0
THE LEGACY OF LLYLGAMYN -- WIZARDRY III
. I WILL TRY TO DEVELOP IT FROM
THE BOTTOM UP, SO IF YOU JUST WANT TO S
EE EARLY STUFF, AND SOLVE THE REST
YOURSELF, THEN JUST MAKE SURE YOU ABORT
THIS MESSAGE IN TIME! IF YOU DON'T
WANT ANY GIVEAWAYS, YOU SHOULDN'T EVEN
BE READING THIS FAR.
1. STARTING OUT. AS WITH THE KNIGHT OF
DIAMONDS, YOU CANNOT CREATE NEW
CHARACTERS IN L OF L; THEY MUST BE TRAN
SFERRED IN. THERE ARE NO POSTED
"MINIMUM LEVEL" SUGGESTIONS, HOWEVER --
THERE IS A REASON FOR THIS. WHEN
YOU FIRST TRANSFER A CHARACTER OVER, YO
U WILL FIND THAT YOU CANNOT USE
HIM/HER IN A PARTY; THE CHARACTER IS "O
NLY A MEMORY". TO BE USED IN L OF L,
EACH CHARACTER MUST UNDERGO THE "RITE O
F PASSAGE" WHICH WILL TURN HIM/HER
INTO A LEGACY. TO DO THIS, ENTER THE T
RAINING GROUNDS, CALL UP THE CHARACTER
BY NAME, THEN ENTER "R".
WHOOPS! NOW YOU'VE DONE IT! YOU SE
E, PUTTING A CHARACTER THROUGH THE
RITE OF PASSAGE DOES THE FOLLOWING TO H
IM/HER: IF IT HAD MORE THAN 500 G.P.,
IT NOW HAS EXACTLY 500. ALL EQUIPMENT
IS TAKEN AWAY. IT IS NOW 1ST LEVEL,
WITH APPROPRIATE HIT POINTS, SPELLS, ET
C. (YOU DO GET TO KEEP STATS CLOSE
TO WHAT YOU HAD, WITH RANDOM VARIATIONS
). THIS WOULD MAKE IT IDEAL TO
CREATE A NEW CHARACTER IN MAD OVERLORD,
THEN TRANSFER IT, RIGHT? WRONG.
A CHARACTER WITH BEGINNING STATS, AND L
ESS THAN 500 G.P. IS GOING TO HAVE
IT IN L OF L. AT LEAST GI
VE HIM SOME MONEY; THAT MAY BE
ENOUGH TO SURVIVE.
THE IDEAL PARTY COMPOSITION WHEN FIR
ST STARTING OUT IN L OF L IS THREE
FIGHTER TYPES AND THREE BISHOPS! YOU W
ILL NEED ALL THE KATINO'S AND DIOS'S
YOU CAN MUSTER TO SURVIVE YOUR FIRST FE
W EXPEDITIONS. ONCE YOU HAVE A FEW
CHARACTERS UP AROUND THIRD LEVEL, THE R
EST WILL HAVE A CHANCE.
SOME CHEATS TO SPEED THINGS UP: L O
F L DOES NOT PREVENT YOU FROM
TRANSFERRING CHARACTERS IN AND OUT; JUS
T NEW ONES NEED TO UNDERGO THE
RITE OF PASSAGE. MAGIC ITEMS ARE NOT T
RANSFERRABLE (DIFFERENT CODING),
BUT GOLD IS. THIS MEANS THAT YOU CAN H
AVE A CHARACTER UNDERGO THE RITE
OF PASSAGE, TRANSFER IT TO WIZARDRY I O
R II, GET BUNDLES OF GOLD, AND
TRANSFER IT BACK. THERE'S NOT AS MUCH
TO BUY, BUT IT'S A START. ALSO,
IF THE CHARACTER IS A BISHOP, YOU CAN T
URN IT INTO A SUPERBISHOP IN
WIZARDRY 1, THEN SEND HIM/HER BACK TO L
OF L WITH FULL ABILITIES!
LET'S SEE, YOU'VE GOT YOUR PARTY W
ITH THREE FIGHTER TYPES (FIGHTERS,
LORDS, SAMURAI, OR NINJA -- OR CONCEIVA
BLY A THIEF) AND THREE BISHOPS. A
QUICK, BUT DANGEROUS, WAY TO GET EXPERI
ENCE IS TO TAKE ON THE MOAT MONSTERS
AT THE DARK FORTRESS. BY ALL MEANS, US
E KATINO (ONE PER ROUND) ON THEM,
AND BE READY TO HEAL DURING MELEE; THEY
HIT HARD!
INTERESTING FEATURES OF LEVEL 1:
THE ROOM YOU START OUT IN HAS TWO
OBVIOUS DOORS. THERE ARE ALSO TWO SECR
ET DOORS (NEXT TO THE OBVIOUS ONES);
EACH OPENS ON A SANDY BEACH WITH AN ISL
AND VISIBLE IN THE DISTANCE. THE
ISLAND IS IN THE NE CORNER OF THE 8-SQU
ARE LAKE (6E-7E,6N-7N), BUT THAT'S
ABOUT ALL YOU CAN DO ABOUT IT AT THE MO
MENT, SINCE THERE'S A LAKE IN YOUR
WAY ("YOU'RE AT THE WATER'S EDGE; GO BA
CK OR YOU'LL DROWN!"; YOU ARE
AUTOMATICALLY PUSHED BACK WHEN YOU SEE
THIS MESSAGE).
UNTIL YOU'RE READY FOR THE ISLAND,
YOUR BEST BET IS TO INITIALLY GO
EAST. YOU FIND A 20' LONG CORRIDOR, EN
DING IN A DOOR ON THE SOUTH. WHEN
YOU GET TO IT, YOU SEE A SIGN READING "
BARRACKS"; IRRELEVANT, EXCEPT TO
TELL YOU YOU'RE GOING THE RIGHT WAY. K
ICK THE DOOR, TURN EAST, KICK THE
DOOR, TURN SOUTH, KICK THE DOOR, TURN W
EST, KICK, KICK. AH HA! ANOTHER
MESSAGE! THIS TIME, YOU'RE AT A DARK F
ORTRESS; "BEWARE OF MOAT MONSTERS",
SAYETH THE SIGN. INDEED, BEWARE. YOU
ARE ABOUT TO HAVE TWO OR THREE
ENCOUNTERS WITH MOAT MONSTERS, THE TOUG
HEST (AND BEST EXPERIENCE) CRITTERS
ON LEVEL 1. THIS IS A GOOD WAY TO BUIL
D UP INITIAL EXPERIENCE; YOU DON'T
WANT TO TRY LEVEL 2 UNTIL YOU'RE AT LEA
ST 3RD, AND PREFERABLY 4TH OR 5TH,
LEVEL (BE AT LEAST 3RD EVEN IF YOU BRIN
G A SUPERBISHOP -- LOTS OF SPELL-
CASTING CREATURES ON THE UPPER LEVELS,
NOT TO MENTION DRAGONS).
TURN RIGHT, PROCEED AS FAR AS YOU
CAN, TURN LEFT (WEST), PROCEED,
(YOUR FIRST MOAT MONSTER ENCOUNTER WILL
TAKE PLACE IN THE 4TH SQUARE
AFTER YOU TURN THE CORNER (17E, 19N) --
KILL 'EM!), BUMP INTO THE WEST
WALL, AND TURN SOUTH. ON YOUR FOURTH S
QUARE (8E, 15N) YOU WILL MEET
SOME MORE MOATIES; TRASH 'EM! WALK ONE
MORE SOUTH, THEN TURN LEFT
(EAST); THE DOORS TO THE FORTRESS! WA
LK FORWARD, THEN KICK.
O.K., YOU'VE JUST KICKED IN THE NORTHER
N DOOR TO THE FORTRESS, AND ARE
AT (10E,14N,1U) (INCIDENTALLY, EXCEPT F
OR YOUR FINAL DESTINATION, THE
FORTRESS IS TOTALLY SYMMETRICAL, SO YOU
COULD REVERSE MY N-S DIRECTION
AND USE THE SOUTH DOOR (13N) IF YOU PRE
FERRED). TURN LEFT (N), KICK,
WALK TWO SQUARES, TURN RIGHT (E), KICK,
FORWARD 2, KICK, FORWARD 1,
TURN RIGHT, KICK, TURN RIGHT, WALK 2, K
ICK... GIRD YOURSELF FOR COMBAT,
THEN KICK -- YOU ARE IN A GUARDROOM WIT
H SOME GARIAN GUARDS. DON'T
WASTE SPELLS ON THEM. JUST FIGHT, AND
MOST OF THEM WILL RUN AWAY.
<> IT WILL N
OT CONTAIN ANY MAGIC, AND THE
TRAPS TEND TO BE VICIOUS.
TURN LEFT, KICK, WALK 1, TURN LEFT
, PREPARE, KICK (ANOTHER FIXED
ENCOUNTER WITH GARIAN GUARDS -- <>). KICK, FIGHT
SOME MORE GARIAN GUARDS AND <>, WALK TWO SQUARES,
TAKE A DEEP BREATH, MAKE SURE EVERYONE'
S HEALED, THEN... KICK! YOU
ARE NOW FACE-TO-FACE WITH THE HIGH CORS
AIR AND A VARIABLE NUMBER (3-5)
OF GARIAN CAPTAINS. O.K., REMEMBER ALL
THOSE SPELLS YOU WEREN'T WASTING
ON THE PREVIOUS ENCOUNTERS? A TIME WIL
L COME WHEN YOUR CHARACTERS WILL
SNEER AT THIS ENCOUNTER, BUT IT'S NOT Y
ET! PUT THE CAPTAINS TO SLEEP,
AND CONCENTRATE ALL THE FIGHTERS ON THE
HIGH CORSAIR. ONCE HE'S DEAD,
YOU CAN TAKE ON THE CAPTAINS (THOSE WHI
CH DON'T RUN AWAY IN PANIC WHEN
THEIR LEADER DIES). THIS CHEST WILL BE
TRAPPED WITH "ALARM"; DISARM
IT AND OPEN IT; IT WILL ALWAYS CONTAIN
EQUIPMENT, SOMETIMES MAGICAL --
THE ONLY MAGIC YOU WILL BE LIKELY TO FI
ND ON LEVEL 1.
GO TO THE DOOR ON THE SOUTH END OF
THE EAST WALL, AND KICK. LO AND
BEHOLD, YET ANOTHER MESSAGE! THIS TIME
, IT'S "L'KBRETH" TELLING YOU
THAT NEITHER GOOD NOR EVIL ALONE CAN SO
LVE THE DUNGEON. THIS IS QUITE
TRUE. THERE ARE FOUR DOORS AHEAD OF YO
U. THE RIGHTMOST IS AN EMPTY
10X10 ROOM; THE LEFTMOST IS A TELEPORT
BACK TO THE CASTLE (GOOD QUICK
EXIT; YOU MAY NEED THIS LATER!), THE MI
DDLE ONES ARE STAIRS. THE CATCH
IS THAT ONLY A GOOD PARTY (AT LEAST ONE
GOOD-ALIGNED CHARACTER) CAN USE
THE STAIRS DIRECTLY OPPOSITE WHERE YOU
ARE NOW STANDING (19E,13N),
WHILE ONLY AN EVIL PARTY CAN USE THE ST
AIRS AT (19E, 14N). IF YOU
PICK THE WRONG STAIRWAY, YOU WILL BE TE
LEPORTED BACK TO THE CASTLE.
SO PICK THE RIGHT ONE, AND GO ON UP.
THE STAIRS UP FROM LEVEL 1 ARE AT
(19E,13N) -- GOOD PARTIES ONLY,
AND (19E,14N) -- EVIL PARTIES ONLY (I H
AVEN'T TRIED A STRAIGHT NEUTRAL
PARTY -- IF ANYONE HAS, LET US KNOW WHA
T HAPPENS). THE GOOD STAIRS
TAKE YOU UP TO LEVEL 2, WHILE THE EVIL
STAIRS GO UP TO LEVEL 3 -- THE
LEVELS ARE APPROXIMATELY THE SAME IN DI
FFICULTY.
YOU WILL NEED TO RUN SOME EVILS TO
SOLVE THIS DUNGEON, BUT PUT IT
OFF AS LONG AS POSSIBLE -- IT HEAVILY D
ISCRIMINATES AGAINST THEM! LEVEL
4 (GOOD PARTIES ONLY) HAS ALL THE MAGIC
; LEVEL 5 (EVIL ONLY) IS ALMOST
BARE. SAME WITH LEVEL 2 VS. LEVEL 3.
SO, TAKE YOUR GOOD PARTY, PROCEED
UP THE GOOD STAIRS; YOU ARE NOW AT (19E
,0N,2U). TURN WEST (180 DEGREES)
AND WALK DOWN THE HALL -- 4 STEPS, TURN
RIGHT, 4 STEPS, TURN LEFT, 4 STEPS,
TURN RIGHT, ONE STEP, LEFT, ONE STEP, L
EFT (NOW FACING SOUTH) -- KICK THE
DOOR, WALK FORWARD ONE, TURN LEFT, WALK
4, TURN RIGHT, WALK ONE, TURN
RIGHT (NOW FACING WEST), KICK THE DOOR.
IN CASE YOU HAVEN'T GUESSED BY
NOW, YOU WILL BE HEARTILY SICK OF THE F
ORTRESS AND THIS ROUTE BY THE
TIME YOU ARE ABLE TO USE THE SHORTCUT (
VIA THE ISLAND -- YOU GUESSED IT).
IF YOU HAVE A SUPERBISHOP ALONG, JUST M
ALOR UP TO LEVEL 2 (I DON'T
RECOMMEND ATTACKING LEVEL 4, DESPITE TH
E GREATER REWARDS, UNTIL EVERYBODY
HAS ENOUGH HIT POINTS AND FIGHTING ABIL
ITY TO SURVIVE A TOUGH MAGIC OR
DRAGON BREATH BATTLE).
LET'S SEE, YOU SHOULD NOW BE AT (1
3E, 2N, 2U). WALK ONE SQUARE, TURN
LEFT, WALK ONE SQUARE, KICK, TURN RIGHT
, KICK (DON'T LOOK BACK -- THAT
WAS A ONE-WAY DOOR YOU JUST KICKED THRO
UGH!! TO GET BACK, YOU WILL
USE THE DOOR IN THE NORTH -- CURRENTLY
TO YOUR RIGHT). WALK ONE SQUARE,
TURN RIGHT, WALK TWO SQUARES, TURN LEFT
. BLANK WALL HERE, EVEN IF YOU
HAVE A LIGHT SPELL GOING. SO KICK THE
WALL ANYWAY -- IT'S AN "INVISIBLE"
DOOR LIKE THE ONES YOU MAY REMEMBER FRO
M KNIGHT OF DIAMONDS. TURN RIGHT,
AND KICK ANOTHER INVISIBLE DOOR IN. WH
EW! THAT WAS THE TOUGH PART;
(TOOK ME ABOUT SIX EXPEDITIONS UP HERE
TO ISOLATE THIS AS THE ONLY WAY
INTO THE REST OF LEVEL 2).
FROM YOUR CURRENT LOCATION (9E,2N,2
U) TO THE STAIRS UP, YOU WALK:
FORWARD,KICK,FORWARD,LEFT,FORWARD,KICK,
RIGHT,KICK,LEFT,KICK,FORWARD,
RIGHT,FORWARD,KICK,RIGHT,FORWARD,RIGHT,
FORWARD,LEFT,FORWARD,KICK,LEFT,
FORWARD,RIGHT,KICK,FORWARD,LEFT,FORWARD
,RIGHT,KICK,FORWARD,FORWARD,LEFT,
FORWARD,LEFT,KICK,RIGHT,KICK,LEFT,FORWA
RD,RIGHT,FORWARD,FORWARD,KICK,
RIGHT,FORWARD 4,KICK,RIGHT,RIGHT,KICK -
- WAIT A SEC -- ISN'T THAT WHERE
I JUST CAME FROM?? NOPE -- YOU JUST TE
LEPORTED TO (3E,18N,2U)!!
O.K., YOU ARE NOW AT (2E,18N,2U), FACIN
G WEST. KICK THE DOOR, THEN:
FORWARD,LEFT,FORWARD,KICK,LEFT,FORWARD,
RIGHT,FORWARD,KICK,LEFT,KICK,
LEFT,KICK,FORWARD,RIGHT,FORWARD,KICK (B
UT REMEMBER THAT DOOR YOU JUST
PASSED ON YOUR RIGHT -- YOU'LL NEED TO
GO THAT WAY TO GET OUT!). YOU'RE
NOW IN A NORTH-SOUTH HALLWAY, FACING EA
ST. TURN LEFT (N), WALK 3 SQUARES,
AND "BINGO"! "I AM AROUND YOU ALWAYS,
BUT YOU HAVE NEVER SEEN ME. YOU
WOULD NEVER LEAVE ME, BUT WERE I GONE,
YOU WOULD NOT CRY OUT FOR ME. WHAT
AM I?" THE ANSWER IS, OF COURSE, ELEME
NTARY (THE ELEMENTS PLAY AN IMPORTANT
PART IN THIS DUNGEON), NAMELY "AIR". T
URN LEFT, WALK 4 SQUARES, AND YOU'RE
ON THE STAIRS UP TO LEVEL 4.
IF YOU'VE DETOURED (AS YOU SHOULD
HAVE, AS YOU WANT TO HAVE CHARACTERS
OF AROUND 6TH-8TH LEVEL BEFORE GOING UP
TO LEVEL 4), YOU MAY NOTICE THAT
YOU'VE ONLY BEEN ABLE TO MAP ABOUT HALF
OF THE SECOND LEVEL. DON'T WORRY
ABOUT IT; THERE'S ANOTHER WAY DOWN FROM
4TH INTO THE OTHER PART. IF YOU
GOT LOST, YOUR STAIRS UP FROM LEVEL 2 W
ERE AT (0E, 19N,2U), AND YOU ARE
NOW AT (10E,2N,4U). OTHER IMPORTANT LO
CATIONS ON LEVEL 4 ARE:
(3E,1N,4U) -- STAIRS DOWN TO THE ISLA
ND ON LEVEL 1.
(13E,13N,4U) -- STAIRS DOWN TO THE OT
HER HALF OF LEVEL 2.
(12E,13N,4U) -- CHUTE DOWN TO SAME (C
OMES OUT AT (2E,11N,2U).
(19E,14N,4U) -- STAIRS UP TO LEVEL 6
-- BUT YOU CAN'T GO YET.
(17E,11N,4U) -- A PUZZLE TO GET YOU T
O AFOREMENTIONED STAIRS MOST SAFELY.
(7E,17N,4U) -- LAIR OF THE GREATER DE
MON DELF -- GUARDIAN OF THE CRYSTAL
OF EVIL -- AN ARTIFACT
YOU MUST HAVE TO SOLVE THIS DUNGEON.
THE WHOLE AREA SOUTH OF (17E,10N,4U)
-- IS FULL OF SQUARES THAT SAY
"LOOK OUT!" EACH TIME YOU WALK ON ONE
OF THESE, YOU WILL HAVE AN
ENCOUNTER ON YOUR <> MOVE. ALL O
F THESE ENCOUNTERS WILL BE PRETTY
TOUGH, AND DECENT EXPERIENCE; ALL WILL
HAVE CHESTS; ALL CHESTS WILL
CONTAIN MAGIC ITEMS. JACKPOT! BONANZA
! HERE'S WHERE YOU GO TO STOCK
EVERYBODY -- GOOD AND EVIL! IN PARTICU
LAR, YOU NEED TO FIND SOME GLASS
BOTTLES -- THEY'RE "SHIPS IN BOTTLES",
AND ENABLE YOU TO WALK ACROSS
THE LAKE TO THE ISLAND (AND SHORTCUT ST
AIRS) ON THE FIRST LEVEL. GET
SEVERAL, IF YOU CAN. (THEY'RE QUITE CO
MMON IN THIS SECTION).
TO BE CONTINUED....
======
******** WIZARDRY #3 MONSTERS ********
******** PRESENTED BY: NEABBS ********
THE FOLLOWING IS A LIST OF MONSTERS.
THE WORDS IN PARENTHESIS SHOW THE
STATE OF THE MONSTER WHEN IT IS NOT
CLEARLY SEEN.
THE LIST GOES IN THE ORDER OF HARDNESS.
(LARGER NUMBER = HARDER MONSTER)
LEVEL 1
-------
=1= GUARIAN RAIDER (CORSAIR)
=2= GUARIAN GUARD (CORSAIR)
=3= POLTERGEIST (UNSEEN ENTITY)
=4= CRAWLING KELP (STRANGE PLANT)
=5= GUARIAN PRIEST (CORSAIR)
=6= GUARIAN MAGE (CORSAIR)
=7= DUSTER (SHADOWY FIGURE)
=8= LARGE SNAKE (ANACONDA)
=9= GUARIAN CAPTAIN (CORSAIR)
=10= MOAT MONSTER (GIANT SERPENT)
=11= GIANT SLUG (SLIMY THING)
=12= HIGH CORSAIR (CORSAIR)
LEVEL 2
-------
=1= HOBGOBLINS
=2= GOBLINS
=3= NINJA (MAN IN BLACK)
=4= DARK STEED
NOTE : 95% OF LEVEL 3 MONSTERS EXIST
ON LEVEL 2 THEREFORE, THOSE
MONSTERS HAVE NOT BEEN LISTED IN THE
LEVEL 2 CATEGORY.
LEVEL 3
-------
=1= DUSTER
=2= MAN IN LEATHER
=3= VULTURE (STRANGE BIRD)
=4= LOOTER
=5= RONIN
=6= WITCH (WOMAN IN ROBES)
=7= FRIAR
=8= CRUSADER
=9= PIXIE (TINY FIGURE)
=10= LEPRECHUAN (TINY FIGURES)
=11= BENGAL TIGER (STRANGE ANIMAL)
=12= MAN AT ARMS
=13= DWARF FIGHTER (MAN AT ARMS)
=14= CENTAUR
=15= UNICORN (STRANGE ANIMAL)
=16= WERE VULTURE
=17= WERE TIGER
=18= 2-HEADED SNAKE
=19= STRANGLER VINES
=20= GIANT LEECH
=21= ASTER
=22= GIANT ANT
=23= KOMODO DRAGON
=24= MUMMY
=25= BANSHEE
THAT IS ALL FOR NOW. I SHOULD BE
GOING INTO LEVEL 5 IN A COUPLE OF
DAYS WHEN MY MAGE (DAMIEN) GETS
MALOR.
========
**** WIZ #3 MONSTER DESCRIPTIONS ****
**** A NEABBS PRESENTATION ****
THE FOLLOWING IS A SHORT DESCRIPTION
OF CERTAIN MONSTERS.
LEVEL 1
-------
CRAWLING KELP - GIVE LOUSY EXPERIENCE.
GUARIAN MAGES - CAST 1ST LEVEL MAGE
SPELLS.
GUARIAN PRIESTS - CAST 1ST LEVEL
PRIEST SPELLS.
POLTERGEISTS - YOU CAN DISSOLVE THEM.
DUSTERS - YOU CAN DISSOLVE THEM.
GIANT SLUG - MANY HIT POINTS. DOES
CONSIDERABLE AMOUNT OF DAMAGE TO
CHARS WITH LOW ARMOR CLASS.
LEVEL 2
-------
KOMODO DRAGONS - BREATH DAMAGE
TONS OF GOLD FOR TREASURE
DWARF FIGHTERS - MANY HIT POINTS
RONIN - CAST LIGHT SPELLS
WITCHES - CAST LIGHT SPELLS
PIXIES - CAST LIGHT SPELLS
LEPRECHUANS - CAST LIGHT SPELLS
WERE VULTURES - POISON YOU
CENTAURS - HIT FOR MUCH DAMAGE
ASTERS - PARALYZE YOU. DISSOLVE THEM.
DUSTERS - DISSOLVE THEM.
FRIARS - CAST LIGHT PRIEST SPELLS
MUMMIES - DRAIN ONE LEVEL FROM WHOEVER
IT HITS IN COMBAT.
UNICORN - HAS MANY HIT POINTS
GIANT LEECH - THIS MONSTER HAS THE
MOST HIT POINTS OUT OF ALL MONSTERS
ON LEVEL 3. IT ALSO DOES GREAT DAMAGE
COMPARED TO OTHER MONSTERS. THEY ALSO
POISON YOU.
STRANGLER VINES - DO MUCH DAMAGE. SOME
ARE RESISTANT TO SPELLS
2-HEADED SNAKES - HAVE MANY HIT POINTS.
THEY ALSO POISON YOU.
BANSHEES - DISSOLVE THEM. WILL DRAIN
ONE LEVEL FROM CHARACTER IT HITS.
WILL HIT MORE FREQUENTLY THAN MUMMIES.
CRUSADERS - CAST LIGHT PRIEST SPELLS
GIANT ANTS - PARALYZE YOU. HAVE LOTS
OF GOLD
WERE TIGERS - POISON YOU.
THATS ALL FOR NOW.
========
---------------------------
>>>>> NEABBS PRESENTS <<<<<
---------------------------
>>>>> WIZARDRY III'S <<<<<
---------------------------
>>>>> MAGIC ITEMS <<<<<
---------------------------
THIS FILE LISTS ALL THE UNUSUAL ITEMS
IN WIZARDRY III. MOST OF THEM YOU CAN
NOT BUY FROM BOLTAC'S TRADING POST...
LISTED NEXT TO EACH ENTRY, IS THE ITEM
REGESTER NUMBER THAT YOU CAN CHANGE
WITH A SECTOR EDITOR:
E903 ORB OF EARITHIN
EA03 NEUTRAL CRYSTAL
EB03 CRYSTAL OF EVIL
EC03 CRYSTAL OF GOOD
ED03 SHIP IN BOTTLE
EE03 STAFF OF EARTH
EF03 AMULET OF AIR
F003 HOLY WATER
F103 ROD OF FIRE
F203 GOLD MEDALLION
F303 ORB OF MHUUZFES (AND NO...I DID
SPELL IT CORRECTLY)
F403 BUTTERFLY KNIFE
F5030SHORT SWORD
F603 BROAD SWORD
F703 MACE
F803 STAFF
F903 HAND AXE
FA03 BATTLE AXE
FB03 DAGGER
FC03 FLAIL
FD03 ROUND SHIELD
FE03 HEATER SHIELD
FF03 MAGE'S ROBES
0004 CUIRASS
0104 HAUBERK
0204 BREAST PLATE
0304 PLATE ARMOR
0404 SALLET
0504 POTION OF DIOS
0604 LATUMOFIS POTION
0704 SHORT SWORD
0804 BROAD SWORD +1
0904 MACE +1
0A04 BATTLE AXE +1
0B04 NUNCHAKAS
0C04 DAGGER +1
0D04 KATINO SCROLL
0E04 CUIRASS +1
0F04 HAUBERK +1
1004 BREAST PLATE +1
1104 PLATE ARMOR +1
1204 HEATER +1
1304 BASCINET
1404 IRON GLOVES
1504 BADIOS POTION
1604 HALITO POTION
1704 SHORT SWORD -1
1804 BROAD SWORD -1
1904 MACE -1
1A04 DAGGER -1
1B04 BATTLE AXE -1
1C04 MARGAUZ'S FLAIL
1D04 BAG OF JEMS
1E04 WIZARD'S STAFF
1F04 FLAMETOUNGE
2004 ROUND SHIELD -1
2104 CUIRASS -1
2204 HAUBERK -1
2304 BREST PLATE -1
2404 PLATE ARMOR -1
2504 SALLET -1
2604 SOPIC PHILTRE
2704 GOLD RING
2804 SALAMANDER RING
2904 SERPENT'S TOOTH
2A04 SHORT SWORD +2
2B04 BROAD SWORD +2
2C04 BATTLE AXE +2
2D04 IVORY DAGGER (GOOD)
2E04 EBONY DAGGER (EVIL)
2F04 AMBER DAGGER (NEUTRAL)
3004 MACE +2
3104 MITHRIL GLOVES
3204 DIALDO AMULET
3304 CUIRASS +2
3404 HEATER +2
3504 DISPLACER ROBES
3604 HAWBERK +2
3704 BREST PLATE +2
3804 PLATE ARMOR +2
3904 ARMET
3A04 WARGAN ROBES
3B04 GIANT'S CLUB
3C04 BLADE OF CUISINART
3D04 SHEPHERD CROOK
3E04 UNHOLY AXE
3F04 ROD OF DEATH
4004 GEM OF EXORCISM
4104 BAG OF EMERALDS
4204 BAG OF GARNETS
4304 BLUE PEARL
4404 RUBY SLIPPERS
4504 NECROLOGY ROD
4604 BOOK OF LIFE
4704 BOOK OF DEATH
4804 DRAGON'S TOOTH
4904 TROLLKIN RING
4A04 RABBIT'S FOOT
4B04 THIEF'S PICK
4C04 BOOK OF DEAMONS
4D04 BUTTERFLY KNIFE
4E04 GOLD TIARA
4F04 MANTIS GLOVES
THAT IS ALL OF 'EM....YOU CAN USE THE
PROGRAM BY 'DATAMOST' CALLED 'WIZPLUS'
TO EDIT YOUR CHARACTERS. SEE YOU GET IT
FROM YOUR LOCAL 'DEALER'
. I WILL TRY TO DEVELOP IT FROM
THE BOTTOM UP, SO IF YOU JUST WANT TO S
EE EARLY STUFF, AND SOLVE THE REST
YOURSELF, THEN JUST MAKE SURE YOU ABORT
THIS MESSAGE IN TIME! IF YOU DON'T
WANT ANY GIVEAWAYS, YOU SHOULDN'T EVEN
BE READING THIS FAR.
1. STARTING OUT. AS WITH THE KNIGHT OF
DIAMONDS, YOU CANNOT CREATE NEW
CHARACTERS IN L OF L; THEY MUST BE TRAN
SFERRED IN. THERE ARE NO POSTED
"MINIMUM LEVEL" SUGGESTIONS, HOWEVER --
THERE IS A REASON FOR THIS. WHEN
YOU FIRST TRANSFER A CHARACTER OVER, YO
U WILL FIND THAT YOU CANNOT USE
HIM/HER IN A PARTY; THE CHARACTER IS "O
NLY A MEMORY". TO BE USED IN L OF L,
EACH CHARACTER MUST UNDERGO THE "RITE O
F PASSAGE" WHICH WILL TURN HIM/HER
INTO A LEGACY. TO DO THIS, ENTER THE T
RAINING GROUNDS, CALL UP THE CHARACTER
BY NAME, THEN ENTER "R".
WHOOPS! NOW YOU'VE DONE IT! YOU SE
E, PUTTING A CHARACTER THROUGH THE
RITE OF PASSAGE DOES THE FOLLOWING TO H
IM/HER: IF IT HAD MORE THAN 500 G.P.,
IT NOW HAS EXACTLY 500. ALL EQUIPMENT
IS TAKEN AWAY. IT IS NOW 1ST LEVEL,
WITH APPROPRIATE HIT POINTS, SPELLS, ET
C. (YOU DO GET TO KEEP STATS CLOSE
TO WHAT YOU HAD, WITH RANDOM VARIATIONS
). THIS WOULD MAKE IT IDEAL TO
CREATE A NEW CHARACTER IN MAD OVERLORD,
THEN TRANSFER IT, RIGHT? WRONG.
A CHARACTER WITH BEGINNING STATS, AND L
ESS THAN 500 G.P. IS GOING TO HAVE
IT IN L OF L. AT LEAST GI
VE HIM SOME MONEY; THAT MAY BE
ENOUGH TO SURVIVE.
THE IDEAL PARTY COMPOSITION WHEN FIR
ST STARTING OUT IN L OF L IS THREE
FIGHTER TYPES AND THREE BISHOPS! YOU W
ILL NEED ALL THE KATINO'S AND DIOS'S
YOU CAN MUSTER TO SURVIVE YOUR FIRST FE
W EXPEDITIONS. ONCE YOU HAVE A FEW
CHARACTERS UP AROUND THIRD LEVEL, THE R
EST WILL HAVE A CHANCE.
SOME CHEATS TO SPEED THINGS UP: L O
F L DOES NOT PREVENT YOU FROM
TRANSFERRING CHARACTERS IN AND OUT; JUS
T NEW ONES NEED TO UNDERGO THE
RITE OF PASSAGE. MAGIC ITEMS ARE NOT T
RANSFERRABLE (DIFFERENT CODING),
BUT GOLD IS. THIS MEANS THAT YOU CAN H
AVE A CHARACTER UNDERGO THE RITE
OF PASSAGE, TRANSFER IT TO WIZARDRY I O
R II, GET BUNDLES OF GOLD, AND
TRANSFER IT BACK. THERE'S NOT AS MUCH
TO BUY, BUT IT'S A START. ALSO,
IF THE CHARACTER IS A BISHOP, YOU CAN T
URN IT INTO A SUPERBISHOP IN
WIZARDRY 1, THEN SEND HIM/HER BACK TO L
OF L WITH FULL ABILITIES!
LET'S SEE, YOU'VE GOT YOUR PARTY W
ITH THREE FIGHTER TYPES (FIGHTERS,
LORDS, SAMURAI, OR NINJA -- OR CONCEIVA
BLY A THIEF) AND THREE BISHOPS. A
QUICK, BUT DANGEROUS, WAY TO GET EXPERI
ENCE IS TO TAKE ON THE MOAT MONSTERS
AT THE DARK FORTRESS. BY ALL MEANS, US
E KATINO (ONE PER ROUND) ON THEM,
AND BE READY TO HEAL DURING MELEE; THEY
HIT HARD!
INTERESTING FEATURES OF LEVEL 1:
THE ROOM YOU START OUT IN HAS TWO
OBVIOUS DOORS. THERE ARE ALSO TWO SECR
ET DOORS (NEXT TO THE OBVIOUS ONES);
EACH OPENS ON A SANDY BEACH WITH AN ISL
AND VISIBLE IN THE DISTANCE. THE
ISLAND IS IN THE NE CORNER OF THE 8-SQU
ARE LAKE (6E-7E,6N-7N), BUT THAT'S
ABOUT ALL YOU CAN DO ABOUT IT AT THE MO
MENT, SINCE THERE'S A LAKE IN YOUR
WAY ("YOU'RE AT THE WATER'S EDGE; GO BA
CK OR YOU'LL DROWN!"; YOU ARE
AUTOMATICALLY PUSHED BACK WHEN YOU SEE
THIS MESSAGE).
UNTIL YOU'RE READY FOR THE ISLAND,
YOUR BEST BET IS TO INITIALLY GO
EAST. YOU FIND A 20' LONG CORRIDOR, EN
DING IN A DOOR ON THE SOUTH. WHEN
YOU GET TO IT, YOU SEE A SIGN READING "
BARRACKS"; IRRELEVANT, EXCEPT TO
TELL YOU YOU'RE GOING THE RIGHT WAY. K
ICK THE DOOR, TURN EAST, KICK THE
DOOR, TURN SOUTH, KICK THE DOOR, TURN W
EST, KICK, KICK. AH HA! ANOTHER
MESSAGE! THIS TIME, YOU'RE AT A DARK F
ORTRESS; "BEWARE OF MOAT MONSTERS",
SAYETH THE SIGN. INDEED, BEWARE. YOU
ARE ABOUT TO HAVE TWO OR THREE
ENCOUNTERS WITH MOAT MONSTERS, THE TOUG
HEST (AND BEST EXPERIENCE) CRITTERS
ON LEVEL 1. THIS IS A GOOD WAY TO BUIL
D UP INITIAL EXPERIENCE; YOU DON'T
WANT TO TRY LEVEL 2 UNTIL YOU'RE AT LEA
ST 3RD, AND PREFERABLY 4TH OR 5TH,
LEVEL (BE AT LEAST 3RD EVEN IF YOU BRIN
G A SUPERBISHOP -- LOTS OF SPELL-
CASTING CREATURES ON THE UPPER LEVELS,
NOT TO MENTION DRAGONS).
TURN RIGHT, PROCEED AS FAR AS YOU
CAN, TURN LEFT (WEST), PROCEED,
(YOUR FIRST MOAT MONSTER ENCOUNTER WILL
TAKE PLACE IN THE 4TH SQUARE
AFTER YOU TURN THE CORNER (17E, 19N) --
KILL 'EM!), BUMP INTO THE WEST
WALL, AND TURN SOUTH. ON YOUR FOURTH S
QUARE (8E, 15N) YOU WILL MEET
SOME MORE MOATIES; TRASH 'EM! WALK ONE
MORE SOUTH, THEN TURN LEFT
(EAST); THE DOORS TO THE FORTRESS! WA
LK FORWARD, THEN KICK.
O.K., YOU'VE JUST KICKED IN THE NORTHER
N DOOR TO THE FORTRESS, AND ARE
AT (10E,14N,1U) (INCIDENTALLY, EXCEPT F
OR YOUR FINAL DESTINATION, THE
FORTRESS IS TOTALLY SYMMETRICAL, SO YOU
COULD REVERSE MY N-S DIRECTION
AND USE THE SOUTH DOOR (13N) IF YOU PRE
FERRED). TURN LEFT (N), KICK,
WALK TWO SQUARES, TURN RIGHT (E), KICK,
FORWARD 2, KICK, FORWARD 1,
TURN RIGHT, KICK, TURN RIGHT, WALK 2, K
ICK... GIRD YOURSELF FOR COMBAT,
THEN KICK -- YOU ARE IN A GUARDROOM WIT
H SOME GARIAN GUARDS. DON'T
WASTE SPELLS ON THEM. JUST FIGHT, AND
MOST OF THEM WILL RUN AWAY.
<> IT WILL N
OT CONTAIN ANY MAGIC, AND THE
TRAPS TEND TO BE VICIOUS.
TURN LEFT, KICK, WALK 1, TURN LEFT
, PREPARE, KICK (ANOTHER FIXED
ENCOUNTER WITH GARIAN GUARDS -- <>). KICK, FIGHT
SOME MORE GARIAN GUARDS AND <>, WALK TWO SQUARES,
TAKE A DEEP BREATH, MAKE SURE EVERYONE'
S HEALED, THEN... KICK! YOU
ARE NOW FACE-TO-FACE WITH THE HIGH CORS
AIR AND A VARIABLE NUMBER (3-5)
OF GARIAN CAPTAINS. O.K., REMEMBER ALL
THOSE SPELLS YOU WEREN'T WASTING
ON THE PREVIOUS ENCOUNTERS? A TIME WIL
L COME WHEN YOUR CHARACTERS WILL
SNEER AT THIS ENCOUNTER, BUT IT'S NOT Y
ET! PUT THE CAPTAINS TO SLEEP,
AND CONCENTRATE ALL THE FIGHTERS ON THE
HIGH CORSAIR. ONCE HE'S DEAD,
YOU CAN TAKE ON THE CAPTAINS (THOSE WHI
CH DON'T RUN AWAY IN PANIC WHEN
THEIR LEADER DIES). THIS CHEST WILL BE
TRAPPED WITH "ALARM"; DISARM
IT AND OPEN IT; IT WILL ALWAYS CONTAIN
EQUIPMENT, SOMETIMES MAGICAL --
THE ONLY MAGIC YOU WILL BE LIKELY TO FI
ND ON LEVEL 1.
GO TO THE DOOR ON THE SOUTH END OF
THE EAST WALL, AND KICK. LO AND
BEHOLD, YET ANOTHER MESSAGE! THIS TIME
, IT'S "L'KBRETH" TELLING YOU
THAT NEITHER GOOD NOR EVIL ALONE CAN SO
LVE THE DUNGEON. THIS IS QUITE
TRUE. THERE ARE FOUR DOORS AHEAD OF YO
U. THE RIGHTMOST IS AN EMPTY
10X10 ROOM; THE LEFTMOST IS A TELEPORT
BACK TO THE CASTLE (GOOD QUICK
EXIT; YOU MAY NEED THIS LATER!), THE MI
DDLE ONES ARE STAIRS. THE CATCH
IS THAT ONLY A GOOD PARTY (AT LEAST ONE
GOOD-ALIGNED CHARACTER) CAN USE
THE STAIRS DIRECTLY OPPOSITE WHERE YOU
ARE NOW STANDING (19E,13N),
WHILE ONLY AN EVIL PARTY CAN USE THE ST
AIRS AT (19E, 14N). IF YOU
PICK THE WRONG STAIRWAY, YOU WILL BE TE
LEPORTED BACK TO THE CASTLE.
SO PICK THE RIGHT ONE, AND GO ON UP.
THE STAIRS UP FROM LEVEL 1 ARE AT
(19E,13N) -- GOOD PARTIES ONLY,
AND (19E,14N) -- EVIL PARTIES ONLY (I H
AVEN'T TRIED A STRAIGHT NEUTRAL
PARTY -- IF ANYONE HAS, LET US KNOW WHA
T HAPPENS). THE GOOD STAIRS
TAKE YOU UP TO LEVEL 2, WHILE THE EVIL
STAIRS GO UP TO LEVEL 3 -- THE
LEVELS ARE APPROXIMATELY THE SAME IN DI
FFICULTY.
YOU WILL NEED TO RUN SOME EVILS TO
SOLVE THIS DUNGEON, BUT PUT IT
OFF AS LONG AS POSSIBLE -- IT HEAVILY D
ISCRIMINATES AGAINST THEM! LEVEL
4 (GOOD PARTIES ONLY) HAS ALL THE MAGIC
; LEVEL 5 (EVIL ONLY) IS ALMOST
BARE. SAME WITH LEVEL 2 VS. LEVEL 3.
SO, TAKE YOUR GOOD PARTY, PROCEED
UP THE GOOD STAIRS; YOU ARE NOW AT (19E
,0N,2U). TURN WEST (180 DEGREES)
AND WALK DOWN THE HALL -- 4 STEPS, TURN
RIGHT, 4 STEPS, TURN LEFT, 4 STEPS,
TURN RIGHT, ONE STEP, LEFT, ONE STEP, L
EFT (NOW FACING SOUTH) -- KICK THE
DOOR, WALK FORWARD ONE, TURN LEFT, WALK
4, TURN RIGHT, WALK ONE, TURN
RIGHT (NOW FACING WEST), KICK THE DOOR.
IN CASE YOU HAVEN'T GUESSED BY
NOW, YOU WILL BE HEARTILY SICK OF THE F
ORTRESS AND THIS ROUTE BY THE
TIME YOU ARE ABLE TO USE THE SHORTCUT (
VIA THE ISLAND -- YOU GUESSED IT).
IF YOU HAVE A SUPERBISHOP ALONG, JUST M
ALOR UP TO LEVEL 2 (I DON'T
RECOMMEND ATTACKING LEVEL 4, DESPITE TH
E GREATER REWARDS, UNTIL EVERYBODY
HAS ENOUGH HIT POINTS AND FIGHTING ABIL
ITY TO SURVIVE A TOUGH MAGIC OR
DRAGON BREATH BATTLE).
LET'S SEE, YOU SHOULD NOW BE AT (1
3E, 2N, 2U). WALK ONE SQUARE, TURN
LEFT, WALK ONE SQUARE, KICK, TURN RIGHT
, KICK (DON'T LOOK BACK -- THAT
WAS A ONE-WAY DOOR YOU JUST KICKED THRO
UGH!! TO GET BACK, YOU WILL
USE THE DOOR IN THE NORTH -- CURRENTLY
TO YOUR RIGHT). WALK ONE SQUARE,
TURN RIGHT, WALK TWO SQUARES, TURN LEFT
. BLANK WALL HERE, EVEN IF YOU
HAVE A LIGHT SPELL GOING. SO KICK THE
WALL ANYWAY -- IT'S AN "INVISIBLE"
DOOR LIKE THE ONES YOU MAY REMEMBER FRO
M KNIGHT OF DIAMONDS. TURN RIGHT,
AND KICK ANOTHER INVISIBLE DOOR IN. WH
EW! THAT WAS THE TOUGH PART;
(TOOK ME ABOUT SIX EXPEDITIONS UP HERE
TO ISOLATE THIS AS THE ONLY WAY
INTO THE REST OF LEVEL 2).
FROM YOUR CURRENT LOCATION (9E,2N,2
U) TO THE STAIRS UP, YOU WALK:
FORWARD,KICK,FORWARD,LEFT,FORWARD,KICK,
RIGHT,KICK,LEFT,KICK,FORWARD,
RIGHT,FORWARD,KICK,RIGHT,FORWARD,RIGHT,
FORWARD,LEFT,FORWARD,KICK,LEFT,
FORWARD,RIGHT,KICK,FORWARD,LEFT,FORWARD
,RIGHT,KICK,FORWARD,FORWARD,LEFT,
FORWARD,LEFT,KICK,RIGHT,KICK,LEFT,FORWA
RD,RIGHT,FORWARD,FORWARD,KICK,
RIGHT,FORWARD 4,KICK,RIGHT,RIGHT,KICK -
- WAIT A SEC -- ISN'T THAT WHERE
I JUST CAME FROM?? NOPE -- YOU JUST TE
LEPORTED TO (3E,18N,2U)!!
O.K., YOU ARE NOW AT (2E,18N,2U), FACIN
G WEST. KICK THE DOOR, THEN:
FORWARD,LEFT,FORWARD,KICK,LEFT,FORWARD,
RIGHT,FORWARD,KICK,LEFT,KICK,
LEFT,KICK,FORWARD,RIGHT,FORWARD,KICK (B
UT REMEMBER THAT DOOR YOU JUST
PASSED ON YOUR RIGHT -- YOU'LL NEED TO
GO THAT WAY TO GET OUT!). YOU'RE
NOW IN A NORTH-SOUTH HALLWAY, FACING EA
ST. TURN LEFT (N), WALK 3 SQUARES,
AND "BINGO"! "I AM AROUND YOU ALWAYS,
BUT YOU HAVE NEVER SEEN ME. YOU
WOULD NEVER LEAVE ME, BUT WERE I GONE,
YOU WOULD NOT CRY OUT FOR ME. WHAT
AM I?" THE ANSWER IS, OF COURSE, ELEME
NTARY (THE ELEMENTS PLAY AN IMPORTANT
PART IN THIS DUNGEON), NAMELY "AIR". T
URN LEFT, WALK 4 SQUARES, AND YOU'RE
ON THE STAIRS UP TO LEVEL 4.
IF YOU'VE DETOURED (AS YOU SHOULD
HAVE, AS YOU WANT TO HAVE CHARACTERS
OF AROUND 6TH-8TH LEVEL BEFORE GOING UP
TO LEVEL 4), YOU MAY NOTICE THAT
YOU'VE ONLY BEEN ABLE TO MAP ABOUT HALF
OF THE SECOND LEVEL. DON'T WORRY
ABOUT IT; THERE'S ANOTHER WAY DOWN FROM
4TH INTO THE OTHER PART. IF YOU
GOT LOST, YOUR STAIRS UP FROM LEVEL 2 W
ERE AT (0E, 19N,2U), AND YOU ARE
NOW AT (10E,2N,4U). OTHER IMPORTANT LO
CATIONS ON LEVEL 4 ARE:
(3E,1N,4U) -- STAIRS DOWN TO THE ISLA
ND ON LEVEL 1.
(13E,13N,4U) -- STAIRS DOWN TO THE OT
HER HALF OF LEVEL 2.
(12E,13N,4U) -- CHUTE DOWN TO SAME (C
OMES OUT AT (2E,11N,2U).
(19E,14N,4U) -- STAIRS UP TO LEVEL 6
-- BUT YOU CAN'T GO YET.
(17E,11N,4U) -- A PUZZLE TO GET YOU T
O AFOREMENTIONED STAIRS MOST SAFELY.
(7E,17N,4U) -- LAIR OF THE GREATER DE
MON DELF -- GUARDIAN OF THE CRYSTAL
OF EVIL -- AN ARTIFACT
YOU MUST HAVE TO SOLVE THIS DUNGEON.
THE WHOLE AREA SOUTH OF (17E,10N,4U)
-- IS FULL OF SQUARES THAT SAY
"LOOK OUT!" EACH TIME YOU WALK ON ONE
OF THESE, YOU WILL HAVE AN
ENCOUNTER ON YOUR <> MOVE. ALL O
F THESE ENCOUNTERS WILL BE PRETTY
TOUGH, AND DECENT EXPERIENCE; ALL WILL
HAVE CHESTS; ALL CHESTS WILL
CONTAIN MAGIC ITEMS. JACKPOT! BONANZA
! HERE'S WHERE YOU GO TO STOCK
EVERYBODY -- GOOD AND EVIL! IN PARTICU
LAR, YOU NEED TO FIND SOME GLASS
BOTTLES -- THEY'RE "SHIPS IN BOTTLES",
AND ENABLE YOU TO WALK ACROSS
THE LAKE TO THE ISLAND (AND SHORTCUT ST
AIRS) ON THE FIRST LEVEL. GET
SEVERAL, IF YOU CAN. (THEY'RE QUITE CO
MMON IN THIS SECTION).
TO BE CONTINUED....
======
******** WIZARDRY #3 MONSTERS ********
******** PRESENTED BY: NEABBS ********
THE FOLLOWING IS A LIST OF MONSTERS.
THE WORDS IN PARENTHESIS SHOW THE
STATE OF THE MONSTER WHEN IT IS NOT
CLEARLY SEEN.
THE LIST GOES IN THE ORDER OF HARDNESS.
(LARGER NUMBER = HARDER MONSTER)
LEVEL 1
-------
=1= GUARIAN RAIDER (CORSAIR)
=2= GUARIAN GUARD (CORSAIR)
=3= POLTERGEIST (UNSEEN ENTITY)
=4= CRAWLING KELP (STRANGE PLANT)
=5= GUARIAN PRIEST (CORSAIR)
=6= GUARIAN MAGE (CORSAIR)
=7= DUSTER (SHADOWY FIGURE)
=8= LARGE SNAKE (ANACONDA)
=9= GUARIAN CAPTAIN (CORSAIR)
=10= MOAT MONSTER (GIANT SERPENT)
=11= GIANT SLUG (SLIMY THING)
=12= HIGH CORSAIR (CORSAIR)
LEVEL 2
-------
=1= HOBGOBLINS
=2= GOBLINS
=3= NINJA (MAN IN BLACK)
=4= DARK STEED
NOTE : 95% OF LEVEL 3 MONSTERS EXIST
ON LEVEL 2 THEREFORE, THOSE
MONSTERS HAVE NOT BEEN LISTED IN THE
LEVEL 2 CATEGORY.
LEVEL 3
-------
=1= DUSTER
=2= MAN IN LEATHER
=3= VULTURE (STRANGE BIRD)
=4= LOOTER
=5= RONIN
=6= WITCH (WOMAN IN ROBES)
=7= FRIAR
=8= CRUSADER
=9= PIXIE (TINY FIGURE)
=10= LEPRECHUAN (TINY FIGURES)
=11= BENGAL TIGER (STRANGE ANIMAL)
=12= MAN AT ARMS
=13= DWARF FIGHTER (MAN AT ARMS)
=14= CENTAUR
=15= UNICORN (STRANGE ANIMAL)
=16= WERE VULTURE
=17= WERE TIGER
=18= 2-HEADED SNAKE
=19= STRANGLER VINES
=20= GIANT LEECH
=21= ASTER
=22= GIANT ANT
=23= KOMODO DRAGON
=24= MUMMY
=25= BANSHEE
THAT IS ALL FOR NOW. I SHOULD BE
GOING INTO LEVEL 5 IN A COUPLE OF
DAYS WHEN MY MAGE (DAMIEN) GETS
MALOR.
========
**** WIZ #3 MONSTER DESCRIPTIONS ****
**** A NEABBS PRESENTATION ****
THE FOLLOWING IS A SHORT DESCRIPTION
OF CERTAIN MONSTERS.
LEVEL 1
-------
CRAWLING KELP - GIVE LOUSY EXPERIENCE.
GUARIAN MAGES - CAST 1ST LEVEL MAGE
SPELLS.
GUARIAN PRIESTS - CAST 1ST LEVEL
PRIEST SPELLS.
POLTERGEISTS - YOU CAN DISSOLVE THEM.
DUSTERS - YOU CAN DISSOLVE THEM.
GIANT SLUG - MANY HIT POINTS. DOES
CONSIDERABLE AMOUNT OF DAMAGE TO
CHARS WITH LOW ARMOR CLASS.
LEVEL 2
-------
KOMODO DRAGONS - BREATH DAMAGE
TONS OF GOLD FOR TREASURE
DWARF FIGHTERS - MANY HIT POINTS
RONIN - CAST LIGHT SPELLS
WITCHES - CAST LIGHT SPELLS
PIXIES - CAST LIGHT SPELLS
LEPRECHUANS - CAST LIGHT SPELLS
WERE VULTURES - POISON YOU
CENTAURS - HIT FOR MUCH DAMAGE
ASTERS - PARALYZE YOU. DISSOLVE THEM.
DUSTERS - DISSOLVE THEM.
FRIARS - CAST LIGHT PRIEST SPELLS
MUMMIES - DRAIN ONE LEVEL FROM WHOEVER
IT HITS IN COMBAT.
UNICORN - HAS MANY HIT POINTS
GIANT LEECH - THIS MONSTER HAS THE
MOST HIT POINTS OUT OF ALL MONSTERS
ON LEVEL 3. IT ALSO DOES GREAT DAMAGE
COMPARED TO OTHER MONSTERS. THEY ALSO
POISON YOU.
STRANGLER VINES - DO MUCH DAMAGE. SOME
ARE RESISTANT TO SPELLS
2-HEADED SNAKES - HAVE MANY HIT POINTS.
THEY ALSO POISON YOU.
BANSHEES - DISSOLVE THEM. WILL DRAIN
ONE LEVEL FROM CHARACTER IT HITS.
WILL HIT MORE FREQUENTLY THAN MUMMIES.
CRUSADERS - CAST LIGHT PRIEST SPELLS
GIANT ANTS - PARALYZE YOU. HAVE LOTS
OF GOLD
WERE TIGERS - POISON YOU.
THATS ALL FOR NOW.
========
---------------------------
>>>>> NEABBS PRESENTS <<<<<
---------------------------
>>>>> WIZARDRY III'S <<<<<
---------------------------
>>>>> MAGIC ITEMS <<<<<
---------------------------
THIS FILE LISTS ALL THE UNUSUAL ITEMS
IN WIZARDRY III. MOST OF THEM YOU CAN
NOT BUY FROM BOLTAC'S TRADING POST...
LISTED NEXT TO EACH ENTRY, IS THE ITEM
REGESTER NUMBER THAT YOU CAN CHANGE
WITH A SECTOR EDITOR:
E903 ORB OF EARITHIN
EA03 NEUTRAL CRYSTAL
EB03 CRYSTAL OF EVIL
EC03 CRYSTAL OF GOOD
ED03 SHIP IN BOTTLE
EE03 STAFF OF EARTH
EF03 AMULET OF AIR
F003 HOLY WATER
F103 ROD OF FIRE
F203 GOLD MEDALLION
F303 ORB OF MHUUZFES (AND NO...I DID
SPELL IT CORRECTLY)
F403 BUTTERFLY KNIFE
F5030SHORT SWORD
F603 BROAD SWORD
F703 MACE
F803 STAFF
F903 HAND AXE
FA03 BATTLE AXE
FB03 DAGGER
FC03 FLAIL
FD03 ROUND SHIELD
FE03 HEATER SHIELD
FF03 MAGE'S ROBES
0004 CUIRASS
0104 HAUBERK
0204 BREAST PLATE
0304 PLATE ARMOR
0404 SALLET
0504 POTION OF DIOS
0604 LATUMOFIS POTION
0704 SHORT SWORD
0804 BROAD SWORD +1
0904 MACE +1
0A04 BATTLE AXE +1
0B04 NUNCHAKAS
0C04 DAGGER +1
0D04 KATINO SCROLL
0E04 CUIRASS +1
0F04 HAUBERK +1
1004 BREAST PLATE +1
1104 PLATE ARMOR +1
1204 HEATER +1
1304 BASCINET
1404 IRON GLOVES
1504 BADIOS POTION
1604 HALITO POTION
1704 SHORT SWORD -1
1804 BROAD SWORD -1
1904 MACE -1
1A04 DAGGER -1
1B04 BATTLE AXE -1
1C04 MARGAUZ'S FLAIL
1D04 BAG OF JEMS
1E04 WIZARD'S STAFF
1F04 FLAMETOUNGE
2004 ROUND SHIELD -1
2104 CUIRASS -1
2204 HAUBERK -1
2304 BREST PLATE -1
2404 PLATE ARMOR -1
2504 SALLET -1
2604 SOPIC PHILTRE
2704 GOLD RING
2804 SALAMANDER RING
2904 SERPENT'S TOOTH
2A04 SHORT SWORD +2
2B04 BROAD SWORD +2
2C04 BATTLE AXE +2
2D04 IVORY DAGGER (GOOD)
2E04 EBONY DAGGER (EVIL)
2F04 AMBER DAGGER (NEUTRAL)
3004 MACE +2
3104 MITHRIL GLOVES
3204 DIALDO AMULET
3304 CUIRASS +2
3404 HEATER +2
3504 DISPLACER ROBES
3604 HAWBERK +2
3704 BREST PLATE +2
3804 PLATE ARMOR +2
3904 ARMET
3A04 WARGAN ROBES
3B04 GIANT'S CLUB
3C04 BLADE OF CUISINART
3D04 SHEPHERD CROOK
3E04 UNHOLY AXE
3F04 ROD OF DEATH
4004 GEM OF EXORCISM
4104 BAG OF EMERALDS
4204 BAG OF GARNETS
4304 BLUE PEARL
4404 RUBY SLIPPERS
4504 NECROLOGY ROD
4604 BOOK OF LIFE
4704 BOOK OF DEATH
4804 DRAGON'S TOOTH
4904 TROLLKIN RING
4A04 RABBIT'S FOOT
4B04 THIEF'S PICK
4C04 BOOK OF DEAMONS
4D04 BUTTERFLY KNIFE
4E04 GOLD TIARA
4F04 MANTIS GLOVES
THAT IS ALL OF 'EM....YOU CAN USE THE
PROGRAM BY 'DATAMOST' CALLED 'WIZPLUS'
TO EDIT YOUR CHARACTERS. SEE YOU GET IT
FROM YOUR LOCAL 'DEALER'