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archive:games:wiz7

————– wizardry 7, crusaders of the dark savant FAQ ———-

Last modified 94-01-14

To see what's new, look at the log at the end of the FAQ.

You can find the latest version in www on adress :

http://www2.e.kth.se/~johansso/www/wiz7.html or if you have AFS, file:localhost/afs/e.kth.se/home/e90/johansso/www/wiz7.html I'm trying to post it at the end of every month at comp.sys.ibm.pc.games.rpg you can get it by ftp from wcl-l.bham.ac.uk:/pub/djh/faqs or ftp.netcom.com:/pub/av/avatarx/faqs My own account is ftp-able so you can get the faq (wiz7.faq) , the paches and the cheats from : zafir.e.kth.se ~johansso/www/wiz7www/ Send any comment or suggestions to : johansso@elixir.e.kth.se Wizardry 7 FAQ Index: 1. Choosing a Party 2. Changing Professions 3. General Playing Tips 4. Places 5. Other Questions 6. Patches, cheats & cracks 7. The items in the game 8. Credits 1. Choosing a Party During character creation, you get a number of bonus points, randomly generated. Keep rolling until you get a reasonably high set of bonus points – there's no sense in starting off with a weak character. You want all your characters to be magic-users of some kind, even if they're primarily fighters. For example, don't settle for a fighter; wait till you get enough bonus points to get a valkyrie, a ninja, a monk, or some other magic-using class. You may have to try again and again before you get a decent number of bonus points; the average seems to be about 10, but if you try often enough you can get twice that. I wouldn't settle for anything less than 15. You want your characters to start as powerfully as possible, so they aren't always dying in the early stages of the game. Note: Some people on the net have pointed out that in the later stages of the game, your front-line fighters have such great weapons, you don't want them to waste their time casting spells. I would say that it depends on the spells. First of all, the more people who have Heal Wounds, the better. Second, spells like Silence, Dispel Undead, and Astral Gate can quickly neutralize groups of magic-using attackers, and this is sometimes crucial to winning a combat. It's true that your front line usually just bashes away with their Light Sabers, Excalibur, and all the rest…but from time to time, it's tremendously helpful to have them cast spells instead. I have observed that different races recover magic points at different speeds. Since you can't change races, pick races that can recover magic quickly – you don't want to be stuck with slow-recovering characters later in the game. Good races: elf, gnome, faerie, rawulf, mook, and maybe felpurr. Other races are slower to get back magic points. Beginning parties should contain a mage and priest. These "pure" classes learn spells faster than classes that mix magic with better fighting ability (e.g. bards, rangers, etc.). They can change later on, once they've acquired a good mix of spells. Even if you have enough points to become one of the advanced characters (Bishop, Samurai, etc.) pick simple characters (Mage, Priest, etc.) to start out with, because they advance faster than the advanced classes. Spells you want ASAP: Pr: Heal Wounds, Bless, Cure Poison, Silence, Hold Monster M: Energy Blast, Direction, Knock-knock, Magic Missile, Sleep, Blinding Flash, Wizard's Eye, Fireball, Iceball Ps: Heal Wounds, Identify, Divine Trap, Silence Al: Heal Wounds, Acid Splash, Cure Poison, Fire Bomb Many other spells are useful to have (three cheers for Nuclear Blast!) but the above are the ones you should aim for first. Just for the sake of interest, my party started as: Rawulf Valkyrie (F) Felpurr Monk (M) Dracon Ninja (M) Gnome Priest (F) Human Bard (F) Elf Mage (F) I found that the human just couldn't keep up with the others. I wanted to use her as a spellcaster most of the time, but she just didn't recover magic fast enough. Instead of a human, pick a Faerie…but don't start the Faerie as a bard, because a Faerie Bard doesn't get the Lute of Sleep that other bards start with. 2. Changing Professions When you change professions, you go back to experience level 1 in the new profession. Your stats drop sharply, but your skills remain the same. Furthermore, you retain all the spells and spell points your character had already acquired. In order to consider the good and bad points of changing professions, let's look at a level 10 mage who is considering a switch to a samurai. If the mage has just turned level 10, he needs 300,000 experience points to reach level 11. If he switches to a samurai, those same 300,000 experience points will get him back to about experience level 8 as a samurai. Thus, if the character stays a mage, those 300,000 points give him only one skill improvement (from level 10 to 11); if the character changes to a samurai, the character gets *seven* skill improvements. The moral is clear: if you want to improve skills quickly, switch professions somewhere around level 10. The price is that your stats go back down to pretty pathetic levels, but they increase fairly quickly again. Other things to consider: low level characters can only cast spells at low levels. Thus your level 10 mage may be able to cast a 7-dice fireball, but your level 1 samurai will only be able to cast a 1-die fireball, even if he has plenty of spell points available. Don't switch professions just before you go into a major fight, and don't switch professions for all your characters at once. Stagger your switches so that you always have a few reasonably high level characters, so they can cast high level spells. Certain other skills also depend on experience level. For example, the ninja and monk natural armor class advantage is based on a combination of ninjutsu skill and experience level. For every experience level you increase, your AC can go down -1 if you have a high ninjutsu rating. Therefore switching classes (temporarily) negates a huge AC advantage if you're a monk or a ninja. Just for the sake of curiosity, I kept one of my characters in his original profession for the whole game: a Dracon Ninja. By the end of the game, *all* of my other characters had skills of 100 in Kirijutsu and Ninjutsu; the original Ninja didn't. Also, all my other characters had scores of 100 in at least two magic disciplines; the original Ninja only had about 60 in his first discipline (Alchemy, of course). Finally, the original Ninja was only about 4 experience levels ahead of the next closest character. Changing professions really does make stronger, more versatile characters, more quickly. Note: To change to a new profession, you need the minimum stats for that profession. Suppose you have a mage who you want to turn into a monk, but who doesn't have enough Piety. Keep clicking on the mage's candle to find out when the mage is getting close to going up an experience level. Save when you get close. When the mage finally goes up a level, the game increases various stats at random. If you don't get an increase in Piety, terminate the game, load the previous save game, and take another shot at it. Repeat until you get the Piety increase you want. It may take some patience, but it saves time in the long run. 3. General Playing Tips: Save, save, save. And save again. Before you try to open any chest, save; that way if you set off traps, you can back up and try again. Same thing before you try to open any locked door, and before you go through any doorway (since many doorways have combat on the other side). If a character dies in combat, terminate the game and load your previous save game. With patience, you can get through the game without ever having to resurrect a party member. If everyone survives a combat in reasonably good shape, save immediately. Save before you rest. If you get through the rest period without a battle, save before resting again. It's a "ratchet" approach to the game; if something good happens, no matter how small, save so that you can move forward from that good point. Don't kill NPCs until you're absolutely sure you've wrung them dry of all relevant information. If you happen to kill an NPC by accident (because they got angry at you and attacked), terminate the game and load your previous save game. If you kill the wrong NPC, you may end up in a position where you have an extremely difficult time finishing the game. (Note: some NPCs can show up with annoying regularity. Hold your temper, at least until you get the *LEGEND* map. You cannot win the game without this map.) Take notes. Lots of notes. Also make maps when you need to. The automapping feature is okay some of the time, but in places like the Halls of the Past (under the Isle of Crypts) and the Temple of Aerial Whimsey (in Dane Tower), you need to make your own maps to keep track of teleports. Before you get rid of anything you pick up, take it to an NPC (like the Innkeeper in New City) and try to sell it. He'll say "YOU NEED THAT" if it's a crucial artifact of the game. Have your characters specialize in skills. For example, have one put points into Searching, one into Mapping, one into Artifacts, and so on. Never spend points on Oratory–it goes up automatically. Same thing with mythology and combat skills. Beginning characters should put one or two points into swimming with each level increase, until each character gets to 10 pts. After that, forget it. 10 points means you can survive one second in the water, and after that, each time you go into the water, you automatically gain a point. Thus as soon as everyone gets 10 points of swimming, swimming practice will give you as many additional points as you want. 4. Places: The following list looks at various places in Lost Guardia and the most frequently asked questions about them. I present them in the order I got around to them in the game. 4.1. Outside New City: Suggestions: explore the outside of New City first. In particular, go down the ladder just outside the walls of New City – there's a little dungeon there that seems specifically designed as a training ground: easy monsters, a few secret doors, etc. (You won't have any spells to find secret doors yet, so just make sure you look at every wall you pass. The big blue buttons for secret doors are pretty obvious.) Where do I find the mapping kit? A short distance to the south and east of where you wake up, you can find a treasure chest with a mapping kit inside. You'll know you're going in the right direction when you get a message saying the woods seem creepy; some distance further on you hear creatures gnawing on bones, then fight a bunch of Alliphoots and Dandiphoots. (This is a tough fight if your characters are only level 1; better to try the little dungeon first.) Beyond the phoots, just keep going south and east; you really can't go wrong unless you double back on yourself. (Have your mage cast Direction so that you know which direction is which.) How do I get across the field of orchids? Don't try it when you start the game. Later on, your characters will have no trouble staying awake if they really want to cross it, but there's nothing interesting there. What does the flying whale mean? Nothing much; it could be referring to a spaceship landing in Nyctalinth. New City: How do I get into New City? Mention the armorer, whose name you found in the dungeon under the city. How do I get into Umpani Detache? Wait – once you get to Ukpyr, you can teleport to Umpani Detache with the Umpani teleport What should I buy from the Innkeeper? You'll need bananas later. How do I get into the T'Rang house? Wait – once you get to Nyctalinth, you can teleport to the house. How do I get into Old City? The librarian has the key; ask him about ARCHIVES. The entrance to Old City is in the Condemned Area. How do I get into the Curio Museum? Use the penny. What do I do with the heads in the Curio Museum? The *BOAT* map tells you what to do with them. How do I open the door with the colored lights? Read the black wafer; it suggests the sequence of colored buttons you have to push. How do I open the security door? The black wafer just sets off alarms. You need a control card…found later in the game. How do I get into the Weaponry Shoppe? Talk about the BLACK MARKET. General Notes: Make sure you go everywhere. Eventually, you'll need to get to the statue in the middle of the pool, but don't try it until everyone in the party has at 10 points of Swimming. Search at the statue's feet. Talk to the priest in the temple. When you free the prisoner from the jail, make sure he doesn't leave without talking to you. If necessary, terminate the game and load your previous save game. Keep at it until he talks to you. He'll send you to Orkogre Castle. 4.2. Orkogre Castle: Why can't I get into anyplace interesting? There are hidden doors in various places. A "Detect Secret" spell should find them. If you don't have that spell yet, walk around looking at every wall; the big buttons to open secret doors are fairly obvious. How do I get into the Outer Sanctum? Go to the blood stains. Search. Then use the Polished Steelplate. How do I get into the Inner Sanctum? Go through all the cells in the prison. You'll find more secret doors. The buttons you press may open up secret doors in places you've already searched, so go back through a second time. How do I get into the Throne Room? You want to catch the monkey's attention. Back in New City, the innkeeper sells bananas…, or you can find some in one of the prison cells. What do I tell the king? THE DARTAEN ALLIANCE IS BROKEN! The king sent me to get something, but it was missing by the time I got there. Am I in trouble? No. Part of the story underlying the game is that other people are looking for the same things you are. Sometimes, they may get certain objects ahead of you, particularly maps. Don't worry. Throughout the course of the game, your competitors slowly kill each other, so that the goodies become concentrated in the hands of a few characters. Find those characters, and you find all the things that were stolen before you got there. I couldn't get past the spectral ravens in the inner sanctum the first time I encountered them. However, when I had gained a little more experience, I thumped them easily. 4.3. Munkharama: What do I tell Brother T'Shober? SLAY NOT HE THAT CANNOT HEAR. What good is the polar bear? When you invoke the polar bear, it supposedly adds to your Swimming ability. I never noticed this myself, but others on the net say it is so. What is the answer to the well's riddle? COINS. (What else do you put into a well?) How do I get into the temple? Swim out to the statue. Search in the little pools around the statue; you'll find jewels of various colors. Put each jewel into the urn whose color matches the jewel. Go back to the statue and use the item you found at the base of the statue back in New City. I've searched the temple, but there's one room I can't get into. Every time I try, I fall into a trap door. Take the notched stick and go around to the rear of the room that contains the trap door. Stick the stick in the hole. This locks the door in place and you can go on your way. I've retrieved the Holy Work from the temple, but I can't get into the Land of Dreams. I don't know what to tell the guy inside. The front door of the Land of Dreams has a second name on it: GRAN MELANGE. Talk about this to the apothecary, and he'll tell you the answer to the question that the fellow inside the Land of Dreams asks. What do I do with the Pipe and the Pastille? Merge them. Go through the black door. Sit through a vision of the end of the world. After the vision is over, use the Pipe and Pastille. You'll get a different vision and be able to move on. Where are the five flowers? You can find three of them by going through Ukpyr and exploring the region to the north. To find the other two, go back to the place north of Munkharama where the river crosses the road. Go east for a while along the south side of the river. Then swim across the river and thoroughly explore the region on the other side. This will require going through mountains. I can't figure out how to combine the five flowers, as described in Xen Xheng's note. The trick is that you have to use Holy Water. You can buy some at the apothecary's. 4.4. Ukpyr: The Umpani won't let me in. You must have alienated an Umpani somehow. Go back to the black market guy in New City and strike up a deal. That should make you friends with the Umpani again. Should I join the Umpani forces? It's useful. They give you good stuff like guns, and the thermal pineapple. But if I join the Umpani, I can't join the T'Rang. You can work for both. I joined the Umpani in Ukpyr, then ran across the T'Rang north of Ukpyr who asked me to betray the Umpani. I didn't; I killed the T'Rang instead. However, later on, the T'Rang in Nyctalinth still tried to recruit me and I decided to join them. In my opinion I got the best of both worlds…and after I had milked the T'Rang for all the information I could, I used the Thermal Pineapple from the Umpani to trash the T'Rang eggs. 4.5. North of Ukpyr: How do I get across the whirlpool? Use the rebus egg. Should I work for the T'Rang? I said I would, then lied to them. They got upset and attacked, but they were easy to beat. Why does it tell me that I get an eerie feeling in a certain spot? The spot is haunted. Remember where you are; you'll have to come back to this spot later. A raven flies overhead and says, "Al-bie…" What does this mean? Darned if I know. But the raven might be trying to say "Help me" 4.6. Nyctalinth: Should I work for the T'Rang now? Yes. H'Jenn-Ra T'Rang will tell you the combination to get the *BOAT* map from Rattkin Ruins, and will also let you use the T'Rang teleport facilities. What do I do in the graveyard? Make sure you've explored the rest of Nyctalinth first. Then start by digging up graves. You'll fall through into a huge underground complex. This complex leads to yet another statue where you should search for something useful. How do I get past the eggs? Use the thermal pineapple. What do I do with the frozen Savant Troopers? Use the Mystery Ray. You'll find out something interesting. How do I get the wand that the ghost keeps stealing? Use the TYDNAB EMYT statue in the empty tomb. What do I do with the wand? Equip it (it's cursed) and you'll be able to go through the force field to find something useful. 4.7. Rattkin Ruins: How do I get in? Just off the road on the way to Rattkin Ruins, there's another small ruin. Go in and you'll have a big fight with Man o' the Woods (walking trees): a very nasty fight, with three rounds. After the fight, put the Bonsai Tree (from the Inner Sanctum of Orkogre Castle) in the middle of the pavement in the middle of the ruins. Why should I care about Bertie? He can sell you a potion that you need in the funhouse. How do I get into the Thieves' Guild? Down on the ground inside Rattkin Ruins, try to pick Blindmeis's pocket. You'll get a ring. Take the ring back up to the Thieves Guild entrance, put on the ring, and stick your hand through the window. How do I get into the Funhouse? Talk to Blindmeis in the Thieves Guild. What do I do with the teeter-totter? Wind up the weight with the spool handle. Put the rubber band onto the strange device with two blades. Drink the featherweight potion before hopping on the teeter-totter. What do I do with the dowel? Stick it through the hole in the wall. It will come in handy later. How should I set the levers? The levers control the direction you go on the water slide. First, take the rope that's attached to the bar and lower it down the hole near the top of the water slide. Then experiment with the levers. I just treated the five levers as a binary counter, with up counting as a 1-bit and down counting as a 0-bit. It's easy to walk through all the possible combinations in a methodical way. You can try this combination, I still don't know if it's the correct so mail me about it please. First, some definitions. "Top" means the lever most towards the top of the monitor on the upper level (the one with 3 levers on it) when looking at the level using the map kit, "Right" means the lever most towards the right of the monitor screen, etc. For the levers, 1=down and 0=up. Top 1 Right 0 Left 1 Bottom level Top 0 Bottom level Bottom 1 What's the proper combination of the spears? H'Jenn-Ra T'Rang tells you. It is 534261 How do I tell Don Barlone what he wants? You need the T'Range Portbook and the TX-Decoder. Use the Decoder on the Portbook. 4.8. Giant's Cave: This is just a straightforward slugfest. You need the Necromantic Helm for later. 4.9. Witch Mountains: What do I do with the vines? Merge them into 1000' of vines. Use the result at the huge "unscalable" cliff so you can get down into the Tramontane Forest. How do I find out the names of the witches? Go to the "haunted" spot north of Ukpyr. Put on the Necromantic Helm. Wait till the darkest part of the night (midnight). You will see a haunting that will tell you the names. 4.10. Dane Tower: What do I do with Jonga powder? On each level, there is a little urn. Sprinkle Jonga powder into the urn and it deactivates certain traps on the level. The traps won't stop you, but they will blast you, paralyze you, drive you mad, etc. What's the story about Belcanzor? You can find him by day in his shop in Dane Tower. You can find him by night at his shop in New City. In the Temple of Deadly Coffers, I can't get the gate open. You probably have several coffer keys, you tried one and it didn't work. The trick is that each coffer key is different, and only one of the keys works on each gate. By the way, after you've opened all the gates on this level, you can throw away your surplus coffer keys; you'll never need them again. When I meditate on the word "Moo", some of my characters go to sleep? The ones who manage to stay awake get 1 point of Mind Control skill. Therefore, you should meditate, step out of the spot, let your people wake up, and step back to the spot again. Keep doing this until everyone has stayed awake at least once, so that all your characters have the Mind Control skill. If you're patient, you can keep stepping in and out until all of them have raised their Mind Control skill as high as you'd like. What do I do with the Book of the Immortals? Read it to see how to summon the demon…but to kill the demon, just whack it. It's not that tough. How do I get into the Magna Dane's room? Search the Magna Dane's body. He's carrying a ring. Use the ring on the door. How do I get into the last treasure room? There's a secret door from the Magna Dane's room. Use the demon's horn. What do I do with the jeweled pillow? Sell it; it's worth money. 4.11. Return to New City: How do I enter the Security Room? Use the control card. Use the Blackship command server number (found in Nyctalinth) to check up on Vi Domina. Use the Security Access server number (given by the malfunctioning Savant Trooper under Nyctalinth) to free her from the cell. What do I do with the consol ? Try looking up Vi Domina in the personal files. (Host : Black ship command) How do I free Vi? Use the consol (Host: central security) What is the codes for the consol ? SERVER : 023@41A2 HOST: Black Ship Command SERVER : 018@67c1 HOST : Central Security What do I do with the *BOAT* map? It contains the secret of the heads in the Curio Museum, and will let you get the Wikum boat. 4.12. The Dragon Cave How do I get to the Dragon Cave? Go through the mists to the cliffs at the south of Brombadian Bay. Wait till night. You'll see a spot of light in one section of the cliffs. Use the Coil of the Serpent, found in Dane Tower. Where is Bombadeg? In the water in the middle of Dragon Cave. 4.13. The City of Sky: What do I do with the banner? Give it to Ke-Li, Queen of Sky. She'll give you something that will give you Eagle Eye. What is the answer to the first test? The name of the Astral Dominae's creator – see the beginning of the manual. What is the answer to the second test? Darned if I could figure it out. However, I have the following advice from Guido Roessling: write down which buttons are available, then consult the *STAR* map and look up your notes on the Gaelin Stone from the Isle of Crypts. Each map entry on the Gaelin Stone is represented by three symbols, and one of those is available as a button. Start where the *STAR* map tells you, and write down in which order you have to press the buttons. If this doesn't work, try going the other direction (clockwise, if you started counter-clockwise). Thanks to Guido. My own answer was to buy Ankhs of Might from Ke-Li until everyone in my party was STR 18 or better, then to force the door open. How do I get into the spaceship? Talk: say the name of the creator (see the first test). How do I get the goodies in the Hall of Preservation? Out in the courtyard, there's a little pavilion (very hard to get to, thanks to those invisible barriers) where you can find a Key of Light. You only get one key, so you have to decide which treasure you want most. 4.14. The Isle of Crypts: What does the ghost mean by BMOCYENOBB? Read it backwards – boney combs (sort of). Way back in Orkogre Castle, you probably found some bone combs in the Queen's Bedroom. Now in the tombs you'll find a regal-looking female Ork corpse. Give her back the combs and the ghost will be laid to rest. How do I open the gate with the dragon on it? You need the Key of the Dragon, found in the Dragon Cave. How do I kill monster X in the Tomb of Gorrors? Hard work and taking a dozen cracks at it…but you don't have to kill any of the monsters to finish the game. They're just thrown in to let you build up experience points and to give your hot- shot parties a real challenge. But you can get some really good stuff here as random treasure (things like Faerie caps, Excalibers, Meanad's Lance) How do I open the gate with the skull on it? Go to the Gaelin stone. Use the *LEGEND* map on each face. This will produce the needed key. How do I find the jewel of the sun? Go to the skull door. Cast a Wizard's Eye at the 7-dice level. Off to one side, you'll see a secret tunnel beginning from a water square. Go to the water square, open the secret door, and follow it to the jewel. What do I do with the jewel of the sun? Go back up to ground level. Close to the Isle of Crypts are two smaller islands with cubes on them. Each cube has a false wall that you can walk right through. Enter one cube; use the jewel of the sun. Enter the other, and wing it. Tell me about the Hall of the Past. It's filled with visible and invisible elevators which take you up or down levels. The whole place consists of eight 8x8 squares, and finding your way through is a nightmare. You just have to map, using the automap feature liberally. What do I do in the pentagram of the Hall of the Past? Read the *CRYPT* map, and follow the instructions. The right order is : DRAGON, TOWER, MOON, CROSS, SKULL, STAR and EGG All right, here I am, finally at the Tomb of the Astral Dominae. What do I do now? If you have the globe ring (from the spaceship in the City of Sky) and the amulet (obtained by playing with the jewel of the sun up in the cubes), you're ready to summon Vi Domina and the big bang-up fight with the Savant. By the way, have one character Use the Elysium of Divinity in the first round of the fight; that's what it's for. 5. Other Questions: How do I get personal skills? Firearms – sign up as a recruit with the Umpani in Ukpyr Mind Control – meditate on the word Moo in one lighted area of the dark level in Dane Tower Eagle Eye – give the Helazoid Banner to Ke-Li in the City of Sky Reflexion – ask Blindmeis about Reflexion in the Rattkin Ruins Snake Speed – this comes from the potion you mix from the five flowers Power Strike – [from the amulet of power (found after the battle with Ymmu in the cemetery of Nyctalinth)] This is probably false information, It can be from an item in a chest located on the way to witch mountain. I'll check this out as soon as possible. How do I find out useful things? Ask every character you meet about RUMORS. They'll charge you 50 GP, but they'll often tell you useful things. What maps are there and what do you use them for? BOAT – tells you how to work the heads in the Curio Museum to gain access to the Wikum boat CRYSTAL – tells you the order to push symbols in the pentagram area of the Halls of the Past, in order to open a door leading to the final level DRAGON – gives clues for how to open the Dragon Cave in Bombadian Bay FOOLS – useless GLOBE – is secretly aimed at Vi Domina and tells her how to open the Tomb of the Astral Dominae LEGEND – Use this map on the Gaelin Stone to obtain a key to the Halls of the Past; this is the one map you must have in your hands at the time; with all others, you can just read them, copy down their contents, then drop the map SERPENT – supposedly tells you how to make your way through the Dragon Cave; I didn't need it STAR – tells you how to use the information from the Gaelin Stone to pass the Second Crusaders Test TEMPLE – tells you how to open the Munkharama temple 6. Patches, cheats & cracks: I have collected the paches and cheats on my account, so you can get it by anonymous ftp from : zafir.e.kth.se ~johansso/www/wiz7www/ Wiz 7 won't run on my brand new Pentium, what should I do? Try the patch in ds.zip Are there more patches for wiz7 ? There is a patch called cdspatch.zip that might help you Are there any cheats for wiz 7 ? Yes, there's a savegame editor, look for wiz7edit.zip. How can I loose the manual check ? There's two cracks so that you don't have to search for the right word in the manual, but wiz7crack messes up the game, you get one of the worst fights at the start and only magic works :-(. But dscrack seems to do the job, and it doesn't change any files. So look for dscrack.com or zip. Ps. Check your laws if it's legal to use the crack DS. 7. The items in the game This is an item list generated using the Identify spell and a lot of patience! Unfortunately identify seldom tells all the special powers of an item. These 'specials' have been determined using the good old trial and error technique. Legend: Special When equiping the item, wizardry asks if you wish to use the items special power. Where three question marks are, the special power is not know. WARNING: Usually when special item are used this way they disappear permanently. Some items can be used multiple times before disappearing! KIA Critical kill ability STONE Can possibly stone target PLYZE Can possibly paralyze target KO Can possibly knock out target POISON Can possibly poison target DRAIN Can possibly drain stamina from target P Primary Weapon S Secondary Weapon M Missile Weapon A Ammo for Missile Weapon Cursed This item is cursed. Cannot be removed without a remove curse spell Regen Regeneration C Works on charges #/# First number indicates the spell power. Second number indicates the number of charges. NOTE: This is the number that the spell identify has shown. I do believe that the power level (first number) remains costant BUT the number of charges COULD change. Just be forwarned! Armour AC Special Resistances Chanmail Pants, +2-8Paralysis 20%, Poison 20% Plate Mail, +3-13Fire 30%, Cold 30% Bracers of Defence-2Missiles 10% Robe of Enchant-6 Wizard's Cone-2Magic 10% Crusader Helm-8LifeForce 10% Copper Gloves -10 Goat Foot Boots -7 Special:+5 Climbing Flack Vest-7 Gown of Divine Mail (U)-10Lifeforce 20%, Death 20% Regen +1, Cursed, Special:??? Gown of Divine Mail (L)-10Lifeforce 10%, Death 10% Regen +1, Cursed, Special:??? Tosei-do -9 Tarnished Mail-4 Chain Hosen-8 Mail Coif-5 Chain Chausses-9 Mail Mittens-6 Shadow Cloak-1 Midnight Cloak-2 Burgonet Helm-8 Flack Jacket-9 Plate Mail +2-12Fire 20%, Cold 20% Necromatic Helm-7Cursed, Light 50%, Hypnosis 50% Stud-cuir Skirt-6 Stud-cuir Bra-6 Bascinet -6 Bronze Greaves-7 Oliveskin Leggins3Cursed Shield of Soaring 3 Cursed Heaume-12 Black gown of Death-12Cursed, -3 Regen, Magic 90% Heater Shield-3 Silver Gloves-12 Round Shield-2 Solleret -10 Magnetic Boots5Cursed Plate Mail-10 Leather Greaves-6 Jazeraint Tunic-9 Filcher's Band -1 Special: +5 to Legerdermain Skill Bascinet & Camail-9 Deathmail8Cursed, -1 Regen Cap of Wiles4Psionics 10% Flynn's Cap-4Special???, Missiles 30% Mantis Boots -14 Special:+ dexterity Forest Cape-3 Ebony Plate -14 Fire 30%, Cold 30% Mantis Gloves -14 Special:??? Faerie Cap -4 +1 Regen, Special:??? Mitre de Sanct -5 Hi-Kane-Do -12 Fire 30% WeaponsDamageHandsTypeSpecial Effects Raven's Bill 6-18 (+2) 2? P? Cursed, Regen -1 POISON KIA Hayai Bo 4-9 (+2) 2 P KO Muramasa Blade 7-25 (+4) 1 P Special:??? KIA Ninjato 2-8 (+1) 1 P/S KIA Wakizashi 1-6 1 P/S Bec De Corbin 3-7 (+1) 1 P/S KO Zizka Star 2-10 1 P KO Monstrance 1-8 (-1) 2 P KO Quaterstaff 1-5 2 P Shock Rod 2-7 2 P DRAIN Crusader's 2H Axe +1 6-18 (+1) 2 P Mystic Arrow 8-20 (+3) SA PLYZE KIA Shrike Arrow 4-7 (+2) SA KIA Naginata 1-12 2 P No-Dachi 2-14 2 P KIA Staff Pro Paralysius 2-5 2 P PLYZE The Avenger 7-28 (+3) 1 P KIA Lightning 5/8 Walriblade 3-9 1 P Bearded War Axe 1-5 1 P/S Rod of Sprites 4-16 (+2) 1 P/S STONE Coil of the Sepent 6-24 (+3) 1 P Cursed,Regen -1 POISON Vorpal Blade 4-14 (+1) 1 P POISON Musket 1-24 1 P/SM KIA Sword of 4 Winds 8-20 (+2) 2 P Cursed,DRAIN KIA Axphyxiation(C) Spec - Add Hit Points Staff of 12 Stars 6-12 (+1) ? ? Cursed, Sleep (C?) Magic Food (C) Special:??? Curx of Crossing 1-8 (-4) ? ? Cursed,KO Bipennis 4-14 2 P Bushido Blade 4-16 (+2) 1 P KIA Wand of Winds 3-7 (+1) ? ? Whirlwind 4/6 Staff of Charming 1-8 (+1) 1 P KO, Charm 4/4 Holy Basher 5-12 (+1) 2 P KO Ymmu's Paw 5-8 (+1) 1 P Cursed,Stone Hunter Quarrel 7-16 (+1) SA KIA Quarrel 3-9 SA KIA Death Stars 7-15 (+1) 1 P/S POISON KIA Shuriken 2-7 1 P/S KIA War Sceptre 2-6 1 P/S KO Winterwand 3-7(+1) 1 P/S PLYZE Iceball 4/5 Poison Darts 4-8 1 P/S POISON Vulcan Hammer 7-16(+2) 1 P KO Fireball 5/6 Sword of Hearts 5-11 1 P KIA Seige Arbalest +4 1 PM KIA Lightning Bolt 10-30(+4) 1 SA KIA Saint Bastard 7-13(+2) 1 P KO Great Bow +4 1 P KIA Staff of Blessing 1-8(+1) 2 P KO Bless 3/5 Zatoichi Bo 9-24(+4) 2 P PLYZE KIA KO Blinding Flash 6/59 Faust Halberd 6-18(+2) 2 P Cursed, -3 Regen Lifesteal 5/10 PLYZE KIA Estoc de Olivia 6-18(+3) ? ? KIA Special:??? Excaliber 8-36(+4) 2 P +1 Regen STONE KIA Lightning 6/12 Staff of Doom 8-20(+4) 2 P Cursed, -1 Regen Death Cloud 5/3 PLYZE STONE KIA Diamond Eyes 7-16(+2) 1 P/S Special: +Personality PLYZE Maenad's Lance 2-24(+3) 2 P KIA Special:??? Ta-li Stone 4-12 1 SA PLYZE, KO Medusa Stone 8-20(+2) 1 SA STONE KO Staff of Silence 2-5 1 P Silence 4/5 Haunting Stick 3-7(+1) 1 P Spooks 3/5 Staff Pro Undead 2-5(+1) ? ? Dispel Undead 3/3 Dragon Slayer 6-15(+1) 2 P {And they call this a dragon slayer???} Cat O'Nine Tails 6-18(+3) 1 P Balde Quisinart 6-18(+2) 1 P KIA Maiden's Head 1-16(+2) 1 P KO Charm 5/8 Pandora's Wand 3-7(+1) 1 ? SLEEP PLYZE POISON STNE DRAIN KIA Dazzling Lights 4/4 Elven Bow +6 1 PM Special: +speed +1 Regen KIA Rod of Sprites 4-16(+2) 1 P/S STONE Axe of Many Runes 4-14(-8) 1 P/S Cursed, -1 Regen Sword of Fire 2-16(+2) 1 P/S Fireball 4/7 Crystal Wand 1-2(+1) 1 P/S Wizard's Eye 3/4 Blade of Aegin 2-24(+2) 2 P KIA KO Iceball 5/10 Sticks Damage Special Effects (These are powers that sticks display when used, NOT THROWN!) (A great way to increase your artifact skill, cheaply!) Rocket Sticks 5-40 Magic Missiles Icicle Sticks2-12Chilling Touch Sparkle Sticks1-8Energy Blast Cracker Sticks 2-16 Energy Blast AmuletsSpecial EffectChargesACSpecial Resistance Amulet of IIlusionsMagic ScreenYesMagic 30% Amulet of Spiders Web 4/9 Paralysis 10% Amulet of LifeResurrectionYes Amulet Pro MagicMagic ScreenYes-1Magic 30% Amulet of Illusions Illusions Yes Amulet of Stillness Paralyze 5/7 Paralysis 10% Amulet of Healing Healthfull Yes Cursed,+2 Regen Special:??? Amulet of AirsPurify Air4/4Air 10% Amulet of RainbowPrismic Missile4/7Light 30% Special Rings AC Effects Charges Special Resistance Ring of Shielding-1 Ring of Stars -4 Hypnosis 50% Psionics 50% Ring of TruthSane MindYesPsionic 10% Ring of Demons -4 Cursed Conjuration Yes -1 Regen Special: -karma Ring of Invisibiity -4 Cursed Missiles 20%, Death 10% Invisibility 6/40 Special:??? Mystic RingMindreadYesPsionics 10% Ring Pro MagicMagic 40% Ring of Resounding Shrill Sound 3/6 BooksSpell (Most books can be used several times to cast spells. These are just indicating what spell gets place in your spellbook when scribed) Book of Barriers Missile Shield Book of DetectionDetect Secret Book of DirectionDirection Book of FirewallsFireshields Book of DemonsConjuration Book of HasteHaste Book of ImmortalsAnti-Magic Book of RestingStamina Book of SeeingWizards Eye Book of RelicsIdentify 6/3 Special: + to artifact skill Book of BanishingAstral Gate ReagentsSpecial Resistance Mana RootAir 20% Aromatic SaltsParalysis 20% Brimstone NuggetsFire 20% Deadman's HairHypnosis 20% Skull BonesPoison 20% Dragon's TeethMagic 30% Lion's ClawsMissiles 30% Rock Crystal Psionics 20% Bag of DeathCursed, Regen -2 Death Cloud 4/3 Ju-Ju StonesLifeforce 30% Bag of TricksDazzling Lights 3/4 Miscellaneous ItemsACSpecial EffectsChargesSpecial Resistance Cloak of Fortune -2 +1 to Karma LifeForce 10% Mana Stone Ank of Might-1+1 to Strength Cornu of Demon SpawnAstra GateNo Silver Cross-1 Milk of MagmanasiaMagic FoodYes ManaStoneMagic FoodYes Bottle of Old Jake'sMagicFood 4/2 Scarab Necklace Cursed Psionics 20%, Hynosis 20% Special:??? Cross of Turning Dispel Undead 3/7 Lifeforce 20% Knock PicksKnock-Knock6/3 Valentine Necklace-1+PersonalityDeath 10% PK Crystal-4Psionic Blast 4/7Psionics 50% +1 Regen Helazoid Pendant PS - Eagle Eye Light 50% Stone Pro AirAir 50% Displacer Cloak-4Blink2/10 Bat NecklaceLight 50% Emerald Talisman -2 Special:??? Death 30% PotionsSpellsColour FirebombFireStormRed Stink BombNoxious FumesGreen Acid BombAcid BombGreen Cure Lt CndCure Lt CndYellow Cure PoisonCure PoisonPurple Cure DiseaseCure DiseaseYellow Lt. Heal Head Wounds Blue Mod. HealHeal WoundsBlue Hv. HealHeal WoundsBlue Spell PowdersSpellLevel Talk of Tamaris Blink Powder of CreationCreate Life4/3 Flash PowderBlinding Flash Crushed WidowsDeadly Poison Skeleton powderDeath Bone Dust Weaken InstrumentsSpell Poet's Lyre Sleep Angel's TongueBless Chromatic LyreItching Skin Horn of PrometheusFireball Silent LyreSilence Siren's WailConfusion Anks Power Ank of Might Special:+Strength, -1 AC Ank of Youth Special:+Vitality until 18 then -1 off of age, Ank of Dexterity Special:+Dexterity Ank of Life Special: ??? - Full Heal? Resurrection 6/2 Lifeforce 50% -1 AC Ank of Healing+1 Regen, Heal Wounds 6/9 Ank of Sanctity Special: +Piety, -1 AC Ank of Speed Special: +Dexterity, -1 AC You might also add in the description about the items that regeneration items are not additive. There is no difference between using 1 item of +1 regen. and 3 items of +1 regen. and 2 +1 regen. items do not balance out one -2 regen. item. It merely takes the highest + regen number and the "highest" - regen number, adds them and that's your effective regeneration. This allowed me to give my mage the amulet of healing (+2 regen.) and the black robes of death (-2 regen.) and the serpent coil (-1 regen.) or the staff of doom (-1 regen.) and he would neither gain nor lose hit points over time. ps. Maenid's Lance gives +1 regen. as well… 8. Credits This FAQ was originally made by James Gardner but has been adopted and converted to www by Anders Johansson The itemlist was made by Eric Schnurr. Thanks for all of you who have helped with this, but especially James and Eric. And lets be careful out there. Anders ———————- LOG ——————————– 941117 Added the log part. 941117 Added the patch cdspatch.zip 941130 avatarx (ftp-site) changed adress. 950114 Added ds.zip patch for pentium ?

/data/webs/external/dokuwiki/data/pages/archive/games/wiz7.txt · Last modified: 2001/02/15 00:17 by 127.0.0.1

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