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
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
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.
|
Air ghola |
Ghost |
Spirit |
Wight |
|
Corpse |
Shade |
Vampire |
Wraith |
|
Fyleisch |
Shadow |
|
|
|
Anxarcule |
Gulveig |
Konr Rig |
Plog |
|
Emanon |
Hela |
Nidhogg |
Vanseril |
|
Ivy creeper |
Pale moss |
Retchweed |
|
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 |
|
|
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 |
|
Ice dragon |
Ice sphere |
Yeti |
|
Basilisk |
Draugr |
Hel dragon |
Uorik |
|
Breleor |
Eitri |
Jagrèdin |
Vidur |
|
Cockatrice |
Ghost |
Lorkesth |
Watcher |
|
Demons (above) |
Harbard |
Sentinel |
|
|
Air ghola |
Fire giant |
Lorkesth |
Vanseril |
|
Borgon vile |
Guardian |
Plants (above) |
Watcher |
|
Breleor |
Hel dragon |
Sentinel |
Wizard |
|
Draugr |
Iridorn |
Valkyrie |
|
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 |
The following creatures reflect rays back the way they came:
|
Breleor |
Emanon |
Sentinel |
Wizard |
|
Draugr |
Konr Rig |
Watcher |
|
The following creatures grow stronger when hit with rays:
|
Anxarcule |
Hel dragon |
Hela |
Vanseril |
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 |
|
|
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. |
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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. |
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Ogre |
DESC: Ogres can grab their victims and crush them. STRAT: See GRABBED BY A CREATURE in the REMEDIES section. |
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Orc |
DESC: Orcs are hardy scavengers. |
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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 |
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Description and attack strategies |
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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. |
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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. |
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Phausq |
DESC: Phausqs shun light, darkening any room they enter. STRAT: Wands of light will kill all phausqs in a room. |
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Plog |
See SURVIVING NIFLHEIM in the STRATEGIES section. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Rashok |
DESC: Rashok is subservient to you. See the description of the scroll of summoning in the ITEMS section. STRAT: Avoid conflict with Rashok. |
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Rat |
DESC: The rat is the easiest creature to kill in the game. |
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Raven |
DESC: Odin's two ravens will occasionally tell you secrets from Odin himself. Do not attack them. |
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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. |
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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. |
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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. |
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Rodent |
DESC: See the description of the rat. |
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Description and attack strategies |
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Rock giant |
DESC: Rock giants are the weakest giants. However, they can still inflict great pain upon smaller foes. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Shadow |
DESC: Shadows drain your maximum hit points, but otherwise present little threat. |
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Shadow dog |
DESC: Shadow dogs fade in and out of visibility. |
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Slinn |
DESC: Slinn spew unholy water which will decrease victim's luck. |
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Sorcerer |
DESC: Sorcerers are ray resistant humans who wield offensive wands as weapons. STRAT: Wear a mirror shield. |
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Spirit |
DESC: Spirits can drain their victim's maximum hit points and stun them for several turns. |
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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. |
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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. |
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Stun worm |
DESC: Stun worms use electricity to paralyze their victims for 1-3 turns. |
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Summoner |
DESC: Summoners summon other creatures to their aid. |
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Swordsman |
DESC: Swordsmen are very fast and can inflict critical damage through striking vulnerable points. |
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Description and attack strategies |
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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. |
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Thokk |
DESC: See the QUESTS section. |
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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. |
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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. |
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Troll |
DESC: Trolls regenerate hit points at a rapid pace. It is important to slay them quickly. |
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Ull |
DESC: An ull can disorient an assailant from a distance. |
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Uorik |
DESC: Uorik is a guardian created by the dwarvesmiths to keep their operations private. He attack |