#### The Lord of the Rings: # # The Two Towers (GBA) # # # # Game Mechanics Guide # # # # By the lamb-duh (c) 2019 the lamb-duh This guide is licensed under The Creative Commons BY-NC-SA 4.0 You are free to: Share--copy and redistribute the material in any medium or format Adapt--remix, transform, and build upon the material Under the following terms: Attribution--You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial--You may not use the material for commercial purposes. ShareAlike--If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. No additional restrictions--You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. For more information: https://creativecommons.org/licenses/by-nc-sa/4.0/ ############################################################################## ### ### Table of Contents ### ############################################################################## | Foreword | Known Bugs | Character Attributes (stats) |- Primary |- Secondary |- Tertiary |- Base Damage |- Purity & Corruption | Character Skills |- Aragorn |- Gandalf |- Frodo |- Legolas |- Eowyn | Battle |- Being Attacked |- Attacking | Items |- Consumables |- Stores (Forge, Shrine, Ent Pool) | Item Generation |- Gems |- Consumables |- Unique & Special Items |- Standard Equipment |- Enchantments |- Worked Examples | | Appendix: Experience Table | Appendix: Bestiary | Appendix: Item Sales Prices | Appendix: Item Tables |- Unique & Special Items |- Weapons |- Torso |- Shoulders |- Shields |- Feet |- Neck | Appendix: Prefix Enchantment Tables |- Weapons |- Torso |- Shoulders |- Shields |- Feet |- Neck |- Head | Appendix: Suffix Enchantment Tables | Appendix: External Links NB: Use section identifiers in <..> to quickly jump to a particular section. These identifiers are used throughout the guide when referring to other sections of the document. To find the section without wading through other references to it, add an extra >. For example, to find section , search in the document for >. ############################################################################## ### ### Foreword ### #########################################################################> This guide is about the hidden mechanics of The Lord of the Rings: The Two Towers for Gameboy Advance. I thought this would be easy to compile. The game seems to be very open about your stats, it seems like everything is on display. Just below that surface though there lies a whole series of hidden attributes, half hidden attributes, skills that are a lot better than they pretend to be, skills that are a lot worse than they pretend to be, one skill that just doesn't do anything at all and more bugs than I could have prepared for. You will get the most out of this guide if you are already familiar with the game. This is not a walkthrough for the game and it's not a strategy guide. This guide is written for those who want to know what's going on underneath it all, those who want to see the formulae, and those who enjoy poring over tables of data. If you want me to just shut up and let you enjoy the game, this is likely not for you. There are a number of calculations throughout this guide, but they can mostly be skipped without losing "the big picture". This guide is not complete. I'm not sure what a complete version of this guide would look like. It's also very possible that I have made mistakes along the way. If there is some information missing that you'd like to know about, or you believe I've made a mistake feel free to contact me through GameFAQs . Feel free to contact me just to let me know someone has read this guide. The game is already more than fifteen years old, I'm interested to see how much interest there is around it. I'd like to thank Zephyrmaster for their walkthrough and Numbers for their weapons FAQ . Although all the information in this guide came from the game itself, I used both these guides as references while playing the game. Putting this guide together would have been much more work without them. .--------------------------. === | Some notes on arithmetic | ============================================= '--------------------------' * is used in this guide to mean multiplication. / means division. Unless otherwise specified, all division is integer division. This means that after dividing, the decimal portion is thrown away. For example, 9/5 = 4 Probabilities are sometimes given as percentages and other times given as a fraction of 1. To convert a fraction of 1 to a percentage, multiply it by 100. Whenever you wish to multiply two percentages, first convert them to a fraction by dividing by 100 (this division is not integer division, keep the decimal portion). In some places, especially when dealing with item generation, there are many stages and probabilities are given for different events to happen *at that stage*. You may wish to know the overall probability that some event happens, to find this multiply the probabilities together. For example, if there is a 55% chance that a monster drops an item, and then a 20% chance that the item dropped is some kind of food, and then a 50% chance that food dropped is Some Fruit, you would calculate the overall probability that when you kill a monster you find Some Fruit as (55%)*(20%)*(50%)=(0.55)*(0.20)*(0.50)=0.055=5.5%. ############################################################################## ### ### Known Bugs ### #########################################################################> Aragorn's Shield Offense is Weird > Aragorn's Shield Offense skill advertises +1 damage / 2 levels (while he has a shield equipped). If the skill level is increased to an odd number, you will immediately see an increase of 1-1 damage on the stats screen. However, if you move into a new area or save/reload your game this damage bonus will disappear. If the skill level is increased to an even number, you will not see an increase in damage on the stats screen. However, if you move into a new area or save/reload your game the 1-1 damage bonus will appear. This skill does still generally behave the way it says. Every time you increase the skill level by 2 you will gain 1-1 damage. The description does not specify whether you get this bonus on even levels or on odd levels, and it seems that one developer went one way, and another the other way. Double Damage Bonus From Strength > As you increase your strength attribute, you can see damage increases by 0-1 every 4 points above 20 (you get the bonus at 24, 28, et cetera). The bonus is actually 1-2 damage for every 4 points in strength, but the second half of the bonus doesn't kick in until you move into a new area or save/reload your game. The same bonus is applied twice in different places. I suspect the intention was to give only 0-1 damage for every 4 strength. Healing Skills Become Less Effective at Higher Skill Levels Every character except Legolas has a skill that consumes spirit points and restores hit points. As you increase the skill level, more hit points are restored but more spirit points are consumed. Ideally, increasing the skill level should make hit points "cheaper" with respect to spirit points. However, for every character the opposite is the case. Take Aragorn and Eowyn's Herbal Remedy or Frodo's Hobbit Appetite. At level one, 10 SP restores 30 HP giving a rate of 1 SP = 3 HP. At level two, 12 SP restores 35 HP giving 1 SP = 2.92 HP. This rate continues to decrease as the skill level increases. Gandalf's numbers are different, but the effect is the same. This behaviour is exactly what the description of each skill says will happen so it's perhaps not a "bug" as such. However, it could not possibly have been the designers' intention to make this skill less effective at higher skill levels. Cannot Resist The Ring > Frodo's ability "Resist The One Ring" does not reduce corruption caused by using The One Ring, even at high levels. The One Ring causes 35 points of corruption, reducing this amount by 4% (as the skill should at level 1) should result in only 34 points of corruption. Even bringing this skill level up to 20, using The One Ring still causes 35 points of corruption. Aragorn's Parry & Eowyn's Stand Fast are Really Good, Actually Parry and Stand Fast are the same ability but they are much better than they are described. See their description in the skills section for details. Legolas is Less Critical than You Think Legolas' ability Critical Shot claims to raise chance of critical hit by 10% + 2% / level. Actual bonus is 10% + 1% / level. Fire Armor is a Secret There is one attribute that equipment can affect that the game does not tell you about--Fire Armor. Fire Armor works the same way as Melee Armor and Missile Armor, but is used when you are attacked by fire (such as Orc Archers that shoot fire arrows). Maybe this attribute was intentionally hidden from the player, maybe the developers forgot to add text for it. The following items provide Fire Armor: Cloth Shirt 1 Padded Shirt 1 Leather Jacket 2 Brigandine 3 Ringmail 6 Chainmail 6 Scale Mail 6 Lorica 6 Double Mail 6 Lamellar 6 Breastplate 6 Corselet 6 Chainmail of Sorinor 10 Iron mail of Meijin 6 Dwarf Chain of Marr Kuz 5 Additionally, items with the suffix "of Flame" or "of Frost" have +5 Fire Armor. Fire & Ice Damage Don't Do Anything Special Some equipment advertises "+x Fire Damage" or "+x Ice Damage". There is nothing special about this damage, it's just added to your regular damage. The bonus is nice though, I guess The "e" Item Glitch There is a suffix enchantment that appears just as "e". This enchantment doesn't provide any attributes, but increases the sale price of the item by 2207 gems. This enchantment is generated by Suffix Enchantment Table C. This looks like an overflow error---as though the table should have stopped sooner than it did. Fortunately this produces an item that doesn't cause the game to crash. Enchanting Off-By-Ones An "off-by-one" error is exactly what it sounds like. The enchantment tables have odd distribution, take the Weapons Prefix tables, which are distributed 19% / 20% / 20% / 20% / 15% / 6%. All the enchantment tables follow a similar structure, the percentages are nice round numbers except the first and last. I suspect this was not the intention. But, as far as gameplay goes, it's hard to even notice ############################################################################## ### ### Attributes (Stats) ### #########################################################################> This section is divided into Primary, Secondary and Tertiary attributes. The primary attributes are Strength, Accuracy, Defense, Health and Courage. Secondary attributes are the rest of the attributes shown on the pause screen, and tertiary attributes are the remaining attributes that are either hidden or semi-hidden. There is a separate section on calculating base damage and the role of purity/corruption due to the importance of these attributes in the game. .--------------------. === | Primary Attributes | ==============================================> '--------------------' Each playable character starts off with set base attributes, after that it is completely up to yout to choose how these attributes increase. Every level gained gives the player 5 attribute points that can be applied to the five primary attributes. Attribute points can also be purchased from shrines. Many items in the game will either increase or decrease different attributes as well. Their effect only lasts while the item is equipped. The value of the attributes while all equipment is unequipped is the base value, the value after applying equipment is the effective value. If an attribute has a higher effective value than base value it is shown in green, if it is lower it is shown in red, if both are the same it is shown in yellow. Each primary attribute can be raised to a base value of 99, but the effective value can be higher. You can get 250 attribute points by levelling up to 51 (the maximum level), and 256 more from shrines so it is possible to legitimately raise all five primary attributes to 99 and still have some unused attribute points left over. Base Attributes for Each Character ST AC HE DF CR .--------------------. Aragorn | 23 23 22 24 20 | Gandalf | 18 20 22 20 30 | Frodo | 16 18 18 28 34 | Legolas | 18 30 20 22 20 | Eowyn | 18 25 24 20 25 | '--------------------' Strength Every point added to strength adds one hit point. Every four points above 20 increases damage by 1-2 Accuracy Every point added to accuracy increases chance to hit by one percentage point. NB the game shows you the secondary attribute percentage "to hit" as equal to accuracy. This is not true, your actual probability of hitting on any attack will generally be much higher. See section "to hit" for more details. Health Every point added to health increases total hit points by 4. Defense Defense does not reduce the amount of damage you take when hit, rather it makes it less likely that attacks against you will land. Defense is the complement of accuracy. Similar to accuracy, the game reports "to dodge" as being equal to defense. This is also not true. See section "to dodge" for details. Courage Total spirit points are equal to courage. Additionally, every point added to courage increases maximum hit points by 1. .----------------------. === | Secondary Attributes | ============================================> '----------------------' Secondary attributes are calculated from primary attributes and items the player has equipped. Certain skills will also affect secondary attributes Level Level does not have any direct impact on fighting in the game---a higher level character will not necessary do more damage or take less. Rather, you will get 5 attribute points every time they level-up and increasing their primary attributes will cause your character to be more powerful. Each level-up also awards you with a skill point and refills hit points and spirit points. Player level is capped at 51. Every level gained increases the cost of Adventurer's Bargain at the Forge by 1 gem. Experience / Next Level You gain experience every time you kill a monster. The amount gained depends on the type of monster. Gaining experiences causes the player to level-up. The amount of experience needed to reach any given level is roughly cubic---that means that if the player wants to double their level they will need to increase the amount of experience they have by 8 (=2*2*2). See Appendix ?? for the experience table. Changing the difficulty in the options menu will add an experience bonus for every monster killed. Maximum Hit Points (HP) Maximum hit points can be increased by putting attribute points into either strength, health or courage. Each point in strength or courage will add 1 hit point while each point in health will add 4 hit points. Certain items will also include a bonus to hit points while equipped. Maximum hit points is equal to 4*H+S+C+B where H is health, S is strength, C is courage and B is bonus to hit points given by equipment. Maximum Spirit Points (SP) Maximum spirit points are equal to the courage attribute. Damage This is the base amount of damage you will do to monsters when you attack. See the section on damage for details. Armor Quality Equal to Melee Armor. Does not take into account Missile, Fire or Critical Armor. See section on tertiary attributes for information on armor. To Hit The game shows this as equal to your accuracy attribute. This is a bald-faced lie. Your chance of landing an attack will almost always be much higher. The actual percentage to hit is (A-MD+50) where A is your accuracy attribute and MD is the defense of the monster you are attacking. If this value falls below 10, it will be raised to 10%; if it is more than 95 it will be reduced to 95%. Dodge Dodge mirrors your to hit. Similarly, it is not equal to your defense stat as the game claims. The percentage probability of dodging an attack is equal to (D-MA+50) where MA is the accuracy of the monster attacking you and D is your defense stat. Similar to To Hit, the actual value used will never be less than 10% or more than 95%. NB If you are comparing To Hit and Dodge formulae and unsure why they are different, the formula given in To Hit is the probability that an attack *will* hit, whereas the formula in this section is the probability that an attack *will not* hit. Shield Block If an attack is not dodged, there is a chance you will block it with a shield. In this case, the number the game tells you is correct---the probability that you will block an attack is equal to the Shield Block attribute. You don't need a shield equipped for Shield Block to be effective. Although shields give the highest Shield Block, you may get some from other items. Kills Counts how many monsters you've killed throughout the game. Monsters killed by NPCs and falling boulders do not count. Every 500 kills gets you a skill point. The game stops counting at 65,535. Gems The currency of the game. Gems are capped at 65,535. Once that amount is reached, gems you pick up will no longer accumulate. .---------------------. === | Tertiary Attributes | =============================================> '---------------------' Tertiary attributes are further attributes that are calculated from the equipment your character is holding and the skills they have, except that the game does not outright tell you what their current values are (as it does with secondary attributes) 2H Damage Maximum damage is increased by this amount, but only if you are not holding a shield or another weapon in your left hand. This only applies to certain "Hand-and-a-Half" swords. Fire Damage / Ice Damage These are both the same and they don't do anything special, they just increase your base damage. This damage is variable. to Animals / to Wargs / Orcslayer / to Uruk-Hai / to Nazgul These increase the amount of damage done, but only when attacking certain monsters. This damage is constant. See the bestiary for what monsters are affected by these bonuses. Animal damage bonus does not apply to wargs. Damage Reflect This amount of damage is done to the monster every time you are successfully attacked. This damage circumvents your accuracy, the monster's defense, the monster's armor. Purity Purity decreases corruption. See section on Corruption & Purity. +x Spirit Regen Current spirit points increase by 4 approximately every 3 seconds, up to maximum. Items that give "+x spirit regen" receive that bonus on the same 3 second timer. +x Hit Points / Slain Foe Restores this many hit points every time you kill a monster +x Spirit Points / Hit Restories this many spirit points every time you land an attack against a monster +x Hit Point Regen Current hit points will increase by this amount approximately every 6 seconds. +x% Critical Whetever you attack there is a random chance that you will land a "critical hit". A critical hit will do twice the damage it would normally do. There is a base 10% chance of landing a critical hit, and the chance can be increased by certain items that increase "critical". +x% Speed Allows you to walk faster. This is capped at +75% speed. +x Gems Each time you find gems, there will be this many more. Melee, Missile & Fire Armor Melee Armor applies to direct attacks, Missile Armor applies to ranged attacks and Fire Armor applies to fire attacks. It should be straight forward to figure out if an attack is direct, ranged or fire, but check the Bestiary if unsure. Flame Armor is a hidden attribute, but you get some from every Torso item. See bugs section for list of armor values. When attacked, armor value is subtracted from the amount of damage taken. Fire Armor is completely hidden, but is provided by every piece of Torso equipment and items with the suffix "of Flame" or "of Ice". See Bugs section for specific values. Critical Armor Additional armor that is applied any time a monster lands a critical hit against you. +% Experience Increases the amount of experience gained each time you kill a monster. Item Bonus There are two item bonuses--the map bonus and the character bonus. The map bonus depends on what area of the game you are in, and the character bonus only applies to Eowyn and Frodo through their Eyes of Rohan and Rummage skills (respectively). See their skills section for more information on character item bonus. These values added together affect how likely an item you find is to be enchanted. See the Item Drop section for more details. The map area item bonus is a hidden attribute. However, it affects how many gems will be in piles you find (and the character item bonus does not). Disregarding piles of 100 gems, gems will always be in piles of between 1 and 10 more than the current map item bonus. If in some area you find a pile of 5 gems and a pile of 14 gems, you can conclude that the current bonus is 4. NB you want to look for a small pile and a big pile where the big pile has nine more gems than the small pile. The bonus is one less than the small pile. If you're in an area that has a forge, you can also find the map bonus by the price of Adventurer's Bargain. The map item bonus is equal to (P-L-29)/10 where P is the price of Adventurer's Bargain and L is your current character level. .-------------. === | Base Damage | =====================================================> '-------------' The damage shown on the stats screen is the damage done by your regular attack (the one you get pressing the B button). When an attack lands, a random number is chosen in the range shown. The damage attribute is calculated by adding up a number of factors. These factors fall into two categories---constant and random factors. Constant factors increase minimum and maximum damage by the same amount while random factors increase maximum damage by twice as much as minimum damage. All factors are random except for certain passive skills (but only some---some skills are random, see skills section for breakdown ) and type-specific damage ("+x to Uruk-Hai", "+x to Nazgul", et cetera). To calculate damage, first add up the maximum value of all random factors, then divide that by two to find the minimum value (DO NOT add up the minimum value of random factors), then add constant factors to both the minimum and maximum. Two pieces of equipment that both do 0-1 damage will do 1-2 damage together, not 0-2 as you might expect. For factors that have an odd maximum value, it may help to think of the minimum value having an additional (hidden) 1/2. Equipment Swords, bows, arrows, staffs and axes will do the most damage, but any other type of item may come with a small damage bonus. Aragorn and Gandalf can dual-wield. Aragorn must have at least level one Dual Wield skill, then when equipping a sword while a sword but no shield are equipped, both swords will be equipped. Gandalf will wield a sword in his right hand and a staff in his left. In both cases, the weapon equipped in the left hand (shown on the right side of the screen) will be cut in half. Whetstones Whetstones provide random damage, not constant. The Fine Whetstone, for example, that advertises +4 damage actually gives 2-4 damage. Strength Every 4 points in your strength attribute above 20 give an additional 1-2 damage (bonus comes at 24, 28, et cetera). See Strength bug for details on why it looks like 0-1 damage instead of 1-2. Fire & Ice Damage Fire & Ice damage, from some equipment, is just normal random damage. .---------------------. === | Purity & Corruption | =============================================> '---------------------' Corruption is indicated by the "Eye of Sauron" in the upper-right hand corner of the display. As corruption increases, the eye becomes bigger until eventually it begins to flash white and Nazgul appear. Corruption increases by Crebain escaping, Goblin Drummers drumming and using certain active skills. Corruption decreases over time, but is saved with the game. Internally, corruption varies between 0 and 100 (inclusive). Nazgul are summoned when corruption is greater than 90, and continue to be summoned until corruption drops down to 90. Crebain escaping raise corruption by 15 points. Goblin Drummers will not raise corruption past 70, so they are only a concern if you are using corrupting magic. Drummers increase corruption by 1 point at a time, so they are generally not affected by purity (unless you can raise purity to 100%). Corruption is decreased by 1 point every 6 seconds. "Purity" slows down the accumulation of corruption. If you are already facing corruption, increasing your purity will not decrease your corruption, you need purity before whatever causes the corruption happens. Purity is additive, not compounding. Equipping two items that each provide "+10% Purity" will give you 20% purity. "Decrease corruption" means the same thing as "Increase purity" in the game. The amount of corruption events given in this guide are base numbers, that is, they're the amount of corruption you will face if you have 0% purity. The effective corruption is found by subtracting P% from the base value where P is your purity. For example, if you have 10% purity, a Crebain escaping will cause 15-(15×10%)=14 corruption (15 being the base corruption caused by an escaped Crebain) (NB: numbers are always rounded down, you may expect 15×10%=2, but the game rounds down instead). ############################################################################## ### ### Character Skills ### #########################################################################> This section is not a complete overview of all character skills. Skills that, as far as I can tell, do exactly what they claim to and don't have any hidden variables are not included. The focus here is on passive skills. .---------. === | Aragorn | =========================================================> '---------' Herbal Remedy > Kingsfoil Herbs restore an extra 5% HP and 3% SP for every two levels this skill is increased (that is, at level one, Kingsfoil restores 10% HP and 8% SP; at level 3 this increases to 15% HP and 11% SP). This skill is the same as Eowyn's Herbal Remedy Dual Wield Damage bonus is random (0-1 damage/level) and only applies while Aragorn is wielding two swords. Shield Offense Damage bonus is constant (1-1 damage/2 levels) and only applies while Aragorn is holding a shield. See bug section for details on which levels actually increase damage . Parry Good news! Actual chance of parrying is 5%/level, not 5% + 1%/level. Unfortunately, chance of parry is capped at 50% so raising this skill past level 10 will not increase the chance to parry. However, starting at level 11, every time your character is successfully attacked there is a chance of automatic counter attack, 5%/level beyond 10 (that is, 5% chance at level 11, 10% at level 12). This is the same skill as Eowyn's Stand Fast. .---------. === | Gandalf | =========================================================> '---------' Shield Causes 2 points of corruption per level. While using Shield you have the same chance of dodging attacks, but your armor is not taken into account. The Shield lasts for approximately 25 seconds, or until it has taken too much damage. Summon Eagle Causes 3 points of corruption per level. Thunderstrike Causes 3 points of corruption per level. Inspire Normally 4 spirit points are restored approximately every 3 seconds. Each level will increase this by an additional 1 spirit point. .-------. === | Frodo | ===========================================================> '-------' The One Ring Causes 35 points of corruption, regardless of level. +2-4 damage while skill is in use. Hobbit Appetite > Fruit and Mushrooms restore an extra 1% hit points per level. Resist One Ring Does not reduce corruption from using The One Ring. As far as I can tell, it does not do anything at all. See the bug description . Strength of the Shire Restores 1 HP / level approximately every 6 seconds, restores 1 SP / 3 levels approximately every 3 seconds (spirit bonus comes at levels 3, 6, et cetera) Rummage Item bonus is 2*level. See section on item generation for details on how this bonus applies . Sneak Attack Damage bonus is constant damage. Duck Only increases Melee Armor, no effect on Missile Armor, Critical Armor or Fire Armor. .---------. === | Legolas | =========================================================> '---------' Meditation Meditation starts when you don't move for approximately 3 seconds, and hitpoints are restored approximately every 3 seconds while you remain motionless. Being attacked doesn't break your concentration. Restores 1 HP + 4 / level. Fleet of Foot Same effect as equipment with +3% speed / level Orc Slayer Same effect as equipment with +2 Orcslayer / level. This is constant damage. Hawk Eye Increases base maximum damage by 1 / level. This is random damage. Critical Shot Actual bonus is 10% + 1% / level. .-------. === | Eowyn | ===========================================================> '-------' Herbal Remedy Kingsfoil Herbs restore an extra 5% HP and 3% SP for every two levels this skill is increased (that is, at level one, Kingsfoil restores 10% HP and 8% SP; at level 3 this increases to 15% HP and 11% SP). This skill is the same as Aragorn's Herbal Remedy. Iron Will Hitpoints are restored approximately every 6 seconds. 1 HP is restored per level. Stand Fast Good news! Actual chance of parrying is 5%/level, not 5% + 1%/level. Unfortunately, chance of parry is capped at 50% so raising this skill past level 10 will not increase the chance to parry. However, starting at level 11, every time your character is successfully attacked there is a chance of automatic counter attack, 5%/level beyond 10 (that is, 5% chance at level 11, 10% at level 12). This skill is the same as Aragorn's Parry. Eyes of Rohan Item bonus is level+5. See section on Item Generation for information on how this bonus is applied . ############################################################################## ### ### Battle ### #########################################################################> .----------------. === | Being Attacked | ==================================================> '----------------' Dodging There is a random chance of dodging an attack. The attributes screen will tell you that your chance of dodging is equal to your defense attribute as a percentage. This is not at all true. The percent chance of dodging an attack is equal to 50-MA+D where MA is the accuracy of the monster that has attacked you and D is your defense stat. If this value falls below 10%, it is raised to 10%. If it falls above 95% it is lowered to 95%. This mechanic mirrors your chance of hitting a monster when you attack them. Grey Orcs (the first enemy you encounter) have a accuracy of 12. Red Uruk-Hai have a accuracy of 50 Shield Blocking There is a random chance of blocking an attack with your shield. This chance is equal to the Shield Block attribute. Although shields give the best Shield Block, you can get it from other types of items, and you can still block an attack if you aren't holding a shield (which you may be doing if you're playing as Gandalf, Legolas or a Duel Wielding Aragorn). Parrying (Aragorn & Eowyn only) Aragorn's Parry skill and Eowyn's Stand Fast skill will give these characters a further chance to prevent an attack. This mechanic works just like Shield Block but is raised by levelling a skill rather than equipping shields. The chance of parry is 5%/level of the skill up to 50% at level 10. See the skills section for more information. Both skills act identically. NB: These three mechanics act independently, one after the other. First there is a chance of dodging. If you fail to dodge, then there is a chance of shield blocking. If you fail to dodge and shield block, there is a chance to parry. Base Damage Each type of monster has a certain maximum damage that it will do. The base damage of the attack is a random number between the maximum value and half the maximum. Grey Orcs (the first enemy you encounter) have a damage range of 6-12. Red Uruk-Hai have a damage range of 32-65. Critical Hit Every attack against you has a 10% chance of becoming critical. If an attack is critical, damage from the previous step is doubled. Armor There are four types of armor---Melee, Missile, Fire and Critical. Melee armor applies to direct attacks, missile armor applies to ranged attacks, Fire armor applies to fire attacks and critical armor applies to critical hits. If a hit is critical, both Critical Armor and either Melee or Missile or Fire Armor are applied. Armor value is subtracted from the amount of damage taken. After all these steps are applied, the final value is subtracted from your health. If the damage value has become zero or less, there is no effect. .-----------. === | Attacking | =======================================================> '-----------' Dodging This is functionally the same as when being attacked but is (unsurprisingly) based on the enemy's defense and your own accuracy. When attacking a monster, the chance that they dodge the attack is 50-A+MD where A is your accuracy and MD is the monster's defense. The chance of dodging will not be less than 10% or more than 95%. Grey Orcs (the first enemy you encounter) have a defense of 10. Red Uruk-Hai have a defense of 45. Base Damage See Damage section for full details on how base damage is calculated. Your damage range can also be seen on the attributes screen in game, but this range does not take into account species-specific damage. The base damage is a random number in your damage range. Critical Hit The base chance of landing a critical hit is 10%, but this chance can be increased by equipment with "+x% critical". No items will reduce the chance of critical hit. If an attack becomes critical, damage will be doubled. Armor The armor value of the monster being attacked is subtracted from the damage. If the becomes zero or less, it will be raised back to one---enemy's armor will never completely prevent you from attacking. Monsters only have one armor class, there is no armor distinction for melee vs missile attacks, and there is no critical armor at all. Grey Orcs (the first enemy you encounter) have an armor of 0. Red Uruk-Hai have an armor of 4. ############################################################################## ### ### Items ### #########################################################################> Equipment is covered in detail on the section on Item Generation . There are a number of basic types of equipment (like Short Sword, Long Sword, Buckler, Amulet) that are displayed with yellow text. Any of these items (except for arrows) may be "enchanted" and will show up with either green or red text. These enchantments generally make the item better in some way, but some enchantments will make it worse. Enchanted items will have a more descriptive name (like "Elvish Long Sword" or "Compound Bow of Slaying"). "Enchantment" is not a word used in the game, it is a description I am using to distinguish between "basic" items and "better" items. There are also a handful of other, rare, items that will display in either red or green text that are not formed from basic equipment with an enchantment. The remainder of this section deals with non-equipment items---consumable items and in-game stores (forges, shrines and ent pools). .-------------. === | Consumables | =====================================================> '-------------' Certain items restore hit points and/or spirit points and are used as soon as they are picked up. These items cannot be held in your backpack. The percentages given are percentages of your total hit points or spirit points. Fruit +10% HP Mushrooms +5% HP Kingsfoil Herbs +5% HP +5% SP Lembas Bread +50% HP Frodo gets extra HP from Fruit based on the level of his skill Hobbit Appetite . Aragorn and Eowyn get extra HP and SP from Kingsfoil Herbs based on the level of their skill Herbal Remedy . .----------------------------------. === | Stores (Forge, Shrine, Ent Pool) | ================================> '----------------------------------' Forge Forges sell Whetstones and Adventurer's Bargain. Whetstones provide random damage and cannot be unequipped. The forge will always only sell the next whetstone and it will replace the one you currently have. These are the whetstones available, max damage they provide and their associated cost: Used +1 100 Ordinary +2 500 Common +3 1000 Fine +4 2000 Superior +5 3000 Dwarven +6 5000 Adamant +7 8000 Mithril +8 12000 Adventurer's Bargain costs 10M+lvl+29 gems where M is the current map item bones and lvl is your character level. Adventurer's Bargain generates a random item in the same way as random item drops, however it will not generate food, gems or unique/special items. The distribution of different types of items (otherwise) remains the same, and the chance that an item will be enchanted is the same. See section on item drops for more information. (this is equivalent to an item quality of +70 and -3 at the same time). See section on Item Generation for more details . Shrine Shrines sell additional Attribute Points and Skill Points. The cost of attribute and skill points depends on how many you have previously purchased. Your first attribute point costs 150 gems and the cost increases by 150 for each attribute point you buy. Your first skill point costs 350 gems and the cost increases by 350 for each. You can buy a maximum of 256 attribute points and 256 skill points from a shrine throughout the game. Ent Pool Ent Water always costs 500 gems. You cannot buy Ent Water if you already have one in your backpack. Selling Items Any item in your backpack can be sold at any in-game store. Every item and every enchantment has a sale value associated with it. The total sale price is the sum of all these values. See the Appendix on Item Sales Prices for the sales price of items, see the enchantment tables for sales prices associated with enchantments ( for prefix enchantments and for suffix enchantments). NB There are multiple prefix enchantments with the same name and they may have different associated sales prices. Be sure you are looking at the correct table based on the type of equipment in question. ############################################################################## ### ### Item Generation ### #########################################################################> When a monster is killed it has a chance of dropping an item. That chance depends on the type of monster and is listed in the Bestiary under Drop Rate. Some monsters like Crebain have a 0% drop rate and will never drop items. Other monsters will drop more than one item. What item you get is based on a lot of factors and follows a sometimes convoluted path toward selecting an item. This makes it difficult to attach a percentage chance of finding any particular item. In each subsection where probabilities are given, these probabilities are relative to the others in the section. The first stage selects what type of item will be dropped. This selection depends on the Item Quality field found in the bestiary for the monster you have killed. If this number is positive, that much weighting is taken off categories starting from the beginning, if the number is negative, that much weighting is taken off categories starting from the end. When the item quality is 0, these weights add up to 100 and can be treated as percentages. When the item quality is not zero, they should be considered fractions out of the total of all categories. This value can be found by subtracting whatever weight was removed from the total, 100. For example, the Pink Orc Archer has an item quality of +65. All the weight is removed from the first category (50/gems), then the remaining 15 is removed from the next category (20/food) leaving a weight of 0 in gems and 5 in food. The weapon category still has a weight of 5 and so has a 5/(100-65)=14% chance of being selected. Similarly, the Warg has an item quality of -31. Weights are removed from all the categories starting from the end of the list. When we have done that we are left with only 50/gems and 19/food. These are the only items that wargs will drop, and there will be a 50/69=72% chance of finding gems and 19/69=28% chance of finding food. 50 Gems 20 Food 5 Weapon 5 Torso 4 Shoulders 4 Shield 3 Feet 3 Neck 3 Head 2.86 100 Gems 0.04 Unique item (A) 0.07 Unique item (B) 0.02 Non-unique special item Broken boxes and barrels have a 55% chance of dropping an item and an item quality of 0 and Enchantment Index of EI=-10 and Ei=94. Adventurer's Bargain will select an item only from Weapon, Torso, Shoulders, Shield, Feet, Neck and Head (as though an Item Quality of +70 and -3 at the same time) and an Enchantment Index of EI=-10 and Ei=94. See the section on Enchantments for details on the Enchantment Index . .------. === | Gems | ============================================================> '------' The number of gems you will find in a pile is the current map area item bonus plus a random number from 1 to 10. Note that this is based only on the map area item bonus and not your character's item bonus (for Frodo and Eowyn). Increasing your character's item bonus will not yield more gems. Examining the number of gems found in an area can be used to determine the map item bonus. See the section the Item Bonus attribute for more information. Legolas and Gandalf will also find gems instead of shields. .-------------. === | Consumables | =====================================================> '-------------' Food is found with the following distribution: 50% Some Fruit 20% Mushrooms 20% Kingsfoil Herb 10% Elven Lembas Bread .------------------------. === | Unique & Special Items | ==========================================> '------------------------' Unique items are unique. Once you have found one of the unique items, you will not find it again on this savegame. However, these numbers remain fixed. If the random number generator rolls a unique item you have already found, it will turn into a pile of 100 gems. See Appendix for the probabilities of each item in these categories. .--------------------. === | Standard Equipment | ==============================================> '--------------------' Standard equipment includes the categories weapons, torso, shoulders, shield, feet, neck and head. Each of these categories has an associated table with weighted probabilities for each "regular" item you might find (although these items may become enchanted). See the following section for details. The item is chosen by generating a random number between 1 and 65+IB where IB is your item bonus (map area bonus plus character bonus). The item you receive is the first item on the table with an index greater than or equal to your random value. For example, consider the (fictional) table: 50 Bronze 85 Silver 95 Gold - Platinum If you roll a 76, you will receive Silver. If you roll above 95 you will receive Platinum. Supposing IB=45, the decisiion will be based on a random number between 1 and 100. The probabilities of each of these items is worked out as Bronze: 50/100=50%, Silver: (85-50)/100=35%, Gold: (95-85)/100=10% and Platinum: (100-95)/100=5%. In another situation where IB=5, the number is chosen between 1 and 70 leading to probabilities Bronze: 50/70=71% and Silver: (70-50)/100=29%. The weight of Silver is cut because the random number generator will not generate a number above 70. Weapons Unlike the other categories, each character has their own weapons table. When the weapon category is selected, there is a 91% chance that the weapon will be selected from your character's table, but there is a 9% chance that will be seleceted from a different character's table. In this case, the character is chosen at random and the only requirement be that it is not the character you are playing as. NB Aragorn and Eowyn have the same table, but for the purposes of the 9% chance, they are considered different. That is, if playing as Aragorn, Eowyn may be selected as the other character and vice versa. Shield Gandolf and Legolas will not find shields. If this category is selected you will get a pile of gems instead. NB this means that monsters with an item quality above 50, which should not be dropping gems, may drop gems when playing as Gandalf or Legolas. .--------------. === | Enchantments | ====================================================> '--------------' Standard equipment have a chance of becoming "enchanted". There are two types of enchantments, prefix and suffix enchantments. Enchantments that add a word before the name of an item are prefix enchantments, those that add a word after the name are suffix enchantments. For example, "Elvin Longsword" has a prefix enchantment and "Longsword of Slaying" has a suffix enchantment. Items may have up to two prefix enchantments and one suffix enchantment at the same time (depending on the type of item). Items with a prefix enchantment are green items, items with a suffix enchantment are red items. Every normal item except for arrows can have a prefix enchantment. All other types of weapons, Torso, Feet and Head equipment may have two prefix enchantments. Only weapons (other than arrows) and Torso equipment may have a suffix enchantment. If you get a lucky dice roll (see the following section for details) and are awarded an enchantment, it is chosen off a table in the same way that items are selected, using your Item Bonus in the same way. These tables can be found in Appendix ??. For prefix enchantments, weapons, torso, feet and head equipment have multiple tables. One of these tables is chosen at random (these probabilities are given in the appendix). One of the weapon tables is split into knife and non-knife tables. On the other hand, there are three tables used for suffix enchantments, and one of them is split into weapon and torso tables. The Probabilities Involved NB the following formulae assume that the item being generated *can* be enchanted in the way in question. For example, arrows always have a 0% chance of being enchanted, shields always have a 0% chance of having a double prefix The chance of one of these items being enchanted depends on the Enchantment Index values of the monster being killed (EI & Ei) as well as your item bonus (map item bonus + character item bonus), herein called IB. The chance of the item having at least one prefix enchantment is Pp = (EI+IB) / (Ei+IB) The chance of the item having a suffix enchantment is Ps = (EI-10+IB) / (Ei+IB) If either (or both) of these numbers are negative, that probability is 0%. These two probabilities are independent. The probability that an item will have at least one enchantment (either prefix or suffix) is (Pp)+(Ps)-(Pp*Ps). Make sure to note the distinction between the values EI and Ei. They are listed in the bestiary as EI/Ei. The two values are always used seperately, not as a fraction, however if you don't wish to calculate a bunch of formulae you can simply use the division EI/Ei as an index value---monsters that have a higher value are more likely to drop enchanted items. The chance of enchantment is also higher when the item bonus is higher. Finally, we come to the probability of an item having two prefix enchantments. This probability is not independent of Pp. If the random number generator rolls and decides you are not getting a prefix, you will not get two prefixes. NB this is almost the same formula as Ps. Pd = F * (EI-10+IB) / (Ei+IB) F is a factor that depends on what type of item is being generated. Here are the values for F: Weapons 81.78% Torso 64.38% Feet 49.98% Head 48.38% This factor F arises because the game will not generate an item with two enchantments from the same table (this prevents you from getting something like a Green Orange or an Elvish Elvish item). If, by chance, you get a two enchantments from the same table, the game throws one of them out and you are left with a singly enchanted item. These values for F are the probability that the two enchantments will come from different tables. If you are trying to work out the probability that you will get an item with two particular enchantments, this factor should be discarded because it will be accounted for elsewhere in your calculation---I provide an example of this calculation in the next section. .-----------------. === | Worked Examples | =================================================> '-----------------' This section will work through calculating the probabilities of finding various items at the Adventurer's Bargain. The examples will start with straightforward situations and move into more involved calculations. These examples will all be based on a level 14 Eowyn at a Forge where Adventurer's Bargain costs 193 gems. We figure out the current map item bonus with the formula (P-L-29)/10 where P is the price of Adventurer's Bargain and L is the current character level. We find the map item bonus is 15. Supposing we have raised Eowyn's Eyes of Rohan skill to level 5, we also have a character item bonus of 10, giving a total item bonus IB=25. Thus selections from an item or enchantment table will be based on a random value between 1 and 90. Finding a Cloak Firstly, Shoulder items have a weight of 4. Because we are at Adventurer's Bargain, we will not get any gems, food or unique/special items, leaving a total remaining weight of 27, so the probability of finding a shoulder item here is 4/27. Next, referring to the Shoulders item table, the Cloak has an index of 80, following Mantle with index of 65. We will receive the Cloak if the random number between 1 and 90 is greater than 65 but less than or equal to 80, giving a probability of (80-65)/90=1/6. The final probability of finding a Cloak is then (4/27)*(1/6)=2.5%. Finding a Heavy Cloak Heavy Cloak is also a Shoulder item, so we start with the same probability of 4/27. The Heavy Cloak has an index of 105, however the random number generator will only go up to 90, so we use that number instead. The previous item in the table has an index of 80, so we have a probability of (90-80)/90=1/9. The final probability of finding a Heavy Cloak is then (4/27)*(1/9)=1.6%. Finding a Robe The previous item in the Shoulders item table has an index of 105, greater than our maximum value of 90, thus we will never find a Robe in this situation. The probability of finding a Robe is the 0%. Finding a Sabre First, the probability of finding a weapon is 5/27. From Eowyn's table, there is a 5/90=1/18 chance of finding a sabre, however there is only a 91% chance that Eowyn's own table will be used. We must also take into account the chance that the Sabre will be chosen from a different character's table. We have the following probabilities for each other character: Frodo: 10/90=1/9 Legolas: 0 Aragorn: 5/90=1/18 Gandalf: 5/90=1/18 Gimli: 0 Because there is a 9% chance of selecting from a different character's Weapons table and each other character is equally likely to be selected, these can all be weighted by 9%/5=1.8%. The final probability of finding a Sabre is then (5/27) * ( (91%) * (1/18) + (1.8%) * (1/9) + (1.8%) * 0 + (1.8%) * (1/18) + (1.8%) * (1/18) + (1.8%) *0 ) = 1.0% Finding any Item with Any Enchantment TODO this section and the following is using the wrong EI/Ei for adventurer's bargain! I will provide two separate calculations in this section. The first will not take into account the chance that Eowyn may find Arrows, which can never be enchanted, the second will take this into account. There is only a small chance that Eowyn will find Arrows and taking it into account will greatly increase the amount of work we need to do. If you are working out probabilities of finding certain types of items, you may find it helpful to ignore certain unlikely situations and arrive at a number that is "close enough". Because only Weapons and Torso items might get a suffix enchantment, we will break this up into weapon/torso and other category. There is 10/27 chance of finding a weapon/torso and 17/27 chance of finding other. We use the formulae from the previous section to calculate Pp and Ps: Pp = 40/144 = 5/18 Ps = 30/144 = 5/24 Then apply Pp+Ps-Pp*Ps to weapon/torso for the probability that you will get either a prefix or suffix enchantment, and Pp to other for the probability you will get a prefix enchantment. We get the probability (10/27)*( (5/18)+(5/24)-(25/432))+(17/27)*(5/24)=29.0%. What about arrows? In order for Eowyn to find arrows we need (a) 5/27 chance the item generated will be a weapon (b) 9% chance of selecting from a table other than Eowyn's (c) 1/5 chance that that table be Legolas' and (d) the item chosen from that table is an arrow and not a bow. Once we work all this out we will do the same calculation with the categories weapon/torso but not arrow and other, the calculation will be the same except that the 10/27 weight will be slightly decreased. Steps a,b and c are all straightforward, we just need to find the probability that an item selected from Legolas' weapon table will not be an arrow. We find from the table that this will be 55/90=11/18. Then the probability that Eowyn will find Arrows is (5/27)*(9%)*(1/5)*(11/18)=0.204% Thus the weight of the weapons/torso but not arrows category is (10/27)-(0.204%)=36.83% Calculating the previous probability again with the new weight gives us a total probability of 28.9%. Finding a Fine Elven Torso Item First start with the probability of finding a torso item, 5/27, and calculate the probability of getting a double enchantment, Pd=30/144=5/24. Ignore the factor F because we will be looking at particular enchantments. When selecting an enchantment, there is a 39% chance that Table A is selected, and then 20/90=2/9 chance that Elven is selected from that table, giving (39%)*(2/9)=8.67% chance of getting an Elvish enchantment. Similarly, we find (40%)*(70/90)=31.11% chance of getting a Fine enchantment. These two enchantments can be combined in two ways---we may get Fine first then Elven, or we may get Elven first and then Fine (in either case, the item will be Fine Elven), so when we combine these probabilities together we should multiply by two to account for either possibility. We get the final probability of (5/27)*(5/24)*2*(8.67%)*(31.11%)=0.21% chance of getting a torso item with Fine Elven enchantment. ############################################################################## ### ### Appendix: Experience Table #########################################################################> This table shows how much cumulative experience is required to reach each level and how much experience must be gained to level up. once a character reaches level 51, experience is no longer counted. lvl cum. exp. next lvl 1 0 100 2 100 300 3 400 600 4 1,000 1,000 5 2,000 1,500 6 3,500 2,100 7 5,600 2,800 8 8,400 3,600 9 12,000 4,500 10 16,500 5,500 11 22,000 6,600 12 28,600 7,800 13 36,400 9,100 14 45,500 10,050 15 55,550 12,000 16 67,550 13,600 17 81,150 15,300 18 96,450 17,100 19 113,550 19,000 20 132,550 21,000 21 153,550 23,100 22 176,650 25,300 23 201,950 27,600 24 229,550 30,000 25 259,550 32,500 26 292,050 35,100 27 327,150 37,800 28 364,950 40,600 29 405,550 43,500 30 449,050 46,500 31 495,550 49,600 32 545,150 52,800 33 597,950 56,100 34 654,050 59,500 35 713,550 63,000 36 776,550 66,600 37 843,150 70,300 38 913,450 74,100 39 987,550 78,000 40 1,065,550 82,000 41 1,147,550 86,100 42 1,233,650 90,300 43 1,323,950 94,600 44 1,418,550 99,000 45 1,517,550 103,500 46 1,621,050 108,100 47 1,729,150 112,800 48 1,841,950 117,600 49 1,959,550 122,500 50 2,082,050 127,500 51 2,209,550 ############################################################################## ### ### Appendix: Bestiary ### #########################################################################> Compiling, and reading, a bestiary for this game is not exactly straight forward. None of the monsters are directly named in the game, and most aren't identified at all except for how they look. If you are having trouble identifying a monster you have found in the game, look at your experience, kill the monster, look at your experience again to calculate how much experience it provides, use that experience to help you identify it in the table. There may be some monsters missing from this bestiary. The fields in this table are: HP: How many hit-points the monster has EXP: How much experience you get for killing the monster DG: Base maximum damage AR: Amount of armor AC: Accuracy DF: Defense IQ: Item quality EI/Ei: Enchantment index T: Type: D Melee attack (direct) R Missile attack (ranged) F Fire attack O Orc U Uruk-Hai W Warg A Animal (turns out, Crebain are the only animal) N Nazgul "Normal" orcs (the ones that don't otherwise have a weapon specified) are the ones you find at the beginning of the game, they attack you with fork-like weapons. Orc Flame Archers are very hard to tell apart from standard Orc Archers. They do not appear until the very end of the game and can be identified by the arrows they shoot. Goblins first appear in the Mines of Moria, they carry two knives and move quickly. Uruk-Hai appear later in the game, they have a long sword-like weapon with a slight hook on the end. Uruk-Hai archers carry cross bows. "Purple Uruk-Hai" are just very slightly more purple than standard Uruk-Hai---they are the ones who will fall over and pretend to be dead before getting back up again. "Orc on a Warg" will turn into a Sword Orc and a Big Warg when it's "killed". The game still registers it as a kill and you get experience. NAME HP EXP DG AR AC DF DR IQ EI/Ei T Orcs Grey Orc 8 10 12 0 12 10 55% 0 -10/94 DO Red Orc 15 13 23 1 20 20 55% 0 -10/94 DO Blue Orc 90 100 33 2 40 30 100% +65 -5/30 DO Orc Archer 11 15 20 0 20 20 55% 0 -10/94 RO Pink Orc Archer 80 122 47 3 40 30 100% +65 -5/30 RO Orc Flame Archer 25 42 40 0 40 20 55% 0 -10/94 FO Sword Orc 23 31 35 2 35 40 55% 0 -10/94 DO 2-Sword Orc 35 25 30 2 30 30 100% +32 0/30 DO Purple Sword Orc 131 140 48 3 60 35 100% +70 0/30 DO Axe Orc 56 70 60 1 55 40 55% 0 -10/94 DO Orc Spearer 48 80 50 3 45 60 55% 0 -10/94 DO Goblins Grey Goblin 11 15 23 0 25 20 55% 0 -10/94 DO Yellow Goblin 14 15 26 0 30 15 55% 0 -10/94 DO Green Goblin 90 100 40 0 40 35 100% +65 -5/50 DO Goblin Archer 10 17 22 0 30 10 55% 0 -10/94 RO Green Goblin Archer 80 125 28 0 45 20 100% +65 -5/50 RO Goblin Drummer 11 25 24 1 25 15 55% 0 -10/94 DO Uruk-Hai Uruk-Hai 40 80 44 2 40 40 55% 0 -10/94 DU Gold Uruk-Hai 95 170 62 3 60 45 100% +70 +5/30 DU Purple Uruk-Hai 50 105 49 3 45 40 55% 0 -10/94 DU Red Uruk-Hai 125 210 65 4 80 45 100% +70 0/30 DU Uruk-Hai Archer 40 90 41 1 35 40 55% 0 -10/94 RU Red Uruk-Hai Archer 105 176 51 3 60 40 100% +70 0/30 RU Animals Warg 32 45 36 0 40 30 55% -31 DW Big Warg 50 95 55 0 60 30 55% -31 DW Orc on a Warg 90 250 80 1 65 40 0% DW Crebain 3 10 15 0 60 10 0% RA Humans Red Wild Man 28 45 38 1 45 30 55% 0 -10/94 D Red Flail Wild Man 34 65 48 3 55 30 55% 0 -10/94 D Grey Wild Man 24 40 35 0 40 30 55% 0 -10/94 D Bosses Cave Troll 220 350 60 2 50 25 100% +70 +5/ 5 D Fangorn Troll 290 500 80 4 70 45 100% +70 +5/ 5 D Balrog 350 450 60 0 40 40 55% 0 -10/94 F Lurtz 120 265 60 4 50 40 100% +70 +10/10 DU Other Nazgul 50 300 50 12 70 40 100% +70 +5/15 FN Fire 15 88 89 0 55 25 30% -80 F Small Troll 120 100 50 2 40 45 100% +70 +5/30 D ############################################################################## ### ### Appendex: Item Sales Prices ### #########################################################################> This appendix lists all items and how many gems they sell for. See enchantment table for value of each enchantment. Bows Shortbow 8 Bow 10 Longbow 15 Composite Bow 25 Recurved Bow 35 Arrows Elven Arrows 35 Fire Arrows 22 Bodkin Arrows 15 Barbed Arrows 10 Wood Elven Arrows 35 Moon Arrows 65 Sun Arrows 65 Swords Long Knife 5 Gladius 8 Cutlass 8 Sabre 9 Backsword 10 Sword Rapier 14 Leaf Sword 17 Shortsword 12 Longsword 20 Broadsword 22 Estoc 23 Falchion 15 Scimitar 17 Soldier Sword 30 War Sword 28 Serrated Sword 25 Hand-and-a-Half Sword 27 Flambard 39 Claymore 40 Greatsword 35 Axes Hatchet 8 Axe 12 Battle Axe 25 Great Axe 38 Staves Short Staff 4 Staff 5 Quarterstaff 12 Magestaff 45 Knives Knife 3 Spoon 150 Hunting Knife 4 Serrated Knife 8 Dagger 6 Dirk 8 Smallsword 20 Torso Cloth Shirt 3 Padded Shirt 5 Leather Jacket 10 Brigandine 15 Ringmail 20 Chainmail 25 Scale Mail 30 Lorica 35 Double Mail 40 Lamellar 45 Breastplate 50 Corselet 55 Shoulders Cape 5 Mantle 7 Cloak 9 Heavy Cloak 11 Robe 20 Shields Buckler 10 Small Shield 15 Round Shield 20 Kite Shield 25 Large Shield 30 Tower Shield 35 Feet Sandals 2 Shoes 4 Boots 8 Sollerets 16 Neck Brooch 20 Amulet 25 Warg Collar 13 Necklace 25 Charm 29 Clasp 31 Choker 35 Medallion 15 Head Crown 40 Hood 3 Cap 4 Coif 7 Pothelm 12 Greathelm 14 Special & Unique Sting 500 Glamdring 509 Orcrist 503 The Maelstrom Sword 511 The Obsidian Longbow 512 The Elf Lord's Bow 516 The Rusty Kingsword 507 Axe of the Silver Dwarf 520 Staff of Five Ages 514 The Emerald Darkblade 518 Ent Water 75 Horn of Boromir 100 Book of Herbs 200 Sam's Cookpot 200 Fletching Kit 200 Scrolls of Minas Tirith 250 Evenstar 500 Phial of Galadriel 300 Songbow of Ibun 112 Maegborion Longbow 68 Elf Shortbow of Kae Vin 53 Aldazar's Longsword 115 Warloch Hunter Sword 65 Devitt Warsword 50 Brackash's Great Axe of Maiming 113 Bovine Butcher Axe 67 Bretinz Dwarven Tool Axe 51 Magestaff of Ulrick 100 Staff of Briley the Scarlet 154 Staff of Old Thalcos 51 Chainmail of Sorinor 103 Iron mail of Meijin 61 Dwarf Chain of Marr Kuz 52 Garnet Cloak of Tamaras 99 Tolkien's Wool Cloak 66 Canvas Mantle of Mykwil Koz 52 King Caspur's Crown 106 Shining Helm of Jae Sunbae 66 Dark Hood of Grypt Tinyt 53 ############################################################################## ### ### Appendix: Prefix Enchantment Tables ### #########################################################################> These tables list the effects of enchantments because some enchantments have the same name but different effects. .---------. === | Weapons | =========================================================> '---------' Table A (19%) 20 Elven (+19 gems, +2 accuracy) 40 Dwarven (+26 gems, +2 strength) 70 Numenorean (+15 gems, +1 strength) 80 Orc (-1 gems, -1 damage) 85 Goblin (-2 gems, -2 damage) 90 Goblin-Man (+10 gems, +1 damage) 95 Easterling (+9 gems, +1 accuracy) - Dunlending (+11 gems, +1 strength) Table B (20%) 5 Black (+17 gems, -10% purity) 15 White (+30 gems, +2 courage) 25 Red (+24 gems, +2 damage) 35 Brown (+18 gems, +2 to animals) 45 Grey (+20 gems, +2 strength) 55 Mottled (+45 gems, +3 defense) 60 Pure White (+60 gems, +4 courage) 65 Blood Red (+48 gems, +4 damage) 75 Dark (+63 gems, +4 damage, -10% purity) 85 Yellow (-2 gems, -1 courage) 95 Green (+40 gems, +5 fire damage) - Orange (+25 gems, +1 strength, +1 courage, +1 damage) Table C (20%) 10 Warrior's (+15 gems, +1 damage) 20 Ranger's (+24 gems, +3 orcslayer) 30 Wizard's (+30 gems, +2 courage) 40 Woodsman's (+24 gems, +3 to animals) 50 King's (+40 gems, +2 accuracy, +2 courage) 60 Peasant's (+15 gems, +1 courage) 70 Burglar's (+30 gems, +2 defense) 80 Crusader's (+45 gems, +2 damage, +15% critical) 90 Craftsman's (+5 gems, +1 accuracy) - Miner's (+20 gems, +2 health) Table D (20%) 20 Cheap (-2 gems, -2 damage) 90 Fine (+20 gems, +1 damage) 95 Exquisite (+30 gems, +2 damage) - Ancient (+45 gems, +3 damage) Table E (15%) - non-knife 10 Pine (+5 gems, +1 accuracy) 16 Mahogany (+14 gems, +1 melee armor) 23 Elven (+23 gems, +1 courage, +1 spell damage) 32 Thorny (+12 gems, +1 damage) 40 Elm (+15 gems, +1 defense) 46 Oiled (+8 gems, +1 spell damage) 55 Cherry (+10 gems, +1 to Fireworks) 67 Walnut (+10 gems, +1 health) 68 Ebony (+40 gems, +2 courage, +2 strength, -15% purity) 79 Oak (+24 gems, +2 damage) 85 Dogwood (+30 gems, +2 defense) 90 Applewood (+20 gems, +2 health) 93 Purpleheart (+40 gems, +2 courage, +2 strength) 96 Bloodwood (+40 gems, +3 damage, +1 spell damage) - Holly (+30 gems, +3 health) Table E (15%) - knife 5 Bronze (-2 gems, -2 damage) 15 Iron (-1 gems, -1 damage) 25 Mithril (+60 gems, +3 damage, +6 orcslayer, +6 to nazgul) 40 Decorated (+50 gems) 50 Adamantite (+30 gems, +2 damage) 60 Runecarved (+35 gems, +1 accuracy) 70 Moonruned (+75 gems, +3 fire damage, +1 accuracy, +1 SP regen) 80 Dragonscale (+29 gems, +1 fire damage) - Tempered (+50 gems, +5 damage, +5% critical) Table F (6%) 10 Balin's (+25 gems, +1 damage, +4 orcslayer) 20 Elrond's (+25 gems, +1 to all primary stats) 30 Arwen's (+35 gems, +2 courage, +2 accuracy) 40 Theoden's (+65 gems, +3 courage, +20 HP) 50 Denethor's (+15 gems, +1 courage) 60 Trotter's (+28 gems, +10% critical) 70 Boromir's (+15 gems, +3 damage) 80 Eomer's (+12 gems, +2 damage, +3 accuracy) 90 Gloin's (+25 gems, +25 HP) - Isildur's (+50 gems, +20% critical) .-------. === | Torso | ===========================================================> '-------' Table A (39%) 20 Elven (+35 gems, +10% speed) 40 Dwarven (+28 gems, +2 melee armor) 70 Numenorean (+18 gems, +1 health) 80 Orc (-1 gems, -1 melee armor) 85 Goblin (-2 gems, -2 melee armor) 90 Goblin-man (-1 gems, -1 melee armor) 95 Easterling (+14 gems, +1 melee armor) - Dunlending (-1 gems, -1 melee armor) Table B (40%) 20 Cheap (-2 gems, -2 melee armor) 90 Fine (+25 gems, +1 melee armor) 95 Exquisite (+35 gems, +2 melee armor) - Ancient (+50 gems, +3 melee armor) Table C (21%) 5 Bronze (-2 gems, -2 melee armor) 15 Iron (-1 gems, -1 melee armor) 25 Mithril (+80 gems, +3 melee armor) 40 Decorated (+60 gems) 50 Adamantite (+40 gems, +2 melee armor) 60 Runecarved (+45 gems, +1 defense) 70 Moonruned (+80 gems, +1 defense, +3 missile armor, +1 SP regen) 80 Dragonscale (+40 gems, +10 melee armor) - Tempered (+54 gems, +2 melee armor, +1 missile armor) .-----------. === | Shoulders | =======================================================> '-----------' 10 Elven (+10 gems, +2 accuracy, +5% speed) 20 Numenorean (+5 gems, +1 strength) 27 Hobbit (+15 gems, +1 courage, +1 defense) 35 Traveller's (+11 gems, +1 health) 50 Wool (+5 gems, +1 melee armor) 70 Moqueshel (+10 gems, +1 courage) 83 Horsehair (-2 gems, -1 courage) 90 Organza (+20 gems, +2 courage) 99 Goldlace (+25 gems, +3 courage) - Smeagol's (+30 gems, +2 melee armor, +5 strength, -20% purity) .---------. === | Shields | =========================================================> '---------' 15 Spiked (+8 gems, +1 damage) 30 Rusted (+2 gems, -5% shield block, +1 damage) 35 Dark (+16 gems, +10% shield block, -15% purity) 45 Razor (+19 gems, +2 damage) 57 Ancient (+15 gems, +2 defense) 70 Dwarven (+18 gems, +2 strength) 73 Mithril (+30 gems, +10% shield block, +5 defense) 90 Iron (+10 gems, +5% shield block) - Orc (+4 gems, -5% shield block, +2 damage) .------. === | Feet | ============================================================> '------' Table A (49%) 10 Warrior's (+15 gems, +1 damage) 20 Ranger's (+10 gems, +10% speed) 30 Wizard's (+19 gems, +1 courage) 40 Woodsman's (+16 gems, +5% speed) 50 King's (+35 gems, +1 courage, +1 accuracy) 60 Peasant's (+15 gems, +1 courage) 70 Burglar's (+20 gems, +1 defense, +1 accuracy) 80 Crusader's (+22 gems, +2 damage) 90 Craftsman's (+9 gems, +1 accuracy) - Miner's (+10 gems, +2 health) Table B (51%) 40 Cheap (-1 gems, -1 defense) 70 Fine (+15 gems, +1 defense) 95 Exquisite (+25 gems, +2 defense) - Ancient (+30 gems, +1 melee armor) .------. === | Neck | ============================================================> '------' 6 Adamantite (+35 gems, +1 melee armor, +2 defense) 15 Silver (+12 gems, +1 courage) 20 Sparkling (+13 gems, +3 defense, +1 accuracy) 27 Copper (+5 gems, +1 strength) 33 Jeweled (+7 gems, +1 strength, +1 accuracy, +1 defense) 37 Glittering (+20 gems, +1 to all primary stats) 45 Emerald (+10 gems, +10 HP) 52 Diamond (+15 gems, +15 HP) 58 Mithril (+10 gems, +2 melee armor) 65 Ruby (+30 gems, +2 courage) 73 Gold (+35 gems, +2 courage, +1 strength) 80 Amethyst (+25 gems, +2 defense, +2 accuracy) 82 Ancient (+40 gems, +2 to all primary stats) 88 Sunstone (+70 gems, +5 melee armor, +1 HP regen) 93 Moonstone (+70 gems, +5 missile armor, +1 SP regen) 98 Dull (-2 gems, -1 courage) - Burning (-5 gems, -10 HP, +2 courage) .------. === | Head | ============================================================> '------' Table A (59%) 40 Cheap (-2 gems, -1 critical armor) 70 Fine (+20 gems, +1 critical armor) 95 Exquisite (+30 gems, +2 critical armor) - Ancient (+45 gems, +1 accuracy) Table B (41%) 15 Bronze (-2 gems, -1 melee armor, -1 critical armor) 30 Iron (-1 gems, -1 melee armor) 45 Mithril (+35 gems, +2 melee armor) 55 Decorated (+30 gems, +1 courage) 65 Adamantite (+15 gems, +1 melee armor) 75 Runecarved (+20 gems, +1 melee armor) 85 Moonruned (+30 gems, +1 missile armor, +1 SP regen) 95 Dragonscale (+10 gems, +2 critical armor) - Tempered (+10 gems, +1 defense) ############################################################################## ### ### Appendix: Suffix Enchantment Tables ### #########################################################################> Table A (64%) - Weapons 5 of Maiming (+31 gems, +5 damage) 10 of Slaying (+40 gems, +4 damage, +4 accuracy, +20% critical) 15 of Blinding (+17 gems, +45 stun time) 20 of Honor (+32 gems, +2 to all primary stats, +20% purity) 25 of Corruption (+50 gems, +5 to all primary stats, -30% purity) 30 of Vengeance (+26 gems, +8 damage reflect) 35 of Sickness (-2 gems, -5 health) 40 of Deftness (+11 gems, +10% experience) 45 of Skill (+52 gems, +20% experience) 50 of Vitality (+15 gems, +25 HP) 55 of Shadow (+21 gems, -8 defense, +1 SP/hit, -10% purity) 60 of Blood (+5 gems, +2 damage) 65 of Nature (+10 gems, +6 to wargs, +2 orcslayer) 70 of Sorrow (+9 gems, +3 damage) 75 of Elfsong (+22 gems, +2 damage, +4 courage) 80 of Purity (+15 gems, +3 strength, +2 courage) 85 of Aptitude (+25 gems, +8 accuracy) 90 of Trees (+19 gems, +8 to wargs, +4 orcslayer) 95 of Terror (+20 gems, +6 damage) - of Flame-dragons (+36 gems, +4 fire damage, +60 stun time) Table A (64%) - Torso 5 of Shadow (+27 gems, -5 defense, +2 SP/hit) 10 of Honor (+35 gems, +2 to all primary stats, +20% purity) 20 of Corruption (+49 gems, +8 to all primary stats, -30% purity) 30 of Vitality (+25 gems, +35 HP) 35 of Vengeance (+8 gems, +2 damage reflect) 45 of Flame (+30 gems, +5 flame armor) 55 of Frost (+31 gems, +5 flame armor) 65 of Brambles (+26 gems, +2 melee armor, +4 damage reflect) 75 of Deflection (+44 gems, +5 missile armor) 80 of Solidity (+34 gems, +5 melee armor) 90 of Rejuvenation (+51 gems, +3 HP/kill) 93 of Stealth (+33 gems, +12 defense) 96 of Haste (+20 gems, +20% speed) 97 of Imperator (+56 gems, +1 to all active skills) - of Wisdom (+58 gems, +1 to all passive skills) Table B (30%) 10 of Gondor (+40 gems, +4 courage) 17 of Minas Tirith (+30 gems, +15% purity) 24 of Isengard (+23 gems, +6 strength, +6 accuracy, -15% purity) 34 of Rohan (+24 gems, +8 accuracy, +5 to uruk-hai) 40 of Barad-dur (+36 gems, +9 accuracy, +8 orcslayer, +6 to nazgul, -40% purity) 47 of Lothlorien (+53 gems, +1 to all passive skills) 54 of Rivendell (+10 gems, +15% speed) 64 of Bree (+9 gems, +4 strength) 70 of Arnor (+45 gems, +5 courage) 79 of Khazad-dûm (+52 gems, +4 strength, +4 courage) 88 of Argonath (+56 gems, +8 courage) 96 of Orthanc (+32 gems, +4 defense, +4 health, -10% purity) - of Minas Morgul (+35 gems, +5 strength, +2 accuracy, -10% purity) Table C (6%) 5 of Sauron (+75 gems, +5 to all primary stats, -30% purity) 11 of Saruman (+40 gems, +5 courage, -20% purity) 20 of Lurtz (+29 gems, +4 strength, -10% purity) 45 of Greedy Dwarves (+22 gems, +2 gems) 55 of Morine (+53 gems, +3 to all primary stats, -10% purity) 65 of Ugluk (+33 gems, +6 health, -4 courage, -10% purity) 75 of Haldir (+45 gems, +3 courage, +4 accuracy) 95 of Strider (+48 gems, +3 strength, +3 accuracy) 100 of Durin (+53 gems, +4 strength, +5 health) 20300 "e" (+2207 gems, , , , +0 damage) - of Sauron (+75 gems, +5 to all primary stats, -30% purity) NB: This table is malformed and produces the "e" item glitch. Items with the "e" suffix will have a good selling price but no other discernable effect (equipping such an item does cause a few memory addresses to be changed, however as far as I can tell these locations in memory are otherwise unused). NB also: Because "e" has such an outrageously high index, the "of Sauron" suffix will never be generated by the game and would only be available through the use of a cheating device. ############################################################################## ### ### Appendix: External Links ### #########################################################################> > Contact Me on Gamefaqs https://gamefaqs.gamespot.com/community/lamb-duh > Zephyrmaster's Walkthrough https://gamefaqs.gamespot.com/ gba/561423-the-lord-of-the-rings-the-two-towers/faqs/20976 > Number's Weapons FAQ https://gamefaqs.gamespot.com/ gba/561423-the-lord-of-the-rings-the-two-towers/faqs/21051