Wizardry V: Heart of the Maelstom

Solution Copyright © 2000 by Mike Marcelais.

General Notes

Everything in here is based on information from the version of Wizardry V that was included with the Wizardry Archives for the PC. Other versions of Wizardry V (including earlier PC releases) may differ.

Unlike in other games, teleporter squares also teleport light. Thus, if you're standing just south of a teleporter square, when you look north, you see the corridor that you would be teleported into. That, along with the lack of a visual cue when you've been teleported (like the screen flash in Bard's Tale) can sometimes make it hard to tell when you've been teleported.

Make a bishop. Keep him at home. Whenever you return to town, give your unknown items to this Bishop, have him identify everything, and then give it back. If the item turns out to be cursed; well, you didn't want it anyway. If your Bishop collects too many cursed items, just delete him and make a new one.

Unlike in previous Wizardrys, you cannot pass through secret doors without finding them first. Secret doors are marked as such on the maps.

Maps and Solutions

For all maps, this key is used:

An "unavoidable trap" is one that cannot be avoided by litofeit.

Due to a bug, once you enter an anti-magic area, you carry that anti-magic area around with you until you leave the level, no matter where on the level you go. Fortunately, it affects all monsters you encounter as well.

Swimming: Each character has a swim rating, which starts out at 1. Whenever you try and dive one level deeper than you swim rating, one of three things can happen: the character drowns (and is dead); the character survives; or the character learns how to swim at that level (and his swim rating goes up by one). Learning to swim is very tedious and generally not worth it. Just buy the Rubber Duck (you can go buy a second one when you have used the first one to complete that part of the plot) and always have the character with the Duck do the swimming.

Level I

  1. Stairs up to the castle
  2. Symbols that spell out "TIME"
  3. Silver Key is hidden here.
  4. NPC: Laughing Kettle.
  5. Find the Orb of Llylgamyn.
  6. Temple of the Brotherhood. You need the Orb of Llylgamyn to pass.
  7. NPC: G'bli Gedook. He sells a Holy Talisman.
  8. You need to use the Silver Key to unlock this door.
  9. Stairs down to 9W, 8N on level 2.
  10. Answer "VAMPIRE" to reveal the secret door here.
  11. Somewhere in this area is Ironose. You need to buy the Bronze Key from him.
  12. Portal to 6E, 3N on level 4.
  13. If you use the Token Bag here, a portal opens up that takes you to 1E, 8S on level 2.
  14. You need to use the Bronze Key to unlock this door.
  15. To shut down the motor, choose DBCA.
  16. If you search, you will fight some Skeletons. After the combat, you will receive a Bag of Tokens.
  17. Shaft down to 16W, 6S on level 2. It can be avoided using litofeit.
  18. Shaft down to 3E, 27S on level 6.
  19. Stairs down to 5W, 2N on level 2.

  1. Lala Moo Moo Combat. After combat teleport to 8E, 9N on level 1.

Level II

  1. Portal to 12E, 4N on level 1.
  2. Hurkle Beast combat in this area.
  3. Elevator to 7E, 4S on levels 2 through 5.
  4. Search to find Bottle of Rum.
  5. Stairs up to 7E, 28N on level 1.
  6. NPC: Ruby Warlock. Need to give him the Bottle of Rum to pass.
  7. Foul smelling pool:
    1. Poison
    2. Damage
    3. Paralyzed
    4. Damage
    5. Restore Magic
    6. Spelunker Combat
  8. Symbols that spell out "CAVE"
  9. You need to use the Hacksaw to unlock this door.
  10. An encrusted chest is here. Use the Potion of Spirit-Away to make the chest accessable. Inside the chest is the Jeweled Sceptre.
  11. Seach to find a Hacksaw.
  12. Bubbling Fountain:
    1. Healed, Slept
    2. Healed, Slept
    3. Healed, Slept
  13. NPC: Duck of Sparks. If you give him the Rubber Duck, you get the Munke Wand.
  14. Ladder down to 12E, 14S on level 3.
  15. Rudolf's Spirit Emporium. Use Amoeba Jelly, Juice of Newt, and Minced Slime (C, A, and F) to make a Potion of Spirit-Away.
  16. Stairs up to 9E, 5N on level 1.

Level III

  1. Stairs up to 12E, 14S on level 2.
  2. NPC: Mad Stomper. You need to buy the Rubber Duck from him.
  3. Fountain the color of blood:
    1. Damage
    2. Damage
    3. Damage
    4. Damage, Poisoned
    5. Damage
    6. Cured
    7. Gain MaxHP, Lose Attribute point.
    8. Makara Combat. Get Petrified Demon.
  4. Quiet pool:
    1. Lose Gold
    2. Recharge Magic, Lose Gold
    3. Recharge Magic, Lose Gold
    4. Recharge Magic, Lose Gold
    5. Recharge Magic, Lose Gold
    6. Recharge Magic, Lose Gold
    7. Find Gold. If Rubber Duck equipped, also get Gold Key.
  5. Moser's Mystic Moat:
    1. Healed or Damage
    2. Poisoned or Cured
    3. Magic Drained or Magic Charged
    4. Youthened or Aged
    5. Lose or Gain an attribute point.
  6. Elevator to 7E, 4S on levels 2 through 5.
  7. The Timeless Room. If you search, you will find the Paradimensional Etherealizer. Use the Battery to activate it, and push the buttons Gold, Silicon, Brass, and Quartz (DEGC) to get the Pocketwatch.
  8. You need to use the Jeweled Scepter to unlock the door. Don't give it to Lord Heinmitey, the NPC that occupies this square the first time you enter it.
  9. Dejin Wind King combat. You get the Blue Candle when you win. Symbols here spell out "WIND"
  10. You must use the Blue Candle to reveal the secret door.
  11. Stairs down to 6W, 20S on level 4.

Level IV

  1. Stairs up to 12E, 28S on level 3.
  2. Touching the disc here triggers a combat.
  3. Touching the disc unlocks one of the access gates (locations 5).
  4. Touching the disc unlocks a safe deposit box with a random item in it.
  5. Access Gate. Once activated, you can open the corridor by selecting the direction you want to go. (The first letter of each word is the same as the compass direction it leads.)
  6. You need to use the Gold Key to unlock this door.
  7. If you search, you fight two Gold Statues. If you win, you can enter a tunnel that takes you to 6W, 17S.
  8. You can only unlock this door by answering the riddle: "Time".
  9. You need to use the Skeleton Key to unlock this door.
  10. If you use the Pocketwatch, you will meet with the Loon. You need to buy the Lark in a Cage from him. When you are finished talking to him, you will be teleported back to the castle.
  11. Symbols here read "LOON".
  12. You need to use the Petrified Demon to find this secret door.
  13. If you search the chest, the Sly Nymph and a Copper Demon attack. When you win, you get the Jack of Spades.
  14. Trap door to 13E, 2N on level 5. It can be avoided using litofeit.
  15. Shimmering Portal to 15E, 9N on level 1.
  16. Elevator to 7E, 4S on levels 2 through 5.
  17. Foggy Pool: It costs 2500gp to dive:
    1. Nothing
    2. Nothing
    3. Damage
    4. Poisoned, Slept
    5. Damage, Loch Babies Combat
    6. Paralyzed, Loch Babies Combat
    7. Damage
    8. Aged, Increase Stat, Loch Babies Combat
    9. Stoned, Loch Babies Combat
    10. Gain or Lose Gold, Nessie Combat. Get Skeleton Key when you win.
  18. Search to find a trunk containing a Battery.

(No marked locations)

Level V

  1. Elevator to 7E, 4S on levels 2 through 5.
  2. NPC: Big Max. You need to give him Tickets (which you can buy from him), or Ticket stubs to pass. If you give him some, then doors exit from this square to the east and west only. Otherwise, doors exit to the north and south only.
  3. Slide to 13E, 2N on level 6.
  4. Mystery Theatre: If you pay 5000gp, you are teleported to 4E, 0N. As best I can figure, there is no way to leave that location if you choose to be teleported there.
  5. If you search, you are teleported to 4E, 0N.
  6. Teleported and spun randomly within this room.
  7. Symbols here read "COKE".
  8. Ladder down to 6E, 33S on level 6.
  9. Gentle pool of clear blue water:
    1. Healed
    2. Healed, Cured
    3. Healed, Resurrected
  10. Rope down to 13W, 3S on level 6.

Level VI

  1. Rope up to 13W, 1S on level 5.
  2. Ladder up to 6W, 31S on level 5.
  3. A dark well:
    1. Lose gold
    2. Lose gold
    3. Healed
    4. Triton Combat
    5. Lose gold
    6. Magic Drained
    7. Triton Combat
    8. Nothing
    9. Gain or Lose MaxHP
    10. Nothing
    11. Triton Combat
    12. Gain or Lose Attribute, Aged, Stoned, Triton Combat
    13. Killed
    14. Lady Neptune Combat. Get Queen of Hearts when you win.
  4. NPC: Evil Eyes. She appears somewhere in this room after you have stepped in this square. You need to steal the Gold Medallion from her.
  5. If you search, you will have a Horbules and BlankStare combat. When you win, you will find the Ice Key.
  6. Teleporter to 15E, 6N on level 5.
  7. Symbols here read "ARISE"
  8. Stagnant Bog:
    1. Nothing
    2. Swamp Thing Combat
    3. Poisoned
    4. Damaged
    5. Magic Charged or Drained
    6. Nothing
    7. Stoned
    8. Swamp Thing Combat
    9. Nothing
    10. Gain MaxHP, Killed
    11. Find Gold, Magic Drained
    12. Aged, Triton Combat
  9. If you use the Gold Medallion here, you will awaken Mighty Yog.
  10. To repair the ferry here, use the Crank, Chain, Cog, Axle, Wheel, Spring, and Lever (GDAFEBC). Once activated, a ride on it will teleport you to location 5E, 25S.
  11. Use the Ice Key to teleport to 8E, 25S.
  12. Robuna Ice King Combat. Get King of Diamonds when you win.
  13. Potion-o-Magic. Only the Demon-Out Potion is available.
  14. Stairs down to 14E, 15S on level 7.

Level VII

  1. Stairs up to 10E, 27S on level 6.
  2. Chute down to 90E, 62S on level 777.
  3. Chute down to 120W, 116S on level 777.
  4. Chute down to 26E, 98N on level 777.
  5. Deep pool of midnight blue:
    1. Healed
    2. Healed or Damage
    3. Healed or Damage
    4. Nothing
    5. Water Elemental combat
    6. Nothing
    7. Nothing
    8. Gain or Lose Gold
    9. Youthened or Aged
    10. Magic Charged
    11. Healed
    12. Cured
    13. Gain or Lose Attribute
    14. Gain or Lose MaxHP
    15. Raise Dead
    16. Dragonfinn Combat. Get Staff of Water when you win.
  6. Kanzai Fire King Combat. Get Lightning Rod when you win.
  7. Party needs to have the Lightning Rod to pass this square.
  8. Zana Fire Queen Combat. Get Staff of Fire when you win.
  9. Party needs to have the Munke Wand to pass this square.
  10. Kong and Fey Combat. Get Staff of Earth when you win.
  11. Party needs to have the Lark in a Cage to pass this square.
  12. The answer to the riddle is "LIFE". You get the Staff of Air when you answer correctly.
  13. Lord of Spades: Give him the Jack of Spades to pass.
  14. Lord of Diamonds: Give him the King of Diamonds to pass.
  15. Lord of Clubs: Give him the Ace of Clubs to pass.
  16. Lord of Hearts: Give him the Queen of Hearts to pass.
  17. Cool yellow flame. If you have given the King of Diamonds to the Lord of Diamonds, and you use the Orb of Llylgamyn here, a portal will open to 11E, 0N on level 8.
  18. Hot red flame. If you have given the Jack of Spades to the Lord of Spades, and you use the Orb of Llylgamyn here, a portal will open to 11W, 0N on level 8.
  19. Warm blue flame. If you have given the Queen of Hearts to the Lord of Hearts, and you use the Orb of Llylgamyn here, a portal will open to 0E, 11S on level 8.
  20. Cold white flame. If you have given the Ace of Clubs to the Lord of Clubs, and you use the Orb of Llylgamyn here, a portal will open to 0E, 11N on level 8.

Level VIII

  1. Portal to 9W, 9S on level 7.
  2. Fight copies of four of your party members. When you defeat the third group, you get the Ace of Clubs. Your best bet to win these battles is to cast four labadi spells in the first round of combat.
  3. Use the Staff of Fire to enter the circle. Light the candles of the Ephemeral, Future, and Knowledge (CFG). Answer "Change".
  4. Portal to 8E, 8N on level 7.
  5. Use the Staff of Water to enter the circle. Light the candles of the Spiritual, Present, and Passion. Answer "Growth".
  6. Portal to 9W, 8N on level 7.
  7. Use the Staff of Earth to enter the circle. Light the candles of the Physical, Past, and Sustanence. Answer "Nature".
  8. Portal to 8E, 9S on level 7.
  9. Use the Staff of Air to enter the circle. Light all of the candles. Answer "Man".
  10. When you have completed all four rituals (at locations 3, 5, 7, and 9), the barrier here is removed and you can fight Sorn. (You must completely all four rituals during the same trip to the dungeon. If you return to the castle, everything is reset and you have to go through all four rituals again.) If you cast socordi during this battle, the Gatekeeper returns from the void and removes the magical barrier that makes Sorn invincible. When you win, you get the Heart of Abriel. Return to town to win the game and have abriel inscribed into one of your mage or bishop's spellbooks.

Level DCCLXXVII

  1. Stairs up to the Castle.
  2. Symbols that read "HADES"
  3. Teleport to 105W, 102S on level 1.

  1. Stairs up to the Castle.
  2. NPC: Manfretti's Ghost. You can also encounter him randomly around hades. He has very good equipment for sale, and will tell you answers to riddles.

  1. Stairs up to the Castle.

Class Information

This is information that I think should be in the manual, but isn't.

Bonus points required to be eligible for a class:

FiMaPrThBiSaLoNi
Humans336311233756
Elves41124183554
Dwarves14167183554
Gnomes44117183453
Hobbits644110253352

Experience points and spell progressions.

LevelFighterMagePriestThiefBishopSamuraiLordNinja
2 800 1,000 900 750 1,200 1,100 1,100 1,100
3 1,666 2,083 1,833 1,583 2,416 2,215 2,215 2,284
4 2,776 3,471 3,055 2,638 4,026 3,579 3,579 3,865
5 4,626 5,785 5,091 4,396 6,710 6,056 6,056 6,540
6 7,710 9,641 8,485 7,326 11,183 10,248 10,248 11,067
7 12,850 16,068 14,141 12,210 18,638 17,342 17,342 18,728
8 21,416 26,780 23,568 20,350 31,063 29,348 29,348 31,693
9 35,693 44,633 39,280 33,916 51,771 49,665 49,665 53,634
10 59,488 74,388 65,466 56,526 86,285 84,048 84,048 90,765
11 99,146123,980109,110 94,210143,808142,235142,235153,602
12165,243206,633181,850157,016239,680240,705240,705259,941
13275,405344,388303,083261,693399,466407,705407,705439,900
++225,405294,388253,083211,693349,466357,346357,346379,900
SpellsNoneM 1-2P 1-2None1-4/4-4M 4-3P 4-2None

++ refers to how many additional experience points are required for each level after 13th.

Spells are listed as two numbers: the level at which you gain 1st level spells, and the number of additional levels you need to gain to get another spell level. For example Mages are listed as 1-2, so they get 1st level spells at 1st level, and new spell level every other level (3rd, 5th, etc).

The number of spells you can cast each level is equal to the number of levels you have been able to cast that level of spell at. For example, a 7th level mage got access to 3rd level spells at 5th level. He will therefore have 3 3rd level spell slots (5th, 6th, and 7th levels.) You will always have one spell slot for each spell you know, and you cannot have more than nine slots in each level.

Item List

Item: The name of the item, as it appears in the game.

Classes: Which classes can equip, invoke, or use the item.

Align/Cursed: If an alignment is listed here, then the item becomes cursed if you equip the item and are of a different alignment. Generally, this makes the items' powers nonfunctional and reduces your AC and "to hit" rolls by 2 each. Items marked "cursed" are always cursed and cannot be unequipped.

Price: This is the price that you can buy the item for. The selling, uncursing, and identification price are half this amount (rounding down). Prices from NPCs are typically triple the base price. Prices in parenthesis represent items that cannot be sold. The price listed is used only for buying, identifying, or uncursing the item.

AC: The amount this changes your AC. Lower numbers are better.

Damage: The amount of damage this weapon does.

TH: The bonus on your ability "to hit" monsters.

Range: The "range" of the weapon (Close, Short, Medium, or Long)

Speed: A higher speed allows you to attack sooner in combat, and to get more melee attacks with your weapon in a single round.

Special: Other powers that the item has. Regeneration gives you that many hit points back each round of combat. Items marked "Use:" or "Invoke:" have a power that is activated when you use it or invoke it. If the power has a percentage listed after it, this is the chance that the item will be consumed when used. If no percentage is listed, then the item can be used exactly once.

Information in this table was taken from the internal data tables on the Wizardry disk, and checked (when possible) against actual gameplay.

ItemClassesAlign/
Cursed
PriceACDamageTHRangeSpeedSpecial
Dagger
FM T SLN
251d3+1+1C
Short Sword
F  T SLN
351d6C
Short Sword+1
F  T SLN
1,5001d6+4+1C
Robinsword
F  T SLN
7,0001d10+5+2CInvoke: +1 Luck, -1 Strength, and become Short Sword
Long Sword
F    SLN
451d6+1C
Long Sword+1
F    SLN
1,5001d6+6+1C
Blackblade
F    SLN
Cursed1,5002d4+4-2CRegen -1, Double damage vs Priests, Invoke: Paralysis (0%)
Long Sword+2
F    SLN
5,0002d6+5+2C
Sword of Fire
F    SLN
10,0002d8+6+2CUse: Cast Mahalito (20%)
Long Sword+3
F    SLN
20,0002d6+10+3C
Soulstealer
F    SLN
Cursed13,500+44d5+4+2CInvoke: -1 Vitality, +1 Age (50%)
Odinsword
      L 
250,000-24d6+11+5C+3Critical hits, Double damage vs dragons, demons, and legends, Resist Poison, Invoke: Increase HP
Battle Axe
F    SLN
1801d5+3C
Battle Axe+1
F    SLN
1,7502d4+6+1C
Battle Axe+2
F    SLN
8,5002d6+8+2C
Axe of Death
F    SLN
Cursed8,500+22d7+10+4CRegen -1, Critical hits, Invoke: Death, and becomes Battle Axe
Katana
     S N
1,7502d4+5+2C
Master Katana
     S  
13,5002d7+5+4C+2Critical hits
Muramasa Katana
     S N
150,0003d6+12+6C+3Critical hits, Double damage vs. Ninjas, Protection from Ninjas, Invoke: +1 Vitality
Mace
F P BSLN
1001d4+2C
Staff
FMPTBSLN
301d5C
Munke Wand
 M  B   
(10,000)2d4CResist Fire, Resist Cold, Resist Magic
Staff of Summoning
 MP B   
7,7501d6+3CUse: Cast Bamordi (20%)
Staff of Death
 MP B   
Cursed7,7501d10+5CRegen -1, Use: Cast Badi (20%), Invoke: -1 Age, -1d4 MaxHP (6%)
Lightning Rod
 M  B   
(10,000)3d5+5CUse: Cast Tzalik (20%)
War Hammer
F     L 
4001d6+3S
Silver Hammer
F    SLN
10,0002d6+8+2SDouble damage vs. Giants, Invoke: +1 Strength, -1 Luck
Pike
F    SLN
2501d5+1S
Holy Basher
  P B   
4001d5+2SDouble Damage vs. Undead
Runed Flail
F P BSLN
Cursed2,000+21d5+4-2SInvoke: Drain spells (0%)
Morningstar
F P BSLN
2,0002d4+2+1S
Halberd
F    SLN
2,5002d4+5+1S
Sacred Basher
  P B   
7,5002d4+6+2SDouble Damage vs. Undead
Faust Halberd
F    SLN
10,0003d5+5+2SDouble Damage vs. Demons, Protection from Demons, Invoke: -1 Vitality
Staff of Air
FMPTBSLN
(10,000)2d4+4+2SResist Magic
Staff of Earth
FMPTBSLN
(10,000)2d4+4+2SResist Stone
Staff of Fire
FMPTBSLN
(10,000)2d4+4+2SResist Fire
Staff of Water
FMPTBSLN
(10,000)2d4+4+2SResist Cold
Thieves Bow
F  T SLN
6001d5+1+1M
Long Bow
F    SLN
3251d6+1L
Mages Yew Bow
 M      
12,0002d4+4+1LDouble Damage vs. Mages, Invoke: +1 Vitality, Lose 1d4 MaxHP
Sylvan Bow
F  T SLN
100,0004d4+10+4L+3Double Damage vs. Spirits, Invoke: +1 Agility
Lt. Crossbow
F  T SLN
2,5001d6+4+1L
Hv. Crossbow
F  T SLN
12,0001d10+5+2L
Robes
FMPTBSLN
20-1
Scarlet Robes
FMPTBSLN
Evil4,500-4Resist Fire, Resist Stone
Emerald Robes
FMPTBSLN
Good4,500-4Resist Fire, Resist Stone
Leather Armor
F PTBSLN
95-2
Leather+1
F PTBSLN
1,500-3
Leather+2
F PTBSLN
4,000-4
Chain Mail
F P BSLN
145-3
Chain Mail+1
F P BSLN
1,750-4
Silver Mail
F P BSLN
Cursed2,500-4Regen -2, Resist Cold, Protection from Undead, Invoke: Cast Madi (0%)
Chain Mail+2
F P BSLN
6,000-5
Scale Mail
F    SLN
400-4
Scale Mail+1
F    SLN
2,000-5
Scale Mail+2
F    SLN
8,000-6Resist Fire
Plate Mail
F     L 
750-5
Plate Mail+1
F     L 
2,500-6
Plate Mail+2
F     L 
10,000-7Resist Fire
Plate Mail+3
F    SLN
25,000-8Resist Fire, Resist Cold, Resist Stone
Gold Plate+5
F    SLN
250,000-10Regen +1, Resist Magic, Resist Fire, Resist Cold, Resist Poison, Resist Stone, Resist Draining
Target Shield
F  T SLN
65-1
Target+1
F  T SLN
1,500-2
Shield Pro Magi
F    SLN
20,000-3Resist Magic
Crested Shield
F     L 
Cursed2,000+3Resist Fire, Resist Cold, Invoke: Turned to stone
Heater Shield
F     L 
125-2
Heater+1
F     L 
2,000-3
Heater+2
F     L 
5,000-4
Cone of Fire
FMPTBSLN
Cursed3,000+4Resist Fire, Invoke: +1-4 MaxHP, Turned to ashes
Leather Sallet
F P BSLN
250-1
Wizard's Cap
 M      
8,000-1Resist Magic
Brass Sallet
F P BSLN
1,500-2
Bacinet
F    SLN
3,500-3
Jeweled Armet
F     L 
12,500-4
Leather Gloves
F PTBSLN
500-1
Iron Gloves
F    SLN
2,500-2
Silver Gloves
F    SLN
7,500-3
Gloves of Myrdall
F    SLN
40,000-4Resist Stone, Resist Drain, Invoke: +1 Agility, +1 Strength, +1 Luck
Amulet of Flames
FMPTBSLN
10,000Use: Cast Lahalito (20%)
Amulet of Rainbows
FMPTBSLN
10,000Use: Cast Vaskyre (20%)
Amulet of Screens
FMPTBSLN
10,000Use: Cast Cortu (20%)
Ankh of Intellect
FMPTBSLN
12,000-1Invoke: +1 IQ
Ankh of Life
FMPTBSLN
12,000-1Invoke: Cast Madi (35%)
Ankh of Power
FMPTBSLN
12,000-1Invoke: +1 Strength
Ankh of Sanctity
FMPTBSLN
12,000-1Invoke: +1 Piety
Ankh of Youth
FMPTBSLN
12,000-1Invoke: -1 Age
Ankh of Wonder
FMPTBSLN
12,000-1Regen +1, Use: Cast Ihalon, Invoke: Restore entire party's HP
Ring of Frozz
 M      
5,000-2Resist Magic, Resist Fire, Invoke: 9s in all spell slots
Ring of Skulls
FMPTBSLN
Evil5,000-1Resist Magic, Invoke: -1 Piety, -1 Age
Ring of Madi
FMPTBSLN
15,000Use: Cast Madi (25%), Invoke: Heal
Ring of Jade
FMPTBSLN
Cursed10,000+2Resist Magic, Invoke: +1 Age
Ring of Solitude
FMPTBSLN
20,000Resist Stone, Invoke: +1 Luck
Bracers
F    SLN
2,500-1
Cloak of Capricorn
FMPTBSLN
9,000-2Resist Magic
Bracers+1
F    SLN
10,000-2
Gold Medallion
FMPTBSLN
50,000-2Resist Magic, Resist Drain
Jeweled Scepter
FMPTBSLN
(2,500)
Rubber Duck
FMPTBSLN
(5,000)Cannot drown
Petrified Demon
FMPTBSLN
Cursed(5,000)-2Resist Fire, Resist Cold, Resist Magic, Regen -1, Invoke: +1-4 MaxHP, -1 Vitality (0%)
S of Katino
FMPTBSLN
250Use: Cast Katino
S of Stoning
FMPTBSLN
750Use: Cast Bolatu
S of Fire
FMPTBSLN
1,250Use: Cast Mahalito
S of Conjuring
FMPTBSLN
3,500Use: Cast Socordi
P of Dios
FMPTBSLN
100Use: Cast Dios
P of Latumofis
FMPTBSLN
250Use: Cast Latumofis
P of Charming
FMPTBSLN
350Use: Cast Katu
P of Dialko
FMPTBSLN
400Use: Cast Dialko
P of Spirit-Away
FMPTBSLN
500Use: Cast Morlis
P of Wouding
FMPTBSLN
500Use: Cast Badial
P of Demon-Out
FMPTBSLN
1,500Use: Cast Mogato
P of Madi
FMPTBSLN
2,500Use: Cast Madi
Torch
FMPTBSLN
10Use: Cast Milwa
Lantern
FMPTBSLN
75Use: Cast Lomilwa (35%)
Blue Candle
FMPTBSLN
3,000Use: Cast Milwa (0%), Quest item
Holy Talisman
FMPTBSLN
25,000Resist Energy Drain, Invoke: -1 Piety (0%)
Bag of Tokens
FMPTBSLN
(300)Quest item
Battery
FMPTBSLN
(8,000)Quest item
Brass Key
FMPTBSLN
(200)Quest item
Bottle of Rum
FMPTBSLN
(50)Quest item
Gold Key
FMPTBSLN
(3,000)Quest item
Hacksaw
FMPTBSLN
(300)Quest item
Ice Key
FMPTBSLN
(7,000)Quest item
Lark in the Cage
FMPTBSLN
(10,000)Quest item
Orb of Llylgamyn
FMPTBSLN
(100)Quest item
Pocket Watch
FMPTBSLN
(25,000)Quest item
Silver Key
FMPTBSLN
(400)Quest item
Skeleton Key
FMPTBSLN
(5,000)Quest item
Tickets
FMPTBSLN
(2,500)Quest item
Ticket Stubs
FMPTBSLN
(2,500)Quest item
Jack of Spades
FMPTBSLN
**Quest item
Queen of Hearts
FMPTBSLN
**Quest item
King of Diamonds
FMPTBSLN
**Quest item
Ace of Clubs
FMPTBSLN
**Quest item
Heart of Abriel
FMPTBSLN
**Quest item