DUNGEON MASTER HINTS By ROVER. Edited by PARASITE. SOME IDEAS ON SELECTION OF CHARACTERS Whether or not you resurrect or reincarnate your characters is a choice you must make at the beginning of the game. The benifit of resurrection is that you get the skills of a character immediately. The benefit of reincarnation is that you get to evolve your characters the way you want them. Reincarnation also allows you to name them. It is more important to gather a "blend" of characters. You will need two good fighters in front and a priest and a wizard at the beginning. Later, all characters can be made to be multiple characters having both fighter, wizard and priestly spell abilities. It is best to have multiple skilled characters. Strength is fine in the upper levels, but the lower levels require more and more magic. Use characters which have both capabilities. If, after a while, you don't like the characters you have, try again with a new set of characters. SOME ITEMS OF INTEREST Inquisitor sword: mana +3, swing, thrust, berzerk attacks Vorpal Blade Sword: mana +4, jab, cleave, disrupt attacks Good against non material beings. Diamond Edge Sword: stab, chop, cleave attacks Good against armor and hard shell monsters. Falchion Sword: swing, parry, chop attacks Hardcleve Axe: chop, cleave, berzerker attacks Good against armor and hard shell monsters. Flamit Gauntlet: swing, fireball attacks. Hellion Amulet: Unknown Shield of Darc: Block, hit attacks when in right hand. Ullumulet Amulet: Unknown Boots of Speed: Increase carrying ability Calista Head Band: Unknown Jewel Symal Amulet: Unknown Ekhardt Cross: Helps priests learn spells. Shield of Lyte: Light in weight armor. Gems : Unknown except where specificaly needed for puzzles. Stone Club: Throw, club attacks Bow: shoots arrows and slayer arrows. Speedbow: same as above with more damage and reload speed. Rapier Sword: jab, parry and thrust attacks Sabre Sword: jab, parry, melee attacks Tech Wand: mana +4, calm, spellshield, fireshield abilities. Yew Staff: mana +4, parry, light maker, dispell attacks Delta sword: Mana +1, chop, melee, thrust attacks Fury Sword: chop, melee, fireball attacks Bolt Blade: jab, chop, lightning attacks Axe: swing, chop, melee attacks Mace of Order: swing, bash, stun attacks Rabbits foot: none Mirror of Dawn: Unknown Moonstone: mana +3 Gem of Ages: Helps non mana characters start casting spells. Storm Ring: lightening attacks Eye of Time Ring: freeze monster attacks Horn of Fear: Sometimes it works and sometimes it doesn't. Staff of Manar: Mana +3, fireshield and dispell elementals SPELLS Using magic in this game is like exercising your muscles. The more you use it the bigger and more efficient it becomes. Use magic in this game anytime you can. If done properly, you can get all four characters using magic. It will be of immense assistance in the lower levels of the dungeon. NOTE: Some items increase the "Mana" of your magic users and will allow non-magic users to begin casting spells. Place these items in their hands and start casting easy spells like "light or heal". They will begin to gain mana (casting ability) more and more. "Light" spells should be used by all members and allow you to save up on using the torches. Besides, the practice of casting this spell will help your characters move up in levels and their casting abilitys. If you are running out of food, don't fret, a "stamina" spell will allow your characters to continue to exist till food is found. Don't be afraid to "back-up" to where there was food to get more. Screamers and Worms tend to regenerate. Sometimes it is best to save a game, then try different spells or weapons at a particular monster (like the rock creatures) to see what has the best effect against them. Try everything on the "right hand" to see what it is capable of doing. The following is a partial list of spells used in this game, It is by no means total or completely accurate. Play with the different spell combinations, you may find something you can use. All spells start with a "power" symbol. At first all you will be able to use is "lo", but as your character becomes more proficient he will be able to incease the power of the spell. This means that the spell will be stronger and last longer. PRIEST SPELLS: (prefix with a power symbol) ya Stamina Potion. Great when you run low on food, or a character becomes overburdened and loses a lot of stamina. ya bro Magic shield potion. Cast into a empty flask to place a shield around an individual character. Useful when one character cannot handle another blow. (I did not use this spell at all.) ya bro dain Wisdom potion. Cast into an empty flask and given to a character inceases his wisdom for a while. (Another spell I never found a use for.) ya bro neta Vitality Potion. Cast into an empty flask and given to a character increases his "vitality". (I never found a use for this spell.) vi Heal potion. Cast into an empty flask and given to a character restores lost hit points. (I had one character who only carried these flasks. They are used a lot.) vi bro Cure Poison potion. Cast into an empty flask and given to a "poisoned" character stops the loss of hit points. (Use the lowest power setting for this spell. Higher power levels do not increase its abilities.) Carry at least one for each character when in the upper levels. oh ven Poison Cloud. Cast into a monster party causes continual damage to take place as long as the cloud is evident and they do not move from the square it was cast on. oh ew ra See through walls. Allows you to see through one square of wall. Higher power settings only make the spell last longer. oh kath sar Monster confusion. (Never needed by my characters.) oh bro ros Dexterity potion. Cast into an empty flask and given to a character increases his dexterity. Good for giving your fighters the "edge" when fighting monsters. (They get more attacks per turn.) ful bro ku Strength potion. Cast into an empty flask and given to a character increases his strength. Good for fighters when attacking creatures of high hit points. (A potion I never used much.) ful bro neta Fire shield. Protects the party from minor fire spells like the ones the Beholders cast. (Forget using it for the Dragon. It won't help if you hits you with one of his breaths. zo bro ra Mana potion. Cast into an empty flask and given to a character replenishes his mana (ability to cast spells). (Priest has nothing to do and lots of mana? Empty a flask and cast this. You can always use this to cast heal potions, if needed. Nothing increases mana except time and this.) WIZARD SPELLS ya ir Shield whole party. Good for the upper levels. Usualy not needed in lower levels if your characters have lots of hit points. ya bro ros Leave footprints. Useful in finding "spinner" plates but why use it when you have our maps? oh ew sar Invisibility. Obvious use. (Never thought of trying it. How dumb of me.) oh kath ra Lightening bolt. Good killing power. oh ir ra Light spell. Not worth the mana it costs. ful Torch spell. The first and most used spell in the game. ful ir Fireball. Good general kill-all spell. (But, some monsters are not effected or require several hits.) des ven Poison ball. Great for the stand and fight technique. It does continual damage until the cloud dispells. NOTE: don't walk into it or you will take damage also. des ew Weaken Non-Material beings. This is useful against the strange see-through monsters you encounter and the floor monsters. (You'll know them when you see them.) des ir sar Darkness spell. (Never needed this spell.) zo Open button doors. (Needed at one puzzle. This opens only doors with buttons. Only used once.) zo ven Poison potion. Cast into an empty flask and thrown at a creature creates a poison cloud (green looking) that does continual damage as long as the creature doesn't move from that spot. zo kath ra Zokathra spell is used to remove the gem from the wall on the lowest level. Leave alone until needed.