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Data for character foo is saved in
/var/games/crossfire/foo/players/foo/foo.pl, and data about foo's private
rooms in /var/games/crossfire/foo/players/foo/*. To savescum, make a copy of
directory /var/games/crossfire/players/foo, then do whatever, then restore
the old version of /var/games/crossfire/players/foo. This requires root
access. You can also exploit the fact that game data for all users is stored
seperately from game data for each individual user. Save your character's
directory, carry your treasure to the street or another building, drop your
treasure, return to your apartment or inn, and save again. Restore your
character's directory, go to the pile of stuff you dropped, and pick it up.
You have now doubled your treasure.
You can also edit the save files. arch begins an object and end ends an
object. nrof means number of, how many of that object you are carrying,
easily changed. stats are complicated because they are listed at least
twice, and sometimes again under depletion. The first set seems to be the
maximum; numbers higher than 127 or 128 become negative and are treated as
1. The second set seems to be the current value; numbers higher than 30 are
automatically reduced to 30. If the second set is greater than the first
set, then the second set is automatically reduced to the value of the first
set. Max hit points spell points, and grace are automatically recalculated
based on stats and experience, and current hit points cannot exceed max hit
points, so changing these has no effect. You can change current spell points
and current grace. exp is experience, but there is total experience
(beginning of file) and several types of experience (end of file), changing
total experience has no effect because total experience is automatically
recalculated based on the types of experiences. If you change experience
points, experience level will not be not be recalculated until experience
changes (next time you kill something). Changing physical experience will
change max hit points. Changing mental experience will change max grace and
spell points. A ring says something like ac 1, armor class 1. This can be
easily changed to ac 99, I have not tried higher numbers. Note that a ring
of strength +99 is useless if your strength is already 30.
Try adding this:
arch amulet
title of cheating
msg
With this amulet, you do not need
weapons or armor
endmsg
face amulet_lif.111
Str 30
Dex 30
Con 30
Wis 30
Pow 30
Cha 30
Int 30
hp 1
sp 127
exp 10
food 100
dam 127
luck 127
wc 127
ac 127
resist_physical 100
resist_magic 100
resist_fire 100
resist_electricity 100
resist_cold 100
resist_confusion 100
resist_acid 100
resist_drain 100
resist_ghosthit 100
resist_poison 100
resist_slow 100
resist_paralyze 100
resist_turn_undead 100
resist_fear 100
resist_deplete 100
resist_death 100
resist_holyword 100
resist_blind 100
materialname glass
value 5000
item_power 40
identified 1
reflect_missile 1
been_applied 1
end
exp is speed, sp is magic, hp is regeneration, resist_physical is armor.
food of more than 32k becomes negative, food 32750 and food 127 uses food
faster than usual, food 80 uses less food than food 60, so I guess the
maximum is about 100. regeneration causes increased food consumption, so
the amulet of cheating provides little regeneration. I didn't try speed of
more than ten because I thought that would cause we to crash into walls
every time I move. Crossfire crashes more frequently with amulet of
cheating, maybe crossfire would crash less frequently with a slower speed.
the easy way to learn passwords is
cd /usr/share/games/crossfire/maps
grep -lrA 2 'arch magic_ear' *
piles: containers, swords before iron, swords iron and later, axes, clubs and staffs,
hammers and spears and morningstars etc, bows and arrows, armor suits,
shirts and robes, shields before iron, shields iron and later, helmets
before iron, helmets iron and later, cloaks, boots, gloves, rings, food, corpses,
body parts, piles, potions, dusts and balms and figurines, keys,
magic fountains do a random spell. usually useless and sometimes dangerous.
altars of cures, detectection are cheaper than scrolls/potions/wands. So if
you do not need the portability, sell the scroll and use the altar instead.
If you have the spell or prayer, use the spell or prayer instead of the
altar.
chests are usually worth more than the stuff in chests, but sometimes have
special objects. If you need money more than you need special objects, do
not open chests, sell the chests intact. But if you need special objects
more than you need money, then open chests except for chests with difficult
traps.
Try saying hello to everyone. Some people will tell you things, but
sometimes you have to ask to right question. For example, in the
corner towers of the dtabb mountain village, you say hello, the sage says
I'm busy, you say tower, the sage says he knows part of the rune of opening,
you say rune of opening, the sage says part of the password.
zoo has no monsters, no treasures, no traps. You can look at monsters in cages
and learn their names from the signs. Too bad the signs don't give hints
about fighting monsters.
zealots house has no monsters, no traps; chalices, papers. The first object
in the northwest bookcase is a scroll, wand, or spellbook. The two chalices
are very valuable. The chests in zealots house do not disappear when opened,
different from chests elsewhere. This is easy and has a lot of treasure.
house of healing has no monsters. read the explanations of how to recover
from different kinds of injuries.
house of mana has no monsters. Read the explanations of how to manage mana.
patchs place has no monsters; no treasure
random house has hardly any monsters; clocks and bookcases; sometimes a hole
to a treasure room, sometimes a magic well
city hall has very little
chess club has very little
library has very little
beginners dungeon has no monsters in main part, goblin in other rooms; two
scrolls and fireball wand
jones house has no monsters in main part. two don't open chests have rings
and deadly traps, western don't open has one trap, eastern don't open has
rune of shocking plus one other trap. use an expendable character to open
the chests. This is easy and has a lot of treasure.
smiths house has gnoll; no treasure
rundown house has goblin; no treasure
old basement has potion, ring, three scrolls. You have to do a lot of
digging. There is one ogre and three gnolls. There is one room with about 25
orcs and goblins. One room has two pixies, with about a one percent chance
of having a deadly wand. If you want to avoid remote possibilities of dying,
avoid the pixie room. This is easy and has a lot of treasure.
friendly giants tower has goblin, also giant in last room, but giant
does nothing and can be ignored; one gem, gate pass
alfalfas house has goblin. South room has ghost. two scrolls, one scroll is
behind ghost. This is easy and has a lot of treasure.
gork's grovel has goblin, troll in the last room but troll does nothing and
can be ignored. On the top floor there is a locked door leading to some
treasures, but I do not know how to open it. Killing the troll does not open
the door. one scroll, gate pass
old mansion has no monsters in main part, goblin in other rooms. small
spider in southwest room. The first room has no monsters and some objects,
so the first room is safe for wimps. one scroll
mad mages tower has goblin; two scrolls, gate pass
fun house has goblin, skeleton in one room; two scrolls
newbie tower has goblin. no treasure. This is a good place for newbies to
gain experience. Leave the generators alone, and run down the hallways full
of monsters. The first room has kobolds, the second room has orcs, the third
room has goblins, the last room has gnolls.
goblin chief's cave is out main gate, northeast to a mountain with a cave,
then north to another mountain with a cave. The first levels have orcs and
kobolds, the last level has goblins. Take the goblin chief's head to the
castle and become a knight. Some gold nuggets.
undead church has zombies. There is no treasure in the ground level. In the
churchyard there is a hole which leads to random levels. Each random level
has more monsters and traps, more difficult monsters and traps, and more
treasure than the previous level. There are ghosts, skeletons, and wraiths.
The level which does not have a sign saying random level is the last level.
The last level has the animator, who looks like a grim reaper, and is immune
to weapons but can be killed with small lightning, which does not destroy
the animator's ring. The animator can also be killed with holy word of
Valriel. Take the animators ring, it is resist drain 100. The do it again
for a second animators ring. Take the second animators ring to the castle
and become a baron. Or do pupuly's tower in lone town first, to get the
strange ring of resist drain 100. The undead church, and every other undead
dungeon in crossfire, is easy if you have 50 hit points and holy word of
Valriel.
lake house has goblin, scorpion in northeast room
southwest well: This is the only well which does not connect to the old
city. door into pixie room can only be opened from other side.
pixie room is last room. ogre room is difficult. one scroll, two rings
go out the main gate, go south 23, then go east about 40 and there is a
hole. Or you can go east a ways then southeast a ways, this avoids
mountains. The dungeon has four sections. The east section has kobolds,
zombies, and 2 rings. The north section has goblins, trolls, and scrolls.
The west section has goblins, chests, and gravestones. The south section has
pixies.
go out the main gate, go south 23, then go west about 20. This is the cave
of Gnarg. There is not much here, but this is the place to worship Gnarg.
go out the main gate, go south then west around city wall until you get to
water, go back east 2 then south about 10. Or go to cave of Gnarg, south 2,
then southwest about 10. This dungeon has goblins, orcs,
and gnolls; and not much treasure. There is a wall which shoots fire, you
can run through the danger zone between explosions, or you can destroy the
firewall from the west.
cave northeast of outside gate has ogres and gnolls. There is a big room to
the south, and in the southwest corner of the big room there is a secret
passage to a room with stairs down. The knight quest is to
kill the goblin chief northeast of the city, but there is no goblin in this
cave, so this cave has nothing to do with the knight quest.
prison courtyard. When you get to the door with pixies on the other side, it
gets very dangerous because some of the pixies have deadly wands.
guild of mailed fist: the front door is closed. There is a key in the
northeast corner, but you can't walk, jump or levitate to the key.
western scorn tavern needs password
very tall tower needs password
wishing well behind old mansion leads to a lot. Some parts are easier and
some parts are harder. There is treasure, so do what you can. Chests
have potions or scrolls more often than usual.
If you dig at the place where you feel a strange draft from the wall,
you find a room of skulls, which breathe poison cloud on you faster than you
can run away. I do not know what is behind the skulls.
If you go south and then dig west from the entrance, there are ogres. Past
the ogres, there are two teleporters. Both go to small rooms
and you can teleport back immediately. One room has a switch, which does not
seem to do anything. The other has a guarded garden entrance, I guess you
have to kill the guard, and then the garden has worse monsters, but I
haven't tried. After the teleporters you can dig north to the southwest
corner of the basement entrance.
If you go north and then dig west from the entrance, you come to a cage
with a scorpion. I haven't tried opening the scorpion cage. You can dig
south, west, and then north around the scorpion cage without entering the
scorpion cage. After digging north a little, you can either continue to dig
north, or dig west. If you dig west, you enter a room with poisonous?
snakes. If you dig north, you come to a large room with several smaller
rooms. The orange wall/door in the northwest is a room with a teleporter and
several grim reapers. I haven't tried the teleporter. The grim reapers may
come through the teleporter. The orange wall/door in the southwest is a room
with ghosts and a teleporter. The ghosts come through the teleporter. The
teleporter goes to a room divided in half so it appears to be two rooms, but
you can dig to connect the two halves. There is a teleporter in each half,
which usually teleports you to the other half, but sometimes teleports you
back to the big room, so you cannot be sure of teleporting back if you need
to escape. There is some treasure and a ghost generator. If you dig south
from the big room, you come to the northeast corner of the basement
entrance.
The basement entrance has a large cage of monsters in the middle of the
room, with the basement stairs in the middle of the cage. From the southwest
corner, you can dig east to two demons and a switch to open the cage. From
the northeast corner, you can dig west to a skeleton and a switch to open
the cage. In the basement, you can dig around most doors. You can dig
northwest to a large room. From the large room you can dig east to a grim
reaper. I do not know what comes after that.
Port pirates arena has many pirates and vikings, little treasure. There are
several long straight single wide hallways, so it is easy to fight one at a
time and at a distance. The levers in the south control room open the doors
to the four rooms in the corners of the central room.
Port pirates hideout has pirates. The stair down goes to a cave, the cave
has a rowboat to another town. The other town is wolfsburg. You can take a
ship back to scorn port. Or you can take a ship from scorn port to wolfsburg,
take a rowboat to the cave, and attack the pirate's hideout from below.
Wolfsburg has pirates everywhere. The pirates have many chests, but nothing
especially valuable.
Santo Dominion toll station has potions, wands, scrolls, and ogres.
There is a lot of treasure here if you can handle ogres.
Stoneville blood well first room appears empty, but if you take one step
away from the door, the room fills with demons, including one at the door
behind you. You cannot retreat out the door until you kill the demon at the
door. The demons do not have any objects. Holy word of Valriel is very
effective against the demons. Once you have cleared the demons, there is a
lever which opens a grate and releases a dragon, with one or two demons and
maybe an artifact weapon.
You can go out the gate and north along the road to santo dominion. But it
is much easier to go to the port, take the boat to stoneville, then take the
boat to Santo Dominion.
Stoneville is on dragon island. There are two caves. One has pirates. The
other is more difficult.
Mudman lives near Santo Dominion. Go to Santo Dominion, and go outside the
walls, go south and then west, and mudman is at the edge of the water, in
sight of the city wall. Mudman is guarded by elementals. Mudman has a ring,
which might be a quest artifact.
goths tavern upstairs westmost door in south hall has pirate with port pass,
which is worth a lot. If you go north in the middle hall, then west to the
last door, there is a sly thief with a chest. But opening doors annoys the
guards, so maybe you should kill the guards first from a safe distance.
Crossbow is not effective against guards. Medium fireball does not kill
guards. Guards are slow enough to run away from. Or you can release the
rooms of mice to obstruct the guards.
ogre chiefs hole is out the gate, follow the road east, see where the road
goes northeast for about ten squares, with a mountain on the north side,
then after the mountain leave the road and go north, and the ogre chiefs
hole is just before the mountains. Take the ogre chiefs head to the castle
and become a baronet. The cave is two levels, and somebody on the bottom
level, maybe a madman, had a magic wand.
Santo domino has emeralds in southwest corner of city, not in a building,
with no monsters. It doesn't get any easier than this.
Port central well goes to old city.
church of devourers has small dungeon under outbuilding. The first room has
skeletons, and the second room has vampires.
church of ruggilli has dungeon. The servant will ignore you until you attack
him. If you ignore the servant, you only need to kill a few goblins, so this
is easy and has little treasure.
church of valriel has teleporter in steeple. you can teleport back
immediately. The teleporter leads to random levels. The first level is safe
because it is empty. Each random level has more monsters and traps, more
difficult monsters and traps, and more treasure than the previous level. I
don't know how many levels there are, maybe the number of levels is random.
I tried once and there were more than ten levels. The monsters may be pets
of valriel, so killing them may anger valriel and please valriel's enemies.
Or maybe the pets are peaceful if you worship valriel.
stronghold (go to middle of south wall, then go west through gate) has no
monster, no treasure; but will give you a quest.
gatehouse to outside has secret room in south side of main hall with stair
down. Stairs are guarded by a mercenary. You can come up without bothering
the mercenary, but you cannot go down without killing the mercenary. The
mercenary has a key. The stair leads to the old city, and the key opens
one of several rooms in the old city.
harrys place has ghosts. You can clear the first floor by opening one room
at a time, luring the ghosts outside a few at a time, and fighting the
ghosts a few at a time.
The basement stairs goes to a room where the switch to the door to the
next room is under a gravestone. You can step on the switch to open the
door, wait for a skeleton to come through, then step off the switch so the
door will close, so you do not have to fight all the skeletons at once.
After you have killed most of the skeletons, drop a second gravestone on the
switch so the door will stay open. The last room has a skull, which is not a
monster, but like a statue.
The second floor is harder because there is not a long hall and corner to
lead the ghosts away and kill them one at a time.
house of porters first teleporter goes to room full of green slimes. The
first room has a few objects and no monsters, so the first room is safe for
wimps.
central well leads to several caves, easy with 1 scroll. The second to
last cave has a door which leads to several more difficult rooms with
goblins and a few ogres and madmen. The last room connects to north side of
gumbels maze. see south well.
northeast well has scorpion
south well is gumbels maze. Sometimes there is a panther and rust monster
near the beginning, but usually not. The north side connects to the central
well. The west side connects to a room which looks like the old city, but
does not seem to connect to the rest of the old city. The east side connects
to the old city. The connect is blocked by boulders. You can touch two
boulders. Push the northern boulder southeast three steps, then push
northeast four steps. But you need to do this quick, because if monsters
gather, you will not be able to push the boulders into the monsters.
The old city is large. It has rooms but no buildings. The old city has
scorpions and snakes, and is more difficult. most wells connect to
the old city. One hint says there is a portal in the old city from which the
monsters come, which can be controlled by a special crown and cup. I found a
cup somewhere in the old city, and I saw a crown behind a gate guarded by a
skeleton who expects you to say a password.
puddings place has six rooms. The first two rooms are easy. The third room
has two green slimes. The fourth room has one black pudding. The fifth room
has two black puddings. No treasure.
yarids house: first room has no monsters, two chests. easy, except for
stones trap one space southeast of table. If I step on the stones trap,
crossfire segfaults. Charles room has chest in corner. If you move onto
chest, ball lightning kills you. The ball lighting only fires once, after
that it is safe. You can use an expendable character to trigger ball
lightning, or you can avoid the chest. Or you can open door, and wait for
housekeeper or dogs to trigger ball lightning. You will have to bump dogs to
wake them up. Maybe you could summon a monster. But if you are nearby, ball
lightning will probably hit you anyway, so be far away. Usually you can tell
when the ball lightning has been released by the sound. I tried disarming
the trap, but that did not work, I guess the ball lightning is not a
disarmable trap, maybe it is a switch. I tried releasing the bees and going
outside but near the switch, so the bees would fly towards me onto the
switch, but it did not work, I guess the bees are not heavy enough to
trigger the ball lightning. Maybe you could use the skeletons. Maybe you
could throw a heavy object onto the switch, or maybe you could not do this
from a safe distance. The three spaces beside the chest are switches which
open the skeleton door. If you are quick, you can run through the skeleton
door before it closes. In the skeleton room there is a chest with a port
pass and a ring, and there is a switch which opens the wall to yarid's room.
In yarid's room there is a switch to open the door and a note with the
dungeon password. The dungeon password is chair. The dungeon has many hidden
button switches. Step on the right spot, the door opens, you walk through,
the door closes, and you are trapped. Find the spot and pile boulders on the
button so the door stays open. Or use a partner to open doors for you. There
is a place with a wall shooting fireballs and several directors. If you go
through the teleporter first, you will have to go through the fireballs. But
if you go through the tunnel instead of the teleporter, you can go to a room
with boulders, dig through the wall into the fireball room, and push a
boulder up to the fireball shooter. This will confine the danger to one
corner of the fireball room. In the tunnel, there are two places where you
can dig to the side. One place is a switch which opens the wall in the other
place. Pile boulders on the switch so the wall stays open, kill the monsters
on the other side, and get yarid's key. I have not found the sacrifice key.
There are demons, beholders, wyverns, hill giants, skeletons, and a lot of
treasure, including a mithril chainmail. It takes 25 food to activate the
sacrifice altar. It seems like one time disarm spell disarmed the trap, or
did I disarm it?
small stronghold (go through old mansion to backyard, go through filur's
cave to small stronghold) starts easy, but each room has more and tougher
monsters than the room before. You can advance until it becomes too
difficult and then retreat. One room you enter by standing on a small button
to open the door, then you go through the door and the door closes behind
you. To retreat, you have to push a boulder onto a large button to reopen
the door. If the boulder gets pushed into a corner, you have no retreat;
except that there is another boulder in the next room, or you can pile stuff
on the small button before you go into the room so the grate stays open.
One room has door to the outside and a lever to open the door; you should
open this door as soon as possible to improve your options for retreating.
The next room has demons, and the last room has a beholder and a wyvern.
Stoneville adventurers shop has an artifact weapon, not in the shop, in the
upper levels.
Stoneville adventurers guild: To enter, you have to pay, then kill one
dread. Then you get a reusable key, which works like a gate pass, the gate
opens when you approach. Inside there is a challenging practice room with
very powerful monsters.
Stoneville pixies delight: These pixies have wands of magic bullet, and are
much less dangerous than normal pixies with random wands.
Outside Santo Dominion, there are two barns. The north barn has a lever and
grates, and clues that there is a dragon. If you open the grates, there is a
lot of food. You can grab some food and run. After about ten seconds, the
dragon will come around the corner. Behind the dragon is grim reapers, more
grates, a dread, demons, more dragons, and a titan, which attack with fire,
cold, and lightning. After opening the second set of grates, go south, then
west, then north to a lot of treasure; usually including an artifact weapon
like sting or fire brand. But maybe you should stay away from the treasure
at first, and draw monsters away from the treasure, and fight monsters away
from the treasure so that the treasure is not destroyed. This dungeon is
very dangerous, but there is a lot of high level monsters here if you can
handle them and want the experience. To kill the first dragon, I tried
opening the grates, building a bullet wall on the other side, closing the
grates, and waiting for the dragon to come and be killed by the bullet wall
while I was safely on the other side of the grates. But the bullet wall did
not seem to do any damage to the dragon. Invisibility did not make me
invisible to the dragon. I tried creating an earth wall, then shooting one
hole in the wall with arrows, thinking that the dragon could not come
through a hole one space wide, and I could shoot the dragon with arrows of
slay dragon from a safe distance. But as soon as I made a hole in my earth
wall, the dragon destroyed the rest of the earth wall and jumped on me.
If you go southwest from scorn following the lake, you come to a wall with
no door. I don't know what that is. Soon after that there is a hole, which
is a small dungeon. A while after that, you come to an area with a lot of
mushrooms. Applying the mushrooms eats the mushrooms, but you cannot pick up
the mushrooms. The westmost blue mushroom is a dungeon. Each level is a
garden with snakes, bees, etc. One time every level had a room with a recipe
scroll, ingredient, and fixed caldron. Another time no level had this room.
The last level has a blue mushroom which you can pick up and carry back to
scorn to become a marqess or baron. the ants, bees, bats, spiders, etc
reproduce as fast as you can kill them, so it may be simpler to not try to
clear the level, but simply push your way through to the exit. The shoreline
is very twisted, so you could save a lot of time by walking straight instead
of following the shore, but it is very easy to get lost if you do not follow
the shore. Maybe magic mapping would help.
If you go from scorn to the port, and move onto the dragon, and apply, you
go to pupland terminal. From pupland, you can go to red island or lone town.
Downstairs in the pupland terminal is the raffle. This is a place to kill
large numbers of monsters with spells/prayers. There are large rooms, with a
single door which can be closed again, and generators around the walls. So
you can open the door, fire icestorm/holy word/whatever through the open
door, close the door again, and wait for your mana and the monsters to
regenerate.
On red island tower/terminal, you can pay to go up, there are at least two
secret doors in the walls, and there is someone there behind a locked door.
I do not know where the special key is. The special keys from the practice
houses do not work.
red island beach: This does not look different from the other beaches, but
if you move onto this space, it is a dungeon. Follow the coast around
the island until you find it. If you go in the water around the fence to the
east, you get swept west into a cave of gnolls. At the back there is a gate
which needs a holy word. I do not know the holy word. You can return to the
beach by going back in the water.
Red town practice: In each of the practice buildings, there is a key. If you
get all three keys, you can get the treasure from the treasure building. The
level in front of the treasure building generates a note with a hint.
Red town quest: Ask the lady in one house for the name of the man in the
next house. Tell the man his name (jake) and the door will open for you to
go upstairs. There are two notes upstairs, but you cannot get to them. There
are hidden buttons for the grates, you have to lift the grates to push the
notes towards you, but be careful not to push the notes into the lightning,
put objects on the hidden buttons to raise the grates beside the lightning
first so the notes cannot go that way. go to the southeast corner of the
town, apply the boat, go to to-jyo's hut, at the door say the password from
the notes (general). Upstairs there is a crystal surrounded by a fence with
a gate, and the gate is surrounded by traps. If you step on the traps, you
are pushed towards the gate, you cannot move away from the gate without
stepping on a trap, which pushes you back to the gate, and you cannot open
the gate. you cannot cast a spell or read a scroll
either. The only escape is to say help, and to-jyo will come after about a
minute, keep trying to move away from the gate until to-jyo is pulled to the
gate, and then you are free. Elsewhere upstairs there is a note
which gives a hint about what to do in the ruins, but where are the ruins?
maybe in the back of the gnoll cave on the beach.
red town summoner: He says he can summon anything, but he doesn't. He has
treasure behind three locked doors, but where are the special keys? The
summoner responds to these words: monster, both, goblin, treasure, go ahead.
But he doesn't summon anything. There appear to be secret rooms in back
(north), but how to you get in?
lone town guild of law password is blackbird (regular army spy in tavern
says so). If you say you want to join, a door opens and you go down to the
ordeal. First level is easy. Second level has a room of demons and a room of
beholders. The third level has many unusual kobolds enclosed by a long
orange door. You need to move the boulder onto the button to open the pit,
open the door to the unusual kobolds, then repeatedly go up one ladder and
down the other ladder, so you move back and forth between the two corners,
so the unusual kobolds run back and forth across the pit, until all the
unusual kobolds have fallen into the pit. This drops the unusual kobolds
into a cage on the floor below. Then you can go down and move the lever
which opens the gates so the wall can fire upon the unusual kobolds, but it
does not matter because unusual kobolds are indestructible. Go through the
dragon cage, move the lever (there is a trap on the lever), go through the
door, dig a little, press the button many times until the door opens, and
there is the scroll. But there is a fire trap on the scroll, and the scroll
may burn. If the scroll burns, you will have to leave the dungeon, wait for
the dungeon to reset, and do it all again. The scroll says say unusual to
the receptionist. When you go back to the dragon cage, there will be two
more dragons in the cage. Go back to the receptionist, say unusual, and a
passport appears, which allows you to go through the barrier to eureca's
castle and nurenburg. I tried saying unusual to the receptionist without
clearing the dungeon, but no passport appeared, so crossfire has some way of
preventing you from cheating.
lone town guild of freedom: go inside, say yes to receptionist, then say key
to get the key to the tower. Then go outside lone town and a little east to
the tower. inside the tower, there is a cage in front of you, with a scroll
and a potion under the scroll. There is another cage behind the first cage
with a ladder up and a lever. you have to go down several levels, then up
many levels by a different route, then down to the back cage. Move the lever
and the gate to the back cage opens, and a cloak falls into the front cage.
But how do you get into the front cage? Maybe the lever opens a pit, which
causes the cloak to fall, so you have to find the pit and jump in. But where
is the pit? I found several secret rooms, but no pit. Maybe you have to try
several times until the cloak randomly falls on the secret button which
opens the gate to the front cage? The highest and lowest levels have
treasure sitting on trap runes. On the highest level the treasure is behind
runes of death. The level with the ghosts and wraiths has treasure in secret
rooms with nightmares. The nightmares can be destroyed (with the treasure)
with small lightning. The nightmares can be destroyed (without harming the
treasure) with holy word of Valriel. I stood at the spot in the wall where
you dig into the secret room, and did holy word of valriel before digging
into the wall, and when I entered the secret room there were no nightmares.
So apparently holy word of Valriel worked through the wall. One level has
many bombers and no treasure, turn autopickup off so you will not pick up
bombs, as soon as a bomber creates a bomb, run back down to the previous
level and wait for the bomb to go off and kill the bomber for you. Some
monsters are peaceful. I tried avoiding fighting them and talking to them,
but they said nothing and it made no difference. One level you go around a
corner, and there is a confusion trap, then you go around another corner and
a behemoth charges you through many paralysis traps, you can stand still
until the behemoth is paralyzed then you can ignore the behemoth and go
around the paralysis traps by staying on the eastern edge of the room, in
the next room is a dread named manager of ordeal who does not attack you; he
does not say anything either. The top level has two rooms, each room has
treasure on top of traps, and you have to cross a rune of death to get the
treasure. In one room magic is allowed and in the other magic is not
allowed. Use spell of disarm to get the treasure from the magic room, and
leave the treasure in the no magic room, disarming the traps is too
dangerous. When you come down in the back cage in the first level, cast show
invisible. The main floor is no magic, but magic is allowed inside the back
cage, so you cannot cast show invisible until you get into the back cage.
You see the main floor has many teleporters. But nothing happens when you
stand on or apply the teleporters. How do you activate the teleporters? If
all the teleporters teleport you into the front cage, then you couldn't get
out of the front cage, because you can't leave the front cage without
stepping on a teleporter and teleporting yourself back into the front cage.
password to meet boss of fox tails is racoon's head
lone town well: hole leads to much digging, vampires, titan. But if you can
deal with that, tunnels lead up into black market, the vaults of banks,
stores, etc.
lone town tower of pupuly : nazgul on top floor does nothing, ignore him.
There are skeletons, ghosts, wraiths. lever behind nazgul opens escape pits,
chest behind nazgul has strange ring. pupuly says he cannot remember name of
eureca's wife. guard room key is for cave. I do not know how to open antique
room, maybe cannot be opened.
cave southeast of lone town: the guard room door opens with the key from
pupuly's tower. at the door which says son is ... , the password is the name of
eureca's son (bernie, according to lady cordish). at the door which says
wife is, I don't know. this door might lead to castle behind barrier.
the learned man in the tavern knows about eureca. say wife or son, and he
says asks cordish. go to cordish's house, to lady cordish, say son, she
says bernie. say wife, she says ask pupuly. got to pupuly's tower, say wife,
pupuly says he does not know. In pupuly's tower was two notes in code.
in tavern, dwarf priest says research notes, also called nazgul report, were
stolen by nazgul and ologhi from electric power plant. nagul is in pupuly's
tower in northwest lone town. ologhi and nazgul report are in electric power
plant, outside lone town and to the west. get nazgul report from power plant
and drop on table in front of dwarf priest in tavern, and he gives you
magnifying glass.
outside lone town power plant
-1 two sections, two different ways down. stairs down section has secret
passage east at stairs. hole down from office section has peaceful gnoll,
doesn't say floor chief, no key.
-2 four sections, one section for each -1 section. section from stair down
section of -1 has a little. section from hole down section of -1 has
peaceful gnome cave chief with gnome key and ball lightning, I don't know
how to get to the other two sections.
1 zombi key, weapon room key, food room needs zombi key. food room has
secret room to south
2 skeleton key, clock which does not automatically pick up,
weapon room needs weapon key, prison needs skeleton key, magic room
needs gnome key, money room needs ?, room between money room and weapon
room has secret room to west
3 wraith key, electrocute olog-hi, room behind ologhis room needs wraith
key (nazgul report here), headquarters room needs ?, nazgul's room needs ?
outside lone town, north of the cave and east of the tower, there are two
dungeons with hidden entrances. the entrances look like trees. one has a
suspicious man and a closed door. the other is heinrich's cave. kill
heinrich to get past him and dig through the wall. kill the peaceful hill
giant to get the light boulder. There are some summoning traps in the
corridor leading north. Then there is several rooms with many buttons on the
floor. every space without a button has a trap. You can avoid all the spaces
without buttons on the way in, but on the way back you have to step on a
space without a button to open each door. The last button room is smaller
with a lever in the middle. There is a trap on the lever. The lever appears
to release a boulder, but the boulder does not move. The wooden door has a rune of
death. At the strange alter, drop the light boulder FIRST, then pick up the
crystal ball SECOND. If you pick up the crystal ball without dropping the
light boulder, the button rooms will fill with zombies, you will have to
fight your way through the zombies only to find that the last door is closed
and you have to go back to the alter and replace the crystal ball. I tried using
the correct weight of monster parts, but it didn't work, you need the light
boulder. When you return to the main room, the crystal ball is the key to
open the side door. At the end of this room there is another door which
says:
ta.is..n
sp..nx's h.ad
G.an. Wo.m's e.e
m.t..il cha..ma.l
mag..f.er
c..ck
.rag.n'. h..rt
.em.n's h.ad
bo..le .. w.ne
p.t..n .f a.th.r..lity
I guess that means:
talisman
sphinx's head
Giant Worm's eye
mithril chainmail
magnifier
clock
dragon's heart
demon's head
bottle of wine
potion of aethereality
If these objects are dropped on the altars, the objects disappear and the
altars activate. Probably when all altars are activated, the door opens.
The barrier southeast of lone town requires a passport to pass through. The
member of regular army has a passport, but if you kill him and take his
passport, the passport will be shredded and will not work. The only way I
know to get a passport is from the guild of law.
Past the barrier is eureca's castle. there is two downstairs. On downstairs
has food, beds, chests, and regular army. The other downstairs is through a
secret wall, with a dread key at the top of the stairs. Down the stairs is
an exit. If you go here, you cannot go back, you must keep going. There are
three ways. South is the infinite hall, you never reach the end (but a
spoiler on the internet said cast show invisible to find the teleporters).
West is some treasure, then stairs up to a room with password locked doors.
East is dreads, and a door which you need the dread key to open. So if you
did not bring the dread key, you are trapped, hope you have a scroll of word
of recall.
If you follow the road east from scorn, it leads to navar. Halfway to navar
is an inn. To go in the navar gatehouse, say hello, then say yes (you want
to go in), then say no (you have no contraband).
From navar the road goes north to the mine outpost. This is not a city
because it has no wall around it, and I do not know if it has a name. The
open mine has only a few minerals, but usually there is a mithril crystal.
One side of the tower has a dust and a rucksack with some magic items
inside. The other side of the tower has a store with an unpaid item outside
the store. The inn has several room upstairs where the doors can be opened
from the outside, but not from the inside. To avoid being trapped, do not go
in unless you see the button to open the door inside the room. If you are
trapped, use another character to come open the door from the outside, or
edit the save file to move yourself somewhere else. going north the road
ends in a cave. The cave has a few gargoyles, no generators, and some piles.
The cave has two entrances, one in the middle of the south edge and one in
the northwest corner. The cave is a maze. Find you way to the northwest
entrance and the road continues north. Or you could avoid the cave and cross
the mountains and try to find the road again on the other side.
The road leads to darcap/dtabb. Sometimes the city is called darcap and
sometimes the city is called dtabb. I guess darcap is supposed to be the
name of the city, and dtabb is supposed to be the name of the area in which
darcap is located. A boat connects darcap/dtabb to navar. There is a
permanent apartment here which you can use as a base for exploring
darcap/dtabb and navar. There is a free cauldron in the potion shop next to
the apartment, there is a detect curse alter in the magic shop in navar.
darcap maze house: This is a very complex maze, with dangerous
dragons, and not much treasure. There is a back door, with a key in the
maze.
darcap courthouse (elemental quest): The courthouse has some special weapons and
armor. To get the weapons and armor, you must open several doors. The first
door control is down the darcap well. I have not found the other
controls yet. A hint said there was a hint in the magic shop, but I haven't
found it. Another hint said the four doors were earth, fire, water, and air,
with fire being the volcano. So if the well is water, earth might be a cave
and air might be a tower. But I could not find a door control in the cave,
and I cannot find a way into the volcano, and I cannot find a tower. I could
not find any door controls in the elemental houses.
darcap church: zombies, ghosts, and skeletons. some scrolls.
darcap elemental houses: has elementals, not much treasure. You should use
the elemental houses as practice for the elemental quest. You should not
attempt the elemental quest if you cannot handle the elemental houses.
darcap well: has water elementals, puddings, snakes. Probably you want
to rush through as fast as possible to the northwest corner, go up the
stair, and move the lever to open the door in the courthouse.
dtabb undead ruins: leave darcap/dtabb and follow the road. The
undead ruins are not far, just north of the road. The first level has
zombies, the second level has ghosts and wraiths, the third level has
skeletons. And I though skeletons were easier than ghosts and wraiths. There
is many scrolls and rings.
dtabb cave: leave darcap and go southeast until you are in the middle
of the road. Then go south. The cave requires a lot of digging and is
difficult. There is a lot of treasure, demons, beholders, grim reapers,
dragons, and you cannot see the monsters until you dig your way on top of
them.
dtabb castle zaah: leave darcap, follow road to shore, where
the road leaves the shore go northeast. There is demons, beholders, dragons,
wands, scrolls, rings. You can usually see what is behind the doors.
dtabb village: leave darcap/dtabb and go south 23 spaces (if you
go southwest your path will be blocked by water, but you can go sometimes south
and sometimes southwest). Then go west, maybe about 100 spaces. The village
has hill giants. The southwest room has ghosts. The northeast room has
unusual kobolds (very difficult). There isn't much treasure.
dtabb lord lynn's keep: go to dtabb village, go southwest one
space, go west 12 spaces, go northwest 27 spaces. You have to bump or kill
some castle guards to get to some doors. Killing a few castle guards does not
seem to alarm the other castle guards. There is a chalice upstairs in the
princess room, and the guards on the roof may be standing on objects like a
potion and an amulet. In the dungeon, in the room with doors to many cells,
there are monsters behind every door, including ghosts and beholders.
dtabb mountain village: leave darcap, go west to the southwest corner of
darcap, then go south. There is a huge spellbook store. The four corner
towers each have a sage who will tell you part of the password for the west
tower. The west tower password is De Hum Ra Blah. The west tower is the
earth and air parts of the elemental quest. The basement of the tower has
hill giants, earth elementals, and four switches which open four doors to a
hole with one switch which opens one door in the darcap courthouse. The
upstairs has air elementals, angels, and a switch which opens a door in in
the courthouse. The exits beside the switches lead to the courthouse, you
probably do not want to exit until you have pulled both switches.
dtabb volcano: go to dtabb village, go south 19 spaces.
Nothing happens when I apply the volcano, it does not even say the volcano
is closed, but a hint says the volcano has something to do with the
courthouse. Another hint says the volcano is multiple players only, but how
could that prevent me from entering the volcano?
navar warehouses: a lot of treasure, and you can see what monsters are there
before you open the doors.
navar a large house: a lot of treasure, guarded by demons, dragons,
beholders, vampires. This is difficult. The first door switch does not open
the door in front of you, but instead opens the door in back of you, which
releases a flock of wyverns to attack you from behind and block your
retreat. You can block bullet walls by pushing boulders in front
of them.
navar kaisa's place: skeletons, hill giants. the door behind the three
gravestones leads to a room with 5 grim reapers and some chests. some
scrolls.
navar earth house: a lot of digging. all rooms are two spaces, so no more
than two monsters per room. there are demons, beholders, and a lot of
chests.
navar family house: main part has no monsters and many chests. All monsters
are in small rooms, one type of monster per room, you can see over every
door. This is an easy and safe way to get chests.
navar small houses: there are many small houses in navar which you can
enter. Most have very little inside, except a few items of furniture and one
chest, and usually no monsters. This is an easy and safe way to get
chests.
maximum hit points lost in traps
spikes 10
blades 10
poison needle 12 (50?)
diseased needle: you get a disease, which is more annoying than dangerous,
can be cured with 150 gold in house of healing. (also can be cured by
dieing)
rune of fireball 30 (50?)
rune of fire 10
rune of shocking 50
rune of burning hands 1, nearby objects destroyed
rune of frost: doesn't do much
rune of paralysis: doesn't do much
rune of confusion: doesn't do much
rune of magic draining: uses up your mana, as if you had cast a spell
rune of blasting (100?)
rune of death: you die
monsters
green slime: corrodes weapons and armor, slow. one magic missile kills a
green slime
scorpion: poison, you slowly lose hit points until you die
black pudding: I hit a black pudding with a medium fireball and about five
magic missiles, and it was still alive. Three small lightnings kills a black
pudding.
pixies: usually easy, but sometimes have wands. if you are facing a whole
room full of pixies, probably one has deadly magic. I went into a room of
pixies, the pixies swarmed around me, one pixie fired a wand of poison
cloud, the poison cloud killed all the pixies and destroyed all the
treasure. I would have been killed too if I hadn't been wearing my amulet of
cheating. Pixie dust is valuable, and so are the wands, but fighting pixies
is very risky. Try creating earthwall, then summon a golem to fight on the
other side of the earthwall.
skulls: breathe poison cloud onto you from a distance, make you confused then you
die of poison
grim reaper: Takes away your experience, not hit points, but hit points
decline as you lose experience. Grim reaper is slow, so you can run
away. Swords are not effective against grim reapers; you almost alway miss. One
bolt of small lightning kills a grim reaper. Maybe drain life protects you.
One holy word of Valriel kills grim reapers. I think destruction kills grim
reapers.
vampire: use spells against you, usually a cloud of something, I think
usually fear, sometimes confusion or poison.
Swords are not effective. It takes three to five small lightnings to kill a
vampire. Stake of kill vampire always misses. Try silver. scroll of
destruction has no effect on vampires. It takes about 10 holy word of
Valriel to kill a vampire. Vampires have rings and spellbooks, which are
destroyed if you use lightning. Vampires pick up objects.
ghost: a ghost hits you once and vanishes, you lose about 15 hit points.
Armor does not seem to help. Maybe ghosthit protects you. Ghost ectoplasm is
valuable.
unusual kobold: swords, small lightning, small snowstorm always miss. These
are much more dangerous than normal kobolds. I have no idea how to kill
them, maybe scroll of destruction. try icestorm. do not confuse with strange
kobolds, which can be killed.
dragons: arrows of slay dragon are useless, arrows burn up in dragonfire
before ever reaching the dragon. I tried metal bolts of assinate dragon from
adjacent to the dragon, and any hit should have killed the dragon, and the
dragon was not affected. It takes about 8 icestorms to kill dragon. I guess
the best way to kill dragons is to endure the flames and use a sword. Sword
of dragonslaying is good. Dragons destroy earthwalls but not bullet walls.
magic power potion increases mana (sp points) to full. If mana is already
full, no effect. Do not confuse this with potion of power.
potion of strength, potion of dexterity, potion of constitution, potion of
wisdom, potion of intelligence, potion of power, potion of charisma:
permanently increase the corresponding stat by 1. But if you are already at
max, no effect.
improvement potion: I gained 4 hit points, another time a gained mana. But
this does not seem to gain stats.
restoration altar in house of curing: sp, hit points, and food increased to
full
Scrolls have levels. High level scrolls seem to do the same things as low
level scrolls, but high level scrolls have higher prices.
scroll of levitation does not allow you to cross boulders, grates, doors,
fences, walls, water. You cannot go up stairs. You can exit buildings but
not enter. Spell of levitation allows you to cross traps without setting the
traps off. But if you only want to cross one trap, and want to return to the
ground immediately, try jumping instead. You can fight monsters while
levitating. You cannot pass over monsters. You cannot pick objects up or
move levers. You can move much faster through the mountains while
levitating, so levitating makes traveling through the wilderness much
easier.
scroll of remove curse removes curse from all worn objects. Has no effect on
carried objects, objects at your feet, or objects on an altar. Negative
enchantments are not removed. I know of no way to remove the curse from a
potion.
potion of create missile creates some arrows at your feet.
potion of life restores lost stats. does not restore experience, hit points
staff of banishment has no effect because you do not worship an appropriate
god
staff of turn undead causes a few zombies to run away
staff of darkness pointed at adjacent monster fails because something is in the way
wand of counterspell made pretty fireworks, but crowd of zombies kept
attacking. Try against pixies.
scroll of cause cold gives you cold, spreads to surrounding monsters, kills
many mice, some goblins. try on pixies. cause flu seems similar. cause
typhoid, cause anthrax, cause leprosy seem less effective.
temporary spells. The effect lasts for 1 minute. potions are usually much
more powerful than scrolls. Higher level scrolls are more powerful than
lower level scrolls, and last longer than 1 minute. If you take two of the
same type, you get the same effect as taking one, and the timeout is
relative to the second one. In other words, the second one stops the first.
You can take different kinds at the same time. But what about a scroll and a
potion of the same type?
a level 8 scroll of protection from cold gives +22 for 60 seconds
a level 12 scroll of protection from cold gives +23 for 60 seconds
a level 16 scroll of protection from cold gives +24 for 70 seconds
a level 36 scroll of protection from cold gives +30 for 100 seconds
scroll of confusion protects from confusion
scroll of protection from fire gives about 20% protection, lasts 10-20 moves.
potion of invulnerability increases armor to 90
potion of cold resistance increases cold resistance from 0 to 90
potion of agility increases dexterity from 17 to 20 (which increases armor,
speed). do not confuse with potion of dexterity.
potion of heroism increases strength from 23 to 23, dexterity from 17 to 20,
constitution from 21 to 22 (which increases armor, speed, hit points)
scroll of dexterity is like potion of agility, not like potion of dexterity.
attack scrolls and potions attack in the direction you are facing, which is
different than cast spells, which ready the spell but do nothing until you
fire. Note that these destroy objects.
potion of fire, potion of sunfire, potion of rainbow wave
scroll of create bomb creates bomb at your feet, detonates in about 5
seconds. You can pick the bomb up and throw it, or you can run and lead
monsters over the bomb.
faery fire causes monsters to glow for an instant. All monsters in all
directions within range are affected. The range is one less than the size
of the display; you are in the center of the display, monsters in the
outside spaces are not affected, all other monsters on the display are
affected. Or does the range vary with level? This does not injure or anger
monsters. Faery fire reveals hidden monsters, and the rooms the hidden
monsters are in. Why does this spell exist when there is already a spell of
detect monster? Isn't detect monster better because detect monster lasts
longer? Or is faery fire better at detecting invisible monsters?
xray allows you to see through walls for about 1 minute. If you are beside
the wall, you can see the wall and the space on the other side of the wall.
In other words, the range is two spaces, or does the range vary with level?
Disarm disarms traps. Disarming is not always successfull, you often have to
try several times, but traps are never set off. A message tells you whether
or not the trap was disarmed. You do not need to find the trap first. If
there is no trap, it says there is no trap, and it is safe to open the chest
or door. If there is more than one trap, it only disarms one trap. So you
should keep disarming until you get the no trap message. I tried this beside
the chest or door, and casting towards the chest or door. I did not test the
range or if the spell works in all directions.
scroll of word of recall takes you back to where you last saved, just like
dieing, but not until about 30 seconds have passed.
spell of town portal must be cast twice, in two different places, and then a
teleporter links the two places. You can travel both ways any number of
times through the teleporter. The teleporters are not automatic, you must
apply the teleporter to use it. All players can see the teleporters, but
only the player who created the teleporters can use the teleporters. You
cannot create teleporters in your permanent apartment, or where magic is
banned, like in the streets of scorn, the best place is probably in the
entrance of the store beside the permanent apartment. The teleporters
disappear when the dungeon resets. If you are on one side of the teleporter,
the other dungeon may reset, which deletes the other teleporter, which
closes your teleporter. Maybe if you go through every 20 minutes or so,
the dungeon will be less likely to reset.
spell of show invisible makes some but not all invisible dungeon features
visible, usually this is buttons which open doors and teleporters. Traps do
not become visible. I do not understand the range. Sometimes things off
screen in nearby rooms are affected and sometimes not.
Prayer of holy word is a cone, and does not destroy objects. However, holy
word is only effective against species of monster which your god does not
like. Holy word of Valriel is effective against zombies, skeletons, ghosts,
wraiths, grim reapers, vampires, skulls, wights, ghasts.
I stood beside a wall with no armor or protection, and cast spells towards
the wall to see how many hit points I lost. All of these were spells except
sunspear, which was a staff. Create bomb cannot be cast towards an adjacent
wall, so I cast it towards an adjacent monster instead. The spells which
lost 0 hit points are safe. The other spells are dangerous and you need to
be careful not to attack yourself; and the amount of hit points lost
should be similar to the amount of hit points monsters lose when you use
these spells against monsters.
bullet swarm 0
bullet storm 0
icestorm 0
firebolt 0
frostbolt 0
burning hands 0
large bullet 0
magic bullet 0
magic missile 0
mana blast 0
mana bolt 0
mass confusion 0
missile swarm 0
slow 0
steambolt 0
sunspear 40
small snowstorm 50
poison cloud 50
small fireball 50
medium fireball 70
small lightning 70
small manaball 70
medium snowstorm 75
large fireball 100
large snowstorm 100
medium manaball 120
create bomb 140
large manaball 150
large lightning 260
summon elemental and create golem create golems, which you can direct to
attack your enemies by using shift arrow. But this is awkward, and crossfire
may switch your current skill to something else, and you will lose control
of the golem. Any time you enter or exit something the golem will teleport
to your new location. The golem disappears after about a minute.
create pets creates about 4 pets, which may stay near you or may wander off,
and will attack monsters. Any time you enter or exit something the pets will
teleport to your new location. The pets gradually disappear, maybe half
disappearing each minute, sort of like radioactive decay. I tried this once
and I though the pets did not attack enough enemies to be worthwhile. Pacify
is similar, and so is hiring a mercenary.
Spell of cancellation: blob flew in direction in which I cast the spell,
passed over pile of cursed objects, cursed objects not affected. I cast
spell of cancellation at expendable character carrying cursed objects.
cursed objects in inventory of expendable character not changed. Enchanted
objects not changed either.
Cancellation apparently has no effect.
Slithselest has his eyrie (it is said)
in the high mountains to the southeast of
the Tower of the Stars
corpses, prices, weights, and identification:
Some corpses; like corpse, rotting corpse, servant's corpse, adventurer's
corpse; are worthless identified or not, and have no food. For everything
else, each unidentified corpse is worth 1 platinum 1 silver
identified corpses:
elf 602 food 50 kilograms 3 platinum 1 gold 0 silver
orc 600 food 23 kilograms 3 platinum 1 gold 0 silver
thief_1 600 food 52 kilograms 3 platinum 1 gold 0 silver
gnoll 600 food 45 kilograms 6 platinum 2 gold 0 silver
goblin 600 food 50 kilograms 6 platinum 2 gold 0 silver
pirate 602 food 75 kilograms 6 platinum 2 gold 0 silver
madman 602 food 75 kilograms 6 platinum 2 gold 0 silver
zombie 600 food 15 kilograms 6 platinum 2 gold 0 silver
ogre 602 food 140 kilograms 9 platinum 3 gold 0 silver
wight 600 food 15 kilograms 9 platinum 3 gold 0 silver
dark elf 600 food 50 kilograms 12 platinum 4 gold 0 silver
hill giant 606 food 300 kilograms 12 platinum 4 gold 0 silver
orc lord 606 food 23 kilograms 12 platinum 4 gold 0 silver
troll 620 food 300 kilograms 12 platinum 4 gold 0 silver
student 600 food 50 kilograms 16 platinum 0 gold 0 silver
foods, identified:
apple 25 food 0.1 kilograms 0 platinum 0 gold 6 silver
bread 100 food 3 kilograms 0 platinum 1 gold 6 silver
cabbage 80 food 1.5 kilograms 0 platinum 1 gold 2 silver
cake 125 food 3 kilograms 0 platinum 2 gold 5 silver
chocolate 50 food 0.1 kilograms 0 platinum 3 gold 2 silver
fish 100 food 3.5 kilograms 0 platinum 1 gold 2 silver
food 200 food 6.5 kilograms 0 platinum 3 gold 2 silver
mushroom of Gourmet 300 food 0.1 kilograms 64 platinum 0 gold 0 silver
potatoes 200 food 4 kilograms 0 platinum 2 gold 2 silver
roast bird 450 food 7.5 kilograms 2 platinum 2 gold 8 silver
waybread 500 food 1 kilograms 1 platinum 4 gold 6 silver
booze 100 food 6.5 kilograms 0 platinum 1 gold 6 silver
bottle of wine 75 food 1 kilograms 0 platinum 3 gold 2 silver
orc chop 10 food .65 kilograms 0 platinum 0 gold 3 silver
and from that I calculate this table of food value. The first number is the
food per kilogram. The second number is food per silver. This table is in
order of food per silver. The most profitable thing to do is to eat the
foods at the top of the table and sell the foods at the bottom of the table.
But if you are planning a long trek through the wilderness, you should bring
food with a high first number, like waybread.
potatoes 50 9
fish 29 8
cabbage 53 7
booze 15 6
food 31 6
bread 33 6
cake 42 5
waybread 500 5
apple 250 4
elf's corpse 12 3.8
orc's corpse 26 3.8
thief_1's corpse 12 3.8
roast bird 60 3.5
orc chop 15 3.3
bottle of wine 75 2.3
gnoll's corpse 13 1.9
goblin's corpse 12 1.9
pirate's corpse 8 1.9
madman's corpse 8 1.9
zombie's corpse 40 1.9
chocolate 500 1.6
ogre's corpse 4.3 1.3
wight's corpse 40 1.3
dark elf's corpse 12 0.9
hill giant's corpse 2 0.9
orc lord's corpse 26 0.9
troll's corpse 2 1
student's corpse 12 0.8
mushroom of Gourmet 3000 0.1
effects of identification, enchantment, and curses on prices:
I pick up 1 each of 11 different kinds of unidentified bronze daggers. One kind I know is
normal because there are more of this kind. Two kinds have item_power +1.
The weights vary, but the prices are all the same. These are the weights and
prices:
2.2 kilograms 4 silver
1.6 kilograms 4 silver
1.8 kilograms 4 silver (item_power +1)
1.8 kilograms 4 silver
2.0 kilograms 4 silver
1.8 kilograms 4 silver
2.0 kilograms 4 silver
1.8 kilograms 4 silver (item_power +1)
2.0 kilograms 4 silver
2.4 kilograms 4 silver
2.2 kilograms 4 silver (normal)
The price of two unidentified bronze daggers is 9 silver. Note that is a
little more than twice as much as one unidentified bronze dagger.
Now I do detect curse. Four of the daggers are cursed. The prices do not
change. The order of the list does not change.
Now I identify all. The order of the list changes. This is the new prices:
2.2 kilograms 0 platinum 1 gold 1 silver (normal)
2.0 kilograms 0 platinum 3 gold 4 silver +1
1.8 kilograms 5 platinum 2 gold 9 silver +2 (item_power +1)
2.0 kilograms 0 platinum 0 gold 0 silver -1 cursed
2.0 kilograms 0 platinum 0 gold 0 silver -1 cursed
2.4 kilograms 0 platinum 0 gold 0 silver -1 cursed
2.2 kilograms 2 platinum 1 gold 6 silver gnarg
1.8 kilograms 2 platinum 1 gold 6 silver madness
1.8 kilograms 6 platinum 4 gold 9 silver paralysis
1.6 kilograms 0 platinum 0 gold 0 silver -1 poisoning cursed
1.8 kilograms 3 platinum 2 gold 4 silver zormola (item_power +1)
A normal bronze dagger is worth twice as much identified, a +1 bronze dagger
is worth 5 times as much identified, a +2 bronze dagger is worth 40 times as
much identified. Cursed bronze daggers are worth nothing identified. The
bronze daggers with item_power +1 were better.
alchemy
the spell of alchemy (learn the spell from a book, type the command "cast
alchemy", then press shift arrow to cast the spell) can be cast in any
direction, and affects objects on the space you are standing on and every
adjacent space. Objects which cannot be moved, objects which can be pushed
but not picked up, and objects which you are carrying are NOT affected.
Cauldrons and objects in cauldrons are not affected, but cracked cauldrons
are affected. Everything else is turned into gold nuggets. Don't cast
alchemy when you are beside a valueable object! The gold nuggets which are
created are worth less than the original objects, and weigh a lot less.
For example,
17 pine chairs, weigh 850 kilograms, worth 9 platinum 1 silver
became
1 large gold nugget, weigh 0.2 kilograms, worth 2 platinum 5 silver
3 small gold nuggets, weigh 0.1 kilograms, worth 3 gold 2 silver
I think the amount of gold nuggets you get is based on the value of the
original objects. It takes a lot of boulders to get a gold nugget, and I
didn't get any gold nuggets for 8 of worthless booze of poison.
the skill of alchemy (learn the skill from a white skill scroll of alchemy,
then type the command "use_skill alchemy", or use shift arrow if alchemy is
the current skill) affects objects which you are carrying and objects at
your feet. Objects in adjacent spaces are not affected. Alchemy ingredients
are identified, including piles, potions, dusts, waters, and gold nuggets.
What about objects in sacks or chests? This is better than the spell of
identification because no mana is used, and you can do it when magic is
blocked. Alchemy is performed on stuff in a cauldron at your feet. For
example 7 identified water becomes a random number of unidentified water of
the wise (easily identified with skill alchemy). If you use the wrong
ingredients, the ingredients will disappear and you will get nothing.
Doubling the ingredients to get twice as much of the result does not work,
that is the wrong ingredients and so you get nothing. What if you are
carrying the cauldron? The cauldron will probably do weird things, and you
may lose hit points. You seem to be more likely to lose hit points with a
moveable cauldron than with an immoveable cauldron. What if you wear an
apron? Or the cauldron may explode and be destroyed with the contents, and
the flames will destroy nearby objects, but this does not seem to cost you
any hit points. Buying a cauldron seems to be a poor investment because of
the high probability that the cauldron will explode, you do not get many
uses of the cauldron for your money. The high probablility of losing the
cauldron and ingredients makes alchemy seem useless. Maybe experience helps,
maybe we should divide the ingredients to be identified into as many small
piles as possible, like one item at a time, to gain as much experience as
possible through identification. Maybe we should let the cauldron cool
between batches. Waiting 5 to ten minutes between batches seems to reduce
the chances for the cauldron to explode. Using the wrong ingredients seems
to increase the chances of a cauldron explosion, and it seems you should
wait longer after using the wrong ingredients before using the cauldron
again. What about a cracked cauldron?
the skills alchemy, thaumaturgy, jeweler, smithery, woodsman, and bowyer
indentify objects carried or at your feet, not in adjacent spaces; and also
alter objects in special circumstances.
skill thaumaturgy: identify wands, staffs, and rods; not scrolls; try in
tannery
skill jeweler: identify rings and amulets; alters jewelry in jeweler's
workbench
skill smithery: identify weapons and armor, plus a few other things
like bracers and unicorn horns; alters objects in forge in smithery
skill woodsman: identify corpses and body parts; alter objects in oven in medieval kitchen
skill bowyer: identify bows and arrows; alter object's in bowyer's workbench
in arrow shop
skill singing
skill jumping: you can jump over traps, but if I do ready_skill jumping then
shift arrow, it usually jumps multiple times. Usually the traps are hard to
see, so it is easier to use levitation.
skill fletching: there is a skill scroll of fletching, but no skill of
fletching. maybe fletching means woodsman or bowyer.
To pray you need the skills of literacy and praying. Some classes start with
these skills and some do not. If you do not have the skill of literacy, buy
a skill scroll of literacy from the store in the library in scorn. If you do
not have the skill of praying, you need either a skill scroll of piety or a
holy symbol. Sometimes these are in stores and sometimes these are found in
dungeons.
You also need high wisdom and intelligence. If your intelligence is low,
most attempts to read prayer books will fail, which is a waste of prayer
books. If you wisdom is low, you will have little grace and will not be able
to do much with prayers.
To choose a god, go to a temple, move to on top of the altar, and type the
command use_skill praying. You should immediately gain some special
protection from the god.
To learn a prayers, read prayerbooks. Use prayers like spells. Type the
command cast [name of prayer] and then press shift arrow, or type the
command invoke [name of prayer].
You need to increase your praying experience so you can use higher level prayers,
so you need to learn a level 1 prayer which kills monsters. This may be
easier for followers of violent gods. Usually you start with holy word, but
this is only effective against monsters which are enemies of your god. So
you need to find a dungeon full of enemies of your god so you can do lots of
holy word so you can gain lots of experience so you can use higher level
spells. For example, holy word of Valriel is effective against undead, so
you want to clear the undead church.
1 diamond 8 platinum 1 gold 2 silver (41.2 gold)
1 diamond 40 gold (8 platinum)
prepare weapon 960 platinum
( 960 + x * x * 8 ) / x
960/x + 8x
960 + 8 / 1 = 968
960 + 32 / 2 = 500
960 + 72 / 3 = 340
960 + 122 / 4 = 270
960 + 200 / 5 = 200
960 + 300 / 6 = 200
960 + 400 / 7 = 200
960 + 500 / 8 = 200
960 + 640 / 9 = 184
960 + 800 / 10 = 176
960 + 1000 / 11 = 175.2
960 + 1800 / 12 = 176
13 177.8
960/5+5*8
960/6+6*8
960/7+7*8
960/8+8*8
960/9+9*8
960/10+10*8
960/11+11*8
960/12+12*8
960/13+13*8
960/14+14*8
960/15+15*8
a@dellp3:~$ calculate 960/5+5*8
232
a@dellp3:~$ calculate 960/6+6*8
208
a@dellp3:~$ calculate 960/7+7*8
193
a@dellp3:~$ calculate 960/8+8*8
184
a@dellp3:~$ calculate 960/9+9*8
178
a@dellp3:~$ calculate 960/10+10*8
176
a@dellp3:~$ calculate 960/11+11*8
175
a@dellp3:~$ calculate 960/12+12*8
176
a@dellp3:~$ calculate 960/13+13*8
177
a@dellp3:~$ calculate 960/14+14*8
180
a@dellp3:~$ calculate 960/15+15*8
184