What do the fields in the "Area Info" parts in each regional section mean?
- 1 of 6: The "Perception" field shows the value you must have in at least one character's Perception skill in order to see hidden doors and traps. This field will range from 0 to 20, but that doesn't take expert, master, or grandmaster status into account. Since a level 7 master in Perception has an effective Perception of 21, then that's as far as you ever need to go with that skill.
- 2 of 6: "Lock Difficulty" refers to how hard it is to safely disarm the traps on treasure chests. It's also a 0 to 20 rating, so a level 7 master of the Disarm Trap skill can handle all of that (but note that some special black chests have a Lock Difficulty of 25, so be sure and train up a level 9 master in Disarm Trap eventually).
- 3 of 6: "Trap Deadliness" refers to about how much a chest trap will hurt if it goes off. It's a rating from 1 to 10, with 10 being the most deadly. (Don't forget that a high Perception skill and Luck stat will help reduce the damage.)
- 4 of 6: "Treasure Value" is a measure on a scale from 0 to 6 of the basic value of the treasures in the area. A 0 rating means basic items only, a 6 means supercool artifact gear, and 1-5 create a continuum of increasing quality between the two. (Note, though, that artifacts can only be gotten from black chests.)
- 5 of 6: The "Creatures" list is a list of all the basic types of monsters that are found in the area. Each basic type of monster has several subtypes (usually three) that are all similar, so expect to find the various kinds. For instance, an area listed as having Ghouls could have Ghasts, Ghouls, and Revenants.
- 6 of 6: The "Refill" field tells you how many days it takes for an area to regenerate its monsters and (usually) its treasure chests. Other things (shop inventories, etc.) often regenerate on a different cycle, or sometimes not at all. Also note that an area doesn't regenerate while you're in it even if its cycle is up; you have to leave and reenter.
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