Wizardry 8 Solution by Gray (gray_@tsr.ru), aka Corvin Original location of this file: http://userweb.tsr.ru/~gray_//WIZ8.TXT A bit about your group before you start. Race STR INT PIE CON DEX SPE SEN Other Man 45 45 45 45 45 45 45 - Modifiers in comparsion to Men: Elf -10 + 5 + 5 -10 + 5 - - 5 Air res. 10, mental res. 20 Dwarf +10 -15 + 5 +15 -10 -10 -10 Fire res. 12, natural absorbtion Gnome -10 + 5 - 5 + 5 + 5 -10 - Earth res. 10, mental res. 10 Hobbit - 5 - 5 -15 - +10 + 5 + 5 Earth res. 9 Faerie -20 +10 -10 -15 + 5 +15 - Natural AC 2, low stamina, low max weight, fast mana regen, air/earth/mental/divine res. 15 Lizardman +15 -20 -20 +25 - 5 + 5 -15 Fire res. 15, water res. 10, earth res. 10, mental/divine res. -10, slow mana regen Dragon +10 -10 -15 +15 + 5 - 5 -15 Water res. 15, air res. 5, mental/ divine res. -5, acid breath Felpurr - 5 - 5 -15 -10 + 5 +15 + 5 Air/earth/mental res. 10, water res. -15 Rawulf - 5 -15 +10 + 5 - 5 - 5 + 5 Water res. 10, earth res. 5, divine res. 15 Mook + 5 + 5 -20 + 5 -10 -10 +10 Water/mental res. 15, divine res. 10 Class STR INT PIE CON DEX SPE SEN Fighter 55 50 50 +Close combat, stamina regen, knock-out master, berserk Lord 55 55 55 50 50 +Dual wield, hp regen Valkyrie 50 55 55 50 50 +Pole weapons, cheats death Ranger 50 50 50 55 55 +Ranged combat, fatal shoot, scouting Samurai 50 55 50 55 55 +Sword, fearless, lightning fast strike Ninja 50 50 50 55 55 50 +Critical hit, fatal throw, hit through armour Monk 50 50 50 55 55 +Hands&feets, inner sight, natural absorbtion Rogue 55 50 50 +Disarm trap, backstab Gadgeteer 45 55 60 55 +Modern weapons, creating gadgets Bard 45 50 55 55 +PR ;), increases party recover rate Priest 60 55 +Divinity, prayer, dispel undead Alchemist 55 60 +Alchemy, creating potions Bishop 55 55 55 55 +Artifacts, remove curse, dispel undead Psionic 55 60 +Psionics, fearless, iron mind Mage 60 55 +Wizardry, +5 all elemental res. Party should consist of: 1) Hitters/buffers - some monsters have 100%+ magical resistances, and just can't be killed by magic. 2) Magic user(s) - not only some monsters are highly protected from physical damage, but also important for defencive/enchanting spells, as well as for killing zounds of little monsters at once. 3) One with skill in lock picking - some doors can noway be bashed down by force, as well as just unlocked by magic. 4) 3 chars with portal spell - one to set portal on t'rang transporter, one for Antone (and later - most important - Ferro, to sell stuff), and one for temporary portals - to return to the place of last fight. Every school of magic has portal spell, and it requires 60 points in magic school, but zero points in air magic. Without portallers you will either have to leave loot on the ground, or carry a lot (hurts defence), or return to city to sell rather often (which is really boring). 5) Cool but not as important to have someone else but pure caster(s) to be able to cast max bless, healing/restoring spells and cure paralysis - as your nuker won't have much free rounds to waste them to support hitters, so they'd better to be able to care about themselves. Though, if you have a Bard in group, you can care less about it since bard works as supporting class pretty well. Let's see at possible pretenders to memebrs of these groups. 1) Hitters. - Fighter. Best ever hitter, deals like 2x more damage than any other class except Rogue, can wear all the best armours; though, no spellcasting at all. If you plan to just run through the game with minimal effort, this is a class for you. It has not much stats/skills to raise, and ones he needs can be raised quite fast. Of course, combo classes which possess both Critical strike skill and fighter powers (read: berserk attack) become more powerful on higher levels (30+) - but you don't actually need this power. Firstly, game doesn't offer enough challenge to use it fully; also, combo classes need more exp to level than fighter, and even all their bonuses together don't help them to level up faster than pure fighter does. - Rogue. Can do great damage backstabbing, yet can't be as good buffer as Fighter - since he can't use best armours and best shields, and also has Stealth skill which makes enemies redirect their attacks to chars without this skill. His hitting power is close (if not the same) to fighter's one, but lack of armours (especially - anti-magic gear) makes him more vulnerable to spells, and thus less effective overall. Picks locks, though - indeed. Take this char in case you need fighting lock picker, and don't want to include Bard in group: except lock picking, Rogue has no visible advantages over Fighter. - Samurai. Doesn't have Fighter/Rogue's damage multiplier, but compensates it easily with lightning fast attack and critical strike. If you find the unique weapon of his class - Muramasa Blade - he can almost catch up both fighter and rogue just due to a lot of instant kills. Can learn portal, but no bless/no heal. Just a "must-be" char in group with no mage/no bishop due to his unique enchanting spells; also decent choose if you plan to run a group of many fighters, since you always need portallers. Don't take more than one samurai, though - without Muramasa Blade he is pretty weak, and there is just one Muramasa in the game. - Ninja. Can learn portal and heal, not very fast nor hardhitting, but can also pick locks. Sucks as hitter (compared to previous three); though, bears greatest potential among all classes: non-faerie Ninja switched to Fighter at lev20-22 (as soon as he raises critical and stealth high enough, and learns portal) is doubtlessly most powerful character ever. Stealth gives an insane AC boost - together with best possible armours (wearable almost by fighters only) they make character almost invincible to physical attacks; and berserk attack combined with instant kills just speaks for itself. Faerie-ninja is pretty decent choose too - just because of Cane of Corpus, just AWESOME weapon for this race/class combo which is owned Barlone the Head of Razuka. Though, this combo is nearly useless at begin. Too bad that this class it 'late flower' - you would be able to finish the game for sure before it gains more power than Fighter. Also it isn't very good for exping to high levels: it would always lack levels compared to Fighter, and as levels of spawned monsters depend on levels of your partymembers, ninjas are doomed to fight less powerful monsters - and thus gain less exp/time. - Bard. Not that powerful hitter, but levels up fast, and can be turned into Fighter at lev25 without any penalties (i.e. without losing ability to play even best instruments with best results). Can get up bless, haste, heal all - yet no portal. Can pick locks as well. One of the best support chars; like someone said 'you don't leave the house without a bard!' - and this especially applies to groups w/o bishop. - All the others just can't be compared to these 5 (yeps I've tried them all). Monk can't be turned into fighter since it loses ability to wield Zatoichi Bo (and other staves can noway be compared to this one, as well as unarmed combat), Lord and Valkyrie are total weaklings until they get Superman spell - and even then they can't outrun F/Ro/S/N; also Valkyrie is doomed to use 2-handed polearms, which isn't good for defence. Ranger and Gadgeteer are more or less ok at ranged attacking - but can noway even come close to F/Ro/S/N when it goes for close combat. 2) Casters. - Mage, Priest and Alchemist are pretty powerful nukers, capable to inflict decent magic damage, as well as put up protective/enchanting spells. - This goes to Psionic too, with lesser extent. Though, in group with Bard value of Psionic is close to zero, since bard's instruments mirror most of the best spells from psionic spellbook. - Bishop. The best ever support char, especially in 'brute force' group without bard ot gadgeteer. Caster who can learn the best spells from all magic spellbooks, leaving useless ones; also has bonus to artifacts skill. Though, as he doesn't have any spellbook bonus, don't expect him to do much combat damage (if any). Side note: Bard and Gadgeteer can use special devices unusable by everyone else, which produce effects close to spells, but at the cost of stamina instead of mana. It is great drawback - stamina tends to be used up much faster than mana, so in long fights these guys will have to waste round to drink stamina potions. Also, gadgets and instruments are extra weight, compared to magic nectar potions. Some advices concerning recently used and proven party types: 1) "Brute force party" A party of 5 Fighters, Bard, Bishop and either Samurai or Ninja (as combo of fighter and portaller). Fighters because they rock any other class; Bard does decent damage too (especially with Bloodlust - with it's berserk attack he almost catches fighters), plays many important instruments and picks locks, and Bishop gets up protective/enchanting spells and takes care of large group of monsters with low magic resistances. Choose starting chars depending on RPCs you want to include; general choose is 4 fighters, Bishop and Samurai/Ninja - with aim to hire Saxx as Bard and Vi as 5th Fighter. 2) "Magic-heavy party" A group of Alchemists and Psionics (Earthquake and Mind Flay rule), Bishop for support and mage spells (most rocking at begin), Bard which works as half-caster/half-buffer/lock picker, and Fighter for magic immune monsters. Same choose of RPCs usually works. This party doesn't shorten distance to monsters, but rather kills from long distance (you initiate combat yourself). At last, few advices concerning exping/fighting: 1) There is just one and only strategy of effective and safe fighting in Wizardry 8 (as well as in many other RPGs): never let monsters crowd you. Either lure them before fight in come corner, or run into it during fight if you were caught in the open. Consequence: keep your healer/nuker(s) in the center/rear of group, and keep him/them away from monsters during fight (i.e. (s)he/they should stay in the corner, and 2-3 hitters should place themselves between him and monsters. 2) When gaining level as bishop, never raise elemental/mental/divine magic skills. You can perfectly raise them just by fighting! Just cast a lot, but never cast spells of green (easy) power - remember: your magic skills = f(mana spent, spell difficulty), so the more you cast and the more you risk, the faster you learn. Also, use spells castable during non-combat time to raise these skills: light, stamina, missile shield/cure poison, armorplate/chameleon/ knock-knock, detect secrets/x-ray/identify, enchanted blade/heal wounds/magic screen. 3) Best use for your money is to buy healing/stamina/pickmeup/magic nectar/ restoration potions, and then spellbooks. All these powders and charged items are irrelevant - just make your caster(s) powerful, and his/their spells replace these trinkets easily. 4) Buy magic nectar potions and mana stones wherever it's possible; do not sleep to regen mana while you have more than 5 of these potions - just drink and be happy! Unless you want more monsters respawn, and more fights, of course. 5) When gaining levels, raise Str/Dex/Sen (later Con/Spd) of hitters (needed for weaponskills); Str/Con (and later Dex/Pie) for gadgeteer/bard (for more stamina), and Int/Pie of casters (later Dex/Con). There is almost no point to raise Spd over 55, just make sure someone in your group can get up maxed Haste at the first round of every fight - as it adds 70 to Spd of every char in your party, and thus considered enchanting spell #1! 6) If you've got Lord in group, raise Divinity as fast as possible, cast enough heal/stamina to raise Divine magic fast, and change his profession to Fighter as soon as he learns portal (60 Divinity) and becomes able to cast max bless (50 Divine magic) and lev5 Superman (around 50 Water magic). As soon as you do it, [s]he loses ability to learn new spells, but gains berserk attack. You won't regret that change, and will notice the difference quite fast! ;) 7) If you want to be rich, well-equipped and happy, keep detect secret spell permanently up! 8) You can accept RPCs (friendly wandering chars which agree to join you) in your group - max 2 of them. Though, be careful choosing friends =) Most of them tend to fear the last location of the game - Ascension Peak - where you need all the possible help at most. Just Vi Domina, RFS-81 and Saxx enter it freely. Also, different RPCs refuse to enter different areas on free will. For example, none of them enter Rapax Away Camp, just RFS agrees to enter Bayjin, RFS and Tantris only don't fear Rapax Castle, and so on. You can drag them inside against their will - just run long enough until they fall unconscious. But be ready: in 'hostile environment' they get stat/skill malus of 20, and also will just SPAM you with requests/orders to leave it immediately! Also, you can change classes of most RPCs to more powerful ones - but not the class of RFS. 9) This is the best way I have found to train stealth. Limit your characters to level 3 in the monastery, but have enough experience to go to level 5. Before you get to the Seeker room in the Upper Monastery (the one between the Phoonzang statue and where you meet Althesidas (sp?)), class change all characters that do not have stealth to Rogues. Enter the Seeker room and kill off all but three of the Seekers. Then move as far as you can from the Seekers (less chance to hit you, but still raises stealth skill), and put everyone on defend and put the battle in continuous mode. Make sure you have plenty of heal potions. For about an hour realtime, monitor the characters to make sure their hit points do not drop too low (I check on their progress about every 5 minutes are first, 10 minutes later), heal them when necessary. After that hour their stealth will be enough to avoid most attacks from the Seekers now. Then let it run overnight. In the morning the battle should have through gone through at least 4K+ rounds and all characters stealth should be 95+ (I always keep the battle going until everyone hits 100). You can also equip everyone with shields and raise that skill at the same time to 80-90+. After you are satisfied with their stealth level, finish off the Seekers and class change back to their original professions. If I remember correctly, everyone will now have AC of at least 11 even with crappy armor. I. Monastery. 1) Touch skull in statue's hand - opens niche with key for safe. 2) Get key from chest - it's for door to bell room. Ring the bells - this will break all protective glass walls. Now let's see what is hidden behind them... II. Arnika. 1) Give Braffit permit from monastery, then visit temple cellar and find round key from it: it is for tomb in monastery, which contains very powerful sword. Water from the inner temple fountain cures negative effects of many spells/abilities, including disease. 2) Find Antone the smith: first, his prices are pretty nice (see appendix A); second, he can make unique items from your trophies. 3) Resque Vi Domina from the house behind spaceship remains, let her join the party and escort her to Braffit and HeLi: brings a bit of exp. Then ditch her and visit Braffit again: you get 1000 gold. 4) Find three bank cards (which belong to Anna, Antone and HeLi) and go to bank. Kill Lorrac and guards if you want (they aren't considered Arnika citizens), or just show (give) her one of the cards, then go to the bank depository - another powerful sword and tons of other stuff are stored here. 5) There is a secret in the statue basement near central fountain. Water of this fountain restores health. 6) Kill savant guards near the Tower - you get potion of oil, keep it. 7) Starport... Very important place, but we lack two items at this moment... Still, talk to Callisto and try to insert broken black box into reader. III. Arnika-Trinton road. 1) Meet Rattus-Rattus and talk to him: he's a first person on the way to Barlone. 2) Graveyard... As usual, not everyone who is buried rests in peace... Banish powder sure can help here. Find six runes on gravestones and push them (in any order), then insert a dagger into the hole in the south-eastern wall corner (warning: you won't be able to take it back). Circle of mushrooms appears outside the walls of cemetery after that, step into it - it's teleport underground. Nothing much in there, just some exp and feeling of 'retro' Wizardry, old fashioned squares :) IV. Trynton. 1) Talk to chief Gari and get the quest. One of classic Wizardy puzzles begins... 2) Find two fountains - first of them replenishes mana, second proposes you a riddle, answer is 'memory'. 3) Find two vines in Trinton temple and combine them: you will need rope to fix bridge later. 4) Buy misteryous liquid and incense from Fuzzfass, and find two flowers - you will need it later. 5) Kill Bobo and get metal sphere - it's device missing from starport in Arnika. 6) Find blue marble sphere - it's key for door leading to seventh branch. Enter it, use incense on burning coals, go to the left, eat flowers and drink liquid - you will see shaman Das. Listen to him and get one of main plotline quests. 7) Fix the bridge and go to ratmen tree. There are two ratmen breeds: ratmen themselves and Razuka (ratmen thieves). Don't worry about killing ratmen, but don't hurt Milano, at least now ;) Say him 'Dark Savant' - then he lets you enter. 8) Talk to Barlone and get his quest. Pretty dumb quest, but still hard to solve - collect 96960 gold... Don't forget to pick up key in one of rooms of Barlone's house. 9) Open with it door to ratmen breeders and kill them all. Return to Trinton to get exp (5k from Madras and 5k from chief Gari). V. Swamp. 1) You meet Dark Savant here for the first time! Seems Barlone have completed his part of deal: now he has Astral Dominae, but poor Savant got fake! Still, pick up fake artifact - you will need it to fool mook. Now, if you have Faerie- Ninja in group, and you are level 15+, return to Trinton and kill Barlone - you receive his weapon (BEST weapon in the game) plus Astral Dominae. 2) Find Crock and buy Rapax perfume. Also you can ask him about Marten and about Astral Dominae. 3) If you use an empty bottle on big pool of oil, you get Cherry Bomb! Much better use for empty bottles than to give them to gadgeteer and let him make Noisemakers. VI. Marten's Bluff. 1) You can't enter via main gate, so find an old catapult and try shoot from it: it breaks; use it's remains to get into fortress. 2) Pick up wires and t'rang arm. 3) Take a lift down, talk to Z'ant and get first t'rang quest. 4) To get inside t'rang dungeons, use t'rang arm to lock. 5) Find the talking picture and answer it: 'marten' - you get inside Marten's hideout. Remember phrase from his diary. 6) When you find a group of t'rang blocking way, run past them, blind them, paralyse, do anything to pass them - but don't kill (or all t'rang become hostile to you). You get to one of nicest places of planet Dominus: t'rang transporter. Fix it using wires. You can get to four points from here, so it's probably the best place to set your first portal point. 7) One of stairways leads inside one of houses above; go there, find a lever and turn it: it opens door to the house where Marten's idol is stored. 8) Go down again, using another stairway: it leads inside t'rang base. You find many valuable things here. 9) Go/port back outside. Enter previously closed door and take the idol. Ops, it's just another trap - you get paralysed, and when you regain consciousness, one of your party is missing... Some blue flowers dropped around... where have you been seen such flowers? Right, near Crock's house! (flowers itself can't be used for anything, just sell them) 10) Time to return to swamp. Sure Crock can help us, but he needs 'small favor' from us too - go and kill Brekek the poisonous frog. Give some remove poison bottles to everyone and go. 11) Now, with idol and Marten's motto, go back to Trinton. Place idol before last locked door in Trinton, it opens and reveals shaman Das - hello there! Tell him phrase and receive Marten's key (now you can freely kill him - trynnie won't go hostile to you, and shaman sometimes loads Diamond Eyes). Go to ratmen tree and unlock last locked door here. Aha, room is empty and you aren't first here - but it doesn't mean that Marten's treasure is stolen. It's just hidden: find a hatch on the floor and jump down to chest with Marten's helm. Without this helm Destinae Dominus will make all party go insane, and w/o this artifact you can't win the game... 12) And by the way, while you are in Trynton, give blue feather which you should have found inside some tree in swamp to Fuzzfas - he will create Earthquake bomb from it in 24 hours. VII. Road to Mt Gigas and Northern Wilderness. Same trick - six runes and hole, but here you need a staff to insert into it. Runes located on tree trunks, you can push them in any order as well. Trees located rather far one from another (one of them on the small island in the center of a lake), but with enough patience you find them. VIII. Mount Gigas (Umpani Camp) 1) It's *completely* irrelevant what do you tell Panrack before entering! 2) Go to Sgt Balbrak and receive your first access card and first quest. There is no simpler quest in the game - unless you are playing on Irom Man, then it can be very dangerous. Get access card #2 and return back to Balbrak. Next quest - bring him smth t'rangish. Give him t'rang arm - what can fit his request more than this? You receive access card #3. 3) Enter the mountain and find Sgt Rubble. To enter training area you need to fix the door control panel - just connect wires to proper contacts. Receive a rocket launcher and destroy dummies (though, it's better to destroy them with bows/crossbows, and just sell rockets ;) ). 4) Go to Rubble again and receive next quest - kill five monsters and collect five flags. Proceed back to Balbrak afterwards. 5) Next quest - deliver a letter to mook. Take it and don't forget about umpani flag which Z'ant was asking about. You don't even need to steal it - greedy umpani simply sell their flags to everyone! IX. Marten's Bluff again. 1) On the way there, bring a letter to mook. They will let you see the Chaos Moliri. Now you can steal it by exchanging to fake Astral Dominae. Though, as soon as you do it, omnipresent ratmen will blackmail you, treating to reveal your deeds to Mook, tell both Umpani and T'rang about your double-dealing and robbing you for money. Rejecting their request hurts very and very much, and accepting it costs quite some (of course, your first payment will noway be the last one, as it always happens when dealing with robbers ;) ). Though, if you have enough money, steal the artifact - exp is much more important than money on this stage of the game. 2) Bring flag to Z'ant and receive next quest: kill rapax assassin Raven. Pour rapax perfume on dummy and just wait! When he enters trap, just turn press on. On high level (16+) you can receive even Bushido blade after his death (on low level too, actually - just requires much more save/reloads). Bring his head to Zant. 3) Next quest is same as umpani's: deliver letter to mook and steal Chaos Moliri. As you have it already, show it to Z'ant and get your exp. 4) Next quest isn't that easy: bring Z'ant coords of the Black Ship... X. Desolate Mines. 1) Pour potion of oil on broken savant guard - you get 25k exp and some semi-useful info. 2) Passage is trapped! Did rolling boulder made you piss your pants? ;) Well, you can still pass here: find a button camouflayed as a rock in the grass - it opens passage to a little t'rang outpost. One of the buttons on the wall here opens a niche with tunnels scheme - write it down. 3) When you find mines entrance with a set of switches, set it according to your scheme and ride truck down to another entrance to main t'rang base. XI. South East wilderness. Nothing much, just a small advice: there are two roads up the mountains starting from gazebo, one of them leading to ancient temple - don't enter it now unless you are level 14-15 or so, full set of defencive spells and a lot of healing potions/resurrect powders. Well, you can save game and go watch *real opponents* at any level of course ;) Later return here AS SOON as you feel yourself strong enough to destroy undead hordes - tomb of this temple contains remains of (probably) great paladin, his armour and one of the best swords in the game - Fang. There is another exit from this location - to wilderness clearing. Nothing interesting here now... keyword - "now" =) XII. Rapax Rift. Need I tell you that creatures living almost inside volcano are highly protected from fire, and that you need strong protection from elemental magic yourselves? And another advice: don't jump into lava, it's delayed but still certain death (or maybe I just didn't figured out how to jump back). 1) Talk to prisoners, especially to Rafe (one in the lower part of Rift). 2) Find Sanctum key and FlameQuencher wand inside one of rooms in lower part. 3) You can't open strong wooden gate now, but there is roundabout way. Too bad it's filled with lava, but it's possible to finish collapsing of that tunnel - just touch a prop in the left part of it (opposite crack). Quickly get away and watch big rocks falling and making it possible to cross lava crack. 4) Proceed to the tunnel with two teleports. Start with one straight ahead - it leads to rapax temple. Entrance to it is another trap - disarm it from small console right from entrance. Get the Stone. 5) Return back to entrance - there is another way leading down. There, inside some kind of firey safe, stored Staff of Ash and Rift Key. Be ready: as soon as you try to insert key-shaped wand into keyhole, Fire Guardian shows up! After defeating him return to Rafe, give him staff and receive your exp. Listen to him. Now you know what is the Stone for... Key opens large wooden gate, of course (which isn't that important for you now). 6) Return to teleports and enter one to the right - it ports you to the small square with another great gates. Insert Stone into the center of metal wheel on gates - it opens and... And it's guardian comes to life! Pretty tough opponent, it's better to have elementals buffer your party. When fight is over, go down - just to see an evil goddess Al-Sedexus. Too bad, we can't kill her now :( Or it's for the better? You will see... Leave and follow way to the Castle. XIII. Rapax Castle. 1) Castle is literally *filled* with hostile rapax patrols. Not that they can hurt level 18-20 party alot, but every fight turns out extremely slow unless you use some mass-killing/max-freezing spells. There are very few friendly rapaxes inside, and one of them - Ferro the King's Smith. Of course, other rapaxes attack him as well as you - so *save his life even at the price of lives of your party members*. Because a) Ferro is THE BEST trader in Wiz8, and b) he can make awesome artifacts (see appendix below). 2) After you clear castle off the hostile rapaxes, go to their kitchen first. Kinda disgusting, but it pays off: pick up a can of pickled trynnie and give it to Ferro! He gives you key as reward, open with it his armoury and enjoy its contents. 3) Visit castle dungeon. Not much there, but you find dead drunk rapax constable. Guess right way to deal with drunk - right, rob him as much as you can. Your main trophy must be his key. You can kill him as well - looks like it has no consequences due to some bug, but still robbing is safer. 4) Return back to the main level and go to throne room. Talk to neutral guardian at the left passage - he lets you in. Talk to Al-Adryian and receive one and only rapax quest. Pick up the sign and go to the right passage. There you need: (kill 2 elementals, answer a question) x 3. First answer is "skin" (or "flesh"), second - "mind" ("knowledge"), third - "heart" ("love"). Collect helm, robe and dagger by the way and wear it on some *man* in your party. Return back to Al-Adryian and go to Altar. Pour dark liquid to it and you will see demonic goddess again! After you answer her three questions (answers see above), she asks you who do you want to sacrifice to her. Point to your party member who wears metioned above set. Don't take it literally - she doesn't wanna kill him, she just wants to... uhm... well, you understood me ;) After "ritual" is done, you receive 100k exp and gate behind altar opens. Now all rapaxes are friendly to you. But nothing comes without a price... When you try to leave castle, "sacrificed" one will go sick and start dying, because of being enslaved by Al-Sedexus. Sooner or later you will be forced to kill her - and the sooner the better! Do it right now. She's tougher than her guardian, spawns rapax templar - but who cares. Main thing is that rapaxes WILL NOT become hostile again after you kill their goddess! Fun but true... 5) Go to upper castle level and search it out. You will find: constable safe containing his deposit clips; Rapax Prince who apprehensively runs away; rapax zoo (if you turn down lever, you release all animals - kill them for exp and Zoo Key, you get extra useful items from storage); a key behind latticed floor (step onto big red button nearby - grid will rise up); and Prince's playground, containing some interesting toys... Wind up woman statue and touch it: it starts to turn and moves prince's bed away from... aha, secret passage! It leads to King's meeting room. 6) Get a key from table and open the door out. Now we are inside King's appartments. You should have enough keys to open all the doors here. Soon you find strange tube connected to some type of safe. Place here constable's deposit clips one by one - and you automagically receive some nice items. On the queen's part pick up another receipt, get Queen's key and unlock last doors here. Chest inside Queen's bedroom contains a lot of interesting things, including stick which activates teleport to Arnika. That's all. Now it's time to solve first quest given you by Bela. Go back to King's part and find a small keyhole in the wall opposite to treasury. Unlock secret passage using King's key - and voila! there is arch-secret teleport inside The Savant Tower! XIV. Savant Tower. Nothing much actually - just disarm a little bomb which destroys the planet otherwise =) Disarming is very complicated process: you need to find the right combination of four buttons ;) But leaving the tower can be harder than you might suppose... Second part of three is completed, now leave tower (to Arnika, of course). XV. Mount Gigas again and Bayjin shelves. 1) Next umpani quest - resque a party from Bayjin shelves. Go to Rubble, receive scuba gear and go dive. Very wierd that even non-alchemists can cast while underwater, but at least one thing is close to reality - fire spells don't work at all. 2) Find a set of soldier signs - all that is left of umpani scout party... Aha, and here is THE MONSTER which have eaten them. There are three exits from the large bay - use big blue hydrophytes (creatures?) to jump up. One of these ways leads to Sea Caves, another to Bayjin. XVI. Sea Caves. Another classic Wizardry puzzle - collect a lot of items and place them into proper places. 1) Items to find: sledgehammer (crushing skill and 50 Str required) and wooden plank - on the coast; hook and line - in some cavern left from entrance; key and spiked boots - on skeletons. 2) Hitch up a hook on beam in the roof of some passage and climb up. Kill guardian, let anyone in the party wear boots and go to the left to slimy passage. Place the plank over crack and open Marten's crypt with a key from skeleton. Answers to Marten's ghost: Marten; Destinae Dominus. Let one with helm weared keep the artifact, otherwise all the party goes mad! On the way back unlock gates with Marten's key and crush down brick wall using hammer. XVII. Bayjin. 1) Keep Magic Screen constantly up! Cast defencive spells at begin of every fight if there are at least 5 rinjins against you! 2) Pick up black box from another broken spaceship. Later insert it into reader in Arnika, get 3D-coords of the Black Ship and enter it into spaceport computer: here are soo needed orbital coords! 3) Listen to Jan-Ette's last words and pick up Helazoid's Banner. Later give it to Braffit. 4) Just before leaving Bayjin let sgt Glumph join the party and return to Mt Gigas. Just approach general with Glumph in party - and the fun begins! ;) Receive your last quest from umpani - destroy t'rang spaceship (and all t'rang by the way - of course). Then port to Marten's Bluff, visit Z'ant, tell him Savant Ship coords, receive your exp and get the last t'rang quest. Guess what you need to do? I'm surprised, you are right - destroy all umpani and their spaceship! :) XVIII. THE FORK. So, you have disarmed Savant's bomb and collected all three artifacts. Now you need to take some side of war for extra exp. Of course, you can skip this part and stay friendly to all three of them (Umpani, T'rang, Rapax), but you just lose some exp and possibly gold then... Make your choose. 1) Taking umpani side. Complete last quest - go to t'rang base. At first go to well-locked door, get in and turn big switch right. Then find the control center (near Z'ant). Type into input field: "increase", it will increase transporter power, soon it burns out - and t'rang will be overwhelmed with their own offspring, which will destroy t'rang space ship. Visit Yamir and you receive 500k exp. There is also another room on t'rang base which was closed for you while you were allied with t'rang - nothing much there, just a "super weapon" with damage 11-20... heh. Code for door is "740". 2) Taking t'rang side. Complete their quest - go to umpani camp, tell the watchword to Sgt Kunar (of course, he is betrayer), tell him that Z'ant has sent you, pay him some 3k gold, take fake access card and go to upper mount level. Unhook latch cord on the landing strip and say 'transfer to base' into control center microphone. Umpani spaceship just crashes on the landing strip! You receive 20k exp from Kunar, 100k for destroying ship, and at last 600k exp and 100k gold from Z'ant! 3) Reconcilling Umpani and T'rang empires! Some harder, but so damn pathetic! Return back to wilderness - oops, now it's occupied by rapax army lead by their King himself! Listen to him, take his key and go solve his quest - interrogate prisoners, Drazic and Rodan Lewarx. They will tell you impossible thing - after sitting in rapax prison for a long time they (uhm, at last!) understood that t'rang and umpani should make alliance to be able to win vs Dark Savant allied with rapax. Let them both join your party (100k exp for each; rapax army instantly goes hostile), and either port away, or kill all rapax first. If you decide to kill, don't forget to exterminate the King, get his key and release Queen (she and Ferro are probably last rapaxes who haven't gone mad after Dark Savant tempted them) from little cave nearby. Visit Z'ant and Yamir (in any order), bring them peace, receive 400k exp from each, get to upper mt. Gigas level, place Z'ant's box into rocket launcher, destroy Savant Ship (400k more). Btw, after that you STILL can crash umpani spaceship and receive 100k more exp - if you don't care about alliance with umpani ;) It's really up to you - what to choose. Though, first way is totally useless unless you need that shock rod from t'rang base; second is ok if you need gold (which shouldn't be true at THAT levels); third brings most exp, but makes you hostile to Rapax (which means excess fights in Rapax castle again). Choose last way at least once - it's fun to launch rocket and destroy Dedaelis :) Though, usually I choose second way - taking into account that way to Ascension peak leads through Rapax castle, T'rang teleporter is still nice thing, while Umpani are totally useless. XIX. Mountains Wilderness. 1) First go to the left, talk to Bela, get another of main quests and learn a bit more about Dark Savant. You can visit Ascension Peak right now, but if you have 2 artifacts already, you can't travel too far there, as the passage is blocked by cave-in. 2) Yawn-yawn, just another six runes and circle of mushrooms, but now you need longsword to insert into the hole. This entrance to Dungeons is the easiest - all runes located on stones around central place where you have to insert the sword; though, there you need to activate runes in certain order (can be easily guessed by trial method). This part of Dungeons contains thoughest monsters - but reward is pretty cool as well, Amulet of Nebdar which boosts all regens. 3) Talk to Anselm - a bit of semi-useful info. XX. Ascension Peak, Cosmic Circle and The End. 1) Return to rapax castle and make your way to portal to the Ascension Peak. Find it's central place with three statues. Three ways start from here. 2) Way to the east leads to Destinae Dominus pedestal. On the way you meet small shaman Das-like trinnie who asks you to donate... 133k gold! Guess what you should do to him :\ But oops, his threats wasn't really ungrounded - say hello to his little pet! After you get to Destinae Dominus temple, Athleides appears and asks you two questions. Destinae Dominus contains "knowledge", and this knowledge was given to "men", "me", "myself" - everything is correct :) 3) On way to the west you meet many djinni who like to cast Death Cloud alot - so either you PREcast Purify Air during every round after you get protection spells up, or be ready for many dead friends... When Athleides asks you about what contains Chaos Molari - answer is, indeed, "chaos", and it's bearer is, of course, "Dark Savant". 4) On the central way small group awaits your party - hardly more than thirty rapaxes lead by the Rapax Prince and... weeee, daughter of your party member and Al-Sedexus! Girl is as beautiful as mother ;) so let her follow mother's way. Then road forks. To the left is way to Astral Dominae pedestal (this artifact contains "life", which is given by "God", "Phoonzang", "Jesus", "Jehovah", "Buddha" - seems every god name fits ;) but what the hell these gods are doing in PC game fantasy world?), to the right - way to Ascension Peak itself. Go there after placing all artifacts on proper pedestals. As soon as you approach it, some kind of movie begins - I won't tell about it, watch it yourself. 5) But it's still not the end! Follow Dark Savant to the portal into Cosmic Circle, watch more movies and run to the fabled Cosmic Forge. Approach book, watch yet another movie (it will be different depending on if you have Vi Domina in your party or no), and make your last choose: a) Take Bela & Vi Domina part. Kill Dark Savant and build a world of Good. b) Take Savant's part. Kill Bela and Vi and build a world of total Evil together with Dark Savant. c) Don't take anyone's part, still kill Dark Savant, rewrite The Book and build your own world, not dividing the power with anyone! THE END. Now short summary for ones who made it once, and want to repeat with max efficiency: 1) Arnika, get Bloodlust, give it to your bard (fighters don't get advantage from it's berserk attack anyway, since they have free berserk opinion themselves). 2) If you have ninja, and (s)he is faerie: receive Instant Death spell and/or buy some Skeleton Powders from Braffit; Rattkin Tree, kill Milano without talking to him - this way you kill him separately from Don; then kill Barlone with Instant Death or powders (your level matters, weapons/armours/etc don't); get Cane of Corpus. 3) South East Wilderness, do Haunted Temple, get Fang and Giant Swords. If you don't want to fight tons of elementals - kill cultists with Instant Death and powders before they summon elementals, then raise your own ones and go ahead. If you didn't waste Fuzzfass' Earthquake bomb still, and have someone capable to cast iceballs - it's even easier. 4) Marten's Bluff, trap Raven rapax, get Bushido blade by save/reload. 5) Rapax Castle, gather spellbooks, become Templar, buy uberarmours (and Mauler for non-faerie ninja), set portal to Ferro. 6) Rapax Castle upper level - if you have samurai, get Muramasa blade from queen's chest; otherwise make sure you get Gem of Power from king's chest. Of course it's possible to get both, but it takes too much reloads. 7) Mountain Wilderness, go to Dungeons, kill Nebdar and wear it's amulet on your main caster (or on faerie-ninja if no pure casters in group). 8) Rule the world! It will be easy with THAT powerful eq. And by the way visit other areas too, now. Especially shallows, which bring piece of coral for Ivory Blade, and Excaliber/Light Sword(s)/Light Shield(s) if you got enough patience. Appendix A: traders and their profit (the less, the better for you). Burz 16% All Antone 5% Weapons, armours HeLi 6% Potions, misc, instruments Braffit 11% Potions, magic Anna 16% Missiles, armours, instruments, gadgets Fuzzfass 16% All but weapons Crock 24% All Sadok 10% All but instruments Sgt Bildublu 5% Potions Sgt Kunar 14% Weapons, armours, potions Bela 15% Potions, misc, instruments Ferro 0 All but instruments Note: if you sell unidentified item, you get 1/4 or normal price, but trader identifies it and places in it's stock - good way to 'cast identify' on cheap items with no identifier in group. Note #2: discharged items cost as much as the same items with any amount of charges, so use item's charges as much as you want to, before selling it. There is no more 'recharge item' spell in Wiz8, but you can recharge item by selling and buying back. Works especially well with Ferro, since you don't pay anything for it! Appendix B: items which can be done by Antone (first 5) and Ferro (last 3) from your trophies; sources of these trophies. Ebon staff - wood spirit staff (remains after corresponding monster's death) - ebon gem (from Marten's hideout inside Marten's Bluff) - mummy dust (remains after corresponding monster's death) 2H staff. Racial mod: any. Class mod: casters. Stats: damage 7-18, to hit +2, initiative +3, special attack: blind 10%, Str +5, close combat +10, resistance: 15% divine magic. Beastslayer - piercer moday claw (remains after corresponding monster's death) - cleaver (can be picked up in monastery and Rapax castle kitchen) - greater pikus egg (remains after corresponding monster's death) 1H axe. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, ranger, samurai. Stats: damage 3-17, to hit +1, initiative -2, double damage: beasts. Zynaryx plate - venom crab shell (remains after corresponding monster's death) - tomb skull (from trinnie graveyard) - spider silk (remains after giant spiders' death) Body armour. Racial mod: faerie. Class mod: any except ninja and monk :( Stats: AC 6, very light. Steelhide breastplate - steelhide croc hide (remains after corresponding monster's death) - venom sac (remains after poison spitter death) - iron weed thorns (remains after corresponding monster's death) Body armour. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, gadgeteer, bard, ranger, samurai. Stats: AC 10, heavy, resistance: 10% water. Featherweight armour - wasp wings (remains after tanto wasp death) - plumed serpent feather (remains after corresponding monster's death) - djinn eye (remains after djinn inside Mt Gigas Covert Ops death) Body armour. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, ranger, samurai. Stats: AC 10, weight 5. Ivory blade - hogar tusk (remains after corresponding monster's death) - piece of coral (from Bayjun shelves, too bad there is just single coral :( ) - ring of protection (pretty common thing) 1H sword. Racial mod: all. Class mod: fighter, lord, valkyrie, ranger, samurai. Stats: damage 7-31, to hit +4, initiative +5, special attack: k.o. 1%, AC +1. Mirror armour - silver nugget (from mines) - obsidian (from Rapax Rift) - locket of reflection (loads on some mobs; for sure can be taken from chest in upper monastery) Body armour. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie. Stats: AC 14, resistance: 20% fire, 20% earth, any combat damage returned to hitter (wearer still takes damage though). Vampire chain - chain (from Rapax Rift, Rafe cell) - vampire bat wing (remains after corresponding monster's death) - heart of the witch (remains after Witch Queen's death) 1H flail. Racial mod: all. Class mod: fighter, lord, valkyrie, ninja, monk, priest, bishop. Stats: damage 9-21, to hit +3, initiative +3, special attack: drain stamina 100%, skill bonus: mace and flail +10. Appendix C: other nice items. Bloodlust Location: Arnika bank, Antone's vault. 1H sword. Racial mod: all except faerie. Class mod: all hitters except ninja and monk. Stats: damage 5-13, initiative +6, attack mod: berserk, sword skill +5, cursed. Note: berserk attack means damage x2, and initiative +6 means *ultra fast*, so it's better than even Fang. Demonsbane Location: Lower Monastery, tomb. 1H sword. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, ranger, samurai. Stats: damage 5-16, to hit +1, initiative +1, double damage vs: demon. Serpent's Tooth Location: not specified; loads on plumed serpents. 1H dagger; wieldable in both hands. Racial mod: lizardman, dragon. Class mod: any. Stats: damage 3-13, to hit +2, initiative +3, special attacks: poison 20%, skill bonus: dagger +10. Thieves Dagger Location: Arnika, Antone sells it; also Rattkin tree, Barlone owns/sells it. 1H dagger; wieldable in both hands. Racial mod: any. Class mod: thief. Stats: damage 5-14, to hit +2, initiative +3, special attacks: poison 20%, kill 5%, skill bonus: locks and traps +10. Canezou Dagger Location: Rapax Castle, initiate quest. 1H dagger; wieldable in both hands. Racial mod: any. Class mod: any. Stats: damage 3-14, to hit +2, initiative -1, special attacks: hex 5%, kill 1%, stat bonus: Dex +5, skill bonus: close combat +10. Rod of Sprites Location: not specified; loads on random sprite mobs. 1H wand; wieldable in both hands. Racial mod: faerie. Class mod: any. Stats: damage 6-18, to hit +2, initiative +5, special attack: hex 50%. Bushido blade Location: can be left after Raven Rapax's death; also Ferro's armoury. 1H sword. Racial mod: all. Class mod: samurai, ninja. Stats: damage 4-22, to hit +2, initiative +3, special attack: kill 5%. Diamond eyes Location: Mountain Wilderness, tomb. 1H mace; wieldable in both hands. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, ranger, priest, bishop. Stats: damage 7-22, to hit +2, initiative +3, special attack: paralyze 20%, skill bonus: communication +20. Coil of the Serpent Location: Rapax Castle, upper level, king's apartment, chest. 1H mace. Racial mod: all. Class mod: all. Stats: damage 6-27, to hit +3, initiative +3, special attack: poison 100%, HP regen -1, cursed. Estoc de Olivia Location: Sea Caves, chest near Marten's tomb. 1H sword. Racial mod: all. Class mod: ranger. Stats: damage 7-23, to hit +3, initiative +3, special attack: kill 5%, stat bonus: Vit +15. Fang Location: Eastern Wilderness, haunted temple tomb. 1H sword. Racial mod: all. Class mod: fighter, lord, valkyrie, samurai, thief, bard, gadgetter. Stats: damage 10-24, to hit +2, initiative +2, special attack: kill 10%, Str +10. Staff of Doom Location: Mountain Wilderness, secret behind waterfall. 2H staff; extended range. Racial mod: all. Class mod: all. Stats: damage 7-27, to hit +4, initiative +1, special attacks: paralyze 25%, hex 10%, kill 15%, HP regen -1, cursed. Giant's Sword Location: Eastern Wilderness, Death Lords in temple use them. 2H sword; very heavy; extended range. Racial mod: mook. Class mod: fighter, lord, valkyrie, ranger, samurai. Stats: damage 9-33, to hit +2, initiative -2, special attack: ko 30%, Str +5, resistance: 5% earth. Note: it isn't very good weapon for long fights - as it's very heavy, and will make wielder lose all stamina pretty soon; and it's very slow because of negative initiative. The Mauler Location: Rapax Castle, Ferro sells it. 1H mace; average weight. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, ranger, ninja, monk, priest, bishop. Stats: damage 12-27, to hit +2, initiative -1, special attacks: kill 2%, k.o. 15%, skill bonus: mace & flail +15, requires: 50 Str. Muramasa blade Location: Rapax Castle, upper level, queen's apartment, chest. 1H sword. Racial mod: all. Class mod: samurai. Stats: damage 7-28, to hit +4, initiative +5, special attack: kill 15%. Zatoichi Bo Location: Rapax Castle, you can receive it in exchange to constable's deposit clip. 2H staff; extended range. Racial mod: all. Class mod: samurai, monk. Stats: damage 10-31, to hit +4, initiative +4, special attacks: paralyze 15%, kill 5%, k.o. 15%. Blades of Aesir Location: Rapax Castle, upper level, queen's apartment, chest. 2H axe. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, ranger. Stats: damage 5-35, to hit +2, initiative -4, special attacks: kill 5%, k.o. 5%. *Light* *Sword* Location: Shallows, buccaneer ghosts load it (with very low probability). 1H sword. Racial mod: all. Class mod: all except casters and monk. Stats: damage 5-40, to hit +6, initiative +7, special attack: kill 10%, double damage vs: android. Excaliber Location: Shallows, chest in cave near Nessie. 2H sword. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie. Stats: damage 10-45, to hit +4, initiative -5, special attacks: hex 25%, kill 5%, HP regen +1. Cane of Corpus Location: Rattkin tree, Barlone owns it. 1H staff. Racial mod: faerie. Class mod: ninja. Stats: damage 12-42, to hit +4, initiative +5, special attacks: paralyze 50%, poison 100%, kill 15%, resistance: 50% divine, cursed. Frontier Phaser Location: Shallows, buccaneer ghosts load it (with very low probability), also loads in Bayjin, in chest in hut with single rinjin. Modern weapon. Racial mod: all. Class mod: fighter, lord, valkyrie, ranger, thief, gadgeteer. Stats: damage 3-30, special attack: kill 5%. Rainbow Shield Location: Rapax Castle, upper level, king's apartment, chest. Shield. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie. Stats: AC 4, resistances: 15% all, skill bonus: shield +20. *Light* *Shield* Location: Shallows, buccaneer ghosts load it (with very low probability); also Jan-Ette can load it. Shield. Racial mod: all except faerie. Class mod: all except ninja, monk, mage and psionic. Stats: AC 10, resistances: 90% fire, 90% cold. Brilliant helm Location: Marten's Bluff, lower level; also Ferro's armoury. Helm. Racial mod: all. Class mod: all. Stats: AC 6, Int +20. Ebony heaume Location: Bayjin, hut. Helm. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie. Stats: AC 14, resistances: 30% fire, 30% water. Infinity helm Location: Rapax Castle, Ferro sells it. Helm. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, ranger, samurai. Stats: AC 14, resistances: 5% all, HP regen +2, stamina regen +5, SP regen +5. Robes of Rejuvenation Location: Rapax Castle, Ferro sells it. Body armour. Racial mod: all except faerie. Class mod: all except ninja. Stats: AC 6, HP regen +1, stamina regen +2, SP regen +1. Gown of Divinemail Location: Shallows, chest in cave near Nessie. Body armour & legs armour. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie, ranger, samurai, bard, gadgeteer. Stats: AC 10, HP regen +1, stat bonus: Vit +15, resistance: 10% divine, cursed. Golden breastplate Location: Rapax Castle, Ferro sells it. Body armour. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie. Stats: AC 16, resistances: 15% all. Platinum greaves Location: Rapax Castle, Ferro sells it. Legs armour. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie. Stats: AC 16, stamina regen +2, skill bonus: iron will +10. Mantis gloves Location: Rapax Castle, Ferro sells it. Gloves. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie. Stats: AC 14, stat bonus: Dex +5. Snakeskin boots Location: Rapax Castle, Ferro sells it. Boots. Racial mod: all except faerie. Class mod: all except ninja, monk, mage and psionic. Stats: AC 8, stat bonus: Spd +10, skill bonus: snake speed +10. Mantis boots Location: Rapax Castle, Ferro sells it. Boots. Racial mod: all except faerie. Class mod: fighter, lord, valkyrie. Stats: AC 14, stat bonus: Spd +5. Cloak of Many Colors Location: Rapax Castle, Ferro sells it; also Mountain Wilderness, Bela sells it. Cloak. Racial mod: all. Class mod: all. Stats: AC 3, resistances: 10% all. Amulet of Healing Location: Swamp, Crock sells it. Misc. eq. Racial mod: all. Class mod: all. Stats: AC 3, HP regen +1, resistance: 50% divine. Ring of Regeneration Location: Shallows, chest in cave near Nessie. Misc. eq. Racial mod: all. Class mod: all. Stats: AC 2, HP regen +4, resistance: 30% divine. Gem of Power Location: Rapax Castle, upper level, king's apartment, chest. Misc. eq. Racial mod: all. Class mod: all. Stats: AC 2, skill bonus: power strike +10, resistances: 5% all. Fey Ring Location: not specified; loads on random sprite mobs. Misc. eq. Racial mod: faerie, elf. Class mod: all. Stats: AC 4, stamina regen -1, stat bonus: speed +10, skill bonus: stealth +20. Amulet of Nebdar Location: Mountain Wilderness, Retro Dungeon, on Nebdar. Misc. eq. Racial mod: all. Class mod: all. Stats: AC 4, all regens +1, stat bonus: senses -5, skill bonus: power cast +15, resistances: 10% fire/water, 5% others, cursed. Notes for appendixes B & C: 1) If there is written 'item loads there' or 'monster drops an item' - it doesn't mean that it ALWAYS loads there! Keep in mind: chests are created when you enter location at the first time (so save before entering location for the first time if you want to open some chest many times); monster drop just depends on monster level and your level, so save before fight and kill monster repeatedly until you receive thing(s) you want (esp important for buccaneer ghosts). 2) The heavier is weapon, the more stamina it requires, and the less hits/attack it can deal. Likely, that weapons of weight<5 can strike 3 times per attack, 5<=weight<15 - 2 times, more than 15 - just once. Consequence: use light weapons only. Giant's sword and Excaliber are noway best weapons, no matter how appealing is their damage. Use Light swords and Ivory blade as short range weapons instead, and Zatoichi bo + ranged weapons for second row chars. This is, of course when you get max speed - at begin just use any powerful weapons, as you won't swing more often than once per attack with any of them. Appendix D: gadgeteer hand-made items and source of components. Lightning Rod Already completed (Monastery) Requires: Engineering 1, gadgeteer level 1. Spell: Energy Blast. Jack in the Box - hinged box (Arnika, Vitalia's house) - doll (Arnika, some house) - engineering 1 Requires: Engineering 5, gadgeteer level 1. Spell: Fear. Searchlight - ptorch (Mt Gigas lev1) - magnifying glass (Monastery, no-magic hall) - engineering 5 Requires: Engineering 15, gadgeteer level 3. Spell: Detect Secrets. Holograph Projector - large prism (Swamp, Crock sells it) - laser pointer (Marten's Bluff lower level, Sadok room) - engineering 15 Requires: Engineering 15, gadgeteer level 3. Spell: Guardian Angel. Noisemaker - empty bottle (very common item) - gunpowder (Umpani Camp, Sgt Kunar sells it) - engineering 5 Requires: Engineering 15, gadgeteer level 3. Spell: Sonic Bomb. Port-O-Potty - pot with hinge (Marten's Bluff, upper level, central building) - porthole (Arnika, on the quay) - engineering Requires: Engineering 20, gadgeteer level 5. Spell: Noxious Fumes. Watchdog Alarm [NOT INCLUDED IN FINAL GAME VERSION] - electric eye (Marten's Bluff, underground) - loudspeaker (Mt Gigas) - engineering 10 Requires: Engineering 30, gadgeteer level 5. Spell: Shadow Hound. Lava Lamp - glowing goo (Trinton, Fuzzfass sells it) - orange goo (Trinton, Fuzzfass sells it) - engineering 20 Requires: Engineering 30, gadgeteer level 5. Spell: Hypnotic Lure. Forcefield Generator - giant magnet (Trinton, Madras laboratory) - voltage amplifyer (Swamp, Crock sells it) - engineering 20 Requires: Engineering 30, gadgeteer level 5. Spell: Armorplate. X-Ray Scanner - scanner (Arnika, Mook residence second floor) - x-ray chip (Arnika, spaceport) - engineering 30 Requires: Engineering 45, gadgeteer level 8. Spell: X-Ray. Invigorator Belt - metal belt (South East wilderness, haunted temple) - electrodes (Arnika, Anna sells it) - engineering 30 Requires: Engineering 45, gadgeteer level 8. Spell: Superman. Magic Mirror - shiny chrome plate (Trinton, zoo) - magic polish (Swamp, Crock sells it) - engineering 30 Requires: Engineering 45, gadgeteer level 8. Spell: Eye for an Eye (18 charges). VapoRizer Already completed (Bayjin shelves). Requires: Engineering 60, gadgeteer level 11. Spell: Instant Death. Demon in the Box [NOT INCLUDED IN FINAL GAME VERSION] - Jack in the Box (should be already done by gadgeteer) - demon doll (Rapax castle, upper level) - engineering 40 Requires: Engineering 60, gadgeteer level 14. Spell: Ego Whip. Regenerating Stone - lazurite stone (South East wilderness, haunted temple) - electrodes (Arnika, Anna sells it) - engineering 40 Requires: Engineering 60, gadgeteer level 14. Spell: Heal All. Microwave Ray - broken blaster (Bayjin, inside broken spaceship) - microwave chip (Monastery) - engineering 50 Requires: Engineering 75, gadgeteer level 14. Spell: Boiling Blood. Strobe Light - oscillator (Marten's bluff, t'rang base, room near Z'ant) - electric lamp (Arnika-Trinton road, t'rang transporter house) - engineering 50 Requires: Engineering 70, gadgeteer level 14. Spell: Prismic Ray. Electroshocker [NOT INCLUDED IN FINAL GAME VERSION] - high voltage transformer (Mt Gigas) - electrodes (Arnika, Anna sells it) - engineering 50 Requires: Engineering 75, gadgeteer level 14. Spell: Resurrection. Water cannon - hose (Abandoned Mines) - bellows (Rapax castle, Ferro forge) - engineering 60 Requires: Engineering 85, gadgeteer level 18. Spell: Tsunami. NegatAir - vacuum pump (Bayjin, inside broken spaceship) - long metal tube (Sea Caves, beach) - engineering 60 Requires: Engineering 85, gadgeteer level 18. Spell: Asphyxiation. Jackhammer - chisel (South East winderness to Mountains tunnel) - pendulum (Rapax castle, room near zoo) - engineering 60 Requires: Engineering 85, gadgeteer level 18. Spell: Earthquake. Doubleshot Crossbow - light crossbow - light crossbow - engineering 35 Tripleshot Crossbow - doubleshot crossbow - light crossbow - engineering 70 Appendix E. Bard instruments. Name Music/ Spell Location Bard lev. Poet's Lute 1/ 1 Sleep On bard char at begin Angel's Tongue 1/ 1 Bless Monastery Viola D'Amore 5/ 1 Charm Arnika, Tavern Piercing Pipes 15/ 3 Shrill Sound Road to Arnika Snare of Delay 15/ 3 Slow Trinton, lower part Siren's Vail 15/ 3 Insanity Road to Trinton, graveyard Frigid Fiddle 30/ 5 Freeze Flesh Mt Gigas, forbidden zone Mandolin of the Magus 30/ 5 Magic Screen Marten's Bluff, Marten's idol tower Silent Lyre 30/ 5 Silence Abandoned Mines, near t'rang outpost Soulful Sax 45/ 8 Soul Shield Umpani Camp, Saxx keeps it Jericho Horn 45/ 8 Armormelt Marten's Bluff, t'rang base Rousing Drums 45/ 8 Haste Swamp, inside tree Banshee's Howl 60/11 Hex Northern wilderness, cave Arresting Aria 60/11 Freeze All Arnika-Trinton road, t'rang transporter house Dulcimer of Mending 60/11 Heal All Marten's Bluff, upper level, central building; also umpani transporter house Succubus Song 70/14 Lifesteal Mountain wilderness, tomb Strings of Seduction 75/14 Turncoat Bayjin, hut with Jan-Ette Chaos Drone 85/18 Pandemonium South East wilderness, gazebo Renaissance Lute 85/18 Restoration Sea Caves, near Marten's tomb Hades Harp 85/18 Cerebral Hemmorage Papax Rift Infernal Horn 90/18 Nuclear Blast Rapax Castle kitchen Note: it's very important to have Soulful Sax, but as Saxx won't let you just take it, you have to either steal it (filcher's bands can help too), or use the following strategy: 1) Recruit Saxx. 2) Left mouse pickup sax from Saxx's personal inventory. 3) Right mouse drop on any other charcter with an empty personal inventory slot. 4) Left mouse on any party inventory item (bullet stones). 5) Left mouse on an empty Saxx inventory slot. Appendix F. Spells list. Meaning of abbreviations: First group - spell effects: + A - attack (direct damage), E - enchantment, H - healing, S - special (misc non-damage effects); if nothing - then spell can't be used during combat + 1 - affects single enemy or groupmember, G - group, R - radius, C - cone, * - all enemies or entire party + 0 - momentary, C - continuous; note: Attack Radius Continuous (ARC) means that spell inflicts some damage every round Numbers: mana cost, average damage and spell level. Second group - spellbook: W - wizardry, D - divinity, A - alchemy, P - psionics FIRE Energy Blast (A10) 2/ 4/1 [W ] Light (-*C) 1/ -/1 [WDA ] 24 hours/power Blinding Flash (SRC) 5/ -/2 [ A ] Blinds for 1 round/power Fireball (AR0) 6/ 5/3 [W ] Hypnotic Lure (SRC) 5/ -/3 [ P] Makes enemies glare helplessly; 5 rounds Psionic Fire (AC0) 6/ 6/3 [ P] Fire Bomb (AR0) 8/ 6/4 [ A ] Haste (E*C) 8/ -/4 [ P] Boosts speed of party members; 1 round/power Ring of Fire (ARC) 10/ 4/4 [ A ] 3 + 1 round/power Boiling Blood (A10) 12/20/6 [ A ] Firestorm (ARC) 12/ 5/6 [W ] 1 round/power Lightning (AC0) 12/ 9/6 [ D ] Prismic Ray (AC0) 10/ 9/6 [ P] Nuclear Blast (A*0) 18/12/7 [W ] Prismic Chaos (S*C) 15/15/7 [ P] WATER Acid Splash (A10) 2/ 4/1 [ A ] Frost (A10) 2/ 4/1 [W ] Paralyze (S1C) 3/ -/1 [ D P] Stamina (H10) 2/ -/1 [ DA ] Cure Lesser Cond (H10) 4/ -/2 [ DAP] Cures fear, sleep, blindness, nausea and irritation Dracon Breath (S1C) 4/ -/2 [ A ] Gives ability to breath acid; 1 round/power Holy Water (AR0) 5/ ?/2 [ D ] Affects undead and demons only Slow (SGC) 4/ -/2 [ P] Slows enemies; 1 round/power Cure Paralysis (H10) 6/ -/3 [ DA ] Freeze Flesh (SGC) 6/ -/3 [W ] Paralyses enemies; 1 round/power Rest All (H*0) 6/ -/3 [ D ] Replenishes stamina Acid Bomb (ARC) 8/ 4/4 [ A ] Cure Disease (H10) 8/ -/4 [ DA ] Iceball (AR0) 8/ 6/4 [W ] Superman (S1C) 7/ -/4 [ D ] Boosts strength, speed and AC Dehydrate (A10) 10/20/5 [W ] Freeze All (S*C) 12/ -/5 [W ] Paralyses all enemies; 1 round/power Blizzard (AC0) 12/10/6 [W ] Can blind as well Tsunami (AC0) 15/15/7 [ A ] AIR Sleep (SGC) 3/ -/1 [W AP] 1 round/power Missile Shield (E*C) 5/ -/2 [W ] Deflects missiles; 5 mins/power Shrill Sound (AC0) 3/ 3/2 [W P] Sonic Boom (SRC) 6/ -/2 [W A ] Frightens and turns unconscious Cure Poison (H10) 6/ -/3 [ DA ] Noxious Fumes (AR0) 5/ 4/3 [W A ] Nauseates too Shadow Hound (-*C) 5/ -/3 [W ] Wakes sleeping if monsters nearby Silence (SGC) 4/ -/3 [ D P] Makes enemy casters harmless Whirlwind (AC0) 7/ 5/4 [ D ] Purify Air (S*0) 10/ -/5 [ DA ] Destroys enemy ARC spells Return to Portal (-*0) 50/ -/5 [WDAP] Set Portal (-*0) 30/ -/5 [WDAP] Toxic Cloud (ARC) 8/ 3/5 [ A ] Can poison or nauseate; 1 round/power Pandemonium (S*C) 12/ -/6 [ P] Frightens and makes insane Asphyxiation (S*0) 20/ -/7 [W ] Kills Death Cloud (S*C) 20/ -/7 [ A ] Kills every round EARTH Itching Skin (SCC) 2/ -/1 [ A ] Irritates and makes enemies sometimes skip rounds Razor Cloak (S1C) 6/ -/2 [ A ] Everyone attacking cloaked char gets damaged Web (SCC) 5/ -/2 [WD ] Paralyses enemies; 1 round/power Armorplate (E*C) 6/ -/3 [ D ] Boosts AC; 5 mins/power Chameleon (E*C) 6/ -/3 [ AP] Makes party less visible -> less monsters attack Knock Knock (--0) 6/ -/3 [W A ] Tries to unlock doors and open chests Whipping Rocks (AC0) 6/ 6/3 [W A ] Armormelt (SCC) 8/ -/4 [W P] Reduces enemy AC Crush (A10) 8/16/4 [W A ] Element Shield (E*C) 8/ -/4 [W A ] Boosts resistances from elemental magic Body of Stone (E1C) 8/ -/5 [ A ] Greatly boosts AC and absorbs damage Quicksand (SR0) 15/ -/6 [ A ] Kills Earthquake (A*0) 18/12/7 [ A ] Falling Stars (A*0) 16/ 9/7 [ D ] MENTAL Charm (-10) 5/ -/1 [ D P] Makes neutral NPC friendly Mind Stab (A10) 3/ 5/1 [ P] Terror (SGC) 3/ -/1 [W P] Frightens Detect Secrets (E*C) 5/ -/2 [W P] Helps to find hidden items; 1+2 rounds/power Divine Trap (--0) 4/ -/2 [ D P] Boosts lock and trap skill while opening chests Identify Item (--0) 6/ -/2 [ D P] Insanity (SGC) 5/ -/2 [ P] 1 round/power Mindread (-10) 8/ -/3 [ P] Ego Whip (AC0) 8/ 8/4 [ P] X-Ray (E*C) 9/ -/4 [W ] Reveals monsters and items on map; 12+12 rounds/power Hex (SRC) 10/ -/5 [W P] Makes enemy spells fizzle sometimes; 1 round/power Psionic Blast (AG0) 10/ 8/5 [ P] Can make enemies go insane Sane Mind (H10) 12/ -/5 [ D P] Cures insanity AND turncoat Turncoat (S1C) 12/ -/6 [W P] Makes enemy fight for party; 2 + 1 round/power Cerebral Hemmor. (A10) 12/25/7 [W ] Can kill or make insane Concussion (A10) 12/25/7 [W ] Can turn unconscious Mind Flay (A*0) 18/12/7 [ P] DIVINE Bless (E*C) 4/ -/1 [ D ] Slightly boosts AC and CTH; 2 rounds/power Heal Wounds (H10) 3/ -/1 [ DAP] Make Wounds (A10) 2/ 4/1 [ D ] Enchanted Blade (E*C) 4/ -/2 [W ] Boosts CTH; 5 mins/power Guardian Angel (E1C) 4/ -/2 [ D ] Absorbs any damage up to value which depends on power Magic Missiles (AC0) 4/ 4/2 [W ] Magic Screen (E*C) 6/ -/3 [ D ] Boosts all resistances; 5 mins/power Eye for an Eye (E1C) 7/ -/4 [ P] Returns copy of enemy spells back; 1+1 round/power Remove Curse (H10) 8/ -/4 [WD ] Removes cursed items and CURES HEX Soul Shield (E*C) 6/ -/4 [ D P] Boosts mental and divine resists; 3+1 round/power Summon Elemental (S-C) 12/ -/5 [W A ] Heal All (H*0) 10/ -/5 [ D ] Instant Death (S10) 10/ -/5 [ D P] Kills Banish (A*0) 10/ */6 [WD ] Damages undeads, demons and summoned creatures Draining Cloud (ARC) 10/ 3/6 [ A ] Drains stamina and mana too Lifesteal (A10) 12/10/6 [ D ] Cures most wounded party member too Might to Magic (A10) 12/15/6 [ P] Restores mana too Resurrection (H10) 30/ -/6 [ D ] Death Wish (S*0) 20/ -/7 [ D ] Kills Restoration (H10) 16/ -/7 [ D ] Cures everything but death Note: spell effects not only depend on spell power and victim resistances, but also highly depend on caster/victim level dependance - which is especially important for spells that 'either work or no', such as Instant Death. Appendix G. How Wiz8 Spell Availability is determined (credits to Wolfie). 1) Minimum Level requirement: Pure Caster Classes: Mage, Priest, Psionic, Alchemist, Bishop Hybrid Caster Classes: Monk, Ninja, Ranger, Samurai, Lord, Valkyrie Spell Level .... Min. Class Level ................. PURE .. HYBRID 1 ................ 1 ....... 5 2 ................ 3 ....... 7 3 ................ 5 ....... 9 4 ................ 8 ...... 12 5 ............... 11 ...... 15 6 ............... 14 ...... 18 7 ............... 18 ...... 22 2) Minimum Skill Requirement To calculate your effective skill level for a given spell: Take your highest spellbook skill (Wizardry, Divinity, Psionics, Alchemy) that the spell in question appears in. Important for bishops or class-changed characters, since many spells appear in multiple books. Add 10% of your *natural* skill in that spell's realm. This doesn't include temporary skill bonuses such as those from items [or profession bonuses]. Spell Lvl ..... Min. Effective Skill Lvl 1 .................. 0 2 .................. 15 3 .................. 30 4 .................. 45 5 .................. 60 6 .................. 75 7 .................. 90 It's not as complicated as it sounds. Example: A mage, a pure caster, must be level 5 AND have an effective skill of 30 to learn Fireball, a third level Fire realm Mage spell. If he has 30+ skill in Wizardry, he's all set. He could also qualify if he has, say 28 in Wizardry and 20+ in Fire skill (10% rule). Appendix H. Spellbooks locations - don't learn a spell on levelup if you can freely learn it from spellbook! (credits to Mage_77) Where you can buy spell books Arnika Braffit - Angels (Guardian Angel) Banishing (Banish) Blessings (Bless) Disease Cures (Cure Disease) Enchantment (Enchanted Blade) Healing (Heal Wounds) Missiles (Magic Missiles) Paralysis Cures (Cure Paralysis) Poison Cures (Cure Poison) Removal (Remove Curse) Resting (Rest All) Screens (Magic Screen) Souls (Soul Shield) Wounding (Make Wounds) Anna - Charming (Charm) Detection (Detect Secrets) Holding (Paralyze) Insanity Knocks (Knock Knock) Mindread Relics (Identify Item) Resting (Rest All) Terror Traps (Divine Trap) Trynton Fuzzfas - Barriers (Missile Shield) Itching (Itching Skin) Relics (Identify Item) Lower Marten's Bluff Sadok - Barriers (Missile Shield) Booms (Sonic Boom) Breath (Dracon Breath) Corrosion (Acid Splash) Dark Hound (Shadow Hound) Freezing (Freeze Flesh) Frost Fumes (Noxious Fumes) Holding (Paralyze) Knocks (Knock Knock) Lesser Cures (Cure Lesser Condition) Light Paralysis Cures (Cure Paralysis) Poison Cures (Cure Poison) Resting (Rest All) Silence Sleep Slowness (Slow) Sound (Shrill Sound) Stamina Swamp Crock - Acid (Acid Bomb) Armormelt Corrosion (Acid Splash) Crushing (Crush) Detection (Detect Secrets) Disease Cures (Cure Disease) Ego Whip Elements (Element Shield) Fiery Rings (Ring of Fire) Fire (Fire Bomb) Haste Ice (Iceball) Insight (X-Ray) Removal (Remove Curse) Retaliation (Eye for an Eye) Souls (Soul Shield) Superman Traps (Divine Trap) Whirlwinds (Whirlwind) Umpani Base Camp Kunar - Armorplate Blinding (Blinding Flash) Burning Thoughts (Psionic Fire) Chameleons (Chameleon) Energy (Energy Blast) Fireballs (Fireball) Itching (Itching Skin) Knocks (Knock Knock) Light Lures (Hypnotic Lure) Razors (Razor Cloak) Resting (Rest All) Rocks (Whipping Rocks) Webs (Web) Rapax Castle Main Level Ferro - Death (Instant Death) Dessication (Dehydrate) Elements (Elemental Shield) Freeze All Heal All Hexes (Hex) Portals (Set Portal) Psionic Blast Purification (Purify Air) Return (Return to Portal) Sanity (Sane Mind) Statues (Body of Stone) Summoning (Summon Elemental) Toxic Cloud Body of Stone Where you can find spell books Lower Monastery * Light (Library) * Stamina (Near bookshelf along hallway) Upper Monastary * Bless (Hall of Meditation) * Divine Trap (Hall of Meditation) Arnika * Set Portal (Mook Building) * Cure Lesser Condition (Abandoned House) Trynton Upper Branches * Heal Wounds (Bough Two) * Set Portal (Bough Four) Mount Gigas Caves * Return to Portal (Unexplored Territory) * Cure Lesser Condition (East of lake beneath Unexplored Territory) Swamp * Banish (West edge of northern beach) * Acid Splash (Round lake in the south-east of swamp's northern half) Upper Marten's Bluff * Set Portal (via "back" stairs leading up from LMB) * Haste (via "back" stairs leading up from LMB) Lower Marten's Bluff * Crush (In corner of T'Rang's small "This is a Restricted Area") * Remove Curse (Northern storeroom in Marten's secret area) South East Wilderness * Banish (Pulpit of Cathedral) Northern Wilderness * Return to Portal (ESE Hogar Cave) * Frost (Island in lake) * Haste (Retro Dungeon) Mountain Wilderness * Return to Portal (Retro Dungeon) * Instant Death (Retro Dungeon) * Chameleon (Retro Dungeon) Wilderness Clearing/Rapax Away Camp * Instant Death (Queen's Cave) Bayjin * Heal All (Top of hill with Sea Sprites) * Return to Portal (Hut with Battlelords) Sea Caves * Sane Mind (In niche in southeast-most cave) * Hex (Chest in warrens near Marten's Tomb slippery bridge) * Cure Light Condition (Chest in warrens near Marten's Tomb slippery bridge) Rapax Rift * Crush (In one of the three Rapax prisoner cells) * Fireball (At the feet of Al-Sedexus statue) * Hex (Eastern-most underground room with Rapax Corpses) * Itching Skin (In top-left of the four Rapax bedrooms) Upper Rapax Castle * Shadow Hound (Top-right of the four Servant Quarters) * Superman (Small room off Rapax Queen's Chamber) * Heal All (Chest in locked room of Rapax Queen's Bedroom) * Purify Air (Chest in locked room of Rapax Queen's Bedroom) * Soul Shield (Chest in locked room of Rapax Queen's Bedroom) * Toxic Cloud (Chest in locked room of Rapax Queen's Bedroom) Appendix I. Chests and monster drop (extracted from data.slf by 7Heaven (wizardry_viii@yahoo.com)). Format of the information: - chest/monster name - amount of randomly dropped items (min-max) - if level sensor is on or off - total amount of items that can be received from this chest: fixed/total Example: Rapax Queen Chest:4-6;Off,20/40 - chest in the Rapax Castle upper level, Queen's part - randomly drops at least 4, but not more than 6 items - your level doesn't matter - list of fixed drop contains 20 items (Ornate Metal Rod, Cape of Stealth, Red Silk Gown, Cherry Bomb, Phrygian Cap, Flynn's Cap, Mantis Gloves, Doublestrike Dagger, Book of Souls, Book of Toxic Cloud, Book of Heal All, Book of Purification, Potion of Restoration, Potion of Cure Disease, Potion of Hv. Stamina, Potion of Hv. Heal, Concussion Powder, Scroll of Magic Screen, Scroll of Resurrect, Scroll of Identify), on top of that you get 4 to 6 items randomly picked from the list of rest 20 items (The Ripper, Blades of Aesir, Garland of Roses among them). Chests/monsters with level censor On can still drop items which are 'too good' for your level, but probability of it goes down significally. I.e. you can get Bushido Blade from Raven rapax on lev11 - but it can require some 30-50 reloads. TestChest:3-3;Off,2/2 Starter Chest:3-7;Off,0/40 Monestary Treasure:2-5;On,0/40 Anna's Chest:2-6;On,1/40 He'Li's Chest:2-6;On,1/40 Antone's Chest:2-6;On,1/40 Anna's Vault:3-5;On,0/40 He'Li's Vault:3-5;On,0/40 Arnika Regular Treasure:3-8;On,0/40 Arnika Good Treasure:3-5;On,0/40 Marten's Locker:2-3;Off,1/16 Jail Locker:1-3;Off,0/15 HLL Locker:1-1;Off,0/9 Statue:1-3;Off,1/11 umpani locker:1-1;On,0/40 umpani cash:1-1;Off,0/4 umpani booze:1-1;Off,1/1 Test Steal Drop:0-0;Off,2/2 Raven Rapax:1-4;On,1/10 Life Chest:2-6;On,1/40 Chaos Chest:2-6;On,1/40 Knowledge Chest:2-6;On,1/40 Body Chest:1-2;On,0/40 Amit Chest:3-5;On,0/40 Monastery coffins:1-3;Off,0/40 Demon Weapons:1-2;Off,2/32 Monastery Tomb chests:2-4;Off,0/40 Monastery Assistant:1-3;Off,2/40 Helm of Serenity Chest:2-6;On,1/40 Monastery Road Chest:3-6;Off,2/40 Slime drops:1-3;On,0/40 Arnika Trynton Chest:2-5;On,0/40 Graveyard Chest:2-5;On,1/40 Rapax King Chest:3-5;Off,0/40 Rapax Queen Chest:4-6;Off,20/40 Rapax Servant Chest:1-3;On,0/20 Castle Chest:0-0;Off,3/3 umpani regular:3-5;On,0/40 umpani good:3-7;Off,0/40 Rapax Castle Regular:2-6;On,0/40 Rapax Castle Good:3-5;Off,0/40 Rapax Castle Concubine:3-5;On,2/40 Trynton Good:2-6;Off,0/40 Trynton Regular:3-5;On,0/40 Trang good:3-5;Off,0/40 Trang regular:2-6;On,0/40 Swamp Good:3-5;Off,0/40 Swamp Regular:2-6;On,0/40 Bayjin Good:4-6;Off,1/40 Bayjin Regular:2-6;On,0/40 Bayjin Nessie Chest:4-6;Off,0/40 Sea Caves Good:3-5;Off,2/40 Sea Caves Regular:2-6;On,0/40 Rift Good:3-5;Off,0/40 Rift Regular:2-6;On,0/40 Higardi A:1-1;Off,1/2 Higardi B:1-1;Off,1/2 Marten Chest:2-6;Off,2/40 Antone drop:2-8;Off,0/40 He'Li drop:2-6;On,0/40 Anna drop:2-6;On,0/40 Vi drop:1-1;Off,7/12 Myles drop:1-2;Off,9/20 Urq drop:1-3;Off,6/13 Madras drop:1-3;Off,7/20 Burz Drop:2-5;On,0/40 Trynnie Chief drop:3-7;Off,1/40 Trynnie Shaman drop:2-6;Off,2/40 Fuzzfas drop:3-6;Off,5/40 Braffit drop:3-5;Off,1/40 Dragon Head Chest:1-2;Off,0/6 Don Barlone Drop:3-7;Off,2/28 Rattus drop:2-4;Off,5/22 Higardi C:1-1;Off,1/4 Swamp House:3-5;Off,0/40 Crock drop:2-8;Off,4/40 Marten Drop:0-0;Off,3/3 Generic High Level Treasure:3-5;On,0/40 Kunar drop:1-4;Off,5/40 Constable drop:1-2;Off,1/10 Jailer drop:0-0;Off,1/1 Ferro drop:4-8;Off,1/40 Rapax King Drop:2-4;Off,1/20 Glumf Drop:1-2;Off,7/10 Yamir Drop:1-6;Off,2/13 Zant Drop:4-7;Off,2/20 TRang Guarder Drop:1-3;Off,1/14 Anselm Drop:3-7;Off,0/31 Bela Drop:1-2;Off,2/2 Drazic Drop:1-3;Off,5/8 Higardi Drop Good:1-3;On,0/40 Higardi Drop Regular:1-2;On,0/40 Jan-Ette Drop:1-2;Off,1/12 Rapax Drop Regular:1-2;On,0/40 Rapax Drop Good:1-2;On,0/40 Rapax Drop Archer:1-2;On,0/29 Milano Drop:1-2;Off,6/20 Rattkin Drop Regular:1-2;On,0/40 Rattkin Drop Archer:1-2;On,0/31 Rodan Drop:1-3;Off,8/14 Sadok Drop:2-8;Off,1/40 Savant Drop:0-0;Off,1/1 Saxx Drop:1-3;Off,8/12 Sexus Drop:1-3;Off,6/10 Sparkle Drop:1-3;Off,7/11 Tantris Drop:1-2;Off,5/10 Trang Drop Good:1-4;On,0/40 Trang Drop Regular:1-1;On,0/40 Umpani Drop Good:1-4;On,0/40 Umpani Drop Regular:1-2;On,0/40 Trynnie Drop Regular:1-2;On,0/40 umpani rocket:2-4;On,1/40 Higardi Bandit Drop:1-6;Off,0/40 Rapax Female Drop:1-2;On,0/40 Appendix J. Alchemist recipes to mix potions. Canned Elemental = Fire Bomb + Ice Bomb + Alchemy 95 Pickmeup Potion = Potion of Mod. Heal + Potion of Mod. Stamina + Alchemy 20 Potion of Hv. Heal = Potion of Light Heal + Potion of Mod. Heal + Alchemy 15 Potion of Restoration = Potion of Hv. Heal + Potion of Hv. Stamina + Alchemy 50 Potion of Cure Poison = Potion of Light Heal + Potion of Poison Reduction + Alchemy 15 Potion of Cure Disease = Potion of Cure Light Condition + Potion of Hv. Heal + Alchemy 40 Acid Bomb = Stink Bomb + Boom Bomb + Alchemy 20 Skeleton Powder = Concussion Powder + Dust of Dessication + Alchemy 70 Pandemonium Powder = Sneeze Powder + Flash Powder + Alchemy 50 Resurrection Powder = Renewal Potion + Magic Nectar + Alchemy 85 Renewal Potion = Potion of Hv. Heal + Potion of Cure Disease + Alchemy 50 Potion of Guardian Angel = Potion of Bless + Potion of Light Heal + Alchemy 15