Research: How-To Use the Charts

Room Log:

This new compact log is simple to use, once you encounter a specific combat in a room type, simply check it off or mark it with the initials of the map you found it in. Whatever works for you. I entered the type of pack I found and the trap type of each chest as a means to track them. There should be 9 chests per room and 5 packs. See loot for more details on chests and packs if desired.

Krondor Sector Maps:

I have tried to improve on these stick figure maps by adding additional map references, such as shops, or other notable items that will help you to orient yourself. They are not numbered sequentially any more but by room type so you can, at a glance, determine where you wish to fight your next encounter or find your next pack or chest. See the section on "Following a Spawn" on the loot page for details on how to keep your game moving along without the long intervals between empty rooms.

The aqua color squares represent the map obelisks, and the orange dots are the doors of the rooms you can enter where random combats can occur. Red dots represent shops or other notable references. 

One little interesting quirk I noted was that the lone room in the Palace area changed room types in Chapter 1. It begins as a Room Type 5 in Chapter 0 and turns into a room type 2 at the beginning of chapter 1.

Room Types

Unless you are really baffled by the little stick figure maps, I wouldn't advise printing this. Its blurry from screen shot editing, and they print out pretty dark. They are difficult to see, but at least you can make out which room was assigned what room type number. I just tagged the rooms with no particular idea in mind other than distinguishing them for this little research project. I did however number them with thought to their size. Room Type 1 (a small room with a bed and table), really limits your movement, on through to Room Type 6 (a warehouse type room) where you have the most mobility.