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    FAQ/Walkthrough by DG Dobrev

    Version: 1.0 | Updated: 12/28/01 | Search Guide | Bookmark Guide

    The Complete Guide to Might and Magic VI
    
    _______________________________
    |Author: DG Dobrev            |
    |e-mail: iron_feather@mail.bg |
    |Date: 28th December 2001     |
    |Version: 1.0                 |
    |_____________________________|
    
    This FAQ came to life with the kind help of these great people:
    1. Degenerate4Life
    2. Sashanan
    3. GriffonRider
    
    ----------------
    COPYRIGHT NOTICE
    ----------------
    
    1. What you can do with this guide:
    - Make a copy for pesonal use
    
    2. WHAT YOU CANNOT DO!
    - Sell this FAQ for money.
    - Post it on your website without my permision.
    - Use parts of this FAQ as your own.
    - Plagiarize this FAQ in any imaginable way.
    
    3. FOR ANY COMMENTS, additions, questions about the game etc. regarding this FAQ feel
    free to e-mail me. My personal mailbox is:
    
    iron_feather@mail.bg
    
    -----------------
    Table of Contents
    -----------------
    
    - Copyright notice
    
    - Foreword
    1. Forming the Party.
    2. Character's statistics, factors, primary and seconrdary skills.
       2.1. Primary Statistics.
       2.2. Factors.
       2.3. Weapon skills.
       2.4. Magic skills.
       2.5. Armor.
       2.6. Miscellaneous skills
    3. The obelisk puzzle.
    4. Promotion quests.
       4.1. Knight
       4.2. Paladin.
       4.3. Archer.
       4.4. Sorcerer.
       4.5. Cleric.
       4.6. Druid.
    5. The quests of the six lords.
    6. Oracle missions.
    7. Artifacts and relics in the game.
    8. Simple weapons and gear in the game.
    9. Solving the side quests.
    10. Town descriptions and teache locations.
    11. Hints, tips, secrets and advices.
    12. Spell descriptions.
    13. Special thanks.
    14. Are you planning to make another version?
    
    
    
    Foreword
    
    Having cheated Death during the Night of Shooting Stars, you find yourself as far
    from your village of Sweet Water, as old Fallagar's magic could take you...
    Three years have passed, while Fallagar imparted what knowledge he could, to train
    you in your chosen professions.
    But the time came at last, when he could teach you no more, and you have ventured into
    the world to seeks your fame and fortune.
    Now, a world away from your lost home, you have stumbled across evidence for a terrible
    conspiracy, involving a new religious cult.
    Five letters from King Roland to his wife Catherine and a letter from King of the Devils
    to a wicked traitor named Sulman have turned up in an abandoned goblin camp.
    Your faith seems inextricably bound to these letters and that awful Night and your role
    in the events to come may be larger than anyone could imagine!
    The tools you have is but a small sum of gold, your wits and a lot of potential.
    The roads ahead are infinite and all the choices are yours to make - so choose wisely!
    
    
    Good luck!
    
    
    
    
    
    Might and Magic VI is not a game to be played once and then thrown away. You'll need a lot
    of patience, wits, logic thinking, to solve all the secrets. This game is a
    pure RPG with some sci-fi in it - I'm speaking about the hi-tech buildings (the Hive and
    The Control Center) and the Blasters. But don't think that this makes the game worse!
    
    
    1. Forming the Party
    
    To form a party, you'll need to choose four of the six classes available in this game.
    These classes are:
    
    Knight - The Knight is the only character in the game, which can't cast spells and possess
    no magical abilities. But that's not that bad - it allows him to advance in other areas of
    skill - like in Disarm Trap (you won't do well without this skill!), Perception (you'll need
    this skill no matter what you think of it!), etc. He is extremely skilled in combat, great
    addition to every type of party. Just give him two weapons (preferably Sword and Spear),
    good armor and a bow, and he'll become the ultimate fighting machine in Might and Magic VI!
    His first promotion is to Cavalier, and later on, he becomes a Champion.
    When starting the game, give him more points on Might, Endurance, Accuracy and Speed. I propose
    to give him the next values: Might: 20, Intellect: 5, Personality: 5, Endurance: 20,
    Accuracy: 13, Speed: 13. Choose Bow and Shield or Bow and Disarm Trap as additional two skills.
    
    
    ***
    Knight
    The Knight class is the workhorse fighting class.  Knights start with the largest selection
    of weapons and armor, and may ultimately use any type of weapon or armor.  Being the toughest
    warriors of the classes, Knights begin with the greatest number of hit points and get the most
    number of hit points when they advance in level.  Knights can be promoted to Cavalier status
    with a two hit point per level gain, and then to Champion status with another two hit point
    per level gain.  Knights may never learn spells, nor may they ever learn (or need) the
    Meditation skill.
    
    Cavalier
    The Cavalier class is the first promotion of the Knight.  Cavaliers may use any type of weapon
    or armor, but they may not learn spells.  Cavaliers enjoy the benefit of an extra two hit
    points per level, and can be promoted once more to Champion status with another two hit point
    per level gain.
    
    Champion
    The Champion class is the second and last promotion of the Knight.  Champions may use any type
    of weapon or armor, but they may not learn spells.  Champions enjoy the benefit of an extra
    four hit points per level.
    -By Degenerate4Life-
    
    
    Paladin - The Paladin is much like the Knight, but he has certain spell power. He is able to
    learn the Magic of Spirit, Mind, and Body and thus to act as a backup healer.  The Paladin is
    able to learn all weapon skills and I believe some would use him than the Knight. You should
    concentrate on fighting and healing abilities and leave someone else do the dirty work. He is
    supposed to be the backup healer and a good fighter, right? However, the drawback of the
    Paladin is that he has less Hit Points than the Knight, and not that much spell points - this
    means that he won't be able to cast a lot of spells. His first promotion is to Crusader and
    the second promotion is to Hero.
    When starting the game, you should give him more points on Might, Endurance, Speed and Accuracy.
    If you want add a point or two on Personality to raise his SP, but they are not that much when
    beginning the game. So, that's what I'll give to my Paladin: Might: 20, Intellect: 5,
    Personality: 12, Endurance: 15, Accuracy: 13, Speed: 13, Luck: 9.
    For the next two skills, I always choose Chain and Shield, and buy the bow skill as soon as I
    can.
    
    
    
    ***
    Paladin
    A cross between Knight and Cleric, Paladins perform both roles well, but not as well as the
    more focused classes they borrow from.  Like Knights, Paladins can learn to use any type of
    weapon or armor, although they don't have as many choices to begin with.  Paladins also begin
    with the Spirit realm of magic, and can also learn to use the Clerical Mind and Body realms.
    They cannot, however, learn to use the greater realms of Light and Dark, nor any of the
    Elemental realms.  Paladins that are true to their cause may be promoted to Crusader (gaining
    one hit point and spell point per level) and ultimately to Hero (gaining another hit point and
    spell point per level).  Paladins may learn all of the secondary skills.
    
    Crusader
    Crusader is the first Paladin promotion.  Crusaders can learn to use any type of weapon or
    armor, and they can learn the Clerical magics of Spirit, Mind, and Body.  Crusaders enjoy the
    benefit of an extra hit point and spell point per level, and can be promoted to Heroes,
    gaining an additional hit point and spell point per level.
    
    Hero
    Hero is the second and last Paladin promotion.  Heroes can learn to use any type of weapon or
    armor, and they can learn the Clerical magics of Spirit, Mind, and Body.  Heroes enjoy the
    benefit of an extra two hit points and spell points per level.
    -By Degenerate4Life-
    
    
    Cleric - This is one of the most important characters in the game. Large amounts of spell
    points and hit points for the spell caster classes, he can master all the Clerical spells
    and the powerful spells - Light and Dark. However, he is a little underpowered, and should
    have good armor (chain mail) and a good shield. Don't worry about his fighting skills - he'll
    become a good fighter after you give him a blaster. His first promotion is to Priest, and
    later, he becomes a High Priest.
    The stats he should have at the beginning, assuming he won't be a fighter, but a spell caster:
    Might: 5, Intellect: 7, Personality: 20, Endurance: 14, Accuracy: 13, Speed: 12, Luck 7.
    The other two skills he should learn are the Mind and Spirit magic, because learning spells is
    expensive. You'll waste less money on other skills.
    
    
    ***
    Cleric
    Clerics in Enroth are adventuring, spell casting holy men.  A Cleric is a mediocre fighter but
    an excellent spell caster, with spells concentrating on healing and defensive themes.  Clerics
    and Sorcerers are the only two classes that can learn from the Mirrored Path of the Light and
    the Dark, and the awesome spells these realms of magic offer.  They are, unfortunately, rather
    limited in their weapons, with mace, staff, and bow being their only choices.  Armor is a
    little better with plate being the only kind forbidden them, and they have no restrictions on
    secondary skills.  With much diligence and study, Clerics can be promoted to Priest
    (gaining one hit point and spell point per level) and eventually to High Priest (gaining a
    nother hit point and spell point).
    
    Priest
    Priest is the first Cleric Promotion.  Priests can learn spells from the schools of Spirit,
    Mind, Body, Light, and Dark.  They are, unfortunately, rather limited in their weapons, with
    mace, staff, and bow being their only choices.  Armor is a little better with plate being the
    only kind forbidden them, and they have no restrictions on secondary skills.  They enjoy the
    benefit of an extra hit point and spell point per level, and can be promoted to High Priest
    to gain another hit point and spell point per level.
    
    High Priest
    High Priest is the second and last Cleric Promotion.  High Priests can learn spells from the
    schools of Spirit, Mind, Body, Light, and Dark.  They are, unfortunately, rather limited in
    their weapons, with mace, staff, and bow being their only choices.  Armor is a little better
    with plate being the only kind forbidden them, and they have no restrictions on secondary
    skills.  High Priests enjoy the benefit of an extra two hit points and spell points per level.
    -By Degenerate4Life-
    
    
    Archer - The Archer is the Knight/Sorcerer. He is a good fight are can learn to cast spells.
    He is a good addition to every party, for he can shoot enemies from afar. Speaking about
    weapons, you should give him something two-handed, for he can't use a shield. This means
    either two swords, a Two-Handed Axe or a Spear-Halberd-Trident. As for the magic, he can
    attain masteries in all four elemental classes, but he is much like the Paladin - with much
    HP and less SP, so, he won't be able to cast powerful spells lots of times. He is first
    promoted to Battle Mage, and later on, to Warrior Mage.
    The stats that an Archer should have, assuming he'll be your fighter and marksman are:
    Might: 15, Intellect: 12, Personality: 5, Endurance: 15, Accuracy: 18, Speed: 14, Luck: 9.
    The other two skills that he should learn are: Axe/Spear and Fire Magic.
    
    ***
    Archer
    Like Paladins, the Archer is a hybrid of the Knight and Sorcerer classes.  Archers may learn
    to use any type of weapon (specializing in the bow, of course) but they may never learn the
    shield or plate armor skills.  They are compensated by beginning with the Air realm of magic
    and may eventually learn to use the rest of the Elemental realms.  The greater realms of Light
    and Dark are, however, beyond their grasp.  Archers can be promoted to Battle Mage (gaining one
    hit point and one spell point per level) and eventually may become Warrior Mages (gaining
    another hit point and spell point per level).  All of the secondary skills are open to the
    Archer.
    
    Battle Mage
    Battle Mage is the first Archer promotion.  Battle Mages may learn to use any type of weapon,
    but they may never learn the shield or plate armor skills.  They may also learn the four
    elemental schools of magic of the Sorcerer.  Battle Mages enjoy the benefit of an extra hit
    point and spell point per level, and may be promoted to Warrior Mage, gaining another hit point
    and spell point per level.
    
    Warrior Mage
    Warrior Mage is the second and last Archer promotion.  Warrior Mages may learn to use any type
    of weapon, but they may never learn the shield or plate armor skills.  They may also learn
    the four elemental schools of magic of the Sorcerer.  Warrior Mages enjoy the benefit of an
    extra two hit points and spell points per level.
    -By Degenerate4Life-
    
    
    Druid - the Druids are protectors of the forest and every living thing. They are able to learn
    all elemental and Clerical classes of spells, but are unable to reach the powerful Light and
    Dark magic. They are better fighters than the Sorcerers and are allowed to carry a shield and
    a mace. If you are intended to use a Druid, concentrate on his magical abilities and spend all
    his points there. After you have achieved mastery in all realms of magic, go for the expert
    mace and master Leather armor. After that, save points for the blaster skill. He is first
    promoted to Greater Druid, and after that, to Arch Druid.
    The Druids' spell points depend on both intellect and personality, so you should increase
    these stats most of all. I propose the next stat points distribution: Might: 5, Intellect: 20,
    Personality: 20, Endurance: 14, Accuracy: 5, Speed: 14, Luck: 9.
    You should also learn Body and Water magic as two additional skills.
    
    
    ***
    Druid
    Druids are a hybrid of the Sorcerer and Cleric classes.  They make poor fighters (better only
    than the lowly Sorcerer) and have relatively few hit points.  On the plus side, Druids can use
    both Sorcerer and Clerical magic.  Druids may not learn Light and Dark magic, and they can
    only use the staff, dagger, and bow as weapons while wearing only leather and shield as armor.  All
    secondary skills are open to the Druid, and as an added bonus Druids may begin the game with the
    Learning skill.  Druids can be promoted to Great Druid (gaining one hit point and one spell point
    per level) and eventually to Arch Druid (gaining another spell point and hit point per level).
    
    Great Druid
    Great Druids are the first Druid promotion.  They have access to both the Sorcerer's four
    elemental magics, and the Cleric's schools of Spirit, Mind, and Body magic.  They may not,
    however, learn to use Light or Dark magic, and they can only use the staff, dagger, and bow
    as weapons.  Great Druids are also restricted to leather and shield as armor.  Great Druids
    enjoy the benefit of an extra hit point and spell point per level, and may be promoted to
    Arch Druid, gaining another hit point and spell point per level.
    
    Arch Druid
    Arch Druids are the second and last Druid promotion.  They have access to both the Sorcerer's
    four elemental magics, and the Cleric's schools of Spirit, Mind, and Body magic.  They may not,
    however, learn to use Light or Dark magic, and they can only use the staff, dagger, and bow as
    weapons.  Arch Druids are also restricted to leather and shield as armor.  Arch Druids enjoy
    the benefit of an extra two hit points and spell points per level.
    -By Degenerate4Life-
    
    
    Sorcerer - This character class is necessary, no matter what happens! He is the weakest in body,
    but the strongest in mind... And can cast the most devastating spells without getting low on spell
    points too quickly. Give him a dagger in both hands, make him master in leather and then spend all
    the rest of your skill points on Meditation and the spell skills. The problem is the lowest amount
    if hit points... He will often go unconscious, maybe even die! Look after him very, very carefully.
    At the beginning, he should have the following stats: Might: 5, Intellect: 25, Personality: 7,
    Endurance: 17, Accuracy: 5, Speed: 16, Luck: 9.He should also learn Air and Water Magic.
    
    
    ***
    Sorcerer
    Students of the realm of Elemental magic, Sorcerers concentrate on offensive and utilitarian magic.
    Sorcerers are downright rotten fighters barely able to learn to use the dagger, the staff, and the
    bow effectively.  They are forbidden any kind of armor or shield and have the lowest hit points of
    all the classes.  With that aside, Sorcerers can wield mighty offensive spells and have access to
    the Mirrored Path of the Light and the Dark, from which come the best spells in the lands.  After
    plenty of spell casting experience, Sorcerers can be promoted to Wizard (gaining one hit point and
    one spell point per level) and then to Arch Mage (gaining another hit point and spell point).  No
    secondary skills are forbidden Sorcerers.
    
    Wizard
    Wizards are the first Sorcerer promotion.  They are downright rotten fighters, barely able to learn
    to use the dagger, staff, and bow effectively.  They cannot use armor better than leather or a
    shield
    and have the lowest hit points of all the classes.  With that aside, Wizards have access to the
    elemental
    spells and Light and Dark magic.  Wizards enjoy the benefit of an extra hit point and extra spell
    point
    per level, and they can be promoted to Arch Mage, gaining another hit point and spell point per
    level.
    
    Arch Mage
    Arch Mages are the second and last Sorcerer promotion.  They are downright rotten fighters, barely
    able
    to learn to use the dagger, staff, and bow effectively.  They cannot use armor better than leather
    or a
    shield and have the lowest hit points of all the classes.  With that aside, Arch Mages have access
    to
    the elemental spells and Light and Dark magic.  Arch Mages enjoy the benefit of an extra two hit
    points
    and spell points per level.
    -By Degenerate4Life-
    
    
    I believe this should be enough for a short info about all the characters and will help you to
    choose your
    starting party. On my opinion, groups like: Knight-Archer-Cleric-Sorcerer or Knight-Paladin-Cleric-
    Sorcerer
    and the best-balanced parties in Might and Magic VI. But... I personally, prefer parties with lots
    of magic
    in their blood: like Cleric-Sorcerer-Sorcerer-Sorcerer. It's extremely difficult till you make this
    group
    endure for awhile longer in the beginning... But as soon as you get to higher level, you'll see,
    that this
    group is unbeatable.
    
    Some tips:
    1. Every member of your party should have skills for close combat and shooting, just as the required
    weapons
    or spells for that. Every character is able to use the following weapons in the game:
    Knight - ALL WEAPONS
    Paladin - ALL WEAPONS
    Archer - ALL WEAPONS
    Cleric - Mace, Staff, Dagger
    Druid - Mace, Staff, Dagger
    Sorcerer - Staff, Dagger
    2. Every member of your party should attain expertise or mastery in their available armor skills.
    You should
    know, that certain classes can't learn to use some armor skills:
    Knight: ALL ARMOR
    Paladin: ALL ARMOR
    Archer: Leather Armor, Chain Mail
    Cleric: Leather Armor, Chain Mail, Shield
    Druid: Leather Armor, Shield
    Sorcerer: Leather armor
    
    2. Character's statistics, factors, primary and secondary skills.
    
    2.1. Primary statistics.
    
    The primary stats are the Might, the Personality, etc. The factors are the damage that your party
    member inflicts
    with a hand weapon or a bow, and also, his condition. We'll go through this now.
    Might - this stat represents the strength of your character. The higher that value is, the higher
    will be the amount
    of damage inflicted in combat.
    Intellect - represents the ability of your character to perceive the surrounding world. Sorcerer's,
    Archer's and
    Druid's spell points depend on this skill.
    Personality - this skill represents the willpower of your character and his personal charm. Cleric's,
    Druid's and
    Paladin's spell points depend on their personality.
    Endurance - this skill represents the physical might and toughness of your character. This skill
    reflects on the
    amount of hit points of your character.
    Accuracy - this is the skill that represents how accurate is your character with his weapon. Higher
    values of this
    skill will allow your character to hit more accurate and quickly in combat.
    Speed - represents the quickness of your character. This skill increases your character's armor
    class and reduces
    the recovery time after an attack.
    Luck - I don't think this stat needs description...
    Resistances - their work is to lower the amount of damage your character will receive after hit with
    certain spell.
    Be aware, that some points on a resistance won't make your character immune to this spell class
    (fire, air, etc.).
    
    2.2. Factors.
    
    Hit points - this is a counter, which shows how much damage your character will endure, before going
    unconscious or
    dead. You can replenish your character's HP after 8 hours of uninterrupted rest or paying for
    healing in a temple.
    Spell points - another counter, which shows how much spells you character may cast. This counter may
    not go below
    zero. When your character gets low on spell points, he won't be able to cast certain spells, until
    his Spell points
    are replenished. This happens with 8 hours of uninterrupted rest or by paying in a temple for
    healing.
    Armor Class - this stat shows how difficult will it be for your opponent to hit your character with
    arrow or a hand weapon. The more there points are, the better is the chance to evade damage from an
    attack.
    Condition - shows the current condition of your character. The default condition is good, and all
    other conditions
    should be cured as soon as possible! They can affect greatly your character's ability to hit, endure
    and cast spells
    (for instance, if your character is insane and you sleep to heal, when he wakes up, he won't have
    any spell points,
    unless you have something to regenerate Mana over time).
    Quick Spell - this shows which spell your character has prepared to cast when needed. Just press "S"
    button to cast
    this ready spell.
    Age - shows how old your character is. It can be changed by magic and the older your character is,
    the weaker he'll become.
    Level - shows the development of your character. Every level advancement adds more Hit points and
    Spell points to
    his amounts.
    Experience - this is an indicator for your character's experience. When this indicator is green, you
    are able to
    train to the next level. If it's white, you may click on it - it will show you how much experience
    you need to
    advance to the next level.
    Attack Bonus - a complex factor of skills, stats, etc. that show your character's chance to hit the
    enemy with
    his wielded weapon. Attack damage - this field shows the damage your character will inflict with a
    successful hit.
    Shoot - a complex factor that shows the chance your character has to hit successfully his enemy with
    the equipped bow.
    Shoot damage - shows the damage inflicted with every successful attack.
    
    2.3. Weapon skills.
    
    Sword - this skill covers all the weapons, longer than a dagger.
    Basic: Skill adds to attack bonus
    Expert: reduces recovery time
    Master: May use a sword in the left hand
    Staff - two-handed weapons, good enough for both attack and defense.
    Basic: Skill ads to attack bonus
    Expert: Skill adds to armor class
    Master: chance to stun equal to skill
    Dagger - this type of weapons can't inflict large amounts of damage, but are very fast and your
    character may be
    able to hit twice in one round.
    Basic: skill adds to attack bonus
    Expert: allowed to use dagger in left hand
    Master: chance to inflict triple damage equal to skill
    Axe - often all axes are slow, but do inflict lots of damage.
    Basic: skill adds to attack bonus
    Expert: skill reduces recovery time
    Master: skill adds to damage
    Spear - this skill covers all weapons of the spear type, like spear, halberd and trident. They can
    be wielded in one or both hands, but work better two-handed.
    Basic: skill adds to attack bonus
    Expert: skill adds to armor class
    Master: skill adds to damage
    Bow - this skill covers all shooting weapons, except blasters!
    Basic: skill added to shoot bonus
    Expert: skill reduces recovery time
    Master: bow fire two arrows each attack
    Mace - this skill covers all weapons from club to mace.
    Basic: skill adds to attack bonus
    Expert: skill adds to damage
    Master: chance to stun equal to skill
    Blaster - This is a weapon made before the Silence. Be sure. That it will deal death faster than any
    other weapon you've ever seen!
    Basic: skill adds to attack bonus
    Expert: double effect
    Master: Triple effect
    
    2.4. Magic Skills.
    
    First, I should say that all spells' power depends on the level, which your character has attained -
    basic,
    expertise, and mastery. That's why I will only describe a brief outline of the spell classes.
    Fire - is a source of attack spells and spells, afflicting the speed of your characters.
    Air - mainly defensive and informative and includes all spells connected with the light.
    Water - both defensive and offensive, this spell class is concentrated on moving the objects.
    Earth - mainly defensive. The spells are used to strengthen your characters.
    Spirit - concentrates on the type of magic that includes life and death. You'll be able to raise
    dead bodies,
    and resurrect your party members.
    Mind - offensive and informative spell class.
    Body - includes the spells, connected with the healing and removing harmful effects on your
    characters.
    Light - is one of the most powerful magic types. Mainly defensive.
    Dark - is extremely offensive and includes the most devastating spells in all Enroth.
    
    2.5. Armor.
    
    Leather Armor - the lightest suit of armor that your character may wield, but gives the least
    protection. The
    good thing is that leather Armor slows the least you character and thus reduces the recovery time.
    Basic: skill adds to armor class
    Expert: reduces recovery time
    Master: Recovery penalty eliminated
    Chain Mail - armor of average weight. They offer more defense and protection than the Leather Armor,
    but slows
    you character a lot.
    Basic: skill adds to armor class
    Expert: reduces recovery time
    Master: Recovery penalty eliminated
    Plate Mail Armor - offers great defense and protection, but really, really slows down your character.
    Basic: skill adds to armor class
    Expert: reduces recovery time
    Master: Recovery penalty eliminated
    Shield - this skill directly increases your armor class.
    Basic: skill adds to armor class
    Expert: skill adds to AC (double effect)
    Master: skill adds to AC (triple effect)
    
    2.6. Miscellaneous skills.
    
    Identify Item - allows you gain some insights about certain items during the game. The higher this
    skill is, the
    better your character will identify items. Master is able to identify the strongest item - like
    artifacts and relics.
    Basic: More points increase the chance of identifying an item
    Expert: Double effect of skill
    Master: Triple effect of skill
    Merchant - helps in buying and selling stuff, making the prices better for you.
    Basic: makes prices in shops better for you and your party
    Expert: Double effect of skill
    Master: Triple effect of skill
    Repair Item - allows you characters to repair broken equipment if their skill is high enough. The
    better they are
    in repairing items, the better broken items (even artifacts or relics) they'll be able to repair.
    Basic: more skill points allows the repairing of better items
    Expert: Double effect of skill
    Master: Triple effect of skill
    Body Building - this skill adds directly Hit points to your character's HP totals. The points of
    skill multiply
    with the class bonus (4 for a knight, 1 for a Sorcerer) and the sum is added to the HP value.
    Basic: Skill adds to Hit points
    Expert: Double effect of skill
    Master: Triple effect of skill
    Meditation - skill adds directly Spell points to your character's SP totals - 4 for a Sorcerer, 0
    for a Knight.
    Basic: skill adds to Spell points
    Expert: Double effect of skill
    Master: Triple effect of skill
    Perception - increases your character's chance to evade damage from blowing chests and noticing
    hidden traps and
    doors. THIS SKILL IS NECESSARY AT LEAST TO EXPERT LEVEL for one character.
    Basic: skill increases chance of finding hidden doors, treasure and evading damage from traps
    Expert: Double effect of skill
    Master: Triple effect of skill
    Diplomacy - helps to decrease the bad effect on your reputation while bribing, begging and
    threatening NPC's.
    Basic: Skill decreases chance of lowering the reputaion while begging, bribing and threatening NPC's.
    Expert: Double effect of skill
    Master: Triple effect of skill
    Disarm Trap - this skill helps opening a chest without taking damage if it is booby-trapped.
    Basic: Better chance of opening chests without taking damage
    Expert: Double effect of skill
    Master: Triple effect of skill
    
    3. The Obelisk Puzzle.
    
    If you successfully read all obelisks, you'll be able to find the Captain's Treasure. Te obelisks
    are in 15
    different areas in Enroth and have numbers from1 to 15:
    1. Sweet Water (near the big lake)
    2. Paradise Valley (after the Temple of Baa)
    3. Hermit's Isle (near the oasis)
    4. Kriegspire (NE corner of map)
    5. Blackshire (in the sands)
    6. Dragonsand (near the shrine of the Gods)
    7. White Cap (behind Castle Stromgard)
    8. Free haven (south of the town)
    9. Mire of the damned (south of Snergle's mines)
    10. Silver Cove (North part of the map)
    11. Bootleg Bay (near the Firelord dungeon)
    12. Castle Ironfist (through the releporter)
    13. Alamos (near the south shipyard)
    14. Mist (through the teleporter on the far-most island)
    15. New Sorpigal (in the volcano - you'll need Fly to get in there!)
    
    The Captain's treasure contains two books - "Divine Intervention" and "Dark Containment", 250 000
    gold and three artifacts: Guinevere, Morgan and Igraine.
    
    4. Promotion quests
    
    4.1. Knight
    First promotion - to become a Cavalier, you must get the Nomination scroll from Chadwick Blackpoole
    in the tavern,
    which can be found in the village of Rockham. It's extremely simple task - get it and return to
    Osric Temper to
    become cavaliers.
    Second promotion - to become Champions, you must find the Discharge papers scroll. Go to Silver Cove.
    In the
    northwest corner is the Warlord's Fortress. Clear the fortress from black knights and cuisinarts
    (the cuisinarts
    tend to give good Golden Plate Armors) and find the scroll in a chest. This scroll contains the info
    about the
    failure of the Warlord to become a champion. Retrieve it and go to Free Haven to get your final
    promotion.
    4. 2. Paladin
    First promotion - to become a Crusader, you must find "The Damsel in Distress" - Melody Silver. She
    is in the Silver
    Helm Outpost in Mist. Find the prison area and in one of the cells you'll find an NPC, who tells you
    that he'd heard
    strange noises from the walls. Go to the end of the corridor and click on the wall. The wall will go
    down. Proceed
    carefully and you'll get into a guarded room. Inside the room is a lever. Push it. Now steps will
    appear near the
    entrance to the room. Run to the steps, because they'll disappear quickly. Pun to the platform and
    then to the next
    platform, till you reach the top. Inside one of the rooms is Melody Silver.
    Second promotion - to become a Hero, you must kill a dragon - Longfang Witherhide in his cave in
    Darkmoor. Kill him,
    get his Claw and return it to Wilbur Humphrey to be promoted.
    4.3. Archer
    First promotion - you must go to a building in the White Cap area. You'll easily find it - it's
    surrounded with archers.
    Get inside and clear everything inside. Push the levers in both long corridors and gain entrance to
    the throne room. Kill
    everything there and take a close look on the smaller throne. There's another lever on it. Push it
    and a secret passage
    will appear. Inside the new rooms are 4 chests. Inside one of them are the Keys to the Dragon Towers,
    which Stromgard
    wants you to find.
    Second promotion - having the keys, go to New Sorpigal, Free Haven. Mist, Blackshire, Silver Cove
    and White Cap and unlock
    all Dragon Towers. Then go to Lord Stromgard to get you promotion to Battle Mage. Easy!
    4.4. Sorcerer
    First promotion - you need to go to Bootleg Bay and drink from the fountain outside the city. That's
    all! Return to
    Albert Newton in Mist for your promotion.
    Second promotion - you'll need to go in the Corlagon's estate, which can be found in Ironfist area,
    by going through
    the portal. Go inside and clear the whole place, pushing all levers you find. Eventually, you'll get
    to a room, where
    is a Lich and three Skeleton lords. Kill them and in the chest in the far corner of the room, you'll
    find the Terrax's
    Crystal. Return it to Albert Newton to become Archmages.
    4.5. Cleric
    First promotion - this promotion is relatively easy. You need to find a Carpenter and a Stone Cutter
    and make them fix
    the Temple in Free Haven. Be sure to have taken this quest from Castle Stone! These both NPC's can
    be found in the houses
    near the temple in Free Haven. Hire them, go to the Temple and they'll do the rest. You may return
    to castle Stone and
    become a Priest.
    Second Promotion - you'll need to go to the Bootleg Bay. On one of the island there, is the Temple
    of the Sun. Enter it,
    clear everything there, watch out for hidden doors in the large room (you should notice them on the
    map) and seek a red
    counter. Inside it is the Sacred Chalice. Return it to Lord Stone and everything's ready!
    4.6. Druid.
    First promotion - go to the Castle Fleise in Silver Cove. Talk to Lady Loretta Fleise and talk to
    her. She'll tell you to
    visit the Druid Circle in Silver Cove (found on one of the islands) on 20th of March 21st of June
    23rd of September or
    21st of December. Pray on this date and you'll become a Greater Druid.
    Second promotion - Go to the Temple of the Moon near the village of Rockham in Free Haven. Clear the
    whole Temple from
    enemies, without yet clicking on the altars. After you've done, go to each altar and put the mouse
    pointer on it - it'll
    tell you what altar is this. Now, click the altars in the next order: Altar of Life, Altar of
    Accuracy, Altar of Might,
    Altar of Endurance, Altar of Speed, Altar of Luck.  The large door in the center room will now open.
    Kill everything
    there and pray on the altar with the crystal around midnight. You'll be promoted to Arch Druids.
    DON'T GET GREEDY DOING THIS PROMOTION QUEST BEFORE THE OTHER!!! YOU WON'T BE ABLE TO PROMOTO YOUR
    DRUID IF YOU DO SO!!!
    
    5. The quests of the Six Lords
    
    To gain entrance to the oracle, you'll need to do all the quests of the six lords. Each one of them
    has a specific task
    for you. These are the quests (and the lords):
    1. Regent Wilbur Humphrey.
    You'll have to find Lord Kilburn's Shield. It is in a chest ear Blackshire town, protected by
    werewolves.  Kill them
    and open the chest, get the shield (if you're lucky, you may even get an artifact there) and return
    it to the Regent.
    He'll give you his vote... But his representative won't vote for you, for he is a traitor and is
    under orders to abstain.
    Go to Ironfist and complain to Humphrey - he'll give you the Cloak of Baa (the topic is
    "Silvertongue's refusal".
    Now, go to Kriegspire and find the Superior Temple of Baa. You'll be allowed to pass, for you have
    the cloak. Be sure
    to have at least one character with Expert Perception and get inside. Clear the rooms and collect
    all the bodies.
    In two of the High Priest's bodies, can be found the High Cleric's Key and the High Sorcerer's Key.
    Use them to open
    the locked chest. Inside is the letter from Zenofex. Bring it to Slicker Silvertongue, and expose
    him as a traitor!
    He'll threaten you and disappear, making your reputation Saintly.
    2. Lord Albert Newton.
    Find the room with a single Master Monk and a chest in it.  In this room, there's a switch on the
    wall. Push it and a
    passage will open. In the passage, there are two chests. One of them is holding the key to Gharik's
    Laboratory. Take it
    and go to New Sorpigal. On one of the islands you'll find a building, named "Gharik's Forge". Be
    sure you're strong to
    enter it, because it's not an easy task! Clear the forge and go down the elevator. Open the door and
    you'll get into a
    room with lots of warlocks and sorcerers. Kill them and proceed to the next room. Go up and up, open
    the door and walk
    till you get to the Library. Inside the chest is the Hourglass of Time. Bring it back to Newton and
    his representative
    will vote for you!
    3. Lord Osric Temper.
    You need to get the "Devil's Plans" scroll. It can be found in the Devil outpost in Kriegspire. The
    outpost is in the
    canyon between the volcano and the snowy lands. Inside is a "Devil of Baa". He'll drop the scroll
    you need. Take it
    and head back for Free Haven.
    4. Lord Stone.
    He wants you to capture the Prince of Thieves. He's in the Free Haven Sewers. Take the quest from
    Stone and go to the
    Sewers. Take the right passage immediately and kill everything till you hit a room with a wardrobe
    and a bed. Click
    on the bed, and you'll capture this person. Return him to Stone to get some gold and gratitude.
    5. Lady Loretta Fleise.
    She wants you to fix the stable prices in all 9 Coach Companies in: New Soprigal, Castle Ironfist,
    Free Haven (2),
    Silver Cove, Blackshire, White Cap, Kriegspire and Darkmoor.  Click on "Price Fixing" in all these
    stables then
    return to Loretta for some gold. (Depends on your haste with this mission it's 5000 or 25 000, so
    work fast!)
    6. Lord Stromgard.
    He wants you to put and end to the winter in White Cap. Go to Kriegspire, cast fly or hire a Wind
    Master and each
    the mountains. On the mountain, there's a tiny hut, where the Hermit, who caused the winter lives.
    Ask him to stop
    the winter and he'll do so.
    
    6. The Oracle Missions.
    
    After you have done all of the six Lords' quests and exposed Silvertongue, you'll have the
    permission to enter the Oracle.
    He'll ask you to find his memory modules in order to wake him. They could be found in Alamos,
    Kriegspire, Supreme Temple
    of Baa (in Hermit's Isle) and Darkmoor.
    The crystal in Alamos is protected by a password. In order to get it, you must find the white marble
    bridge and jump down.
    Kill the Magyars under it and start searching the area after the tunnel. You should find and orange
    switch. Press it
    and try to find a large hall, full of Air Elementals and Warlocks. Now, kill everything there and
    enter the room with
    the elevator. You should hear a specific music, showing that the crystal is nearby. Cross the narrow
    passage over the
    cages and enter the room with the crystal. You'll be asked for a password. It's JBARD. Type it and
    go get the crystal!
    
    The crystal in Darkmoor is probably the most difficult to acquire. First, you should find a blind
    corridor, in which
    at it's end are three Liches, and a plate. Read the plate and a lever will appear. Press the lever
    and go search for
    the cube with orange walls, hanging from the ceiling. Push it and one of the walls will open!
    Proceed through the
    opened wall, and fight the eyes till you get to a staircase leading up. Climb on it and press the
    wall. A secret
    door will open. Walk forward till you find yourself above a large hall, full of Liches and Eyes.
    Kill them or run
    to the bottom of the hall. In a small niche is the crystal. Take it!
    
    The Crystal in Kriegspire is difficult to locate. Find the four large circles that are forming an
    "Arena". You should
    be on the second floor of this arena. Walk on the thin edges till you get to the very center of it.
    You should see a
    column and a light green switch on it. Press it and return to the orange door before the arena. It
    should now open.
    Walk into the corridor and you'll son have the Crystal on visual! In the Prison area, where the
    cages are, you will
    find a Letter from Roland (Ironfist). Take it. Take the crystal and get out of here.
    
    The Crystal in the Supreme temple of Baa is easy to locate. Just travel down and down, till you
    reach the lowest floor,
    just before the magma. You'll find a bridge and levers on all the entrances. Just press the switches
    till you get access
    to the room with the crystal! Take it and all is done. You have all four crystals, required to wake
    the oracle. You'll
    get 100 000 experience for each placed crystal, so go straight to Free Haven, get your reward and
    level up. After this
    is done. The Oracle will ask you to find the Control Cube, which allows you to go in the Control
    Center, where you may
    find blasters. Pretty good weapons!
    
    Now, it is the time to go to Dragonsand and enter the Temple of VARN - it's building, which looks
    like a pyramid. Clear
    the entrance area and enter the room that is full of Genies and a single Defender of VARN. Kill them
    and collect the
    bodies. You should find a key. New enter the large room. Go left and find the door in the left wall.
    Kill everything
    there and find the switch, which looks like a scarab. Press it and a chest will appear. Open it and
    take EVERYTHING
    that is inside. Take the Crystal skull and put in your inventory. Then, enter the inventory, pick
    the skull and close
    the window. You still hold the skull, right? Thus you'll never suffer radiation damage while in this
    pyramid. The
    drawback is that you won't be able to collect bodies, for the skull will go back to your inventory.
    I propose that
    you go on a money-collecting raid after you've killed everything here.
    Now, go to the large room once again and enter the red door. Kill everything here and jump through
    the opening in the
    floor. You'll reach a hexagon. Now, find the corridor with orange wall and clean it, until you find
    a room. Inside
    there's a chest. Open it and you'll find another scroll, another key and a few items.
    Return to the room with the pools and the Well of VARN. Go north and take the west (left) passage.
    Kill everything
    till you hit a door. Open it and proceed in the corridor. Kill the two genies and you'll reach the
    Back Door. You have
    the key for it, so open it and proceed right near the wall. Continue walking in this direction till
    you reach a path
    leading upwards. Climb on it and you'll reach the Water Temple. You have the key for it, so open the
    door. Now, go kill
    everything and find the chest. Inside it is another code, another key and a few items.
    Return through the corridor leading to the Back Door till you reach the place, where you've fought
    with the Guardians
    of VARN. There is a big entrance to the south, which leads to the library. Running or fighting -
    your choice, get to
    the library and open the chest. Get the new scroll and the new key. Then click on the two pictures
    near the chest.
    You'll find the last 2 scrolls.
    You need to go back to the room with the Well of VARN. Get all message scrolls and the key in one
    single character
    and jump into each pool. Write:
    - For Communication Officer - ARUHU
    - For Navigator - ULUS
    - For Engineer - YTTOCS
    - For First Mate - KCOPS
    - For Doctor - YOCCM
    After you're done, go to the Well of VARN, cast Feather Fall (or you should stick to the walls!) and
    write the Captain's
    Code (KRIK). Fall down and kill all the units. Inside the chest are the Control Cube and some items.
    Return the Cube to
    the Oracle.
    
    Now, you'll be able to get in the Control Center. Just go to the first room to the left and read the
    plate. You'll get
    the Blaster skill!
    In the Control Center, you will find 8 Blasters and 4 Blaster Rifles. Be sure you've found all four
    Rifles before you
    get out! They are much more powerful and efficient than the little blasters. Unfortunately, you
    can't use two blasters
    at a time :-)) Pity...
    You'll need the blasters to destroy the reactor in the Hive, located in the village of Sweet Water.
    But first, you should
    go to Castle Ironfist and talk to prince Nicolay. He'll ask you to find the Third Eye, a gem, which
    is required to open
    the Archibald's vault, where the Tanir's Bell is. The Gem is in the well near the castle. Click on
    the well and you get
    it. Now, return to the castle and trade the gem for the Tanir's bell. Go to the library above the
    Castle and free
    Archibald. He'll thank you and gives you "The Ritual of the Void" (the scroll, required to evade
    reactor's explosion,
    which will consume the Earth), and will disappear.
    
    Now, you are free to go to the Hive and finish the game.
    
    
    7. Artifacts and Relics in the game
    
    Finding artifacts or relics isn't easy. The places, where you may find lots of these wonderful items
    are Paradise Valley,
    Hermit's Isle and Dragonsand. Some exceptions are: Excalibur (the artifact sword in Eel-Infested
    Waters - requires 200+
    Might to get it), Mordred (the Artifact Dagger in the Dragoon's Keep in Free Haven) and artifacts,
    which are found in
    the chest after solving the obelisk quest: Igraine, Morgan and Guinevere.
    
    So:
    1. Zeus
    Type: Relic
    Item: Plate Armor AC: 64
    Special powers: +50 to Hit points, Spell points and Luck, -50 Intellect
    2. Apollo
    Type: Relic
    Item: Chain Mail AC: 46
    Special powers: +20 to Luck, Resistances and -30 Endurance
    3. Hercules
    Type: Relic
    Item: Two-Handed Sword
    Special powers: +50 Might, +20 Endurance, - 50 Intellect
    Attack: +12 Damage: 4d5 +12
    4. Cronos
    Type: Relic
    Item: Axe
    Special powers: +100 Hit points, -50 Luck
    Attack: +14 Damage: 4d2 +14
    5. Odin
    Type: Relic
    Item: Crown
    Special powers: +50 to all resistances, -40 Speed
    6. Atlas
    Type: Relic
    Item: Cloak AC: 16
    Special powers: +100 Might, -40 Speed
    7. Hades
    Type: Relic
    Item: Longsword
    Special powers: +20p. Poison damage, +20 Luck, thievery and negative HP regeneration
    Attack: +15 Damage: 3d3 +15
    8. Ares
    Type: Relic (?)
    Item: Mace
    Special powers: +30 Fire damage, +25 Fire resistance
    Attack: +14 Damage: 4d2 +14
    NOTE: The reason I put a question mark here was this: artifacts only give to stats and never take
    anything. Relics give
    a lot and take a lot. Since Ares only increases you damage and Fire Resistance, it should be
    considered as an
    ARTIFACT, not a RELIC).
    9. Athena
    Type: Relic
    Item: Amulet
    Special powers: +100 Intellect, -40 Might
    10. Hera
    Type: Relic
    Item: Amulet
    Special powers: +50 to Hit points, Spell points, luck and -50 Personality
    11. Aphrodite
    Type: Relic
    Item: Ring
    Special powers: +100 Personality, -40 Luck
    12. Hermes
    Type: Relic
    Item: Boots AC: 17
    Special powers: +100 Speed, -40 Might
    13. Aegis
    Type: Relic
    Item: Shield AC: 29
    Special powers: Immune to Stone, Shielding, +20 Luck and -20 Speed
    14. Artemis
    Type: Relic
    Item: Longbow
    Special powers: +20 Elec. Damage, -10 to all resistances
    Attack: +12 Damage: 5d2 +12
    15. Poseidon
    Type: Relic
    Item: Trident
    Special powers: +20 to Might, Endurance and Accuracy, -10 to Speed and AC
    Attack: +15 Damage: 2d6 +15
    16. Pellinore
    Type: Artifact
    Item: Plate armor AC: 56
    Special powers: +30 to Endurance, Hit recovery and Regenerates Hit Points
    17. Excalibur
    Type: Artifact
    Item: Broadsword
    Special powers: +30 Might
    Attack: +12 Damage: 3d4 +12
    18. Lucius
    Type: Artifact
    Item: Boots AC: 14
    Special powers: +30 Speed
    19. Thor
    Type: Artifact
    Item: Hammer (Mace)
    Special powers: Force
    Attack: +12 Damage: 2d5 +12
    20. Guinevere
    Type: Artifact
    Item: Ring
    Special powers: Z+30 Spell points, of Light Magic, of Dark Magic
    21. Mordred
    Type: Artifact
    Item: Dagger
    Special powers: Vampiric
    Attack: +8 Damage: 2d3 +8
    22. Igraine
    Type: Artifact
    Item: Ring
    Special powers: +25 Spells points, "of Body, Mind and Spirit magic"
    23. Merlin
    Type: Artifact
    Item: Staff
    Special powers: Swiftness, +40 Spell points
    Attack: +8 Damage: 2d4 +8
    24. Morgan
    Type: Artifact
    Item: Amulet
    Special powers: +40 Spell points, "Of Fire, Air, Water and Earth Magic"
    25. Conan
    Type: Artifact
    Item: Two-Handed Axe
    Special powers: Devil and Dragon Slaying)
    Attack: +10 Damage: 3d7 +10
    26. Galahad
    Type: Artifact
    Item: Chain Mail AC: 36
    Special powers: +25 Hit points, of Protection (+10 to resistances)
    27. Valeria
    Type: Artifact
    Item: Small Shield AC: 20
    Special powers: +30 Accuracy and Shielding
    28. Percival
    Type: Artifact
    Item: Longbow
    Special powers: Swiftness and Carnage
    Attack: +10 Damage: 5d2 +10
    29. Pendragon
    Type Artifact
    Item: Cloak AC: 11
    Special powers: +30 Luck, thievery, Immune to poison
    30. Arthur
    Type: Artifact
    Item: Crown
    Special powers: +25 Spell points, of the Gods (+10 to all stats)
    
    These are all the Artifacts and Relics in the game. Just to be sure, I used Might and Magic VI
    Character editor to see
    if there are any more. No, there weren't any new artifacts or relics, so I assume that these are all
    available in the
    game.
    
    8. The simple weapons, armor and magical items in the game
    
    8.1. Swords - this is the most common fighting weapon throughout Enroth. Good enough for both Attack
    and Defense,
    they are preferred from all Knights and Paladins.
    
    1. Long Sword
    Type: Longsword
    Attack: +0 Damage: 3d3 +0
    Value: 50
    2. Warrior Sword
    Type: Longsword
    Attack: +3 Damage: 3d3 + 3
    Value: 200
    3. Crusader Sword
    Type: Longsword
    Attack: +6 Damage: +6
    Value: 350
    4. Champion Sword
    Type: Longsword
    Attack: +9 Damage: 3d3 +9
    Value: 500
    5. Lionheart Sword
    Type: Longsword
    Attack: +12 Damage: 3d3 +12
    Value: 650
    6. Broadsword
    Type: Broadsword
    Attack: +0 Damage: 3d4 +0
    Value: 100
    7. Steel Broadsword
    Type: Broadsword
    Attack: +4 Damage: 3d4 +4
    Value: 300
    8. Mighty Broadsword
    Type: Broadsword
    Attack: +10 Damage: 3d4 +10
    Value: 600
    9. Two-Handed Sword
    Type: Two-Handed Sword
    Attack: + 0 Damage: 4d5 +0
    Value: 400
    10. Great Sword
    Type: Two-Handed Sword
    Attack: +2 Damage: 4d5 +2
    Value: 500
    11. Heroic Sword
    Type: Two-Handed Sword
    Attack: +8 Damage: 4d5 +8
    Value: 800
    12. Cutlass
    Type: Cutlass
    Attack: +0 Damage: 2d4 +0
    Value: 40
    13. Pirate Cutlass
    Type: Cutlass
    Attack: +5 Damage: 2d4 +5
    Value: 290
    14. Master Cutlass
    Type: Cutlass
    Attack: +11 Damage: 2d4 +11
    Value: 590
    
    These are all the weapons that the "Sword" skill covers. If you learn it, you'll be able to use any
    of the listed
    weapons.
    
    8.2. Dagger - these weapons are easy to use, fast and very, very deadly.
    
    1. Dagger.
    Type: Dagger
    Attack: +0 Damage: 2d2 +0
    Value: 8
    2. Blood Dagger
    Type: Dagger
    Attack: +2 Damage: 2d2 + 2
    Value: 100
    3. Shadow dagger
    Type: Dagger
    Attack: +3 Damage: 2d2 +3
    Value: 150
    4. Mage Dagger
    Type: Dagger
    Attack: +5 Damage: 2d2 +5
    Value: 250
    5. Jeweled dagger
    Type: Dagger
    Attack: +6 Damage: 2d2 +6
    Value: 300
    6. Long Dagger
    Type: Long Dagger
    Attack: +0 Damage: 2d3 +0
    Value: 15
    7. Piercing Dagger
    Type: Long Dagger
    Attack: +4 Damage: 2d3 +4
    Value: 200
    8. Divine Dagger
    Type: Long Dagger
    Attack: +7 Damage: 2d3 +7
    Value: 350
    
    It is advisable to use the Dagger skill for your Druids and Sorcerers. Raise it to level 4, make
    them experts and
    then put two daggers in their hands. If you do so, you'll easily make them good fighters and just
    raise their magic
    skills then and forget about the weapons.
    
    8.3. Axe - axes are very deadly attacking weapons, usually inflicting large amounts of damage. The
    drawback is that
    they are usually slow...
    
    1. Hand Axe.
    Type: Axe
    Attack: +0 Damage: 4d2 +0
    Value: 30
    2. Battle Axe
    Type: Axe
    Attack: +2 Damage: 4d2 +2
    Value: 100
    3. War Axe
    Type: Axe
    Attack: +5 Damage: 4d2 +5
    Value: 250
    4. Dwarven Axe
    Type: Axe
    Attack: +8 Damage: 4d2 +8
    Value: 400
    5. Supreme Axe
    Type: Axe
    Attack: +11 Damage: 4d2 +11
    Value: 550
    6. Poleax
    Type: Two-Handed Axe
    Attack: +0 Damage: 3d7 +0
    Value: 225
    7. Heavy Poleax
    Type: Two-Handed Axe
    Attack: +3 Damage: 3d7 +3
    Value: 450
    8. Grand Poleax
    Type: Two-Handed Axe
    Attack:  +9 Damage: 3d7 +9
    Value: 900
    
    8.4. Spear - the perfect defensive weapon for your characters, it may be wielded in one or in both
    hands - with a
    bonus if used two-handed.
    
    1. Spear
    Type: Spear
    Attack: +0 Damage: 1d9 +0
    Value: 15
    2. Stout Spear
    Type: Spear
    Attack: +1 Damage: 1d9 +1
    Value: 100
    3. Serpent Spear
    Type: Spear
    Attack: +5 Damage: 1d9 +5
    Value: 450
    4. Savage Spear
    Type: Spear
    Attack: +9 Damage: 1d9 +9
    Value: 550
    5. Sacred Spear
    Type: Spear
    Attack: +13 Damage: 1d9 +13
    Value: 650
    6. Halberd
    Type: Halberd
    Attack: +0 Damage: 3d6 +0
    Value: 200
    7. Massive Halberd
    Type: Halberd
    Attack: +4 Damage: 3d6 +4
    Value: 450
    8. Elite Halberd
    Type: Halberd
    Attack: +10 Damage: 3d6 +10
    Value: 900
    9. Trident
    Type: Trident
    Attack: + 0 Damage: 2d6 +0
    Value: 100
    10. Ornate Trident
    Type: Trident
    Attack: +6 Damage: 2d6 +6
    Value: 400
    11. Titanic Trident
    Type: Trident
    Attack: +12 Damage: 2d6 +12
    Value: 700
    
    If you have doubts what weapon to choose for your characters, choose Spear. It has both defensive
    and offensive
    capabilities, allowing it to be the best personal weapon, inflicting a considerable amount of damage.
    
    8.5. Bow - This is a must-have skill. It can be learned by all characters and is the most important
    in long-range
    combat, when your characters are counting on spells or on missile weapons.
    
    1. Longbow
    Type: Longbow
    Shoot: +0 Damage: 5d2 +0
    Value: 100
    2. Elven Bow
    Type: Longbow
    Shoot: +2 Damage: 5d2 +2
    Value: 200
    3. Precision Bow
    Type: Longbow
    Shoot: +4 Damage: 5d2 +4
    Value: 300
    4. Magic Bow
    Type: Longbow
    Shoot: +6 Damage: 5d2 +6
    Value: 400
    5. Stellar Bow
    Type: Longbow
    Shoot: +8 Damage: 5d2 +8
    Value: 500
    6. Crossbow
    Type: Crossbow
    Shoot: +0 Damage: 4d2 +0
    Value: 50
    7. Accurate Crossbow
    Type: Crossbow
    Shoot: +3 Damage: 4d2 +3
    Value: 200
    8. True Crossbow
    Type: Crossbow
    Shoot: +7 Damage: 4d2 +7
    Value: 400
    
    Be sure to get this skill for all characters and master it as soon as possible. You may kill some of
    the monsters
    by just running and shooting at them, believe me!
    
    8.6 Mace - The mace is a good fighting weapon. It starts to add points to damage on expert level,
    which means that
    this kind of weapon is a good option for a Knight or a Paladin.
    
    1. Mace
    Type: Mace
    Attack: +0 Damage: 2d4 +0
    Value: 50
    2. Wicked Mace
    Type: Mace
    Attack: +2 Damage: 2d4 +2
    Value: 150
    3. Thunder Mace
    Type: Mace
    Attack: +5 Damage: 2d4 +5
    Value: 300
    4. Wonder Mace
    Type: Mace
    Attack: +8 Damage: 2d4 +8
    Value: 450
    5. Death Mace
    Type: Mace
    Attack: +11 Damage: 2d4 +11
    Value: 600
    6. Hammer
    Type: Hammer
    Attack: +0 Damage: 2d5 +0
    Value: 120
    7. Dark Hammer
    Type: Hammer
    Attack: +3 Damage: 2d5 +3
    Value: 300
    8. Holy Hammer
    Type: Hammer
    Attack: +7 Damage: 2d5 +7
    Value: 600
    
    Nice weapon! It tends to inflict lots of damage and on master level gives your character an
    opportunity to stun
    his opponent. Quite good, if you act in turn-based mode!
    
    8.7. Clubs - the weakest weapon of all - get rid of it when there any other better item available.
    
    1. Club
    Type: Club
    Attack: +0 Damage: 1d3 +0
    Value: 1
    2. Spiked Club
    Type: Club
    Attack: +3 Damage: 1d3 +3
    Value: 40
    3. Killer Club
    Type: Club
    Attack: +5 Damage: 1d3 +5
    Value: 100
    
    The clubs aren't all-game weapons. You may find them useful at the very beginning, but only at these
    early stages of
    the game - later on they become useless!
    
    8.8. Staff - the Staff is a wonderful weapon for Druids and Sorcerers. They don't hit hard at all,
    but tend to carry
    strong enchantments and add to defense.
    
    1. Staff
    Type: Staff
    Attack: +0 Damage: 2d4 +0
    Value: 40
    2. Emerald Staff
    Type: Staff
    Attack: +3 Damage: 2d4 +3
    Value: 200
    3. Power Staff
    Type: Staff
    Attack: +7 Damage: 2d4 +7
    Value: 500
    
    Staves are weapons for the non-combat classes - Druids and Sorcerers, for these two tend to have
    weak armor, low
    armor class and low HP totals.
    
    8.9. Blaster - The Ancient weapons are the best personal weapons ever to be found. Unfortunately,
    they become
    available only when you gain access to the Control Center...
    1. Blaster
    Type: Ancient Weapon
    Attack: +8 Damage: 3d5 +8
    Value: 0 (usually 1 gold)
    2. Blaster Rifle
    Type: Ancient Weapon
    Attack: +12 Damage: 5d5 +12
    Value: 0 (usually 1 gold)
    
    8.10 Leather Armor - lightweight armor, won't afflict weapon speed at all, but provides the least
    defense.
    
    1. Leather Armor
    Type: Leather Armor
    Armor: +4
    Value: 150
    2. Studded Leather
    Type: Leather Armor
    Armor: +6
    Value: 250
    3. Enchanted Leather
    Type: Leather Armor
    Armor: +10
    Value: 450
    4. Dragon Leather
    Type: Leather Armor
    Armor: +16
    Value: 750
    5. Imperial Leather
    Type: Leather Armor
    Armor: +24
    Value: 1250
    
    8.11. Chain Mail - better and heavier than the leather armor, provides considerable protection, but
    slows your character.
    
    1. Chain Mail
    Type: Chain Mail
    Armor: +8
    Value: 400
    2. Steel Chain Mail
    Type: Chain Mail
    Armor: +12
    Value: 600
    3. Noble Chain Mail
    Type: Chain Mail
    Armor: +18
    Value: 900
    4. Royal Chain Mail
    Type: Chain Mail
    Armor: +26
    Value: 1300
    5. Majestic Chain Mail
    Type: Chain Mail
    Armor: +36
    Value: 1800
    
    8.12. Plate Armor - the heaviest kind of armor, provides great body protection, but slows down your
    hero more
    than a Chain Mail does.
    
    1. Plate Armor
    Type: Plate Armor
    Armor: +20
    Value: 1000
    2. Steel Plate Armor
    Type: Plate Armor
    Armor: +28
    Value: 1400
    4. Golden Plate Armor
    Type: Plate Armor
    Armor: +54
    Value: 2700
    
    8.13. Shield - shield is a good choice when you're using one-handed weapon and you're not intended
    to switch to
    two weapons at all.
    
    1. Kite Shield
    Type: Large Shield
    Armor: +6
    Value: 200
    2. Tower Shield
    Type: Large Shield
    Armor: +7
    Value: 300
    3. Castle Shield
    Type: Large Shield
    Armor: +9
    Value: 400
    4. Celestial Shield
    Type: Large Shield
    Armor: +13
    Value: 500
    5. Olympian Shield
    Type: Large Shield
    Armor: +19
    Value: 800
    6. Wooden Shield
    Type: Small Shield
    Armor: +4
    Value: 100
    7. Bronze Shield
    Type: Small Shield
    Armor: +6
    Value: 200
    8. Steel Shield
    Type: Small Shield
    Armor: +8
    Value: 300
    9. Spirit Shield
    Type: Small Shield
    Armor: +12
    Value: 450
    10. Astral Shield
    Type: Small Shield
    Armor: +18
    Value: 750
    
    8.14 Helms, Cloaks, Boots, and Gauntlets - these are additional defensive items that can be wielded
    by your characters.
    
    1. Helm
    Type: Helm
    Armor: +2
    Value: 60
    2. Steel Helm
    Type: Helm
    Armor: +6
    Value: 260
    3. Guardian Helm
    Type: Helm
    Armor: +8
    Value: 460
    4. Defender Helm
    Type: Helm
    Armor: +10
    Value: 660
    5. Angelic Helm
    Type: Helm
    Armor: +12
    Value: 860
    6. Leather Cloak
    Type: Cloak
    Armor: +1
    Value: 50
    7. Phantom Cloak
    Type: Cloak
    Armor: +3
    Value: 150
    8. Elven Cloak
    Type: Cloak
    Armor: +5
    Value: 250
    9. Cardinal Cloak
    Type: Cloak
    Armor: +7
    Value: 450
    10. Doom's Day Cloak
    Type: Cloak
    Armor: +9
    Value: 750
    11. Leather Boots
    Type: Boots
    Armor: +2
    Value: 50
    12. Steel Boots
    Type: Boots
    Armor: +6
    Value: 250
    13. Armored Boots
    Type: Boots
    Armor: +8
    Value: 450
    14. Sterling Boots
    Type: Boots
    Armor: +10
    Value: 650
    15. Ultimate Boots
    Type: Boots
    Armor: +12
    Value: 850
    16. Gauntlets
    Type: Gauntlets
    Armor: +3
    Value: 100
    17. Knight Gauntlets
    Type: Gauntlets
    Armor: +6
    Value: 250
    18. Paladin Gauntlets
    Type: Gauntlets
    Armor: +8
    Value: 450
    19. Cavalier Gauntlets
    Type: Gauntlets
    Armor: +10
    Value: 650
    20. Ultimate Gauntlets
    Type: Gauntlets
    Armor: +12
    Value: 650
    
    
    9. Solving the side quests.
    
    Solving the side quests is not important for the game, but doing so will earn you money, respect and
    levels up!
    1. Returned the Prince.
    This mission is taken from Castle Ironfist and you objectives are to return little Prince to the
    castle. Talk to
    him, click on "Boredom" and he'll ask you to get him to the circus. But he'll run away as soon as he
    can, so
    you'll have to find him. He's where the circus is - in April in Blackshire, in August in Darkmoor
    and December in
    Bootleg Bay. Retrn him to the castle and you'll get some experience to advance a few levels. Be
    warned, that if
    he's missing, you won't be granted permission to enter castle Ironfist!
    
    2. Killed Snergle.
    Speak to the Dwarf in the tavern in Darkmoor. He'll ask you to find and kill Snergle - the usurper
    of the Dwarven
    throne. This is also a required quest if you want to master the axe. You must first go to the
    "Snergle's Iron Mines"
    in Darkmoor and find "Snergle's Key". It's in a person, who was captured and locked in there. But
    first of all,
    You'll have to find a small key that opens his cell. Do it and he'll give you the required item.
    Then go to Ironfist
    area and find "Snergle's Caverns" through the teleporter. Enter it and try to collect all the gold
    and gems that are
    found in the caves. After you reach the door, be warned! When you unlock it, you'll get surrounded
    by dwarves and may
    die if you can't escape into the large room or with a portal or beacon. In any way, start killing
    the dwarfs and
    collecting their bodies. In one of the bodies (that of Snergle), you'll find a fine axe. Bring it to
    Anviril Smithers
    and he'll start teaching you to Master Axe skill.
    
    3. Saved the Mayor of Mist.
    You must get this mission from the Town Hall in Mist. Go to the Silver Helm outpost. Find the room
    with a single
    Master Monk inside and a swith on one of the walls. Inside the chest you can find "Enemies list"
    scroll. Bring this
    proof, that the next victim will be the mayor of Mist to the town hall and you'll get some gold and
    experience.
    
    4. Retrieved Baa Candelabra.
    You must get this mission from Andover Portbello in the New Sorpigal's tavern. Go to the Abandoned
    temple outside the
    town and enter it. Kill the bats and enter the right door behind the stairs. Kill the snakes and
    open the chest.
    You'll find the missing candelabra. Be warned, that helping Baa will decrease your reputation!
    
    5. Retrieved Andrew's Harp.
    Go to Ironfist and take this mission in the house near the stables. Now, go to Dragoon's Caverns in
    the same area.
    This mission requires a lot of fighting and killing, and of course, pulling a few levers. Kill and
    advance further
    into the dungeon till you reach a room with six chests and some guardians inside. Kill them and open
    the SECOND chest.
    Inside it is the harp. Return it to get some gold and experience.
    
    6. Retrieved Ethric's Skull.
    Go to the Temple area in Free Haven and search about the houses. You'll find an alchemist, who wants
    you to find
    the skull of the First Lich, Ethric the Mad. Travel to the south till you hit the river. Now, go
    east till you hit
    the mountain. Here's the entrance to the "Tomb of Ethric the Mad". The tomb itself is now hard to
    complete, assuming
    you can fight the liches. Just press all switches you come upon till you find the room with liches.
    There are a few
    such rooms and Ethric is in one of them. Be sure to collect all bodies - you'll find "... an item
    (Skull)". Return it
    to the Alchemist and he'll give you 7500 gold and surely you'll gain a few levels. WARNING! While
    searching the niches,
    you can catch a disease!!!
    
    7. Killed the Spider Queen.
    Please read the information about "Rescued Angela" and "Retrieved Baa Candelabra" missions first.
    After you have saved the girl, continue venturing into the Abandoned Temple. You'll reach two small
    rooms, full of
    snakes and with a chest and six snake eggs lying on the ground. Kill the enemies and collect the
    Eggs and the items
    in the chest. Now, continue walking forward until you hit the large room with the spiders. Now,
    don't go into it, just
    wait in the entrance. The spiders will come alone, I assure you! Kill them and in one of the bodies
    you'll find the
    Spider Queen's heart. Now, go to the end of the room and open the wooden door. You'll find a chest
    with some GOOD
    items inside! (The last time I found a Stellar Bow and a Cardinal Cloak)
    
    8. Saved the Monolith
    You must get this quest from Silver Cove and find "The Monolith" building in the same area. Inside
    it are quite big
    bunch of Druids and Earth Elementals, who may prove to be tough opponents if your party isn't that
    strong yet.
    However, be sure to click on all rocks, trees, stones, etc. They will either give you money or open
    passages, doors,
    etc. You'll find lots of gold inside! When you reach the Altar room and deface the Monolith, all
    Clerics and
    Druids in your party will gain +5 Personality permanent. You'll also get 3000 gold for completing
    this mission!
    
    9. Destroyed the Wicked Crystal.
    Go to Bootleg bay and take the mission from the house in the temple. Now, travel to the "Temple of
    the Fist" - it
    is to the west of the main town, when you're facing the temple. This mission is no that hard to
    complete and the
    only problem may be the locked door of the inner sanctum of the Temple, where is the crystal itself.
    To open it,
    find the white arrow behind the three barrels and push it. The wall will move, allowing you to push
    a newly
    discovered button. It will open the locked door for you. Kill everything in the inner sanctum and
    destroy the
    crystal by clicking on him.
    Now, return to the house for your reward.
    
    10. Rescued Emmanuel.
    Go to Blackshire to take this mission. Emmanuel can be found in the Temple of the Snake in the same
    area in a little
    island - this means you'll have to either have "Water Walk" of "Fly" spell. Otherwise, you must take
    the damage
    from drowning...
    Nevertheless, you are now inside the building. Start killing everything there (well, you may have
    certain difficulties
    with the Gold Dragon inside!) and then jump in the pit under the dragon. Take a close look at the
    walls and you'll
    find a button. Push it and continue the fight with these medusas. It is advisable to have
    "Protection from magic"
    cast at all times, because the medusas tend to stone your characters!
    You'll soon get into a large hall, full of medusas. Kill them and you'll see two cages there. In one
    of them is
    Emmanuel. Return him to his wife and you'll get a little gold and a lot of gratitude!
    
    11. Found Zoltan's Artifact.
    Now, this is a mission you're going to like! Go to Free Haven, and near behind the Training Grounds,
    you'll find
    the house of Zoltan Phelps the Merchant. He'll ask you to find a powerful artifact for him - Mordred.
    This long
    dagger is in the Dragoons Keep to the south (south end of map) from Free Haven. Enter this building
    and if you can
    endure the fight with lots of enemies there, start venturing into this dungeon! Its corridors aren't
    spacey, so if
    you have the "Sparks" spell, it should work perfectly.
    Be warned that the levers that open the locked doors are really far from the passages, so you may
    have to walk
    quite a bit till you get to the opened door. Proceed down the stairs and open the wooden doors using
    the levers
    in the wall. The pull all the levers and be sure to pull the lever in the bottom room last. The door
    will close -
    a trap! If you're low on HP, you have enough time to rest and heal. After the rest, you'll have 2
    attacks of rats
    and one attack of fighters. Kill them all and return to the main corridor. Now, the keep door is
    open. Kill the
    Fighters there and open the chest. The artifact is inside.
    But now comes the fun! Return the artifact to Zoltan Phelps and he'll tell you that he was expecting
    something
    much grander than this "knife". So, he'll refuse to take it and pay you 30 000 gold for finding it!
    Isn't that
    wonderful? You get money and an artifact together!
    
    12. Rescued Sherell.
    Go to Free Haven and in the port area lives a person, who'll give you this quest. Now, you need to
    travel to Bootleg
    Bay, to the northern island (you can get there from Mist) and enter the temple of Tsantsa. Usually,
    you'll have to
    clear the whole temple form enemies, for there are some levers to pull. I urge you to kill
    everything in there and
    then try to find the room with the big white lever. Push it and then go to the room of the female
    cannibals and pull
    the next lever. Now, find the room to the south of the hall with the colored doors (it has five
    bones in it, you
    can't miss it!), pull the next lever and you'll gain access to the hall. Kill everything there again
    and you'll soon
    find the prison area. Now, return to the rooms of the male cannibals and open the chests there, if
    you haven't yet.
    In one of them is the "Cell Key", which is required to open the prison door. Talk to Sherell and
    return her to Free
    Haven and get the reward.
    
    13. Rescued Sharry.
    Go to the Town Hall in New Sorpigal to get this quest. Now, travel to the Shadow Guild Hideout in
    the Castle Ironfist
    area. Enter the area and you'll find yourself in a blind corridor. Open the door to the left and
    kill the enemies.
    Near the door on the wall you can find a lever. Push in and the wall that was blocking the corridor
    will disappear.
    Continue forward now till you find a door to the left. Open it and enter the next hall. Kill the
    Thugs and the Brigands
    and leave the room from the opposite door.
    You'll find yourself in another blind corridor. Enter the room to the left - it is something like
    storage. Between the
    barrels on the east wall of the room you'll find a new switch that will open the rest of the Shadow
    Guild hideout
    dungeon. Enter the room to the right, kill everything there and open the chest - it contains the key
    required to open
    the locked door in the beginning. Sharry is inside this room. Return her to the Town Hall in New
    Sorpigal for a nice
    reward.
    
    14. Rescued Angela.
    You must travel to New Sorpigal to take this quest. After you're done, go to the Abandoned Temple
    near the town.
    Please read the instruction for the "Retrieved Baa Candelabra" quest. After you've taken the
    Candelabra, continue
    venturing deeper into the temple, till you reach a large room with Snakes, Bats and Spiders inside.
    This room has a
    passage leading to the right and downwards. Walk into it and in the new room you'll find the little
    girl.
    
    15. Broke the Blackshire curse.
    This quest is taken from Blackshire. Go to the "Lair of the Wolf" near the town and fight till you
    get to the room
    with a Wolf Head in the middle and a white altar. Now, search carefully the passages to the left and
    to the right.
    In one of them is the Ghost of Balthazar - a soldier, who lost his life while fighting the
    Werewolves. He'll ask you
    to find the Pearl of Purity in the opposite corridor. Search carefully the opposite passage and
    you'll come upon
    the pearl. Now, use it to purify the altar. The Blackshire curse is broken!
    Talk to Balthazar again. He'll ask you to bring the pearl to Wilbur Humphrey, whom actually, it
    belongs and he'll a
    sk you to find the Pearl of Putrescence, the Black Pearl. Now you can return to Blackshire and tell
    the good lady
    that you've done the quest and bring the pearl to the Regent.
    
    16. Killed the Werewolf leader.
    So, you want to complete the dungeon? OK then! After you've destroyed the altar, the wall in the
    wolf's jaws will
    disappear. Continue to the right and fight till you get to the teleport stairs. Now, start searching
    the area for a
    large room full with lots of Werewolves. One of them is the Werewolf Leader, who is holding the
    Pearl of Putrescence.
    Collect his body and return the Pearl to Balthazar.
    
    17. Solved the Goblinwatch Combination.
    Go to New Sorpigal's Town Hall to take this quest. The lady will give you the "Key to Goblinwatch" -
    use it to enter
    the outpost.
    Now, you're inside! Open the door to your right. Continue moving along the corridor till you get in
    the room with the
    panels on the wall and goblins inside. Kill the enemies and push the red panels on the walls. Some
    of them will reveal
    chests. In one of them is the Goblinwatch combination scroll.
    
    18. Returned with the Chime of Harmony.
    Go to the Town Hall in New Sorpigal to take this quest. It will appear after you've finished the
    "Solved Goblinwatch
    Combination" quest.
    Now, travel to the "Temple of Baa" in Castle Ironfist area. The temple looks empty... But it's not
    that! After you
    enter each room, you'll be attacked. In each room you'll find a key. The first key is in a statuette
    in a blind corridor
    with lots of curves. You'll find it easily!
    The problem may be the central area of the largest hall after the entrance. It has four doors and
    four plates. Click
    the doors using the following order - north, east, west, and south. But, if oriented using the map
    directions, it's -
    south, west, east, and north. The doors will open, but be warned - after you open the chest, you'll
    be ambushed by
    quite big bunch of Apprentices and Skeletons.
    After you've killed them and have found "The Hidden Door key" and "The Treasure Room Key", you may
    open the door with
    the fireball trap. Walk carefully, evading the fire blasts and continue up. You'll reach another big
    room. Kill
    everything there, but be warned! After you go behind the altar with the gong, the room will fill
    with skeletons!
    If you want, open the hidden door and escape in the corridors. Walk to the left and using the
    Treasure room key,
    open the hidden door above the large room with the skeletons. You'll enter a smaller room with a
    chest. Inside it
    is the Chime of Harmony. Return it to New Sorpigal to collect the 5000 gold reward.
    But there's another treasure room here, on the opposite end of the corridor. Walk to the right this
    time and carefully
    search the wall after you go past the curve. You should find hidden 5000 gold coins. Having found
    them, continue up
    and open the next hidden door (should be visible on the map already!) - you'll find yourself in the
    Treasure room.
    There's a lot of gold here!
    
    19. Retrieved Emil's Egg.
    Go to Kriegspire town and take this mission. Now, enter Castle Kriegspire. Kill the Minotaurs that
    are guarding the
    entrance and walk left after entering the small corridor. You should find a wooden door. Open it and
    continue the
    search. In a fine-looking niche you'll find a chest. Inside it is the Emil's egg. Be careful! The
    egg itself is
    not mentioned as a "QUEST ITEM" in its description!
    
    20. Placed Twillen's Statuettes.
    Go to Blackshire and find Twillen's house. He'll ask you to place the statuettes inside the chest,
    which can be found
    just outside his house on the pedestals in Sweet Water, Dragonsand, Mire of the Damned, Kriegspire
    and Bootleg Bay. Do
    it and return to Twillen. The reward is nice!
    
    21. Aided the Lord of Fire
    Go to the "Hall of the Firelord" in Bootleg Bay area and enter the building. Talk to the colored
    head you'll see on
    your entering the dungeon and he'll ask you to unlock the warded doors. This happens when you have
    an amber piece
    with you and click on the door. The first door is ornamented and colored in yellow. The next door is
    somewhat buried
    in the ceiling and is gray. Click on the first, then on the second and you'll open the warded doors.
    Return to the
    Firelord for some experience bonus.
    (Using the bug, you can click over and over to get more experience added - click about 8-10 minutes
    to get you
    characters' experience to 16777126 - the maximum amount for now, allowing you go reach level 183.)
    
    22. Delivered the 6th Letter to Wilbur Humphrey.
    This is the letter, which your first character is carrying in his backpack at the beginning of the
    game. First, go
    to New Sorpigal's tavern and show the letter to Andover Portbello. He'll give you 1000 gold. Now,
    you may go to
    castle Ironfist and show this letter to the Regent. He'll take it and give you 5000 more gold.
    
    23. Allowed to use the Royal Yacht.
    After you're done with the six lords' quests, go to castle Ironfist and speak to Wilbur Humphrey.
    He'll tell you that
    now, you may use the Royal Yacht to travel to Hermit's Isle... Travel length - 21 days!?
    
    24. Destroyed the Book of Liches.
    Please read carefully the description of finding the Memory Crystal in Darkmoor castle. After you've
    taken the Crystal,
    click on the plate under the cube. A message will appear "The Fires of Death shall burn forever" and
    the cube will
    change its color. Click on the cube and you'll find yourself in a room, in which on a small pedestal
    lies the Book of
    Liches. Destroy it and return to Terry Ross in the village beneath the Castle to get 5000 gold and
    some experience.
    (If you steal from the dead, though you may find really good items, you'll get you reputation
    lowered quite a bit!!!)
    
    25. Super Goober.
    You don't have to get this quest from anywhere - it simply exists. Enter the Control Center and try
    to find the
    large room with lots of Units of each type (Patrol, Enforcer, Terminator) and destroy them. Walk
    near the wall to
    the right of the entrance and you'll reach a door. Open it and you'll find yourself in a room with a
    chest.
    Open it and read the scroll - it should be "Congratulations! I hereby promote you all Super
    Goobers!"
    
    
    10. Town descriptions and teacher locations.
    
    1. NEW SORPIGAL.
    Stable
    Dragon Tower
    
    Teachers:
    Fire Magic Expert
    Water Magic Expert (on an island, you'll recognize it - it has a shrine on it)
    Earth Magic Expert
    Air Magic Expert (Above the bank, if you don't have Jump or Fly, click on the bank's south wall for
    a Fly scroll)
    Body Magic Expert
    Spirit Magic Expert
    Mind magic Expert
    Learning Expert (above the Self Guild)
    Body Building expert
    Meditation Expert
    Identify Item Expert
    Perception expert
    Staff Expert (south of the town, near the sea)
    Ancient Weapons Expert (The house near the Goblin Camp)
    Special Buildings:
    Town Hall
    Abandoned temple
    Shrine of Luck (active in July)
    Spells:
    All Elemental and Clerical spells on low level
    
    2. Castle Ironfist.
    Stable
    
    Teachers:
    Shield Expert
    Leather Armor Expert
    Chain Mail Expert
    Plate Armor Expert
    Dagger Expert (behind the tavern)
    Bow Expert
    Axe Expert
    Sword Expert
    Disarm Trap Expert
    Identify Item Expert
    Disarm Trap Expert
    Spirit Magic Master (requires High priest)
    Special Buildings:
    Castle Ironfist (promotion for Paladin)
    Dragoons' caverns
    Shadow Guild Hideout
    Temple of Baa
    Snergle's Caverns
    Corlagon's Estate
    The Seer
    Shrine of Electricity (active in September)
    Spells: All Clerical spells at middle level
    
    3. Mist.
    Dragon Tower
    
    Teachers:
    Repair Item Expert
    Staff Expert
    Spear Expert
    Leather Armor expert
    Fire Magic Master
    Water Magic Master
    Air Magic Master (requires Archmage)
    Meditation Master
    Special Buildings:
    Castle Newton (Sorcerer promotion)
    Town Hall
    Silver Helm Outpost
    Shrine of Intellect (active in February)
    Spells: All Elemental Spells at Middle level
    
    4. Free Haven
    2 Stables
    Dragon Tower
    
    Teachers:
    Sword Expert
    Dagger Expert
    Merchant Expert
    Fire Magic Expert
    Air Magic Expert
    Water Magic Expert
    Earth Magic Expert
    Mind Magic expert
    Spirit Magic Expert
    Body Magic Expert
    Special Buildings:
    Castle Temper (Promotion for Knight)
    Dragoons' Keep
    Tomb of Ethric the Mad
    Temple of the Moon
    Shrine of Accuracy (active in May)
    Spells: All Elemental and Clerical Spells on Excellent level.
    
    5. Silver Cove
    Stable
    Dragon Tower
    
    Teachers:
    Repair Item Expert
    Light Magic Expert
    Merchant Master
    Body Magic Master
    Mind Magic Expert
    Earth Magic Master
    Learning Master
    Spear Expert
    Staff Master (behind the tavern on the island)
    Buildings:
    Castle Fleise (promotion for Druid)
    Town Hall
    The Monolith
    Warlord's Fortress
    Circle of Stones
    Silver Helm Stronghold
    Shrine of Personality (Active in March)
    Spells: Clerical Magic and Light Magic at low and middle level.
    
    6. White Cap
    Stable
    Dragon Tower
    
    Teachers:
    Bow expert
    Mace Expert
    Dark magic Expert
    Diplomacy Master (You'll need to Fly - it's over the Castle Stromgard)
    Disarm Trap Master
    Repair Item Master
    Leather Armor Master
    Dagger Master
    Special Buildings:
    Castle Stromgard (Archer promotion)
    Icewind Keep
    Castle Stone (Cleric Promotion)
    Shrine of Endurance (active in April)
    Shadow Guild
    Spells: Dark Magic at Low and Middle level
    
    7. Bootleg Bay.
    
    Teachers:
    Perception Expert
    Chain Mail Expert
    Special Buildings:
    Temple of the Fist
    Hall of the Firelord
    Temple of Tsantsa
    Circus (in December)
    Shrine of Might (active in January)
    Pedestal
    
    8. Kriegspire
    Dragon Tower
    Stable
    
    Bow Master (requires Battle Mage)
    Light Magic Expert
    Special Buildings:
    Castle Kriegspire
    Agar's Laboratory
    Caves of the Dragon Riders
    Superior Temple of Baa
    Devil Outpost
    Pedestal
    Shrine of Cold (active in October)
    Shrine of Fire (Active in August)
    
    9. Darkmoor
    Stable
    
    Teachers:
    Mace Expert
    Chain Mail Master (Requires Crusader)
    Axe Master
    Spear Master
    Special Buildings:
    Castle Darkmoor
    Snergle's Iron Mines
    Cave of Longfang Witherhide
    Shrine of Speed (active in June)
    Pedestal
    Circus (in August)
    
    10. Castle Alamos
    
    Teachers:
    Ancient Weapons Expert
    Light Magic Master (Requires Saintly reputation)
    Special Buildings:
    Castle Alamos
    Excalibur (200+ Might to pull it out of the stone)
    Shrine of Poison (Active in November)
    
    11. Paradise Valley
    
    Teachers:
    Ancient Weapons Master
    Dark Magic Master (requires Notorious reputation)
    No Special Buildings
    
    12. Sweet Water
    
    Special Buildings:
    The Hive
    Pedestal
    
    13. Sweet Water
    
    Special Buildings:
    Tomb of VARN
    Shrine of the Gods (+20 to all stats permanent)
    Pedestal
    
    14. Hermit's Isle
    
    Special Buildings:
    Supreme Temple of Baa
    The Fountain of Youth
    
    15. Blackshire
    Stable
    Dragon Tower
    
    Teachers:
    Mace Master (requires 40+ Might)
    Sword Master (requires Cavalier)
    Shield Master
    Dark Magic Expert
    
    Special Buildings:
    Lair of the Wolf
    Temple of the Snake
    Circus (in April)
    Shrine of Magic (Active in December)
    Spells: All spells from the Mirror path on excellent level.
    
    
    11. Hints, tips, secrets and advices.
    
    ***
    1. The NWC dungeon (New World Computing Dungeon):
    Once in the shrine of the gods, on the eastern wall, click and you will be teleported to the NWC
    Dungeon. It is
    wise to cast Lloyds Beacon once you enter, because the dungeon is large and can be annoying when
    trying to get
    out in a hurry. Once you enter, it's pretty much straight forward of where to go to actually get to
    the excitement.
    It seems like a cave, but is filled with employees. None will talk to you about hints on the game or
    anything,
    which stinks, but whaddya expect? Throughout the dungeon there are two goblins. One, the weaker one,
    is John Van
    Caneghem. I think he's supposed to be a Goblin Shaman. The other goblin, Trip Hawkins, I think is
    stronger, but
    they aren't that hard. They both have between 20-60 health, and in the beginning it's not
    necessarily a walk in
    the park, but you should still survive.
    There are no traps and the only ways to die are use magic on yourself or die at the goblins, so you
    should have
    no trouble. It is wise to cast Expert level Wizard Eye if you have it, because there are many little
    treasures lying about.
    Really you can just explore. A lot of times you will open a door and be in what seems a "prison
    cell" with another
    employee, but my guess it is like a cubicle. Throughout the cavern there is about 2, maybe 3
    thousand gold (great
    for beginners), a longbow, boots, light armor, rings, herbs, potion bottles, hats, the works.
    But the only reason I ever visit is because in one of the rooms, there is a huge cabinet next in a
    small room.
    There is a small white box next to the cabinet to help you tell which one it is. Remember to always
    click on the
    boxes as much as the possible. Anyway, if you click on the cabinet you can get unlimited food! Just
    keep on
    clicking, and you can get more! Sometimes you get "bad food", which poisons you, but if you keep
    using one guy,
    the poison will only affect that one man. Also it is helpful to have a cleric with the Cure Poison
    spell, but
    it doesn't matter if you don't. I got over 500 food after clicking for a minute or two, and it's
    been a year since
    then and I am only down to 450! Really helpful. So, just explore and collect, and you should be well
    off if you
    are just starting the game. I didn't visit until I was far in the game, so I was only helped by the
    food. Hope
    this helps!
    <NOTE BY DG DOBREV> If you click on the blue chest multiple times, you'll get up to 10 000 gold.
    This can be used for
    another bug. Go to New Sorpigal and leave ALL your money in the bank. Now return to NWC and hit the
    chest again. It
    should give you another 10 000 gold. You can do so till you get tired of it. <END NOTE>
    -By Griffon Rider-
    
    2. The "Q".
    Yes, Q is surely that alien form who made the blind Jordi LaForge from Star Trek movies see clearly
    again...
    Q is really tough. He has 16 000 HP and casts "Finger of Death" all the time. There are several ways
    to beat him:
    - Wait for him to get stuck in some of the corners (thank God, they are many!) so he won't be able
    to kill you (his spells
    will be hitting the wall in front of you, and you'll take absolutely no damage) with his spell and
    start hitting him
    with your hand weapons.
    - Use the "Sparks" spell, from many of the sparks will hit him.
    Never remain visible for him, for soon some of your characters die by his spell "Finger of Death" -
    but if you win,
    you'll get the Horn of Ros and three books - Town Portal, Lloyd's Beacon and Stone to Flesh.
    
    3. Secret beacon?
    On my game this thing works, so you should try it either. After you buy the Lloyd's beacon spell,
    click on one
    of the empty spaces in you book while "Recalling beacon", and you'll be teleported to Castle Alamos
    in the
    Eel-Infested waters.
    
    4. Entering the Shrine of the Gods.
    There's a secret beacon on the roof of the Bucaneers' Lair in New Sorpigal. Face the Gild of the
    Self and then turn
    back. Now click on the roof before you. You should be teleported to the Shrine of the Gods. Run, run
    and run inside,
    click on it, take +20 to all stats for your characters and then enter the NWC Dungeon as described
    by Griffon Rider.
    After you're done, leave the place turn left and run forward. On the wall before you is a beacon
    back to New Sorpigal.
    If you're quick enough, you won't die, for the Dragons need some time to breathe fire.
    
    5. The Experience bug.
    
    By aiding the lord of Fire, you may click multiple times on the "Quest" button and thus get some
    more experience added
    to your character's totals. If you click for about 8-10 minutes, you'll get to level 183 (16777216
    exp), which means
    that you'll win the game really easy.
    I suggest you skip this bug. Playing on level 183 is not funny as playing on level 55. If you don't
    like the difficulties,
    train to 183. If you like challenges, don't use this thing.
    
    
    
    12. Spell Descriptions - by Degenerate4Life and DG Dobrev
    
    
    #FIRE SPELLS
    1. Torch Light - Torch light increases the radius of light surrounding your party in the dark.
    Novice (N): Duration 1 hour per point of  skill
    Expert (X): Brighter light
    Master (M): Brightest light
    2. Flame Arrow - Creates and fires a single flaming arrow.  Unlike most spells, this spell is
    notoriously inaccurate and has the same chance of hitting as a regular arrow (using your
    Fire skill as a bonus to hit).  The arrow does 1-8 points of damage when it hits.
    N: Casting cost 2 spell points
    X: Casting cost 1spell point.  Quicker recovery rate
    M:Casting cost 0 spell points.  Quickest recovery rate
    3. Protection from Fire	- Increases all your characters' resistance to fire by an amount equal
    to your skill in
    Fire Magic and lasts one hour per point of skill in Fire Magic.
    N: 1 point resistance per point of skill
    X: 2 points resistance per point of skill
    M: 3 points resistance per point of skill
    4. Fire Bolt - Launches a burst of fire at a single target.  Damage is 1-4 points of damage per
    point of skill
    in Fire Magic, but casting cost is low.  Firebolt is safe and effective-the "Old Reliable" of the
    Sorcerer's arsenal.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    5. Haste- Reduces the time it takes to recover from casting a spell or attacking with a weapon.
    Characters will be
    weak for six hours after this spell wears off.
    N: Duration 1 hour + 1 minute per skill point
    X: Spell affects entire party	Duration
    M:1 hour + 3 minutes per skill point
    6. Fireball	- Another Sorcerer's favorite, fireball targets a single monster, but explodes to
    hurt anyone else caught
    in the blast.  If your party is too close to the blast, they will be hurt as well.  Fireball does 1-
    6 points of damage
    per point of skill in Fire Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    7. Ring of Fire - Generates a ring of fire around the party that damages all monsters it contacts.
    Happily, Ring of
    Fire is safe and will not damage your own characters.  Ring of Fire does six points of damage plus
    one per point
    of skill in Fire Magic.
    N: Small radius of effect around party
    X:Larger radius
    M: Quicker recovery rate
    8. Fire Blast - Launches streaks of fire in the direction the characters are facing.  The bolts only
    hit monsters that
    stand in their way, so a little aiming practice will help you get the most benefit from Fire Blast.
    Fire Blast does
    4 points of damage plus 1-3 per point of skill in Fire Magic.
    N: Slow rate of recovery and 3 shots
    X: Moderate rate of recovery and 5 shots
    M: Quick rate of recovery and 7 shots
    9. Meteor Shower - Summons flaming rocks from the sky in a large radius surrounding your chosen
    target.  Try not to
    be near the victim when you use this spell.  A single meteor does 8 points of damage plus 1 per
    point of skill in
    Fire Magic.  This spell only works outdoors.
    N: Slow rate of recovery and 8 meteors
    X: Moderate rate of recovery and 12 meteors
    M: Quick rate of recovery and 16 meteors
    10. Inferno - Inferno burns all monsters in sight when cast, excluding your characters.  Good for
    cleaning out rooms
    full of weak or moderate strength monsters in one or two easy castings.  Each monster takes 12
    points of damage plus 1
    per point of skill in Fire Magic.  This spell only works indoors.
    N: Slow rate of recovery
    X: Faster recovery rate
    M:Fastest recovery rate
    11. Incinerate - Amongst the strongest direct damage spells available, Incinerate inflicts massive
    damage on a single
    target.  Only the strongest of monsters can expect to survive this spell.  Damage is 15 points plus
    1-15 per point of
    skill in Fire Magic."
    N: Slow rate of recovery
    X: Faster recovery rate
    M: Fastest recovery rate
    
    #Air Spells
    1. Wizard Eye - Wizard Eye causes the automap located in the upper right corner of the main gaming
    screen to show the
    locations of monsters and other points of interest while outdoors.  The spell lasts 1 hour per point
    of skill in
    Air Magic.
    N: Only shows terrain and monsters
    X: Shows treasure
    M: Shows "points of interest"
    2. Static Charge -  Hits a single monster with a jolt of static electricity.  It only does 2-6
    points of damage, but
    it always hits.
    N: Casting cost 2 spell points
    X: Casting cost 1 spell point.  Quicker recovery rate
    M: Casting cost 0 spell points.  Quickest recovery rate
    3. Protection from Electricity - Increases all your characters' resistance to Electricity by an
    amount equal to your
    skill in Air Magic.
    N: 1 point resistance per point of skill
    X: 2 points resistance per point of skill
    M: 3 points resistance per point of skill
    4. Sparks - Sparks fires small balls of lightning into the world that bounce around until they hit
    something or
    dissipate. It is hard to tell where they will go, so this spell is best used in a room crowded with
    small monsters.
    Each spark does 2 points plus 1 per point of skill in Air Magic.
    N: Moderate recovery rate, 3 sparks
    X: Faster recovery rate, 5 sparks
    M: Fastest recovery rate, 7 sparks
    5. Feather Fall - Feather Fall prevents your characters from being hurt when falling more than ten
    feet by slowing
    the speed of the fall.  Feather Fall affects your entire party with one casting and has a duration
    based on your
    skill in Air Magic.
    N: Duration 5 minutes per point of skill
    X: Duration 10 minutes per point of skill
    M: Duration 1 hour per point of skill
    6. Shield - Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the
    missiles down just
    before they hit.
    N: Duration 1 hour + 5 minutes per point of skill
    X: Spell affects entire party
    M: Duration 1 hour + 15 minutes per point of skill
    7. Lightning Bolt - Sorcerer's Darling, Lightning Bolt discharges electricity from the caster's hand
    to a single target.
    It always hits and does 1-8 points of damage per point of skill in Air Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    8. Jump - Jump launches your party up in the air, landing you 60 feet from where you started.  Your
    party takes no
    falling damage from the jump.
    N: Slow recovery rate (faster for high skill ranking)
    X: Faster recovery rate
    M: Fastest recovery rate
    9. Implosion - Implosion is a nasty spell that affects a single target by destroying the air around
    it, causing a
    sudden inrush from the surrounding air, a thunderclap, and 10 points plus 1-10 points of damage per
    point of skill
    in Air Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    10. Fly - Grants the power of flight to your characters!  This spell is very expensive and only
    works outdoors, but
    it is very useful.  Fly will drain one spell point every five minutes it is in use (I.E. when you
    aren't touching
    the ground).
    N: Duration 5 minutes per point of skill
    X: Duration 10 minutes per point of skill
    M: Duration 1 hour per point of skill
    11. Starburst - Calls stars from the heavens to smite and burn your enemies.  Expert and Master
    ranking in this spell
    both increase the number of stars called and speed recovery.  The damage for each star is 20 points
    plus 1 per point
    of skill in Air Magic, and Starburst only works outdoors.  Try not to get caught in the blast!
    N: Slow recovery rate and 8 stars
    X: Faster recovery rate and 12 stars
    M: Fastest recovery rate and 16 stars
    
    #Water Spells
    1. Awaken - Automatically awakens all of your characters from a normal sleep and will awaken them
    from a magical sleep
    if they haven't had the sleep condition for too long.  The greater your skill in Water Magic, the
    longer the sleep
    condition could have been present before this spell becomes ineffective.
    N: Works if asleep less than 3 minutes per point of skill
    X: Works if asleep less than 1 hour per point of skill
    M: Works if asleep less than 1 day per point of skill
    2. Cold Beam - Targets a single monster with a field of extreme cold for an instant.  It only does
    2-6 points of damage,
    but it always hits.  The more skill you have in Water Magic, the faster you will recover from
    casting Cold Beam.
    Masters of Water can cast this spell without cost.
    N: Casting cost 2 spell points
    X: Casting cost 1spell point.  Quicker recovery rate
    M: Casting cost 0 spell points.  Quickest recovery rate
    3. Protection from Cold - Increases all your characters' resistance to Cold by an amount equal to
    your skill in Water
    Magic.  This spell lasts for one hour per point of skill in Water Magic.
    N: 1 point resistance per point of skill
    X: 2 points resistance per point of skill
    M: 3 points resistance per point of skill
    4. Poison Spray - Sprays poison at monsters directly in front of your characters.  Damage is low,
    but few monsters
    have resistance to poison, so it usually works.  Each shot does 2 points of damage plus 1-2 per
    point of skill in
    Water Magic.
    N: Moderate recovery rate and 1 shot
    X: Faster recovery rate and 3 shots
    M: Fastest recovery rate and 5 shots
    5. Water Walk - Only useful outdoors, Water Walk lets your characters walk along the surface of
    water without sinking.
    This spell can be very useful, but constantly drains one spell point every 20 minutes while in
    contact with water.
    N: Duration 5 minutes per point of skill
    X: Duration 10 minutes per point of skill
    M: Duration 1 hour per point of skill
    6. Ice Bolt - Fires a single bolt of ice at a single target.  It always hits and does 1-7 points of
    damage per point
    of skill in Water Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    7. Enchant Item - Gives a chance to imbue a normal item with magical powers.  The chance of success
    is 10% per point
    of skill in Water Magic.  Experts manage better enchantments, and only masters can enchant weapons.
    N: Weak enchantments only
    X: Stronger enchantments
    M: Allows enchantment of weapons
    8. Acid Burst - Acid burst squirts a jet of extremely caustic acid at a single victim.  It always
    hits and does 9 points
    of damage plus 1-9 per point of skill.  The big advantage of this spell is few monsters are
    resistant to acid.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    9. Town Portal - Town Portal teleports the party to the central fountain of the last town visited.
    Town Portal has a 10%
    chance per point of Water Magic skill of working when cast.
    N: Outdoors only
    X: Indoors OK
    M: Works anywhere and gives choice of destination
    10. Ice Blast - Fires a ball of ice in the direction the caster is facing.  The ball will shatter
    when it hits something,
    launching 7 shards of ice in all directions except the caster's.  The shards will ricochet until
    they strike a creature
    or melt.  Each shard does 12 points of damage plus 1-2 per point of skill in Water Magic.
    N: Slow rate of recovery
    X: Faster recovery rate
    M: Fastest recovery rate
    11. Lloyd's Beacon - Lloyd's Beacon lets you place a marker at a location you want to teleport back
    to in the future.
    Just how far in the future depends on your skill and ranking in Water Magic.  Cast this spell
    whenever you wish to
    either place a marker or return to one.
    N: 1 Beacon, decays in 1 hour per point of skill
    X: 3 Beacons, decays in 1 day per point of skill
    M: 5 Beacons, decays in 1 week per point of skill
    
    #Earth Spells
    1. Stun - Slaps a monster with magical force, forcing it to recover from the stun spell before it
    can do anything else.
    Stun also knocks monsters back a little, giving you a chance to get away while the getting is good.
    The greater your
    skill in Earth Magic, the greater the effect of the spell.
    N: Normal effect
    X: Stronger effect
    M: Strongest effect
    2. Magic Arrow - Creates and fires a single magical arrow.  Unlike most spells, this spell is
    inaccurate and has the
    same chance of hitting as a regular arrow (using your Earth Magic skill as a bonus to hit).  Also
    unlike most spells,
    Magic Arrow is free to cast when you become a Master of Earth.  The arrow does 3-8 points of damage.
    N: Casting cost 2 spell points
    X: Casting cost 1 spell point.  Quicker recovery rate
    M: Casting cost 0 spell points.  Quickest recovery rate
    3. Protection from Magic - Increases all your characters' resistance to magic by an amount equal to
    your skill in Earth
    Magic.
    N: 1 point resistance per point of skill
    X: 2 points resistance per point of skill
    M: 3 points resistance per point of skill
    4. Deadly Swarm - Summons a swarm of biting, stinging insects to bedevil a single target.  The swarm
    only does 5 points
    of damage plus 1-3 per point of skill in Earth Magic, but it never misses and the damage is physical,
    making resistance
    to this spell unlikely.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    5. Stone Skin - Increases the armor class of a character by 5 + 1 point per point of skill in Earth
    Magic.
    N: Duration 1 hour + 5 minutes per point of skill
    X: Spell affects entire party
    M: Duration 1 hour + 15 minutes per point of skill
    6. Blades - Fires a rotating, razor-thin metal blade at a single monster.  This spell can miss, and
    damage and chance
    to hit rely heavily on Earth Magic skill.  The blade does 1-5 points of damage per point of skill in
    Earth Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    7. Stone to Flesh - Removes the stoned condition from a character if you cast this spell in time.
    The greater the s
    kill and rank in Earth Magic the longer the condition could have been present before the "point of
    no return" is
    reached.  After that, the only way to remove the condition short of Divine Intervention is to visit
    a temple.
    N: Works if stoned less than 3 minutes per point of skill
    X: Works if stoned less than 1 hour per point of skill
    M: Works if stoned less than 1 day per point of skill
    8. Rock Blast - Releases a magical stone into the world that will explode when it comes into contact
    with a creature
    or enough time passes.  The rock will bounce and roll until it finds a resting spot, so be careful
    not to be caught i
    n the blast.  The explosion causes 1-8 points of damage per point of skill in Earth Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    9. Turn to Stone - Temporarily turns a target to stone.  These stone statues are invulnerable to any
    sort of attack.
    N: Duration 5 minutes per point of skill
    X: Duration 10 minutes per point of skill
    M: Duration 20 minutes per point of skill
    10. Death Blossom - Fires a magical stone far into the air that creates a very large and powerful
    explosion when
    it lands.  The damage is 20 points plus 1 per point of skill in Earth Magic.  This spell can only be
    used outdoors.
    N: Moderate rate of recovery
    X: Faster recovery, larger radius of effect
    M: Fastest recovery, largest radius of effect
    11. Mass Distortion - Increases the weight of a single target enormously for an instant, causing
    internal damage equal
    to 25% of the monster's hit points plus another 2% per point of skill in Earth Magic.  The bigger
    they are, the harder
    they fall.
    N: Slow rate of recovery
    X: Faster recovery rate
    M: Fastest recovery rate
    
    #Spirit Spells
    1. Spirit Arrow - Fires an ectoplasmic bolt of negative spiritual energy at a single target.  Spirit
    arrow can miss,
    but a higher skill in Spirit Magic increases your chances of hitting.  The arrow causes 1-6 points
    of damage.
    N: Moderate recovery
    X: Faster recovery
    M: Casting cost 0.
    2. Bless - Blessed characters have an increased chance to hit monsters in hand to hand combat and
    with missiles.
    A character's bonus to hit is increased by 5 + 1 per point of skill in Spirit Magic.
    N: Duration 1 hour + 5 minutes per point of skill
    X: Spell affects entire party
    M: Duration 1 hour + 15 minutes per point of skill
    3. Healing Touch - heals a single character of 3-7 hit points.  Skill increases the recovery rate of
    this spell.
    N: Heals 3-7 points of damage
    X: Heals 5-9 points of damage
    M: Heals 7-11 points of damage
    4. Lucky Day - Temporarily increases a single character's Luck statistic by 10 points plus 2 per
    point of skill
    in Spirit Magic.
    N: Increases luck by 10 points plus 2 per point of skill
    X: Increases luck by 10 points plus 3 per point of skill
    M: Spell affects entire party
    5. Remove Curse - Removes the cursed condition from a character if you cast this spell in time.  The
    greater the
    skill and rank in Spirit Magic the longer the condition could have been present before the "point of
    no return"
    is reached.  After that, the only way to remove the condition short of Divine Intervention is to
    visit a temple.
    N: Works if cursed less than 3 minutes per point of skill
    X: Works if cursed less than 1 hour per point of skill
    M: Works if cursed less than 1 day per point of skill
    6. Guardian Angel - Sets up a compact with the Higher Powers to resurrect your characters  and
    return them to the last
    temple you visited upon their deaths.  The price for this service is half of the gold your
    characters have with them
    at the time of death.  Guardian Angel lasts for 1 hour per point of skill in Spirit Magic.
    N: Characters are restored to life with 1 hit point each.
    X: Characters are restored to life with half their hit points
    M: Characters are restored to life with all their hit points
    7. Heroism - Heroism increases the damage a character does on a successful attack by 5 + 1 point per
    point of skill
    in Spirit Magic.
    N: Duration 1 hour + 5 minutes per point of skill
    X: Spell affects entire party
    M: Duration 1 hour + 15 minutes per point of skill
    8. Turn Undead - Forces all visible undead monsters to flee until the duration of Turn Undead runs
    out.  This spell
    lasts for 3 minutes plus 3 minutes per point of skill in Spirit Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    9. Raise Dead - Raises a character from the dead if you cast this spell in time.  The greater the
    skill and rank in
    Spirit Magic the longer the character could have been dead before the "point of no return" is
    reached.  After that,
    the only way to raise the character short of Divine Intervention is to visit a temple.  Casting this
    spell will l
    eave your character in the weak condition.
    N: Works if dead less than 3 minutes per point of skill
    X: Works if dead less than 1 hour per point of skill
    M: Works if dead less than 1 day per point of skill
    10. Shared Life - Shared Life combines the life force of your characters and redistributes it
    amongst them as evenly
    as possible.  All current hit points are totaled and 1 extra point per point of skill in Spirit
    Magic is added to
    this total.  Then the points are distributed back to the characters, with no individual character
    being allowed to
    have more points than his maximum total hit points.
    N: Adds 1 hit point per point of skill to the pool
    X: Adds 2 hit points per point of skill to the pool
    M: Adds 3 hit points per point of skill to the pool
    11. Resurrection - Resurrects an eradicated (body destroyed) character if you cast this spell in
    time.  The greater the
    skill and rank in Spirit Magic the longer the condition could have been present before the "point of
    no return" is
    reached.  After that, the only way to resurrect the character is to visit a temple. Casting this
    spell will leave your
    character in the weak condition.
    N: Works if eradicated less than 3 minutes per point of skill
    X: Works if eradicated less than 1 hour per point of skill
    M: Works if eradicated less than 1 day per point of skill
    
    #Mind Spells
    1. Meditation - Temporarily increases a single character's Intellect and Personality statistics by
    10 points plus 2 per
    point of skill in Mind Magic.
    N: Increases Intellect and Personality by 10 points plus 2 per point of skill
    X: Increases Intellect and Personality by 10 points plus 3 per point of skill
    M: Spell affects entire party
    2. Remove Fear - Removes the afraid condition from a character if you cast this spell in time.  The
    greater the skill
    and rank in Mind Magic the longer the condition could have been present before the "point of no
    return" is reached.
    After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
    N: Works if afraid less than 3 minutes per point of skill
    X: Works if afraid less than 1 hour per point of skill
    M: Works if afraid less than 1 day per point of skill
    3. Mind Blast - Fires a bolt of mental force damaging to a single targets' nervous system.  Mind
    Blast does 5 points of
    damage plus 1-2 per point of skill in Mind Magic.
    N: Moderate recovery rate
    X:Faster recovery rate
    M: Fastest recovery rate
    4. Precision - Temporarily increases a single character's Accuracy statistic by 10 points plus 2 per
    point of skill
    in Mind Magic.
    N: Increases Accuracy by 10 points plus 2 per point of skill
    X: Increases Accuracy by 10 points plus 3 per point of skill
    M: Spell affects entire party
    5. Cure Paralysis - Cures paralysis if you cast this spell in time.  The greater the skill and rank
    in Mind Magic
    the longer the character could have been paralyzed before the ""point of no return"" is reached.
    After that, the
    only way to remove the condition short of Divine Intervention is to visit a temple.
    N: Works if paralyzed less than 3 minutes per point of skill
    X: Works if paralyzed less than 1 hour per point of skill
    M: Works if paralyzed less than 1 day per point of skill
    6. Charm - Calms a single targeted creature and removes any hostile feelings it has towards your
    characters.  If
    this creature takes any damage, it will immediately become hostile again.
    N: Duration 3 minutes per point of skill
    X: Duration 6 minutes per point of skill
    M: Duration 12 minutes per point of skill
    7. Mass Fear - All creatures in the caster's sight fear the caster and flee.  If a creature takes
    damage while under
    the influence of this spell, the spell will be broken.  Mass Fear will not work on Undead creatures.
    The duration of
    Mass Fear is 3 minutes per point of skill in Mind Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    8. Feeblemind - Feeblemind removes the ability of a target to cast spells until this spell wears out.
    The duration of
    this spell is 5 minutes per point of skill in Mind Magic
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    9. Cure Insanity - Cures insanity if you cast this spell in time.  The greater the skill and rank in
    Mind Magic the
    longer the character could have been insane before the "point of no return" is reached.  After that,
    the only way
    to remove the condition short of Divine Intervention is to visit a temple.
    N: Works if insane less than 3 minutes per point of skill
    X: Works if insane less than 1 hour per point of skill
    M: Works if insane less than 1 day per point of skill
    10. Psychic Shock - Similar to Mind Blast, Psychic Shock targets a single creature with mind
    damaging magic, only to
    a much greater effect.  Psychic Shock does 12 points of damage plus 1-12 per point of skill in Mind
    Magic.
    N: Slow rate of recovery
    X: Faster recovery rate
    M: Fastest recovery rate
    11. Telekinesis - Telekinesis lets you manipulate an object at a distance at a strength equal to
    your character's
    skill in Mind Magic.  Switches can be thrown, objects picked up, and doors opened with this spell,
    all from a nice
    safe distance from those nasty traps.
    N: Strength of effect is 1 point per point of skill
    X: Strength of effect is 2 points per point of skill
    M: Strength of effect is 3 points per point of skill
    
    Body Spells
    1. Cure Weakness - Cures the weak condition from a character if you cast this spell in time.  The
    greater the skill
    and rank in Body Magic the longer the character could have been weak before the "point of no return"
    is reached.
    After that, the only way to cure the condition short of Divine Intervention is to visit a temple.
    N: Works if weak less than 3 minutes per point of skill
    X: Works if weak less than 1 hour per point of skill
    M: Works if weak less than 1 day per point of skill
    2. First Aid - Cures 5 hit points on a single target when cast.  Recovery is reduced by an amount
    equal to the caster's
    skill in Body Magic.
    N: Cures 5 hit points
    X: Cures 7 hit points
    M: Cures 10 hit points
    3. Protection from Poison - increases all your characters' resistance to poison by an amount equal
    to your skill in
    Body Magic.
    N: 1 point resistance per point of skill
    X: 2 points resistance per point of skill
    M: 3 points resistance per point of skill
    4. Harm - Directly inflicts magical damage upon a single creature.  Harm does 8 points of damage
    plus 1-2 per point
    of skill in Body Magic.
    N: Moderate recovery rate
    E: Faster recovery rate
    M: Fastest recovery rate
    5. Cure Wounds - Cures hit points on a single target when cast.  The number cured is equal to five
    plus 2 per point
    of skill in Body Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    6. Cure Poison - Cures poison in a character if you cast this spell in time.  The greater the skill
    and rank in
    Body Magic the longer the character could have been poisoned before the "point of no return" is
    reached.  After that,
    the only way to remove the condition short of Divine Intervention is to visit a temple.
    N: Works if poisoned less than 3 minutes per point of skill
    X: Works if poisoned less than 1 hour per point of skill
    M: Works if poisoned less than 1 day per point of skill
    7. Speed - Temporarily increases a single character's Speed statistic by 10 points plus 2 per point
    of skill in
    Body Magic.
    N: Increases Speed by 10 points plus 2 per point of skill
    X: Increases Speed by 10 points plus 3 per point of skill
    M: Spell affects entire party
    8. Cure Disease - Cures disease in a character if you cast this spell in time.  The greater the
    skill and rank in
    Body Magic the longer the character could have been diseased before the "point of no return" is
    reached.  After that,
    the only way to remove the condition short of Divine Intervention is to visit a temple.
    N: Works if diseased less than 3 minutes per point of skill
    X: Works if diseased less than 1 hour per point of skill
    M: Works if diseased less than 1 day per point of skill
    9. Power - Temporarily increases a single character's Might and Endurance statistics by 10 points
    plus 2 per point
    of skill in Body Magic.
    N: Increases Might and Endurance by 10 points plus 2 per point of skill
    X: Increases Might and Endurance by 10 points plus 3 per point of skill
    M: Spell affects entire party
    10. Flying Fist - Flying Fist throws a heavy magical force at a single opponent that does 30 points
    of damage plus
    1-5 per point of skill in Body Magic.
    N: Slow rate of recovery
    X: Faster recovery rate
    M: Fastest recovery rate
    11. Power Cure - Cures hit points of all characters in your party at once.  The number cured is
    equal to 10 plus 2
    per point of skill in Body Magic.
    N: Slow rate of recovery
    X: Faster recovery rate
    M: Fastest recovery rate
    
    #Light Spells
    1. Create Food - Creates food for all of your characters if you have less real food than would be
    created by this spell.
    N: Creates 1 day + 1 day per 10 points skill
    X: Creates 1 day + 2 days per 10 points skill
    M: Creates 1 day + 3 days per 10 points skill
    2. Golden Touch - Converts a single item you select in your inventory into gold equal to 40% of the
    item's actual value.
    There is a 10% chance per point of skill in Light Magic that this spell will succeed.  If the spell
    fails, the item is
    broken.
    N: Converts item to 40% gold value
    X: Converts item to 60% gold value
    M: Converts item to 80% gold value
    3. Dispel Magic - Removes all spells on all creatures in the caster's sight, both helpful and
    harmful.  Recovery is
    reduced by an amount equal to skill in Light Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    4. Slow - Halves the walking speed and doubles the recovery rate of a single monster.  Slow makes
    sure a monster will
    attack you half as often, and will have a harder time catching up to you if you choose to run.  The
    duration of this
    spell is 3 minutes per point of skill in Light Magic.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    5. Destroy Undead - Calls upon the power of Heaven to undo the evil magic that extends the lives of
    the Undead, inflicting
    16 points of damage plus 1-16 per point of skill in Light Magic upon a single, unlucky target.  This
    spell only works on
    the Undead.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    6. Day of the Gods - Simultaneously casts Power, Meditation, Speed, Lucky Day, Precision, and GA on
    all your characters
    for one easy payment.   Day of the Gods is cast at your skill in Light Magic.
    N: All spells cast at twice skill in Light Magic
    X: All spells cast at three times skill
    M: All spells cast at four times skill
    7. Prismatic Light - Inflicts 25 points of damage plus 1 per point of skill in Light Magic on all
    creatures in sight.
    This spell can only be cast indoors.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    8. Hour of Power - Simultaneously casts Haste, Heroism, Shield, Stone Skin, and Bless on all your
    characters at your
    skill in Light Magic.
    N: All spells cast at twice skill in Light Magic
    X: All spells cast at three times skill
    M: All spells cast at four times skill
    9. Paralyze - Paralyze temporarily prevents a monster from moving or attacking for the (short)
    duration of this spell,
    which is 3 minutes per point of skill in Light Magic.  You are free to attack your helpless target
    'til your heart's
    content--paralyzed monsters cannot retaliate.
    N: Slow recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    10. Sun Ray - Sun Ray is the second most devastating spell in Enroth, concentrating the light of the
    sun on one
    unfortunate creature.  Since Sun Ray must focus the light of the sun, it can only work outdoors and
    during the day.
    Sun Ray does 20 points of damage plus 1-20 per point of skill in Light Magic.
    N: Very slow recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    11. Divine Intervention - Once per day during the rising or setting of the sun, you may call upon
    the heavens to heal
    your characters of all damage, restore your spell points, and remove all adverse conditions.  The
    gods exact a price,
    however, aging the caster 10 years for each Divine Intervention.  Recovery from this spell is
    shortend with skill in
    Light Magic.
    N: Only works once per day
    X: Only works twice per day
    M:Only works three times per day
    
    #Dark Spells
    1. Reanimate - Reanimate allows you to raise a lifeless creature from the dead (sort of).  The spell
    does not make them
    grateful or peaceful in any way, but you can always kill them again, if you want.
    N: Creature gets 10 hit points per skill point (up to creature's maximum)
    X: Creature gets 20 hit points per skill point
    M: Creature gets 30 hit points per skill point
    2. Toxic Cloud - A poisonous cloud of noxious gases is formed in front of the caster and moves
    slowly away from your
    characters.  The cloud does 25 points of damage plus 1-10 per point of skill in Dark Magic and lasts
    until something
    runs into it.
    N: Moderate recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    3. Mass Curse - Inflicts the cursed condition on all monsters in the sight of the caster.
    N: Duration 2 minutes per point of skill
    X: Duration 3 minutes per point of skill
    M: Duration 4 minutes per point of skill
    4. Shrapmetal - Fires a blast of hot, jagged metal in front of the caster, striking any creature
    that gets in the way.
    Each piece inflicts 6 points of damage plus 1-6 per point of skill in Dark Magic.
    N: Moderate recovery rate and 3 fragments
    X: Faster recovery rate and 5 fragments
    M: Fastest recovery rate and 7 fragments
    5. Shrinking Ray - Shrinks even the grandest of monsters to more manageable sizes. Duration of this
    spell is 5 minutes
    per point of skill in Dark Magic.  A shrunken monster deals one half, one third, or one quarter its
    normal damage while
    shrunk.
    N: Reduces monster size to one half normal
    X: Reduces monster size to one third normal
    M: Reduces monster size to one fourth normal
    6. Day of Protection - Simultaneously casts Protection from Fire, Electricity, Cold, Poison, and
    Magic, plus Feather Fall
    and Wizard Eye on all your characters at your skill in Dark Magic.
    N: All spells cast at twice skill in Dark Magic
    X: All spells cast at three times skill
    M: All spells cast at four times skill
    7. Finger of Death - Attempts to immediately slay a single creature by stripping its soul from its
    body.  Finger of Death
    has a 3% chance per skill point in Dark Magic of working, with Experts and Masters getting 4 and 5%
    chances respectively.
    N: 3% chance of success per point of skill in Dark Magic
    X: 4% chance of success per point of skill in Dark Magic
    M: 5% chance of success per point of skill in Dark Magic
    8. Moon Ray - A powerful spell of Darkness, Moon Ray heals your characters and damages all monsters
    in sight.  It doesn't
    do a lot of damage or cure conditions, but it is the only spell that harms all monsters in sight and
    works outside.  Moon
    Ray is restricted to working outdoors and at night.  All monsters take 1-4 points of damage per
    point of skill in Dark
    Magic, and all characters heal 1-4 points of damage per point of skill.
    N: Slow recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    9. Dragon Breath - Dragon Breath empowers the caster to exhale a cloud of toxic vapors that target a
    single monster and
    damage all creatures nearby.  This spell is the most powerful damage spell in the lands, doing 1-25
    points of damage per
    point of skill in Dark Magic.
    N: Slow recovery rate
    X: Faster recovery rate
    M: Fastest recovery rate
    10. Armageddon - This spell is the town killer.  It can only be cast once per day by Apprentices to
    Dark Magic,  and only
    outdoors at that.  Armageddon inflicts 50 points of damage plus 1 point of damage for every point of
    Dark skill your
    character has to every creature on the map, including all your characters.
    N: Can only be cast once per day
    X: Can only be cast twice per day
    M: Can only be cast three times per day
    11. Dark Containment - This spell attempts to trap the force of darkness into its victims, hence the
    name Dark
    Containment.  The target of the spell will suffer from random effects- though certain creatures are
    immune to this
    spell.
    N: Slow rate of recovery
    X: Faster recovery rate
    M: Fastest recovery rate
    
    
    13. Special thanks:
    
    1. To Degenerate4Life, who kindly gave the location of MM7View and helped me with this FAQ. You'll
    see his work marked
    with:
    ***
    (text by Degenerate4Life)
    - By Degenerate4Life -
    2. To GriffonRider, who gave me the NWC dungeon description. His passion to help us was really
    admirable!
    3. To Sashanan, who was so kind to give me a brief outline how to post an FAQ. Whithout the help of
    this wonderful
    person you wouldn't be reading this now.
    
    14. Are you planning to make another version?
    
    Yes, I do. However, it will be after my exams. I'm studying in a University, so my exams may last
    from the beginning
    of January 2002 till the end of February 2002. After my exams are finished, I'll update this FAQ.
    
    Goodbye now, and thank you for reading this FAQ.
    
    
    Copyright 2001, by DG Dobrev. All rights reserved.
    

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