DRAGON WARS Miscellaneous Facts and Spoilers v1.02 by Stephen S. Lee (ssjlee@rawbw.com) You may distribute this freely, so long as you give proper credit to me. This was derived from the PC version; I make no guarantees about applicability to other platforms. Please feel free to e-mail me with corrections or suggestions. This isn't a walkthrough (check those out if you want one), but this guide is meant more to cover information not covered elsewhere. TRANSFERRING CHARACTERS FROM THE BARD'S TALE GAMES Don't transfer characters from Bard's Tale II -- the routine is seriously buggy. As for Bard's Tale I, the transfer routine IS worthwhile, and is clearly different from the transfer routine on the Apple ][ that I've read many complaints about. A level 1 character in Bard's Tale I becomes level 1 in Dragon Wars. Otherwise, you start at level 2. Thus, you get a slight edge from transferring a magic-user to Dragon Wars from Bard's Tale I immediately after making a class change. This is different from the Apple ][ version -- there, you retain your levels, which is a serious liability in Dragon Wars, as levels do not mean anything other than an opportunity for more skill points. Transferred characters get 12 extra skill points to distribute, or more if their transferred stats are particularly poor. (Transferred characters get only 10 extra skill points in the Apple ][ version.) Strength, IQ, and Dexterity in Bard's Tale I remain the same. This is particularly nice for Dexterity, which is very useful and expensive in Dragon Wars. Constitution gets turned into Spirit. Health will start at 18, no matter what, as far as I could tell. Magic-users will start with Arcane Lore and Low Magic; Monks will get Fistfighting (which is worthless except at the very beginning); other heavy fighters will get Swords and Two-Handers; and Rogues and Bards will get Town Lore, Hiding, and Lockpick. If you transfer a character with 18 in all statistics, you will be about 30 skill points ahead of a newly-rolled character. That's significant, even though some of the skill points will be where they aren't really needed. It especially pays to have everyone learn at least Low Magic if you transfer characters. SOME ADVICE ON DISTRIBUTING SKILL POINTS Skill points are very precious, like the manual says -- take care not to waste them! (This is assuming you are not going to abuse the location in the Underworld that gives you five skill points, which can be re-used if you restart the game, and can be reached fairly quickly if you know where it is.) It helps if everyone can swim, but that's one skill point, and that's all that's ever useful as far as I know. Low Magic is also excellent to have on everyone. Other than that, you should definitely specialize. It isn't useful to have more than two characters learn a given advanced magic skill, considering the lack of scrolls they can learn from. Also, don't pile the advanced magic skills on one character; spread out the load and specialize. There's a hirable character with Sun Magic, and you can eventually have one character learn Druid Magic free of charge. Putting more than one point into Low Magic is close to useless, but your specialists should pump up the advanced magic skills (it's useful well beyond the few points the manual suggests). Don't neglect Spirit, either. Axes are superb early in the game, but there are no powerful late-game axes. The first available hirable character, Ulrik, has Axe 3; you can use him as your early-game axe wielder, and dump him later when your party gets full. Apart from axe, you probably want your front-line characters to specialize in Sword, Two-Handers, and Flails; there aren't any good late-game Maces, and Fistfighting is only useful for the first half-hour or so of play. Specialization is much cheaper in skill points than increasing Dexterity, and increasing Dexterity has relatively low benefits beyond about 20 or 24 anyway. Once you have both the Charger spell and items that can cast Zak's Speed, you can magically obtain high Dexterity whenever you want it. You also want one of your eventual back-rank characters to learn bow skill as well as magic. If you're not above a bit of bug-exploiting, you can also train another character in crossbow, as it's possible to recharge a Dead Bolt quiver. The Dead Bolt and Tri-Cross combination isn't the match of the Magic Quiver and Gatlin Bow combination, but it's still nice to have. Bandage is not useful to have on more than one character, but it's useful to pump up on one. This skill has no cost to use, and cures any character outside of combat to (10 + Bandage Skill) health. It's useful to increase Lockpick to as high as 7-8, but such high skill is only useful in places where alternate puzzle solutions exist; 3-4 is still enough to fully explore the game. Climb is only needed on one character, but getting it up to 3-4 comes in very handy many times. Lore skills above one are generally not useful, as the manual says (one "two-handed" sword does require Mountain Lore 2). Two of the hirable PC's come with Cave Lore, so you don't need to spend any points on that at all, as it has no use at all in Purgatory. You can also get away with not putting any points into Hiding and Pickpocket, since there's an early hirable PC who comes with those skills at level 2 (which is enough for all purposes that I know of), and you'll almost certainly retain him all the way to the end; those skills have no use I know of in Purgatory either. EQUIPMENT CHART An item whose price is marked by an asterisk can't be purchased; the price is just calculated from the selling price. It's not quite complete, but the weapons and armor section should be complete (much information comes courtesy of the clue book). The "Str" and "Dex" columns indicate the requisite Strength or Dexterity needed to wield that weapon. WEAPONS AXES Name Price Damage Str Other Small Pick 50 1d4 4 Pick 60 1d6 7 Hand Axe 60 1d6 5 Battle Axe 70 1d12 17 -1 AV War Axe 700* 1d12 18 -3 AV Rusty Axe 2000* 1d20 18 -3 AV Axe Of Kalah 7000* 1d12 18 +4 AV; 1d20 at 20'-50' Magic Axe 700* 1d30 20 +1 AV Nature Axe 1d30 18 -6 AV FLAILS Name Price Damage Str Other Flail 40 1d6 10 War Flail 400 1d12 10 Bladed Flail 1000 1d12 10 Runed Flail 2000* 1d20 14 +2 AV, +1 AC Barbed Flail 2000* 1d30 16 +2 AC Spiked Flail 3000* 4d20 16 +2 AV, +1 AC SWORDS Name Price Damage Str Other Dagger 30 1d4 3 +1 AV Ruby Dagger 40 1d4 3 +3 AV Shortsword 50 1d6 8 +1 AV Broadsword 60 1d8 12 +1 AV Hook 60* 1d8 10 +1 AV Firesword 900 1d12 17 +2 AV, +1 AC Lance Sword 60* 1d20 12 +1 AV, can melee at 20' The Slicer -- 1d30 17 +4 AV, +2 AC Glow Sword 1d30 24 +1 AV Dragon Tooth 2d20 12 +8 AV, +2 AC, can attack at 60' Freedom Sword 1d100 15 +15 AV, +5 AC, casts Inferno if blessed TWO-HANDED WEAPONS (you CAN equip both a shield and one of these!) Name Price Damage Str Other Polearm 90 1d10 13 +1 AV Greatsword 80 1d12 17 +1 AV Magic Sword 80* 1d12 17 +1 AV Grand Sword 5000* 2d12 22 +1 AV Mountain Sword 2000* 1d30 -- +3 AV, +2 AC, requires Mountain Lore 2 Holy Lance 9000* 3d20 13 +4 AV Heavy Sword 8d10 25 -3 AV Dragon Sword 5000* 4d20 21 +3 AV MACES Name Price Damage Str Other Mace 40 1d8 10 Old Peg Leg 200* 1d8 10 +1 AV Hammer 40 1d10 12 Long Mace 2000 1d20 15 +1 AV, can melee at 20' Holy Mace 4000* 1d20 12 +2 AV, +1 AC, casts Exorcism Druid's Mace 2000* 1d20 12 +2 AV, +2 AC, casts Cure All Throw Mace 4000* 2d12 18 +1 AV; 1d12 at 20'-30' Spiked Mace 2d20 18 Crush Mace 4000* 4d10 15 Spell Staff 7000* ? -- +5 AV, +8 AC; requires Low Magic 1 BOWS Name Price Range Dex Other Bow 60 20' 10 Long Bow 90 40' 14 +1 AV Great Bow 310* 50' 16 +2 AV Archer's Bow 900* 50' 18 +3 AV Magic Bow 60* 70' 10 +4 AV Gatlin Bow 60* 20' 10 option to fire 1, 3, or all arrows Crossbow 60 30' 12 Tri-Cross 600* 30' 15 +1 AV; option to fire 1 or 3 bolts AMMUNITION (20 in a normal quiver) Name Price Damage Other Arrow 50 1d6 White Arrow 150* 1d8 Silver Arrow 500* 1d12 Grey Arrow 50* 1d20 Magic Arrow 700* 1d20 Magic Quiver 50* 1d4 infinite number of arrows Bolt 60 1d4 Long Bolt 200* 1d4 +20' range Pierce Bolt 1200* 1d6 +1 AV Mega Bolt 600* 1d20 Dead Bolt 100* 1d20 can be replenished with the Charger spell THROWN WEAPONS Name Price Range Dex Damage Javelin 40 30' 12 1d6 Spear 40' 12 1d8 Holy Spear 40* ? 14 ? Bomb 200* 10' -- ? Fire Spear 400* 50' 14 1d12 Boomerang 700* 50' 12 1d12 (bridge) Boomerang 2000* 50' 14 2d20 (Kingshome dungeon) Barbed Spear 4000 40' 16 1d20 Trident 4000* 40' 15 2d20; not lost when used in combat ARMOR Name Price AC AV Other Cloth Armor 25 +1 0 Leather Armor 50 +3 -1 Brigandine 80 +4 -1 Scale Arm. 250 +6 -2 Chain Arm. 310 +7 -3 Plate Mail 3100 +10 -5 Heavy Plate 4000 +12 -6 Pilgrim Garb 20* +1 0 Royal Robe 2000* +1 0 Mage Cloth 2500* +3 0 requires Low Magic 1; casts Mage Light Magic Chain 6000* +7 0 Magic Plate 50000* +10 -2 Dragon Plate 3100* +14 -3 Gauntlets 700* +2 0 Helm 1000* +1 0 Shield 1000 +2 0 requires Str 10 Large Shield 1000 +3 -2 requires Str 12 Gem Helm 2000* +2 0 Lucky Boots 2000* +1 0 Silver Glvs. 2000* +3 0 Black Helm 3000* +3 0 casts Zak's Speed Fire Shield 5000* +2 -2 requires Str 12 Dragon Helm 7000* +4 -1 Magic Shield 10000* +4 0 requires Str 10 Dragon Shield 12000* +5 0 requires Str 10 Golden Boots -- +2 0 has multiple quest uses, don't lose them! MAGICAL ITEMS Healing Potion varies* casts Heal; can be charged despite being a potion IBM PS/2 100* +4 AC; casts Guidance, infinite number of charges Dragon Stone 250 restores 20 power Wand 400* casts Major Healing; yes, it's just a "Wand" Beast Horn 500* casts Beast Call Ice Wand 2000* casts Ice Chill Luck Wand 2000* casts Luck; infinite number of charges Mage Ring 2000* +1 AV, +4 AC; requires Low Magic 3 Speed Wand 2000* casts Zak's Speed Battle Wand 3000* casts Battle Power Dragon Horn 6000* casts Rage of Mithras Blow Horn -- casts Whirl Wind Magic Lamp -- casts Mage Light Magic Ring -- +1 AV, +2 AC; casts Whirl Wind USELESS ITEMS (some can be sold for gold) Parrot Driftwood Flotsam Crown Rare Books Jewels Royal Robe NPC STATISTICS Ulrik Str 20 Cave Lore 3 Dex 17 Swim 1 Int 8 Axes 3 Spr 14 HP 15 Louie Str 14 Hiding 2 Dex 16 Pickpocket 2 Int 16 Spr 16 HP 15 Valar Str 11 Low Magic 1 all Low Magic spells Dex 14 Sun Magic 1 Sun Stroke Int 18 Armor of Light Spr 16 Heal HP 19 Guidance Halifax Str 21 Arcane Lore 2 Dex 18 Cave Lore 3 Int 14 Climb 1 Spr 14 Swim 2 HP 23 Maces 3 OTHER ----- These are some treasures that are not mentioned in the walkthroughs out there. Combine this with actual walkthroughs for a more complete treasure guide! Salt Mines: there's a locked chest behind a secret door, with: War Axe, Gauntlets, Magic Sword, Pierce Bolt, 9 Dragon Stones. Bridge from Forlorn to Isle of the Sun: there's an arms cache southeast of the bridge, with: 4 Dragon Stones, Shield, Helm, Sun Light scroll, Bladed Flail. Mystic Woods: there's a treasure on the shore of the ocean guarded by some water spirits, in a locked chest: Plate Mail, Great Bow, Gauntlets, Wand, 7 Dragon Stones. Mystic Woods: successfully wrestling Enkidu requires the Beast Horn and Str 18 (may require several tries). The character who wrestles successfully gains Druid Magic skill level 2, along with the spells of Death Curse, Fire Blast, Insect Plague, Whirl Wind, Scare, Greater Healing, and Beast Call. Lansk Undercity: you can use Strength to move the statue of Irkalla in the northwest corner; this will reveal a locked chest containing a Glow Sword and 12 Dragon Stones. Heavily Guarded Bridge: inside the barracks, a strongbox that can be opened quietly with a high Lockpick skill, or by Pickpocketing a key from one of the guards, contains: Ice Chill, Disarm Trap, Radiance, Healing Pot., Runed Flail, Grey Arrow, 500 gold. Kingshome Dungeon: there's a secret door, leading to a secret passage that has another secret door, to a disused room with the Kingshome throne, as well as: Crown, 1000 gold.