= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = - - - = = = [ DEMISE: Rise Of The Ku'tan ] = = = - - - = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Category: FAQ Author : Celine Aensland Contact : ce.aensland at gmail. You know the drill. Version : v0.8. A lot of rearranging and cleanin up done, should resemble a FAQ more than a random collection of notes now. Certain commentary taken out, other sections expanded. In short, less chatter, more detail. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - It always bugs me when FAQs aren't dated. You go email the guy and he'll be like, "oh I quit 5 years ago". Jeez. Anyway, below is the version history for this particular piece. And yes, I'm overreacting :P Alpha version dated : Sunday, 12th October 2003, 11:50pm GMT+8 Beta 2 version dated : Wednesday, 14th June 2006, 11:15am GMT+8 ( crud, it's been THAT long? ) Beta 3 verison dated : 1 October 2006 v0.5 version dated : 8 October 2006 v0.7 version dated : 9 October 2006 v0.8 version dated : 13 October 2006 History : Alpha - Sunday, 12th October 2003, 11:50pm GMT+8 Initial release, mostly draft notes. Alpha 2 - same week Cleaned up the notes superficially Beta - same week Cleaned up FAQ layout. Typos. Added stuff. Beta 2 - June 2006 update. Omg. So much stuff. Beta 3 - October 2006 update. Been busy with other games. Seriously. Added install directions, ToC, and rearranged and reformatted a lot of crap. v0.5 - October 2006. A LOT of rearranging and cleaning up. Should start to look more like a FAQ than a random collection of notes. v0.7 - October 2006. Added spells and spell section. v0.8 - October 2006. Expanded guild explanation. Added quest section. Added monster section. Cleaned up several existing sections. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ TABLE OF CONTENTS ] ===== It's about time this FAQ had one :p - Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . [INT] - Installation and Patching . . . . . . . . . . . . . . . . . . . . [INS] - Some Useful Tables . . . . . . . . . . . . . . . . . . . . . . . . [TAB] - Guild Overview . . . . . . . . . . . . . . . . . . . . . . . . . . [GUI] - Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [SPL] - Race Based Guild Suggestions . . . . . . . . . . . . . . . . . . . [RAC] - Your First Character . . . . . . . . . . . . . . . . . . . . . . . [1ST] - Penalty Info . . . . . . . . . . . . . . . . . . . . . . . . . . . [PEN] - Brawling Party . . . . . . . . . . . . . . . . . . . . . . . . . . [BRW] - Suggested Parties . . . . . . . . . . . . . . . . . . . . . . . . [SUG] - My Target Party . . . . . . . . . . . . . . . . . . . . . . . . . [TGT] - Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [QST] - Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [MON] - Misc Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . [MSC] - Loot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LUT] - Old Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . [OLD] - Bugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ERR] To quickly scroll to a section, simply search for the 3-letter string in brackets, e.g. to look up Quests search for "[QST]". - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ INTRODUCTION ] ===== . . . . . . . . . . . . . . . . . . . . [INT] This thing started life resembling more of a collection of tips gathered from various reviews and websites months (maybe even years) ago, rather than an actual FAQ. Sorry for not noting who the sources were, but at that time I wasn't expecting to write one. My additional notes and comments were originally written in [square brackets], but since I used those to prettify section headers, I'm in a bind and have to edit them all. Ugh. Abbreviations:- Str = Strength Art = Artisan Thf = Thief Int = Intelligence War = Warrior Bar = Barbarian Wis = Wisdom Pal = Paladin Mag = Magi Con = Constitution Nnj = Ninja Sor = Sorcerer Cha = Charisma Vil = Villain Wlk = Warlock Dex = Dexterity Epl = Explorer Cle = Cleric [G] = Good alignment [N] = Neutral alignment [E] = Evil alignment Character combo notation example: Dwarf[N] (War)/Thf/<Cle> "race[alignment] (starting guild)/other guilds/<optional guilds>" So this example means a Neutral Dwarf character started as a Warrior and later on joined the Thieves' Guild, and may optionally join the Clerics' Guild if you so wish. If there is a number after the guild, means to only level in that guild up to that level - usually this is for weaker characters that have low hp-bonus levelups, who join a strong hp class early in the game (famously, Artisan 30), or for builds that just want a certain level of that guild for using some specific item (not recommended by me, I have no experience here and cannot advise on this). NCR = Non-Class Restricted (applies to items, usually regarding equipping restrictions while in different guilds) Lastly, most of my views are from a stat-wise point of view (veterans may disagree, let me know if you spot a blatantly bad choice). I'm not discouraging weird guild combos, if you absolutely want to play an Evil Elf Explorer, go ahead by all means. This guide is mostly for those people wanting to start a balanced singleplayer 4-person party team, and I'm pointing out where the numbers lean to. I don't believe that Demise is ever "easy" - in the intervening years I've played a whole bunch of games, PC and console (my personal library stands at over 500 titles combined for almost all consoles and handhelds), I feel I have enough experience to judge whether something is "easy" or not for the average casual gamer... ...and there's nothing casual about Demise. It's pure distilled dungeon crawling, there aren't any NPCs down there to help you and hold your hand. If you get in over your head you can't miss the signs, the monsters will be quick to oblige by handing you your ass. And that's a great thing - the game will never be easy. None of that "ok, I've got the complete King's set / reached level X, I am now invincible" crap you see in so many other games. Of course, veterans from Mordor (the original game) would probably scoff but this guide isn't intended for them. Knowing everything about the depths will undoubtedly make things less intimidating. But for the newly initiated Demise can be unforgiving, and despite my great liking for the game it's really very hard to stay with. Obviously it's good enough to keep me coming back for more though. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [INSTALLATION AND PATCHING ] ===== . . . . . . . . . . . . . . [INS] As of 2006, Demise is already at least half a decade old and has gone through a couple of important patches. Get them! The original version suffered data-file bloating which would eventually crash upon trying to load the dungeon. This meant the loss of ALL your characters, since if you merely reinstalled and copied over the data, you'd still run into the crash. There are patches for both the executable and dll files. Here are the steps you need to install the latest version of Demise: 1) Install Demise, but DON'T start it 2) reboot 3) Start game, create a character, enter the dungeon 4) Exit game (leaving character in the dungeon) 5) Install DEMISEPatch1.00r3.1.EXE 6) reboot 7) Start game, load the character, enter the dungeon 8) Exit game (once again leaving character in the dungeon) 9) Install DemisePatch353.exe 10) reboot 11) Install the DemisePatch353DLL.exe 12) reboot That's it, the next time you run the game you should be up to speed. The version which I have, after following those instructions, is 1.00r3 Build 353, System DEMISE Version 1.35b. Apparently this is an old code base though, and it still bears the Artifact Entertainment stamp. Later ones have Pharoah Productions on it, and I don't know if the even more recent owner, Decklin, has changed it either. As a precaution whenever you exit the dungeon and resurface in town, exit the game after you're done shopping. Used to crash here a lot, probably due to memory leak issues in the unpatched versions. Anyway, it only takes a short while to exit and restart the game - and if possible do the backup save option instead of just quitting (the game will prompt you to quit anyway after making a backup). Better safe than sorry. I don't want to waste another high level party I'd sunk weeks and months of effort in. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ SOME USEFUL TABLES ] ===== . . . . . . . . . . . . . . . . . [TAB] Stats summary from Demise guide, text formatting fixed by yours truly, and re-sorted based on Racial Experience Factor, the determinant which affects how fast a given race will progress to the next level - the higher this modifier is, the more experience a character of the given race will require to level up. [ Racial resistances ] - (humans, unlisted, have none) Race Fire Cold Elec Mind Dise Pois Magi Ston Para Drai Acid summary Yeti 35% 35% 35% 50% - - 40% - 95% 65% 50% elem, mind, drain Dwarf 45% 80% - - 50% 50% - 40% 50% 90% - elem, dis, drain Troll - - - - 45% 45% - - 45% 65% 25% disease, drain Ogre 75% 75% - - 50% - - 50% 75% 75% 15% elem, ston, drain Gnome - - - 40% - - - 25% 25% 25% - mind, drain Elf - - - 50% - - 80% - - - - mind, magi Giant 50% 50% 50% - 50% 50% - 25% 50% 50% - elem, dis, drain Saris - - 90% 90% - - - 90% - - 90% mind, ston, acid [ Race stats ] Race Age ExFt Str Int Wis Con Cha Dex G N E Bre Eye Note Human 100 3 4/17 4/18 4/18 6/17 5/18 6/18 X X X 1 3 . Yeti 175 4 7/19 4/18 4/19 3/15 2/14 4/20 X . X 8 3 = Dwarf 275 5 4/19 3/18 6/19 4/19 2/16 4/18 . X . 1 7 o Troll 285 6 8/20 4/18 2/18 5/18 2/16 7/20 X X X 6 9 =o Ogre 250 6 8/21 2/16 2/16 10/20 4/18 5/16 X X X 5 5 =o Gnome 315 7 3/17 6/19 6/19 3/18 8/23 6/18 X X X 3 2 . Elf 450 7 2/14 7/21 7/20 2/15 4/18 4/19 X X X 1 6 o Giant 225 7 10/24 3/17 3/17 8/18 2/15 4/18 . X . 3 1 . Saris 325 8 4/17 4/18 3/18 6/17 4/17 10/23 . X . 2 8 o ExpFt = Exp Factor, higher = more needed to lvl; Note: . n/a, = good breathing, o good sight Natural stats can't be raised more than max+5, e.g. Ogre Con = 20+5 = 25 Sorted by race: Str 14-24 Elf, Gnome, Human, Saris, Dwarf, Yeti, Troll, Ogre, [Giant]* Int 16-21 Ogre, Giant, Dwarf, Human, Troll, Saris, Yeti, Gnome, [Elf] Wis 16-20 Ogre, Giant, Human, Troll, Saris, Yeti, Dwarf, Gnome, [Elf] Con 15-20 Elf, Yeti, Human, Saris, Gnome, Troll, Giant, Dwarf, [Ogre] Cha 14-23 Yeti, Giant, Troll, Dwarf, Saris, Ogre, Elf, Human, [Gnome]* Dex 16-23 Ogre, Dwarf, Human, Giant, Gnome, Elf, Yeti, Troll, [Saris]* [Bracketed]*Starred = overwhelmingly the choice [Bracketed] (no star) = highest but not by too much Int & Wis weighted together if tied (i.e. if same int, then compare wis, and vice versa) Cha -> Int & Wis weighted together if tied (only Mag or Pal need Cha, so compare with both Int & Wis) Dex -> Str & Con weighted together if tied (Dex important for fighters) [ Race & Guild allowed combos ] GNE GNE G.. G.E ..E GNE .N. .NE GNE G.E GNE .N. Art War Pal Nnj Vil Epl Thf Bar Mag Sor Wlk Cle Yeti Norm X X . . X X . X X X . . Dwarf Smal X X . . . X X X . . X X Troll Norm X . . X X . X X . . . . Ogre Big X X . . . . . X . . . . Gnome Norm X . X . X X X X X X . X Elf Smal X . X . . X X . X X X X Giant Vbig X X . . . X . X . . . . Saris Norm X . . . . X X . X . X X (Humans unlisted... they have no guild restrictions) [ Guild stats ] Guild HtRg MxLv ExpFt Quest Max-A/D Str Int Wis Con Cha Dex G N E GNE Artisan 5 30 8 10 200 1 1 1 1 1 1 X X X .N. Thief 3 21 15 5 400 9 12 8 5 5 16 . X . GNE Warrior 6 26 16 10 450 14 6 6 10 4 8 X X X .NE Barbarian 4 29 18 10 525 12 8 8 10 4 15 . X X GNE Explorer 4 27 18 10 430 12 13 13 10 4 12 X X X G.. Paladin 5 29 19 15 430 14 9 9 8 16 12 X . . G.E Ninja 4 25 21 20 465 14 10 8 8 6 16 X . X ..E Villain 4 26 21 15 440 14 13 8 12 4 16 . . X G.E Sorcerer 2 29 27 5 475 7 14 13 12 5 10 X . X GNE Magi 3 27 27 5 475 6 12 13 8 12 13 X X X GNE Warlock 2 38 30 5 625 10 18 18 12 8 14 X X X .N. Cleric 2 28 32 5 475 8 14 14 10 8 14 . X . HtRg = avg +maxHP per lvlup until charlvl=MxLv; after charlvl=MxLv, +1 or +2 per lvlup depending on guild ExpFt = Exp Factor, higher = more needed to lvl Quest = %chance to be given a quest after lvling, to be completed before allowed next lvlup (you apparently can forfeit random quests, at the expense of -2 clvls demoted). [ update: you stop getting guild quests apparently at clv100, indicating that you've risen to the highest they can test you; however from what I've picked up it seems you may still be random quested. ] Max-A/D = clvl where you attain max Atk/Def for that guild Note: A character will only receive HtRg HP when making a level in a guild if that guild is the 'highest' guild the character is a member of (e.g. a lv25 Cleric will not gain any HP making lv26 if the character is also a level 30 Thief. The Cleric would need to make level 31 (because they were also a level 30 Thief) before they received a max HP increase -- and by that point, MxLv would have been passed, so the character would only receive 2HP per lvlup). Artisan however only gains 1HP per lvlup after MxLv. [ Other skills ] Guild A B C D E F G Key Artisan 5 . . . 7 3 1 A = Thieving ability Barbarian 7.5 5 . 1 8 3 2 B = Backstab Cleric 2 . . . 5 2 6 C = Critical hit Explorer 3.5 . 3 . 9 9 6 D = Multiple swing Magi 2 . . . 5 3 7 E = Fighting ability Ninja 7 2 5 8 10 6 2 F = Perception Paladin 2 . 5 2 10 3 4 G = Language ability Sorcerer 2 . . . 5 2 7 Thief 9 9 . . 6 5 3 Villain 6 4 1 3 8 4 5 Warlock 2 . . . 5 2 8 Warrior 2 . 9 5 12 2 3 Perception is also aided by guild lvl, int, wis Multiple swing grants additional swings of a weapon in combat Extra Swings (1st = 1st extra swing, etc) Guild 1st 2nd 3rd 4th 5th Ninja 28 60 131 387 629 Warrior 46 162 578 - - Paladin 50 192 ?? - - Villain 53 243 800(?) - - Barbarian 59 268 - - - 3rd Swing for villain is uncertain, but '-' indicates I'm fairly certain that guild does not get this number of extra swings. Therefore, if you want extra swings, then the ninja's guild is really your only option. Three extra swings before warrior (who is next best) even gets their second completely blitzes all competition. I doubt that any other guild will get a 4th extra swing, and most guilds will get their 3rd extra swing at very high levels. Note that Sortiri's tables indicate no 3rd swings for Paladin or Villain. Dunno if untested or confirmed non. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ GUILD OVERVIEW ] ===== . . . . . . . . . . . . . . . . . . . [GUI] Following is a list of the guilds as well as the spells each of them have available. Note that these only represent the known spells that are left with the guilds; there are certainly many more powerful spells which have been lost in the depths, and it is up to you to recover them and bring them back. -[ Artisan ]- - - They give the highest initial HP except for warrior, and provide the best A/D until level 235. They don't give any other particular advantages, and since they give quite a high experience penalty on other guilds due to high A/D, many characters do not go beyond lv30 in artisan. However, few chars do not go at least this far (lv30) for the HP it provides. Artisan is so easy to level that taking it to clv200 is not a big deal. The main drag is random quests which slow you down, although even if you forfeit, you can take this guild very fast to 200. One thing many people forget is that artisan gives you so much A/D so fast in the early game that it can make a huge difference in your early game survival. Being able to use a dagger of stealth or a cloak of night early on can rapidly increase the rate at which you gain experience in other guilds. However, don't forget that artisan is the only guild in the game which gains only 1 hp per level beyond the max - all other guilds gain 2hp per level, so if you want maximum hp your highest guild level should be something other than artisan (for levels beyond 38, the max for warlock). The other big thing about artisan is you get to use NCR items sooner with artisan. If you are leveling many guilds together at roughly the same level, you will be able to use rings, necklaces, cloaks, daggers and other NCR items much sooner. Artisans spells: Spell level: Establish Mystic Portal . . . . 1 Identify Trap . . . . . . . . . 9 Magical Entry . . . . . . . . . 12 -[ Warrior ]- - - Gives the highest HP per lvlup until MxLV, and second best A/D. They critical hit far more often than anyone else, and their fighting ability allows them to deal out stacks of damage even without a critical hit. They are also second in line (equal with paladins) to be able to use items (in terms of level required). Doing large amounts of damage, and frequently critically hitting means that at least one of these guys is virtually in any party. This is one of the best guilds in the game, period. Nothing beats Warriors' late game A/D. Nothing comes close to its fighting skill and critical hits. Since swings do not cost mana, warriors can stay down longer than spellcasters by far. Warrior also gets 2nd best object usage, a fact forgotten by many, which can be really useful later. It seems that the best objects in the game are designed for warriors, not spellcasters too. It also seems to me that a backstab does less damage than a critical hit for my 231 barb, 193warrior. Warrior spells: Spell level: Establish Mystic Portal . . . . 1 -[ Paladin ]- - - A warrior of less ability, in areas of fighting, critically hitting, and extra swings, these warriors are capable of minor healing to make up for their reduced prowess in combat. This skill makes them valuable in a party, as a fighter who can heal themselves does not require spell casters to keep him alive. Good aligned elves are often members of this guild, to give them some fighting ability. Not overly valuable, but can be useful depending on party makeup. Paladins have the same heal costs as Clerics. What this does is give you cheap healing (like Cleric) at a fraction of the xp cost of Cleric. You do NOT gain the highest healing magics of cleric like restore, resurrect etc, but your heal spell can be pretty effective. ( Besides Humans, only Elves and Gnomes can join - and interestingly enough neither of them can join Warrior. A point in favour of joining it if you're playing one of those races and are of good alignment. ) Paladin spells: Spell level: Establish Mystic Portal . . . . 1 Minor Heal . . . . . . . . . . 6 Resist Draining . . . . . . . . 7 Resist Disease . . . . . . . . 8 Cure Poison . . . . . . . . . . 9 Dispel Undead . . . . . . . . . 9 Heal . . . . . . . . . . . . . 12 Dispel Elemental . . . . . . . 12 Cure Paralysis . . . . . . . . 12 Cure Disease . . . . . . . . . 15 -[ Ninja ]- - - The deadly ninja, able to both critical hit & backstab (though it has the worst backstab ability) is a valuable addition to any character. Often they chew up nearly all monsters in an encounter in a single round, and in a party it is often necessary to frequently shift these characters to the back of a party so other members can get experience. However, their ability does come at a cost, getting penalties to other guilds up to high levels very quickly. Ninja is one of the best guilds in the game, and one of the few guilds you should consider running as a single guild. Everyone knows about Ninja swings, and everyone complains about Ninja quest frequency, but few realise that Ninja has really fantastic A/D, and Ninja actually gets an affordable Magic Entry eventually (lvl 307, 9 mana, not too shabby for a single guild). Also Ninja gets perception better than anything but Explorer, but Explorer is LIGHT YEARS ahead of Ninja in the perception department. Te-wazas are a huge disappointment, as you can usually find something better. Ninja does not give you any real usable thieving level, the thieving it gets is mainly useful from backstabbing point of view. Ninja spells: Spell level: Establish Mystic Portal . . . . 1 Identify Trap . . . . . . . . . 5 Magical Entry . . . . . . . . . 9 -[ Villain ]- - - Quite a powerful guild, having access to minor healing spells & decent attack spells (elemental & morkal alchemy). They have reasonable fighting ability and are fairly good. However, given the penalty they give to other guilds, often it isn't worth having in your character. It's a fantastic guild for single guild play though. You get healing, mass kill, some thieving, and great fighting all rolled up in one package. Your offensive spells will be meaningless deep in the dungeon, since you do not get full Element or Morkal group access, and eventually you reach a depth for which your spells are no longer effective. As you get higher in level, you will switch to a greater reliance upon fighting and saving your mana for healing. Few realise that villain is the 3rd best fighter, after warrior and ninja, and it actually gets 3 swings. ( My take: useful in some racial combos, otherwise not recommended. ) Villain spells: Spell level: Establish Mystic Portal . . . . 1 Minor Heal . . . . . . . . . . 6 Poison . . . . . . . . . . . . 6 Cure Poison . . . . . . . . . . 9 Heal . . . . . . . . . . . . . 12 Cure Paralysis . . . . . . . . 12 Leprosy . . . . . . . . . . . . 12 -[ Explorer ]- - - A fighting guild which is very good at moving around and has very high perception. These guys are vital if you get lost. Being able to find their position quickly gives them a much better chance to survive if they happen to drop down a chute or accidentally teleport. They can also cast some of the less powerful resistances, though it is better to have a sorceror cast these spells for you. Quite useful. You will appreciate Explorers a whole lot more as you become a veteran of the game. Right now you will still get lost on spinners deep with an Explorer, but what Explorer does is speed up the time it takes for you to find yourself after being lost. The really HUGE benefits of Explorer which most people miss are you can really increase the spell level of movement spells and resistance spells with Explorer at a fraction of the experience cost you would pay for a spellcaster. Also Explorer has a defense value that competes well with even guilds like Warrior. Explorer offers some fighting skill to neutral Elves and Saris. Spells like Open Mystic Portal and Teleport cost much mana, and Explorer because of its lower experience requirements gives you me fastest way of driving those casting costs down to affordable levels. Explorer spells: Spell level: Establish Mystic Portal . . . . 1 Detect Rock . . . . . . . . . . 1 Detect Depth . . . . . . . . . 3 Levitation . . . . . . . . . . 3 Ethereal Portal . . . . . . . . 5 Soul Search . . . . . . . . . . 6 Find Direction . . . . . . . . 6 Charm of Concealment . . . . . 6 See Invisible . . . . . . . . . 6 Displacement . . . . . . . . . 8 Resist Fire . . . . . . . . . . 9 Resist Draining . . . . . . . . 9 Resist Cold . . . . . . . . . . 9 Magical Flight . . . . . . . . 9 Flash of Sight . . . . . . . . 9 Resist Poison . . . . . . . . . 12 Resist Disease . . . . . . . . 12 Resist Paralysis . . . . . . . 12 Resist Stoning . . . . . . . . 12 Brightness . . . . . . . . . . 12 Amphibious Breathing . . . . . 12 Shining Lights . . . . . . . . 18 -[ Thief ]- - - Undoubtably the best at opening chests, be they magically locked or armed with a nasty trap, every party should have at least one Thief. Having Magical Entry at a minimum cost of 3 mana, and the only ones to be able to cast Dispel Magical Lock (min 6) and Destroy Container (min 12) makes these guys the natural choice for disarming those horrid traps - especially those big corrosion traps that threaten to destroy your Fighter's prize sword, or any other traps for that matter. Thief is really the only guild which stands a chance of disarming traps on chests down deep in the dungeon. You still need to be VERY high-level Thief to disarm the traps on the deepest levels, but at least you have a chance. Thief is also the only guild which gets the thieving treatises, which allow you to open chests at a lower spell level. Destroy container is not too useful since there are few chests even on the deepest levels which are lethal. Thief works very well in a multi-guild package, since you do not need to run it as far ahead of the other guilds as you have to run something like Barbarian to benefit. Thief spells: Spell levels: Establish Mystic Portal . . . . 1 Identify Trap . . . . . . . . . 1 Magical Entry . . . . . . . . . 3 -[ Barbarian ]- - - A cross between the Thieves & Warrior's guild, results in a less effective Thief - they have worse A/D, and are only one up on Thieves with respect to fighting ability. So, they are really just Thieves, with a slightly improved fighting ability, but worse thieving & backstabbing ability. While they could be useful in some situations, often it is not be worth the extra time & effort joining this guild. The main difference between Thief and Barbarian is that Barbarian gets better object usage, but much poorer disarm and no thieving treatises. Taking Barbarian to 195 gets you 6 mana Magic Entry, which although not as cheap as 3 mana for Thieves, is still usable for a spellcaster. You will always set off traps on the deepest levels with a Barbarian. Taking Barb to high levels (beyond 195) will reduce the odds of you being cleaned out by thieving monsters and up your backstab. ( Not my choice, for same reason as Villain. ) Barbarian spells: Spell levels: Establish Mystic Portal . . . . 1 Identify Trap . . . . . . . . . 3 Magical Entry . . . . . . . . . 6 -[ Magi ]- - - The sole guild to be able to charm monsters, this is another guild which no party should be without. When your characters get quested to return a monster, the magi can search and return with the beast - often avoiding a pinning situation. Having also an ability to cast some healing, movement and location spells also increases the abilities of characters in this guild. They can often provide an extra healer to a party. Everyone likes Magi for charming. Magi gives you Life Domination and Soul Domination off of mana in the dungeon. There are a couple things many do not realise, such as Magi gives really great vision group and location group, or that Magi has the best object usage for spellcasters. Magi also gets partial movement and healing group access which is a big plus later on. You will always suck at blasting with Magi, but on floors 3 and 4 your life shatter will actually be very useful against ants, slaves, and even slimes. The high-end kill group spell is only usable by mage, but it is VERY slow to reduce in cost. However the numbers on it make it attractive to a yeti who lacks any really strong attack form vs. magic resistance. You do get Morkal Death, probably the most useful late game spell from the Morkal categories. ( Good to combo with Paladin due to sharing of the Cha requirement. ) Magi spells: Spell level: Establish Magic Portal . . . . 1 Paralysis . . . . . . . . . . . 1 Charm Insect . . . . . . . . . 1 Detect Rock . . . . . . . . . . 1 Charm Animal . . . . . . . . . 2 Detect Depth . . . . . . . . . 3 Levitation . . . . . . . . . . 3 Life Shatter . . . . . . . . . 3 Charm Elemental . . . . . . . . 3 Control . . . . . . . . . . . . 3 Minor Heal . . . . . . . . . . 4 Charm of Concealment . . . . . 4 See Invisible . . . . . . . . . 4 Charm Humanoid . . . . . . . . 4 Flash of Sight . . . . . . . . 4 Charm Undead . . . . . . . . . 5 Charm Giant . . . . . . . . . . 5 Shimmering Death . . . . . . . 5 Ethereal Portal . . . . . . . . 5 Control Animal . . . . . . . . 5 Soul Search . . . . . . . . . . 6 Find Direction . . . . . . . . 6 Cure Poison . . . . . . . . . . 6 Charm Monster . . . . . . . . . 6 Control Elemental . . . . . . . 6 Restrain . . . . . . . . . . . 6 Brightness . . . . . . . . . . 6 Heal . . . . . . . . . . . . . 8 Cure Paralysis . . . . . . . . 8 Cure Disease . . . . . . . . . 10 Magical Flight . . . . . . . . 10 Shining Lights . . . . . . . . 10 [ Sorceror ] The sole users of fire, cold, electrical and elements spells, members of this guild can also cast morkal damage, death & alchemy spells - this wide range of offensive spells provides them with the ability to kill creatures that other spell casters have to just attack with their weapons. Their ability to easily damage or destroy large numbers of creatures is unique to their guild, and this offensive ability is the often the best way to annhilate large groups of monsters. When encountering a large group of thieving monsters, a sorceror can cast a powerful spell to kill most of the monsters in one round - so the monsters are unable to steal items or gold and then run away. They also cast resistance spells for the lowest cost. Every party should have at least one, and seriously consider more. If you need to cast a lot of resistances, you want to be Sorcerer because the minimum cast cost for any other guild is much much higher. The main thing Sorcerer grants is the ability to blast for a living in just about all situations, as you have the most attack forms from which to choose when faced with multiple-resistant creatures. With Sorcerer you can default some really offbeat attack form like Paralysing Death for which few creatures have resistance. Your main high-end spell is Electric Field, which tends to blow just about anything away in the basement. Midgame you can get decent damage per mana cost from spells like Blue Flame. Other spells like the fire group which appear interesting at first glance, are not very useful since fire resistance is so common. The cold group is a nice group, but it is slow to become cheap. You do get the best morkals in the game with a Sorcerer. The morkal damage group and the morkal alchemy groups are not that useful from a kill standpoint since the per level factor on the spells is so low it takes multiple casts to finish anything off with them, and odds are you do not want to drag combat out multiple rounds down deep. Like Magi they do get morkal death, which is very useful. Sorceror spells: Spell level: Establish Mystic Portal . . . . 1 Shock . . . . . . . . . . . . . 1 Firebolt . . . . . . . . . . . 1 Poison . . . . . . . . . . . . 2 Charm of Concealment . . . . . 2 See Invisible . . . . . . . . . 2 Cold Blast . . . . . . . . . . 2 Protection . . . . . . . . . . 3 Resist Fire . . . . . . . . . . 3 Resist Draining . . . . . . . . 3 Resist Cold . . . . . . . . . . 3 Blue Flame . . . . . . . . . . 3 Lightning Bolt . . . . . . . . 3 Resist Poison . . . . . . . . . 4 Resist Disease . . . . . . . . 4 Resist Paralysis . . . . . . . 4 Resist Stoning . . . . . . . . 4 Leprosy . . . . . . . . . . . . 4 Ice Spray . . . . . . . . . . . 5 Flamesheet . . . . . . . . . . 5 Thunder Bolt . . . . . . . . . 6 [ Warlock ] Being a general all round spell caster, warlocks do not focus specifically on any type of spells, but try to master as many as possible, which results in them often learning spells at a later level than other guilds. However, they provide characters with the ability to maximise their HP early on, and are just as effective as Explorers at moving around the dungeon. They can cast all resistance spells, but drain more mana than Sorcerors. They also have the best language ability - which is useful for finding out information off monsters. Providing characters with a wide range of spells, the most valuable probably being the movement spells, the Warlock's guild is a good addition for most characters. The most difficult guild for which to qualify, Warlock is more of a jack-of-all-trades guild and fits best into a package where you are trying to minimise the number of guilds joined. This is perhaps the best candidate to consider for single guild characters who wish a magic emphasis. Many forget it is Warlock who with Sorcerer gets Mind Resist, an important spell deep in, and Warlock can be any alignment. The movement spells of Warlocks are very nice too. Your main groups as a Warlock are limited to the magic and mind resistance areas, and something that is resistant to both is going to pound you. However both the mind and damage groups are excellent, and between Impending Doom and Word of Death you can mop up in the basement. The Draining Touch spell is also very useful. Warlocks get decent morkals too. You probably always be frustrated by how much mana your resist cost and how slowly decrease with a Warlock, and may want to pick some race with high intrinsic resistance for Warlock. Warlock spells: Spell level: Establish Mystic Portal . . . . 1 Sleep . . . . . . . . . . . . . 1 Paralysis . . . . . . . . . . . 1 Detect Rock . . . . . . . . . . 1 Cause Wounds . . . . . . . . . 1 Detect Depth . . . . . . . . . 3 Levitation . . . . . . . . . . 3 Life Shatter . . . . . . . . . 3 Blinding Darkness . . . . . . . 4 Cause Heavy Wounds . . . . . . 4 Shimmering Death . . . . . . . 5 Ethereal Portal . . . . . . . . 5 Soul Search . . . . . . . . . . 6 Find Direction . . . . . . . . 6 Dispel Undead . . . . . . . . . 6 Killing Power . . . . . . . . . 6 Summon Shade . . . . . . . . . 6 Flash of Sight . . . . . . . . 6 Charm of Concealment . . . . . 8 See Invisible . . . . . . . . . 8 Dispel Elemental . . . . . . . 8 Deadly Harm . . . . . . . . . . 8 Draining Touch . . . . . . . . 8 Displacement . . . . . . . . . 8 Protection . . . . . . . . . . 9 Resist Fire . . . . . . . . . . 9 Resist Draining . . . . . . . . 9 Resist Cold . . . . . . . . . . 9 Brightness . . . . . . . . . . 9 Banish Devil . . . . . . . . . 10 Resist Poison . . . . . . . . . 12 Resist Disease . . . . . . . . 12 Resist Paralysis . . . . . . . 12 Resist Stoning . . . . . . . . 12 Banish Demon . . . . . . . . . 12 Magical Flight . . . . . . . . 12 Shining Lights . . . . . . . . 14 [ Cleric ] The best at healing both themselves and others, clerics are all but essential for survival - especially when you start to go deep into the dungeon. The ability to heal massive amounts of hit points with minimal effort via restoration (min 7) and mass heal (min 8) is something you shouldn't go without. The ability to resurrect (min 12) - which brings a character back to life and to full health is reason enough to join this guild. At least one member of a party should be a cleric, because of the far superior healing ability. Clerics are the only characters which can raise a rocked character. Restore is a superb heal spell. Clerics get partial Element group access which helps in the early game, and they in general have resistances and attack spells which are cheaper than Warlock or Explorer. Clerics are the 2nd best blasters in the game behind Sorcerer. Dwarven Warrior-Clerics are a blast, healing several hundreds of hp per cast of Restore, and being able to use high end mind/magic for sticky mass kill situations. Clerics take the longest to level, and have the most restrictive item usage of any character in the game, but high level Cleric is a huge boon to any neutral character. Cleric spells: Spell level: Establish Mystic Portal . . . . 1 Sleep . . . . . . . . . . . . . 1 Cause Wounds . . . . . . . . . 1 Minor Heal . . . . . . . . . . 2 Poison . . . . . . . . . . . . 2 Cure Poison . . . . . . . . . . 3 Dispel Undead . . . . . . . . . 3 Cause Heavy Wounds . . . . . . 3 Blinding Darkness . . . . . . . 4 Heal . . . . . . . . . . . . . 4 Dispel Elemental . . . . . . . 4 Cure Paralysis . . . . . . . . 4 Leprosy . . . . . . . . . . . . 4 Cure Disease . . . . . . . . . 5 Killing Power . . . . . . . . . 5 Banish Devil . . . . . . . . . 5 Resist Fire . . . . . . . . . . 6 Resist Draining . . . . . . . . 6 Resist Cold . . . . . . . . . . 6 Deadly Harm . . . . . . . . . . 6 Banish Demon . . . . . . . . . 6 Summon Shade . . . . . . . . . 6 Draining Touch . . . . . . . . 6 Amphibious Breathing . . . . . 6 Resist Poison . . . . . . . . . 8 Resist Disease . . . . . . . . 8 Resist Paralysis . . . . . . . 8 Resist Stoning . . . . . . . . 8 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ SPELLS ] ===== . . . . . . . . . . . . . . . . . . . . . . . [SPL] Each guild teaches certain spells to its members. As a character learns new spells from joined guilds, they will be added to the character's Spellbook, making them available for usage. A character can also cast a spell by using an item with magical properties (e.g. Potion of Sight). When a character casts a spell from their Spellbook, some spell points will be used. The number of spell points that a spell will take depends on the level of the spell and the power of the character. A more powerful spell will require more spell points to cast. As you advance in the guild, lower level spells will cost fewer spell points, allowing you to cast them more often. Upon returning to the city, your spell points will be restored to their maximum capacity when you rest in the Guild Hall or level up. The maximum amount of spell points a character can have is based on the character's Intelligence and Wisdom, although certain items can increase a character's spell points beyond this maximum. A character cannot cast a spell if they do not have enough spell points. The effectiveness of a spell is based on the "Spell Level" at which it's cast. A character will cast a spell at their Spell Level in the guild that taught them the spell (equal to half their level in that guild). If a character is a member of several guilds that offer the same spell, then the best guild will be always be used: for example, a level 50 Magi who is also a level 20 Warlock will cast a shared spell (e.g. Life Shatter) using their Magi spell level (since it is higher than their Warlock spell level). However, if the Warlock's guild can cast the spell for less points than the Magi's guild, the lowest points will be used instead. When using the special abilities of an item to cast a spell, the highest spell level from all of the guilds the character is a member of is used, unless the item casts a spell at a specific level (which can be found out by getting complete information on an item). NOTE: You can teach your guild new and more powerful spells by finding certain items (Treatises) in the dungeon and turning them in to the guild. Example of Casting a Spell: You can cast a spell while in the dungeon by pressing 'c' and typing in the full name (or the first few letters) of the spell you wish to cast. You may also load a spell in one of the 10 spell buffers, allowing you to cast a spell by pressing shift + a number key or by double-clicking the buffer itself. To cast a spell on another character, such as Heal or Resist Poison, the character must be in the current area. Some monsters have partial or total immunity to certain spells, while some have complete immunity to all spells. For example, fire spells won't work on most dragons. The higher the level of the character, the better the chance of affecting a monster with partial immunity to magic (total immunity can never be negated). Spell Power & Damage: Spells that inflict damage or heal hits have two numbers associated with them - a power & damage (or heal) rating (e.g. 15/2). This rating includes a Base number and a Level Modifier number for the spell. The Base number represents the base (average starting) amount of healing / damage points the spell will do. Level Modifier is the rate at which <base> raises based on the caster's spell level. So, a damage spell of 15/2 means that it starts with an average of 15 damage and raises at a rate of 2, which is not much at all. This means that a caster with a spell level of 25 probably wouldn't do much more than 20 damage with this spell. However, if we had a spell of 15/15, a spell level of 25 would probably do damage in the 100's because the Level Modifier value is like a focus value for the caster's spell level (i.e. the higher the focus number, the higher the additional Base Damage from the caster's spell level). There really isn't an equation to tell exactly how much damage a certain spell (say 30/15) will do when cast at a given spell level since there can be many other variables involved (i.e. target's resistance, size, etc). The player generally must learn by experience and get a feel for the Base/Level Modifier system works. Base Level, Required Stats and Description: Each spell has Base Level at which the spell is generally learned. When only one guild has access to a spell, the Base Level is the spell level at which the spell is learned. However, many spells can be cast by more than one guild, but each guild can get access to the spell at different spell levels - if this is the case, the level at which the spell is learned by a particular guild is listed after the guild name. For example: Base Level=3; Guilds: Explorer(9), Sorcerer(3), Warlock(9), Cleric(6) This information would mean the the Explorer's and Warlock's guilds learn the spell at Spell Level 9, the Cleric's guild learns it at 6 and the Sorcerer's guild learns it at the Base Level of 3. In general, Guilds that specialise in certain spell types (e.g. Clerics and Heal spells) will learn those spells before any other guild that has access to them. Required Stats: If a spell has Required Stats, the caster must have the given stats to cast the spell. As with items, Required Stats for spells are based on your overall stats (natural and modified). Spell Information & Description: Each spell has an one or more lines of information after the Required Stats information that state the effect of the spell, including if it affects the entire party, or how many groups of monsters and how many monsters in each group, and the range. Most spells are either combat or non-combat spells. Combat spells can only be cast in combat while non- combat spells can only be cast when there are no monsters, or there are peaced monsters in the area. Below is an example of the Firebolt Fire Spell information: Special: Damages or Kills Target(s) Spell affects 2 groups, 4 mons max per group (range of 1). This means that if the spell was cast on group #1 of 12 monsters, it could potentially kill up to 4 monsters from that group before moving on to group #2 (which is the next monster group if it exists). If you click on the Info button when viewing the spell information, you will see a brief description for the spell so the caster has a better idea of exactly what it does. - - - [ Spell Classes ] - - - Spells are broken down into "spell classes" that specify the nature of the spell. Keep in mind that you will have to experiment with the spells to figure out exactly what they do. Some spells will not be very effective when you are first able to cast them, but will improve as your character becomes more powerful (gains levels). Below are the various spell classes and the spells they contain. Spells prefaced with a plus '+' sign are taken from the Demise Help file which comes installed with the game, dated '99 and which may be incorrect(!). The others (prefixed with a minus '-' sign) are taken from Sortiri's "Server Scene" pages. Where there is conflicting info on spells, I will use Sortiri's figures. I'm pretty sure Sortiri's figures are more accurate - on her "Server Scene" pages it is mentioned that they did testing, and considering that the game has been patched yet help not updated I'm inclined to rely on her version when it comes to contradictions. Spell format guide: < spell name > Guilds: <guild name> (base level; initial MP cost / class level needed for min mana cost) If a hypen and another figure is appended to the class level needed for minimum mana cost, that figure indicates at what level 95% resistance is granted. This mainly applies to the Resistance spells. I don't know why spells have A/D ratings; perhaps to determine how hard it "hits" the target, kinda like for melee attacks. This allows your spells to become more effective as you level up, not bad. -[ Banish ]- - - Taken from the art of demonology, spells of this kind are of ancient magic, of which little is known. Used to banish demons and devils back to the planes of Hell whence they came, the damage inflicted by these spells can be extensive. The effectiveness of these spells depends on the caster's experience and the Magic Resistance of the monster. + Banish Devil Resist: magic Base Level=5; Guilds: Warlock(10;125mp/clv227), Cleric(5;62mp/clv105) Range=2; A15/D16 Required Stats: 14 Int, 10 Wis, 12 Con, 12 Dex COMBAT Spell, will cause up to 8 Monsters in 4 Groups to be Banished. An ancient spell that invokes the fury of Hell to yank the target(s) back to the plane whence they came. + Banish Demon Resist: magic Base Level=6; Guilds: Warlock(12;132mp/clv245), Cleric(6;66mp/clv113) Range=3; A20/D21 Required Stats: 16 Int, 16 Wis, 14 Con, 12 Dex COMBAT Spell, will cause up to 8 Monsters in 4 Groups to be Banished. A dark spell of old. Much like Banish Devil, this spell calls upon Hades to take back those who have escaped. -[ Bind ]- - - Once the Charm spells were mastered, the Magi's guild then realised that once a creature had been befriended or dominated, a way to keep the creature under control was required. It was for this reason that the Bind class of spells was introduced - to reinforce a companion's 'bond' to make it harder for them to break away from their master. Bind spells will not work on companions that have joined an adventurer of their own free will. + Control Base Level=3; Guilds: Magi(3;47mp/clv71) Required Stats: 12 Int, 12 Wis, 10 Cha NON-COMBAT Spell, will increase the Bind Level of a companion. This spell can be used to reinforce the Bind that is already imposed on a companion. Note: This spell will not function on companions that have joined you of their own free will. + Restrain Base Level=6; Guilds: Magi(6;94mp/clv163) Required Stats: 14 Int, 14 Wis, 16 Cha NON-COMBAT Spell, will increase the Bind Level of a companion. This spell is a more powerful version of Control that will renew the Bind on a companion when it begins to fade. Like the Control spell, it has no effect on monsters which have joined you of their own free will. - Domination Guilds: Magi(12;218mp/clv403) Required Stats: 18 Int, 18 Wis, 18 Con, 18 Cha Spell book needed - Grimoire of Domination This is the most powerful of the Binding spells, and in the hands of a master Mage, almost no creature can resist it. - Life Domination Guilds: Magi(16;332mp) Required Stats: 20 Int, 20 Wis, 20 Con, 20 Cha Spell book needed - Grimoire of Imprisonment A powerful blend of Domination and Binding, this spell permits the caster to take control of almost any creature, living or dead, an make them a very loyal companion. -[ Charm ]- - - The pride of the Magi's guild, these types of spells have the ability of controlling certain types of creatures ranging from Humanoids to Dragons and causing them to befriend the spellcaster, becoming their companion. It is said that none can resist a Magi who has mastered this class of magical spells. The effectiveness of these spells depends on the caster's experience and the Magic and Charm Resistance of the monster. + Charm Insect Resist: magic Base Level=1; Guilds: Magi(1;18mp/clv19) Range=1; A10/D4 Required Stats: 12 Int, 12 Wis COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. This spell will Bind one or more Insects to the caster, causing them to become companions. + Charm Animal Resist: magic Base Level=2; Guilds: Magi(2;26mp/clv35) Range=1; A15/D6 Required Stats: 12 Int, 12 Wis, 14 Cha COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. An excellent spell for Charming vicious Animals, causing them to befriend the caster. + Charm Elemental Resist: magic Base Level=3; Guilds: Magi(3;41mp/clv63) Range=2; A15/D6 Required Stats: 13 Int, 13 Wis, 15 Cha COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. Much like Charm Animal spell, this spell will cause a group of Elementals to join the caster. + Charm Humanoid Resist: magic Base Level=4; Guilds: Magi(4;51mp/clv83) Range=2; A15/D9 Required Stats: 14 Int, 14 Wis, 14 Cha COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. One of the most useful Binding Spells. Depending on the power of the caster and the Resistance of the target, one can befriend almost any Humanoid with this magic. + Charm Undead Resist: magic Base Level=5; Guilds: Magi(5;64mp/clv107) Range=2; A15/D9 Required Stats: 15 Int, 15 Wis, 10 Cha COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. Unlike the other Charm Spells that affect the living, this spell affects the Undead and attempts to magically Bind them to the caster. + Charm Giant Resist: magic Base Level=5; Guilds: Magi(5;68mp/clv113) Range=2; A15/D9 Required Stats: 15 Int, 15 Wis, 16 Cha COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. A more advanced version of Charm Humanoid, this spell will affect only Giants and attempt to Bind them to the caster. + Control Animal Resist: magic Base Level=5; Guilds: Magi(5;66mp/clv111) Range=2; A15/D9 Required Stats: 13 Int, 13 Wis, 14 Cha COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. A more advanced version of Charm Animal. Depending on the power of the caster and the Resistance of the target, one can befriend most Animals with this magic. + Charm Monster Resist: magic Base Level=6; Guilds: Magi(6;79mp/clv137) Range=3; A15/D13 Required Stats: 12 Int, 17 Wis, 10 Cha COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. This spell attempts to Charm creatures that no other Charm-specific spell will work on. + Control Elemental Resist: magic Base Level=6; Guilds: Magi(6;83mp/clv143) Range=3; A30/D13 Required Stats: 15 Int, 15 Wis, 12 Cha COMBAT Spell, will cause up to 4 Monsters in 1 Group to be Charmed. This spell is a more advanced version of Charm Elemental, Binding the more powerful of these creatures to the caster. - Charm Dragon Resist: magic Base Level=; Guilds: Magi(7;94mp/clv167) Range=4; A15/D16 Required Stats: 18 Int, 18 Wis, 18 Cha Spell book needed - Codex of Dragonkind COMBAT Spell, 4 targets in 1 group Requiring strict concentration, this spell will attempt to bind one or more Dragons to the caster. Be warned that if the spell fails, the targets tend to respond adversely. - Dominate Demon Resist: magic Base Level=; Guilds: Magi(8;113mp/clv203) Range=4; A16/D16 Required Stats: 15 Int, 17 Wis, 12 Con, 17 Cha Spell book needed - Codex of Demons COMBAT Spell, 4 targets in 1 group Old magic derived from Demonology, this spell uses the powers of the earth to bind a Demon to the caster for an unknown period of time. - Dominate Devil Resist: magic Base Level=; Guilds: Magi(8;117mp/clv209) Range=4; A15/D16 Required Stats: 15 Int, 18 Wis, 12 Con, 18 Cha Spell book needed - Codex of Devils COMBAT Spell, 4 targets in 1 group A more advanced form of Magic Control, this spell attempts to Bind one or more Devils and keep them with the caster by using the powers from the dark elements. - Dominate Giant Resist: magic Base Level=; Guilds: Magi(10;161mp/clv293) Range=5; A15/D21 Required Stats: 18 Int, 18 Wis, 18 Cha Spell book needed - Codex of Kings COMBAT Spell, 4 targets in 1 group This spell will affect Giants with the same potency of advanced Charm that constitutes the Dominate Class of Spells. - Dominate Humanoid Resist: magic Base Level=; Guilds: Magi(8;117mp/clv209) Range=4; A15/D21 Required Stats: 16 Int, 16 Wis, 16 Cha Spell book needed - Codex of Bipeds COMBAT Spell, 4 targets in 1 group This will put Humanoids under the control of the caster. Like other Dominate Spells, it is among the most difficult to break. - Dominate Undead Resist: magic Base Level=; Guilds: Magi(9;144mp/clv259) Range=4; A15/D21 Required Stats: 16 Int, 17 Wis, 12 Cha Spell book needed - Codex of the Dead COMBAT Spell, 4 targets in 1 group Much stronger than the lesser Charm Undead, Dominate Undead permits the caster to force many of the most powerful undead to obey. - Soul Domination Resist: magic Base Level=; Guilds: Magi(12;180mp/clv333) Range=6; A25/D51 Required Stats: 18 Int, 21 Wis, 18 Con, 22 Cha Spell book needed - Grimoire of Souls COMBAT Spell, 4 targets in 1 group The most advanced of all Charm Spells. Only a Master Mage has the ability to cast this magic and Charm any creature, living or not. -[ Cold ]- - - After mastering Fire, the Sorcerers guild sought to prevent rivals from having an equaling force and quickly moved to master the element of coldness so that both Fire and Cold were controlled by one group. The effectiveness of these spells depends on the experience of the caster and the Cold Resistance of the target. + Cold Blast Resist: cold Base Level=2; Guilds: Sorcerer(2;28mp/clv37) Range=1; A15/D2 Required Stats: 12 Int, 9 Wis, 9 Dex COMBAT Spell, will cause up to 4 Monsters in 2 Groups to be Frozen. This simple spell creates a blast of air that is cold enough to kill most small creatures. + Ice Spray Resist: cold Base Level=5; Guilds: Sorcerer(5;58mp/clv99) Range=2; A15/D6 Required Stats: 16 Int, 8 Wis, 9 Dex COMBAT Spell, will cause up to 6 Monsters in 3 Groups to be Frozen. This spell creates a wall of ice and blasts it towards the opponents. The wave of liquid ice will almost certainly freeze the victim instantly. - Artic Storm Resist: cold Base Level=; Guilds: Sorcerer(12;189mp/clv351) Range=6; A40/D26 Required Stats: 21 Int, 20 Wis, 18 Dex Spell book needed - Grimoire of Deathly Chills COMBAT Spell, 12 targets in 4 groups The spell most feared by Fire creatures. The storm that is invoked is a collection of all other cold spells, and is so intense that very few can survive. - Hail Storm Resist: cold Base Level=; Guilds: Sorcerer(8;125mp/clv227) Range=4; A20/D11 Required Stats: 19 Int, 18 Wis, 12 Dex Spell book needed - Codex of Freezing COMBAT Spell, 8 targets in 4 groups A more advanced Cold Spell, casting this will create a storm of magical hail that crushes and smothers its victims, attempting to freeze and shatter them. -[ Damage ]- - - The creation of these spells came about by accident as one Cleric realised that their healing magic could be turned to inflict harm. Spells of this type are excellent combative / defensive spells that can instantly kill victims just as easily as the originals can be used to heal. The effectiveness of these spells depends on the experience level of the caster and the Magic Resistance of the target. + Cause Wounds Resist: magic Base Level=1; Guilds: Warlock(1;22mp/clv23), Cleric(1;22mp/clv23) Range=1; A10/D2 Required Stats: 10 Int, 12 Wis, 8 Con, 10 Dex COMBAT Spell, will cause up to 4 Monsters in 2 Groups damage or death. When cast, this spell attempts to rupture the internal and external tissues of the target(s) and kill them. + Cause Heavy Wounds Resist: magic Base Level=3; Guilds: Warlock(4;56mp/clv91), Cleric(3;45mp/clv69) Required Stats: 12 Int, 13 Wis, 10 Con, 12 Dex COMBAT Spell, will cause up to 6 Monsters in 4 Groups damage or death. An advanced form of Cause Wounds, this spell not only attempts to rupture the tissues of the designated targets with more force, it also attempts to implode the victim as well by bursting the organs. + Killing Power Resist: magic Base Level=5; Guilds: Warlock(6;83mp/clv143), Cleric(5;66mp/clv111) Range=2; A15/D6 Required Stats: 15 Int, 14 Wis, 12 Con, 14 Dex COMBAT Spell, will cause up to 6 Monsters in 4 Groups damage or death. Not much is known about how this spell functions, but it causes the life force of the targets to be yanked from their bodies. + Deadly Harm Resist: magic Base Level=6; Guilds: Warlock(8;94mp/clv169), Cleric(6;75mp/clv131) Range=3; A20/D7 Required Stats: 17 Int, 16 Wis, 13 Con, 16 Dex COMBAT Spell, will cause up to 7 Monsters in 4 Groups damage or death. A more devastating form of Killing Power that functions slightly differently; this spell drains the life force of its victims and feeds it to the earth. + Draining Touch Resist: magic Base Level=6; Guilds: Warlock(8;93mp/clv165), Cleric(6;74mp/clv127) Range=3; A40/D26 Required Stats: 17 Int, 17 Wis, 12 Con, 14 Dex COMBAT Spell, will cause up to 1 Monsters in 1 Groups damage or death. A deadly spell, when invoked and the caster touches the designated target, their life force is usually drained into the ground, leaving a lifeless shell. - Cause Fatal Wounds Resist: magic Base Level=; Guilds: Warlock(9;108mp/clv195), Cleric(7;87mp/clv153) Range=4; A20/D9 Required Stats: 17 Int, 17 Wis, 14 Con, 16 Dex Spell book needed - Codex of Fatality COMBAT Spell, 9 targets in 4 groups This hideous spell causes the bones of the designated target(s) to Explode, causing instant death. - Word of Death Resist: magic Base Level=; Guilds: Warlock(15;262mp/clv491) Range=6; A30/D51 Required Stats: 15 Str, 21 Int, 21 Wis, 18 Con, 20 Dex Spell book needed - Grimoire of Death COMBAT Spell, 14 targets in 4 groups One of the most feared Magic Spells in the world since there are few known Resistances to it, Word of Death, which is known only by the most advanced spell-casters, calls upon the wrath of Nardun, the God of Pain, and asks him to dispose of the caster's target(s). When summoned in full it is said that Nardun can never be overcome. -[ Dispel ]- - - Created by the Cleric's guild, spells of this type cause the rarer monsters that are usually immune to most magic to virtually disappear. + Dispel Undead Resist: magic Base Level=3; Guilds: Cleric(3;37mp/clv57), Warlock(6;75mp/clv131), Paladin(9;113mp/clv205) Range=2; A15/D16 Required Stats: 12 Int, 12 Wis, 10 Con, 10 Dex - Only affect undead. COMBAT Spell, Will cause up to 8 monsters in 4 groups damage or death. A useful spell when attacked by Undead. Any targets affected by this spell will instantly break down and become dust. + Dispel Elemental Resist: magic Base Level=4; Guilds: Cleric(4;47mp/clv75), Warlock(8;94mp/clv169), Paladin(12;142mp/clv263) Range=2; A15/D16 Required Stats: 15 Int, 15 Wis, 14 Con, 16 Dex - Only affects elementals COMBAT Spell, Will cause up to 8 monsters in 4 groups damage or death. Even though the true nature of most Elemental creatures is unknown, this spell is said to act much like Dispel Undead, as it breaks apart the Elemental targets and turns them back into the elements from which they came. - Abolish Undead Resist: magic Base Level=; Guilds: Cleric(8;142mp/clv253) Range=4; A80/D13 Required Stats: 16 Int, 16 Wis, 18 Con, 12 Dex Spell book needed - Codex of Abolishment COMBAT Spell, 4 targets in 2 groups The most advanced Dispell Spell ever devised, the magic induced when it is invoked is so great that it usually annihilates all targets. The only drawback is that the magic is usually too focused to affect a large number of targets. -[ Electrical ]- - - After discovering the destructive force of this element, the Sorcerer Masters went to work on controlling this strange element that they didn't understand. For decades, they worked to make spells of this class controllable, and in the end succeeded. The effectiveness of these spells depends on the experience of the caster and the Electrical Resistance of the target. + Shock Resist: electric Base Level=1; Guilds: Sorcerer(1;18mp/clv19) Range=1; A10/D1 Required Stats: 12 Int, 10 Wis, 8 Dex COMBAT Spell, will cause up to 2 Monsters in 2 Groups to be Shocked. This basic spell creates an electrical arc from the caster's hands to the designated targets, attempting to electrify and kill them. + Lightning Bolt Resist: electric Base Level=3; Guilds: Sorcerer(3;36mp/clv55) Range=2; A15/D4 Required Stats: 14 Int, 9 Wis, 9 Dex COMBAT Spell, will cause up to 4 Monsters in 2 Groups to be Electrocuted. Summoning the power of the storm, this spell pulls Electricity from the ground and blasts it into the midst of one's targets. + ThunderBolt Resist: electric Base Level=6; Guilds: Sorcerer(6;87mp/clv149) Range=3; A20/D7 Required Stats: 16 Int, 10 Wis, 12 Dex COMBAT Spell, will cause up to 6 Monsters in 3 Groups to be Electrocuted. A more advanced form of Lightning Bolt, this spell doubles the damage and affects more targets. - Electric Field Resist: electric Base Level=; Guilds: Sorcerer(11;170mp/clv313) Range=6; A10/D51 Required Stats: 17 Int, 12 Wis, 12 Dex Spell book neeed - Grimoire of Striking COMBAT Spell, 12 targets in 4 groups The most devastating of Electrical Spells, very few creatures can withstand the shock delivered from this white-hot field of Electricity. - Electrical Discharge Resist: electric Base Level=; Guilds: Sorcerer(7;85mp/clv149) Range=4; A25/D9 Required Stats: 18 Int, 10 Wis, 12 Dex Spell book needed - Codex of Discharging COMBAT Spell, 7 targets in 4 groups Very little is understood about this spell, which creates an electrical mesh in the middle of one's targets and explodes into an electrocuting fury. - Striking Resist: electric Base Level=; Guilds: Sorcerer(11;129mp/clv237) Range=6; A25/D26 Required Stats: 19 Int, 13 Wis, 13 Dex Spell book needed - Grimoire of Manipulation COMBAT Spell, 1 target in 1 group Directed at a single creature, this spell releases a monstrous bolt of Lightning that will crisp most victims instantly. -[ Elemental ]- - - The Sorcerer's continued study of destruction, which included the study of Acid, Disease and Poisons, birthed spells of the Elemental type. Deadly in nature, these spells affect many monsters that other magics cannot affect. The type of damage associated with these spell can also vary depending on the caster's Spell Level and the target's resistance. + Poison Resist: poison Base Level=2; Guilds: Villain(6;68mp/clv117), Sorcerer(2;24mp/clv33), Cleric(2;24mp/clv33) Range=1; A15/D6 Required Stats: 12 Int, 12 Wis, 10 Con, 13 Dex COMBAT Spell, will cause up to 4 Monsters in 2 Groups to be Choked. This useful spell introduces a deadly poison into the system of the caster's targets. This fast-acting toxin causes paralysis of the respiratory system, asphyxiating even the strongest creatures. + Leprosy Resist: disease Base Level=4; Guilds: Villain(12;42mp/clv263), Sorcerer(4;47mp/clv75), Cleric(4;47mp/clv75) Range=2; A20/D9 Required Stats: 12 Int, 12 Wis, 12 Con, 12 Dex COMBAT Spell, will cause up to 4 Monsters in 3 Groups to be Rotted. When invoked, this spell causes the target to become infected with such an advanced case of Leprosy that, quite often, the victim falls apart and dies horribly. - Acidic Spray Resist: acid Base Level=; Guilds: Sorcerer(6;75mp/clv131) Range=3; A30/D11 Required Stats: 10 Str, 10 Int, 12 Wis, 10 Con, 15 Dex Spell book needed - Libram of Acid COMBAT Spell, 6 targets in 3 groups Causes an acidic wall to fly at one's attackers, corroding them upon contact. - Flesh to Stone Resist: stoning Base Level=; Guilds: Sorcerer(8;227mp/clv405) Range=4; A50/D51 Required Stats: 15 Str, 16 Int, 18 Wis, 16 Con, 14 Dex Spell Book needed - Codex of Stoning COMBAT Spell, 1 target in 1 group A chilling, deadly spell derived from creatures capable of turning flesh to stone. The caster simply needs to touch his target to turn them into a bird perch for eternity. - Paralysing Death Resist: paralysis Base Level=; Guilds: Sorcerer(10;170mp/clv311) Range=5; A50/D31 Required Stats: 18 Str, 20 Int, 18 Wis, 16 Con, 14 Dex Spell book needed - Grimoire of Paralysation COMBAT Spell, 8 targets in 4 groups This spell gives the ability to the caster to nullify the target's nerve impulses, stopping them in their tracks and ceasing all life functions. -[ Fire ]- - - Fire was the first of the elements sought to be controlled by the Sorcerers guild. Spells of this class inflict damage with heat, which can range from a burning candle to a fiery inferno. The effectiveness of these spells depends on the experience of the caster and the Fire Resistance of the victim. + Firebolt Resist: fire Base Level=1; Guilds: Sorcerer(1;26mp/clv27) Range=1; A10/D1 Required Stats: 12 Int, 10 Wis COMBAT Spell, will cause 4 Monsters in 2 Groups to be Fried. This simplest of Fire Spells creates a small fireball and hurls it into a group of monsters, burning anything that gets in its way. + Blue Flame Resist: fire Base Level=3; Guilds: Sorcerer(3;22mp/clv35) Range=2; A15/D11 Required Stats: 14 Int, 10 Wis COMBAT Spell, will cause 2 Monsters in 1 Groups to be Immolated. A more advanced spell of Fire, when invoked, the caster is able to hurl a blue colored magical flame at a group of monsters, inflicting extensive damage. + Flamesheet Resist: fire Base Level=5; Guilds: Sorcerer(5;39mp/clv67) Range=2; A15/D16 Required Stats: 15 Int, 13 Wis, 12 Dex COMBAT Spell, will cause 6 Monsters in 3 Groups to be Fried. Derived from the Firebolt spell, this spell will summon a wall of fire and hurl it towards one's opponents, usually causing the targets to be burnt to cinders. - Burning Air Resist: fire Base Level=; Guilds: Sorcerer(10;142mp/clv259) Range=6; A39/D21 Required Stats: 21 Int, 21 Wis, 18 Dex Spell book needed - Grimoire of Incineration COMBAT Spell, 14 targets in 4 groups The deadliest Fire Spell of all, this hideous magic will cause the air to instantly turn white hot around one's opponents, killing almost anything that moves. - Sphere of Flames Resist: fire Base Level=; Guilds: Sorcerer(10;142mp/clv259) Range=5; A25/D13 Required Stats: 20 Int, 21 Wis, 18 Dex Spell book needed - Codex of Flames COMBAT Spell, 10 targets in 4 groups This spell creates a gigantic sphere of fire and hurls it into the midst of one's opponents. Once the sphere contacts living matter, it explodes in an immolating blast of fury. - Striking Flame Resist: fire Base Level=; Guilds: Sorcerer(7;85mp/clv149) Range=4; A20/D9 Required Stats: 18 Int, 18 Wis, 16 Dex Spell book needed - Codex of Fury COMBAT Spell, 7 targets in 4 groups When invoked, this spell creates a devastating Striking Flame that forms directly in the middle of one's opponents and arcs outwards, enveloping all who are caught in its path. -[ Heal ]- - - The first of all spell classes to exist, the Cleric's guild built the foundation for spells that had the ability to heal, take away disease, poisons and other ailments. Shared with the Magi's guild in good faith, a spell caster with these types of spells is a definite asset to any party or characters. Spells of this class either Heal or Raise the dead. Heal spells have neither Resist nor Range. + Minor Heal Base Level=2; Guilds: Paladin(6;68mp/clv117), Villain(6;74mp/clv127), Magi(4;49mp/clv79), Cleric(2;24mp/clv33) Required Stats: 13 Int, 13 Wis A5/D3 NON-COMBAT Spell, will heal hits. This general Heal Spell is useful for removing small wounds only, so it will not help any other type of injury. + Cure Poison Base Level=3; Guilds: Paladin(9;79mp/clv143), Villain(9;79mp/clv143), Magi(6;53mp/clv91), Cleric(3;26mp/clv39) Required Stats: 13 Int, 13 Wis NON-COMBAT Spell, will remove Poison. Very useful to any adventurer, this spell will remove any form of Poison that has been inflicted on a victim. + Heal Base Level=4; Guilds: Paladin(12;148mp/clv273), Villain(12;148mp/clv273), Magi(8;98mp/clv175), Cleric(4;49mp/clv79) Required Stats: 15 Int, 15 Wis, 8 Con NON-COMBAT Spell, will heal hits. A more powerful Heal Spell, this magic is used to repair both small and large wounds. However, just as Minor Heal other ailments are not affected. + Cure Paralysis Base Level=4; Guilds: Paladin(12;136mp/clv253), Villain(12;136mp/clv253), Magi(8;91mp/clv163), Cleric(4;45mp/clv73) Required Stats: 6 Str, 11 Int, 11 Wis, 10 Con, 6 Dex COMBAT Spell, will remove Paralysis. This spell will remove any type of Paralysis that has been inflicted upon the receiving character. + Cure Disease Base Level=5; Guilds: Paladin(15;131mp/clv245), Magi(10;87mp/clv159), Cleric(5;43mp/clv77) Required Stats: 15 Int, 15 Wis NON-COMBAT Spell, will remove Disease. Another useful spell, invoking this magic will remove any type of Disease that the receiving character may be suffering from. - Cure Base Level=; Guilds: Cleric(8;96mp/clv173) Required Stats: 12 Str, 18 Int, 18 Wis, 12 Con A20/D15 Spell book needed - Codex of Curing NON-COMBAT Spell, will remove Poison Very useful to any adventurer, this spell will remove any form of Poison that has been inflicted on the victim. - Mass Heal Base Level=; Guilds: Cleric(8;104mp/clv185) Required Stats: 16 Int, 16 Wis A15/D6 Spell book neeed - Codex of Healing NON-COMBAT Spell, will heal hits An advanced heal spell that affects the entire party. - Raise Dead Base Level=; Guilds: Cleric(7;87mp/clv153) Required Stats: 14 Str, 16 Int, 16 Wis, 12 Con, 8 Dex Spell book needed - Codex of Life NON-COMBAT Spell, will restore life This spell recalls the spirit of the receiving character's body and attempts to reunite the two. Be aware that this spell will only bring the recepient to life, not heal them. - Restoration Base Level=; Guilds: Cleric(7;91mp/clv159) Required Stats: 17 Int, 17 Wis, 12 Con A40/D13 Spell book needed - Codex of Restoration NON-COMBAT Spell, will heal hits Restoration is the most advanced Heal Spell. It usually renews a character to full health after only one casting. - Resurrect Base Level=; Guilds: Cleric(12;275mp/clv501) Required Stats: 21 Int, 21 Wis, 14 Con Spell book needed - Grimoire of Light NON-COMBAT Spell, will restore life A more powerful version of Raise Dead, this magic also brings the receiving character back to full health. - Stone to Flesh Base Level=; Guilds: Cleric(8;104mp/clv185) Required Stats: 18 Int, 18 Wis, 16 Con Spell book needed - Codex of Revival NON-COMBAT Spell, will remove stoning Specifically used to return a Stoned character to flesh, this spell is the only Resurrection Spell which will restore those who have suffered such a fate. -[ Kill ]- - - Created in a parallel study by the Magi's and Warlock's guilds as they crafted the Mind spells; the Kill Spells, which revolved around direct mental and spiritual forms of attack, would either kill the victim outright or have absolutely no affect. The effectiveness of these spells depends on the experience of the caster and the Magic Resistance of the target. + Paralysis Resist: magic Base Level=1; Guilds: Magi(1;18mp/clv19), Warlock(1;18mp/clv19) Range=1; A?/D? Required Stats: 11 Int, 8 Wis, 6 Dex COMBAT Spell, will cause up to 2 Monsters in 2 Groups to be Killed. This spell causes all nerves in the designated targets to stop functioning, causing Death. Similar to the Paralyzing Death spell, but requires less ability to master. + Life Shatter Resist: magic Base Level=3; Guilds: Magi(3;30mp/clv45), Warlock(3;30mp/clv45) Range=2; A15/D3 Required Stats: 13 Int, 8 Wis, 8 Dex COMBAT Spell, will cause up to 6 Monsters in 4 Groups to be Life Shattered. A more advanced form of Paralysis, this spell also affects the spirit as well, attempting to extinguish it. + Shimmering Death Resist: magic Base Level=5; Guilds: Magi(5;72mp/clv121), Warlock(5;72mp/clv121) Range=2; A15/D6 Required Stats: 13 Int, 12 Wis, 16 Dex COMBAT Spell, will cause up to 7 Monsters in 4 Groups to be Killed. When invoked, this spell paralyzes the victims with a blinding light, then sucks their life force from their helpless bodies. - Cause Death Resist: magic Base Level=; Guilds: Magi(8;100mp/clv179), Warlock(8;100mp/clv179) Range=4; A20/D9 Required Stats: 18 Int, 16 Wis, 14 Con, 12 Dex Spell book needed - Codex of Desertion COMBAT Spell, 8 targets in 4 groups A simple spell which drives the spirit from the flesh and attempts to shut down the mind and body. - Field of Death Resist: magic Base Level=; Guilds: Magi(10;121mp/clv221), Warlock(10;121mp/clv221) Range=7; A25/D41 Required Stats: 22 Int, 22 Wis, 18 Con, 21 Dex Spell book needed - Grimoire of Mortality COMBAT Spell, 20 targets in 4 groups A more powerful and flexible form of Cause Death, this spell attacks the spirit with such power that the body is enveloped in flames and turned to ashes. - Piercing Darkness Resist: magic Base Level=; Guilds: Magi(10;121mp/clv221), Warlock(10;121mp/clv221) Range=5; A20/D13 Required Stats: 19 Int, 18 Wis, 10 Con, 12 Dex Spell book needed - Codex of Darkness COMBAT Spell, 10 targets in 4 groups It is said that this spell invokes a dark form from the spiritual world which penetrates its victims and consumes their life force. -[ Location ]- - - Created by the Magi's guild from failed attempts at movement, spells of this nature are able to locate other specified characters or objects, and aid the caster in orientation when lost. + Establish Mystic Portal Base Level=1; Guilds: All(1;1mp/clv1) Required Stats: 12 Int, 12 Wis NON-COMBAT Spell, will set the "Mystic Portal" return location. Casting this spell will set the caster's "Mystic Portal" target location. This means that when the caster casts Open Mystic Portal, he or she will then be returned to the exact location where Establish Mystic Portal was last cast. + Detect Depth Base Level=3; Guilds: Explorer(3;43mp/clv65), Magi(3;43mp/clv65), Warlock(3;43mp/clv65) Required Stats: 14 Int, 13 Wis, 12 Con NON-COMBAT Spell, informs the caster of what level they are on. Useful in helping lost explorers 'find themselves'. + Soul Search Base Level=6; Guilds: Explorer(6;66mp/clv131), Magi(6;66mp/clv131), Warlock(6;66mp/clv131) Required Stats: 8 Str, 15 Int, 14 Wis, 8 Con, 12 Dex NON-COMBAT Spell, will reveal the location of another character. This spell allows the caster to search for another character. The caster will receive the offset coordinates, relative to their position and orientation, of where the searched-for soul is, provided they are on the same level. If the character being searched for is not on the same level as the caster, an up or down value will be returned. + Find Direction Base Level=6; Guilds: Explorer(6;85mp/clv147), Magi(6;85mp/clv147), Warlock(6;85mp/clv147) Required Stats: 14 Int, 12 Wis, 14 Dex NON-COMBAT Spell, informs the caster of what direction they are facing. Also useful in helping lost explorers 'find themselves'. - Beast Search Base Level=; Guilds: Explorer(10;191mp/clv349), Magi(8;163mp/clv291) Required Stats: ? Spell book needed - Codex of Enemies NON-COMBAT Spell, will reveal the location of target monster Created in the time before the destruction of the Guilds by the grandfather of the current Seer, this spell will permit the caster to look for a particular creature, or, at least, the area that it frequents. It isn't nearly as accurate as paying the Seer himself to find the monster. - Item Search Base Level=; Guilds: Explorer(13;292mp/clv ?), Magi(11;246mp/clv453) Required Stats: ? Spell book needed - Grimoire of Artifacts NON-COMBAT Spell, will reveal the location of target item Created in the time before the destruction of the Guilds by the grandfather of the current Seer, this spell will permit the caster to look for a creature that carries a particular item. It isn't nearly as accurate as paying the Seer himself to find the item, but can be much less expensive. - Retrieve Soul Base Level=; Guilds: Explorer(14;256mp/clv479), Magi(14;256mp/clv479) Required Stats: 16 Str, 18 Int, 18 Wis, 16 Con, 18 Dex Spell book needed - Grimoire of Retrieval NON-COMBAT Spell, will retrieve the body of a nearby rocked character When an unlucky character teleports or walks into solid rock, the only way to retrieve them is with this spell. The caster of the spell must be on the same level that the rocked character is, or as close as they can get. If the spell is successful, the retrieved character's body will appear at the feet of the caster ready to be carried or resurrected. -[ Magical ]- - - Spells of this nature vary depending on type. Being purely magical and created by various guilds, spells of this type usually revolve around some effect that is not supported by any of the other classes. + Identify Trap Base Level=1; Guilds: ?Artisan(9), ?Ninja(5), ?Barbarian(3), Thief(1;18mp/clv ?), Explorer(6;85mp/clv147), Warlock(6;85mp/clv147), Magi(6;85mp/clv147) Required Stats: 8 Str, 14 Int, 12 Wis, 14 Dex NON-COMBAT Spell This spell will ensure a trap is correctly identified. + Magical Entry Base Level=3; Guilds: Artisan(12;227mp/clv421), Ninja(9;170mp/clv307), Barbarian(6;113mp/clv195), Thief(3;56mp/clv85) Required Stats: 12 Str, 14 Int, 14 Wis, 10 Con, 14 Dex NON-COMBAT Spell Casting this spell will unlock many Magically Sealed chests. + Amphibious Breathing Base Level=6; Guilds: Explorer(12;303mp/clv?), Cleric(6;159mp/clv273) Required Stats: 12 Str, 16 Int, 12 Con, 14 Dex NON-COMBAT Spell This spell enables the skin of the recipient to absorb oxygen from the water, thus allowing longer breathing periods while under water. - Destroy Container Base Level=; Guilds: Thief(12;279mp/clv ?) Required Stats: 14 Str, 17 Int, 12 Wis, 15 Con, 16 Dex Spell book needed - Grimoire of Looting NON-COMBAT Spell, destroys chests without harming contents Occasionally, a Thief will encounter a chest that is considered simply too dangerous to open normally. This spell will destroy the chest without harming the contents. The spell will not affect Magically Locked chests. - Dispel Magic Lock Base Level=; Guilds: Thief(6;127mp/clv219) Required Stats: 16 Int, 16 Wis, 15 Dex Spell book needed - Codex of Magical Locks NON-COMBAT Spell, will unlock Magically Sealed chests Some chests are protected by very strong enchantment that foil the spell Magical Entry. This spell is capable of dispelling most such enchantments. -[ Mind ]- - - As the Sorcerers were working on destructive elemental forces, two other guilds, the Cleric and Warlock's guilds, joined together in the study of the mind, and in the process, came up with many powerful defensive and aggressive spells. The effectiveness of these spells depends on the experience of the caster and the Mind Resistance of the monster. + Sleep Resist: mental Base Level=1; Guilds: Cleric(1;22mp/clv23), Warlock(1;22mp/clv23) Range=1; A10/D1 Required Stats: 12 Int, 11 Wis, 8 Dex COMBAT Spell, will cause up to 2 Monsters in 2 Groups to be Slept. When cast, this spell attempts to take over the mind and put the designated targets to sleep so that they may be killed without a struggle. + Blinding Darkness Resist: mental Base Level=4; Guilds: Cleric(4;47mp/clv75), Warlock(4;47mp/clv75) Range=2; A15/D6 Required Stats: 15 Int, 9 Wis, 9 Dex COMBAT Spell, will cause up to 6 Monsters in 4 Groups to be Life Shattered. When invoked, this spell creates a mentally projected and amplified light so bright that many are instantly killed. + Summon Shade Resist: mental Base Level=6; Guilds: Cleric(6;72mp/clv123), Warlock(6;72mp/clv123) Range=3; A20/D9 Required Stats: 14 Int, 12 Wis, 10 Con, 8 Dex COMBAT Spell, will cause up to 7 Monsters in 4 Groups to be Scared. A ghastly spell that creates a mental demon so terrifying that it scares most creatures to death. - Impending Doom Resist: mental Base Level=; Guilds: Cleric(12;208mp/clv385), Warlock(12;208mp/clv385) Range=6; A25/D41 Required Stats: 18 Int, 15 Wis, 10 Con, 14 Dex Spell book needed - Grimoire of Doom COMBAT Spell, 14 targets in 4 groups The most powerful of all Mind Spells, this dark form of magic convinces the target(s) that they have died, causing their bodily functions to stop - effectively killing them from inside. -[ Movement ]- - - In an effort to control one's surroundings, the Warlock's guild focused their study towards the ability of traveling and moving by the use of magic. Ranging from the ability to walk through walls to teleporting a long distance away, these spells are very handy in moving around in the dungeon. + Detect Rock Base Level=1; Guilds: Explorer(1;20mp/clv21), Magi(1;20mp/clv21), Warlock(1;20mp/clv21) Required Stats: 12 Int, 12 Wis, 12 Con NON-COMBAT Spell This spell allows the caster to detect whether rock exists behind the wall in front of them or not. Very useful for mapping and finding secret rooms. + Levitation Base Level=3; Guilds: Explorer(3;28mp/clv43), Magi(3;28mp/clv43), Warlock(3;28mp/clv43) Required Stats: 14 Int, 14 Wis, 10 Con, 10 Dex NON-COMBAT Spell This will cause its recipient to hover in the air, avoiding pits and other dangerous areas. However, this magic only works when there is stable floor under the person, since the magic is based on the distance from them to the floor. While Levitation will protect the beneficiary from taking damage while falling down a chute or off a ledge, they will still fall. Magical Flight is necessary for overcoming more serious obstacles. There is always the slight chance that Levitation over a space will fail. + Ethereal Portal Base Level=5; Guilds: Explorer(5;74mp/clv123), Magi(5;74mp/clv123), Warlock(5;74mp/clv123) Required Stats: 12 Str, 18 Int, 16 Wis, 10 Con, 16 Dex NON-COMBAT Spell When cast, the character, and all members of their party, will move through the solid wall in front of the caster and appear on the other side. If the square behind the wall is rock, all members of the party will die. + Displacement Base Level=8; Guilds: Explorer(8;123mp/clv219), Warlock(8;123mp/clv219) Required Stats: 12 Str, 15 Int, 14 Wis, 14 Dex NON-COMBAT Spell A useful spell for Teleporting around in the dungeon on the current level. Be warned that if the caster displaces themselves outside the bounds of the dungeon or into rock, the caster (and entire party) will die. + Magical Flight Base Level=9; Guilds: Explorer(9;148mp/clv267), Magi(10;155mp/clv283), Warlock(12;113mp/clv211) Required Stats: 13 Str, 17 Int, 16 Wis, 12 Con, 15 Dex NON-COMBAT Spell Unlike the Levitate spell, the magic from this conjuration actually allows the target to fly into the air a specific distance based on the spell's power. It will allow the caster to not only levitate above the floor, but fly up and down (thus allowing the caster to avoid dangerous ledges and chutes). - Detect Distant Rock Base Level=; Guilds: Explorer(3;47mp/clv71), Magi(3;47mp/clv71), Warlock(3;47mp/clv71) Required Stats: ? Spell book needed - Libram of Hidden Places NON-COMBAT Spell, reveals rocks up to 2 squares ahead A more powerful version of the Detect Rock Spell, this enchantment will check to see if a space 2 squares ahead is stone or not, permitting checking through thick stone walls. - Map Area Base Level=; Guilds: Explorer(6;79mp/clv137), Warlock(6;79mp/clv137) Required Stats: ? Spell book needed - Codex of Foreknowledge NON-COMBAT Spell, reveals what is in the surrounding area A much improved version of Detect Rock, Map Area will fully determine what is in the surrounding area. This spell will detect water, pits, teleporters, etc, as well as areas of solid rock. - Mass Levitate Base Level=; Guilds: Explorer(8;113mp/clv203), Warlock(8;113mp/clv203) Required Stats: 12 Str, 16 Int, 16 Wis, 14 Con, 12 Dex Spell book needed - Codex of Levitation NON-COMBAT Spell, levitates the entire party This spell accomplishes the same thing as Levitation, except it affects an entire party. - Open Mystic Portal Base Level=; Guild: Explorer(12;227/421), Warlock(12;227/421) Required Stats: 16 Str, 18 Int, 18 Wis, 14 Con, 16 Dex Spell book needed - Grimoire of Portals NON-COMBAT Spell, opens a portal When invoked, this spell will instantly transport the caster and any party members to the location that "Establish Mystic Portal" was cast last. If "Establish Mystic Portal" has not been cast, nothing will happen. Be warned that using this spell takes a great deal of energy and ages the caster approximately one month. - Teleport Base Level=; Guilds: Explorer(12;199mp/clv369), Warlock(12;199mp/clv369) Required Stats: 18 Int, 18 Wis, 14 Con, 18 Dex Spell book needed - Grimoire of Transportation NON-COMBAT + COMBAT Spell, teleports the party or target One of the Explorers' and Warlocks' most useful spells that can move the caster and any party up or down, as well as around the dungeon. This spell can also be used in Combat to transport attacking enemies so far away they will end up in solid rock! When used in combat, the effectiveness of this spell is based on the creature's Magic Resistance. -[ Protection ]- - - Created by the Sorcerer's guild, spells of this type cause the caster, or character receiving the spell, to be protected by an invisible field. The power of these fields depends on the skill level of the caster. + Protection Base Level=3; Guilds: Sorcerer(3;26mp/clv39), Warlock(9;132mp/clv239) Required Stats: 8 Str, 12 Int, 14 Wis, 10 Cha, 10 Dex NON-COMBAT Spell, creates a protective field around the receiving char. This spell will create a protective field around the receiving character, making it harder for attacking creatures to do damage. - Mass Protection Base Level=; Guilds: Sorcerer(8;94mp/clv169) Required Stats: 14 Str, 18 Int, 18 Wis, 12 Con, 12 Cha, 14 Dex Spell book needed - Codex of Protection NON-COMBAT Spell, creates a protective field around the party This spell does exactly what Protection does, except that it affects the entire party. -[ Resistance ]- - - Initially created by the Sorcerers guild to protect themselves from their own destructive forces, these spells are very useful in increasing the resistance of a character from many forms of attack. The Clerics guild also helped in this study and created spells to increase one's resistance to Poison and Disease. + Resist Fire Base Level=3; Guilds: Explorer(9;85mp/clv153), Sorcerer(3;28mp/clv43), Warlock(9;85mp/clv153), Cleric(6;56mp/clv97-433) Required Stats: 13 Int, 13 Wis NON-COMBAT Spell, will raise the recipient's Fire Resistance based on the caster's Spell Level. + Resist Draining Base Level=3; Guilds: Paladin(7;?/?), Explorer(9;91mp/clv165), Sorcerer(3;30mp/clv45), Warlock(9;91mp/clv165), Cleric(6;60mp/clv105-433) Required Stats: 13 Int, 13 Wis, 10 Con NON-COMBAT Spell, will raise the recipient's Drain Resistance based on the caster's Spell Level. + Resist Cold Base Level=3; Guilds: Explorer(9;91mp/clv165), Sorcerer(3;30mp/clv45), Warlock(9;91mp/clv165), Cleric(6;60mp/clv105-433) Required Stats: 14 Int, 14 Wis NON-COMBAT Spell, will raise the recipient's Cold Resistance based on the caster's Spell Level. + Resist Poison Base Level=4; Guilds: Explorer(12;110mp/clv203), Sorcerer(4;36mp/clv57), Warlock(12;110mp/clv203), Cleric(8;72mp/clv129-333) Required Stats: 10 Int, 12 Wis, 10 Con NON-COMBAT Spell, will raise the recipient's Poison Resistance based on the caster's Spell Level. + Resist Disease Base Level=4; Guilds: ?Paladin(8;?/?), Explorer(12;110mp/clv203), Sorcerer(4;36mp/clv57), Warlock(12;110mp/clv203), Cleric(8;72mp/clv129-333) Required Stats: 12 Int, 12 Wis, 10 Con NON-COMBAT Spell, will raise the recipient's Disease Resistance based on the caster's Spell Level. + Resist Paralysis Base Level=4; Guilds: Explorer(12;110mp/clv209), Sorcerer(4;36mp/clv57), Warlock(12;110mp/clv209), Cleric(8;72mp/clv129-333) Required Stats: 14 Int, 16 Wis, 8 Con, 12 Dex NON-COMBAT Spell, will raise the recipient's Paralysis Resistance based on the caster's Spell Level. + Resist Stoning Base Level=4; Guilds: Explorer(12;110mp/clv203), Sorcerer(4;37mp/clv61), Warlock(12;110mp/clv203), Cleric(8;75mp/clv135-333) Required Stats: 12 Int, 13 Wis, 12 Con NON-COMBAT Spell, will raise the recipient's Stone Resistance based on the caster's Spell Level. - Electrical Resistance Base Level=; Guilds: Sorcerer(6;49mp/clv85-213), Warlock(18;142mp/clv269) Required Stats: 12 Str, 12 Int, 16 Wis, 10 Con Spell book needed - Codex of Electricity NON-COMBAT Spell, raises electrical resistance This spell will increase the caster's Resistance to Electrical attacks. - Mental Resistance Base Level=; Guilds: Sorcerer(6;47mp/clv81-213), Warlock(18;142mp/clv269) Required Stats: 18 Int, 14 Wis, 12 Con, 10 Cha Spell book needed - Codex of the Mind NON-COMBAT Spell, raises mental resistance This spell will increase the caster's Resistance to Mind attacks. - Resist Acidity Base Level=5; Guilds: Sorcerer(6;53mp/clv91-213), Warlock(18;159mp/clv303) Required Stats: 10 Int, 13 Wis, 10 Con, 10 Cha Spell book needed - Codex of the Elements NON-COMBAT Spell, raises acidity resistance This spell will increase the caster's Resistance to Acid attacks. - Resist Magic Base Level=5; Guilds: Sorcerer(5;43mp/clv73), Warlock(15;131mp/clv245), Explorer(15;131mp/clv245), Cleric(10;87mp/clv159-253) Required Stats: 14 Int, 12 Wis, 12 Con Spell book needed - Libram of Magic NON-COMBAT Spell, raises magic resistance This spell will increase the caster's Resistance to Magic spells. -[ Visual ]- - - In a collected effort, the Sorcerer's and Warlock's guilds managed to create spells that allowed one to turn invisible to the naked eye, or allowed one to see those who were invisible, as well as spells that lit up the surrounding area. + Charm of Concealment Base Level=2; Guilds: Explorer(6), Magi(4), Sorcerer, Warlock(8) Required Stats: 12 Int, 14 Wis, 12 Dex NON-COMBAT Spell This spell is very useful defensive spell. When cast, the recipient becomes invisible to the naked eye. Only those with special abilities will be able to see the character. + See Invisible Base Level=2; Guilds: Explorer(6;85mp/clv147), Magi(4;56mp/clv91), Sorcerer(2;28mp/clv37), Warlock(8;113mp/clv203) Required Stats: 14 Int, 12 Wis, 12 Dex NON-COMBAT Spell This spell will enable a character to see those who are invisible to the naked eye. + Flash of Sight Base Level=4; Guilds: Explorer(9;119mp/clv215), Magi(4;49mp/clv79), ?Warlock(6) Required Stats: 11 Int, 11 Wis, 11 Con, 12 Dex NON-COMBAT Spell This spell enables the caster to see, for an instant, through the eyes of infravision. + Brightness Base Level=6; Guilds: Explorer(12;193mp/clv357), Magi(6;77mp/clv133), ?Warlock(9) Required Stats: 12 Str, 12 Int, 14 Dex NON-COMBAT Spell The most basic of Visual Spells, using this magic will cause a glowing aura to appear around the caster for the duration of a trip in the dungeon. + Shining Lights Base Level=10; Guilds: Explorer(18;269mp/clv ?), Magi(10;142mp/clv259), ?Warlock(14) Required Stats: 16 Str, 17 Int, 12 Con, 15 Dex NON-COMBAT Spell The brightest of the Visual Spells, Shining Lights creates one dozen glowing orbs that constantly surround the caster, thus giving off extremely bright illumination. - Mass Sight Veil Base Level=; Guilds: Sorcerer(8;85mp/clv151) Required Stats: 10 Str, 12 Int, 16 Wis, 12 Con, 10 Cha, 10 Dex Spell book needed - Codex of Illusion NON-COMBAT Spell, renders entire party invisible This spell is the same as Charm of Concealment except that it affects the entire party. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ RACE BASED GUILD SUGGESTIONS ] ===== . . . . . . . . . . . . [RAC] Note that these are just suggestions based on how valuable they are to a character succeeding. While I may suggest that a character does not join a particular guild or play a particular alignment, it does not in any way mean that it would not be fun to do so - I think the game is fun pretty much however it is played :) Also note that most characters are assumed to start off in the artisan's guild (to offset weak HP gain of most classes at low levels). =[ Human ]= Multiclass, multiclass, multiclass! Often found as good or evil, allowing them to join the ninja and sorceror guilds - which is probably the most powerful combination of two guilds in the game. All human characters should be given maximum HP by using warrior, artisan, warlock maximum HP route, and focus more on fighting, or evenly on fighting and spellcasting. Guilds not to join: - Explorer - gives heavy penalty due to fighting ability, and spells could be obtained with less penalty from Warlock. - Paladin - fairly poor fighting ability, and healing ability is outweighed by either the Magi's guild (with charm) or Cleric's guild. - Villain - Heavy penalty, and a ninja/sorceror combination is far more powerful. - Barbarian - Stupid if neutral as thief is far better, and a waste of time if evil as it will give a moderate penalty for only decreasing the cost of magical entry. Suggestions: (include low warrior and warlock for max HP where not noted) - Good/Evil Ninja, Sorceror, Magi - well rounded abilities. - Good/Evil Ninja, Warrior, Warlock - does lots of damage in combat due to multiple swings and fighting ability. Warlock's spells are also a great complement, but warlock will suffer heavy penalty. - Good/Evil Ninja, Warrior, Sorceror - similiar to above combination, but the damage and resistance spells could be considered more favourable than the movement and other spells of the warlock. - Neutral Warrior, Thief, Cleric, Warlock. While the best neutral chars are probably dwarves or saris, this is still quite a good character. =[ Elf ]= Elves undoubtably make excellent spellcasters so pump that INT and WIS. They are often good so they can join the Paladin's guild to give them some fighting ability in case their spell points run out. Elves are also usually good or evil, allowing them to join the sorceror's guild, but neutral elves are still quite powerful. Suggestions: - Good Sorceror, Magi, Warlock, Paladin - can fall behind on exp, but is very valuable in moving around the dungeon and casting offensive spells. - Evil Sorceror, Magi, Explorer - Explorer will still give reasonable fighting ability and only a small amount of offensive capability will be lost with the removal of Warlock. - Neutral Cleric, Thief, Warlock - keeping cleric with the highest level will reduce its penalty as well as increasing the potency of the healing and damage spells. Valuable for opening chests and moving around also. Backstabbing ability of thief will result in some usefulness in combat. =[ Giant ]= They can only join Warrior, Explorer and Barbarian - and are usually found as characters in all these guilds. Barbarian gives a low magical entry cost and backstabbing ability, Explorer gives movement spell ability, and Warrior allows them to flaunt their natural strength. Usual order of importance is Warrior, Explorer and Barbarian. Barbarian helps other characters with thieving, and also prevents the character from being robbed blind by stealing monsters. Give them high constitution to begin with to maximise their HP (as they are usually frontline fighters), then start building up their strength. =[ Gnome ]= Masters of charming monsters, gnomes are practically always in the Magi's guild, and their high charisma means many monsters will simply join them without having to be charmed. Having a higher CON and STR than elves, they tend to suffer less from lagging behind in exp. Guild not to join: - Barbarian - thief is better if neutral, and villain is more rounded for an evil gnome. Suggestions: - Good Magi, Paladin, Sorceror - good at charming + decent fighting skill. Offensive sorceror spells are also valuable. - Neutral Cleric, Magi, Thief - similiar to the Elven Cleric, Thief, Warlock, but with companions could be considerably more powerful. - Evil Magi, Sorceror, Villain - Villain will give a penalty to Magi and Sorceror, so they should be considerably higher in level. - Evil Magi, Villain, Explorer - Explorer could be removed entirely, or just gained up to obtain minimum cost movement spells. =[ Dwarf ]= Dwarves can only be neutral, allowing them to join up with any character or party. They are quite versatile, and the combination of their good stats as well as being able to join four good guilds results in dwarves being quite popular characters. Guild not to join: - Barbarian - A combo of Warrior and Thief is far better, both for fighting ability and for chest opening/trap disarming spells. Suggestions: - Warrior, Thief, Cleric, Warlock - with all these guilds this char might level slowly but has virtually all the skills required to survive the dungeon solo. - Warrior, Thief, Cleric, Explorer - will lack some spells (morkal death & high resistances) but will have far better perception. - Warrior, Cleric, Thief - eliminating warlock/explorer means loss of movement spells, but the increased leveling in cleric (and hence healing and damage spell capability) could offset this. - Warrior, Thief, Warlock - the loss of healing spells will hurt this char's solo ability, but they will have strong fighting ability, backed up with movement spells to quickly return to town when injured. =[ Ogre ]= Due to the severe guild limitations of ogres, they are only useful if played as neutral or evil, allowing them access to the barbarian guild, otherwise their spell points go to waste through the high cost of magical entry in the artisan's guild. Ogres are generally neutral, as this means they can join with good or evil characters. Make sure that their CON is as high as possible, as having the highest con giving them high HP is one of the few things ogres have going for them. So make them neutral, high con, and go kill something... :) Ogres are great as a first character to collect tomes and potions for your other characters, as they don't have a lot of potential to travel to the lowest levels of the dungeon. =[ Yeti ]= Dextrous but ugly, Yeti are valuable because of their great underwater breathing capability. They can join the magi's guild, but given their low charisma they may not be able to cast some of the more powerful charm and bind spells (unless aided by charisma increasing items). They are quite effective warriors though, having a good STR and DEX, backed up with sorceror capability. Suggestions: - Good/Evil Warrior, Sorceror, Explorer - powerful fighter with offensive capability and movement spells. - Evil Sorceror, Villain, Explorer - same as above, but villain may provide a more rounded fighting ability. - Or drop Explorer from either of the above combinations so leveling can be faster in the other two guilds at the expense of movement spells. =[ Saris ]= They can only be neutral and only join six guilds, and are often found in the same guilds as dwarves (except they can't be warriors). However, Saris have the huge advantage over dwarves of having a brilliantly high dexterity (max natural 28 Dex). Though they have less STR and CON, their tremendous DEX is very popular since they usually get first strike in a battle. Suggestions: - Explorer, Thief, Cleric, Warlock - go the whole hog and use all four guilds. Very slow to level, but pretty good. - Explorer, Thief, Cleric - drop warlock and lose a few spells in order to gain levels faster. - Thief, Cleric, Warlock - will lack fighting ability comparatively to those in the explorer's guild, but should level a little faster and will have morkal death spells. =[ Troll ]= Trolls can have three alignments, but are almost always evil, due to their allowed guilds. As mentioned trolls are only really useful as Evil Ninja/ Villain/Barbarians. Neutral thief is a waste, as is a Good Ninja. The ninja's great fighting ability combined with the better thieving and backstabbing ability of the barbarian, and villain for some spellcasting capability make these trolls a powerful character. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ YOUR FIRST CHARACTER ] ===== . . . . . . . . . . . . . . . . [1ST] Attaining the maximum HP possible for a character vastly improves their chances of survival, as they can take more damage than other characters. A high Con is vital early on in a character's development if they want to have a high HP. Con is only effective in increasing HP before MxLv is reached. After MxLv, Con only affects how quickly a character recovers from poison and disease and their resurrection chances. All chars should be a member of the artisan's guild from the very start. The artisan's guild should have the highest guild lvl until lv30 unless the character is a member of the warrior's guild. The warrior's guild gives and average of 6 HP per level, the only guild better than the artisan's 5. The warrior's guild stops gaining Con-influenced HP after lv26, so Artisan should gain lv27-30 before any other guild. If a character is part of the warlock's guild, then they should gain level 31-38 first in the warlock's guild - due to it's MxLv of 38. The artisan guild should never gain any level above 30 before any other guild, as they will only receive 1 HP per level as opposed to 2 from any other guild. The artisan's guild should be one of the high level guilds of a char as it provides the best A/D of any guild for a long time. A character stops gaining A/D from the artisan's guild after level 197. The easiest (and arguably the best) way to start off is by creating a ogre or a giant able to join the Warrior's guild with maximum Constitution. The stats should be: STR 14, INT & WIS 10, CON 16, CHA 4, DEX 12 (add Con if any points are left over). This character will gain HP quickly and be likely to survive. As the helplesson says, running away is a characters best defense early on in the game. Generally, gaining a level as soon as you have enough experience to do so is wise until you at least have 80 or so HP. The most dangerous enemies early on are floor slimes, which can spit acid for large amounts of damage. As you adventure you will find potions or tomes that increase your stats. Since you wisely started with 10 INT & WIS, you can use tomes, and this character should use any tomes of the correct alignment (re-aligning items is expensive and generally not worth it unless you have a bit of money to play with - I suggest you save them for legacy characters). On deeper levels, large groups of monsters (slaves are a perfect example) will block your escape, so be careful that you do not start venturing down deep in the dungeon too early, because it is very likely that you will die. While dying does not mean the end of your character, it can hinder a character's early progress, chewing up vital gold, and there is always the possibility that there will be complications - reducing statistics, aging, often making you want to discard the character. Unless the situation is extremely bad, it is probably best to continue with the same character, as you will have already gained a few levels and bought items from the store that a newly created character has not. As you collect more tomes & potions, you will find many that are not of your char's alignment. You may want to start a second character to give these tomes to. This newly created character (who you will probably want to be a spellcaster) is called a legacy character. Legacy characters are characters that feed off the success of your previous characters, being given items and gold to increase their initial abilities. There is nothing wrong with this, and indeed many players create legacy characters when playing Demise. If you are playing multiplayer, you should be able to get someone to hold your tomes for you while you switch characters (make sure you have created your legacy character before you dump your tomes on someone!) If you are playing single-player, you can easily transfer the tomes between your multiple characters. You will probably want your second character to be a spellcaster. Elves generally make the best spellcasters as they have the highest Int&Wis, which gives them more spell points than any other race. A sorceror is arguably the best spellcaster, as they have a wide range of offensive spells at their disposal, and can cast resistance spells earlier and thus for a cheaper cost than any other guild (however, other spellcasting guilds are good too - pick the one that you like the sound of). If you wish to join the spellcasting guild straight away (and it is not possible with some), you will have a substantially weaker initial character than a fighting character (the ogre, for example). When starting off this new character, you must remember that they are not as strong as your first character (which is the character you are used to playing with), and will need to use starting off tactics again. This means you must again be prepared to turn tail and run from those monsters on level 1, unlike you have been doing with your first character. If you're playing single player, you can set your first character to defend, and then travel around as a group, getting your spellcaster to attack, while having them protected by your more powerful character. Also, remember to get this character as many HP as possible by following the points below: A character gains extra HP when they make a level in the guild in which their level is highest. Until reaching MxLv in a guild, a character gains HtRg of the guild + bonus hit points based on constitution. However, when a character gains the level to take them to MxLv (i.e. a warrior gaining level 26) they do not gain a constitution bonus. To maximise hit points, give/buy your character enough constitution raising tomes/potions to give them maximum constitution before gaining a level. The best HP route is Warrior to 25, then Artisan to 29, then Warlock to 38. If the character is unable to join Warrior, then level them to 29 in Artisan before switching to Warlock. If the character is unable to join Warlock, then gain level 30 in Artisan. After reaching MxLv, NEVER lead levelling with artisan (if you are going to continue with them), as they are the only guild that gives 1 HP/level after MxLv; all other guilds give 2 HP/level. - [ misc character creation tips ] - [ Tip 1 ] : Good and Evil characters don't mix, so you can't have a Good Warrior and an Evil Ninja grouped in one party. However, most guilds are flexible enough to accomodate more than one alignment, so you can still pair a Warrior with a Ninja, e.g. a Neutral Warrior could team up with either a Good Ninja or an Evil one. The only exception are the Paladin and Villain guilds, these two are fixed opposite to each other in alignment, so you may never have both in a party at the same time. No recommendations against any guild, all of them have uses depending on what sort of characters will be in your party. [ Tip 2 ] : Int & Wis min 10! else can't read tomes = screwed. No excuse for not doing this, unless you have enough stat potions (which have no requirements unlike tomes) to make up the shortfall. If you can spare the points, boost them both to 12; in your late 20s you will be able to wear the Night Cloak (store buyable) that turns you invisible as well as boosting your Dex by 2! [ Tip 3 ] : Start with Str 12, Dex 12 Three words: Dagger of Stealth. This store-only weapon grants 2 swings. It's not as good as a steel weapon so it's useless starting on the 5th floor, but it's almost the best weapon for quickly clearing the first 4 floors. [ Tip 4] : If not Mag or Pal, disregard Cha. Mostly true, Cha is kinda useless if not required for a guild. Having a Magi character around may be useful for charming and bringing back those bounties, but rather than spend your precious initial points in it, stock up on stat boosters instead. [ Tip 5 ] : Pal/Mag The Paladin's guild is the only other one that uses the Cha stat, so you may want to plan a character on joining both guilds. [ Tip 6 ] : Always wear plate armor if able. Huh. From the 'advice to newbies': " 24. Upgrade your weapons, armor and items as soon as possible. The common practice is to use the leather armors rather than the plate or chain. The negative Dex cost of the chain and plate usually outweighs the A/D benefits. " ...ok, avoid those -dex armors. I think the heavy use of stats (i.e. Dex included) in a lot of game rolls makes it important not to handicap them. [ Tip 7 ] : All chars need atk bonus more, e.g. between an atk++ item and an atk+/def+ item, choose the former. True, characters generally have higher defence. Also, in most fights you DO get to go first, it may mean the difference between killing something in one round, or allowing it to get that one, potentially fatal, attack in. And in Demise, it's often all about that one fatal attack :P [ Tip 8 ] : Early weapon progression: Steel Dagger, Warhammer, Steel Mace; Thief Sword, Wicked Blade; Silver Cross, Staff of Alton. Not strictly in that order, but these are the early good weapons you will be able to find and wield. [ Tip 9 ] : Resistances aren't cumulative! Only highest used. Apparently if a character has, say, 50% resistance to Stoning, wearing an item that grants 22% protection vs Stoning won't increase it. Keep those low-percentage items though, all races have their own weaknesses. Humans have no resistances. [ Tip 10 ] : Have a Thief with good eyesight and dexterity, and not more than 2 guilds if possible. E.g. Saris Art/Thf, Dwarf War/Thf, Troll, Elf Saris are made to be Thieves, as they have the highest natural Dex rating, good eyesight, and are always Neutral. However, they also have the highest ExFt (Experience Factor), a value that influences how much experience you need to next lvl, and so will progress slow. You need to be high in lvls to safely pull off those thieving skills, i.e. disarming lootboxes most of the time. Early traps aren't so bad, but imagine failing a Stoning or Teleportation trap... so don't let your thief lag in kills, his skills are crucial for the party's loot intake. [ Tip 11 ] : Collect stat modifiers, especially for Con, for later chars You may read elsewhere that says not to bother maxing Con for legacy characters (those you create after having previous chars collect potions and tomes to max their stats) - they reason that an extra 50HP on average only means that in terms of advanced levels where gains are 2HP/lvl, 50HP works out to a mere 25 levels - but 50HP is like 50% difference while you're running around floors 1-4, nothing to sneeze at because 50HP is like HALF of your max life at those low levels. For example, my regular 10+ Con initial brawler party (brawler party's job is to collect stat mods for my REAL characters later) had around 200HP at level 40+, while my maxed Con guys had 200+HP at level 20. 20! And STILL reaping the Con bonus from level ups. The first few levels are the hardest, it pays to get a solid grounding. Therefore I recommend collecting those Con mods. Con also helps reduce the time you spend poisoned or diseased, and I've been burned by these too often. They act as a constant drain on your life, and this really hurts since you don't really have many healing options early on. [ Tip 12 ] : Fast Floor 4 Dungeon Run (for low-level characters) To summarise (because I have a habit of being long winded :P ) -- - From entrance, take a few steps forward down to floor 3. - Through the hidden doors to the left, make your way left all the way to the lower-left corner of floor 3. From here, pick either of the exits to floor 4 below: - (1) floor 4, Slaver chambers: head north, detouring right-north-left as necessary through floor 3, to the no-magic zone. Stairs down to 4 are in the middle of this section. - (2) floor 4, floor run: head north, stairs down are midway through. A trip to the Slavers' will usually pin people below clv10. You'll also probably run into some nice large slave encounters enroute. A trip to the middle-left "floor run" section will usually take care of most if not all experience needs until clv30 in most jobs, though it will usually require more than 1 trip starting around clv20. This run centers around the middle-left corridors, which divides the floor into several sections: - upper left, upper middle (corridor branch up) - middle left (corridor branch down) - middle right, lower right (corridor right end) - lower middle, lower left (corridor branch down) The upper right section is underwater, while the middle section is a spinner maze which isn't really that tough but a waste of time so generally you'll just skip it after mapping through once. Note the two fountains room in the middle of the spinner maze as well as the stairs down to 5 nearby. This is a good spot to get through to 5 later, since the stairs in the lower left of floor 4 leads to a room with a pit blocking the exit. Generally resistances can be ignored here; there's an extinguish square which is located east immediately past a door on the east-west corridor which runs through the middle-left section of the floor. In the small Slaver section there's also an extinguish square towards the middle. You'll only be getting poisoned and the occasional disease, anyway. I strongly recommend doing this only after being able to buy and wield the store-bought stealth dagger, because it implies you've leveled enough to use it and have probably upgraded most of your armor past the basics, as well as snagged Amulets of Infravision (these are all over the place around floors 2 and 3 I think), basic progression assumptions. For best effect run a 4-person party. You will NOT be able to kill everything with your measly 2 hits, so the others will catch monsters that slip through your offense. It's not like they'll hog the kills - from experience I can assure you that the guy in slot #1 will be doing most of the killing, and therefore getting most of the exp. The others are there for backup. You know, like when you run into those bunches of nasty poisoning ants. Even if you're not planning to use the others later they can serve as extra bank storage, plus if you screw up (mistakes at low levels tend to be fatal) the others can ferry your body back up and pay for a raise. You can ditch them once you've leveled to 30 or whatever low level peak it is you're aiming for. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ PENALTY INFO ] ===== . . . . . . . . . . . . . . . . . . . . [PEN] When you are part of more than one guild, each guild applies an experience penalty to the other guild(s) you are a member of based on the abilities you get from the guilds. The penalties largely come from A/D (attack/defence), but also from the other guild abilities: Thieving, Backstabbing, Critical Hit, Multi Swing, Fighting, Perception & Language. The penalty is based on how powerful the abilities provided by a guild are relative to your total abilities. Guilds like Ninja & Villain contribute skills in a wide variety of areas, so tend to suffer less from penalties, but inflict worse penalties on other guilds. Spell power is not included as an ability that induces penalties, so spellcasting guilds tend to give very small penalties to other guilds, but suffer from high penalties from other guilds. Penalties maximise at 1.5, which requires a character to get 150% extra experience than normal to level. Since penalties come largely from A/D, taking artisan beyond lvl 30 is not recommended, because it provides very little in the way of character skills, and gives any other guilds a high penalty. Also, artisan is the only guild that gives 1 HP/level after MxLv; all other guilds give 2 HP/level. More detail: When a character gains levels in one guild, it increases the penalty on other guilds. The increase in penalty is applied retroactively to the experience the character needed to gain its currently level as well as to the experience required to gain subsequent levels. e.g. (using made up figures) 30 sorceror/28 ninja requires 7,000XP to get to level 31 in sorceror. The character now levels ninja up to 60 increasing the penalty on sorceror from 0.15 to 0.41. This penalty increase is applied to the XP required for the previous 30 levels the sorceror has gained, and now the XP required is 90,000. This means that there is no avoiding penalties, as they will get you in the end - but if you plan to level a guild just to get minimum spell costs, then do that early on, then level other non-spellcasting guilds later on so that you will not suffer from penalties. There's also an idle penalty, which applies to guilds you join but neglect while raising other guilds, then return to the guild you left "idling" at lower levels - they get applied a quite large negative modifier. There's a cap somewhere (x2.5?), but I've read about people getting idles in the tens of millions. Huh. I suppose this is tied in to the penalty discussed above; the more a guild contributes in terms of skills and A/D and stuff, the larger the idle penalty grows for the character's other guilds. If I'm not mistaken the trick was to idle at low levels, so even with a x2.5 mod, at level 1 that's going to be all but unnoticeable. Oh well, this IS a dungeon crawler, repetition is a large feature of the genre after all. Let's see how it goes with my own party. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ Race stat max building ] - As noted above, each race starts with a fixed point total. By comparing this total with the actual race maximums, we can see how many points each race needs to reach the max for each stat. Also as noted, natural stats can't be raised more than max+5, e.g. Ogre Con = 20+5 = 25. The figures in the list are taken from the natural max list, so we will display the modified maximums as well as the required points 'til max. Race Str Int Wis Con Cha Dex Total ..Mod -Init =Req Human 4/17 4/18 4/18 6/17 5/18 6/18 29/106 136 64 72 Yeti 7/19 4/18 4/19 3/15 2/14 4/20 24/105 135 62 73 Dwarf 4/19 3/18 6/19 4/19 2/16 4/18 23/109 139 63 76 Troll 8/20 4/18 2/18 5/18 2/16 7/20 28/110 140 64 76 Ogre 8/21 2/16 2/16 10/20 4/18 5/16 31/107 137 66 71 Gnome 3/17 6/19 6/19 3/18 8/23 6/18 32/114 144 64 80 Elf 2/14 7/21 7/20 2/15 4/18 4/19 26/107 137 63 74 Giant 10/24 3/17 3/17 8/18 2/15 4/18 30/109 139 66 73 Saris 4/17 4/18 3/18 6/17 4/17 10/23 31/110 140 66 74 Ouch. 70+ average number of stat boosters for any one character needed to reach the limit (natural max + 5). We can't break it down for each stat (e.g. how many +Cha does an Elf need to max?) because the Init figure is distributed among all stats during creation, and this will differ from character to character, depending on starting guild requirements as well as individual player preferences. However, for an average of 72 points required divided among 6 states, we get an average of 12 points per stat. Therefore, on average, to max out a newly created character you'll need around 12 stat mods (tomes and potions) per stat, from Str to Dex. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ BRAWLING PARTY ] ===== . . . . . . . . . . . . . . . . . . . [BRW] It's recommended to start a party with "throwaway" characters to get you used to the dungeon. Trust me, if you're used to have saves to reload from in games to save your hide, it doesn't work that way in Demise. This party should consist of brawlers plus a thief (vital for loot collecting) to get you those stat increasing potions and tomes in preparation for your actual party. As a bonus, you can see how the upper floor monsters hurt you and plan accordingly. Avoid human characters, since you're only concerned with "testing the waters" therefore you want characters from races with good resistances, particularly against poison and disease. The other reasons to use a 4-person starter party is simply that they can cover each other's backs as well as simply carry more loot. - - - The brawlers - - - - Ogre[N] (War) (16,10,10,13,4,13) Int & Wis evened out to 10, rest spread between Str, Con, Dex. Of course, you could just pump Str, but Con and Dex helps too. This is the Hulk guy. Warrior all the way. - Giant[N] (Exp) (14,13,13,10,4,12) An Explorer comes in handy when trying to figure out where you land after a messy teleport, or step on one of those annoying rotators. - Troll[N] (Thf) (11,12,10,10,5,16) I know, I just said Saris make natural thieves, but Trolls are a close second, plus they level slightly faster, and are resistant to both poison and disease, best eyesight, and better breathing. Remember, these are the short term temp guys; you want the best immediate benefits. - Yeti[G] (War) (12,10,10,11,7,12) Lowest of the big-guy brawl club, and lacking poison or disease resistances (although the other resistances are fair), nevertheless has best breathing, and levels faster than the Giant and Ogre. The Ogre and Yeti may give you poisoning headaches, but poison doesn't last too long and the high HP from being in the Warrior guild should hopefully be sufficient. Breathing may not BE that important, but beware the random teleporters that may send you underwater on floor 4, or that fatal misstep over the edge of the shore on floor 3 -- download the maps, they REALLY help. Now, with this group, the first few dungeon floors should be a piece of cake. Rotate your party leader as you see fit, but it'll most likely be the Explorer since this is where she can do the most good in terms of recovering from rotators etc. Rotate the rest as you see fit, but I noticed the tendency for me to put the Thief up front as well; leveling faster = better skill at opening chests, and that's always good. She was always a couple levels ahead of the others. Stock up all the stat modding potions and tomes you find, don't bother to change their alignment yet - combine them into piles, since you pay the same price to realign a pile[x] compared to a single unit. Also, keep to floors 2-4! All the stat mods can be found on the first few floors, there's no reason to venture further; plus you need steel weapons to deal with some of the beasties on floor 5, and you might run into Nastrums - monsters which can turn you to stone (damn). I don't die anywhere as much as I used to remember, that's a good sign btw - looks like I was a bit impatient last time. Slow and steady pays off in Demise, build yourself up and reserve your strength for quantity in kills not quality. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ SUGGESTED PARTIES ] ===== . . . . . . . . . . . . . . . . . [SUG] In all the parties below, I have given a description of how the party will perform, but I am sure that there are many other parties that are good and successful. All chars assumed to be a member of artisan's guild, and it is assumed that all characters will progress using MaxHP rules (found in Your First Character section above). The guilds that are character is in are listed in decreasing importance, and hence comparable levels. It is also wise that all characters become guild master in all the guilds that they are a member of to acquire a guild crest. Guild crests are extremely powerful, and if each character has a guild crest for every guild they are in, the strength of the party will be increased considerably. Some thoughts from Tiburon First: In my experience, it is painfully slow to level a party. Yes, a party of 4 can venture deeper and get XPs a little faster due to depth, but not *that* much deeper. You're still bound by such factors as weapons resistance and specific spell resistances (such as stoning obviously for 5, then mental/electrical for 14-15). So, IMO, you do NOT want 3 guilds for any character, with one possible exception (thief). Also: 2 pure thieves is one too many. The second thief will rarely use those skills. Granted, you can plan on splitting the mana costs on locked chests among 2, but this can be managed in other ways that cost a lot less. - My current party - 1) Good Elf - Paladin, Sorcerer 2) Good Human - Ninja, Magi 3) Neutral Dwarf - Warrior, Cleric 4) Neutral Saris - Thief, Explorer The party has balance; all 4 characters are good in combat (even the Saris is ok, because it has both backstabs and crits). All 4 have a use for their mana. All 4 can actually be the lead, to balance out earning xp's; note that for most things, it doesn't matter where the explorer perception is. Does matter for spinners and teleports, though; recovering a bit faster from being lost. The combos are also designed to maximize effectiveness. Magi is a *poor* combat spellcaster overall; thus, it's put with the best melee class, as I want to use those swings. Paladin is not a bad fighting class, but considerably weaker than warrior or ninja, so it gets my #1 blasting spell guild, sorcerer. I'm also using an elf for the blaster mage because the elf has more mana to use. A yeti could be a warrior/sorcerer, more effective in melee, but losing quite a bit of mana, and if Lok's evidence that Int/Wis does affect spell damage IS correct, effectiveness. [True] Arguably, you could drop magi and go ninja/warlock. If you go this route, then if you really want magi to handle those annoying Return With quests... plan on taking magi to guildmaster level, then only running it when you get one of em. Who gets magi? I'd put it on the first character you send out into the dungeon, to be fetching tomes/potions for the others. Probably the best choice is the ninja; he can most afford to lose a few HP's early on because he'll have those warlock levels later. - - - The slot 1 spellcaster bug suggests that you might want to try a very melee-heavy party too, with spellcasting oriented to the non-combat spells. You need healing, movement, and resistance spells; charms are nice but not absolutely necessary, so perhaps toss in magi as above... Warrior, Cleric for healing Thief, Explorer for movement and thieving Ninja, Warlock for resistances That covers everything but blasting, with a slot left over. This slot could be filled in a couple ways... first, a troll as a pure ninja (fast, fast, fast leveling cuz no penalties), or as a Ninja/Villain... some spare healing, and some good combat spells when in the lead. A giant warrior/ explorer or warrior/barbarian would be a great cleaver character. Yes, there are fights such as the bloodsuckers where this party would have problems, but note that if the sorcerer isn't in the #1 position when you run across those fights, he isn't gonna be that useful anyway. - - - - Kevin's Party - 1) Evil Troll Artisan/Ninja/Villain Level Artisan to 30 for HP only. Then take Ninja to 131 for your 3rd swing. Switch to Villain until 101. At Villain 101 you will get healing costs down and decent costs on the Morkuls. Morkul Healing is AWESOME at 101 (5 SP). You also get the guild quests out of the way and a better Backstab ability. Switch back to Ninja until you get the 4th swing, then drop. Villain from here out will continue to lower spell costs and allow you to use Chain Mail and Axes... some of which are very nice. 2) Neutral Dwarf Warrior/Cleric Artisan and Warlock can be added for max HP, but if you start out with max Con, it isn't really necessary. Take Warrior to 46 for A/D, fighting and an extra swing. Switch to Cleric and level it until you can use the Dagger of Wizardry (179). This will give you great healing and very good blasting. Then go back to Warrior for good. As Warrior, you will continually raise A/D and have use of great weapons and armor. Since most of your mana will go towards healing, super high Int/Wis isn't as necessary as if you were blasting. 3) Evil Yeti Warrior/Sorcerer/Magi Level Warrior to 46 for the swing and A/D and HP. Then take Magi to 101. Since Yetis learn fast, Magi will be at 101 before you know it. This will help your party with quests/bounties and offer healing and movement. At 101, switch to Sorcerer and take it to the Dagger of Wizardry (167). Switch over to Warrior again, but keep armor and weapons Int/Wis intensive since you will do lots of blasting. Take Warrior to the second swing (162) and drop it... stay with Sorcerer from there on to lower spell costs, raise resistance levels, and language skill. 4) Neutral Saris Artisan/Explorer/Thief Artisan to 30 for HP only. Warlock could be added, but isn't necessary. Take Thief to 35 (Cutthroat quest) and leave it there. This will give you good enough thieving to switch to Explorer. Run Explorer to 101 for perception, movement, resistances, and fighting and A/D. At 101, Explorer can be dropped until you find your A/D is not good enough. Stay with Thief as much as possible and get it to a high level fast. Since this is a party character, you will be hitting chests at levels lower than you can handle alone... and your thieving will be less than what you want. Wear EVERYTHING you can to increase Dex. Explorer/Thief is extremely powerful since those TP traps are easily fixed with a quick displacement spell. However, you will never get a natural extra swing. The Troll will require lots of XP to level Ninja after getting the big penalty from Villain... so put it up front. The Saris will need lots of XP too, but will get lots from traps... keep it in the back. The Yeti and Dwarf are interchangeable, but I like the Dwarf 2nd. Resistances will come from the Yeti Sorcerer while movement will come from the Saris. If you are running low on mana for the Saris, use the Troll to cast Magical Entry. I keep the Saris highlighted since it has good eyesight and opens the chests. - - - - Kevin's 2nd Party - 1) Good Human Warrior 26/Ninja/Sorcerer Warrior is taken only for HP and could be swapped for Artisan if you so wish. Ninja is fairly self sufficient for a long time, so I take it to 131 for the 3 swings before starting Sorcerer. You will then have a 1.5 penalty on Sorcerer, but the idle will be very low at level 1. Take Sorcerer to resistance minimums (313 I believe). At this point you have a choice. You can return to Ninja or switch to Warrior if you are happy with your swings. Warrior will offer better fighting, but Ninja will give you 1-2 more swings and thieving. 2) Neutral Dwarf Warrior/Cleric This is the same as in my E/N party. Take Warrior to 46 for HP, A/D and an extra swing, then take Cleric to 179 for spell levels and the Dagger of Wizardry. At this point you will have great healing and very good blasting... so take Warrior the distance. 3) Good Gnome Paladin/Magi Start with Paladin since it is on par with Artisan for HP and go to 49 for an extra swing. You will also get some healing and some Abolish spells. Take Magi to at least 101 for guild quests... after that it is optional to lower spell costs and levels. I have been happy with Magi at 101 so far down to level 24. Switch back to Paladin and take it the distance. 4) Neutral Saris Artisan 30/Explorer/Thief Artisan for HP again. Take Explorer and Thief to 35 fairly equally. At this point switch to Explorer and go until you hit 101. At 101 you will have good spell levels for movement and average resistance levels. Fighting and A/D will come from Explorer, so only switch back to increase them as needed. Thief is the focus though. Traps will offer you most of your XP, and they get dangerous down deep, so get thief leveled high, fast. This party offers the 4 best fighting guilds on each character (Warrior, Ninja, Paladin, Explorer). You also get good blasting from Sorc and Cleric, movement from Explorer and Magi, healing from Cleric and Paladin/Magi, resistances from Sorc and Explorer, and thieving from Thief and Ninja. No character is dependant on spells, but each are accomplished fighters. The Gnome will be initially a blaster/charmer, but will later revert to a default setting of fight to help conserve mana. Don't be afraid to use companions, but never take more than 2 when grouped with the other 3 characters. This will allow you to accept joiners (which you'll get several) and keep accidents to a minimum. - - - - Varzil's Party - 1) Evil Human Ninja, Warlock (My note: could also consider Sorceror?) Has good fighting ability with many swings, and varied magical attack forms. I would suggest adding sorceror, as this gives another character the ability to cast cheap resistances. (Not to mention the good sorc spells & morkal alchemy) 2) Neutral Saris Thief, Explorer This character doesn't suffer as much in the fighting department, but if you need movement spells to get home, make sure you don't use up all of the saris' mana on opening magically locked chests. You will be able to level thief fast and have fewer problems with chests. 3) Neutral Dwarf Warrior, Cleric A fighter healer, this character has mana to heal, and can blast also with damage & mind spells. Deep in the dungeon, powerful mind spells will help you kill off many monsters. 4) Evil Yeti Warrior, Sorceror This character will fight well, and has the best blasting ability, but will probably need to spend mana on resistances. Returning to town after casting resistances on other party members then going back to the dungeon will maximise available mana for deep level blasting. All characters have good fighting ability, with the front two having thieving ability, and chances to sever. Could have a slight problem with only one healer, but crystals/dusts of healing could help this. Has a wide range of spells, but monsters requiring sorc spells to kill might be a problem, though scrolls of spells could stop this problem. - - - - My Mush/Semi-Mush Parties - 1) Neutral Dwarf - Warrior, Cleric, Thief, Warlock/Explorer Leading with warrior, this char can deal out loads of damage, and will probably be the primary healer. Movement spells are very useful, and this char will probably have the spare mana to cast them if you are careful not to get too beat up. You will want to take warrior for the long haul, but you might want to dump thief when thieving monsters are not a problem, so concentrate leveling on cleric. 2) Good Human - Ninja, Sorceror, Magi Heaps of strikes, & ability to heal through morkals, this character will eat through the XP, and will probably have to be moved to the back of the party frequently. Magi gives good movement, and it would probably be better letting the Human take this guild higher than the elf. Magi does not need the same amount of attention as ninja & sorceror, as long as you can charm creatures, it is at an okay level. 3) Neutral Saris - Thief, Explorer, Cleric The prime thief, the saris has a problem with extra swings (it gets none from its guilds), however it does get a reasonable amount of XP from thieving. It is possible to run it in the second position permanently, and this will prevent the human from chewing up the enemies before the saris gets to attack. After getting cleric up to a considerable level, you might want to dump it forever, as a Saris needs a lot of XP anyway, and you will want to concentrate on leveling thief. 4) Good Elf - Sorceror, Paladin, Magi Level sorc like crazy, get paladin for decent fighting, and magi for movement & charming. It will be able to blast enemies away, and can potentially hold its own in battle, but it will probably need some help in the strength department to do so. Magi isn't as important, and could be dropped completely if desired. This party is good in that all characters are well rounded, and have some fighting and spell casting ability. Two thieves, as well as the thieving ability of the ninja results in little problem with chests, and two clerics results in good healing ability. It is possible to adventure in pairs (always taking at least 1 neutral) to stay on higher dungeon levels to level quicker. - - - 1) Good/Evil Human - Warrior, Ninja, Sorceror (if evil: Warrior, Barbarian, Sorceror is possibly better) There are two options if good. The ideal would be to level ninja to lv60 or 131 for 2 or 3 extra swings respectively (I would choose 131), then run warrior & sorceror up. The other is to level warrior to get a high fighting ability, then drop it forever, which probably is not as good. If evil, running barbarian up to get minimum entry cost then dropping it could be good, but further leveling would prevent item theft from the character. 2) Good/Evil Human - Ninja, Sorceror, Warlock This character will level fast in ninja, with sorceror probably a distant second, with warlock taken mainly for getting cheap movement spells. This character will probably have to cast movement spells. 3) Good/Evil Human - Sorceror, Magi, Ninja Leading with sorceror, this character can blast the enemies, charm them, or when low on mana carve them up. You need a blaster in every party, and the advantage of this blaster is that they are also great in combat. 4) Neutral Saris - Thief, Cleric, Explorer Level thief like mad, you will need good thieving, and magical entry as cheap as you can get as early as you can get. Cleric is desired for healing /resurrection in the dungeon, but if the humans are fine with health because of good use of morkals, then it might be wise to level explorer more to enhance fighting ability. This party is VERY powerful, containing three powerful warriors with many strikes & spell casting ability. Its main problem stems from the fact that only one character is neutral, and that the humans have no resistances. This means that the Saris is the only specialist healer and thief, but the healing spells of the magi, and moderate thieving ability of the ninja should offset this. Having 3 sorcerors able to cast morkal spells to regain HP, all with good A/D and fighting ability results in this party being very powerful. The saris will have difficulty gaining XP, so running it at the front occasionally is a good idea (possibly run it at second permanently?) - - - 1) Neutral Dwarf - Warrior, Thief, Cleric This dwarf can sever often, but don't level warrior & thief too much at the expense of cleric. It could be wise to level warrior & thief up to give cleric a 1.5x penalty so you don't have to worry about idle penalties anymore. But, remember when you do this, you will have to get a LOT of XP to get that next cleric level. 2) Good Human - Ninja, Sorceror, Magi This character will probably be the resistance caster, so leveling sorc up early to get cheap resistances is a good idea, but make sure you keep leveling it so that the resistance percentages keep going up. Magi is not needed for movement, but for return monster quests. 3) Neutral Giant - Warrior, Barbarian, Explorer This character will be able to use their mana for opening chests and movement, keeping to dwarf free to heal, and the human free to charm/cast resistances/heal through morkals. Putting this character in the lead will help with rotaters. 4) Good Elf - Paladin, Sorceror (possibly +Warlock for more flexibility) Should level reasonably fast, having only two guilds, and getting good fighting ability will make it easier on this character to get XP. Since the fighting ability is strong all-round, sorceror can afford to drag behind a little. Every character has good fighting ability, with only the elf not having the ability to sever, and everyone getting extra swings. Healing can come from cleric, magi & paladin, chests can be opened by the giant to leave spell points for healing for the dwarf, and movement can also come from the giant. Thieving monsters should not be a problem, with only the elf lacking in thieving ability. - - - 1) Neutral Giant - Warrior, Barbarian, Explorer The high strength of a giant and the ability to critical hit & backstab will let this character dish out damage left, right & centre. Explorer will be needed for movement spells, but after these are minimised, it can be dumped. Having this character in the lead will also result in less problems with rotators. 2) Good/Evil Human - Ninja, Sorceror, Magi Like the human in the previous party, this character will want to cast the resistances, even though the yeti has fighting ability to get XP, they do have a little less mana than an elf. 3) Neutral Dwarf - Thief, Warrior, Cleric You can probably afford to leave cleric dragging a little behind due to the massive fighting ability of this party. The ninja & human can get health back through morkals, so only his character should only have to worry about healing the giant & himself. 4) Good/Evil Yeti - Warrior, Sorc This character is more powerful in the fighting deparment than the elf in the previous party, having a higher Str & Con, and being a warrior will allow this character to deal out more damage and resist it more because of its higher fighting ability. Magi could be added if desired, but is probably not needed. The warrior party - everyone has great fighting ability. The same as above, except the elf is replaced with yeti for superior fighting ability. This party will be able to chew up enemies with multiple strikes for lots of damage. Only the giant does not have a decent range of offensive spells. Characters can survive on their own, though thieves deep in the dungeon would have a field day stealing from the yeti. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ MY TARGET PARTY ] ===== . . . . . . . . . . . . . . . . . . [TGT] From the suggested party options above, I picked the following combination of characters. It seems to reflect what I was aiming for anyway, with my earlier and not so good understanding of the game. Turns out that the characters were pretty solid choices. (1) [G] Human Warrior 26/(Ninja)/Sorcerer/<Warlock> (2) [N] Dwarf (Warrior)/Cleric/<Warlock> (3) [G] Gnome Artisan 1/(Paladin)/Magi/<Sorcerer> (4) [N] Saris Artisan 30/(Thief)/Explorer/<Warlock> (1) Good Human (Warrior 26)/Ninja/Sorcerer/<Warlock> Warrior is taken only for HP and could be swapped for Artisan if you so wish. Ninja is fairly self sufficient for a long time, so I take it to 131 for the 3 swings before starting Sorcerer. You will then have a 1.5 penalty on Sorcerer, but the idle will be very low at level 1. Take Sorcerer to resistance minimums (313 I believe). At this point you have a choice. You can return to Ninja or switch to Warrior if you are happy with your swings. Warrior will offer better fighting, but Ninja will give you 1-2 more swings and thieving. [ Tacking on Warlock for movement spells may also be a viable idea. In that case, after Warrior 26 go Warlock 38 for HP, then increase later as necessary. It's not necessary to level Warrior, that's what Ninja is there for. ] (2) Neutral Dwarf (Warrior)/Cleric/<Warlock> Push Warrior to 26 then Warlock 38 for HP, then Warrior again to 46 for A/D and an extra swing, then take Cleric to 179 for spell levels and the Dagger of Wizardry. At this point you will have great healing and very good blasting... so take Warrior the distance. [ Kind of a waste to leave Warlock at 38, increase it later. More blasting bang for your buck, although it does seem that Cleric itself has some pretty nice offense. ] (3) Good Gnome Artisan 1/(Paladin)/Magi/<Sorcerer> Start with Paladin since it is on par with Artisan for HP and go to 49 (50?) for an extra swing. You will also get some healing and some Abolish spells. Take Magi to at least 101 for guild quests... after that it is optional to lower spell costs and levels. I have been happy with Magi at 101 so far down to level 24. Switch back to Paladin. [ You can't make Paladin during creation, even with a memhack (I think the start choices are simply hardcoded - bleh). You're forced to start at Artisan 1 (don't take the chance to start with Magi, it may affect your lv1 stats), then as soon as you're in the game get those stat boosters and change guilds to Paladin. I see no reason to stay in Artisan at all. ] (4) Neutral Saris Artisan 30/(Thief)/Explorer/<Warlock 38> Artisan 30 and Warlock 38 for HP again. Take Explorer and Thief to 35 fairly equally. At this point switch to Explorer and go until you hit 101. At 101 you will have good spell levels for movement and average resistance levels. Fighting and A/D will come from Explorer, so only switch back to increase them as needed. Thief is the focus though. Traps will offer you most of your XP, and they get dangerous down deep, so get thief leveled high, fast. [ No avoiding the Artisan on this guy, my brawler party pure Thief had like 1/2 max hp compared to the warriors. By the way, after Artisan 30 I'd do Thief 30 first before Warlock 38; the lack of early Thief in this party means the low level runs are very loot-dry unless you really want to risk setting off chest traps. Also, I noticed that Warlock is going up pretty damn slow on the others. Coincidentally changing classes near the same time, leveling 3 slow Warlocks is NOT fun. After Thief 30 go for Explorer 30 before Warlock 38. This guy will be slow, admittedly, but Thieving skills should get you a lot of exp from chest trap disarms regardless of the fact that he may often be sitting in the back ranks of the party (unless you don't want to put your casters upfront to boost their exp). ] This party offers the 4 best fighting guilds on each character (Warrior, Ninja, Paladin, Explorer). You also get good blasting from Sorc and Cleric, movement from Explorer and Magi, healing from Cleric and Paladin/Magi, resistances from Sorc and Explorer, and thieving from Thief and Ninja. No character is dependant on spells, but each are accomplished fighters. The Gnome will be initially a blaster/charmer, but will later revert to a default setting of fight to help conserve mana. Don't be afraid to use companions, but never take more than 2 when grouped with the other 3 characters. This will allow you to accept joiners (which you'll get several) and keep accidents to a minimum. [ Thief may be weakest of the lot but the exp from disarm chest traps really adds up. He can often let another party member take the first slot, usually casters, who need exp from kills more. ] - - - Update: Gnomes aren't very well liked by people (...why? stats look ok) and the Paladin is weaker than the Warrior and doesn't really get unique spells, mostly heals. Sure having high Cha for Magi would be nice, but I'm beginning to wonder. Who else can take on Magi and have decent Cha? Numbers show the runner- ups at 18 max compared to the Gnomes' 23 - yeah, Gnomes have a freak huge +5 gain over the rest. Damn. Cross-checked other stat maxs, and the Elf isn't THAT far ahead in Int and Wis: 2 Int & 1 Wis, compared to 5 extra Cha the Gnome gets. Resistance-wise the elf has a huge 80% magic resistance whereas the Gnome has a smattering of the others (including 25% draining). I could ignore Magi but that's just not my style, even though I forsee that I won't be charming monsters a lot anyway (not my style either). Still, Gnomes have decent caster stats and at least Paladins fight better then Explorers. I don't think I'll need another Thief or Warlock (hell, all 3 of the others are eligible Warlock), plus an extra Sorc is always welcome. Update: Charming really seems useful. I don't have any pets now but the extra firepower may come in handy in critical fights. Thinking of pets with special attacks or casters, in case I run into large groups that need blasting or monsters that aren't affected by certain weapons. - - - Leveling notes: I noticed once you hit lv30 in your first guilds and switch over, the going seems way slower (exp reqs look high). I think it's mostly because your next guild is usually Warlock (remember high HP route, Warlock 38), which at ExpFt 30 is nearly twice that of Warrior's (ExpFt 16). Just relax and concentrate on upping your Thief since he started with a handicap (Artisan 30) while the others could start right away with Warrior. The Paladin at ExpFt 19 is also slower but not too bad. He'll be the main fighter for a bit since he doesn't need to switch guilds (dual with Magi to take advantage of Gnome Charisma) until Paladin's first extra swing - lv56 (not lv50 as listed). Switching at 52 is a good idea since I came across some sort of stone (NCR) that gives a bit of defence plus grants Protection, and Pallys can wear 'em at 52. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ QUESTS ] ===== . . . . . . . . . . . . . . . . . . . . . . . [QST] There are three types of quests; the first are storyline quests given by Lord Gherrick. These are mostly FYI, you are free to complete them at your leisure. The second type of quests are guild quests. These quests are normally given when you attain a certain number of levels in the guild, and must be completed to advance to the next level. These quests are mandatory and cannot be forfeited - you cannot level up until they are fulfilled! The third type of quests are random quests. These are similar to guild quests but with the difference that they are random and may be given for advancement at any level. The chances of this happening at any level (except for levels which already have mandatory guild quests) are listed under the "Quest" column at the [ Guild Stats ] table of the [TAB] subsection above. Also, these randomly given quests can be forfeited if you wish to skip them, at the cost of -2 levels(!). - - - [ Lord Gherrick Quests ] - - - (quest info) (reward) (tips) 1. Kill a Slave Driver $1,000 9,36,4 - enter via the no-magic area on floor 3 2. Return a Blade of Steel Plate 2,12,5 - kill the Norns (blade Sacrifice Armor should be in the chest) 3. Return the Swamp Key - 7,18,6 4. Return the Goblin $5,000 25,30,6 Lord's head 5. Kill a Shen'gal - search floor 7 6. Return the Stone of - floor 10, Gruk lair - 23,26 Jenal 7. Return the Mengu Bone Cube of Graveyard on floor 13 Souls[2] (cursed) 8. Return with Morkal ? search floors 13-15 Sorcerer 9. Talk to the Flame ? 19,15,8 - may have to talk to Dragon him several times 10. Return the Parchment ? 15,25,17 of Victims 11. Kill the Flaming Dragons ? search floors 17-18. You will & return the amulet actually get another special item instead of the amulet 12. Return with Lead ? floor 17 Murderer's head 13. Talk to the Giant King ? 35,36,20 14. Kill the Water Sneaks & ? take the water teleport on floor return the amulet 10 (beware! this will take you down a long way!) 15. Kill Mother of Serpents silver cloak ? 16. Kill Ogre Lord & return ? with the Blade Gerong 17. Return with Treatise ? ? of Darkness 18. Kill the Dragon King ? ? - - - [ Guild Quests ] - - - I copied down the flavour text as well, since they're pretty hilarious. There's no record of the reward text and I forgot to write the earlier ones down myself, so take what you get. Format: (level given) / (quest) / (reward) By the way, I fixed a couple of errors here and there. Notably, the clv 51 quest for Paladin is actually to kill a Red Dragon, not return with it. Much easier. -[ ARTISAN: Guildmaster Arnok ]- - - clv 8 / Kill one Orc / $200 Tip: search floor 2 "Hello!" a well-built Artisan introduces himself, "my name is Arnok. I am the Questmaster of the guild. You and I will be doing business as your abilities progress." He shifts himself, "your first task will be to find and defeat an Orc. When you have finished your task, I will reward you with 200 gold pieces." He looks you over, "good luck, newcomer." clv 20 / Return the Journeyman's Key / $750 Tip: 3,45,2 (barracks; 1st Secret door at 24,38,2) Artok walks up to you after your training is complete, his shiny armor catching your attention, "time for another quest... In the depths below, we have placed a key -- called the Journeyman's Key -- for our members who have reached your level to return. It can be found in the area known as the Barracks. Once you've found this item, return it here and I will give you more gold so that you can..." he laughs as he studies your wardrobe, "upgrade..." clv 31 / Kill one Twisted Dwarf / Tome of Endurance Tip: 6,44,2 Just as you try to get out of the training area, you mutter "damn" under your breath as Artok comes towards you, "hey there! Hold up!" He reaches you and puts his arm around you, walking you out, "you're doing a pretty good job -- but there's something special I want you to do next." You look at him, smelling the scent of fresh ale on his breath, "I want you to kill me a twisted dwarf..." He laughs, "god damn, do I hate those little bastards. Eeehehe yaa yaya! Man, it's a mission of mercy to put them out of their misery. Anyway, go down and kill one and I'll give you an item that you'll really appreciate... Think of it as a surprise..." He begins to walk away, and almost stumbles over his own feet, "good luck!" clv 40 / Return Feather Leather Armor (cursed) / Scarab of Protection Tip: Morlochs, Zombies You notice that Artok seems to be a little under the weather today as he walks up to you. "Late night," he rubs his head. "Anyway, our research department is in need of some Feather Leather Armor. Bring one back and I'll get you a Scarab of Protection from our item stash..." He walks away, then turns around, "also, don't forget to work more on your thieving skills!" clv 51 / Kill one Scyllama / Red Dragon (pet) Tip: search floors 6,7 (rare) - (hmm, try force-pop via Seer) Once again, before you can leave the training room, Artok comes up to you and holds up a bright new shiny sword, "check this puppy out... You know, one day you might actually end up being like me!" he then sheaths the sword, and grins, "I want you to kill a Scyllama. That's it -- pretty plain and simple. When you return after taking care of business, then I'll give you a little pet that I got from the Mage's guild... You won't be disappointed." clv 64 / Kill one Wyvern / Bladed Shield Tip: with Goblin Lord, or search floors 7,8 Artok seems a little more casual than usual, and it appears his wardrobe has changed from all leather to all chain, "this stuff sure is heavier than Leather, but man, does it protect. Just be sure to stay away from water!" he laughs out loud. "Okay, the next task is going to be a lot tougher than the others. I want you to track down and kill a Wyvern. When you do this, and return, I'll give you a shield as reward..." He walks off, "be careful!" clv 75 / Return an Aard of Being / Goblin Shaman (pet) Tip: try Goblin Shaman, Milsae "Now that you're approaching the final quest, I need you to prove your loyalty by bringing back a very valuable and needed item -- an Aard of Being. Return with one and I'll give you another friend I picked up from the Mage's guild." Artok walks away. clv 88 / Kill one Purple Ooze / $10,000 Tip: search floors 9,10 You're surprised as Artok walks up to you with blood all over his armor and legs, "damn thieves -- tried to steal from the guild last night. Needless to say, they didn't get away with it..." He looks you over, "not bad -- nice equipment! Looks like you're doing well for yourself." He pauses, "yout next required quest is to kill a Purple Ooze... These suckers are nasty, and can destroy almost any item you have on you, so be careful. You don't want to lose any of that nice stuff..." He grins, "when you return, I'll give you 10,000 gold." clv 100 / Return with Air Elemental / Adamantite Chain Mail Tip: search floors 10,11 Artok approaches you and shakes your hand, "I can't believe you made it this far -- very few ever have. This will be your last required quest. Once you've done this job, you will be thought of as a mater member." He puts his hand on the hilt of his sword, "I need you to return with an Air Elemental." He studies your expression and grins, "hey, I never said it would be easy. You need to find a way to charm the thing, or if you think you're charming enough, get one to join you -- and return with it. When you've done that, I'm going to give you a set of the same Adamantite Chain Mail that I'm wearing right now." He puts his hand on your shoulder, "good luck!" -[ BARBARIAN: Guildmaster Muldan ]- - - clv 6 / Kill one Kobold / Iron Battle Axe Tip: search floors 2,3 As you are about to leave the training area, a huge man dressed in leather and furs approaches you. He has paint on his face, and a body full of battle scars. He carries a huge battle-axe and as a deep and forboding look in his dark blue eyes. You aren't sure which race he is. "I am Muldan," he says in a deep voice. "Since you are interested in becoming an advanced member of the Barbarian's guild, I have been assigned to teach and tutor you in our ways," he holds his Axe up, "however, if you fail me, I will personally cut you in two." He pauses, "your first mission is to kill a Kobold. Do this, return with proof, and I will give you this Iron Battle Axe." He turns, "now begone," and walks away. clv 15 / Kill one Outcast / $1,000 Tip: search floors 3,4 Muldan approaches you, large and forboding, "since you are still with us and attempting to raise your status, I have another quest for you. Track down and kill an Outcast." he draws the huge sword at his side and holds it to your throat, "you can do that now, can't you?" You nod. He lowers the sword and walks away. clv 29 / Kill one Outcast Goblin / Tome of Might Tip: search floors 3,4 As you leave the training area, you are instantly tackled by Muldan. He promptly beats the living shit out of you, and in a few moments, you're laying in a pool of your own blood on the ground. "GET UP!" he yells. You stagger to your feet. "THAT is what waits for you below. You must be ready for assault at ALL times. Next time, I won't stop, and THIS," he holds up his fist, "will be the last thing you see." You nod, wiping the blood from your lip. "Kill me an Outcast Goblin. In doing this, I will give you a Tome of Might so that you can raise your strength so that next time I jump you, that you might actually get the chance to hit me hard enough so I can tell!" He then storms off. clv 42 / Return the Giant Badger Skull / Steel Helmet Tip: 39,30,6 - kill Azure Giant Badger Paranoid that Muldan is going to tackle you, as soon as you seem him approaching, you get into a defensive position. "Calm down," he says as he approaches. "The council has asked me to have you retrieve the Giant Badger skull..." He pauses and studies you, "think you can handle that?" You nod. clv 55 / Kill one Norn / Ring of Opening Tip: 2,12,5 Muldan approaches you, "do you have ANY idea how much I LOATHE cowards?" You stand your ground as he gets in your face. "THAT is why I want you to go down and kill one or more Norns. Do this, and return, and I have an item for you that will help with your treasure collecting..." He then walks off. clv 67 / Kill one Giant Raven / $7,500 Tip: search floors 7,8 Muldan approaches you, as forboding as ever, "Alright, killer. Are you ready to taste more blood?" He gets in your face, "do you feel like ripping the heart from a live victim and holding it in your hand as they stare their last moments at you in amazement?" He grabs you by the throat and thrusts you against the wall, "well, that's not going to happen here since Birds don't really react that way!" he lets you down. "Go and kill me a Giant Raven. Something... Different." He walks away, "I don't want you in my sight until you've completed your task..." clv 80 / Kill one Shape Shifter / Mercenary (pet) Tip: search floors 9,10 Muldan grabs you from around the corner, picks you up and throws you a good 20 feet into the wall across the way. You instantly get up and attack him with all of your might and fury. You actually get a few good hits in, knocking out one of his teeth, before he knocks you to the ground in a daze. "You little shit!" he says as he picks up his tooth, "look what you did!" He holds it in front of you, "now I'm going to have to get the healer to take care of this!" He kicks you in the stomach, "not bad though -- you're definitely getting tougher... Although I don't think you can kill a Champion with your bare hands like I can..." He pauses for a moment, basking in his Ego. he then looks down at your bloody form, "find and kill a Shape Shifter. For a reward, I will give you a companion." He then walks off, looking at his tooth, shaking his head... clv 92 / Kill one Elemental Mage / Gauntlets of Might Tip: search floor 9 (fairly rare) Muldan approaches you and stops inches from your face. "Element Mage. If you can handle that then perhaps one day you can handle me," he smiles. "Kill one of those bastards and I'll give you my very own Gauntlets of Might. Of course you'll need them in order to be as poweful and capable as I am..." He then walks off. clv 100 / Kill one Bloodsucker / Axe of Infliction Tip: floor 7, central area From out of nowhere, Muldan tackles you and wrestles you to the ground. You escape his grasp a number of times and get in quite a few good hits. He picks you up and throws you across the way again. However this time, you immediately get up and bury your foot in his stomach, doubling him over. A few minutes later, the two of you are standing side by side, hunched over, bleeding from your faces. Muldan looks at you and smiles, "good work... Now I want you to go and take out a Bloodsucker. Since they can be found in large groups, there's a good chance you'll never survive... If you do, perhaps we can have a rematch..." Instantly, he swings a hard punch and knocks you to the ground. A few moments later, he's looming over you, "and perhaps not!" He then walks away, laughing. -[ CLERIC: Guildmaster Maya ]- - - clv 8 / Kill one Floor Slime / Oak Staff Tip: search floors 1,2 As you leave the training area, you are approached by a young woman with beautiful blue eyes, "Hello -- I am Maya. I have been assigned to be your mentor to help you with your future as a Master Cleric." She studies you, "Our time spent together will be for you to achieve a better working knowledge of the guild, and what it means to be a member of the guild. It is my duty to make sure you understand exactly where you are heading, and whether or not you can handle it. Your first task will be to kill a Floor Slime. Use your magic to do so, and when you return, I will reward you." She walks away, "Good luck, Apprentice." clv 20 / Return with one Slaver / Crystal of Mysticism Tip: 10,39,4 - enter through no-magic area in NW area of floor 3 Maya approaches you, "as you learn about the magic of life and death, you can learn to apply it in many different fashions. Others rely on us to keep them alive with our healing magic, and others rely on us to keep them alive by using our destructive magic to protect. Master both sides of this magic, and you will be greatly respected." She pauses, "standard training includes the usage of magic that is not inherit to the guild. To conclude this lesson, I wish you to go into the depths below and return with a Slaver. It is your decision as to how to bring the creature back, but nevertheless, I expect to see you with a bound Slaver the next time I see you. I will give you a very useful reward in return." clv 34 / Return the Holy Cross of Enlightenment / Potion of Insight Tip: Drek Villains' Room - 41,1,4 Maya approaches you, "every once and awhile, the guild will seek the help of its members to accomplish a task that is important to the entire organization. This is such a task. We wish you to seek out and return the Holy Cross of Enlightenment. This object will help us better refine our healing skills, and is desperately needed by one of council members. Returning with this item will reward you with a potion to help your knowledge..." clv 42 / Kill one Large Orc / $5,000 Tip: search floors 5,6 Maya approaches you after your training is completed, "as you progress in your knowledge of magic, we expect you to push yourself to a higher level of power and understanding. In doing this, your next task will be to kill a dangerous creature -- a Large Orc. Seek one out, remove its life force, and return when you have done so." She then walks off. clv 54 / Kill one Centaur / Champion (pet) Tip: search floors 6,7 Maya approaches you, "I have just received word that a group of young Clerics were attacked by a dozen Centaurs in the depths below. We lost many of the apprentices and the council is outraged. In retaliation, we are requiring all guild members to go into the depths and kill one or more Centaurs at this time." She looks into your eyes, "Remember those who died when you bring those filthy creatures life to an end." clv 67 / Return with Red Dragon / Sphere of Dislocation Tip: search floors 6,7 After your training completes, you meet Maya in the main guild hall. She speaks to you, "Your next task will be much more difficult than the previous tasks. Since we are constantly striving to improve our healing abilities, the council often seeks out large and hard to heal creatures to test our magic on. This time, they have asked for you to return to them a Red Dragon, so that they may test some new magic on it for healing purposes." She folds her arms, "they do not care how you come about the Dragon, just return when you have found one. Also, be very careful -- Red Dragons have been known to eat members of our guild whole..." clv 75 / Return a Dust of Life / $11,000 Tip: Try Mummy Maya approaches you, "many of the other guilds come to us when they are in need of supplies and healing. Of course we taught the morgue everything they know about restoring the dead, so we have quite the reputation to uphold." She looks over you, "I think you have been progressing very well. The council is pleased with your achievements and has condoned your actions with support. Now they want a favor -- they need you to return to them Dust of Life. The morgue is running low on supplies and needs the dust to continue their services. Of course many other members are returning dust as well, but we want to make sure we get enough of it. When you have returned with the dust, I will reward you properly." clv 88 / Return a Silver Cross / Red Dragon (pet) Tip: Try Yakius, Veyasu Maya greets you once again, "your next mission is going to be a frusturating one since the item I wish you to seek out and return is very rare. It is the Silver Cross. A favorite weapon among apprentice Clerics, one of the council members needs an extra one to give to a newly joined member as a reward for a quest." She begins to walk away, "return when you have found the cross, and I will give you a surprise." clv 100 / Return a Grey Cloak / Cross of Domination Tip: ? Maya greets you with a bow, "you have done very well, and are almost complete in your training with me. As your last quest, I wish you to seek out and return a highly demanded, but rare, item. A Grey Cloak. As you know, the cloak has the ability to defend the wearer against the draining attacks of the undead. This item is very hard to find, and is usually only found after lethal combat with a very deadly creature. This final test will show your mastery of both the healing and destructive natures of our magic. I wish you luck in your quest and hope to see you soon. As reward, I will give you a personal item of mine that has saved my life many times...". -[ EXPLORER: Guildmaster Tarnon ]- - - clv 8 / Return an Iron Dagger / $500 Tip: Try Rowdys, Warriors As you complete your training, a large dwarf walks up to you with a slight limp. Taller than most normal dwarves, he has quite the beard, and many scars across his face. He is dressed in gold chain mail, and has a very large battle-axe strapped across his bank. "Hello there," he says with a deep voice. "I am Tarnon. The council has assigned me to be your instructor as you increase your membership level within the guild. I am here to provide guidance and reward when necessary -- we will be seeing quite a bit of each other over the next few years as you progress as an explorer." He studies you, "The first task I wish you to complete is to return to me an Iron Dagger. It can be of any make or alignment. I want to see that you have the abilities to explore and find that which you seek. Return one to me and I shall give you a reward. Good luck!" clv 17 / Return a Glowing Rock / Dust of Locating Tip: Try Veyasu Tarnon approaches you, "hail and well met apprentice. It looks like you are gaining experience that will help you explore the depths below -- we are happy with your progress." He adjusts his armor and scratches his beard, "I want you find me a Glowing Rock. In return I will give you Dust of Locating." He smiles, "simple 'nuff'". He then turns and walks away. clv 31 / Return with Pseudo Dragon / Potion of Fitness Tip: search floors 3,4 Tarnon walks up to you, "hail, fellow Explorer." He sits down on a bench and looks you over, "the council has a very different quest for you this time -- one more difficult that will require you to locate and use magic." He laughs to himself, "I told them that this was too much, but they claimed that you could do it without problem..." He stands up, "they want you to bring back a Pseudo-Dragon as a companion." He studies your look and smiles, "however since this quest is rather... tough, I convinced the council to take an item out of storage and offer it as reward. They agreed to do so." He pats you on the shoulder, "when you return with the dragon, I'll be happy to give you your reward." clv 42 / Return a Potion of Youth / Steel Gauntlets Tip: Try Norns, Morlochs, Vomitous Goos, Milsae, Sorcerors Tarnon beckons to you after you've completed your training, and you walk over to him. "You have been doing exceptionally well in your exploration -- we approve of the way you have applied your newly learned abilities." He shrugs, "there's no easy way to say this, since it's another tough quest -- I need you to bring me a Potion of Youth. The council agrees that if you accomplish this task that you will be ready for the next phase of teaching." Tarnon smiles, "good luck." clv 56 / Kill one Horda Giant / Amulet of Flames Tip: search floor 5 Tarnon approaches you all sweaty, smelly, and bloody. The good news is that the blood all over his chain mail isn't his, "okay -- this one is personal. I just got back from the depths and ran into a huge group of Horda Giants..." He looks down at his chainmail, "They actually nicked my armor!" He looks up at you, "I want you to go down and kill me the first Horda Giant that you see. When you've done so", he pulls an amulet from under his armor, "return to me and I'll give you this Amulet of Flames." He picks a piece of flesh form his armor and flings it on the floor, "messy bastards..." He then walks away, "good luck!" clv 64 / Return with Giant Badger / $7,000 Tip: search floor 7 Tarnon approaches you, all cleaned up and neat this time, "you're going to love this. Another 'bring back the monsters to prove your worth' quest from the council." He scratches his beard, "I don't remember them doing this to me..." He shrugs, "owell. Anyway, they want you to bring back a Giant badger. I think that one of the council members is looking for one to exchange for some sort of animal companion and that's what the shopkeeper wants in return." Tarnon smiles, "We both know you've done this sort of thing before. I'll see you soon!" clv 76 / Return the Ancient Scrolls of Discovery / Steel Plate Armor Tip: floor 7, lower right below walled area south of swamp Tarnon approaches you, excited, "I actually have a mission for you that's interesting to me!" He sits down at a table and notes for you to do the same. "We have been looking for an item called the Ancient Scrolls of Discovery." He pauses, "it's rumored that these scrolls hold many secrets to exploring the depths below." He looks across the room at another adventurer who just completed training, "of course everyone knows that the Explorer's guild is responsible for the true mapping and reports from the depths," he turn turns back to you. "It's very important that we find this scroll. I looked just a few days ago and I came up blank. If you find it, I'll have to admit that your exploration abilities are rivaling mine!" he then stands up. "As reward, I'm going to give you my first set of Steel Plate Armor. It's only been worn once, and saved my life." He walks away, "I hope to see you soon!" clv 88 / Return Dalyn's Grin (cursed) / Sphere of Dislocation Tip: Try Orange Gremlins, (?) After you finish your training, Tarnon approaches you, "Hail, fellow adventurer! After the last successful quest, I'm not afraid to ask you to bring me anything back. This time it's a weird one." He laughs, "the council has a bet. One of the lead members has bet that a specific item does not exist. The other member insists that it does. Funny part is that the member who doesn't believe it exists has a daughter that the son of the member who does say it exists wants to marry. The bet is that if the item is found, the daughter can marry the son. Needless to say there's some emotional turmoil here -- it's kind of fun to watch though..." He scratches his beard, "for reward, if you do find this item, I'll give you my Sphere of Dislocation. It will help you travel the depths." He begins to walk away, "oh -- the item is called... Dalyn's Grin!" clv 100 / Return a Thief's Gloves / Ethereal Helm Tip: Try Rashart (rare), Villains & Cutpurses, or floors 10-12 Tarnon greets you with a handshake, "Hail and well met fellow adventurer!" He shakes his head, "I can't believe we've come this far. Few ever make it to this level. Once you've completed this quest, while the questmaster will bother you from time to time, you'll be your own man and won't require my help any further. Perhaps after the quest we can get an Ale together!" He pauses, "we need you to find and return a pair of Thief's Gloves. They are very hard to come by and are guarded only by specific monsters. You will need to find out which creatures these are, slay them, and take the gloves from them." He stands back, "and do I have a surprise fo you as a reward!" He walks away, "good luck!" -[ MAGI: Guildmaster Merrik ]- - - clv 7 / Return with Rowdy / Scroll of Control Tip: search floors 2,3 As you leave the training area, a young man dressed in apprentice robes approaches. He appears to be an elf, but has a very dark skin tone. He speaks softly, "I am Merrik, master Mage of the third circle. I have been assigned as your mentor, and guide. I will be here to request specific actions from you and will provide reward when necessary. My goal is to shape and mold you into that which we can be proud of so that you one day might become a master mage as well." He looks you over, "any questions?" You stand silent. "Very well. Your first quest is to use your newly found magic to tame a Margoyle. They are dangerous creatures so be careful. When you've bound one, bring it here and I will reward you with a magic scroll." He then turns and leaves. clv 17 / Return the Sacred Scroll of The Magi / Padded Leather Cap Tip: 36,14,3 Merrik approaches you and bows, "it is our need to request the finding of an item known as the Sacred Scroll of the Magi. Please return with this item and I will reward you with armor." Merrik Studies you, "remember, the magic comes from within and allows the level of control that makes us what we are. The other guilds -- they do not possess the mental control that we do..." He pauses, as if he was going to say something else, then just walks off. clv 30 / Return with Twisted Dwarf / Lodestone Tip: 6,44,2 Merrik approaches you and bows, "good day. I have been instructed by the council to request that you return a Twisted Dwarf to us. They wish to study the mental issues with the creature and learn about the disease that plagues it." Merrik pauses, "keep focus with your goal and you will always achieve it..." he then walks off. clv 42 / Return with Dungeon Bear / $4,500 Tip: search floors 4,5 Merrik approaches you, "since you are aspiring to become a Master mage, we will focus on your abilities as a binder. I wish you to bring me a Dungeon Bear. Taming such a wild creature will prove to me that you have mastered the animal control magic which we freely share with our members." He pauses, "don't ever think that your magic can control any creature you happen across -- those creatures that you cannot control will destroy you." He then walks off. clv 50 / Return with Namana / Rod of Healing Tip: search floor 3 Merrik approaches you and bows, "good day. I now wish you to bring me back a Namana. These creatures are both rare and dangerous. Returning with one of these will prove to me how well you've mastered your abliities." He studies you, "many members of the guild make a very good living selling their bound companions to the confinement... You might want to consider that if you haven't alerady..." He then walks off. clv 63 / Kill one Rashart / Staff of Electrocution Tip: search floor 8 As you leave the training area, Merrik greets you with a bow, "good day." He studies you, "it's now time for you to focus on more aggressive creatures. I wish you to track down and bind a Rashart. Return with this creature and I will reward you with a powerful weapon." He pauses, "be careful of the Rashart -- our kind are easy targets for such skilled warriors. Make sure you use the magic properly to drain his life force enough for binding." Merrik then walks away. clv 78 / Return an Aard of Being / $9,000 Tip: Try Goblin Shaman, Milsae Merrik approaches you once again with a bow, "good day." He smiles, "we are in need of an Aard of Being. For this reason, we are going to take a break from your teaching of binding mastery and focus on your abilities to find a specific item that you seek." He continues, "dont' hesitate to use the seer to find out which creatures carry this item. When you have found it, return it to me and I will give you a reward." He then walks off. clv 87 / Kill one Goblin Lord / Illusionist (pet) Tip: 24,31,6 Merrik walks up to you and bows, "good day, fellow Enchanter." He looks you in the eye, "This time we want you to terminate a monster. A particular creature that the guild has no fondness of -- as a matter of fact, a council member has specifically asked for the death of this creature." Merrik actually smiles, "the Goblin Lord. Use your magic to terminate its life force. Return here and I will reward you with a companion that will help you in your fight." Merrik then walks off. clv 100 / Return with Black Eel / Cuirboulli Armor Tip: Water area in NW of floors 9/10 As you leave the training area, Merrik approaches you and bows, "hail and well met fellow Enchanter." He looks you over, "you are now ready for the final test. we wish you to return with a creature of the sea -- a dark creature that can be found in the caverns below known as a Black Eel. Be very careful since these creatures are found in groups and can be deadly in large numbers." Merrik pauses, "remember to always focus on your target -- the second you lose focus is the second you lose control." He then walks away. -[ NINJA: Guildmaster Shade ]- - - clv 7 / Kill one Footpad / Iron Dagger Tip: search floors 2,3 As you are about to leave the training area, a dark figure appears out of nowhere. Dressed in complete black with two wicked-looking blades strapped across his back, the man speaks very softly, "I am shade. I will be the one who assigns you quests deemed by the council." He walks up to you and studies you, "since you are just beginning, I will give you a simple quest. Kill one footpad. When you have done this, return and I will give you a weapon to practice with." You bow, and when you look up, he is gone. clv 19 / Kill one Outcast / $750 Tip: search floors 3,4 Shade materializes out of nowhere, and speaks softly, "kill me an outcast. Return and I shall reward you with gold." He then disappears back into the shadows. clv 29 / Return the Explorer's Guild Floor Plans / Aard of Being Tip: 10,41,3 - Antimagic area, in room with pyramids Shade appears at your side, and speaks softly, "we have a trader among us. They have stolen our plans to infiltrate the Explorers Guild." He takes a breath, "Our spies have reported that the plans never made it to their destination, so they must be in the depths below. Find these plans before the Explorers guild does." He then disappears back into the shadows, "I will reward you in return." clv 40 / Return with Disciple / $2,000 Tip: search floor 4, or in Norn room at 2,12,5 You are startled as Shade speaks from behind you, "you know we have no love for the Mage's guild, or their members, since their incompotence is well-known. However, when they request a favor from us, we oblige. Your favor to us, and then passed to them, will be to return with a Disciple. Bring this creature back and you will be properly rewarded..." clv 48 / Kill one Dark Giant / Steel Dagger Tip: search floor 4 Shade slides in from the shadows, but with your increased abilities, you were actually able to sense him. "It seems the lowly Journeyman's guild is in need of our services. Their members are having problems with some Slave Mashers and they are asking us to help them with the termination of these creatures." Shade looks you over, "with your increased skills, I am sure you will have no trouble completing this simple task." clv 60 / Return Te-Waza of Self-Infliction (cursed) / Boots of Evading Tip: Try Scavenger Shade approaches you, "the council has asked for me to return to them a dark version of our weapons. I pass this mission on to you. Return me one Te-waza of Self-Infliction so that our research team may study the magical curse that wraps itself around this weapon so we may better understand it." He pauses, "you will be rewarded." clv 75 / Return with Daemon / $9,000 Tip: search floor 6 You watch as Shade approaches out of the shadows, "though we have no love for them, the Paladin's guild has asked for our help in returning with a demon their other members are having problems returning with. Since we are more competent than their members, we have accepted the task. Bring me back one Daemon. Alive. You will in return recieve the reward which they offer." clv 88 / Return an Aard of Being / Silver Dragon (pet) Tip: Try Goblin Shaman, Milsae Shade approaches you, "due to the number of members apprenticing with the guild, our stock of Aards is getting low. I need you to return one Aard of Being for use as rewards to our guild members." He looks you over, "since I ask of you to return a very important and sought after item, in return, I will give you a companion of mine which has served me well." clv 100 / Return a Ravager / Te-Waza of Demise Tip: Try Geeshi, Frost Giant, Kaneeshi (floors 9-12 Giants) Shade greets you after your training is completed, "it is now time for your final task. Very few have finished this requirement, but I have complete faith that you will succeed." He pauses, "I wish you to find me the Warrior blade known as Ravager. We are in need of one for study and wish to discover what type of metal it is made from. When you have found this item, return here with it and I will give you a weapon for our type in return.". -[ PALADIN: Guildmaster Johan ]- - - clv 9 / Kill one Skeleton / Bronze Plate Armor Tip: search floors 3,4 As you are about ready to leave the training facility, a man dressed in radiant armor with a long beard and eyes of fire calls out, "halt there!" He approaches you, "I am to be your required quest master. My name is Johan. First, I want to welcome you to the glorious guild of the Paladins. From this day forward, we will work together to better you and your abilities. Nobility, Charisma, and Pride are the forces that will drive you to become the leader that you are to be." He studies you, "for your first task, I want you to hunt down and destroy a vile skeleton. Fight with honor and integrity, knowing this creature is spawn of the most disgusting sort... When you have killed the creature return and I will give you an item to help you continue your quest towards the journey of glory." clv 21 / Kill one Twisted Dwarf / $1,000 Tip: 6,44,2 Johan approaches you, standing high, "another task for you, fellow holy warrior. Apparently some Twisted Dwarves from down below have defiled out sacred temple. I want you to hunt these creatures down immediately and kill them. When you have done so, return, and I will give you reward." Johan bows, "god speed." clv 32 / Return a Tome of Detachment / Potion of Leadership Tip: Try Skuldragl "Hail!" Johan grabs your attention, "We are in need of one of our holy warriors to retrieve a Tome of Detachment. Several guild members have been afflicted by loathsome cursed items and the council has asked that an honorable person such as yourself aid them in their deed." Johan reaches into his pocket and holds out a vial of liquid, "Upon the return of the item, you will be given this -- one Potion of Leadership." clv 44 / Return Cross of Redemption (cursed) / Crystal Sword Tip: Try Margoyle, Yakius Johan seems more serious that usual, "your next quest is very important to us since it is directly reflected to our belief in the holy god of honor. I want you to find me a Cross of Redemption. We must destroy this vile and cursed cross as it is an abolishment to all that is pure. For your righteous deed, I will give you one Crystal Sword in return. Now, go, and god speed." clv 51 / Kill one Red Dragon / $8,000 Tip: search floors 6,7 Johan pridefully approaches you, "your accomplishments and abilities have positively reflected on the sacred brotherhood of Paladins. I am proud to serve our god of honor with you." He pauses, "and now I send you on a more dangerous mission than before. I wish you to seek out and destroy a Red Dragon. Killing this creature will show us your true power, courage, and faith in the almighty. For completing this task, I will give you a large sum of gold so that you may spend it as your righteous eyes see fit." clv 62 / Return the Holy Beads / Aard of Being Tip: 12,43,8 Johan bows before you, and smells of flowers, "we are in need of you to recover the Holy Beads. They are a great source of Power for our guild and we believe they have been stolen by some vile Villain or Barbarian. It is very important for us to have them back in our possession." As to mock you, Johan holds out another vial of liquid, "Upon their return we will grant you one Aard of Being." He bows, "god speed." clv 77 / Kill one Kaelmeon / Cloak of Invisibility Tip: search floors 9,10 Johan approaches you after your training is complete, "as you know, we are superior to the other guilds. Our peace of mind, path of enlightenment, and clear mental focus of Honor sets us aside from the others. However, since they are not on our level, we must prove it to them another way. I want you to hunt down and kill a Demon known as a Kaelmeon." He pauses and smiles, "slay this demon for the impure creature that it is. Show no mercy since it is, in fact, inferior to us." He begins to walk away, then turns around, "I'll have something for you when you return." clv 89 / Kill one Dungeon Pirate / Scyllama (pet) Tip: search floors 5,6 Johan sits you down at the table right outside the training room, "Many of our townsfolk have been talking about a band of Dungeon Pirates wreaking havoc at night around the city. Since we are the sworn protectors of all that is good, it is our task to find these creatures and slay them." He stands up, "kill the cursed pirates and return. When you do, I have a surprise for you. God speed, enlightened warrior." clv 100 / Return with Wraith / Paladin's Helm Tip: search floors 8-10 Johan walks up to you and shakes your hand, "Congratulations on this outstanding feat. It is not often we have the honor of having a noble warrior such as yourself attain such status in our glorious guild." He looks you over and nods, "But of the ones that do reach this feat, we ask that they complete this final mission to prove themselves worthy of this distinction. Find and return to us one Wraith. Be warned the Wraith can be a very dangerous creature even for one as graciously powerful as yourself. Completion will earn you a Paladin's Helm -- a true symbol of our guild and goodness -- and most importantly -- superiority." -[ SORCEROR: Guildmaster Mona ]- - - clv 5 / Kill one I'ssus / Brown Cloak Tip: search floor 3 As you leave the training area, a woman dressed in tight leather with hair down to her ankles approaches you, "I believe you are the one I am looking for." She studies you for a moment, "I am Mona. I have been assigned to you as your mentor by the council." She walks around you, doing a full circle, "it will be my job to ensure that you properly progress with your abilities and knowledge." She looks at you, "as you might know, the Sorcerer's guild is the most powerful in the lands. Our magic is capable of inflicting more harm, death, and destruction, than any other magic out there." She begins to walk off and stops, "it is your job to master this magic." She turns around, "I want you to go and kill an I'ssus. A simple task. Return when you have and I'll give you a reward." She then disappears.. clv 16 / Return a Scroll of Mallart / Tome of Learning Tip: Try Summoners, Diviners, Dimeons Mona approaches you, "you are doing well with you progress. Now, we want to you go on a quest of a different nature. We wish you to return with a specific Scroll. A Scroll of Mallart. In return, I will give you an item that will raise your intelligence..." She walks away, "use your magic wisely." clv 29 / Kill one Razor Boar / $2,500 Tip: search floors 4,5 As you finish your training, Mona approaches you, "excellent work. You are becoming more familiar with the elements and how to use them to your advantage..." She looks you over, "I want you to find and slay a Razor Boar. Since these creatures can be found in groups, you should be careful -- they can cut even an experienced Sorcerer to shreds with their teeth. The trick, as always, is to smite your enemies from an distance." She walks off, "good luck." clv 43 / Return the Remains of Patrak / Amulet of Flames Tip: 2,12,5 - Norn room Mona beckons to you to sit next to her at a table. You do so, and she faces you, "I would like to tell you of a rumor that has been circling around the city for quite some time now. A long time ago there was a powerful Sorcerer that was known throughout the lands. He was a part of our guild, but was very secretive and never bothered talking to anyone unless he absolutely had to." She pauses the continues, "He disappeared about 15 years ago and was never heard from again. About 3 years ago an unconfirmed rumor began circulating that he had been killed. I'd like you to find me his remains that he can be given a proper burial at our guild. Even though he was not an actively public member of our organization, I feel he was a valuale part of our guild and should be enshrined here for all to remember." She stands up, "His name was Patrak. Please try and find at least some of his remains and return them to us. We have no idea as to how he died so this could be a very long process in getting all of his remains back yo us." She walks off and speaks just before she disappears, "I will give you an Amulet of Flames for successfully completing your mission." clv 56 / Return with Elf / Ring of Protection Tip: search floor 6 Mona approaches you with a grim look, "the council has assigned a rather odd quest this time." She pauses, thinking. "They want you to return an Elf to us. Or course since we do not have access to the magic required to bind a creature, you will be required to find some sort of magical item that can bind one of these creatures and return it to us." She begins to walk away, "remember, if you first use your magic to damage the creature, it will be easier to bind..." clv 70 / Kill one Scyllama / Staff of Striking Tip: search floor 7 (rare) As you finish your training, you find Mona waiting for you. "I watched as you trained -- very impressive -- you have come a long ways." She begins to walk with you, "I want you to find and destroy a Scyllama. Of course my favorite method of termination is with the electrical forces, but I'm sure you have your own personal favorite." She begins to walk away, "return when you have killed one or more of these creatures and I will reward you with a weapon." clv 81 / Kill one Dwarven Guard / $8,500 Tip: 43,26,5 - Dwarven Mines Mona smiles, "each time I see you, I become more and more impressed with your ablitiies. Soon you will be finished with your training and will be experience enough to teach others yourself..." She begins to walk, hinting that you should walk with her. "I want you to find and kill one or more of the Dwarven Lord's guards. While the Lord himself is not an issue with us, we want to show him that we are capable of reaching him if need be. This will be a substantial task since the guards are very capable of killing most Sorcerers they come across. Make sure they rethink such a notion after you're done with them." clv 92 / Kill one Giant Slug / Cyclops (pet) Tip: NE side of floor 6, North of swamp Mona meets you after your training, "the council has given me permission to pick my own quest for this session, and I thought hard, and came up with something that you should find to be a challenge." She faces you, "I want you to find and kill a Giant Slug." She rolls her eyes, "I know, I know -- however, they are very good at resisting our magic and are perfectly capable of taking out our more inexperienced members. I want to find out how you do it and how long it takes." She walks off, "I will see you soon." clv 100 / Return with Nakovant / Rod of Ultimate Power Tip: Swamp on floor 7 (rare on West of floor 6) Mona approaches you, "I have been given permission to inform you that this will be your last assignment from a mentor. After you are done with this next quest, you will be on your own." She begins to walk, and you follow. "This is probably the hardest quest that you will undertake as a member of the guild." She looks at you, "I want you to find the extremely rare Nakovant, and return it here." She studies the look on your face and smiles. "I know, they are almost never seen -- and the only time they are ever seen by any members here in the town are when people like you reach the level of experience that you have. Returning a Nakovant was my last quest, and it took me weeks, but I achieved it. So can you." She walks away, "good luck." -[ THIEF: Guildmaster Meek ]- - - clv 7 / Kill one Orc / Padded Leather Armor Tip: search floor 2 As you complete your training, a small saris who has the facal features of a mouse appears in front of you. He is wearing black leather armor and has numerous daggers strapped to his belt, "h...h...hello... I ammm... Meek...." he studies you and smells you like an animal, "I am your help... I am advanced... thief..." You stand back, startled. He man then hands you one of your items, "this is yours." Surprised as hell how he took it, you quickly grab it out of his hand. He continues, "Orc... Kill orc... You return to me and I give you armor... Be sleeek and dark..." he wiggles his nose like a mouse, "you will be good thief!" A second later he's gone. clv 20 / Return a Nugena Gloves / Salve of Health Tip: Try Rowdy, Brave Meek startles you from behind, "goooood! We meet again!" He rubs his hands together as if he's going to eat you, "gloves! I want Nugena gloves! You will bring to me as a reward to me for teaching you! Yes!" He smells you, "Salve as reward... yess..." He then disappears. clv 35 / Kill one Cutthroat / $3,000 Tip: search floors 4,5(hard!) Meek approaches you without surprise this time, his nose twitching like a mouse, and the fact that he's smelling the air makes you wonder what sort of strange mental disorder he has... "DIE! You will kill thief!!! When thief betrays... us!! they die! You will find and kill cutthroat! Bastard!" He seems upset. "I... Do not like cutthroat! Kill and I give gold!" He then darts away. clv 49 / Kill one Skuldragl / Thief Sword Tip: search floor 4 As you're walking away from the training area, you feel the point of a dagger in your back. You quickly whirl around to find Meek snorting and laughing, "baaaackstab!!! haha! I kill you easy!! You need learn more! yesss!" He approaches you and hands you your weapon, which irritates you quite a bit. "I give to you so you can kill another... THIEF! Yesss! Skuldragl... Kill -- return and I give sword for thief!" He then hops off, and away into the darkness. "This is getting too much," you mutter to yourself as you walk away. clv 55 / Kill one Scavenger / Aard of Being Tip: search floors 4,5 Meek scares the shit out of you by screaming, "THIEF!!!" You jump back, dagger in hand. He runs up to you, immediately disarming you with a method you've never seen, and hands your dagger back to you, "THIEF! Scavenger!! You kill and return! I give you Aaaaard!!!" He steps back, "yess! come back!" he then turns and runs off. clv 66 / Return a Thief's Chest / $6,500 Tip: 41,33,7 After training, you leave watching all of the shadows, waiting for Meek to jump out from SOMEWHERE. You hear a sound to your left and jump into the shadows, "Gotcha!" You grab the little object and pull it out -- it's a cloak. Right at that second, you feel a dagger in your back, "hahaha! Meeeeek much faster than you!" You whirl around and Meek hands you your weapon as well as a few other items. "Chest!!!" He jumps around, "gold! gold! gold! Chest! Thief's chest! Bring to me!" he then runs off into the shadows. clv 79 / Return Gloves Of The Blackguard (cursed) / Cloak of Invisibility Tip: Try Rowdy, Brave Knowing the mental mentor is going to show up anytime, you simply sit down and wait for him. Meeks casually enters the area from your right, not trying to disguise himself at all. "Yesss! I win!" he then does a little song and dance all around you, making high pitches noises. As he does so you keep a close tab on your items. He's instantly in your face, "Gloves!!!" He then jumps around again, "blaaaackguard! yes! Gloves of the Blackguard! bring to me!! yess!" He then hops off and out of the area. One word echos in your mind -- PROZAC. clv 91 / Kill one Slayer / Burglar (pet) Tip: search floors 9-11 This time, you see Meek coming, and instaly greet him, watching your items. He scowls as you, irritated, "you no let me take!!!! you not much fun anymore!!" he then throws a fit and stomps his feet on the ground. He is once again in your face, "SLAYER!" He screams so loud you jump back, "slayer slayer slayer!" He laughs, "kill slayer!!! You get friend! You get friend!" He then hops and jumps off, "wheeeee!" clv 100 / Return an Amulet of Flames / Poison Dagger Tip: Try Old Library on floor 7, Pseudo-Dragon Meek tries to startle you, but you grab him and push him back, "get off of me, you smelly little mouse!" Meek grimaces and pulls out a dagger like none you've ever seen before. Instantly he's attacking you with the passion of a mouse and tiger mixed into one. You quickly defend yourself, and hold him off. He then jumps back and laughs. "What?!" you yell at him. He holds up an item from your inventory and tosses it to you. You scowl, "you little shit!" He jumps around, laughing, "Amuler! Amultet of flames! Bring to meeeee!" he then jumps off and out of sight. -[ VILLAIN: Guildmaster Maxx ]- - - clv 5 / Kill one Slave / $250 Tip: search floor 3 As you are about to leave the training area, a middle-aged woman approaches you. Dressed in leather armor, and carrying an assortment of weapons, many strapped at her side and one large sword on her back, you immediately know that she is nobody to be trifled with. "You..." She stops and stares, "yes, YOU -- are you both deaf and dumb? Who the hell else would I be talking to?" She rolls her eyes at your response, "I am Maxx -- those idiots on the council assigned me to you as council quest courrier. First off, I don't like you. You make me sick. You are weak and pathetic and probably won't last very long. However, if you do manage to become one of us, I might change my opinion... Either way, you do what I say when I say. Do you understand?" She studies you, "good. Now your first task is to go down below and kill a slave. YES one of those puny and pathetic creatures Kill it and return and I will give you a reward." She walks away, "don't fail me or I will kill you myself." clv 18 / Return a Tome of Agility / Dagger of Stealth Tip: Try Kobolds, Outcast Goblin, Orc Maxx approaches you, "Stop! Where the hell do you think you're going? When you see me coming, I expect you to STOP and APPROACH me immediately. I don't have time to waste. The council wants you to find a Tome of Agility and return it. Do you think you can manage that, you little pissant shit-for-brains?" She pauses and looks at you, "So what the hell are you waiting for?!" clv 27 / Kill one Pseudo-Dragon / Elixir of Restoration Tip: search floors 3,4 Maxx shakes her head as she approaches, "You've made it this far, eh? Well, I guess that means I can start calling you my little bitch. YES -- you heard right -- you're my new BITCH. So, from now on, I will refer to you as BITCH." She looks you over, "if you have a problem with that, I can introduce you to a new method of birth control. Do you have a problem with that?!" She stares into your eyes. "Good. Your next task, BITCH, is to go and kill a Pseudo-Dragon. So, get your skinny ass out of here, and take care of it. NOW!" clv 40 / Return the Paladins' Guild Blueprints / $5,000 Tip: floor 6, West center "Hey BITCH!" Maxx calls from across the room. She walks up to you, "That's right, you're the only bitch in this room. See how the others are looking at you like you're something special? Well, you are -- you're my bitch. And you know what? You're going to do what I ask of you. You know why? Because if you don't," she takes out her sword, "I'll make you feel penetration like you've never felt before." She whips the blade to your throat, "The Paladin's guild has planned an attack on our guild for some time. It's time for us to prepare to pay them back for their pathetic existance. I want you to find the blueprints to their guild -- they're down in the depths below -- one of our couriers had them, and we haven't heard from them, so I assume they're dead... If you somehow succeed then I'll give you enough gold so that maybe you can get laid and wipe that dumb grin off your face. Get out of here." clv 52 / Return with Slave Masher / Black Cloak Tip: search floor 3 "There's my little bitch right now," Maxx walks up to you. "Two words -- Slave Masher." She looks you over, "one word - KILL". She turns and walks away, "And take a goddamn bath! You smell like a giant's ass!" clv 65 / Return a Steel Shield / Steel Shield Tip: Try Warriors Maxx walks up to you, "Okay bitch -- I want you to do something for ME. Did I ever tell you that I feel like killing your mom for giving birth to you?" She looks you over, "But that can wait. Go find me a new Steel Shield. The one I have now is dirty. Bring me a new one and I'll give you my old one. Now I don't give a shit whether you like it or not. Just remember who is in charge here. Now MOVE!" clv 79 / Return with Dwarven Guard / Adamantite Battle Axe Tip: 43,26,5 - Dwarven Mines Maxx approaches you, "Okay bitch -- it's quest time again. Let's see what I have for you to do this time..." She thinks, "Hmm. It would seem today is the day I get information from the Dwarven Guards. Bring one of them back to me immediately. That means NOW!" She snaps, "MOVE!" clv 91 / Kill one Cutpurse / Villain (pet) Tip: ? Maxx walks up to you playing with one of her knives, "Ok bitch, time for some work. We've had some problems with a certain group of Cutpurses, and I want these shitbags eliminated -- and I want you to do it." She squints her eyes and looks at you, "Rip the hearts out of these cocksuckers chests. I've sent some others in the past but these assholes just don't learn. Maybe you can do something right for a change and finish what the others couldn't." She walks away, "I hope you DIE." clv 100 / Return with Tengu / Dagger of She'tal Tip: search floor 2 (very rare!) Maxx taps you on the shoulder, "I'm not gonna sit here and congratulate you like some other guilds would for getting to this point. The way I see it you sucked from the start, and you're just a shitball. I never did like you I never will like you because I don't like anyone, so you know that you can kiss my ass." She pauses, "I will, however, be testing you to see if you are even worthy of of being where you are now. I want you to bring me a Tengu." She studies your look, "yes, BITCH -- a TENGU." She grabs and points a dagger at you, "IF and I do mean IF you can bring one back here I'll give you this Dagger of She'tal." -[ WARLOCK: Guildmaster Ulnok ]- - - clv 7 / Kill one Giant Centipede / $700 Tip: search floor 3 As you finish your training, a very large and cloaked figure approaches you and speaks, "I am your mentor assigned by the council of Warlocks." You can't even see his face as he speaks, his entire body covered by the obviously magical cloth. "I am Ulnok Tathnor. I am here to guide you in your teachings. Walk with me..." You begin to walk with Ulnok as he begins to speak, "the other magic oriented guilds claim that they are the most powerful or most diverse, when in reality, the Warlock's guild has been the one true magic using guild in the lands. We have access to all types of magic except those of the binding nature used by the Mages -- we do not believe in using magic for Slavery." He turns to you, "remember what I teach you and what you learn form the quests that I assign you to complete. When I ask you to complete a task, I expect you to complete it immediately and with complete focus." He begins to walk away, "I wish you to go down and kill a Giant Centipede with your magical abilities. A simple task -- something for a simple Warlock." clv 19 / Return the Sacred Scroll of Wizardry / Lodestone Tip: 38,39,2 Ulnok approaches you again completely wrapped in his magical cloak, "this next task will require you to explore the depths below and return with a specific item. It is known as the Sacred Scroll of Wizardry." He begins to walk, and you follow. "This scroll contains general knowledge about the magic that is the foundation of the guild. When you find the scroll, read it and return it to me and I will reward you with an item that will help you locate others." He then walks away. clv 32 / Return with Pandrun / Aard of Being Tip: search floors 6,7 Ulnok approaches you, as mysterious as ever, "as a Warlock, you must be very resourceful depending on which task is at hand -- even if you require the use of abilities that your magic does not fulfil. While we do not condone or teach the magic of binding and slavery, we require our members to find external items to accomplish the task of returning a creature as a test. This creature is a Pandrun. Find one, bind it, and return it here for your reward." He then walks away. clv 42 / Kill one Morloch / Falcon Wolf (pet) Tip: search floor 4 Ulnok approaches you, "A Warlock must always be aware of his surroundings, and any change in those surroundings. As you have found, the depths below can be very dangerous to any who dare venture too far away." He begins to walk and you follow, "I wish you to find and kill an outcast. When you have done so, I will reward you with an item that will guard you from the draining ablities of the dead." clv 55 / Kill one Warrior Spirit / $6,000 Tip: search floors 6,7 Ulnok approaches you and speaks, "as you know, we have access to more different styles of magic than any of the other guilds. Included in this magic is the ability to defeat the undead, which is what your next task will entice. I wish you to track down and kill a Warrior Spirit. Use your magic to terminate its existance and return here for a reward." He walks away, "remember what you lean while accomplishing this task." clv 68 / Kill one Elf / Rod of Darkness Tip: search floors 6,7 As you complete your training, Ulnok approaches you, still wrapped in the dark cloak, and speaks, "it is an unfortunate event when a member of our organization is forced to kill those who are members of the same race as many of our fellow Warlocks -- or possibly the same race as the member themself. However, this task is required so that all members become aware of the fact that they may one day have to face their fellow brothers and sisters in battle." He begins to walk, "I want you to go into the depths below and terminate an Elf. When you have done so, return here and I will give you a reward." clv 79 / Return a Potion of Fitness / Magician's Cap Tip: Try Warrior, Green Slime, Green Ooze, Aboleth Ulnok greets you, "you are doing very well, Your focus seems to be steady, and your knowledge increasing every day." He pauses, "I want you to find and return to me a Salve of Health. I want to assign you something that forces you to look once again for a specific item -- this will help you focus on your goals." He begins to walk away, "as reward, I will give you something to help you with the tasks that lay ahead." clv 90 / Return Ball and Chain (cursed) / $10,000 Tip: Try Red Dragons? As you complete your training, you find Ulnok waiting for you. "You are almost complete with your training, but a few tasks remain. I now want you to focus on finding that which you loathe." He begins to walk, and you follow. "Quite often we are assigned menial tasks in life that we find either annoying, or downright unacceptable. However, if the tasks are required, we must embrace them. For this reason, I want you to see out the cursed item known as the Ball and Chain, and return it to me. When you do, I will remove the item and reward you." He walks off, "good luck." clv 100 / Kill one Purple Ooze / Master's Gloves Tip: search floors 8,9 Ulnok approaches you and bows, "congratulations -- you are now on your final task." Sits down and you sit next to him, "the last task we have assigned is a dangerous one since you could lose both items that are valuable to you and even your life." He proceeds to crack his knuckles, "I want you to find and terminate a Purple Ooze." He turns towards you, "be very careful -- these creatures resist many forms of magic and have acid that can eat through almost any type of armor or garment." he then stands up, "when you return, I will have a reward for you." -[ WARRIOR: Guildmaster Requnix ]- - - clv 6 / Kill one Giant Owl / Iron Sword Tip: search floor 2 As you are about the leave the training area, a voice comes from behind you, "halt!" You turn around to see a huge burly warrior dressed in shiny armor, equipped with every item under the sun. Strapped across his back is a very nasty looking two handed sword. His face has many scars and his eyes are full of fire. "I am Requnix. I will be your questmaster as you progress in the guild. When I assign you a quest, you will come to me when you have completed it and I will relieve you of your assignment, and possibly give you a reward in return. I expect the best from you, and will accept nothing more. Your first task will be to go and kill a Giant Owl. It's simple, but it will give me an idea of how you work. Come back when the task is completed, and I'll give you a newly forged Iron Sword. Return soon." He then turns and leaves the room. clv 18 / Kill one Hiksae / $800 Tip: search floors 2,3 After training you are assigned to see Requnix. As you enter his office, you are impressed with the many stuffed creatures that he has decorating his walls and floor space. Sitting at a wicked looking desk with many sharp weapons is Requnix, who looks up from his desk as you enter, "I'm glad they sent you to me. I want you to go down and kill a Hiksae. Use your new fighting abilities and rip him to pieces. We loathe the undead, and expect you to kill any that you see on sight. Return swiftly and I will give you your reward." clv 30 / Kill one Slave Driver / Gloves of Strength Tip: 9,36,4 - enter through no-magic area on floor 3 Requnix meets you in the training room, "I met with the Warrior Council and they agree that your next task is to terminate a Slave Driver. We loathe those creatures and their little companions -- kill the driver, and any slaves that you may come across... It will be favor to them anyway. When you return, I'll reward you... Dismissed." clv 45 / Kill one Nastrum / Crystal Sword Tip: search floor 5 Requnix looks up from his desk, "It is rumored that this a Namana has been seen in the depths below. This is a new breed of creature and we are interested in its combat capabilies. Go and kill at least one of these creatures and return with information about them. Do not return until you have completed your quest." He goes back to sharpening his sword, "dismissed." clv 56 / Return the Statue of Ge'tuk / Aard of Being Tip: 44,5,8 - guarded by Black Wyverns Requnix gets up from his desk, his armor clanking, and walks up to you. "Some creatures from below have stolen a sacred statue of our master trainer. It is the Statue of Ge'tuk. I want you to go down, find and kill whoever took the statue, and return it to me. I will reward you with an Aard." He then sits down at his desk, "dismissed." clv 62 / Kill one Goblin Guard / $7,500 Tip: 26,33,6 Requnix stands up and walks around his office, "As you know, the Warrior's guild has had many problems with the Goblin clan and all of the members of the clan. For this reason, we want to plan on taking out their leader, but we must do it wisely. For our first assault, I want you to go down and kill a Goblin Guard. Keep note of how they fight, and what other types of goblins you seen in the area, and report your findings when you return. I will give you gold in return for your task. Good luck." clv 75 / Return Black Chain Mail (cursed) / Dungeon Pirate (pet) Tip: Try Warrior, Brave (rare) Requnix meets you as you are about to leave the training room. You salute him, and he salutes you back. "I just received word from the research department that they are in need of a cursed suit of chainmail called Black Chain Mail. I informed them that you would be able to return this item without any problems. Find me this item, and return with it, and as reward, I will give you a companion to help you fight in the depths below." He then turns and walks away. clv 84 / Kill one Dwarven Lord / Adamantite Shield Tip: 44,22,5 Requnix actually looks at you with a little respect, "Seeing as you have done as well as you have, we ask that you properly represent our guild by returning to us the Dwarven Lords head on a platter. Please rid the underground of this fiend. Kill the Dwarven Lord, and show no mercy." He puts his hands on the hilt of his sword, "When your task is completed, return and I will give you a shield from my own personal collection." He walks away, and pauses before leaving the room, "be careful." clv 100 / Kill one Flame Dragon / Conqueror Tip: 19,15,8 Requnix looks up from his desk and puts down the large two-handed weapon he was sharpening, "Excellent work on attaining this level of skill. At this point, each of our members are asked to complete a specific task before continuing their training. This task will be for you to kill a Flame Dragon. In return for this quest, you will be given a powerful weapon that you will be able to use to continue your conquest of the depths below." He pauses, "I warn you that this creature is the toughest creature that we assign as a quest. They have killed many warriors, and are not to be taken lightly. Good luck in your deed and return when you have completed the task." He continues to sharpen the beautiful blade, "this will be yours when you return successfully." - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ MONSTERS ] ===== . . . . . . . . . . . . . . . . . . . . . . [MON] This section is mostly for laired monsters, i.e. monsters which spawn at specific locations, or rooms (thus "lairs"). There are two sections, the first for boss monsters, and the second for others. - [ Laired boss monster info ] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Aboleth 2,NE - 44,28, 2 ? Slave Driver 4,NW - 9,36, 4 Slaver's whip Drek Villains 4,SE - 43, 4, 4 ? Norns 5,SW - 2,12, 5 Blade of Sacrifice Dwarven Lord 5, E - 44,22, 5 Dwarven Hammer (bugged?) Goblin Lord 6, C - 25,30, 6 GL head, twisted bracers Azure Giant Badger 6,NE - 39,30, 6 Giant Badger Skull Flame Dragon (Flamie) 8, C - 19,15, 8 ? Morgoth 9,SW - 4, 3, 9 ? Gruks 10, S - 23,26,10 ? Twisted Elf 10,SE - 27,40,10 ? Demonist 15, W - 2,24,15 ? Butcher 15,NE - 44,37,15 Sword of Decapitation Magi of Chan 16, W - 6,16,16 ? Dreden Lord 17, C - 15,25,17 Mengus (bugged, only 1?) Lead Murderer (bugged) 20,SW - 4, 5,20 Murdering Blade Giant King 20,NE - 33,38,20 Giant King's Maul (bugged?) Lamurian High Priestess 22, C - 22,20,22 ? Mother of Serpents 25, N - 31,42,25 ? Ogre Lord (bugged) 26,SW - 7, 7,26 ? Kutan Jenal ?, ? - x, y, z ? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ Laired monster info ] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Rowdy 2,NE - 38,39, 2 ? Twisted Dwarf 2,NW - 6,44, 2 ? Conjurers 2,SW - 2, 4, 2 ? Orcs + Goblies 3, E - ?, ?, 3 ? Slaver 4,NW - 9,36, 4 ? Dwarven Guard 5, E - 43,26, 5 ? Disciple + Norn (Boss) 5, W - 2,12, 5 Blade of Sacrifice Goblin Guard 6, C - 26,33, 6 ? Goblin Shamon 6, C - 26,31, 6 ? Blood Suckers 7,NE - 41,33, 7 ? Black Wyverns 8,SE - 44, 5, 8 ? Dwarven Guards/Dwarves 8, N - ?, ?, 8 ? Villain 8, N - 10,42, 8 ? Frost Giants 10, C - 14,36,10 ? Blue Wyverns 11, C - 32,17,11 ? Silver Dragons 11, C - 28,19,11 ? Casters of Souls 12, C - 28,20,12 ? Eaters of Flesh 13, C - graveyard ? Cyclops 13, C - graveyard ? Medusa 13, N - 28,41,14 Medusa's Head Death Hawks 14,SW - 7, 6, 14 ? Sentinal 16,NE - 43,28,16 ? Dredans 17,E? - 15,25,17 & 41,19,17 ? Leprechauns 18,SW - 10,10,18 ? Dark Flight 20, N - 20,32,20 ? Wizard 23, C - 15,32,23 ? Asteryex (pending) 24,NE - ?, ?, ? ? Mutants 24,NE - 40,27,24 ? Flamemasters 27, N - 16,31,27 ? Lave Giants 27, C - 15,17,27 ? Prophets of Insanity 28, C - ?, ?, ? ? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ MISC TIPS ] ===== . . . . . . . . . . . . . . . . . . . . . [MSC] While a large amount of information can be discovered by reading the helplesson, some things are simply not in there - because Artifact Entertainment didn't just want to give away this kind of valuable info. Some of this information may or may not be detailed in the helplesson, it is just what I consider to be info that Demise players should be aware of. - Strength affects the amount of damage a character does in physical combat. (So Giants = best fighters) - Dexterity greatly helps when disarming traps. Two thieves of the same skill will have different chances of disarming a trap if their dex are different.(So Saris = best thieves) - Thieving ability not only determines a character's ability to disarm traps in boxes & chests, but also the ability to prevent monsters from stealing gold & items. So you might want to give those new unknown items that look really good to the party's best thief. - Intelligence & Wisdom affect the power of your spells. The higher these stats the more damage you will do with offensive spells, and healing spells will also be more effective. (So Elves = best spellcasters) - For every point of intelligence or wisdom a character has, 5 spell points will be added to the character's spell point total. - Charisma is required for charm spells, and a higher charisma makes monsters in the dungeon more likely to want to join you. Higher charisma seems to make it easier to charm a monster. (So Gnomes = best Magi) - When companions damage or kill a monster, the character who 'owns' the companion receives 25-30% of the experience they would normally receive. - High constitution gives you bonus HP per lvlup before reaching MxLv, and also allows you to recover from poison, disease & paralysis more quickly. - Spell level is half your guild level, rounded up. Spell level is taken from the highest guild that can cast the spell being cast, and the lowest mana cost(if a spell can be learnt from multiple guilds) will always be used regardless of the active guild at the time the spell is cast. - Uncursed items with charges can be 'recharged' provided that the object does not disappear after all its charges have been used. i.e. it is not possible to recharge potions, tomes, etc - this only works for weapons or other objects with spell charges. Sell the object to the store and buy it again, and it will now have a full complement of charges. - Sashes are cursed because the cast spells that are very powerful compared to other items on the level(s) where you can find a particular sash. The fact that they are a cursed item means that the store will not buy them, and thus they cannot be 'recharged'. The sash will increase your A/D by the listed amount and can cast the spell that it lists also (as with all other items, make sure it is correctly aligned to your character). - Any item ALWAYS sells for a greater amount of money when fully identified than at any previous level of identification, EXCEPT if the item is cursed. More money will be made from fully identifying items before selling them rather than selling them at a low level of identification. - However, less money is made by identifying companions before selling them. So only identify companions to find out all information about them. - Minimise mana costs for resistances (and any other spells you want to cast) by having one character casting the spells on everyone else, then go to the town and replenish spell points before returning to the dungeon to cast any required spells on themself. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You can forfeit a random quest only when you are pinned in that guild with a penalty of the loss of 2 levels in that guild and all the experience gained for those 2 levels - painful, but better than forever stuck. At dungeon level 4: You will need Acid and Poison resistance starting now. Lots of monster groups to gain experience. You should also start finding Crystals of Mysticism (Greenies) at this level. Each of your characters should carry a couple. Then when you use a Greenie to cast Open Mystic Portal you will be teleported to the spot where you cast the Establish Mystic Portal spell (get to town very fast!). At dungeon Level 5: You will need Stone and Magic resistance starting here. You will also need to use steel weapons. You may start finding Potions of Youth at this level. At dungeon Level 13: You will need draining resistance starting here. At dungeon Level 15: You will need Mind/Mental resistance starting here. There are also extinguish squares in the dungeon - walking onto one will remove ALL effects, including poison and disease! There are 3 extinguish squares on level 3 - map them, find quick routes to them, and use them. [ There's also one on the horizontal middle left-center corridor of floor 4, that'll come in handy since the ants around that floor love to poison. In general though, the extinguish squares are your friend until you start relying on resistance spells - in which case you'll want to avoid them, and it's going to be a pain in the ass to remap your favourite routes. ] Fountains and Orbs: Occasionally you'll come across a fountain or an orb. They can come in really handy, because fountains replenish your HP, while the orb replenishes mana. Simply park your party nearby (face the fountain/orb) and wait while you slowly heal. They don't heal fast enough to counteract poison or disease (though I notice they stop your health from dropping), but are good sources for quickies. Especially early on, when you don't have access to healing spells/items and the town fountain may be expensive. There is a hidden room near the middle of floor 1 which has both a fountain and an orb. I like to think of this as a "debriefing room" to get back to before actually exiting the dungeon. Careful though, it contains a slime spawn and they love ambush-spitting you (20dmg+!) just as you enter through the secret door, the little bastards. They actually killed one of my low- level wounded characters. - [ Attack/Defense Information ] - Attack/Defense (Att/Def or A/D for short) represents how likely you are to hit or be hit in combat. If you have a very high A/D, then many smaller monsters will simply be unable to hit you. The situation is the same for you, however, so if you are trying to attack a monster with a very high defense, then you may not be able to hit them unless your attack is comparably high. A/D is divided up into Stats A/D, Item A/D and Guild A/D. Item A/D will increase as you obtain and use more powerful items, better quality weapons having higher A/D, and better armour will give better A/D ratings also. Stats A/D is dependent on your basic character stats. A 1 point increase in Str&Dex will result in a 2/2 gain in A/D, and a 1 point WIS&INT increase will result in a 1/1 increase in A/D. Note that this includes modified stats due to items that increase/decrease your statistics. E.g. Bronze plate has an A/D rating of 6/15, but has a -2 Dex adjustment. This means that when you equip it, you A/D only increases by 2/11! Guild A/D comes from your level in the guilds of which you are a member. Your guild A/D will always come from the guild which has the highest A/D at any one time. I do not know whether Att and Def are looked at separately when the game calculates which A/D is the highest (i.e. Att may come from a different guild to Def) or whether the totals of Att and Def are calculated and the figures which have the highest total are used. It appears that all guilds except the spellcasting guilds surpass the A/D given by Artisan, but they take longer to get there. [ Magi seems to be an anomaly though; rated same as Explorer? Strange. ] Guild lv300 A/D Max A/D@lv - Atk / Def Warrior 200/218 450 - 260 / 283 Ninja 196/196 465 - 255 / 255 Paladin 177/204 430 - 221 / 255 Villain 192/215 440 - ? / ? Explorer 166/201 430 - 208 / 252 Magi 77/144 475 - 208 / 252 Barbarian 141/170 525 - 179 / 203 Thief 141/171 400 - 158 / 204 Artisan 175/175 200 - 175 / 175 Cleric 94/150 475 - ? / ? Sorceror 76/147 475 - ? / ? Warlock 68/145 625 - ? / ? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ T Room Hints - By Blue Knight ] - The T-Room is a very special addition to the dungeon added with the 3.1 patch. It was added by Regis and its existance was kept secret. Those players who started finding it talked with Regis and all agreed to keep its entrance location secret. Of course the fact of its existance got out and there have been several discussions about the T-Room on the Demise forums - however, all who have found it have kept the secret of the entrance to themselves. This was done by common agreement to preserve the adventure of the search and the excitement of the discovery for each player. PLEASE honor this agreement if you have found the entrance. A number of hints have been included in the discussions. They do help narrow the search area (to only half the dungeon levels!) but do not provide a direct path to the level, nor the entrance. Some of the hints may become understandable only AFTER you find the entrance. I personally spent about a week casually checking for the entrance. When I got determined enough, I spent 2 days in a thorough seach and found it. Note: I only play an hour or two each day. Since these hints are available to all in the forums, Shadow Beast agreed to post them in their condensed form if I would put them together. So.... here they are: 1. "Have a cup of tea". 2. The entrance shows up as a wall using detect rock/map area. 3. The entrance is located in a slightly "special" area of the dungeon. 4. The entrance can be found before level 16. 5. "I found it completely by luck alone. I wasn't looking for it. I'll admit I wondered why the area the entrance was located in was how it was." 6. "After you have found it, the entrance does not disappear. So you should be able to find it with several characters." 7. "Getting back isn't as bad as you think. Getting there the first time is the hardest part. I use it a lot more than I thought I would, but I am still cruising level 17-18 (no char above 100 in any guild)." 8. The T-Room isn't so obvious to find just by looking at the maps. 9. "it shore were nice to have Tea with a whole whack of peaceful Wisps." 10. "I found it because I was remapping and searching for secret doors. The normal way to find doors is to bang walls." 11. "It is indeed possible to find the entrance to the tea room with perception. That's the way I did it, and I had no idea it was there either. Of course my party has two explorers, and I had gotten both of them to level 90 PRE-patch. I just "noticed" the entrance while remapping." What's in the T-Room? Heh, heh. You'll find out. But it's not named the T-room for nothing! Also, it helps address a certain problem with spell caster guilds. Here's a few comments: "The name of the Tea room is obvious if you have been there. Walk around and read everything." "I found a new Grimoire this weekend, and now use the Tea Room lots more. I set my Explorer's Mystic Portal to the Tea Room and go straight there before adventuring. I then use the Sorcerer to cast resistances on everyone. The Explorer casts Flight, and I'm ready for a long trip. I then use a greenie from one of my other characters to get to a good starting point... right now on level 26." "While there I cast: Magical Flight, Full resistances, See invisible, mass sight veil, shining lights." "I also cast amphibious breathing and protection" Hope you find it eventually and by yourself. It truely will spoil the fun if you have someone tell you where it is. I was very frustrated just before finding it, but kept myself from asking for more hints. I'm now very glad I found it on my own! GOOD LUCK! - Blue Knight - - - [ random ] - - - Cutthroat: 6,19,4; 2,15,4; 5,18,4; 8,19,4 Floor 4, lower left quadrant; approach lower left corner with stairs leading down to 5, then circle left and upwards to the small deadend path there. Normally doesn't appear, may have use Seer to force spawn. Update: tried visiting a couple times later, it DID appear on several occasions. If it doesn't just turn the trip into a regular floor 4 sweep for stat mods. - - - Apparently memhack tools work for statfixing during character creation, but beware of exceeding natural boundaries i.e. racial max + 5 per stat or you'll break the game. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ LOOT ] ===== . . . . . . . . . . . . . . . . . . . . . . . . [LUT] Here's a list of some of the more interesting drops I've found. Note that "Found" stats are tentative; items may drop elsewhere. I double- checked with the Guild Library as well. + Lethe Dagger (dagger, non-class restricted) Guilds: Artisan(19), Warrior(26), Paladin(26), Ninja(33), Villain(31), Explorer(31), Thief(29), Barbarian(31), Magi(29), Sorcerer(33), Warlock(31), Cleric(36) Required Stats: 13 Str, 14 Dex Found: floor 4, Warrior Stats: A6/D0 [1.3], 1-handed, 2 swings Text: "Eagerly sought by new adventurers, the Lethe Dagger is almost the equal of a steel dagger in effect." Notes: Replace your Stealth Dagger with this, it allows you to hurt those monsters below floor 4. It's also non-class restricted meaning low-level characters who are still juggling guilds can still wield it once they are able to in any of their guilds. + Treatise of Silence Guilds: Magi(?), Sorcerer(?), Warlock(?) Found: probably floor 2, the lower-left corner with the 2 Conjurers Text: "This ancient tome, bound in black leather, contains knowledge that the Guild Masters can use to research an entirely new type of spell. The cover of this volume has a carefully etched scene of a mighty city reduced to rubble." Notes: Huh. This isn't listed even in Sortiri's Server Scene. Wait, I found some references through Google. Wtf... it's a Morkal Death spell, "Silence Soul". On floor 2?! Update: Got another one, most likely from the "magic-user citadel" (NW corner of floors 5-7). Warlock guild gets first dibs, since 3 of my chars are in that guild; only the Paladin/Magi isn't in. Spell: Morkal Death: "Silence Soul"; available at slv3, start 17mp Resist: magic; Range=2; Progress: 15/6 Required Stats: 16 Int, 16 Wis, 12 Con, 16 Dex COMBAT Spell, 1 target in 1 group Notes: Description says it drains life from a single target, and adds to caster's life. + Treatise of Draining Guilds: Warlock, Sorcerer, Cleric Found: Don't remember, but this treatise is usually the earliest found Text: Spell: Morkal Damage: "Life Drain"; available at slv1, start 23mp Resist: magic; Range=1; Progress: 8/2 Required Stats: 14 Str, 16 Int, 16 Wis, 12 Con, 16 Dex COMBAT Spell, 2 targets in 2 groups Notes: + Treatise of Withering Guilds: Sorcerer, (?) Found: (?) Text: Spell: Morkal Alchemy: "Withering Force"; available at slv1, start 34mp Resist: magic; Range=1; Progress: 5/2 Required Stats: 12 Str, 14 Int, 14 Wis, 12 Con, 12 Dex COMBAT Spell, 4 targets in 4 groups Notes: says little damage but spread among many; also "draws health into caster" - eh? A drain type spell? Hmm. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ OLD NOTES ] ===== . . . . . . . . . . . . . . . . . . . . . . [OLD] These are fragments of my own previous notes, mostly just pushing numbers around and speculation. Note that information in this section is invalidated by contradiction elsewhere - if you read something that sounds wrong in here, it probably is. I'm only leaving it in because the figures are useful as curiosities, and reading the notes may show you how the wrong approach can lead to confusion, so learn from my past mistakes. Update: I removed a lot of the useless stuff so it's mostly just a bunch of random stats. old notes: - - - - - alignment: [G]=good, [N]=neutral, [E]=evil +Elf GNE [G]Art, Pal, Exp, Mag, *Sor, *Wlk >> 10,18,18,12,8,14 +Mag >> 10,18,18,12,12,14 +Pal >> 14,18,18,12,16,14 +Giant N [N]*War, *Exp, *Bar >> 14,13,13,10,4,15 +Gnome GNE [G]Art, *Pal, Exp, *Mag, Sor Pal/Mag: 14 12 13 8 16 13 Dwarf N [N]War, Exp, Thf, Bar, Wlk, Cle Ogre GNE [N]War, Bar; not much use cept for clobberin' Yeti GE [G]War, Exp, Mag, Sor +Saris N [N]Exp, *Thf, Mag, Wlk, *Cle Thf/Exp: 12 13 13 10 5 16 Troll GNE [E]Nnj, Vil, Bar [G]Nnj: 14 10 8 8 6 16 [ hotkeys ] A = add a nearby char to party P = pickup a body W = swap inventory items (you'll be asked to input: slot x, slot y) Q = exit to main menu (enter), /c = char info (enter), /g = char's guild quest info ...these are all in the helpfile included when you install the game. = [ ACTUAL AVAILABLE GUILDS UPON CREATION + MASTER RACE MIX LIST ] = The actual numbers seem to fluctuate, but for a given guild they will total the same. E.g. A dwarf warrior is listed as 14 Str, 6 Int, 6 Wis, 10 Con, 4 Cha, 8 Dex with 15 spare points, for a total of 63 points. You may get 12,6,6,8,6,12,+13 instead, but note that the total stat points is still 63. Each race has it's own fixed total, for example giants have a total of 66: Dwarf 63; Elf 63; Giant 66; Gnome 64; Ogre 66; Saris 66; Troll 64; Yeti 62; Human 64 Listed in alphabetical and good-neutral-evil order. Stats after the guild name refer to the starting stats in the Demise order of Str, Int, Wis, Con, Cha, and Dex, with extra points at the end, e.g. + 6. + Dwarf[N] War, Exp, Thf, Bar, Wlk, Cle -- (War)/Cle/Wlk Dwarf[N] - War (14, 6, 6,10, 4, 8,+15) Thf ( 9,12, 8, 5, 5,16,+ 8) Bar (12, 8, 8,10, 4,15,+ 6) Start War (14,11,11,10,4,13) Cle reqs: 8 14 14 10 8 14 To add Cle, 0,+3,+3,0,+4,+1 = Int[N]x3, Wis[N]x3, Cha[N]x4, Dex[N]x1 Wlk reqs: 10 18 18 12 8 14 To add Wlk, 0,+7,+7,+2,+4,+1 = Int[N]x7, Wis[N]x7, Con[N]x2, Cha[N]x4, Dex[N]x1 + Elf[G] Pal, Exp, Mag, Sor, Wlk Elf[G] - Sor ( 7,14,13,12, 5,10,+ 2) + Elf[N] Exp, Thf, Mag, Wlk, Cle Elf[N] - Thf ( 9,12, 8, 5, 5,16,+ 8) + Elf[E] Exp, Mag, Sor, Wlk Elf[E] - Sor same as [G] + Giant[N] War, Exp, Bar -- War/Exp Giant[N] - War (14, 6, 6,10, 4, 8,+18) Exp (12,13,13,10, 4,12,+ 2) Bar (12, 8, 8,10, 4,15,+ 9) + Gnome[G] Pal, Exp, Mag, Sor -- Pal/(Mag) Gnome[G] - Mag ( 6,12,13, 8,12,13,+ 0) +Pal: +8,0,0,0,+4,0 = Str[G]x8, Cha[G]x4 Sor ( 7,14,13,12, 7,10,+ 1) Pal reqs: 14 9 9 8 16 12 Sor reqs: 7 14 13 12 5 10 To add Sor,+1,+2,0,+4,0,0 = Str[G]x1, Int[G]x2, Con[G]x4 + Gnome[N] Exp, Thf, Bar, Mag, Cle Gnome[N] - Thf ( 9,12, 8, 5, 7,16,+ 7) Bar (12, 8, 8,10, 7,15,+ 4) Mag same as [G] + Gnome[E] Vil, Exp, Bar, Mag, Sor Gnome[E] - Bar same as [N] Mag same as [G] & [N] Sor same as [G] + Ogre[G] War Ogre[G] - War (14, 6, 6,10, 4, 8,+18) + Ogre[N] War, Bar Ogre[N] - War same as [G] Bar (12, 8, 8,10, 4,15,+ 9) + Ogre[E] War, Bar Ogre[E] - War same as [G] and [N] Bar same as [N] + Saris[N] Exp, Thf, Mag, Wlk, Cle -- (Thf)/Wlk/Cle Saris[N] - Exp (12,13,13,10, 4,12,+ 2) Mag ( 6,12,13, 8,12,13,+ 2) Thf ( 9,12, 8, 6, 5,16,+10) +Wlk: +1,+6,+10,+6,+3,0 ... 10 points start Thf (10,12,12,11,5,16) Wlk reqs: 10 18 18 12 8 14 To add Wlk, 0,+6,+6,+1,+3,0 = Int[N]x6, Wis[N]x6, Con[N]x1, Cha[N]x3 Cle reqs: 8 14 14 10 8 14 To add Cle, 0,+2,+2, 0,+3,0 = Int[N]x2, Wis[N]x2, Cha[N]x3 Mag reqs: 6 12 13 8 12 13, Cha[N]x7 + Troll[G] Nnj Troll[G] - Nnj (14,10, 8, 8, 6,16,+ 2) + Troll[N] Thf, Bar Troll[N] - Thf ( 9,12, 8, 5, 5,16,+ 9) Bar (12, 8, 8,10, 4,15,+ 7) + Troll[E] Nnj, Vil, Bar Troll[E] - Nnj same as [G] Vil (14,11, 8,12, 4,14,+ 1) Bar same as [N] + Yeti[G] War, Exp, Mag, Sor -- (War)/Sor Yeti[G] - Sor ( 7,14,13,12, 5,10,+ 1) War (12, 9, 9, 8, 7, 9,+ 8) start War (12,11,11,11,7,10) Sor reqs: 7 14 13 12 5 10 To add Sor, 0,+3,+2,+1,0,0 = Int[G]x3, Wis[G]x2, Con[G]x1 + Yeti[E] War, Vil, Exp, Bar, Mag, Sor Yeti[E] - War same as [G] Bar (12, 8, 8,10, 4,15,+ 5) Sor ( 7,14,13,12, 5,10,+ 1) Stat modding potions/tomes I have stocked (G/N/E): Str-9(6/3/2) Int-4(//4) Wis-1(/1/) Con-9(3/3/3) Cha-6(6//) Dex-4(2/1/1) Note that Int, Wis, and Cha mods seem uncommon. - - - [ Patch notes ] - - - I'm playing on v1.00r3 Build 353, System DEMISE Version 1.35b, which is apparently old code. The fixes are pretty important too, bleah. None look gamebreakingly critical, although I'd look out for the bloat bug. Btw, the caster 1 slot bug (see Bug section of this FAQ) is apparently still around even in the latest version, from what I gather reading on Decklin's forums, as well as the good ol' no-repop, and a couple of map bugs (disappearing maps and the annotation bug). Still, a month on and with heavy usage (couple hours a day), my backup and autobackup folders still weigh in around 7.55Mb. Fingers crossed. The following notes were salvaged from forum posts, and I managed to get the dates on them. 2 years back. I hear work on the expansion, as well as the actual 2.0 sequel, is slow although ongoing. This means the old game will be around for quite some time more. I really hope they make it payable by CC not just PayPal. I don't trust PayPal, and the country I currently reside in isn't supported. - - - Changes & Fixes in Demise 1.02 (announced on 13 August 2004) - - - * Divide by 0 error has been fixed. (apparently introduced in 1.01, which I don't have) * Bloated character file bug has been fixed. If you currently have a bloated file, run the fix utility to shrink it after installing 1.02 and it will no longer bloat. * Fixed a bug that would rock you if you use a spell that would move you to x or y 0 instead of wrapping. For example, displacing from 5,45,10 by -5,0 will now correctly place you at 45,45,10. * Fxied the out of range spell casting bug that would sometimes occur for people that were not the leader. (the infamous slot 1 bug? apparently it's still around, wtf) * When using stone spells/weapon, the monster's stone resistance will be used instead of the character's. * Ring of teleportation will now work even if the book is not turned in. * Breathing counter should stop when game is paused. * You can now resurrect a dead companion in any slot (not just slot 1). * You can no longer find yourself by casting "Deteck rock". * Magically locked chests will no longer appear in anti-magic areas. * Charisma now has more effect on monster joins. * When you close the portal, it will unequip all your items so the alignment change won't improperly boost your stats because of item alignments of stuff you were holding when it is closed. Changes & Fixes in Demise Server 1.02 * The server config window now has an option to set the regen rate for each room. The parameter is in seconds. It is also constant now and not dependent on how many people are on the server. For example, if you set it to 600 (10 min), then room 1 will respawn 10 minutes after you clear it, etc. The minimum is currently 5 minutes (to prevent abuse). * The config dialog now has an option to auto launch the server. If you turn this on, the next time you start the server, it will start immediatly witout waiting for you to close the config dialog. * For sending messages from the server, there is now a text box on the dialog at all times. Clicking the "Send Message" will now send what is in that box instead of popping up a dialog box like it used to (as it was apparently causing lag when it was up). * Messages send from the server (i.e. those typed in by the server op) will now be light cyan in color instead of light green like all other typed messages. - - - " - - - - - - Changes & Fixes in Demise 1.03 (announced on 3 September 2004) - - - ( yeah I know, not even a month since the previous fix eh? ) Demise 1.03 is here. This is just a minor update to fix a few things and make Demise ready for Archi's upcoming expansion... Bug Fixes: * Selecting the automap while in the city will no longer cause an error. ( what error? I've accidentaly accessed the automap (tab) in town as well, no error occured ) * "Sticky pics" fixed. There were some items that when you scroll your inventory would not update their picture correctly. This has been fixed for both the inventory and the bank. * Game and server should correctly connect to and work with the master server again. Note: You will want to install this patch before installing future expansions or mods, including Archi's expansion when it comes out. Like 1.02, this patch just replaces the two appliactions (Demise and the Demise Server), so you will need 1.01 installed prior to using this patch. - - - " - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ BUGS ] ===== . . . . . . . . . . . . . . . . . . . . . . . . [ERR] The articles below are mostly sourced from forum posts; some don't even exist anymore, I got help from Google's caches for some of them. - [1] Spellcaster Slot 1 bug - - - In SP, if your spellcaster is not in the first slot, his spells will affect radically fewer targets than they should. Very often: they affect nothing. You FREQUENTLY get "no monsters in range" when that's total hooey. If your caster is in slot 1, the spells he casts will always hit the expected number of targets. So, if you cast a spell that can hit up to 4 groups of 7, it will hit all 4 groups, and kill up to 7 monsters. If you have your caster in any other slot, there is a problem. If your char in slot 1 kills all the monsters in group 1, your caster will get an 'out of range' message, and won't hit ANY monsters with their spell, even though there are still 3 groups of 7+ monsters attacking you. I also think that if the first group starts with a lot of monsters, and is then reduced to 2 by your first character, your spell will hit, but will only kill up to 2 monsters per group, instead of all 7. Summary: You simply don't hit the monsters you should with the spells you cast. Ah, I thought there was something up with my sorceror. So your forced to put the weakest out front. This is the worst bug in Demise (the No-Repop bug would be the second worst). It's very annoying that this game has been patched 6-7 times and the two nastiest bugs (bugs that have been reported since beta testing prior to the first release) are still with us. Speculation: I think the game code checks how many enemies are available by examining only the FIRST monster group, which is why it screws up. The problem is I don't understand why a caster in slot 1 is not affected by this bug. Theoretically PC actions, regardless of slot location in party, should use the same targeting code. I know certain stuff is affected by who is in slot 1, like brightness view, but I don't see why targeting code is. - [2] The no-repop bug - - - (can't find reliable info on this, but the name and anecdotal evidence suggests that some monsters never respawn - making quests where you need to find that type again undoable) Speculation: This bug is just stupid, I bet it's a typo in the numbers concerning the rate of spawning / respawning. Also, some monsters are far too rare (re: Tengu). - [3] Map bug - - - Can't find reliable info on this, but from forum posts and my own experiences it seems the automap will suddenly occasionally disappear, which kind of sucks since it's very important to know where you've been and to remember the landmarks which help you on your way. However, this time around I'm taking the previous precaution of always exiting the game after resurfacing and finishing my guild/shopping business. Maybe it's the fact that I'm running it under WinXP now instead of Win98SE, but I haven't seen any anomalies... so far. True, I have applied the patches according to the directions, which as far as I remember I didn't do last time. Update on map annotation bug: When you add annotations to the map, it causes identified squares (particularly the Extinguish square marking) to appear randomly in places where they are not supposed to appear, or others (particularly Stud and Anti-Magic squares) to refuse to show up properly, again at random. It doesn't rework the squares so that they ARE Extinguish squares or fail to be Stud/Anti-Magic squares, it's just a real PITA. For me, I have only a few squares annotated in the dungeon, and I have a general idea where the REAL Extinguish squares are, so the rest is just an annoyance. Just be careful where you step until you're certain, though! Update on map annotation bug, part 2: This bug occurs whether you use annotations or not. I don't remember who started saying it was due to using annotations, that's not true. It happened to me and I never annotate my maps. Update on bloating bug: Just keep an eye on the data folder - it appears to be around 83MB total (including the backup folder). Can't seem to find the link to the char fix utility on the forums though. Update: The size total seems to be messed up a bit. Further digging shows that a subfolder, \Demise\System\Demise\Resource, contains 4 .DER files that are 59.1Mb in size and are dated January 2000. I assume these are game resources and NOT part of the actual saves. For those, I think they are in \Demise\System\Demise\Backup\ as well as a similar folder \Demise\System\Demise\Autobackup\ which are only 7.5Mb in size each, and contain files with names that indicate current stuff (like items, map, etc) and have a timestamp corresponding to my playing dates. So, I think those are the only ones you need to worry about. At 7.5Mb in size they're still pretty small, hopefully there aren't any problems. I won't speculate on this bug, other than it may be related to the bloat bug. Making the save/load code complex for protection reasons is all well and good but they really should put robustness ahead. After all I hear hackers have managed to break it anyway, there are trainers floating around out there. Personally I don't use trainers, cheating = god mode = boring & ruins any fun a game has. Demise is arguably even more savage than your typical current RPG, yet I'm enjoying it a lot. It's the challenge which makes it great. No babying or handholding for newbs, it's just "here's your kit and a grenade, good luck." That aside, I fail to see why protection should involve monkeying with saving - I've yet to see a game without some sort of crack, trainer, or cheat out there. Encrypt the damn thing if you must, but please make sure - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Last minute notes: The numbers in the tables are mostly lifted wholesale, lock, stock 'n barrel from the Demise help manual. *shrug* I find them easier to digest as plain text. The Master Race Mix List I created to list down the nonhuman guild possibilities, as well as WHICH guilds are actually available to you DURING character creation -- so you don't look at the manual, plan to start a Gnome Paladin, and then realise you can't actually START as a Paladin since the little Gnomish twats don't start with enough stats ;/ Use the list to plan how many of each stat potions and tomes you will need for your characters, after you have built a brawling party to go down the upper floors hunting for those. During the first 2006 update I copied a whole bunch of info from several excellent Demise fan pages, some of which seem to appear to have been last updated 5 years ago... I am not claiming the info as mine, think of this as an archive of sorts. Better than hunting outdated Google links, no? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - To do: site links and a bunch of other odds and ends. There really isn't that much out there, a lot of it is lost among old forum posts and abandoned websites. There isn't that much activity on the long-time fan sites either, their forums are mostly just vets reminiscing or rank newbies asking basic questions, only to disappear afterwards - not that I blame them totally, it's kind of a tough game, and the rewards are basically those you get by level grinding in other games: get better stuff and kill harder monsters. The thing is, you have to admit, that as far as pure dungeon crawlers go - modern ones with acceptable graphics, not roguelikes languishing in text-land with crude ascii "art" (ugh) or primitive 2D graphics a la "Moraff's World" - Demise stands pretty much on top of the heap. I love stats just like any old-school player but seriously, I've had my fill of moving a character represented by 'O' along "maps" lined by rows of '-'s and '|'s. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== [ CREDITS ] ===== - Decklin's Demise http://www.decklinsdemise.com/forum/index.php Decklin is the latest owner of Demise, and these are the forums where the vets now hang out at. There are a couple of other forums if I'm not mistaken, but iirc they're related to the unofficial expansion (DTR) or something like that. - Sortiri's Server Scene http://www.sortiri.com/Demise/index.html Apparently Sortiri too took to saving stuff from around the web. Fortunately she appears to be one of those veteran players still active so her information should be reliable. - Bunch of notes taken from websites that I no longer know whether are still alive or already dead. If you find anything of yours let me know so I can credit you properly. Give a link to your site if possible, I'm still interested in Demise info. - Oh, and Ti-chan, for saving this thing. If she hadn't I'd still be digging through piles of forum posts from wherever. Good luck wherever you are, Ti. - Lastly here's a Shout Out to all the Pirate Parties out there. Keep up the good work guys! Thanks for reading. - [ Anti-credits ] - Big Media @ Content Cartel for pushing DRM/TCPA. The thugs who produce starforce. Scumware and spyware peddlers. Spammers and malware writers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you want to put this up on your personal webpage, email me. This isn't unreasonable; with so few Demise fans out there, I'd like to know where this may end up. Copyright 2003 Titania Craye (UniSolNCuro), & 2006 Celine Aensland. "Ab Clades, Malevolentia; Ab Victoria, Ultio!" ( In Defeat, Malice; In Victory, Revenge! ) = = = = = = = = = = = = = = = = EOF = = = = = = = = = = = = = = = = = = = =