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. |
|
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. |
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.
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.
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.
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.
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.
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 |
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 |
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 |
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) |