

DESC: Sorcerers are ray resistant humans who wield offensive wands as weapons.

STRAT: Wear a mirror shield.

Spirit

DESC: Spirits can drain their victim's maximum hit points and stun them for several turns.

Stalker

DESC: Stalkers are invisible. They will hit their victims and then move away.

STRAT: Determine which direction the stalker's attack is coming from by moving around, then move away. The stalker will move next to you. Now strike blindly in the direction from which he moved.

Stun jelly

DESC: Stun jellies blend into the background, allowing beings to stumble into them. They paralyze their victims for several turns. Once they are found, they will give chase at a slow speed.

Stun worm

DESC: Stun worms use electricity to paralyze their victims for 1-3 turns.

Summoner

DESC: Summoners summon other creatures to their aid.

Swordsman

DESC: Swordsmen are very fast and can inflict critical damage through striking vulnerable points.


 

 

Description and attack strategies

Terrain

DESC: Terrain can be accidentally brought to life through the power of terraforming. Hela also has the power to bring terrain to life.

STRAT: Deanimation rays will stop living terrain. Do not let living water, mud, or quicksand drown you. Lava will burn you. Cold rays will harden the lava and fire rays will evaporate the other living liquids.

Thokk

DESC: See the QUESTS section.

Timemaster

DESC: Timemasters are randomly created from the characteristics of all other creatures.

STRAT: Timemasters have many items in their possession. They are dangerous foes to fight, but the rewards can be high.

Trader

DESC: Traders run shops throughout the tamer levels of the forest and underground halls. They will gladly trade goods with you and will attack hostile creatures entering their shop.

STRAT: Do not attack a trader unless you are quite powerful. Speed up, and throw projectiles from afar to soften traders up before combat. Black gems make short work of most traders. They are immune to wands with the exception of annihilation.

Troll

DESC: Trolls regenerate hit points at a rapid pace. It is important to slay them quickly.

Ull

DESC: An ull can disorient an assailant from a distance.

Uorik

DESC: Uorik is a guardian created by the dwarvesmiths to keep their operations private. He attacks all who attempt to enter their armory. See the QUESTS section.

Valkyrie

DESC: Valkyries are the guardians of Asgard. They collect great warrior's souls to defend the homes of the gods.

Vampire

DESC: A vampire can drain life out of their foes.

STRAT: Vampires can be turned to dust with a wand of deanimation.

Vanisher

DESC: Vanishers render all they touch invisible. Their victims slowly cease to exist. There is no cure for a vanisher's touch.

STRAT: Avoid hand to hand combat with vanishers. Watch out for invisible creatures on a level with a vanisher.

Vanseril

DESC: Vanseril is a demon. See SURVIVING NIFLHEIM in the STRATEGIES section.

Vidur

DESC: Vidur is a powerful frost giant lord who lurks underground in Midgard.

STRAT: Vidur can only be hit with magic weapons. See list above. See the QUESTS section for more information about Vidur.

Warrior

DESC: Warriors throw exploding flasks of burning liquid that do damage to the square they hit and all eight squares surrounding it.

STRAT: Do not allow warriors to line up with you horizontally, vertically, or on a forty-five degree diagonal. This will inhibit their throwing. When you defeat them, take their flasks and throw them at your enemies.

Watcher

DESC: The watcher is an intelligent relative of the sentinel who lurks in the crypt. See the description of the sentinel. See also the ARTIFACTS section.

Weird fume

DESC: Weird fumes are misty vapors that envelop their victims and alter them physically. They can do the following:

Grow extra eyes on their victims

Grow extra fingers on their victims

Change their victim's gender

Cause their victims to become vertiginous

Pour acid on their victims

Scramble their victim's current perception of their surroundings

STRAT: Every time your brain throbs while fighting a weird fume, you have become that much more vertiginous (prone to 2-5 turn spells of confusion). For each throbbing attack, you will have to drink one potion of blessed curing (see the description of the potion of curing in the ITEMS section). Extra eyes increase attacking odds. Extra fingers make it possible to wear more rings. Wearing a ring of crystal skin will neutralize the acid attack. If you are eyeless and cannot find a potion of curing, a weird fume will grow you new eyes.


 

 

Description and attack strategies

Werewolf

DESC: The werewolf's bite will infect the victim with lycanthropic blood. They will then be prone to lycanthropic prowling attacks (becoming a were-being themselves, dropping their possessions, and attacking all in sight).

STRAT: Avoid werewolves. If you must fight them, use a silver sword to kill them instantly. If a werewolf hits, drink a blessed potion of curing to dissipate your were-blood. If you fear you may be lycanthropic, use the SELF command to find out.

Whale

DESC: Whales are enlivened origami creatures. They remain loyal to their creator and swim about swallowing hostile sea creatures. See the description of origami under MISCELLANEOUS in the ITEMS section.

Wier

DESC: Wiers overwhelm their opponents with a sense of greed. Once affected by a wier, all else is unimportant except counting gold on hand.

STRAT: Drop your gold at the first sight of a wier.

Wight

DESC: A wight's touch withers an opponent, reducing their strength to three and making it impossible to rejuvenate their lost strength until they heal their withered condition.

STRAT: If withered, drink a potion of curing, then a potion of rejuvenation.

Wild boar

DESC: Boars are faster than humans.

STRAT: Stand your ground and fight. Flight for a regular speed human will be disastrous.

Wild dog

DESC: Wild dogs come in packs.

Wizard

DESC: Wizards have the following destructive powers:

Summoning a duplicate of you to fight on their side

Charming you into not attacking

Paralyzing you for 11-17 turns

Healing rapidly

Stealing your maximum hit points for their own use

Using other creature's special powers

Improving their AC 10-20 points

STRAT: Wizards use spell points for all of their operations, so they cannot use these attacks every turn. They are very dangerous and should be battled with care. It is wise to wipe them out with a scroll of extinction if you have a chance.

Womera

DESC: Womerae hurl spears from great distances.

STRAT: Do not let womerae line up horizontally, vertically, or at a forty-five degree angle with you. This will keep them from throwing spears at you.

Wood dwarf

DESC: Wood dwarfs shoot crossbow bolts at other creatures.

STRAT: Do not let wood dwarves line up horizontally, vertically, or at a forty-five degree angle with you. This will keep them from shooting at you.

Wraith

DESC: Wraiths drain life from their victims in the form of experience levels.

STRAT: Wands of deanimation will destroy wraiths, but if you kill them through other means, they will leave a body worth eating. Dead wraiths boost your experience level.

Wyvern

DESC: Wyverns are miniature dragons. They shoot rays of fire.

STRAT: If you are not resistant to heat, wear a ring of ashes or mirror shield to resist the wyvern's ray.

Xyxort

DESC: Xyxorts are vicious fighters.

Yapok

DESC: Yapoks will summon other yapoks if they feel imperiled.

Yeti

DESC: Yetis are lumbering eating machines.

STRAT: Yetis are extra susceptible to wands of fire.

Zardon

DESC: A zardon can send a psionic blast from a long distance. They usually kill their victims before they can even be found.

STRAT: Wear a disperser helm. If your mind is squeezed by a blast of pain, and you cannot survive many more such episodes, leave the level quickly.

 


STATISTICS

 

The percentage chance that a creature will strike the player on any given attack is the following:

 

HIT% = ( PLAYER AC - 10 ) - ( MONSTER TOHIT )

 

HIT% is reduced by 15 if the player is invisible.

 

Many creatures get more than one attack per turn. Each attack will have its own chance of hitting or missing. Once an attack is successful, the damage computation formula is the following:

 

DAM = ( DAMAGE BASE ) - ( ( 10 - PLAYER AC ) X ( FACTOR ) )

 

FACTOR is a random number between 1.00 and 1.50.

DAMAGE BASE is a number within the range listed for each creature below.

 

If DAM is calculated to be less than one, it is rounded up to one.

If the player has fragile skin DAM is doubled.

If the player is currently invulnerable, DAM is set to zero.

 

In the table below, the categories are the following:

 

HP

HP represents the range of hit points a creature of the specified race can have.

AC

AC represents the armor class for creatures of the listed race.

Speed

Speed represents the speed at which the specified race moves (humans are normally speed 10).

TOHIT

TOHIT represents the modifier in the above HIT% formula. The lower the TOHIT, the more likely the creature is to strike another.

Attacks

Attacks lists the number of attacks a creature gets per turn (example: player speed = 10, creature speed = 20, creature attacks = 3 . Creature will get 6 attacks per player turn).

DAMAGE BASE

DAMAGE BASE lists the range of damage used in the above DAM formula.

SPECIAL

SPECIAL lists the damage a creature can do through its special attacks. These attacks are listed in their descriptions above.

 

 

 

HP

 

AC

 

Speed

 

TOHIT

 

Attacks

DAMAGE

BASE

 

SPECIAL

Adventurer

28-84

-5

10

-15

1

9-25

 

Air ghola

150-450

-35

20

-80

2

82-178

 

Anssk

3-8

8

5

100

0

1-8

 

Anxarcule

899-1295

-62

32

-127

3

162-270

 

Archer

20-35

6

14

55

1

3-9

Arrow 7-17

Archmage

75-105

2

10

31

1

15-25

 

Aspenth

180-270

-35

25

-95

2

43-75

 

Bandit

21-45

0

17

50

1

2-10

 

Bartan

307-439

-40

20

-50

3

114-310

 

Bartok

33-89

4

10

10

1

13-41

Defense 1-78

Basilisk

45-105

-6

13

-100

1

60-135

Poison 5-9

Bear

22-28

8

10

50

1

5-14

 

Berserker

18-50

10

10

30

1

7-21

 

Bloodslug

71-80

7

6

30

1

4-20

 

Blue wisp

see below

 

 

 

 

 

VAR

Blur

21-30

-5

60

10

1

2-6

 

Borgon vile

57-134

-10

11

-30

2

28-92

Cloud 21-220

Breeder

41-50

7

10

30

1

1-4

 


 

 

 

HP

 

AC

 

Speed

 

TOHIT

 

Attacks

DAMAGE

BASE

 

SPECIAL

Breleor

2020-3600

-126

20

-1000

1

350-2870

Tendril 1/4 HP

Brown bat

4-8

10

20

65

1

1-3

 

Chameleon

25-35

6

10

35

1

5-10

 

Cockatrice

30-40

4

10

35

1

2-6

 

Corpse

7-14

6

10

45

1

1-6

 

Denizen

see below

 

 

 

 

 

VAR

Draugr

680-1240

-40

30

-300

2

140-260

 

Dreg

18-26

15

3

50

1

4-8

Defense 1-5

Dwarf

19-28

5

10

50

1

4-10

 

Edgewort

37-135

-30

10

-100

1

8-20

 

Eitri

80-170

-14

10

0

2

11-77

 

Elcich

307-439

-40

30

-50

3

114-310

 

Elgar

21-31

3

10

50

1

3-12

 

Elle giant

57-134

-10

10

-30

2

28-92

Hurl 51-62

Crush 19-47

Emanon

671-770

-34

30

-25

6

95-255

 

Enchantress

36-40

4

10

30

1

1-8

 

Faleryn

36-84

5

4

-20

2

16-34

 

Fire dragon

38-80

-10

10

0

3

16-28

Breath 21-24

Fire giant

100-250

-5

8

-10

2

15-39

Touch 2-40

Frost bat

41-44

4

20

50

1

2-8

 

Fyleisch

38-80

-18

8

-20

3

16-28

Cloud 1 - (HP/2)

Gas ball

6-12

5

10

50

1

0

Explosion 5-11

Ghost

6-18

-23

10

0

1

1

 

Giant squid

25-60

10

20

40

4

1-4

Crush 2-20

Gibberer

30-70

1

10

23

6/18

4-11

 

Glard

20-25

5

14

30

1

1-8

Poison 3-11

Gnome

5-10

9

10

50

1

1-6

 

Golem

see below

 

 

 

 

 

VAR

Gorm

33-73

-15

40

-20

1

30-70

Defense 11-20

Grange pawn

see below

 

 

 

 

 

VAR

Grey terror

see below

 

 

 

 

 

VAR

Guardian

150-200

4

10

10

1

40-80

 

Gulveig

704-1180

-30

30

-125

2

150-350

 

Gymir

280-460

-35

18

-65

2

75-147

 

Halcyon

28-49

-21

10

-35

1

17-25

 

Harbard

455-700

-71

20

-75

1

156-870

 

Hatchetfish

5-10

-2

20

20

1

6-15

Teeth 16-45

Hel dragon

1016-2440

-126

30

-1000

1

156-870

Cloud 21-40

Hela

896-995

-30

20

-150

3

55-100

 

Hill giant

100-149

0

10

15

2

25-55

Crush 4-32

Homunculus

11-17

5

10

48

1

1-3

 

Hreset

307-439

-40

20

-50

3

314-510

 

Hrygar

7-17

3

30

-25

1

5-10

 

Ice dragon

36-84

-10

10

0

3

18-34

Breath 21-24

Ice sphere

13-19

2

10

-50

1

0

Explosion 2-40

Illusion

6-12

8

10

50

1

1-8

 

Imp

6-18

-3

10

30

1

1-4

 

Iridorn

47-75

1

11

-25

1

5-8

 

Item *

5-35

5

10

0

1

3-4

Ray VAR


 

 

 

HP

 

AC

 

Speed

 

TOHIT

 

Attacks

DAMAGE

BASE

 

SPECIAL

Ivy creeper

20-40

4

0

20

0

1-4

Defense 3-11

Jacchus

59-95

-12

11

15

1

23-47

 

Jagrèdin

30-60

3

6

50

1

30-60

Burn 21-40

Defense 11-20

Kalvin

30-70

2

10

20

1

12-18

 

Knell bird

41-61

-7

10

14

1

2-4

Gaze 101-175

Knilb

20-28

5

10

50

1

2-8

 

Kobold

6-24

9

10

50

1

1-4

Hurl 1-7

Konr Rig

512-680

-34

30

-120

4

75-300

 

Lacunar

17-25

7

10

50

1

1-4

 

Li-Krin

307-439

-40

20

-50

4

114-310

 

Lorkesth

190-570

-34

28

-100

2

62-530

 

Lower dwarf

46-100

-10

9

0

1

16-58

Hurl 16-55

Magician

55-90

4

10

40

1

6-16

 

Migdnart

34-58

4

10

40

2

20-40

 

Minion

20-35

5

10

40

1

9-27

 

Moleman

13-23

7

10

50

1

1-7

Debris 1-38

Morph**

65-95

5

10

20

1

15-30

VAR

Mudman

65-140

-5

8

-10

2

13-37

 

Nidhogg

2100-6000

-120

10

-700

4

930-2630

 

Nidslacr

680-1240

-96

30

-500

1

310-730

 

Nymph

21-30

7

10

25

1

1-4

 

Ogre

25-70

3

10

25

2

13-25

 

Orc

13-19

5

10

35

1

1-8

 

Pale moss

50-100

0

0

5

1

10-15

 

Pelgrat

36-84

-3

10

-10

1

18-30

Ray VAR

Phantom asp

25-45

4

10

10

2

1-6

Poison 3-11

Phausq

17-66

-3

10

10

1

5-20

 

Plog

698-1055

-40

20

-125

4

14-30

 

Preden

25-45

-8

30

65

2

6-15

 

Pyrta ath

20-40

10

10

25

1

4-16

Smother 11-20

Qivuit

30-70

4

20

20

2

12-19

 

Ramapith

75-105

2

15

0

1

15-35

Fire Touch  6-11

Ranger

76-100

1

10

33

1

10-50

 

Rashok

507-639

-40

20

-50

3

114-310

 

Rat

5-8

7

10

60

1

1-3

 

Raven

81-87

-40

10

50

1

1-8

 

Red ooze

50-90

10

7

25

1

9-37

Defense 26-36

Retchweed

7-15

5

0

30

1

1-4

 

Roc

61-165

-34

30

-50

1

20-40

 

Rock giant

40-80

1

10

30

1

14-50

 

Ruxicon

49-85

5

10

12

1

2-10

 

Sandiff

59-95

-1

14

50

1

15-25

Acid 26-36

Scyld

275-500

-5

10

-15

3

18-50

Breath 20-80

Ray 26-125

Shockwave 1-999

Secitt

2-4

3

10

60

2

3-5

 

Sentinel

50-100

2

10

-10

1

5-19

Gaze 5-19

Serpent

15-25

5

15

40

1

1-6

Poison 3-11

Shade

33-89

4

8

-10

1

24-32

 


 

 

 

HP

 

AC

 

Speed

 

TOHIT

 

Attacks

DAMAGE

BASE

 

SPECIAL

Shadow

30-45

8

10

25

1

1-2

Touch 1

Shadow dog

9-18

0

10

20

1

8-16

 

Slinn

50-100

0

10

40

1

22-40

Gout 6-25

Sorcerer

20-34

7

10

30

1

2-10

Ray VAR

Spirit

17-25

7

10

45

1

1-4

Touch 1

Stalker

20-40

5

10

35

1

6-12

 

Stun jelly ***

17-45

40

0

50

0

1-2

 

Stun worm

30-75

4

12

25

1

5-10

Shock 6-19

Summoner

55-125

5

10

40

1

8-16

 

Swordsman

51-75

-8

20

-50

2

13-45

 

Terrain ****

37-135

-5

10

-100

1

8-20

Burn 26-125

Thokk

61-81

12

10

75

1

11-23

 

Timemaster

see below

 

 

 

 

 

VAR

Trader *****

154-190

-2

15

20

1

10-40

 

Troll

51-70

4

10

35

2

17-35

 

Ull

28-60

2

10

20

2

15-30

 

Uorik

180-270

-40

20

-90

3

165-231

 

Vampire

20-40

3

10

10

1

4-12

 

Vanisher

20-40

2

10

8

1

15-25

 

Vanseril

2100-4500

-106

10

-500

3

251-2750

 

Vidur

455-700

-71

25

-75

1

156-870

 

Warrior

35-65

0

10

10

1

15-25

Hurl 21-40

Watcher

50-100

2

10

-10

1

5-19

Gaze 5-19

Weird fume

8-16

-10

3

10

1

0-0

Acid 6-20

Werewolf

30-45

0

40

0

1

15-25

 

Whale

65-200

-5

10

-100

1

130-760

 

Wier

24-60

2

10

20

1

12-18

 

Wight

16-72

-10

20

-10

1

14-30

 

Wild boar

6-10

8

13

50

1

4-8

 

Wild dog

4-8

10

10

50

1

1-4

 

Wizard

23-79

4

10

0

1

7-11

VAR

Womera

13-22

9

10

50

1

4-6

Hurl 8-13

Wood dwarf

31-35

3

10

30

2

2-8

Hurl 11-30

Wraith

20-30

6

10

25

1

4-13

 

Wyvern

15-45

0

10

0

2

6-16

Breath 21-24

Xyxort

32-80

3

10

0

3

12-27

 

Yapok

45-60

3

10

50

3

5-10

 

Yeti

30-50

4

10

25

2

14-32

 

Zardon

75-147

-12

11

0

1

19-55

Psi blast 26-75

Zombie

see below

 

 

 

 

 

VAR

 

* Different items have different combat capabilities. Weapons take on the damage capability of their weapon type plus any appropriate magical bonus, and their percentage chance to hit is likewise improved. The statistics listed above are for all items which are not weapons.

 

** Morphs take on the characteristics of the monster that they are imitating. The statistics shown are for morphs in their unaltered form.

 


*** Stun jellies take on different characteristics when disturbed.

 

 

HP

 

AC

 

Speed

 

TOHIT

 

Attacks

DAMAGE

BASE

 

SPECIAL

Stun jelly (when disturbed)

17-45

8

4

50

1

1-2

 

 

**** Different features of terrain have different capabilities to produce damage. Rocks can strike for 44-200 points of damage and walls can strike for 24-100 points of damage. Living lava is the only terrain which gets the special burn attack. The statistics for damage listed above all for all other forms of terrain.

 

***** The traders who are located in the bazaar are much more powerful.

 

 

 

HP

 

AC

 

Speed

 

TOHIT

 

Attacks

DAMAGE

BASE

 

SPECIAL

Trader (at the bazaar)

1155-2190

-50

25

-200

1

11-350

 

 

Timemasters, blue wisps, denizens, grey terrors, and grange pawns are different every game. They are made up of the attributes of randomly selected creatures.

 

Golems are creatures that have been killed and brought back to life by a player. They have the characteristics of the creature that they once were.

 

Zombies are creatures that have been brought back to life by Hela. They have the characteristics of the creature that they once were.


ITEMS

 

AMULETS

 

In addition to commonly occurring amulets, several unique lost artifacts exist. They are listed below with regular amulets and can be found in the locations described under ARTIFACTS.

 

Holding                                  Holding bonds permanently to the throat of the wearer until destroyed or stolen.

 

Ethereality                             Ethereality is a lost artifact that causes the user to "phase." When phasing, it is possible to walk straight through anything solid.

 

Might                                     The amulet of might is a lost artifact that adds 15 to the strength of the character, greatly improving their physical abilities and sometimes making it possible for them to wield the weapons of the gods (Gungnir, Mjollnir, and Mimming).

 

Eternal life                             The amulet of eternal life can only be acquired by being excessively greedy with the wand of wishing. If a player wishes for the amulets of ethereality or might, or eternal life itself, they will get the amulet of eternal life. This amulet freezes the user as a living statue, ending their game.

 

Quickening                            The amulet of quickening increases the speed of the player. Eventually this amulet will cease to glow and become an Eye of Sertrud.

 

Eye of Sertrud                       An Eye of Sertrud is merely ornamental, but eventually needed to recover Mjollnir, Thor's hammer. By placing Eyes of Sertrud in each of five pits located somewhere in the Halls of Grynr, Mjollnir will be unlocked. See QUESTS for more information.

 

WEAPONS

 

HAND-TO-HAND COMBAT CALCULATIONS

 

Before weapons can be described, it is important to explain how they hit and damage opponents in combat. The formula for determining the percentage chance that a player will hit or miss is as follows:

 

HIT % = ( PLAYER STRENGTH / 7 ) - ( 2 X ( 10 - MONSTER'S AC )  )

+ ( PLAYER LUCK / 5 )  + ( PLAYER  EXPERIENCE LEVEL ) + 50

+ ( PLAYER'S WEAPON BONUS X 3 )

 

The HIT % value is then be modified as follows:

 

Less than two eyes

-10 per missing eye

More than two eyes

+10 per extra eye

Strength greater than eighteen

+ 4 X ( STRENGTH - 18 )

Decimal strength present

(Example: STR = 18.86)

+ ( DECIMAL / 25 )

(Example: 86 / 25 = +3 )

Weapon modifiers (not listed = + 0)

 

Phaseblade, barbed whip

+ 3

Spear

+ 4

Mace, silver sword, war hammer

+ 5

Battle axe

+ 6

Katana, ivory staff

+ 10

Runesword

+ 45

Mjollnir

+ 75

Mimming

+ 87

Gungnir

+ 93

Scythe

+ 100

Non-weapon

- 5

Weaponmaster bonus

+ 10

Weaponmaster wielding sai or katana (in addition to +10 above)

+ 10

Phasing penalty

- 40

Phasing and wielding phaseblade (in addition to -40 above)

+ 65

Blind penalty (in addition to missing eyes)

- 5

Were-creature bonus (when prowling)

+ 25

Wearing crystal gloves, wielding no weapon

+ 50

Victim invisible

- 5 to - 8

Victim immobilized (asleep etc...)

+ 50

 

Damage inflicted upon a creature when hit is computed by the following formula:

 

DAM = ( PLAYER STRENGTH / 7 )

+ ( PLAYER LUCK / 20 )  + ( PLAYER  EXPERIENCE LEVEL / 3 )

+ ( PLAYER'S WEAPON BONUS )

+ ( DAMAGE BASE* )

 

*      DAMAGE BASE is one of a range of numbers indicated in the weapon listings below. If a player wields no weapon, his DAMAGE BASE is two to four. Each time a player hits an opponent, a number will be chosen randomly from the range of numbers. The damage base distributions follow a bell curve model with varying standard deviations.

 

The DAM value is then modified as follows:

 

Strength greater than eighteen

+ 5 X ( STRENGTH - 18 )

Decimal strength present

(Example: STR = 18.86)

+ ( DECIMAL / 20 )

(Example: 86 / 20 = + 4 )

Weaponmaster

+ 5

Weaponmaster wielding sai or katana (in addition to +5 above)

+ 10

Wounding victim (as weaponmaster)

+ 21 to 35

Phasing penalty

- 4

Phasing and wielding phaseblade (in addition to -4 above)

+ 12

Were-creature bonus (when prowling)

+ 15

Hitting undead with an ivory staff

+ 21 to 30

Hitting a werewolf with a silver sword

Werewolf dies

Wearing crystal gloves, wielding no weapon

+ 40

 

DAM will never be less than zero. If it is calculated to be negative, it is truncated to zero.

 

Some creatures have special defenses that modify the values of HIT % and DAM. Those defenses will be listed individually with those creatures.

 


THROWING CALCULATIONS

 

The distance in squares away from the user that an item can be effectively thrown is based on the following formula:

 

DIST = the greater of ( STRENGTH - 9 - ( WEIGHT  / 7 ) ) or 3

 

The weights of items are not listed in this book.

 

DIST is then modified by the following:

 

Weapon thrown is Mjollnir

+ 4

Weapon is an arrow fired from a bow

+ 5

Weapon is a bolt fired from a crossbow

+ 5

 

The formulae for calculating whether a projectile weapon hits and if successful, how much damage it does are the following:

 

HIT % = ( PLAYER STRENGTH / 7 ) - ( 2 X ( 10 - MONSTER'S AC )  )

+ ( PLAYER LUCK / 10 )  + 30

+ ( PLAYER'S WEAPON TO HIT )

+ ( PLAYER SKILL WITH WEAPON / 10 ) *

 

* The skill with weapon is assumed to be zero unless otherwise specified in abilities on the diagnostic screen.

 

The HIT % value is then modified as follows:

 

Less than two eyes

-10 per missing eye

Greater than two eyes

+10 per extra eye

Strength greater than eighteen

+ 4 X ( STRENGTH - 18 )

Decimal strength present

(Example: STR = 18.86)

+ ( DECIMAL / 25 )

Example: 86 / 25 = +3

Weapon modifiers (not listed = + 0)

 

Knife

+ 5 + BONUS

Arrow (using long bow)

+ 15 + ARROW BONUS + LONG BOW BONUS

Shuriken

+ 25 + ( BONUS X 5 )

Spear

+ 8 + ( BONUS / 3 )

Bolt (using crossbow)

+ 25 + BOLT BONUS + CROSSBOW BONUS

Boomerang

+ 9 + ( BONUS X 3 )

Mjollnir

+ 80 + ( BONUS X 3 )

Flask

+ 75 + ( BONUS X 3 )

Gungnir

+ 125 + ( SPEAR SKILL / 2 )

Black gem

+ 150

Net

+ 15 - DISTANCE + ( BONUS X 3 )

All other items

+ ( BONUS X 3 )

Weaponmaster bonus

+ 10

Phasing penalty

- 40

Blind penalty (in addition to missing eyes)

- 5

Were-creature bonus (when prowling)

+ 25

Victim invisible

- 5 to - 8

Victim immobilized (asleep etc...)

+ 50

 


The damage a projectile weapon does when successfully striking its target is calculated by the following:

 

DAM = ( PLAYER STRENGTH / 14 )

+ ( PLAYER LUCK / 40 )  + ( PLAYER  EXPERIENCE LEVEL / 6 )

+ ( PLAYER'S WEAPON BONUS )

+ ( THROWN DAMAGE BASE* )

 

*      THROWN DAMAGE BASE is one of a range of numbers indicated in the weapon listings below. Each time a player hits an opponent, a number will be chosen randomly from the range of numbers. The damage base distributions follow a bell curve model with varying standard deviations.

 

The DAM value is then modified as follows:

 

Strength greater than eighteen

+ 2.5 X ( STRENGTH - 18 )

Decimal strength present

(Example: STR = 18.86)

+ ( DECIMAL / 40 )

(Example: 86 / 40 = + 2 )

Weaponmaster

+ 2.5

Phasing penalty

- 2

Wielding appropriate bow for projectile

+ BOW BONUS

 

DAM will never be less than zero. If it is calculated to be negative, it is truncated to zero. If DAM is fractional, the remainder will be truncated.

 

WIELDED WEAPONS

 

The following weapons are listed in order of desirability and ability to inflict damage:

 

 

 

DESCRIPTION

DAMAGE

BASE

Hela's Scythe

Hela's deadly scythe is used to herd living souls into the land of the dead. It is a very formidable weapon. The scythe is lightweight and can be wielded by any creature who can tear it from Hela's grasp.

60-360

Mimming

Freyr's sword requires a strength of 30 and an experience level of 30 to wield.

41-215

Gungnir (wielded)

Odin's spear almost never misses when thrown. It is the most powerful throwing weapon in existence. It requires a strength of 35 and an experience level of 35 to wield.

34-150

Mjollnir (wielded)

Thor's hammer will always return when thrown and can be used to zap lightning bolts in any direction. Mjollnir requires a strength of 20 and an experience level of 20 to wield.

29-105

Runesword

The runesword is the most revered weapon in the Northern lands. It can be forged only by master blacksmiths.

18-45

Katana

The katana has an advantage in the hands of a weaponmaster (see HIT % and DAM tables).

13-25

Trident

The trident is a lethal, three-pronged thrusting weapon.

8-31

War hammer

The war hammer is designed to smash armor.

11-20

Battle axe

A battle axe is a heavy, double edged weapon.

7-22

Barbed whip

The barbed whip can be used to beat a creature into submission. The affected creature will become neutral and occasionally surrender his possessions as a sign of allegiance.

10-20

Ivory staff

The ivory staff severely wounds the undead upon physical contact.

6-20

Phaseblade

If the user is phasing, the phaseblade has a substantial advantage to hit and damage (see HIT % and DAM tables).

4-16

Silver sword

A silver sword destroys werewolves on contact.

5-19


 

 

 

DESCRIPTION

DAMAGE

BASE

Sai

A sai is used to maim victims. In the hands of a novice, this will happen rarely, but in the hands of a weaponmaster, victims will frequently be maimed. Maiming reduces the number of attacks an assailant receives by rendering their limbs useless. In addition, a weaponmaster gains an advantage when wielding a sai (see HIT % and DAM tables).

4-13

Spear (wielded) *

Although primarily a projectile weapon, the spear can be wielded.

5-8

Mace

A mace is a  wooden club with metal spikes.

2-8

Black sword

The black sword of Geirrod is a deadly cursed weapon that can only be acquired through being greedy with the wand of wishing. It inflicts grievous harm on whoever wields it. It is bestowed upon those who wish for Mjollnir, Gungnir, Mimming, Hela's scythe, or the runesword. The black sword will hit intended foes 5% of the time.

30-240

(Against

user 95% of the time)

 

* When created by other creatures, spears are referred to as crude spears.

 

THROWN AND FIRED WEAPONS

 

Repeated use of arrows, bolts, spears, knives, shurikens, and boomerangs increases the adventurer's ability to hit and damage.

 

 

DESCRIPTION

THROWN DAMAGE BASE

 

 

LOW

HIGH

Long bow/arrow *

Long bows fire projectiles long distances.

1

10 + ( arrow skill / 20 )

Crossbow/bolt *

The crossbow does more damage than the longbow.

1

20 + ( crossbow skill / 10 )

Shuriken *

Shurikens are lightweight throwing stars imported from the East. Weaponmasters can fire more than one per turn.

10

 

27 + ( shuriken skill / 50 )

+ 4 X BONUS

Boomerang

A boomerang returns when thrown.

1

7

Spear (thrown) *

The spear can also be a decent wielded weapon.

5

 

28 + (spear skill / 20 )

+ BONUS

Net

The net is used to ensnare enemies.

0

0

Flask

Flasks are filled with liquid fire.

21

60

Black gem

Black gems drain the life force from dying victims. (see the description of black gems under MISCELLANEOUS).

101

 

250

Gungnir (thrown)

Odin's spear almost never misses when thrown. You must have an experience level and strength of 35 or more to throw Gungir.

41

 

110 + ( spear skill / 3 )

Mjollnir (thrown)

Mjollnir always returns when thrown. You must have an experience level and strength of 20 or more to throw Mjollnir.

21

 

60

Knife *

Knives are not very effective.

1

5 + ( knife skill / 10 )

 

* When created by other creatures, these items will be referred to as the following:

 

Shurikens

Blue stars

Long bow

Medium bow

Arrow

Barbed arrow

Crossbow

Grey crossbow

Spear

Crude spear

Bolt

Grey bolt

 

ARMOR

 

In addition to commonly occurring armor, several unique lost artifacts exist. They are listed below with regular armor and can be found in the locations described under ARTIFACTS.

 

AC represents the amount an item will improve armor class.

 

CHEST ARMOR

 

AC

 

 

 

War vest

This lost artifact provides immunity against poison and regenerates lost body parts.

20

Mithril mail

Mithril mail is weightless.

10

Plate mail

Plate mail is the heaviest type of armor.

7

Banded mail

 

6

Chain mail

 

5

Scale mail

 

3

Leather armor

 

1

 

 

 

HELMETS

 

 

 

 

 

Helm of knowledge

The helm of knowledge is a lost artifact which causes the user to learn skills in order of usefulness when reading scrolls of knowledge.

30

Disperser helm

Carved from the skulls of zardons, disperser helms absorb psionic frequencies, muting the attacks of zardons and Vanseril. They must be identified to be distinguished from normal helmets.

1

Helmet

 

1

 

 

 

CLOAKS

 

 

 

 

 

Blazing cape

The blazing cape is a lost artifact which lights any room it enters.

13

Silver mantle

Silver mantles nullify many creatures' magical attacks, including those of magicians and enchantresses.

0

Holocaust cloak

Made of dragon scales, holocaust cloaks render the wearer fireproof.

3

Grey cloak

Grey cloaks camouflage the wearer.

1

 

 

 

SHIELDS

 

 

 

 

 

Mirror shield

Mirror shields reflect any ray or gaze attacks directed at the wearer.

5

Smooth shield

Basilisks can blacken a mirror shield with caustic poison gas, rendering them non-reflecting. At this point they become smooth shields.

3

Iron shield

 

3

 

 

 

OTHER ARMOR

 

 

 

 

 

Crystal gloves

These lost artifacts can be used to attack with fists, causing more damage than most weapons. To use crystal gloves, one must wield nothing.

10

Norse boots

These lost artifacts offer substantial physical protection.

12

Gauntlets

These metal gloves offer protection from physical damage to the hands.

2

Leather boots

 

 

Greaves

These metal plates are worn to protect the shins.

1

Bracers

Bracers are worn to protect the forearms.

1

Gorget

Gorgets protect the wearer's throat. These are essential equipment for those combating iridorns.

1

CURSED ARMOR

 

AC

 

 

 

Golden togs

Golden togs and chin straps are bestowed upon the greedy when they wish for lost artifacts with the wand of wishing. It will appear that their wish has been granted, until their first combat encounter. It takes three scrolls of dispel hex to remove these once their true nature has been revealed.

-50

Chin strap

See golden togs above.

-50

 

FOOD

 

EDIBLE ITEMS

 

Value

 

 

 

Food ration

 

200

Urn

Urns contain one of the following:

green powder: increases strength

orange powder: 10% chance of third sight

nothing

meat

food

rotten food   

smaller urn

 

10

10

0

200

300

-10

0

Clay lump

Clay lumps stop petrification if eaten while the body is hardening.

0

Strange herb

Strange herbs expand, filling the stomach completely when eaten.

3000

Magic cookie

Cookies restore the consumer to original size if they have been shrunk by drinking a potion of mystery.

10

Speckled growth

Speckled growths are hallucinogens. They cause the consumer to go insane for a limited amount of time.

0

Gnarled root

Gnarled roots will cure light injuries and restore stamina as a normal potion of curing would.

30

Red mushroom

Red mushrooms make the consumer go blind for a few turns. This can allow the adventurer to take advantage of a sixth sense which can be gained by eating a dead anssk.

0

White mushroom

White mushrooms reduce the consumer to a state of starvation, leaving ten turns to live.

BAD

Mottled mushroom

Mottled mushrooms taste delicious but produce 30-40 hp of damage several turns later.

0

Black mushroom

Black mushrooms give the consumer temporary fire-vision. This is indicated by bleeding of the eyes, and 0-20 hp of damage.

0

Yellow mushroom

Yellow mushrooms decrease strength.

0

Green mushroom

Green mushrooms increase the consumer's maximum hit points. The players current hit points take a few turns to catch up, so red will appear on the HP bar.

0

Spongy mass

Spongy masses cancel the sixth sense gained by eating dead anssks.

0

Skeleton

Skeletons are inedible.

0

Bleached root

Bleached roots have a 50% chance of increasing the consumer's constitution.

4

Green lump

Green lumps are quite nutritious.

400

 

 

 

DEAD MONSTERS

 

Value

Anssk

Eating dead anssks causes a bundle of nerves to grow behind the eyes which makes it possible to see all other creatures when blind. This is called sixth sense.

1

Basilisk

If the consumer is not resistant to petrification they will die instantly.

41

Bear

 

14

Bloodslug

Eating bloodslugs is counter-productive.

-30

Blur

Dead blurs will increase the speed of the consumer. Speeds of 60-70 can be fatal.

3

Borgon vile

 

13

Breleor

Dead breleor meat will give the consumer the skill of cartography and the power of dimension travel.

28


 

DEAD MONSTERS

(CONT.)

Value

Brown bat

Eating brown bats causes confusion for 20-40 turns.

3

Chameleon

 

7

Charred wraith

30% of dead air gholas (charred wraiths) reduce strength when eaten.

2

Cockatrice

If the consumer is not resistant to petrification, they will die instantly.

1

Corpse

Eating a corpse will infect the consumer with rotting disease.

1

Draugr

Eat a dead draugr to destroy the body so it cannot come back to life.

13

Dreg

Dead dregs are poisonous.

1

Dwarf

 

11

Edgewort

 

11

Elgar

 

11

Elle giant

 

41

Enchantress

 

8

Faleryn

Eating a dead faleryn transforms the consumer into a faleryn.

14

Fire dragon

Dead fire dragon flesh renders the consumer fireproof.

85

Fire giant

A dead fire giant will burn the non-fire resistant for 16-25 hp when eaten.

13

Frost bat

 

7

Fyleisch

Eating a dead fyleisch is instant death.

26

Gas ball

 

2

Giant squid

 

83

Gibberer

 

14

Glard

Eating a dead glard is poisonous with a 5% chance of instant death. However, the consumer will be inoculated against almost all future poison.

2

Gnome

 

13

Gorm

If the consumer is not acid resistant, they will die upon eating a dead gorm.

9

Hatchetfish

 

2

Hel dragon

The meat of a dead hel dragon makes the consumer resistant to petrification and increments their constitution 1-5 points.

87

Hill giant

 

83

Homunculus

 

2

Hrygar

 

6

Human

 

11

Ice dragon

Dead ice dragon flesh renders the consumer resistant to extreme cold.

89

Ice sphere

The remnants of an ice sphere make the consumer resistant to cold.

2

Imp

 

1

Iridorn

 

3

Ivy creeper

The leaves of dead ivy creepers cure the brain scarred and end hallucination, confusion, and insanity bouts when eaten.

4

Jacchus

 

8

Jagrèdin

Eating the molten flesh of jagrèdins will cause 24-109 hp of damage.

88

Kalvin

 

2

Knell bird

 

2

Knilb

Eating dead knilbs will cause the consumer to teleport at random intervals for the rest of their life. This condition is incurable.

6

Kobold

 

8

Lacunar

 

11

Lorkesth

 

27

Lower dwarf

Eating a dead lower dwarf will strip away the consumer's fire resistance.

19

Migdnart

 

26

Minion

If the consumer is not fireproof, a dead minion will cause 16-25 hp of damage.

8

Moleman

 

11

Morph

 

11


 

DEAD MONSTERS

(CONT.)

Value

Mudman

 

13

Nidslacr

 

85

Nymph

Eating dead nymphs will cause the consumer to teleport at random intervals for the rest of their life. This condition is incurable.

7

Ogre

 

24

Orc

 

19

Pale moss

 

1

Pelgrat

 

11

Phantom asp

A dead phantom asp is deadly for the non-poison resistant.

2

Phausq

Eating a dead phausq is poisonous with a 13% chance of death for the non-poison resistant.

2

Preden

Dead predens cause gagging.

-30

Pulpy tissue

Pulpy tissue will have the properties of the being it used to be.

VAR

Pyrta ath

 

2

Qivuit

 

11

Ramapith

 

8

Rat

 

3

Raven

 

3

Retchweed

Dead retchweeds are nauseating.

-1

Rock giant

 

29

Rodent

 

3

Ruxicon

 

0

Sandiff

Dead sandiffs cause 0-45 hp damage to the consumer who is not resistant to acid.

2

Secitt

 

6

Sentinel

 

2

Serpent

Dead serpents poison the non-poison resistant when eaten.

6

Shade

Dead shades provide no nutrition whatsoever.

0

Shadow dog

 

6

Slinn

Dead slinn rot too quickly to eat.

0

Stalker

Eating a dead stalker will confuse the consumer for 21-41 turns and render them invisible for 35-41 turns.

3

Stun jelly

 

13

Stun worm

Stun worm carcasses contain an electrical energy that, upon consumption, can cause 11-20 hp damage.

3

Troll

 

28

Ull

 

41

Vanisher

 

6

Watcher

 

2

Werewolf

 

13

Wier

 

11

Wight

Eating the rotting flesh of a wight causes serious damage. Many who eat dead wights die instantly.

6

Wild boar

 

41

Wild dog

 

6

Wood dwarf

 

19

Wraith

Eating dead wraiths will increase the consumer's experience and hit points.

6

Wyvern

 

85

Xyxort

 

41

Yapok

 

15

Yeti

 

24

Zardon

 

10

Zombie

Dead zombies will have the properties of the being they used to be.

VAR


SCROLLS

 

Blessing                                 Blessing will alter the condition of items in the following ways:

 

Amulets, rings (except agility & protection)

 

Removes hexes (except amulet of holding)

Armor, weapons,

rings of agility & protection

 

Removes hexes and raises bonus

Scrolls, potions

Raises quality from cursed to normal and normal to blessed

 

Food, wands, misc.

No effect

 

                                                If a scroll of blessing is read while the reader is confused, all potions and scrolls in the reader's pack will have a 60% chance of being blessed (or cursed if the scroll of blessing is cursed).

 

                                                If a scroll of blessing is cursed, it will decrease bonuses and reduce quality of scrolls and potions. Nothing, however, will be hexed.

 

Destruction                           Destruction scrolls destroy one item from the reader's pack as chosen by the reader.

 

                                                If destruction is read while the reader is confused, every item they possess is either destroyed or damaged in some way.

 

Traveling                               Scrolls of traveling teleport the reader elsewhere on the level. If the scroll is blessed, it will allow the reader to choose their intended destination.

 

                                                If traveling is read while confused, it will whisk the user to a random location in the universe.

 

Dispel hex                              Reading a dispel hex scroll removes hexes from every item in the reader's pack.

 

                                                Reading dispel hex while confused hexes every item in the reader's pack.

 

Twelve gates                        Creatures are summoned by twelve gates scrolls.

 

                                                If twelve gates is read while the reader is confused, gold will appear around the reader, accompanied by several wiers. If a scroll of transport has been created, the gold will not appear. (Only one scroll of transport is created per game, therefore this information can be used to determine if it has already been created and overlooked by the player). If a player reads twelve gates while confused in the bazaar, it will create blue wisps.

 

Flame                                      Flame will always harm the non-fire resistant reader. Blessed flame will raise the non-fire resistant reader's maximum hit points. Cursed flame will lower the non-fire resistant reader's maximum hit points. Reading flame while confused will damage non-fire resistant monsters immediately near the reader.

 

Switch bodies                       The scroll of switch bodies searches a level for the most powerful being and puts the reader in that being's body while putting the being in the reader's body with all the reader's possessions. If the reader is the most powerful being, or there is no being nearby, transfer will not occur.

 

                                                Reading switch bodies while confused will cause the reader to switch bodies with the weakest being in the area.


Extinction                              Extinction can be used to exterminate entire races of beings. Extincting one's own race ends the reader's life. Some races cannot be destroyed. The races that can be destroyed are the following:

                                                               

anssk

gnome

orc

stun jelly

archer

hatchetfish

pale moss *

stun worm

archmage *

hill giant

pelgrat *

summoner

bandit

homunculus

phantom asp *

swordsman

bartok

hrygar

phausq

troll

bear

humans

preden

ull

berserker

ice dragon

pyrta ath

vampire

bloodslug

ice sphere

qivuit

vanisher *

blur

imp

ramapith

warrior

breeder

ivy creeper

rat

weird fume

brown bat

jacchus

red ooze *

werewolf *

chameleon

jagrèdin

retchweed

wier

cockatrice *

kalvin

rock giant

wight *

corpse

knell bird

ruxicon

wild boar

dreg

knilb

sandiff *

wild dog

dwarf

kobold

secitt *

wizard *

elgar

lacunar

sentinel *

womera

enchantress

magician

serpent

wood dwarf

faleryn

migdnart

shade *

wraith

fire dragon

minion

shadow

wyvern

frost bat

moleman

shadow dog

xyxort

gas ball

morph

slinn

yapok

giant squid

mudman

sorcerer

yeti

gibberer

nymph

spirit

zardon *

glard

ogre

stalker

 

* It is highly recommended that these creatures be extincted first.

 

                                                If extinction is read while confused, the reader will either bring a previously exterminated race back to life or create an arbitrarily named monster that will have characteristics drawn from all existing monsters. If no races have been exterminated and the arbitrary monster has been created and another extinction scroll is read, the reader will perish.

 

                                                If humans are chosen and the reader is not human, all human monsters will be eliminated (berserker, summoner, magician, etc...).

 

                                                Destroying races always decrements the reader's morality rating.

 

                                                Names of races can be specified in either singular or plural format (example: gnome or gnomes).

 

Identification                        Reading identification will make known the nature of any item the reader chooses. If a blessed scroll of identification is read, all items in the reader's pack become identified. If a scroll of identification is read while confused, the reader's own identity is lost for all time. They will only be known as "Unknown" for the remainder of their existence.

 

Knowledge                            Reading a scroll of knowledge will empower the reader with the knowledge of some skill or power. Once the reader has learned the appropriate skill for their character class, the skill or power will be chosen randomly, unless the reader is wearing the helm of knowledge, a lost artifact. For information on the helm of knowledge see ARMOR in the ITEMS section and ARTIFACTS. The skills and powers are all detailed in the main Ragnarok manual.

 

Time stop                              Scrolls of time stop have the power to halt the flow of time for the entire universe with the exception of the reader. Reading blessed time stop halts the flow of time for 100-126 turns, normal time stop halts time for 10-30 turns, and cursed time stop halts the reader for 10-30 turns while the rest of the universe continues moving forwards.

 

                                                Only humans can step outside of time. Readers from any other species will not find this scroll useful.

 

                                                Time stop is ineffective in the bazaar and Mimer's well. If read in Mimer's Realm, Niflheim, Jotenheim, Nidavellir, the armory, Asgard, the ocean, or on Bifrost or the River Gioll a magic gate will open and any of the following may appear:

                                                               

Migdnarts

Minions

Timemasters

Draugars

Pyrta aths

 

 

Summoning                           Summoning calls powerful beings to your aid from another dimension. All five are relatively similar, with each one having their own special characteristics. The special characteristics of each being are as follows:

 

Rashok   Extra hit points

Hreset    Does large amounts of damage

Li-Krin    Gets four attacks per turn

Elcich     Speed = 30

Bartan    Insane, attacks everything, even the reader

 

                                                Reading summoning while confused will either send every non-powerful monster away from the current level (93% chance) or summon a grey terror (7% chance).

 

Recharging                            The scroll of recharging is used to add charges to wands. It can also be used to revitalize a worn-out barbed whip or wooden flute.

 

                                                Blessed recharging can add a charge to a wand of wishing.

 

                                                Reading recharging while confused will suck all the charges out of the reader's wands and drain the submission power from barbed whips.

 

Pure evil                                 Scrolls of pure evil have several effects, all of them bad. Pure evil blinds the reader for 400-500 turns, decrements the reader's morality, and does any one of the following foul things:

 

Hexes and damages all items in the reader's pack

Makes 100 traps on the current level

Sends the reader to Niflheim

Surrounds the reader with migdnarts

Changes items in the reader's pack to worthless items

Creates 100 monsters

 

                                                Reading blessed pure evil darkens every room on the level. Reading cursed pure evil destroys all the reader's possessions.

 

                                                Reading pure evil while confused summons denizens.

 

                                                Pure evil never identifies itself when read, and it addles the reader too much for them to annotate it. It can accidentally be read over and over until it is identified before it is read.

 

Alliance                                 Reading alliance will cause creatures immediately next to the reader to become friendly. Blessed alliance will cause these monsters to fight by the reader's side. Powerful monsters are not affected by alliance. A cursed scroll of alliance angers nearby creatures.

 

Trap generation                    Reading scrolls of trap generation will make traps around the reader to ensnare attacking hordes of monsters.

 

                                                If trap generation is read while confused, all traps on the current level are destroyed.

 

Enchantment                         Enchantment has many effects. It affects the main classes of items in the following way:

 

Amulets

Removes hexes (except amulet of holding)