__ __ _ _ _ _ __ __ _ | \/ (_) __ _| |__ | |_ __ _ _ __ __| | | \/ | __ _ __ _(_) ___ | |\/| | |/ _` | '_ \| __| / _` | '_ \ / _` | | |\/| |/ _` |/ _` | |/ __| | | | | | (_| | | | | |_ | (_| | | | | (_| | | | | | (_| | (_| | | (__ |_| |_|_|\__, |_| |_|\__| \__,_|_| |_|\__,_| |_| |_|\__,_|\__, |_|\___| |___/ |___/ _____ |___ | / / / / /_/ ---------------------------------------- - MIGHT & MAGIC 7: FOR BLOOD AND HONOR - - ITEM LIST - ---------------------------------------- Author: Sashanan Date: 26 September 2005 Version: 1.2 DISCLAIMER This document is a copyright of Peter "Sashanan" Butter, 2001-2005. All rights reserved. You are granted permission to make copies of this FAQ (electronical or physical) for your own, personal use. Furthermore, non-commercial, freely accessible websites are allowed to upload a copy of this FAQ as long as it is posted in its full, original form (including this disclaimer) and credited to Sashanan. You are not authorized to upload this FAQ on a commercial website and/or charge for its viewing, or make money off it in any other imaginable way, without my explicit written permission. Furthermore, you are not allowed to edit this guide in any way, use it as a basis for your own guide, or post it without giving proper credit. This is considered plagiarism. This FAQ is protected by international copyright laws and failure to comply with the terms in this disclaimer will result in legal prosecution. ================= TABLE OF CONTENTS ================= - About this FAQ - Weapon and armor tables - Item list - Revision history - Final words =============================================================================== ABOUT THIS FAQ =============================================================================== This FAQ was started on 3 September 2001. I had previously done a similar item guide for Might & Magic 6. While I had been planning to do the same for Might & Magic 7, I was unable to because Might & Magic 7 doesn't appreciate taskswitching. This made making screenshots of items very difficult indeed. Recently, however, I downloaded Hypersnap DX, a tool used to help in the making of screenshots, making this a viable project. (To anyone who's interested, Hypersnap DX has a shareware version that can be found at www.download.com.) The bulk of the FAQ is divided into two parts. First, I list all weapons and armor in tables. These tables are meant to help you find the statistics of a particular item quickly. The second part of the FAQ is a complete item list, which has other items besides weapons and armor, and includes descriptions of each item. Although the information given here is more complete, it's also harder to look up a particular item here. This guide will not help you much in completing Might & Magic 7 and is not intended as such. It is aimed at those people who are interested in what items are available, which ones they may have missed during play, or those who, like me, just enjoy browsing through lists like these. Whatever category you fall in, I hope you'll enjoy the FAQ! The ASCII art header of this FAQ was created with the help of Figlet (www.surfplaza.com/figlet). =============================================================================== WEAPONS AND ARMOR TABLES =============================================================================== Here I have sorted all listed weapons and armor in tables for easy reference. Artifacts are indicated with a * behind the item's name. Weapon Category Attack Damage Value =============================================================================== Crude Axe Axe +0 4-8 30 Battle Axe Axe +2 6-10 100 Dwarven Axe Axe +5 9-13 250 Broadsword Broadsword +0 3-12 100 Club Club +0 1-3 1 Spiked Club Club +3 4-6 40 Crossbow Crossbow +0 4-8 50 Heavy Crossbow Crossbow +3 7-11 200 Cutlass Cutlass +0 2-8 40 Dagger Dagger +0 2-4 8 Dwarven Dagger Dagger +2 4-6 100 Halberd Halberd +0 3-18 200 Weighted Halberd Halberd +4 7-22 400 Hammer Hammer +0 2-10 120 War Hammer Hammer +3 5-13 300 Crude Bow Longbow +0 5-10 100 Longbow Longbow +2 7-12 200 Long Dagger Long Dagger +0 2-6 15 Erathian Long Dagger Long Dagger +4 6-10 200 Crude Longsword Longsword +0 3-9 50 Elven Saber Longsword +3 6-12 200 Mace Mace +0 2-8 50 Spiked Mace Mace +2 4-10 150 Crude Spear Spear +0 1-9 15 Soldier's Spear Spear +1 2-10 50 Staff Staff +0 2-8 40 Poleax Two-handed axe +0 3-21 225 Warrior's Poleaxe Two-handed axe +3 6-24 450 Two-Handed Sword Two-handed sword +0 4-20 400 Armor Category Armor Rating Value =============================================================================== Leather Belt Belt +0 40 Leather Boots Boots +2 50 Steel Plated Boots Boots +6 ??? Chain Mail Chain +8 400 Steel Chain Mail Chain +12 600 Fine Chain Mail Chain +18 900 Leather Cloak Cloak +1 50 Huntsman's Cloak Cloak +3 150 Ranger's Cloak Cloak +5 250 Crown Crown +0 250 Noble Crown Crown +0 ??? Gauntlets Gauntlets +3 100 Steel Gauntlets Gauntlets +6 250 Silver Mesh Gauntlets Gauntlets +8 450 Dragon Hide Gauntlets Gauntlets +10 ??? Peasant Hat Hat +0 20 Traveller's Hat Hat +0 100 Fancy Hat Hat +0 200 Horned Helm Helm +2 60 Conscript's Helm Helm +6 260 Full Helm Helm +8 ??? Goblin Shield Large Shield +6 200 Leather Armor Leather +4 150 Studded Leather Leather +6 250 Plate Armor Plate +20 1000 Wooden Buckler Small Shield +4 100 Bronze Shield Small Shield +6 200 =============================================================================== ITEM LIST =============================================================================== This list will contain all items in the game, except for quest items. Weapons, armor and miscellaneous items are are listed, complete with descriptions. I've sorted all items by type. Within each category, I have sorted the items by value rather than alphabetically. For example, in the category Gauntlets, the basic Gauntlet comes first, followed by one that is slightly stronger (Steel Gauntlets), and so forth. Values are based on basic, non-enchanted items. Descriptions are directly from the game. Occasionally, you may find an "Editor's note". These are comments I added myself, usually correcting or elaborating on the information the game supplies about a particular item. If a value is said to be 'unverified', that means I have never found an unenchanted item of this type, so I could not determine the base value (although in some cases, I did my best guess based on the values of similar items). If an artifact's location is said to be unverified, that means I have only found that artifact once in that spot, so I can't be sure if it is always there (many artifacts turn up randomly). -------------------- - AMULET - -------------------- You can equip one amulet on every character. Normal amulets do nothing, but many are enchanted in one way or another. Those that aren't can still be sold for a good price. EYEBALL AMULET Value: 500 This strange amulet has a glass eye on the end of a cheap brass chain. A novelty, but probably not worth much. BRONZE AMULET Value: 750 A baroque bronze amulet with an ill define image stamped on the face. Cheap, and tasteless. (Editor's note: the first of many typos in the description of items ingame. "ill define" should be "ill defined".) DEATH'S HEAD PENDANT Value: 1250 Straight out of Deyja, this is just the sort of thing you would expect from Necromancers. The silver skull in the center is modeled from a real, shrunken skull, and the tiny rubies in the eyes glow in the dark. SUN AMULET Value: 1500 A glorious gold amulet with the ancient symbol of the sun in the center. The amulet is from Karigor, and the craftsmanship is flawless. -------------------- - AXES - -------------------- All one-handed axes fall into this category. They may be wielded by any character with the Axe skill. CRUDE AXE Attack: +0 Damage: 4d2 (4-8) Value: 30 This primitive axe is more like a simple tool than a weapon. BATTLE AXE Attack: +2 Damage: 4d2+2 (6-10) Value: 100 The flared edge of the blade is a common style used by low budget human armies and bandits. DWARVEN AXE Attack: +5 Damage: 4d2+5 (9-13) Value: 250 Typical Dwarven manufacture: Strong, practical, and plain. -------------------- - BELTS - -------------------- Every character can equip one belt. Normal belts do nothing, but they may carry enchantments. LEATHER BELT Value: 40 A peasant's belt. This one is made of poorly cured leather and rusting iron studs. -------------------- - BOOTS - -------------------- Every character can equip a pair of boots. Boots count as armor and add to the character's armor class. LEATHER BOOTS Armor: +2 Value: 50 These boots are made of soft leather for a more comfortable fit, but they offer little protection in combat. STEEL PLATED BOOTS Armor: +6 Value: unverified This pair of leather boots has been fitted with steel plates on the top of the foot and at the shin. -------------------- - BROADSWORDS - -------------------- Broadswords are one of the many kinds of swords that fall under the Sword category. Any character with Sword skill may wield these one-handed weapons. They tend to be the strongest of all one-handed sword types. BROADSWORD Attack: +0 Damage: 3d4 (3-12) Value: 100 A polished broadsword commonly used by all forces in Erathia. -------------------- - CHAIN MAIL - -------------------- Chain Mail can be worn by any character with the Chain skill. It is the 'medium class' armor of the game - stronger and heavier than leather, and weaker and lighter than plate. CHAIN MAIL Armor: +8 Value: 400 Chain mail is an armor formed of small, interlocking loops of metal. It looks like someone forgot to oil the rings, or maybe left it out in the rain because rust has begun to form in the armpits and under the collars. STEEL CHAIN MAIL Armor: +12 Value: 600 This suit of chain mail is made of steel and is actually lighter than similar suits made of plain iron. Thin rings were used in its construction, but the steel composition makes them very strong. FINE CHAIN MAIL Armor: +18 Value: 900 Very high quality steel is reinforced with studded leather to soften blows while minimizing weight. The leather portions are quite artistic and pleasing to the eye. -------------------- - CLOAKS - -------------------- Every character can equip a cloak. Cloaks add to the wearer's armor class. LEATHER CLOAK Armor: +1 Value: 50 A simple traveller's cloak. HUNTSMAN'S CLOAK Armor: +3 Value: 150 A huntsman's cloak colored green to make the wearer difficult to see in the forest. Not much to look at, but it serves its purpose. RANGER'S CLOAK Armor: +5 Value: 250 Woven from plant fibers found in the Tularean Forest, these cloaks are the traditional garb of the Elven Rangers. -------------------- - CLUBS - -------------------- Clubs are generally weak weapons that do not need any weapon skill. Any character can wield a club. However, this also means that there is no way to improve your skill with a club. (Note: Mace skill might count towards clubs as well, but I'm not sure about this. At any rate, you can use a club even without any Mace skill.) CLUB Attack: +0 Damage: 1d3 (1-3) Value: 1 A primitive weapon usable by even the stupidest of monsters. This club is constructed of Erathian oak. SPIKED CLUB Attack: +3 Damage: 1d3+3 (4-6) Value: 40 An improvement over the simple club, this spiked club will inflict nastier wounds. -------------------- - CROSSBOWS - -------------------- Crossbows are ranged weapons that can be used by any character with the Bow skill. They tend to be weaker than Longbows. CROSSBOW Shoot: +0 Damage: 4d2 (4-8) Value: 50 Although crossbows have many advantages - locking string catches, superior shot strength, easy to learn - they don't compare to the longbow when speed and range are critical. HEAVY CROSSBOW Shoot: +3 Damage: 4d2+3 (7-11) Value: 200 These crossbows were stockpiled by Archibald just prior to the Succession War for use against his brother. As with most decisions involving death, Archibald chose wisely. These crossbows are amongst the best in the land. -------------------- - CROWNS - -------------------- Crowns can be worn instead of Helms. They do not offer any armor class bonus, but are commonly enchanted. Especially the expensive crowns can carry powerful enchantments. Unenchanted crowns can still fetch a good price. CROWN Value: 250 This is a cheap crown of the sort that primitive goblins wear to mock human customs. The metal is bronze, and the gem is made of glass. NOBLE CROWN Value: unverified A fine, if somewhat ostentatious crown made with gold leaf and large, high quality amythests. It suits nobles of your station well. (Editor's note: at least they misspell amethyst consistently.) -------------------- - CUTLASSES - -------------------- Cutlasses count as Swords, and can be wielded by anyone with the Sword skill. They are, however, the weakest sword type. CUTLASS Attack: +0 Damage: 2d4 (2-8) Value: 40 The swept-back style of the cutlass helpsopponents underestimate the weapon's true reach. Many unexperienced swordsmen have lost their lives to this deceptive design. -------------------- - DAGGERS - -------------------- Daggers are weapons with little punch, but high speed. A skilled fighter can attack more often with a Dagger than a Sword or Axe, and as such, do similar damage over the same period of time. Daggers may be used by anyone with the Dagger skill, but are especially favoured by Thieves. DAGGER Attack: +0 Damage: 2d2 (2-4) Value: 8 A crude dagger found in the hands of thieves and ruffians everywhere. DWARVEN DAGGER Attack: +2 Damage: 2d2+2 (4-6) Value: 100 More like a short sword to a dwarf, this dagger is an excellent example of superior dwarven engineering and inferior artistic creativity. -------------------- - GAUNTLETS - -------------------- Gauntlets are protective metal gloves. Every character can equip one pair of these to boost their armor class, and take advantage of any enchantments. GAUNTLETS Armor: +3 Value: 100 Low quality iron gauntlets with cloth linings to prevent blisters. STEEL GAUNTLETS Armor: +6 Value: 250 This pair of gauntlets is made of steel and decorated with brass tracery along the outside of the palm and back of the hand. It is in good repair and well oiled. SILVER MESH GAUNTLETS Armor: +8 Value: 450 A marvelous achievement, these gauntlets were forged and woven by the Dwarves of Stone City. The offer both flexibility and strong protection. The only trouble is that the wearer's skin is sometimes caught in the mesh, leading to painful pinches. (Editor's note: another typo. 'The offer' should be 'They offer'.) DRAGON HIDE GAUNTLETS Armor: +10 Value: unverified A high quality gauntlet, it offers both flexibility and protection. The joints are reinforced, yet are 'soft' enough to permit nearly normal hand motion. -------------------- - GEMS - -------------------- Gemstones may sometimes be found in chests or on the bodies of certain monsters. They serve no purpose, and are purely intended to be sold. Editor's note: some sloppiness is apparent in the description of gemstones in-game, as 'magical' is misspelled as 'magial' in every one of them. BLUE QUARTZ Value: 250 A gemstone. It has no magial benefit, so you may as well sell it. TOPAZ Value: 500 A gemstone. It has no magial benefit, so you may as well sell it. ROSE CRYSTAL Value: 750 A gemstone. It has no magial benefit, so you may as well sell it. GREEN GARNET Value: 1250 A gemstone. It has no magial benefit, so you may as well sell it. SAPPHIRE Value: 1500 A gemstone. It has no magial benefit, so you may as well sell it. AMYTHEST Value: 1750 A gemstone. It has no magial benefit, so you may as well sell it. (Editor's note: Might & Magic 7 has a lot of spelling errors in its item descriptions, but this one takes the cake. The real name for this kind of gem is "Amethyst", yet the game refers to it as "Amythest".) RUBY Value: 2000 A gemstone. It has no magial benefit, so you may as well sell it. -------------------- - HALBERDS - -------------------- Halbers are the most powerful weapon type in the Spear category. It takes Spear skill to wield them. Axe skill, despite what some of the Halberds' descriptions imply, does not allow you to wield Halbers, nor does it increase their effectiveness in any way. HALBERD Attack: +0 Damage: 3d6 (3-18) Value: 200 Like all Halberds, this weapon is basically an axe with a very long haft. It's a versatile weapon - doubling as a spear when fighting room is tight, or a staff when personal defense is needed. This one is of ordinary worksmanship and materials. WEIGHTED HALBERD Attack: +4 Damage: 3d6+4 (7-22) Value: 400 The haft of this halberd has been cored, and filled with a lead rod. When the weapon is swung, the lead rod slides to the blade end of the halberd with a loud crack, adding force and weight tot he blow. -------------------- - HAMMERS - -------------------- Hammers are much like Maces, and can be wielded by anyone with the Mace skill. They are one-handed weapons, and although they tend to be a little slower than Maces, they typically cause more damage. HAMMER Attack: +0 Damage: 2d5 (2-10) Value: 120 A crude, tool-like weapon, this hammer includes a wrist chain to prevent it from dropping from your hand. WAR HAMMER Attack: +3 Damage: 2d5+3 (5-13) Value: 300 A step up in construction quality, these hammers are commonly wielded by humanoid monsters. Since everyone knows most monsters don't make weapons, the question 'from where are they getting them?' arises... -------------------- - HATS - -------------------- Hats are an alternative to Helms or Crowns. Like Crowns, they do not add to a character's armor class, but are often enchanted. However, the enchantments on Hats tend to be weaker than those found on Crowns. PEASANT HAT Value: 20 A common, cloth hat with a feather stuck in the band to add a dash of style. TRAVELLER'S HAT Value: 100 A simple hat meant tok eep sun and dust off a traveller's head. FANCY HAT Value: 200 The latest in fashion, this hat harkens back to more of a working class style. It isn't really the hat that's in style, it's the working man that young nobles are trying to emulate - who in turn seeks to emulate the nobleman... -------------------- - HELMS - -------------------- Helms are the only type of headgear that add directly to your armor class. In addition, they may be enchanted, though usually not as well as Crowns. Any character can wear a Helm. HORNED HELM Armor: +2 Value: 60 This cheap helm is better suited for a costume party than a battle. The horns have been glued onto a rigid leather cap dyed black to make it look scarier. The material is brittle and flaky, and will probably come apart at just the wrong time. CONSCRIPT'S HELM Armor: +6 Value: 260 The simple style and uniformity of these helms is meant to strike terror into the hearts of enemies when they see row upon row of bronze, spiked helms marching toward them. FULL HELM Armor: +8 Value: unverified This helm design has been used by the Elves of Erathia since before the Silence. It is composed of silver and steel and is very strong. -------------------- - LARGE SHIELDS - -------------------- Large Shields are, as the name implies, bigger than Small Shields. They add directly to a character's armor class, and tend to have higher armor bonuses than small shields. However, you pay a price for this: wielding a Large Shield slows your character down in combat. Only characters with the Shield skill may equip one, and only if they are using a one-handed weapon. GOBLIN SHIELD Armor: +6 Value: 200 A simple, old shield with crude markings on its face. Ugly, but practical. -------------------- - LEATHER ARMOR - -------------------- Leather armor is the weakest kind of armor, and tends to be less protective than chain or plate. Fortunately, it is also cheaper, and restricts your movements less. Any character with Leather skill may wear this armor. LEATHER ARMOR Armor: +4 Value: 150 Leather armor is the lightest and most easily worn armor, but it offers less protection that the heavier armors. The leather in this suit was improperly cured and still stinks of the chemicals used in its production. (Editor's note: "that the heavier armors" is a typo, it should be "than the heavier armors". This mistake is present even in the latest version of the game.) STUDDED LEATHER Armor: +6 Value: 250 This suit of leather armor is held together with bronze studs instead of leather straps. This construction makes it a bit stronger, but also a bit heavier. -------------------- - LONGBOW - -------------------- Longbows are ranged weapons usable by any character with the Bow skill. They tend to be more powerful than Crossbows. CRUDE BOW Shoot: +0 Damage: 5d2 (5-10) Value: 100 A simple longbow constructed of common materials and uninspired design. LONGBOW Shoot: +2 Damage: 5d2+2 (7-12) Value: 200 A higher quality long bow designed after the elven long bow, but without the elven skill. -------------------- - LONG DAGGER - -------------------- Long Daggers may be wielded by anyone with the Dagger skill, and are usually more powerful than standard Daggers. LONG DAGGER Attack: +0 Damage: 2d3 (2-6) Value: 15 The long dagger combines the extra reach of the sword with the stealth of the dagger. ERATHIAN LONG DAGGER Attack: +4 Damage: 2d3+4 (6-10) Value: 200 Really more of a short sword than a dagger, the narrow blade belies an unusual strength and a possibly enchanted edge. -------------------- - LONGSWORD - -------------------- Longswords are the main line of swords, doing more damage than Cutlasses but less than Broadswords. They may be wielded by anyone with the Sword skill, and are one-handed. Some longswords of Elven make are referred to as 'sabers' by the game, but they handle the same way longswords do. CRUDE LONGSWORD Attack: +0 Damage: 3d3 (3-9) Value: 50 Though notched and dented, this longsword is still an effective weapon. ELVEN SABER Attack: +3 Damage: 3d3+3 (6-12) Value: 200 A common elven weapon, this saber is a deadly, if unremarkable, weapon. -------------------- - MACE - -------------------- Maces are typically wielded by Clerics, whose faith prevents them from using edged weapons (although in Might & Magic 7, that does not seem to restrict bows). Any character with Mace skill can wield these weapons. They are not as powerful as Hammers, but are a little quicker. MACE Attack: +0 Damage: 2d4 (2-8) Value: 50 Barely more sophisticated than a normal club, the mace is slightly more effective and much more durable. SPIKED MACE Attack: +2 Damage: 2d4+2 (4-10) Value: 150 This weapon is designed to inflict good damage to both armored and unarmored opponents. -------------------- - PLATE ARMOR - -------------------- Plate armor is the best, most expensive and heaviest armor around. It can only be worn by characters with plate skill, which is available only to the Knight and the Paladin. Plate armor tends to boost your armor class significantly, but slows your character down as well. PLATE ARMOR Armor: +20 Value: 1000 Plate armor is the strongest armor available. It is much heavier than other suits of armor, and requires considerable practice to get used to wearing. This suit is made of iron, and the workmanship is unremarkable. -------------------- - POTIONS - -------------------- Potions can either be found, bought or made by a character with the Alchemy skill. The most basic Red, Blue and Yellow potions can be made by taking an herb of the appropriate color and using it together with an empty potion bottle. Any character, even those without the Alchemy skill, can do this. More complicated potion types are made by mixing potions. However, if two incompatible potions are mixed or the character doing it does not have enough Alchemy skill, the combination will explode, destroying both potions and damaging (possibly killing) the unfortunate would-be alchemist. The exact recipes for potion mixing are beyond the scope of this FAQ, but I've mentioned the ingredients for those potions for which I know them. Making a purple, green or orange potion requires basic Alchemy skill. Making a layered potion requires expert Alchemy skill. The power of a potion depends both on the Alchemy skill of the character who mixed it and the power of the potions/herbs used to mix it. For some potions, power has no effect on what it does, but their power still carries through if you mix another potion with them. AWAKEN (Green Potion) Value: 50 Recipe: mix a Yellow and a Blue potion for this one. Removes Sleep condition. BLESS (Layered Potion) Value: 150 Recipe: mix a Green and a Red potion for this one. Grants Bless (as the spell) for 30 minutes per point of potion strength. CATALYST (Grey Potion) Value: 1 Recipe: made directly with a grey reagent and an empty potion bottle. Catalysts are mixed with potions to modify the strength of the potion. The potion will take the strength of the catalyst you mix with it. Be careful not to mix a strong potion with a weak catalyst! (Editor's note: Any character, even those without Alchemy skill, can safely mix any potion with a catalyst. Drinking a catalyst will only poison the character.) CURE DISEASE (Orange Potion) Value: 50 Recipe: mix a Red and a Yellow potion for this one. Cures Disease. CURE INSANITY (Layered Potion) Value: 150 Recipe: Mix an Orange and a Green potion for this one. Cures Insanity. CURE POISON (Purple Potion) Value: 50 Recipe: mix a Blue and a Red potion for this one. Cures Poison. CURE WEAKNESS (Yellow Potion) Value: 5 Recipe: made directly with a yellow reagent and an empty potion bottle. Cures Weakness. CURE WOUNDS (Red Potion) Value: 5 Recipe: made directly with a red reagent and an empty potion bottle. Heals 10 plus the potion strength hit points. HARDEN ITEM (Layered Potion) Value: 150 Recipe: mix a Yellow and a Green potion for this one. HASTE (Layered Potion) Value: 150 Recipe: mix a Red and an Orange potion for this one. Grants Haste (as the spell) for 30 minutes per point of potion strength. HEROISM (Layered Potion) Value: 150 Recipe: mix a Red and a Purple potion for this one. Grants Heroism (as the spell) for 30 minutes per point of potion strength. MAGIC POTION (Blue Potion) Value: 5 Recipe: made directly with a blue reagent and an empty potion bottle. Restores 10 plus the potion strength spell points. PRESERVATION (Layered Potion) Value: 150 Recipe: mix an Orange and a Blue potion for this one. Grants Preservation (as the spell) for 30 minutes per point of potion strength. RECHARGE ITEM (Layered Potion) Value: 150 Recipe: Mix a Green and a Blue potion for this one. Grants Recharge Item (as the spell). The item permanently loses 70% - point of potion strength of its charges. (Editor's note: another typo, "point" should be "points".) STONESKIN (Layered Potion) Value: 150 Recipe: Mix a Yellow and an Orange potion for this one. Grants Stoneskin (as the spell) for 30 minutes per point of potion strength. WATER BREATHING (Layered Potion) Value: 150 Recipe: Mix a Yellow and a Purple Potion for this one. Prevents drowning damage. -------------------- - REAGENTS - -------------------- Reagents are used to mix potions. By picking up a reagent and rightclicking it over an empty potion bottle, a basic red, yellow or blue potion may be mixed. More complicated potion are made by mixing individual potions with each other, but wrong combinations will result in explosions which will cause damage to whoever was trying to mix them. The more powerful the potions were, the more damage the explosion does - trying to mix the most powerful potions in the game with each other will result in eradication! CRUSHED ROSE PETALS Power: 5 Value: 10 A magical reagent of unusual properties. Crushed rose petals can be used to make red potions. (To use, pick the herb up and right-click over an empty potion bottle.) FAE DUST Power: 5 Value: 10 A magical reagent of unusual properties. Fae dust can be used to make yellow potions. (To use, pick the herb up and right-click over an empty potion bottle.) METEORITE FRAGMENT Power: 5 Value: 10 A magical reagent of unusual properties. Meteorite fragment can be used to make blue potions. (To use, pick the herb up and right-click over an empty potion bottle.) (Editor's note: typo in this one, it should be "fragments".) MUSHROOM Power: 1 Value: 1 A magical reagent of unusual properties. Mushrooms can be used to make catalysts. (To use, pick the herb up and right-click over an empty potion bottle.) OBSIDIAN Power: 5 Value: 10 A magical reagent of unusual properties. Obsidian can be used to make catalysts. (To use, pick the herb up and right-click over an empty potion bottle.) PHIRNA ROOT Power: 1 Value: 1 A magical reagent of unusual properties. Phirna roots can be used to make blue potions. (To use, pick the herb up and right-click over an empty potion bottle.) POPPYSNAPS Power: 1 Value: 1 A magical reagent of unusual properties. Poppysnaps can be used to make yellow potions. (To use, pick the herb up and right-click over an empty potion bottle.) VIAL OF OOZE ENDOPLASM Power: 10 Value: 50 A magical reagent of unusual properties. Vials of ooze endoplasm can be used to make catalysts. (To use, pick the herb up and right-click over an empty potion bottle.) WIDOWSWEEP BERRIES Power: 1 Value: 1 A magical reagent of unusual properties. Poppysnaps can be used to make red potions. (To use, pick the herb up and right-click over an empty potion bottle.) -------------------- - RINGS - -------------------- Rings are the main carriers of enchantments in Might & Magic 7. Just about any enchantment may be placed on a ring, but the quality of the ring normally determines the quality of the enchantment. Any character may wear up to six rings, and the effects of any enchantments on them are cumulative. Unenchanted rings are typically worth a bit of coin in town, and you can fit a lot of them in your backpack. The most expensive rings are tough to identify, however. BRASS RING Value: 100 A tarnished brass ring. Polished up, you might be able to sell it for something...but don't expect much. PEARL RING Value: 300 A large, imperfect pearl adorns this otherwise unremarkable gold ring. -------------------- - SMALL SHIELDS - -------------------- Small Shields may be wielded by anyone with the Shield skill, assuming he/she has a free hand to spare. Although they do not boost your armor class as much as Large Shields would, they do not slow you down as much, either. WOODEN BUCKLER Armor: +4 Value: 100 A small wood buckler designed to protect against arrows without encumbering its wielder. The quality is amaturish, but it's in good condition and will serve its purpose. (Editor's note: "amateurish" is misspelled as "amaturish" in this item description.) BRONZE SHIELD Armor: +6 Value: 200 Bronze shields are lighter than iron shields of the same size, but aren't nearly as strong. -------------------- - SPEARS - -------------------- Spears are long range weapons. Although they cannot be thrown, you can still stab monsters with them just before they are in range for Sword, Axe, Mace or Dagger attacks. Spears can be wielded with either one or two hands (depending on whether you have a shield equipped). Wielding a spear with two hands boosts the damage done, adding 1d9 (1-9) to every hit. One major advantage of the Spear is that it works well underwater, which is significant in a certain scene late in the game. You need the Spear skill to wield a Spear. CRUDE SPEAR Attack: +0 Damage: 1d9 (1-9) / 2d9 (2-18) Value: 15 Though constructed with a head of sharpened rock lashed to a rough stick, this spear can cause serious damage. SOLDIER'S SPEAR Attack: +1 Damage: 1d9+1 (2-10) / 2d9+1 (3-19) Value: 50 Spears like this are found in all armies where their versatility as both pole and melee weapons are demonstrated regulary. (Editor's note: "regularly" is misspelled as "regulary" in this item description.) -------------------- - STAVES - -------------------- Staves are commonly wielded by Mages and Monks, but anyone with the Staff skill can use one. These weapons are two-handed and not very powerful. However, the Monk can turn it into a very deadly weapon with the right skills, and Mages have other means to dish out large chunks of damage. STAFF Attack: +0 Damage: 2d4 (2-8) Value: 40 The staff is the common weapon of the oppressed. -------------------- - TRIDENTS - -------------------- Tridents fall under the Spear skill, and can be wielded by anyone with that skill. They tend to do more damage than Spears, and are often a better choice. TRIDENT Attack: +0 Damage: 2d6 (2-12) Value: 100 A variant of the farmer's pitchfork, the trident had been used by spear fishermen since time began. Now it is the traditional weapon of sea-going warriors throughout the world. -------------------- - TWO-HANDED AXES - -------------------- Two-handed axes can be wielded by anyone with the Axe skill. Naturally, wielding one of these means there's no room for a shield. Two-handed axes are among the most powerful melee weapons in the game, but also very slow to swing. POLEAX Attack: +0 Damage: 3d7 (3-21) Value: 225 Ths style of long hafted axe has better reach and more power than the normal one-handed axe. WARRIOR'S POLEAXE Attack: +3 Damage: 3d7+3 (6-24) Value: 450 This poleaxe has a sharper blade equipped with all the latest in military technology: Blood grooves, whistle-holes, and a counterbalanced, smaller blade behind the haft for tricky, disembowling, backstrokes. (Editor's note: that should be "disemboweling" if I'm not mistaken. Pretty good item description though, eh?) -------------------- -TWO-HANDED SWORDS - -------------------- Two-handed swords are the only kind of sword that must be wielded with two hands. They do a lot of damage, although wielding two one-handed swords tends to be a better deal damagewise. TWO-HANDED SWORD Attack: +0 Damage: 4d5 (4-20) Value: 400 This simple two-handed sword with a leather grip is a common design in Erathia. -------------------- - WANDS - -------------------- Wands always contain a certain spell. Which spells they can cast depends on the type of wand. To use a wand, you equip it as if it were a weapon. With every attack, one charge is used and the appropriate spell is launched at the target. Once a wand is out of charges, it can no longer be used - however, you can still sell it. Wands tend to cast the spells that come from them at a high skill level, regardless of who wields them. Therefore, they are more powerful than they may look. Do not sell them off too quickly, but do not be afraid to use them, either. ALACORN WAND Spell level: Expert Value: 2000 Made from the hollowed out horn of a unicorn and capped with a spiked brass ball, wands like these are born of cruelty and evil. The enchantment it holds is useful; the only real question is whether you believe your cause justifies the use of an item so wickedly created. -------------------- - OTHER ITEMS - -------------------- These are all the items that do not fall into any other categories. This includes quest items, so be careful. This section may contain spoilers. ARCOMAGE DECK Value: 0 Location: Whitecliff Caves, Harmondale Quest Item: A deck of fancifully drawn cards used for a popular card game. (Editor's note: this item is part of an optional quest in Harmondale. Also, once you have found it, you can play Arcomage in any of the game's taverns.) BOOK OF LEARNING Value: 100 A spell book. To learn this spell, pick the book up and left-click over the picture of your character in the inventory screen. (Editor's note: spells can only be learned if you have the appropriate skill. For higher level spells, a certain degree of mastery is needed as well. Finally, a character cannot learn the same spell twice.) CONTESTANT'S SHIELD Armor: +7 Value: 300 Location: Dragon Cave, Emerald Island Quest item: Blood stains the back side of this battered shield. The owner must certainly have been killed while using it. (Editor's note: this item is part of an optional quest on Emerald Island.) FLOOR TILE (with moon insignia) Value: 0 Location: Abandoned Temple, Emerald Island Quest Item: This tile was apparently part of the library in a Temple of the Moon. (Editor's note: this item is needed to complete a plot critical quest. It can be found in a secret room in the Abandoned Temple on Emerald Island.) GOLD Value: varies A small pile of gold coins. (Editor's note: description varies with the size of the stack. Larger stacks might be descriped as 'large piles' or 'huge piles'. Piles of gold are only found in chests and lying on the ground - once taken, they are added to your party's gold total, not as an item to your inventory.) HORSESHOE Value: 0 This flawless horseshoe is made of silver. To use, pick the horseshoe up and right-click over a character's portrait. LETTER FROM NORBERT THRUSH TO LORD MARKHAM Value: 1600 Quest Item: A latter from Norbert Thrush to Lord Markham. Opening a sealed letter is in the poorest of taste, and would be frowned upon by both parties. LUTE Value: 0 Location: Emerald Island, carried by Bard in southern part of town This lute has been masterfully crafted and lovingly maintained. This instrument clearly belongs to a Bard. (Editor's note: this item is needed to complete a plot critical quest. It can be bought from the Bard, stolen by a thief, or collected from the Bard's body after killing her or having the Dragonflies kill her.) MESSAGE SCROLL Value: 0 A message scroll. To read this message, pick the scroll up and left-click over the character picture in the inventory screen. (Editor's note: You must actually hold down the left mouse button to read a scroll, as the text will disappear as soon as you release the mouse button. Message scrolls are not vital to any quests and may be discarded after you've read them.) POTION BOTTLE Value: 1 An empty potion bottle. (Editor's note: these can be used with any of the three basic herbs to create one of the three basic potion types. No Alchemy skill is needed for this.) RED APPLE Value: 0 Apples like these are produced by trees saturated by magic - usually in the elven lands of Avlee and the Tularean Forest, though not restricted to these areas. To use the apple, pick the apple up and left-click over the picture of your character in the inventory screen. (Editor's note: using an apple will add 1 to your food reserve. There is no reason to not use an apple right away when you find one, except if you are about to visit the Fairy King who will take away your entire food reserve in payment for one of your quests involving him. In that case having a few spare apples in your backpack can be a good idea.) SEASHELL Value: 0 Location: Emerald Island, northwestern shack, or bought at northeastern section of island Quest item: Seashells this large are only found on the beaches of Emerald Island. One of these might make a nice souvenir of your time here. (Editor's note: this item is needed to complete a plot critical quest. It can either be found in a chest or bought from one of the island's citizens for 100 gold.) SPELL SCROLL Value: varies A spell scroll. To cast this spell, pick the scroll up and left-click over the picture of your character in the inventory screen. (Editor's note: higher level spells result in more valuable scrolls. Spells cast from a scroll are counted as having a pretty high skill level, and are usually more powerful than those cast normally by your mages unless they are very skilled.) SIGNET RING Value: 0 Location: Bandit Caves, Erathia Quest Item: A highly stylized 'D' and 'P' intertwined by a snake with a crown above its head are engraved into the face of this ring. This must certainly be Davrick's. (Editor's note: this item is part of an optional quest received in Harmondale.) WEALTHY HAT Value: 0 Quest Item: This hat appears to belong to a more affluent member of society, the feather is genuine and the construction is solid. Unfortunately, it doesn't seem to fit. =============================================================================== REVISION HISTORY =============================================================================== The latest version of this FAQ can always be found at GameFAQs (www.gamefaqs.com). If you found this guide somewhere else and you are looking for an update, I recommend you check GameFAQs to see if a newer version exists than the one you have. v1.0: (5 Sep '01) First release of the FAQ, with 82 items listed. v1.1: (6 Sep '01) Updated with 29 new items, some of which fall in previously unlisted categories (Halberds, Two-handed swords, Wands). There are currently 111 items listed. v1.2: (26 Sep '05) Updated contact info. More items will be listed in future updates, however I cannot say when those will be. Considering the last content update was over four years ago... =============================================================================== FINAL WORDS =============================================================================== For questions, comments, suggestions, praise and criticism, please contact the author, Sashanan, at firstname.lastname@example.org. This e-mail address is for FAQ feedback only. Whatever you wish to share about this document or Gandalf the Sorcerer, chances are I'll want to hear it. Any serious mail will be answered. If you wish to do anything with this FAQ except for just reading it, check the Disclaimer section at the top of the FAQ to find out what you can and can't do. When in doubt, you can always mail me. This document is a copyright of Peter "Sashanan" Butter, 2001-2005. All rights reserved. Disclaimer at top of document.
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