Mountain Cave B1

Exit
A B C 1
Treasure
1. Herb

Mountain Cave B2

A B C 2 3
4
5
Treasure
2. Fighter's Ring
3. Torch
4. 100–131 GOLD or
Death Necklace (1/32)
5. 10–17 GOLD
Items: Found in Mountain Cave – 4 shown
Rare items cannot be purchased, and must be found; quest items are vitally important to completing the game; cursed items are valuable if sold, but will become worthless and inflict a curse if used
Name
Effect
Magic Keys are sold at prices higher than that listed in some locations
Price
Value
The number of these items that can be stored in a single item slot; you cannot have more than one stack of a given item type; items with no stack size each take up an item slot, but you can carry more than one of each at a time
Stack Size
The towns where this item can be purchased, or the locations where it can be found if it cannot be purchased
Purchased/Found
Herb Restores 23-30 HP 24 G 12 G 6 Brecconary, Garinham, Kol, Cantlin
Torch Creates light with a radius of 1 8 G 4 G - Brecconary, Garinham, Kol, Cantlin
Fighter's Ring No special effect - 15 G - Mountain Cave
Death Necklace If worn, you are cursed and cannot enter Tantegel Castle - 1,200 G - Mountain Cave
Monsters: Encountered in Mountain Cave – 9 shown
Minibosses are monsters that appear as bosses, but appear later as regular monsters; bosses only appear in set battles; the final boss must be defeated to complete the game
Name
Monsters start combat with a randomized HP total in this range
HP
Experience
Monsters drop a randomized amount of GOLD in this range
GOLD
Monsters will not use special abilities if the situation does not warrant it; they will not use Sleep or Stopspell if they are already in effect, and will not use Heal or Healmore unless they are at 1/4 HP or below
Special Ability
If it makes sense for a monster to use its special ability, this is the chance it will choose to do so on its turn
S.Ab. Rate
Special Attack
A monster with both a special ability and a special attack will only use the special attack if it chooses not to use its special ability, so depending on the situation the actual chance of them using this attack may be lower than this value
S.Att. Rate
Strength determines the attack power of a monster's normal attacks
Strength
Agility determines the defense power of a monster
Agility
The monster may evade normal attacks at this rate
Evasion
The monster will fully resist Sleep spells at this rate; all monsters have an equal 1/3 chance to wake from Sleep each turn after it has been inflicted
Resist Sleep
The monster will fully resist Stopspell spells at this rate; once this spell succeeds, it does not wear off; note that monsters with no Spells to stop typically have very high resistance to Stopspell
Resist Stopspell
The monster will not take damage from Hurt and Hurtmore spells at this rate; if the spells work, they will deal full damage
Resist Hurt
This value indicates the Agility the hero must have to have a 50% chance of successfully running on a given turn; the wider the gap between this value and the hero's Agility, the more or less likely a run attempt is to succeed
Run Difficulty
Drakeema 16–20 11 15–19 G HEAL 1/4 HURT 2/4 22 26 6/64 2/16 0 0 7
Droll 19–25 10 18–24 G - - - - 24 24 2/64 0 14/16 0 6
Druin 17–22 7 12–15 G - - - - 20 18 2/64 0 15/16 0 5
Ghost 6–7 3 3–4 G - - - - 11 8 4/64 0 15/16 0 2
Poltergeist 18–23 8 13–17 G - - HURT 3/4 18 20 6/64 0 0 0 5
Magician 10–13 4 9–11 G - - HURT 2/4 11 12 1/64 0 0 0 3
Warlock 23–30 13 26–34 G SLEEP 1/4 HURT 2/4 28 22 2/64 3/16 1/16 0 6
Scorpion 16–20 6 12–15 G - - - - 18 16 1/64 0 15/16 0 4
Skeleton 23–30 11 22–29 G - - - - 28 22 4/64 0 15/16 0 6
Encounter Groups: In Mountain Cave – 2 shown
Every set of encounters includes five monsters, though some may appear more than once; each encounter will be with one of these chosen at random
Monsters
The average amount of GOLD won from an encounter in this area, assuming victory in every fight
Avg. GOLD
The average amount of experience won from an encounter in this area, assuming victory in every fight
Avg. Experience
The dungeon floors where these encounters can be found
Dungeon Floors
Ghost, Magician, Scorpion, Druin × 2 10.8 G 5.4 Mountain Cave B1, Swamp Cave B1
Poltergeist, Droll, Drakeema, Skeleton, Warlock 21.7 G 10.6 Garinham B1, Mountain Cave B2
Location Floors: In Mountain Cave – 2 shown
Floor
Every set of encounters includes five monsters, though some may appear more than once; each encounter will be with one of these chosen at random
Monsters
Inn Price Locked Doors
This includes one-time treasures and is not limited to treasure boxes
Treasures
B1 Ghost, Magician, Scorpion, Druin × 2 - - Herb
B2 Poltergeist, Droll, Drakeema, Skeleton, Warlock - - Torch, Fighter's Ring, 10–17 GOLD, Death Necklace
Treasures: Found in Mountain Cave – 5 shown
Item Floor Type Details Notes
Herb B1 Treasure Box See dungeon map -
Torch B2 Treasure Box See dungeon map -
Fighter's Ring B2 Treasure Box See dungeon map -
10–17 GOLD B2 Treasure Box See dungeon map -
Death Necklace B2 Treasure Box See dungeon map Only 1/32 chance, obtainable once; otherwise 100–131 GOLD