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You will frequently find treasure on the bodies of the <A HREF="monsters.html">monsters</A> you kill. Generally, more powerful
monsters carry more valuable treasure, which is indicated by the monster's <A HREF="monsters.html#treasure">treasure type</A>. In
addition, you may run across <A HREF="treasure.html#one">type one</A> and <A HREF="treasure.html#two">type two</A> treasures wandering through the realm. A specific type may
contain <A HREF="equipment.html">items</A> you can use in your travels or <A HREF="equipment.html#gold">gold</A> and <A HREF="equipment.html#gems">gems</A> which can be used to buy things at
the <A HREF="realm.html#post">trading posts</A>.
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<P>
<A NAME="cursed"></A>The chance that treasure is cursed is based upon treasure type. The more valuable treasures have a greater
chance of being cursed. A cursed treasure knocks <A HREF="stats.html#energy">energy level</A> very low, and adds some <A HREF="stats.html#poison">poison</A>.
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<P>
Here are the various items found for specific <A HREF="monsters.html#treasure">treasure types</A>:
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<H5>Type zero</H5>
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none
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<H5>Type one</H5>
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holy water - kills assorted <A HREF="monsters.html#faeries">faeries</A>.
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amulet - protects from <A HREF="monsters.html#cursed">cursed treasure</A>.
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holy orb - subtracts 0.1 <A HREF="stats.html#sin">sin</A>.
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<H5>Type two</H5>
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druid - adds <A HREF="stats.html#experience">experience</A>.
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<A NAME="shield">buckler - a <A HREF="equipment.html#shield">shield</A> of a specific strength that you can use</A>
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smurf berries - cures a small amount of poison or heals some energy and fatigue.
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<H5>Type three</H5>
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hermit - reduces <A HREF="stats.html#sin">sin</A> by 15%, heals a little, adds some <A HREF="equipment.html#mana">mana</A>.
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virgin - used to subdue a <A HREF="monsters.html#unicorn">unicorn</A>, or to give much <A HREF="stats.html#experience">experience</A> (and some <A HREF="stats.html#sin">sin</A>).
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short sword - a sword will add its plusses to your <A HREF="stats.html#strength">strength</A>.
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<H5>Type four (scrolls)</H5>
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shield - throws a bigger than normal <A HREF="spells.html#field">force field</A> next fight.
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haste - greatly increases a character's <A HREF="stats.html#quickness">quickness</A> for the next battle.
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increase strength - At the next encounter, <A HREF="stats.html#strength">strength</A> is greatly increased.
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pick monster - allows finder to pick next <A HREF="monsters.html#list">monster</A> to battle.
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treasure map - this will tell you the distance (+/- 15%) and direction to the treasure trove, which contains a few gems and some gold.
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<H5>Type five</H5>
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power booster - adds <A HREF="equipment.html#mana">mana</A>.
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shield - a <A HREF="equipment.html#shield">shield</A> that is generally larger than the one from treasure type two.
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lembas - cures a moderate amount of poison and all fatigue.
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<H5>Type six</H5>
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tablet - increases <A HREF="stats.html#brains">brains</A> without restrictions like books.
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Treebeard - heals and gives a permanent increase to energy.
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long sword - normally larger than the treasure type three sword.
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<H5>Type seven</H5>
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Aes Sedai - Cleans 33% of <A HREF="stats.html#sin">sin</A>, or all of it if sin is low enough.
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<A NAME="gwaihir">Gwaihir</A> - allows finder to move anywhere in the realm for free.
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Hercules - adds permanently to <A HREF="stats.html#strength">strength</A> and gives some experience.
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<H5>Type eight</H5>
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athelas - cures <A HREF="stats.html"#poison">poison</A>
, blindness and fatigue completely, heals to max, and makes player immune to
the next local plague
</P>
<P>
Merlyn- adds <A HREF="stats.html#magic">magic level</A>, and <A HREF="equipment.html#mana">mana</A>.
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<P>
quicksilver - improves <A HREF="stats.html#quickness">quickness</A>.
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<H5>Type nine</H5>
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staff - allows the player to become steward by going to (0,0) when there is no king or queen.
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<P>
Wayland Smith - improves a character's shield, sword or quicksilver.
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blessing - cuts <A HREF="stats.html#sin">sin</A> by 25%, adds <A HREF="equipment.html#mana">mana</A>, rests to max., kills <A HREF="monsters.html#lord">The Dark Lord</A> with enough <A HREF="equipment.html#charm">charms</A>, and gives bearer first hit on all monsters.
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<P>
charm - protects from <A HREF="treasure.html#cursed">cursed treasure</A>, plagues, and special attacks; used in conjunction with <A HREF="equipment.html#blessing">blessing</A> to battle <A HREF="monsters.html#lord">The Dark Lord</A>.
</P>
<H5>Type ten</H5>
<P>
ring of power - evil artifact that, when used, allows one to hit much harder in battle and saves the user from death. Limited number of charges. Beware, though, some rings are cursed...
</P>
<H5>Type eleven</H5>
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palantir - allows one to see all the other players; used by <A HREF="council.html">council of the wise</A> to seek the <A HREF="council.html#grail">grail</A>.
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<P>
Gandalf - heals all wounds and blindness, and casts all scroll spells on a character for their next combat
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<H5>Type twelve</H5>
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Silmaril - adds permanently to <A HREF="stats.html#quickness">quickness</A>.
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<H5>Type thirteen</H5>
<P>
nothing special - just didn't want you to think I can't count.
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<H5>Type fourteen</H5>
<P>
The One Ring - Like a ring of power, but permanent.
Destroying the One Ring in the Cracks of Doom when eligible for the throne
will give you a golden crown, which lets the player become king or queen.
</P>
<P>
Any treasure type 10-14 monsters may instead carry a type nine treasure. The Dark Lord may also carry normal rings of power as well as the One.
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