Eye of the Beholder The right way to proper patching List of items 2 Bytes per item Magic items are printed in Italics MS = Mage Scroll, CS = Cleric Scroll Hex Item(Effect) Hex Item(Effect) 10 Null 1 Leather Armour +1 11 Jeweled Key 2 Robe 12 Potion of Giant Strength 3 Staff 13 Blue Gem 4 Dagger 14 Skull Key 5 Short Sword 15 Wand of Cold 2x 6 Lock Picks 16 Scroll 7 Spellbook 17 Green Ring of Sustenance 8 Cleric Symbol 18 Blue Ring of Feather Fall 9 Boots 19 Shield Ring A Food 1A Admt Dart +4 B Letter of Marque 1B Scroll C Flame Sword 1C Scroll D Null 1D Scroll E Null 1E Food F Null 1F Paladin Symbol 20 Wand of Silvias 30 Potion of Healing 21 Dwarf Bones 31 "Guinsoo" (Dagger +4) 22 Gold Key 32 Red Gem 23 Letter of Marque 33 Orb of Power 24 Axe 34 Dwarven Potion of Healing 25 Dagger 35 Special Rock 26 Dart 36 Potion of Extra Healing 27 Admt Dart +4 37 Food 28 Halberd 38 Fancy Robe 29 Chainmail +4 39 Rock 2A Helmet 3A Igneous Rock +1 2B Dwarf Helmet 3B MS Detect Magic 2C Silver Key 3C Spear 2D Admt Longsword +1 3D Staff 2E Mace 3E Stone Medallion 2F Longsword 3F Food 40 Halfling Bones 50 Axe 41 Lock Picks 51 Potion of Giant Strength 42 Rock 52 Axe 43 Dart +2 53 Rock 44 Food 54 Helmet 45 Food 55 Bow 46 Food 56 Stone Dagger 47 Rock 57 Helmet 48 Axe 58 Axe 49 Arrow 59 Mace 4A Shield 5A Food 4B Arrow 5B Food 4C Food 5C Sling 4D Food 5D Arrow 4E Boots 5E Mace 4F Food 5F Mace 60 Rock 70 "Backstabber" (Dagger +3) 61 Food 71 Mace 62 Food 72 Shield 63 Arrow 73 Mace 64 Chainmail +4 74 Potion of Healing 65 Shield 75 Rock 66 Arrow 76 Food 67 Red Gem 77 Rock 68 Chainmail +4 78 Potion of Healing 69 Mace 79 CS Cause Light Wounds 6A Dwarf Helmet 7A Potion of Healing 6B Potion of Healing 7B Arrow 6C Arrow 7C Rock 6D Potion of Healing 7D Longsword 6E Potion of Extra Healing 7E Wand Magic Missile 3x 6F Mace 7F Arrow 80 Mace 90 MS Flame Arrow 81 Shield Ring +2 91 CS Slow Poison 82 Dwarven Key 92 Food 83 Arrow 93 Food 84 Blue Ring 94 Food 85 Rock 95 Dwarven Helmet 86 Potion of Healing 96 Dwarven Shield 87 Mace 97 Rock 88 Potion of Cure Poison 98 Arrow 89 Potion of Cure Poison 99 Food 8A Medallion 9A Rock 8B Robe 9B CS Hold Person 8C "Drow Cleaver" (Axe +3) 9C Food 8D Stone Sceptre 9D Spear 8E Wand of Cold 1x 9E Stone Necklace 8F Potion of Healing 9F CS Aid A0 MS Haste B0 Food A1 Food B1 Blue Ring of Feather Fall A2 CS Detect Magic B2 Stone Medallion A3 Food B3 Axe A4 Long Sword B4 CS Prayer A5 Food B5 Boots A6 Food B6 Kenku Egg (edible) A7 Potion of Poison B7 Kenku Egg (edible) A8 Food B8 Kenku Egg (edible) A9 MS Dispel Magic B9 Kenku Egg (edible) AA Rock BA Kenku Egg (edible) AB Plate Mail +6 BB Kenku Egg (edible) AC Dwarven Key BC Kenku Egg (edible) AD Scale Mail +3 BD Kenku Egg (edible) AE Cursed Axe -3 BE Kenku Egg (edible) AF Cursed Sling -3 BF Kenku Egg (edible) C0 Admt Long Sword +1 D0 Mace +3 C1 Dwarven Key D1 Bracers C2 MS Hold Person D2 Wand Magic Missile 20x C3 Stone Ring D3 Dwarven Key C4 Rock D4 Red Ring C5 CS Dispel Magic D5 CS Flame Blade C6 CS Cure Serious D6 MS Fireball C7 Gold key D7 Chieftain Halberd +5 C8 Null D8 Food C9 Null D9 Necklace CA Null DA CS Bless CB Null DB Arrows CC Null DC CS Protect-Evil 10" CD Null DD CS Remove Paralysis CE Dwarven Shield +1 DE CS Slow Poison CF Rock DF CS Create Food E0 Gold Key F0 Drow Key E1 Luck Stone Medallion F1 MS Lightning Bolt E2 Shield Ring +1 F2 Gold Key E3 Arrow F3 Potion of Healing E4 Arrow F4 Drow Key E5 Arrow F5 CS Cure Light Wounds E6 Arrow F6 Jeweled Key E7 "Slicer" (Short Sword +3) F7 Ruby Key E8 Bracers +2 F8 Special Rock E9 Red Ring of Wizardry F9 Wand of Stick EA MS Fear FA Shield EB Jeweled Key FB CS Prayer EC Banded Armour +5 FC CS Neutral-Poison ED Arrow FD CS Cure Critical EE Arrow FE Medallion EF Arrow FF Red Ring 100 Green Ring 110 Wand Lightning Bolt 10x 101 "Night Stalker" (L Sword +3) 111 Plate Mail of Great Beauty -3 102 CS Hold Person 112 Flail 103 Special Rock 113 Drow Key 104 Ruby Key 114 Robe 105 MS Invisibility 10" 115 Sceptre of Kingly Might 106 Drow Bow 116 MS Ice Storm 107 Drow Key 117 Lock Picks 108 CS Protect-Evil 118 Drow Key 109 Drow Boots 119 10A Potion of Extra Healing 11A 10B CS Raise Dead 11B MS Stoneskin 10C Ruby Key 11C 10D Drow Key 11D 10E Jeweled Key 11E 10F MS Shield 11F 126 Drow Shield +3 12A Wand Fireball 10x 132 Wand of Cold 10x 136 Stone Holy Symbol 141 Medallion 13F MS Cone of Cold 143 Stone Orb 148 Green Rock +2 149 "Slasher" (Sword +4) 14A Banded Armour +5 14C MS Hold Monster 150 "Flicka" (Dagger +5) 15D "Severious" (Long Sword +5) 159 Bracers +1 188 Potion of Speed 196 Potion of Invisibility 194 Potion of Vitality 1BF MS Vampiric Touch 1CF Mouse Pointer Special Hints The Oracle of Knowlegde: Location : Level 4 (where stated) Put the Orb of Power into the niche next to the sign saying "Oracle of Knowledge". You will then have ultimately detailed descriptions of the items you carry around with you. To see them, just pick the desired item from a character`s inventory with the mouse pointer and watch the " ... taken" massage below. Portals: Location : Several (see maps) Use the appropriate "Stone" item to touch a portal`s top bar to activate it. Note that a portal has got to have carved runes on that bar to be used from the location where you presently stand. If there aren`t any the portal is an "arrival only" gate meaning that the two-portal travel route works exclusively in one direction. The right item is the one of the eight shown on the pillars of the portal which is missing. It is therefore useful to arrage the "Stone" items in the inventory of a character in the same way as on the portals themselves so that you can always see which one you need. Spider Webs: These can easily be destroyed with an ordinary sword. Use good old brute force. Teleports: Be careful with these. Some do only work if you walk on them from one special direction so that a corridor may appear of different length depending on which way you run through it. Some others also spin your party around so that after teleportation you find yourself facing another direction (although the dungeon walls may look alike). So watch your compass. If it moves for no good reason surely odd forces are at work which you`d better check out. Traps: Where ever you find a switch (especially floor switch) you don`t have any reasonable explanation for, be watchful. These might trigger a nasty trap. If you step on something and hear a firing mechanism go off - get the hell out of there. But also make sure you head the right direction or you might rush headlong right into the muzzle of the weapon that`s pointed at you. Spinners: Just keep your eyes on the compass and you shouldn`t have any serious problems with these, for they only work one time you step onto them. Once you`re on their floor square, they`re inactive so that you can neatly step off exactly the direction you desire. Ostensible/Moveable Walls: These are a real nuisance. Although some are marked with orcish or dwarvish travel or passage runes there are still some which aren`t marked at all or with signs that don`t exclusively point out mock walls. So keep experimenting with blank walls - you might find long desired access to some hidden chambers with plenty of useful items in them. The same goes for moveable walls except for that they are never marked and some of them might be locked with a switch. Switches: These are usually round plates in the floor which are activated when you step onto them or levers/buttons on the walls to be triggered by a touch of the mouse pointer. Some of the wall switches may be very small and as such very hard to notice. So watch out - better twice than once. A switch in time saves nine. Some switches may also go off by other events, e.g. the taking of an item out of a niche. If you hear something moving (such as a door) you know you have just unleashed the power of a switch. Holes in the Ground: By wearing the Ring of Feather Fall you may avoid the damage inflicted on a character when falling down a trapdoor. Yet there is no way of going up a trapdoor in the ceiling. Doors: If you can`t open a door (which hasn`t got a lock or switch to it), try to fling something like a dagger or an arrow through its bars. However, this trick only works (for obvious reasons) with grid doors. Be careful with switch doors which can be opened from one side only. They might have a floor switch to them on the other side which is supposed to close the door behind you. Having once passed such a door, there might be no way of getting back. Special Locks: Location : e.g. Level 3 There are some locks to be opened by inserting a gem into them. These might have the shape of a jewel box. Others look like a pair of eyes of which one is empty. Use a gem on the black eye and it will be filled with a gleam like the other. Bones of dead Adventurers: These can be resurrected - but I haven`t worked out a way yet.