MIGHT & MAGIC III -- ISLES OF TERRA
Miscellaneous Facts and Spoilers
Version 3.21 - December 21, 2013
by Stephen S. Lee (
[email protected])
You may distribute this freely, so long as you give proper credit to me.
This was derived from the PC version; I make no guarantees about
applicability to other platforms.
Please feel free to e-mail me with corrections or suggestions.
The notation XdY means the same thing as it does in traditional tabletop
gaming; a random number is generated by rolling a Y-sided die X times and
then adding together the rolls.
TABLE OF CONTENTS
-----------------
1. Party Creation
A. Classes
B. Races
C. The Seven Statistics
D. Skills
E. Recommended party
F. Hirelings
2. Spell list
3. Guide to Terra
A. Locations of major areas
B. Locations of skills
C. Locations of spells outside of mage guilds
D. Locations of temporary stat boosters
E. Locations of permanent stat boosters
F. Locations of monster outposts
G. Locations of other treasure
H. Mirror portal keywords
4. Monsters
A. Table of monster statistics
B. The Arena
5. Items
A. Equipment generation and properties
B. Shops of Terra
6. Other things
A. Tavern rumors and tips
B. Miscellaneous tips and tricks
SECTION 1A - CLASSES
--------------------
Here is a table showing the different classes in the game, with the column
headers indicating:
HP - base hit points gained per level. This number is modified by
Endurance, race, and the Body Building skill.
Attacks - number of levels it takes to get another melee attack per round,
so lower numbers are better. There isn't any upper limit to the
number of attacks that can be made in a round; at the end of the
game this can approach 40.
Skill - skill that class starts with
Spell - spells that class starts with
Requirements - stat requirements needed to start as this class
Class HP Attacks Skill Spells Requirements
Knight 10 5 Arms Master - Mgt 15
Paladin 8 6 Crusader Light Mgt/Per/End 13
Archer 7 6 - Detect Magic Int/Acy 13
Cleric 5 7 - All L1 Cleric Per 13
Sorcerer 4 8 Cartography All L1 Sorc. Int 13
Robber 8 6 Thievery - Lck 13
Ninja 7 5 Thievery - Spd/Acy 13
Barbarian 12 4 - - End 15
Druid 6 7 Direction Sense All L1 Druid Int/Per 15
Ranger 9 6 Pathfinding Awaken Int/Per/End/Spd 12
Knights are pure warriors; they can equip any weapon, body armor, or shield in
the game, but may not cast spells.
Barbarians are also pure warriors; they have more hit points and are superior
in raw melee combat ability compared to Knights, and likewise may not cast
spells. However, they are more limited in the melee weapons they can equip,
and may not use body armor heavier than scale armor.
Knights and Barbarians receive bonuses to-hit in combat that other classes do
not receive; combined with their greater number of attacks at higher level,
this makes them much more effective melee combat machines than the hybrid
classes.
Robbers are trained in the arts of Thievery, but are not able to cast spells.
They may equip most weapons, and can use a shield, but may not use body armor
heavier than chain mail.
Ninjas are also trained in the arts of Thievery; they are poorer at it compared
to actual Robbers, but make up for it with superior combat ability. They also
cannot cast spells, may not use a shield, and may not use body armor heavier
than ring mail.
Clerics are primarily magic users who use the clerical spellbook. They are
poor in melee combat, are not allowed to use edged weaponry, and cannot use
ranged weapons. However, they are allowed to equip shields and body armor as
heavy as splint mail.
Sorcerers are primarily magic users who use the arcane spellbook. They are
even worse in melee combat than Clerics; they can equip very few weapons, and
the only body armor they can equip is padded armor.
Druids are primarily magic users who use the druidic spellbook. The druid
spellbook has spells from both the clerical and sorcerer lists, plus a few
spells that only the druidic spellbook has. Like Clerics, they make for poor
fighters, though they can equip more melee weapons than Clerics can. They may
equip shields, but the only body armor they may use are padded armor and
leather armor.
Paladins are hybrid fighter-clerics. While they are allowed to use any piece
of armor, and may equip any weapon that is not specialized for ninjas, they
do not fight quite as effectively as Knights or Barbarians. They may cast
spells from the clerical spellbook, but only have half as many spell points as
full Clerics, and their spells cost twice as much in mage guilds. Apart from
these limitations, they cast spells just as well as a Cleric of the same level.
Archers are hybrid fighter-sorcerers. They are as effective in melee and
ranged combat as Paladins, and can equip any weapon that a Paladin can. Their
defensive capacities are more limited, as they may not use a shield, nor can
they use body armor heavier than chain mail. They may cast spells from the
arcane spellbook, but only have half as many spell points as full Sorcerers,
and their spells cost twice as much in mage guilds. Apart from these
limitations, they cast spells just as well as a Sorcerer of the same level.
Rangers are hybrid fighter-druids. They are as effective in melee and ranged
combat as Paladins, and can equip any weapon that a Paladin can. Their
defensive ability is worse than a Paladin but better than an Archer, as they
may equip a shield and any body armor other than plate. They may cast spells
from the druidic spellbook, but only have half as many spell points as full
Druids, and their spells cost twice as much in mage guilds. Apart from these
limitations, they cast spells just as well as a Druid of the same level.
All characters may equip any helmet, cloak, boots, gauntlets, belt, ring,
amulet, or other piece of equipment. Any character may also use any charged
item that can cast spells, such as a wand.
The base number of spell points per level for a spellcaster is 3. This is
first modified by race, Intellect and Personality scores, and the
class-relevant skill; this is then divided by 2 for Paladins, Archers, and
Rangers. Fractions are retained, and only discarded after multiplying by the
character's level.
SECTION 1B - RACES
------------------
The following table shows all the effects of the different races. "Thief Mod"
represents the modifier to Thievery.
HP per MP per ---- Starting Resistances ---- Thief Starting
Name Level Level Fire Elec Cold Pois Ener Magic Mod Skill
Human +0 +0 7 7 7 7 7 7 +0 Swimming
Elf -2 +2* 0 0 0 0 5 5 +10 -
Dwarf +1 -1 5 5 5 20 5 0 +5 Spot Secret Doors
Gnome -1 +1 2 2 2 2 2 20 +10 Danger Sense
Half-orc +2 -2 10 10 10 0 0 0 -10 -
* Elves who are not archers or sorcerers do NOT receive this bonus.
SECTION 1C - THE SEVEN STATISTICS
---------------------------------
Each character has seven major statistics that define his or her abilities.
These are Might, Intellect, Personality, Endurance, Speed, Accuracy, and Luck;
random values for these stats at character generation can range from 3 to 21.
For all of these stats, the numerical rating corresponds to an adjective given
by the game when you click on the statistic on the character screen. Each of
these adjectives corresponds to the standard numerical bonus for that
stat value. These ranges and bonuses are:
Stat Range Adjective Bonus
0-2 Nonexistant [sic] -5
3-4 Very Poor -4
5-6 Poor -3
7-8 Very Low -2
9-10 Low -1
11-12 Average +0
13-14 Good +1
15-16 Very Good +2
17-18 High +3
19-20 Very High +4
21-24 Great +5
25-29 Super +6
30-34 Amazing +7
35-39 Incredible +8
40-49 Gigantic +9
50-74 Fantastic +10
75-99 Astounding +11
100-124 Astonishing +12
125-149 Monumental +13
150-174 Tremendous +14
175-199 Collosal [sic] +15
200-224 Awesome +16
225-249 Awe Inspiring +17
250+ Ultimate +20
Increasing a statistic above 250 consequently has no effect. At the other
end of the scale, if a statistic is 0 it is possible to die when resting,
although this form of "natural death" can still be undone with the Raise Dead
spell.
The functions of these statistics are as follows:
MIGHT: The bonus applies to the physical damage done with each successful melee
attack; penalties cannot drop damage per attack below 1. Might is also used
when bashing open doors and performing other such feats of strength.
INTELLECT: The bonus applies to the number of spell points per level for
Archers and Sorcerers. For Rangers and Druids, the average of the
Intellect and Personality bonuses is used. No effect for other classes.
PERSONALITY: The bonus applies to the number of spell points per level for
Paladins and Clerics. For Rangers and Druids, the average of the Intellect
and Personality bonuses is used. No effect for other classes.
ENDURANCE: The bonus applies to the number of hit points per level.
SPEED: The bonus applies to Armor Class. Speed also determines when your
character acts during combat. Unlike later Might and Magic games, it does
not determine how often your character acts.
ACCURACY: The bonus applies to the chance to hit with a weapon, either melee or
ranged.
LUCK: The bonus applies to resistance rolls, both damage resistance and status
condition resistance. If the damage resistance roll works like it does in
later Might and Magic games, you must have at least 1 resistance point for
the Luck bonus to apply at all.
Some status conditions can affect your statistics, as follows:
Cursed -1 per severity to Lck
Diseased -1 per severity to Int/Per/End
Drunk +1 per severity to Per/Lck; -1 per severity to Mgt/Int/End/Spd/Acy
Heartbroken -1 per severity to all stats
In Love +1 per severity to all stats
Insane +1 per severity to Mgt/Spd; -1 per severity to Int/Per/Acy
Poisoned -1 per severity to Mgt/Spd/Acy
Weak -1 per severity to all stats
Age, whether artificial or natural, affects statistics other than Luck starting
at 36; at this age a character gets -2 to Might, Endurance, Speed, and
Accuracy, and +2 to Intellect and Personality. At age 51, the penalties and
bonuses become -5/+5; age 76, the penalties and bonuses become -10/+10; at age
101, -20/+20; at age 201, -50/+50.
SECTION 1D - SKILLS
-------------------
A freshly generated character will have zero, one, or two free skills that
derive from race and class.
All skills may be found after character generation, including Thievery; the
locations and costs of these are listed in Section 3B. The actual functions
of the skills are as follows.
Name Function
Arms Master +1 to hit.
Astrologer Druids get an extra 2 spell points per level. Rangers get
1 extra spell point per level. No effect for other classes.
Body Builder +1 hit point per level.
Cartographer The auto-mapping feature only works if at least one character
possesses this skill.
Crusader The whole party must possess this skill to enter Castle
Whiteshield, Castle Bloodreign, or Castle Dragontooth.
Danger Sense If at least one character has this skill, you will know if
there are foes nearby.
Direction Sense The compass feature only works if at least one character
possesses this skill.
Linguist Allows the character to read foreign languages.
Merchant Allows the character to receive full value instead of half
value when selling an item in a store.
Mountaineer At least two characters with this skill are needed to move
through mountains on foot.
Navigator The character can prevent the party from becoming lost.
Pathfinder At least two characters with this skill are needed to move
through dense forests on foot.
Prayer Master Clerics get an extra 2 spell points per level. Paladins get
1 extra spell point per level. No effect for other classes.
Prestidigitator Sorcerers get an extra 2 spell points per level. Archers get
1 extra spell point per level. No effect for other classes.
Spot Secret Doors If at least one character has this skill, this permits the
automatic detection of walls that can be bashed down.
Swimming The whole party must possess this skill to move around in
shallow water without magic.
Thievery Required to pick locks on chests and doors. A character's
base Thievery rating is 30 for Robbers, 15 for Ninjas, and 0
for everyone else (after learning Thievery in a specific
location). This is modified by race, and every character
gains 2 points of Thievery per level.
Tracker Does nothing.
SECTION 1E - RECOMMENDED PARTY
------------------------------
Here are some key points to keep in mind when choosing your party of six:
* A Knight or Barbarian is significantly better in melee combat than the
Paladin, Archer, Ranger, or Ninja. Their additional hit points and greater
number of attacks per round give them significant combat advantages over
hybrid classes, especially when considering that they can cast spells with
all the effectiveness of a spellcaster if they use an item that casts spells.
Your party should therefore include at least one or two of these. The sample
party has both a Knight and a Barbarian for good reason. Most people making
party suggestions recommend against these, but I strongly disagree; a key
supporting argument for this is the following point.
* Once you have ready access to charged items that can cast spells, plus the
Recharge Item and Duplicate Item spells, anyone in your party can readily
sling spells you have the items for. This will make a Knight just as good at
casting fireballs as your Sorcerer by mid-game, and makes casting expensive
but powerful spells like Power Cure, Power Shield, and Dragon Breath much
easier.
You will still want pure spellcasters for the earlier parts of the game, and
even later the pure spellcasters give you much greater variety and
flexibility, as you only have 18 inventory spaces per character. This does
however mean you can load up on warriors with better combat capacity and more
hit points.
* The druidic spellbook just isn't all that useful; while it gets spells from
both the clerical and arcane spell lists, it doesn't get many of the good
ones, and the only important druidic spell that neither other list has is
Walk on Water. You can therefore exclude these classes from your party if
you wish, and work around it by doing one of the following: (1) using the
Druid or Ranger hirelings; (2) finding an item that can cast Walk on Water;
or (3) using the Etherealize and Teleport spells as substitutes for Walk on
Water.
* You do not need to start out with someone who has the Thievery skill. You
can eventually have anyone learn this skill, or find a hireling who has it.
Locked doors can be bashed down, and locked chests can wait for later in the
game. You will miss out on surprisingly little treasure this way; the
biggest item you will have to skip until you acquire Thievery is the main
treasure in Fountain Head.
* Clerical spellcasters are good not just for healing spells, but also for
Protection from Elements, Blessed, Heroism, Holy Bonus, and Town Portal.
Arcane spellcasters are likewise good for more than raw damage spells;
Lloyd's Beacon, Power Shield, Teleport, Recharge Item, and Duplication are
all great spells to have around.
* Refer to Section 1F to take into account which hirelings become available
when in the game. Using a variety of tricks can help offset the cost of the
hirelings; see Section 6 for details.
Given all of these points, one party that works well is:
Half-Orc Knight
Dwarf Ranger
Human Paladin
Human Archer
Gnome Cleric
Elf Sorcerer
You can replace the Ranger or the Archer with a Dwarf Ninja if you don't want
to deal with the lack of early-game Thievery. If you plan to employ the
high-level Barbarian and Sorcerer hirelings available in Blistering Heights as
soon as you can, you can replace the sorcerer with another fighter of some
kind, like a second archer.
When assigning statistics, Speed is the hardest statistic to increase in the
game; you should consider putting one of your highest rolls there for everyone
in your party.
SECTION 1F - HIRELINGS
----------------------
Allan Bow Male Good Human Archer L3 (4000 XP) Start Cost 180 gold/day
Starts in the Fountain Head Inn
Mgt 16 Age 21 Cutlass L1 Sorcerer spells
Int 16 Pathfinder Chain Mail Raven's Guild Member
Per 8 Swimmer Short Bow
End 18
Spd 13
Acy 21
Lck 11
Fineous Male Neutral Human Druid L3 (3000 XP) Start Cost 180 gold/day
Starts in the Fountain Head Inn
Mgt 7 Age 22 Mace L3 Druid spells
Int 11 Dir. Sense Leather Armor Raven's Guild Member
Per 19 Swimmer
End 17
Spd 18
Acy 13
Lck 14
Sir Galant Male Good Human Knight L8 (96000 XP) Start Cost 1280 gold/day
Imprisoned at Baywatch Cavern (15,1)
Mgt 26 Age 26 Halberd 5 Arena Wins
Int 13 Arms Master Plate Mail
Per 13 Crusader Crossbow
End 21 Navigator Iron Helm
Spd 18 Swimmer Silver Boots
Acy 17 Warrior Gauntlets
Lck 16 Yellow Fortress Key
Darlana Female Good Dwarf Cleric L7 (48000 XP) Start Cost 980 gold/day
Imprisoned at Baywatch Cavern (15,0)
Mgt 13 Age 27 Hammer L7 Cleric spells
Int 14 Crusader Splint Mail Raven's Guild Member
Per 25 Danger Sense Iron Helm Albatross Guild Member
End 16 Swimmer Fast Boots Falcon's Guild Member
Spd 17 Friendship Robes
Acy 14
Lck 19
Wartowsan Male Evil Human Ninja L11 (768000 XP) Start Cost 2420 gold/day
Imprisoned at Wildabar Cavern (4,7)
Mgt 19 Age 31 Steel Naginata 10 Arena Wins
Int 16 Thievery 37 Silver Ring Mail
Per 16 Arms Master Iron Crossbow
End 23 Body Builder Rogue Gauntlets
Spd 28 Crusader Lucky Charm
Acy 19 Swimmer Life Belt
Lck 23 Blue Unholy Key
Lone Wolf Female Neutral Elf Ranger L12 (2048000 XP) Start Cost 2880 gold/day
Imprisoned at Wildabar Cavern (0,13)
Mgt 19 Age 36 Silver Grand Axe L12 Druid spells
Int 25 Crusader Gold Chain Mail Raven's Guild Member
Per 25 Merchant Silver Long Bow Albatross Guild Member
End 23 Mountaineer Precision Gauntlets Falcon's Guild Member
Spd 16 Pathfinder Ebony Medal Buzzard's Guild Member
Acy 15 Spot S. Doors Mystic Cape
Lck 21 Red Warriors Key
Charity Female Good Human Paladin L18 (8192000 XP) Start Cost 6480 gold/day
Imprisoned at Bloodreign Dungeon (14,3)
Mgt 18 Age 34 Steel Hammer L13 Cleric spells
Int 20 All Skills Steel Plate Armor Raven's Guild Member
Per 30 Sonic Tiara Albatross Guild Member
End 25 Thunder Charm Falcon's Guild Member
Spd 21 Charisma Scarab Buzzard's Guild Member
Acy 20 Friendship Necklace
Lck 26
Son of Abu Male Neutral Gnome Robber L22 (11264000 XP) Start Cost 9680 gold/day
Imprisoned at Bloodreign Dungeon (14,0)
Mgt 22 Age 47 Steel Broad Sword 3 Arena Wins
Int 22 Thievery 79 Ruby Chain Mail
Per 22 All Skills Ebony Crossbow
End 30 Steel Shield
Spd 28 Toxic Broach
Acy 33 Cryo Boots
Lck 40 Stealth Scarab
Pirate Ring
Black Terror Key
Lord Bruno Male Evil Human Barbar. L40 (30208000 XP) Start Cost 32000 gold/day
Starts in the Blistering Heights Inn
Mgt 60 Age 61 Platinum Great Axe 25 Arena Wins
Int 40 All Skills Platinum Scale Armor
Per 50 Sapphire Sling
End 70 Blazing Platinum Helm
Spd 35 Cryo Platinum Gauntlets
Acy 40 Shocking Leadership Cloak
Lck 35 Power Belt
The Raven Male Evil Human Sorcerer L50 (40960000 XP) Start Cost 50000 gold/day
Starts in the Blistering Heights Inn
Mgt 25 Age 134 Diamond Dagger L17 Sorcerer spells
Int 130 All Skills Plat. Padded Armor Raven's Guild Member
Per 90 Arcane Scarab Albatross Guild Member
End 45 Genius Ring Falcon's Guild Member
Spd 60 Kinetic Cloak Buzzard's Guild Member
Acy 40 Ectoplasmic Amulet Eagle's Guild Member
Lck 55 Vampiric Ring
Gold Master Key
SECTION 2 - SPELL LIST
----------------------
"Cost" in the following indicates how many magic points are needed for the
spell. "/L" under cost indicates the number of magic points required per level
of the caster. "*" under cost indicates how many gems are required. "Lv"
indicates the level you need to learn a spell from a mage guild; it has no
other effect.
A "group" of monsters means all the monsters in the first square in front of
the party that has monsters; spells that affect a group can hit up to 3
monsters. "All" monsters indicates all monsters in front of the party.
"Elemental" means you can select one of Fire, Electricity, Cold, or Poison, and
the spell will do that specific type or damage, or protect against that
specific element.
CLERICAL SPELL TABLE
Name Cost Lv Effect
Light 1 1 Provide light in dungeons and caves
Awaken 1 1 Remove SLEEP from all characters
First Aid 1 1 +6 hit points to one character
Flying Fist 2 1 6 Physical damage to one monster
Revitalize 2 2 Remove WEAK from one character
Cure Wounds 3+1* 2 +15 hit points to one character
Sparks 1/L+1* 2 2*Level Electrical damage to one group
Protection from Elements 1/L+2* 3 Temporary party Elemental damage reduction
Pain 4 3 8 Physical damage to one group
Suppress Poison 4 3 Reduce POISONED on one character to minimum
Suppress Disease 5 4 Reduce DISEASED on one character to minimum
Turn Undead 5+2* 4 Attempt to destroy a group of undead
Silence 6 5 Block a group's spellcasting
Blessed 2/L 5 +Level to Armor Class on one character
Holy Bonus 2/L 6 +Level to weapon damage on one character
Power Cure 2/L+3* 6 +(2-12)*Level hit points to one character
Heroism 2/L+3* 7 +Level to hit on one character
Immobilize 6+3* 7 Prevent a group from attacking
Cold Ray 2/L+4* 8 (2-4)*Level Cold damage to all monsters
Cure Poison 8 8 Remove POISONED from one character
Acid Spray 8 9 15 Poison damage to all monsters
Cure Disease 10 9 Remove DISEASED from one character
Cure Paralysis 12 10 Remove PARALYZED from one character
Paralyze 15+4* 10 Stronger version of Immobilize
Create Food 20+5* 11 Create enough food for party if you lack it
Fiery Flail 25+5* 11 100 Fire damage to one monster
Town Portal 30+5* 12 Teleport to a town; noncombat only
Stone to Flesh 35+5* 12 Remove STONE from one character
Half for Me 40+10* 12 One character heals; caster damaged for 1/2
Raise Dead 50+10* 13 Remove DEAD from one character
Moon Ray 60+10* 14 30 Energy damage to all; heals party as well
Mass Distortion 75+10* 14 One group loses half its hit points
Holy Word 100+20* 15 Destroy all monsters which are undead
Resurrection 125+20* 15 Remove ERADICATED from one character; +5 Age
Sun Ray 150+10* 16 200 Energy damage to all monsters
Divine Intervention 200+20* 17 Heal party damage except ERADICATION; +5 Age
ARCANE SPELL TABLE
Name Cost Lv Effect
Light 1 1 Provide light in dungeons and caves
Awaken 1 1 Remove SLEEP from all characters
Detect Magic 1 1 Show charges remaining on items in backpack
Elemental Arrow 2 1 8 Elemental damage to one monster
Energy Blast 1/L+1* 2 (2-6)*Level Energy damage to one monster
Sleep 3+1* 2 Attempt to put a group to sleep
Create Rope 3 3 Allow descent into a pit without a rope
Toxic Cloud 4+1* 3 10 Poison damage to a group
Jump 4 4 Move the party 2 squares; noncombat only
Acid Stream 5 4 25 Poison damage to one monster
Levitate 5 5 Keep the party safe from pits
Wizard Eye 5+2* 5 Show an overhead view of the vicinity
Identify Monster 5 6 Show monster group hit points, other stats
Lightning Bolt 2/L+2* 6 (4-6)*Level Electrical damage to a group
Lloyd's Beacon 6+2* 7 Set and recall location; noncombat only
Power Shield 2/L+2* 7 +Level damage reduction on one character
Detect Monster 6 8 Show number and location of nearby monsters
Fireball 2/L+2* 8 (3-7)*Level Fire damage to a group
Time Distortion 8+3* 9 Cause the entire party to flee combat
Feeble Mind 8 9 Block a group's spellcasting
Teleport 10 10 Teleport up to 9 squares; noncombat only
Finger of Death 10+4* 10 Attempt to destroy a group
Super Shelter 15+5* 11 Allow safe rest; noncombat and on land only
Dragon Breath 3/L+5* 11 5*Level Elemental damage to all monsters
Recharge Item 15+10* 12 +1-6 charges to a charged item
Fantastic Freeze 15+5* 12 40 Cold damage to a group
Duplication 20+50* 13 Duplicate an item of level 1-4
Disintegration 25+8* 13 Attempt to disintegrate a group
Etherealize 30+8* 14 Move straight through doors, other barriers
Dancing Sword 3/L+10* 14 (6-14)*Level Physical damage to a group
Enchant Item 30+20* 15 Enchants an item which isn't already magical
Incinerate 35+10* 15 250 Fire damage to one monster
Mega Volts 40+10* 16 150 Electrical damage to a group
Inferno 75+10* 16 250 Fire damage to a group
Implosion 100+20* 17 1000 Energy damage to one monster
Star Burst 200+20* 17 500 Physical damage to all monsters
DRUIDIC SPELL TABLE
Name Cost Lv Effect
Light 1 1 Provide light in dungeons and caves
Awaken 1 1 Remove SLEEP from all characters
First Aid 1 1 +6 hit points to one character
Detect Magic 1 1 Show charges remaining on items in backpack
Elemental Arrow 2 2 8 Elemental damage to one monster
Revitalize 2 2 Remove WEAK from one character
Sleep 3+1* 3 Attempt to put a group to sleep
Create Rope 3 3 Allow descent into a pit without a rope
Suppress Poison 4 4 Reduce POISONED on one character to minimum
Protection from Elements 1/L+2* 4 Temporary party Elemental damage reduction
Suppress Disease 5 5 Reduce DISEASED on one character to minimum
Identify Monster 5 5 Show monster group hit points, other stats
Nature's Cure 6 6 +25 hit points to one character
Immobilize 6+3* 6 Prevent a group from attacking
Walk on Water 7 7 Allow the party to travel on deep water
Frost Bite 7 7 35 Cold damage to one monster
Lightning Bolt 2/L+2* 8 (4-6)*Level Electrical damage to a group
Acid Spray 8 8 15 Poison damage to all monsters
Cold Ray 2/L+4* 9 (2-4)*Level Cold damage to all monsters
Nature's Gate 10 9 Portal dependent on day; noncombat only
Fireball 2/L+2* 10 (3-7)*Level Fire damage to a group
Deadly Swarm 12 10 40 Physical damage to a group
Cure Paralysis 12 11 Remove PARALYZED from one character
Paralyze 15+4* 11 Stronger version of Immobilize
Create Food 20+5* 12 Create enough food for party if you lack it
Stone to Flesh 35+5* 12 Remove STONE from one character
Raise Dead 50+10* 13 Remove DEAD from one character
Prismatic Light 60+10* 14 Random effects on all monsters
Elemental Storm 100+10* 15 150 Elemental damage to all monsters
Some notes on specific spells:
Divine Intervention - this will reduce hit points to the normal maximum, but
will remove all status conditions except ERADICATED, including those which
you cannot otherwise heal yourself.
Jump - this spell is handy not only jumping over traps and holes in the ground,
but also putting distance between you and a monster lacking a ranged attack.
Power Shield - the damage reduction from this spell applies to all sources of
damage; it applies after resistance. If damage is reduced to zero, then
additional status conditions from that attack do not apply.
Protection from Elements - this is cast at a power level equal to 5 plus twice
the caster's level, with a maximum of 200. This provides damage reduction
against the specific elemental form; it does NOT provide resistance, which is
separate, and applies before resistance. If damage is reduced to zero, then
additional status conditions from that attack do not apply.
Raise Dead - this will permanently reduce the Endurance of the recipient by 1.
This may be circumvented by raising via either a temple or the Divine
Intervention spell.
Recharge Item - this will never destroy an item, contrary to what the
documentation or game may claim. The maximum number of charges an item may
hold is 63. An item that can cast Recharge Item can be used to recharge
itself.
Resurrection - this will permanently reduce the Endurance of the recipient by
1. This may be circumvented by resurrecting via a temple.
SECTION 3A - LOCATION OF MAJOR AREAS
------------------------------------
The number after the coordinates are the maze number that can be used with
the Interspatial Transport Box to teleport to that area (41-64 are the outdoor
sectors, in the order A1, A2 ... F3, F4).
Town of Fountain Head - A1 (9,10), 1 (cavern: 6)
Town of Baywatch - A2 (14,1), 2 (cavern: 7)
Town of Wildabar - B4 (12,3), 3 (cavern: 8)
Town of Swamp Town - E2 (7,1), 4 (cavern: 9)
Town of Blistering Heights - D3 (6,15), 5 (cavern: 10)
Castle Whiteshield - A2 (4,15), 24 (dungeon: 29)
Castle Bloodreign - B4 (4,11), 25 (dungeon: 30)
Castle Dragontooth - E1 (10,5), 26 (dungeon: 31)
Castle Greywind - C4 (5,8), 27 (dungeon: 32)
Castle Blackwind - D4 (6,8), 28 (dungeon: 33)
Cyclops Cavern - B1 (12,10), 11
Arachnoid Cavern - B4 (0,7), 12
Cursed Cold Cavern - D1 (9,5), 13
Dragon Cavern - F1 (10,10), 14
Magic Cavern - E4 (7,7), 15
Ancient Temple of Moo - A1 (6,5), 16
Slithercult Stronghold - B1 (3,1), 17
Fortress of Fear - B2 (10,13), 18
Halls of Insanity - A3 (6,6), 19
Dark Warrior Keep - B3 (0,6), 20
Cathedral of Carnage - B3 (9,7), 21
Tomb of Terror - F2 (0,0), 22
Maze from Hell - F3 (2,6), 23
Forward Storage Sector - A2 (5,2), 39 (Aft Storage Sector: 37)
Alpha Engine Sector - F4 (9,8), 34
Beta Engine Sector - F1 (4,9), 36
Main Engine Sector - F2 (3,4), 35
Central Control Sector - C2 (15,0), 38 (Main Control Sector: 40)
SECTION 3B - LOCATION OF SKILLS
-------------------------------
ALL SKILLS Halls of Insanity (4,29), 100000 gold (includes Thievery)
Arms Master Wildabar (1,1), 500 gold
Astrologer B1 (2,4), 5000 gold
Body Builder Wildabar (1,2), 200 gold
Cartographer Fountain Head (6,14), 25 gold
Crusader Ancient Temple of Moo (29,15), free
Danger Sense Fountain Head Cavern (0,5), 500 gold
Direction Sense Fountain Head Cavern (2,5), 100 gold
Linguist Arachnoid Cavern (22,17), 50 gems
Merchant A1 (14,8), 5000 gold
Mountaineer Baywatch (11,11), 5000 gold
Navigator Wildabar (1,4), 3000 gold
Pathfinder Baywatch (11,14), 2500 gold
Prayer Master Arachnoid Cavern (23,13), 500 gems
Prestidigitator Arachnoid Cavern (23,11), 500 gems
Spot Secret Doors Fountain Head Cavern (13,15), 250 gold
Swimmer Fountain Head Cavern (15,8), 200 gold
SECTION 3C - LOCATION OF SPELLS OUTSIDE OF MAGE GUILDS
------------------------------------------------------
The below spells may be learned by anyone who has the spell in their class
spellbook; level is not checked for. Since it is twice as expensive for a
hybrid spellcaster to learn a spell in a mage guild, consider using the below
free spells for hybrids instead of primary magic-users.
ALL SPELLS Castle Blackwind (8,3), one character, cost of 2000000 gold
Acid Spray Cathedral of Carnage (28,8)
Acid Stream Cyclops Cavern (19,31)
Blessed Cathedral of Carnage (25,8)
Cold Ray Cathedral of Carnage (27,8)
Create Food B2 (2,15), can be used repeatedly
Create Food Swamp Town Cavern (10,10)
Cure Disease Wildabar (14,1)
Cure Paralysis Swamp Town (9,2)
Cure Poison B2 (11,7), can be used repeatedly
Cure Poison Wildabar (14,2)
Cure Poison Arachnoid Cavern (24,31)
Dancing Sword Magic Cavern (29,2)
Deadly Swarm Arachnoid Cavern (31,3)
Detect Monster Cyclops Cavern (19,17)
Disintegrate Magic Cavern (26,20)
Divine Intervention F2 (3,2)
Divine Intervention Tomb of Terror (22,10)
Dragon Breath A3 (5,15)
Dragon Breath Swamp Town Cavern (13,15)
Dragon Breath Magic Cavern (30,22)
Duplication Magic Cavern (22,15)
Enchant Item B3 (8,2)
Enchant Item Arachnoid Cavern (18,20)
Etherealize B3 (6,6)
Etherealize Magic Cavern (30,12)
Fantastic Freeze Cyclops Cavern (1,10)
Feeble Mind Magic Cavern (16,16)
Fiery Flail Arachnoid Cavern (5,15)
Finger of Death Cyclops Cavern (2,17)
Fireball Ancient Temple of Moo (12,24)
Fireball Cyclops Cavern (18,19)
Fireball Magic Cavern (13,29)
Half for Me Arachnoid Cavern (15,26)
Heroism Swamp Town (12,5)
Holy Bonus Swamp Town (14,14)
Holy Word F3 (6,15)
Holy Word Cathedral of Carnage (18,21)
Identify Monster A1 (13,8)
Immobilize Cathedral of Carnage (26,8)
Implosion Magic Cavern (11,2)
Incinerate Blistering Heights Cavern (5,12)
Inferno Magic Cavern (13,2)
Jump Cyclops Cavern (17,31)
Levitate Baywatch Cavern (15,7)
Light Ancient Temple of Moo (5,1)
Lightning Bolt Baywatch Cavern (3,5)
Lightning Bolt Cyclops Cavern (7,16)
Lloyd's Beacon Baywatch Cavern (15,5)
Mass Distortion Cathedral of Carnage (4,3)
Mega Volts Magic Cavern (5,0)
Moon Ray Cathedral of Carnage (4,11)
Nature's Gate Wildabar (14,10)
Nature's Gate Arachnoid Cavern (23,15)
Pain Ancient Temple of Moo (6,29)
Paralyze Cathedral of Carnage (30,3)
Power Cure Baywatch Cavern (0,10)
Power Shield Cyclops Cavern (18,23)
Raise Dead Blistering Heights Cavern (11,12)
Raise Dead Cathedral of Carnage (30,6)
Recharge Item Arachnoid Cavern (5,31)
Resurrection Cathedral of Carnage (18,20)
Silence Ancient Temple of Moo (31,15)
Star Burst Magic Cavern (2,24)
Stone to Flesh Cathedral of Carnage (30,5)
Sun Ray Tomb of Terror (28,10)
Super Shelter Magic Cavern (5,24)
Suppress Disease Ancient Temple of Moo (9,12)
Suppress Poison Ancient Temple of Moo (2,16)
Teleport B3 (12,7)
Teleport Magic Cavern (3,14)
Time Distortion A3 (8,14)
Time Distortion Cyclops Cavern (3,17)
Time Distortion Magic Cavern (26,23)
Town Portal Cathedral of Carnage (30,4)
Turn Undead Baywatch Cavern (0,8)
Turn Undead Ancient Temple of Moo (26,1)
Walk on Water Wildabar (14,6)
Wizard Eye A1 (13,6)
SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS
-------------------------------------------------
Baywatch (3,5) - pay 1 gold -> 1 in 6 chance of +100 luck, party
Blistering Heights (3,8) - +60 Electricity Resistance, Party
Blistering Heights (7,3) - +60 Poison Resistance, party
Blistering Heights (7,12) - +60 Cold Resistance, party
Blistering Heights (11,8) - +60 Fire Resistance, party
A1 (4,7) - +20 AC, party
A1 (7,9) - Might Potions on sale for 100 gold each
A1 (11,3) - +50 HP, party
A1 (13,1) - +20 Intellect, party
A1 (14,6) - +20 Personality, party
A2 (14,14) - +100 MP, party
A3 (5,1) - pay 10 gems -> cure insanity, party
A3 (7,9) - pay 100 gems -> +25 Magic Resistance, party
A3 (12,5) - pay 100 gold -> cure poison, party
A4 (14,10) - +50 Poison Resistance, party
B1 (4,9) - +30 Might, party
B1 (7,7) - pay 100 gold -> +50 Cold Resistance, party
B1 (8,5) - +20 Levels, party
B1 (9,9) - +30 Speed, party
B1 (10,2) - pay 100 gold -> +50 Fire Resistance, party
B2 (5,2) - first raise the island -> cures unnatural aging
B3 (9,2) - +50 AC, Evil characters only
C4 (6,5) - +60 Endurance, party
C4 (7,10) - +60 Accuracy, party
D1 (0,8) - first destroy werewolf shrine -> +100 All Seven Statistics, party
D1 (7,9) - +200 HP, party
D3 (8,11) - +60 All Six Resistances, party
E1 (4,10) - pay 15000 gold -> +100 Speed, party
E1 (7,11) - pay 5000 gold -> +100 Endurance, party
E1 (10,7) - pay 10000 gold -> +100 Might, party
E1 (14,8) - pay 20000 gold -> +100 Accuracy, party
E4 (6,5) - cures any condition other than Eradicated
F1 (2,5) - pay 10000 gold -> +500 HP, party
F4 (3,10) - pay 10000 gold -> +500 SP, one
F4 (5,5) - pay 10000 gold -> +50 Levels, one
Castle Greywind (12,3) - pay 10000 gold -> party cured of all ills
SECTION 3E - LOCATIONS OF PERMANENT STAT BOOSTERS
-------------------------------------------------
Boosters marked with a * may be used repeatedly. The clue book says that
the boosters in the Forward Storage Sector work once per year, but I have not
been able to get them to work more than once.
Fountain Head (5,2) - "Saved Fountain Head" -> convert gold to XP 1-for-1
Fountain Head Cavern (6,13) - +5 Might + 200 XP + Sacred Silver Skull
Fountain Head Cavern (15,11) - +5 Intellect + 200 XP + Sacred Silver Skull
Fountain Head Cavern (14,10) - +5 Personality + 200 XP + Sacred Silver Skull
Fountain Head Cavern (0,14) - +5 Endurance + 200 XP + Sacred Silver Skull
Fountain Head Cavern (5,5) - +5 Endurance + 200 XP + Sacred Silver Skull
Fountain Head Cavern (7,3) - +5 Endurance + 200 XP + Sacred Silver Skull
Fountain Head Cavern (14,1) - +5 Endurance + 200 XP + Sacred Silver Skull
Fountain Head Cavern (15,3) - +5 Speed + 200 XP + Sacred Silver Skull
Fountain Head Cavern (7,6) - +5 Accuracy + 200 XP + Sacred Silver Skull
Fountain Head Cavern (1,2) - +5 Luck + 200 XP + Sacred Silver Skull
Wildabar Cavern (1,5) - +10 Might + 1000 XP
Wildabar Cavern (9,3) - +5 Intellect + 1000 XP
Wildabar Cavern (12,7) - +5 Personality + 1000 XP
Wildabar Cavern (15,3) - +5 Endurance + 1000 XP
Wildabar Cavern (5,15) - +10 Endurance + 1000 XP
Wildabar Cavern (10,7) - +5 Accuracy + 1000 XP
Wildabar Cavern (11,15) - +10 Speed + 1000 XP
Wildabar Cavern (10,5) - +5 Luck + 1000 XP
*Swamp Town Cavern (3,4) - +20 Might to all below 50
*Swamp Town Cavern (11,4) - +25 Endurance to all below 50
Blistering Heights Cavern (0,15) - +25 Fire Resistance to all below 25
Blistering Heights Cavern (0,8) - +25 Cold Resistance to all below 25
Blistering Heights Cavern (15,15) - +25 Electricity Resistance to all below 25
Blistering Heights Cavern (15,8) - +30 Poison Resistance to all below 30
Blistering Heights Cavern (0,0) - +20 Energy Resistance to all below 20
Blistering Heights Cavern (15,0) - +25 Magic Resistance to all below 25
*A3 (13,2) - pay 1000 G -> +1 to one character's Accuracy if below 25
*A3 (13,8)- pay 10000 G -> +10 to a Knight's Might and Endurance if below 25
B1 (2,3) - pay 1000 gems -> +10 to a Druid's stats below 25
*D4 (3,7) - 10% chance of +2 Might if below 50
*D4 (8,11) - 10% chance of +2 Poison Resistance if below 50
Whiteshield Dungeon (9,1) - +10 All Seven Statistics
Whiteshield Dungeon (9,3) - +10 All Seven Statistics
Whiteshield Dungeon (11,7) - +20 All Six Resistances
Whiteshield Dungeon (15,1) - +5 Levels
Bloodreign Dungeon (15,15) - +50 Speed
Bloodreign Dungeon (6,15) - +50 Accuracy
Bloodreign Dungeon (0,5) - +50 Luck
Dragontooth Dungeon (7,8) - +50 Intellect + +10 Age + Alignment to Evil
Dragontooth Dungeon (7,7) - +50 Personality + +10 Age + Alignment to Evil
Dragontooth Dungeon (5,7) - +50 Endurance + +10 Age + Alignment to Evil
Dragontooth Dungeon (5,8) - +5 Levels + +10 Age + Alignment to Evil
*Castle Greywind (0,0) - +10 All Seven Statistics (day 50 only; 1 day passes)
Cyclops Cavern (23,8) - +50 Intellect
Cyclops Cavern (3,12) - +50 Personality
Cyclops Cavern (28,3) - +50 Endurance
Cyclops Cavern (29,10) - +50 Accuracy
Cyclops Cavern (2,25) - +20 Electricity Resistance
Cyclops Cavern (27,29) - +20 Electricity Resistance
Cyclops Cavern (2,27) - +30 Energy Resistance
Cyclops Cavern (10,30) - +30 Magic Resistance
*Arachnoid Cavern (11,10) - +5 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (13,24) - +5 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (17,7) - +5 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (23,18) - +5 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (14,13) - +10 Intellect, pay Lord Might to recharge
*Arachnoid Cavern (8,18) - +5 Personality, pay Lord Might to recharge
*Arachnoid Cavern (13,8) - +5 Personality, pay Lord Might to recharge
*Arachnoid Cavern (20,20) - +5 Personality, pay Lord Might to recharge
*Arachnoid Cavern (14,17) - +10 Personality, pay Lord Might to recharge
*Arachnoid Cavern (16,11) - +10 Accuracy, pay Lord Might to recharge
*Arachnoid Cavern (16,18) - +10 Accuracy, pay Lord Might to recharge
*Arachnoid Cavern (18,18) - +10 Luck, pay Lord Might to recharge
*Arachnoid Cavern (20,16) - +10 Luck, pay Lord Might to recharge
Cursed Cold Cavern (7,29) - +20 Magic Resistance + 10000 XP
Cursed Cold Cavern (12,2) - +20 Magic Resistance + 10000 XP
Cursed Cold Cavern (22,21) - +20 Magic Resistance + 10000 XP
Cursed Cold Cavern (14,13) - +1 Level
Cursed Cold Cavern (14,15) - +1 Level
Cursed Cold Cavern (16,13) - +1 Level
Cursed Cold Cavern (16,15) - +1 Level
Magic Cavern (2,28) - +10 Intellect
Magic Cavern (5,2) - +10 Intellect
Magic Cavern (9,19) - +10 Intellect
Magic Cavern (22,24) - +10 Intellect
Magic Cavern (28,27) - +10 Intellect
Magic Cavern (2,19) - +10 Speed
Magic Cavern (8,17) - +10 Speed
Magic Cavern (9,27) - +10 Speed
Magic Cavern (20,5) - +10 Speed
Magic Cavern (20,13) - +10 Speed
*Slithercult Stronghold (9,21) - pay Quatloo Coin, no Fizbin -> +5 Might
*Slithercult Stronghold (11,21) - pay Quatloo Coin, no Fizbin -> +5 Endurance
*Slithercult Stronghold (13,21) - pay Quatloo Coin, no Fizbin -> +5 Accuracy
Slithercult Stronghold (22,4) - +25 Poison Resistance
Slithercult Stronghold (22,7) - +25 Poison Resistance
Slithercult Stronghold (2,8) - +2 Levels
Dark Warrior Keep (5,24) - +10 Might
Dark Warrior Keep (23,30) - +10 Might
Dark Warrior Keep (1,1) - +25 Might
Dark Warrior Keep (1,10) - +10 Endurance
Dark Warrior Keep (30,22) - +20 Endurance
Dark Warrior Keep (30,11) - +20 Speed
Dark Warrior Keep (12,1) - +2 Levels
Cathedral of Carnage (13,3) - +5 Levels
Cathedral of Carnage (13,11) - +5 Levels
Tomb of Terror (28,2) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels
Tomb of Terror (28,6) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels
Tomb of Terror (29,2) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels
Tomb of Terror (29,6) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels
Forward Storage Sector (15,10) - +20 Might + 100000 XP
Forward Storage Sector (15,8) - +20 Intellect + 100000 XP
Forward Storage Sector (15,6) - +20 Personality + 100000 XP
Forward Storage Sector (5,3) - +20 Endurance + 100000 XP
Forward Storage Sector (5,1) - +20 Speed + 100000 XP
Forward Storage Sector (5,2) - +20 Accuracy + 100000 XP
Forward Storage Sector (14,4) - +20 Luck + 100000 XP
Forward Storage Sector (14,3) - +2 Levels
Central Control Sector (11,14) - +20 Energy Resistance + 5000000 XP
Central Control Sector (13,14) - +25 Energy Resistance + 5000000 XP
Central Control Sector (1,11) - +30 Energy Resistance + 5000000 XP
SECTION 3F - LOCATION OF MONSTER OUTPOSTS
-----------------------------------------
All of the below outdoor monster outposts may be destroyed for the listed
awards. Experience indicated is for each member of the party.
A1 Goblin (12,7) 2500 XP + 2000 gold + 5 L1 items
Orc (5,3) 5000 XP + 5000 gold + 6 L1 items
A2 Goblin (8,5) 5000 XP + 5000 gold + 5 L1 items
Orc (4,7) 10000 XP + 10000 gold + 5 L1 items
A3 Screamer (3,9) 10000 XP + 100 gems
Vampire Bat (15,4) 5000 XP
A4 Giant Spider (5,12) 25000 XP + 50 gems
Magic Mantis (15,4) 25000 XP
B1 Oh No Bug (12,8) 25000 XP
Wild Fungus (5,3) 5000 XP
B2 Ogre (11,4) 25000 XP + 5 L2 items
Sprite (6,10) 10000 XP + 5 L2 items
B3 Bugaboo (3,3) 25000 XP + 50 gems
Ghoul (12,10) 100000 XP + 5 L3 items
C1 Cyclops (6,12) 250000 XP + 100000 gold + 6 L5 items
Sprite (6,4) 25000 XP + 1000 gems
C2 Major Devil (11,2) 500000 XP + 500000 gold + 6 L5 items
C3 Great Hydra (7.9) 2000000 XP + 1000000 gold + 10 L6 items
D2 Fire Lizard (10,1) 100000 XP + 50000 gold + 5 L3 items
Fire Stalker (5,10) 250000 XP + 100000 gold + 6 L4 items
D3 Major Demon (6,8) 500000 XP + 100000 gold + 6 L5 items
E2 Death Locust (3,11) 100000 XP
Shadow Rogue (6,11) 50000 XP + 1000 gold + 10 L3 items
E4 Barbarian (5,7) 500000 XP + 10 L5 items
Death Locust (9,8) 250000 XP
SECTION 3G - LOCATIONS OF OTHER TREASURE
----------------------------------------
Fountain Head (1,12) chest - var. XP + 25000 XP, party + 2500 gold + Rope
And Hooks + 3 L1 items + 3 L2 items + "Saved Fountain Head" award
Fountain Head (1,2) chest - var. XP + 900 gold + 1 L1 item
Fountain Head (13,14) chest - var. XP + 2500 gold + 1 L1 item
Fountain Head (14,14) chest - var. XP + 500 gold + 25 gems + 1 L1 item
Fountain Head Cavern (0,7) - 200 XP + 200 gold
Fountain Head Cavern (1,15) - 200 XP + 400 gold
Fountain Head Cavern (2,7) - 200 XP + 300 gold
Fountain Head Cavern (4,2) - 200 XP + 1 L1 item
Fountain Head Cavern (4,14) - 200 XP + 750 gold
Fountain Head Cavern (5,1) - 200 XP + 1 L1 item
Fountain Head Cavern (6,7) - 200 XP + 750 gold
Fountain Head Cavern (8,7) - 200 XP + 200 gold
Fountain Head Cavern (12,15) - 200 XP + 1 L1 item
Fountain Head Cavern (14,14) - 200 XP + 1 L1 item
Baywatch (7,12) - 500 XP + disease + 1000 gold
Baywatch (9,12) - 500 XP + disease + 50 gems
Baywatch (10,3) - 500 XP + disease + 1 L2 item
Baywatch (12,3) - 500 XP + insanity + 5 L2 items
Baywatch (12,4) - 500 XP + insanity + 2000 gold
Baywatch (12,5) - 500 XP + insanity + 3000 gold
Baywatch Cavern (0,12) - Sacred Silver Skull
Baywatch Cavern (0,14) - Sacred Silver Skull
Baywatch Cavern (1,3) - 1 L2 item
Baywatch Cavern (5,5) - Sacred Silver Skull
Baywatch Cavern (6,11) - 1 Jewelry
Baywatch Cavern (7,3) - 1 Jewelry
Baywatch Cavern (7,5) - Sacred Silver Skull
Baywatch Cavern (8,11) - 1 Jewelry
Baywatch Cavern (14,3) - 1 Jewelry
Wildabar (12,4) - 3000 gold</pre><pre id="faqspan-2">
Wildabar (12,5) - 120 gold + 50 gems
Wildabar (12,9) - 2000 gold
Wildabar (13,10) - 2000 gold
Wildabar (14,3) - 5000 gold
Swamp Town (1,12) - Ancient Jewelry
Swamp Town (8,14) - 5000 gold
Swamp Town (9,1) - Ancient Artifact of Evil
Swamp Town (11,1) - Ancient Jewelry
Swamp Town (12,1) - Ancient Jewelry
Swamp Town (12,14) - 200 gems
Swamp Town (14,1) - Ancient Artifact of Evil
Swamp Town (14,4) - Ancient Jewelry
Swamp Town Cavern (1,15) - Ancient Artifact of Evil
Swamp Town Cavern (2,11) - 5 L3 items
Swamp Town Cavern (4,15) - Ancient Artifact of Evil
Swamp Town Cavern (6,14) - 10000 gold
Swamp Town Cavern (9,13) - 5 L3 items
Blistering Heights (1,2) chest - 25 gold + Ancient Artifact of Evil
Blistering Heights (1,5) chest - 25 gold + Ancient Artifact of Neutrality
Blistering Heights (1,14) chest - 250000 gold
Blistering Heights (2,1) chest - 25 gold + Ancient Artifact of Good
Blistering Heights (2,14) chest - 200 gold + 5000 gems
Blistering Heights (12,3) chest - 75 gold + 5 L5 items
Blistering Heights Cavern (7,13) chest - 1000 gold + Precious Pearl of Y&B
Blistering Heights Cavern (8,14) chest - 1000000 gold
Blistering Heights Cavern (8,15) chest - 1000 gold + 5 L5 items
Blistering Heights Cavern (9,13) chest - 1000 gold + Precious Pearl of Y&B
A1 (5,1) - 3000 gold + 5 L1 items
A1 (5,6) - 10000 gold + 5 L1 items
A1 (6,8) - 5000 gold
A1 (7,3) - 2500 gold + 100 gems
A2 (4,13) - pay 10000 gold -> 5 L2 items
A2 (8,11) - 1 L1 item
A2 (14,2) - 1 L1 item
A2 (14,7) - 1 L2 item
A2 (14,10) - 1 L2 item
A3 (11,9) chest - 1000 gold + 100 gems
A4 (8,5) - mass damage -> 6 L3 items
A4 (15,13) - have Might of 50 or more -> Golden Pyramid Key Card
B1 (1,1) - pay 500 gems -> 5000 gold + 5 L3 items
B1 (2,11) - pay 2000 gems -> 10000 gold + 6 L4 items
B1 (3,10) - 10000 gold + 5 L3 items
B1 (6,2) - 7000 gold + 70 gems
B1 (8,10) - 5000 gold + 5 L3 items
B1 (13,4) - 25000 gold + 50 gems
B2 (3,11) - if Blessed By The Forces -> 5 L2 items
B2 (8,5) - 3000 gold + 5 L2 items
B2 (9,12) - 5000 gold + 50 gems
B4 (3,3) - 2500 gold + 1 L3 item
B4 (3,12) - 10000 gold + 1 L5 item
B4 (4,8) - 5000 gold + 1 L4 item
B4 (8,14) - 1 L6 item
B4 (10,11) - 1 L6 item
B4 (12,9) - 1 L6 item
C1 (4,5) chest - 100 gold + 100 gems + 5 L3 items
C1 (7,6) chest - 500 gold + 50 gems + 5 L3 items
C1 (14,6) chest - 25000 gold
C1 (14,12) chest - 6000 gold + 3 L4 items
C2 (2,13) - COMBAT: 4 Dragon Worms + 2 L6 items
C2 (4,6) - COMBAT: 4 Dragon Worms + 2 L6 items
C2 (12,12) - COMBAT: 4 Dragon Worms + 2 L6 items
C3 (2,4) - COMBAT: 3 Kudo Crabs + 1000 gold + 2 L6 items
C3 (2,13) - COMBAT: 3 Kudo Crabs + 1000 gold + 2 L6 items
C3 (11,2) - COMBAT: 3 Kudo Crabs + 1000 gold + 2 L6 items
C4 (2,10) chest - Onesday only; 2000 gold + 30 gems + 3 L3 items
C4 (7,3) chest - Onesday only; 500 gold + 150 gems + 10 L1 items
C4 (7,8) chest - Onesday only; 2000 gold + 50 gems + 3 L3 items
C4 (8,12) chest - Onesday only; 3000 gold + 50 gems + 3 L2 items
C4 (15,15) chest - Onesday only; 5000 gold + 100 gems
D1 (6,5) chest - 3 L5 items
D1 (11,6) chest - 3 L5 items
D3 (1,4) - COMBAT: 2 Octobeasts + 1000 gold + 2 L6 items
D3 (12,3) - COMBAT: 2 Octobeasts + 1000 gold + 2 L6 items
D3 (14,7) - COMBAT: 2 Octobeasts + 1000 gold + 2 L6 items
D4 (2,4) chest - Onesday only; 500 gold + 25 gems + 2 L1 items
D4 (3,11) chest - Onesday only; 500 gold + 25 gems + 2 L1 items
D4 (6,10) chest - Onesday only; 1500 gold + 100 gems + 3 L3 items
D4 (10,1) - day 99 annually; Sea Shell of Serenity
D4 (10,11) chest - Onesday only; 1000 gold + 50 gems + 3 L2 items
E1 (3,5) - 5000 gold + 6 L4 items
E1 (5,12) - 2000 gold + 5 L5 items
E1 (13,5) - 7000 gold + 5 L4 items
E2 (8,8) - carry Ancient Fizbin of Misfortune -> 10000 gold + 5 L6 items
E2 (14,3) - 50000 gold + 5 L3 items
E2 (14,11) - 20000 gold + 4 L4 items
E3 (6,9) - 4000 gold + 200 gems + 1 L6 item
E3 (9,5) - 5000 gold + 10 gems + 1 L6 item
E3 (10,11) - 10000 gold + 500 gems + 1 L6 item
E3 (12,14) - 25000 gold + 5 L3 items
E4 (4,12) - COMBAT: 1 Vulture Roc + 2 L6 items
E4 (8,6) - COMBAT: 2 Vulture Rocs + 2 L6 items
E4 (10,11) - COMBAT: 1 Vulture Roc + 2 L6 items
E4 (13,6) - COMBAT: 3 Vulture Rocs + 2 L6 items
F1 (2,11) - 5000 gold + 5 L4 items
F1 (6,12) - 3000 gold + 4 L4 items
F1 (9,5) - 6000 gold + 6 L4 items
F1 (10,8) - 4000 gold + 5 L5 items
F2 (11,2) - COMBAT: 1 Minotaur + 2 L6 items
F3 (0,14) - 100000 gold + 5 L5 items
F3 (2,14) - 1 gold + 1 gem + 1 L1 item
F4 (2,6) - COMBAT: 3 Vulture Rocs + 2 L6 items
F4 (7,10) - COMBAT: 1 Vulture Roc + 2 L6 items
F4 (13,9) - COMBAT: 1 Vulture Roc + 2 L6 items
F4 (11,5) - remembered by 4 statues -> 10 L6 items
Castle Whiteshield (0,0) chest - 20000 gold + 5 L4 items
Castle Whiteshield (0,6) chest - 100000 gold + Ancient Artifact of Evil
Castle Whiteshield (0,10) chest - 100000 gold + Ancient Artifact of Evil
Castle Whiteshield (2,8) chest - ALARM + 1000 gold + 10 L3 items
Castle Whiteshield (5,15) chest - 10000 gold + 5 L3 items
Castle Whiteshield (6,7) chest - say SMELLO -> ALARM + 5000000 gold
Castle Whiteshield (6,9) chest - say SMELLO -> ALARM + 10000 gems
Castle Whiteshield (7,3) chest - ALARM + 25000 gold
Castle Whiteshield (7,13) chest - ALARM + 25000 gold
Castle Whiteshield (8,3) chest - ALARM + 1000 gold + 6 L3 items
Castle Whiteshield (8,13) chest - ALARM + 1000 gold + 6 L3 items
Castle Whiteshield (10,15) chest - 10000 gold + 5 L3 items
Castle Whiteshield (15,0) chest - 20000 gold + 5 L4 items
Castle Bloodreign (0,4) chest - ALARM + 1200 gold + 6 L3 items
Castle Bloodreign (0,8) chest - ALARM + 5000 gold + 2000 gems
Castle Bloodreign (0,10) chest - ALARM + 25000 gold
Castle Bloodreign (4,0) chest - Ancient Artifact of Good
Castle Bloodreign (4,9) chest - say NORTIC -> ALARM + 1000 gold + 5000 gems
Castle Bloodreign (4,10) chest - say NORTIC -> ALARM + 2000000 gold
Castle Bloodreign (6,0) chest - Ancient Artifact of Good
Castle Bloodreign (8,0) chest - Ancient Artifact of Evil
Castle Bloodreign (10,0) chest - Ancient Artifact of Evil
Castle Bloodreign (10,9) chest - say NORTIC -> ALARM + 1001 gold + 5000 gems
Castle Bloodreign (10,10) chest - say NORTIC -> ALARM + 2000000 gold
Castle Bloodreign (14,4) chest - ALARM + 999 gold + 6 L3 items
Castle Bloodreign (14,6) chest - ALARM + 25000 gold
Castle Bloodreign (14,10) chest - ALARM + 15000 gold
Castle Dragontooth (5,11) chest - 25000 gold + 5 L3 items
Castle Dragontooth (7,11) chest - 10000 gold + 1000 gems
Castle Dragontooth (7,15) - 3 Quatloo Coins
Castle Dragontooth (9,14) - 5 Quatloo Coins
Castle Dragontooth (12,12) - Ancient Artifact of Neutrality
Castle Dragontooth (12,15) - 4 L6 items
Castle Dragontooth (13,7) chest - say 11 -> ALARM + 1000000 gold + 5 L6 items
Castle Dragontooth (13,9) chest - say 11 -> ALARM + 4000000 gold + 5000 gems
Castle Dragontooth (13,14) - 4 Quatloo Coins
Castle Dragontooth (15,15) - Ancient Artifact of Neutrality
Dragontooth Dungeon (10,15) chest - 10000 gold
Dragontooth Dungeon (13,0) chest - 10000 gold
Dragontooth Dungeon (15,3) chest - 10000 gold
Dragontooth Dungeon (15,13) chest - 10000 gold
Castle Greywind (0,8) - 5 L5 items
Castle Greywind (0,10) - 6 L6 items (day 50 only; reappears)
Castle Greywind (0,12) - 1000000 gold + 10000 gems (day 50 only; reappears)
Castle Greywind (2,2) - 25000 gold + 100 gems
Castle Greywind (5,2) - 5 L5 items
Castle Greywind (5,6) - 5 L5 items
Castle Greywind (5,10) - 25000 gold + 100 gems
Castle Greywind (5,14) - 25000 gold + 100 gems
Castle Greywind (8,0) - 25000 gold + 100 gems
Castle Greywind (9,14) - 5 L5 items
Greywind Dungeon (10,2) - 1000000 gold + 5 L5 items
Greywind Dungeon (13,10) - 1000000 gold + 5 L5 items
Castle Blackwind (0,0) - day 60 yearly; 6 Precious Pearls of Y&B
Castle Blackwind (0,15) - 5 L5 items
Castle Blackwind (15,0) - day 60 yearly; 6 L6 items
Castle Blackwind (15,6) - 5 L5 items
Castle Blackwind (15,15) - 5 L5 items
Cyclops Cavern (0,15) chest - 50000 gold + 100 gems
Cyclops Cavern (0,27) chest - 8888 gold + 88 gems
Cyclops Cavern (1,20) - ERADICATION + Ancient Fizbin of Misfortune
Cyclops Cavern (2,2) chest - 87 gold + Ancient Artifact of Good
Cyclops Cavern (4,2) chest - 175 gold + Ancient Artifact of Neutrality
Cyclops Cavern (4,24) - 10000 gold
Cyclops Cavern (9,16) - Ancient Jewelry
Cyclops Cavern (9,31) chest - 25000 gold + 50 gems
Cyclops Cavern (10,21) - 6 L2 items
Cyclops Cavern (11,8) - Sacred Silver Skull
Cyclops Cavern (12,8) - Sacred Silver Skull
Cyclops Cavern (12,19) chest - 50000 gold + 50 gems
Cyclops Cavern (14,5) chest - 50 gold + 5000 gems
Cyclops Cavern (14,17) - Red Warriors Key
Cyclops Cavern (14,23) - 6 L2 items
Cyclops Cavern (17,7) chest - 500000 gold
Cyclops Cavern (19,4) chest - 240 gold + 5 L5 items
Cyclops Cavern (20,19) - 4 L3 items
Cyclops Cavern (21,25) - 3 L2 items
Cyclops Cavern (22,20) - 500 gems
Cyclops Cavern (23,23) - Green Eyeball Key
Cyclops Cavern (24,20) - 10000 gold
Cyclops Cavern (25,0) chest - 100 gold + Ancient Artifact of Neutrality
Cyclops Cavern (26,15) chest - 225 gold + 5 L4 items
Cyclops Cavern (28,27) - Ancient Jewelry
Cyclops Cavern (29,1) chest - 90 gold + Ancient Artifact of Good
Cyclops Cavern (31,11) chest - 6666 gold + 66 gems
Arachnoid Cavern (3,1) - Yellow Fortress Key
Arachnoid Cavern (9,21) - Blue Unholy Key
Cursed Cold Cavern (2,24) - 10000 XP + Black Terror Key
Cursed Cold Cavern (9,28) - 10000 XP + Precious Pearl of Y&B
Cursed Cold Cavern (12,0) chest - 366 gold + Ancient Artifact of Neutrality
Cursed Cold Cavern (12,14) chest - 522 gold + Ancient Artifact of Evil
Cursed Cold Cavern (12,15) chest - 355 gold + Ancient Artifact of Evil
Cursed Cold Cavern (15,3) - +50 Age + 1 L6 item
Cursed Cold Cavern (20,5) chest - 333 gold + Ancient Artifact of Neutrality
Cursed Cold Cavern (21,8) - 10000 XP + Ancient Fizbin of Misfortune
Cursed Cold Cavern (22,19) - 10000 XP + Precious Pearl of Y&B
Cursed Cold Cavern (24,24) chest - 122 gold + Ancient Artifact of Good
Cursed Cold Cavern (27,22) chest - 99 gold + Ancient Artifact of Good
Cursed Cold Cavern (29,19) chest - 200000 gold + 4 L4 items
Cursed Cold Cavern (30,8) chest - 100000 gold + 2000 gems + 4 L4 items
Dragon Cavern (2,1) - King's Ultimate Power Orb
Dragon Cavern (3,2) - 250000 gold + 5000 gems + 4 L6 items
Dragon Cavern (3,5) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (3,30) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (6,10) - 1000000 gold
Dragon Cavern (7,11) - 1000000 gold
Dragon Cavern (10,4) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (12,1) - 250000 gold + 5000 gems + 4 L6 items
Dragon Cavern (13,3) - King's Ultimate Power Orb
Dragon Cavern (18,10) - 1000000 gold
Dragon Cavern (19,11) - 1000000 gold
Dragon Cavern (21,5) - King's Ultimate Power Orb
Dragon Cavern (22,4) - 250000 gold + 5000 gems + 4 L6 items
Dragon Cavern (23,1) - 5000000 gold + 10 L6 items
Dragon Cavern (24,6) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (25,4) - 250000 gold + 5000 gems + 4 L6 items
Dragon Cavern (26,29) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (27,5) - King's Ultimate Power Orb
Dragon Cavern (28,16) - 1000000 gold
Dragon Cavern (29,15) - 1000000 gold
Dragon Cavern (29,16) - 1000000 gold
Dragon Cavern (29,17) - 1000000 gold
Dragon Cavern (29,25) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (30,16) - 1000000 gold
Magic Cavern (26,3) chest - 500000 gold + Gold Master Key
Ancient Temple of Moo (3,28) chest - 141 gold + 3 L1 items
Ancient Temple of Moo (4,29) chest - 1000 gold
Ancient Temple of Moo (7,4) - Sacred Silver Skull
Ancient Temple of Moo (12,23) chest - 209 gold + 5 L2 items
Ancient Temple of Moo (14,23) chest - 6000 gold + 60 gems
Ancient Temple of Moo (14,24) - Ancient Jewelry
Ancient Temple of Moo (17,5) chest - 500 gold
Ancient Temple of Moo (17,7) - Sacred Silver Skull
Ancient Temple of Moo (22,27) chest - 2000 gold
Ancient Temple of Moo (24,27) chest - 143 gold + 3 L1 items
Ancient Temple of Moo (26,27) - Ancient Jewelry
Ancient Temple of Moo (27,0) chest - 149 gold + 4 L1 items
Ancient Temple of Moo (27,6) - Sacred Silver Skull
Ancient Temple of Moo (27,15) - Sacred Silver Skull
Ancient Temple of Moo (28,7) chest - 3000 gold
Ancient Temple of Moo (31,5) chest - 83 gold + 100 gems
Slithercult Stronghold (0,17) - 1000 XP + Sacred Silver Skull
Slithercult Stronghold (2,25) chest - 200 gold + 500 gems
Slithercult Stronghold (2,27) - 1000 XP + Precious Pearl of Y&B
Slithercult Stronghold (3,9) chest - 5000 gold
Slithercult Stronghold (3,15) chest - 10000 gold
Slithercult Stronghold (15,15) chest - 1000 XP + 5 Quatloo Coins
Slithercult Stronghold (20,8) chest - 3000 gold
Slithercult Stronghold (23,3) chest - 3 L1 items
Slithercult Stronghold (25,13) chest - 45 gold + 4 L1 items
Slithercult Stronghold (25,22) - 1000 XP + Ancient Fizbin of Misfortune
Slithercult Stronghold (26,14) - 1000 XP + Sacred Silver Skull
Slithercult Stronghold (27,21) chest - 50000 gold
Slithercult Stronghold (28,28) - 1000 XP + Ancient Artifact of Neutrality
Slithercult Stronghold (31,29) chest - 500 gold + 4 L2 items
Slithercult Stronghold (31,30) chest - 20000 gold
Slithercult Stronghold (31,31) chest - 1000 gold + 1000 gems
Fortress of Fear (2,14) chest - 25000 gold + Ancient Artifact of Good
Fortress of Fear (4,14) chest - 5 L3 items
Fortress of Fear (5,1) chest - 20000 gold + Ancient Artifact of Neutrality
Fortress of Fear (24,1) chest - 2000 gems + Precious Pearl of Y&B
Fortress of Fear (26,11) chest - 4 L5 items
Fortress of Fear (27,11) chest - Hologram Sequencing Card 001
Fortress of Fear (28,30) chest - 15000 gold + Ancient Artifact of Good
Fortress of Fear (30,30) chest - 5 L3 items
Halls of Insanity (1,17) chest - 66000 gold
Halls of Insanity (3,18) - King's Ultimate Power Orb
Halls of Insanity (5,17) chest - 666 gold + 666 gems
Halls of Insanity (7,30) chest - 66 gold + 5 L4 items
Halls of Insanity (8,28) chest - 666 gold + Hologram Sequencing Card 002
Halls of Insanity (9,6) chest - 1000000 gold
Halls of Insanity (10,26) chest - 333 gold + Ancient Artifact of Evil
Halls of Insanity (13,29) chest - 333 gold + 5 L4 items
Halls of Insanity (16,26) chest - 312 gold + Ancient Artifact of Evil
Halls of Insanity (21,29) chest - 101 gold + 10 L3 items
Halls of Insanity (26,4) chest - 66000 gold
Halls of Insanity (26,30) chest - CURSED + 66 gold
Halls of Insanity (28,3) - King's Ultimate Power Orb
Halls of Insanity (30,4) chest - 666 gold + 666 gems
Dark Warrior Keep (1,7) chest - 25000 gold + 5 L4 items
Dark Warrior Keep (5,10) chest - 8000 gold + 5 L3 items
Dark Warrior Keep (5,20) chest - 5000 gold + 5 L3 items
Dark Warrior Keep (15,1) chest - 1000 gold + Ancient Artifact of Neutrality
Dark Warrior Keep (16,1) chest - 1000 gold + Ancient Artifact of Neutrality
Dark Warrior Keep (17,1) chest - 1000 gold + Hologram Sequencing Card 003
Dark Warrior Keep (18,8) chest - 100000 gold + 6 L5 items
Dark Warrior Keep (30,1) - King's Ultimate Power Orb
Dark Warrior Keep (30,2) - King's Ultimate Power Orb
Dark Warrior Keep (30,6) chest - 15000 gold + 5 L4 items
Dark Warrior Keep (30,14) chest - 10000 gold + 5 L4 items
Dark Warrior Keep (30,30) chest - 3000 gold + 5 L3 items
Cathedral of Carnage (1,26) - say WEEDS -> 1000000 gold + 10000 gems +
Hologram Sequencing Card 004
Cathedral of Carnage (25,15) - remove field -> King's Ultimate Power Orb
Cathedral of Carnage (25,17) - remove field -> King's Ultimate Power Orb
Tomb of Terror (5,9) chest - CURSED + Ancient Artifact of Good
Tomb of Terror (8,2) chest - CURSED + Ancient Artifact of Evil
Tomb of Terror (8,6) chest - CURSED + Ancient Artifact of Evil
Tomb of Terror (11,9) chest - CURSED + Ancient Artifact of Good
Tomb of Terror (12,2) - King's Ultimate Power Orb
Tomb of Terror (12,6) - King's Ultimate Power Orb
Tomb of Terror (18,2) chest - CURSED + Hologram Sequencing Card 005
Tomb of Terror (18,6) chest - CURSED + 6 L6 items
Tomb of Terror (18,10) chest - CURSED + 6 L5 items
Tomb of Terror (24,10) chest - CURSED + 6 L5 items
Tomb of Terror (30,4) chest - CURSED + COMBAT: 1 Vampire King + 6 L6 items
Tomb of Terror (30,10) chest - CURSED + 6 L5 items
Maze from Hell (1,1) - King's Ultimate Power Orb
Maze from Hell (1,30) - King's Ultimate Power Orb
Maze from Hell (7,25) chest - 2000 gold + 6 L6 items
Maze from Hell (8,15) chest - 2000 gold + 6 L6 items
Maze from Hell (15,1) chest - 2000 gold + 6 L6 items
Maze from Hell (19,19) - King's Ultimate Power Orb
Maze from Hell (27,23) chest - 1000 gold + Hologram Sequencing Card 006
Maze from Hell (30,31) - King's Ultimate Power Orb
Aft Storage Sector (1,12) - King's Ultimate Power Orb
Aft Storage Sector (1,14) - King's Ultimate Power Orb
Aft Storage Sector (14,8) - King's Ultimate Power Orb
Alpha Engine Sector (0,4) - King's Ultimate Power Orb
Alpha Engine Sector (0,14) - King's Ultimate Power Orb
Alpha Engine Sector (15,1) - King's Ultimate Power Orb
Alpha Engine Sector (15,9) - King's Ultimate Power Orb
Beta Engine Sector (1,7) - King's Ultimate Power Orb
Beta Engine Sector (1,15) - King's Ultimate Power Orb
Beta Engine Sector (10,1) - King's Ultimate Power Orb
Beta Engine Sector (14,7) - King's Ultimate Power Orb
Main Engine Sector (1,8) - King's Ultimate Power Orb
Main Engine Sector (8,8) - King's Ultimate Power Orb
Main Engine Sector (11,8) - King's Ultimate Power Orb
Main Engine Sector (14,8) - King's Ultimate Power Orb
Central Control Sector (1,12) - 5 L6 items + 3000000 XP
Central Control Sector (11,13) - 5 L6 items + 2000000 XP
Central Control Sector (14,14) - Interspatial Transport Box + 4000000 XP
SECTION 3H - MIRROR PORTAL KEYWORDS
-----------------------------------
The following keywords may be used at any of the mirror portals found in towns.
Keyword Function
HOME Teleport to Fountain Head (2,5)
SEADOG Teleport to Baywatch (3,2)
FREEMAN Teleport to Wildabar (7,13)
DOOMED Teleport to Swamp Town (3,9)
REDHOT Teleport to Blistering Heights (14,6)
FIRE Teleport to C2 (12,0)
WATER Teleport to E3 (7,10)
EARTH Teleport to E4 (3,3)
AIR Teleport to F1 (0,12)
ARENA Teleport to The Arena
DOE MEISTER Teleport to Dragon Cavern (7,10)
ORB MEISTER Teleport to Aft Storage Sector (14,7)
BLASTOFF View endgame cut scene
SECTION 4A - MONSTER TABLE
--------------------------
This table includes data from the resources from Jeff Ludwig's Might and Magic
III resources page at
http://jeffludwig.com/mm3/resources.php.
Explanation of the column headings and abbreviations:
ID - monster ID number
K - thousand
M - million
HP - hit points. If this is immediately followed by a "U", then the monster
is undead (vulnerable to the Turn Undead and Holy Word spells).
AC - armor class
Spd - speed
Acc - physical attack accuracy (not relevant for other damage types)
At - number of attacks; "P" means the monster attacks every character once.
Dam - damage done per attack that connects
DT - damage type (abbreviations are the same as for resistances, below)
R - whether attack is ranged or not
BT - possible inflicted condition:
Age = magical aging
BrA = break armor
BrW = break weapon
Con = confused
CuI = curse inventory items
Cur = cursed
Dea = dead
Dis = diseased
Era = eradicated
Ins = insane
Par = paralyzed
Poi = poisoned
Slp = sleep
SP = drain spell points
Sto = stone
Unc = unconscious
Wea = weak
Ta - blank for normal targeting; if something is listed, the monster
preferentially targets the following types of characters:
Cl = Cleric
Dr = Druid
Dw = Dwarf
Pa = Paladin (does not actually work because of a bug)
So = Sorcerer
Resistances - resistances are in the following order: Ph (physical), fire (F),
cold (C), electricity (E), poison/acid (P), energy (En), magic (Ma). If "Im"
is indicated, the monster is immune to that particular attack form.
The second line indicates awards given for defeating the monster.
Exp - experience gained
Gold - gold gained
Gems - gems gained
Items - level of item dropped (item levels are defined in section 5A); the
probability that this item drops is not indicated.
Resistances
ID Name HP AC Spd Acc At Dam DT R BT Ta Ph/ F/ C/ E/ P/En/Ma
37 Archer 100 15 35 35 4 5-30 Ph Y 0/15/15/15/15/ 0/15
Exp: 20K Gold: 2000 Gems: 40 Items: Level 3
39 Barbarian 175 15 30 30 2 2-60 Ph Y 0/50/50/50/50/ 0/10
Exp: 25K Gold: 600 Gems: 0 Items: Level 2
59 Black Knight 375 30 50 50 7 4-160 Ph Y Wea Pa 0/60/60/60/60/ 0/20
Exp: 100K Gold: 8000 Gems: 0 Items: Level 4
01 Bubble Man 15 0 15 1 1-6 Ma Y 50/ 0/50/50/Im/ 0/ 0
Exp: 750
15 Bugaboo 60 15 22 2 2-24 Ma So 0/50/50/50/50/50/80
Exp: 4000 Gold: 0 Gems: 8 Items: Level 2
10 Candle Creep 70 5 8 2 2-10 F Y 50/ 0/ 0/Im/50/ 0/ 0
Exp: 3000 Gold: 0 Gems: 5 Items: Level 1
26 Carnage Hand 40 25 20 25 1 60-120 Ph 0/ 0/ 0/ 0/ 0/ 0/80
Exp: 10K Gold: 0 Gems: 30 Items: none
28 Castle Guard 75 10 20 30 1 2-80 Ph 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 10K Gold: 0 Gems: 0 Items: Level 2
40 Cleric of Moo 100 10 20 P 2-36 E Y 0/20/20/20/20/ 0/ 0
Exp: 32K Gold: 1500 Gems: 30 Items: Level 2
20 Cobra Fiend 50 15 25 25 1 2-30 Ph Slp 0/20/20/20/ 0/ 0/50
Exp: 4000 Gold: 10 Gems: 0 Items: Level 1
22 Cryo Spore 40 3 16 P 4-16 C 0/ 0/Im/80/80/ 0/20
Exp: 6000 Gold: 0 Gems: 20 Items: none
89 Cult Leader 300 20 20 25 1 5-75 Ph Y Slp Dr 0/20/20/20/ 0/ 0/20
Exp: 30K Gold: 10K Gems: 25 Items: Level 5
23 Cursed Fool 40 8 15 20 3 3-9 Ph Cur So 0/ 0/ 0/ 0/ 0/ 0/25
Exp: 3500 Gold: 100 Gems: 10 Items: Level 2
65 Cyclops 500 25 40 50 2 6-150 Ph Con 0/ 0/ 0/ 0/ 0/ 0/30
Exp: 150K Gold: 10K Gems: 0 Items: Level 4
83 Cyclops King 1000 25 40 50 3 6-150 Ph Con 0/ 0/ 0/ 0/ 0/ 0/80
Exp: 300K Gold: 100K Gems: 0 Items: Level 5
50 Dark Pegasus 125 20 40 35 4 2-40 Ph Con So 30/ 0/ 0/ 0/ 0/ 0/10
Exp: 40K Gold: 0 Gems: 0 Items: Level 3
60 Death Agent 300 15 30 2 10-100 P Poi 0/ 0/ 0/ 0/ 0/ 0/10
Exp: 70K Gold: 0 Gems: 20 Items: Level 3
36 Death Locust 100 20 30 30 4 4-32 Ph Dis 0/ 0/40/40/40/ 0/ 0
Exp: 16K
70 Death Snake 500 25 90 50 1 4-200 Ph Par 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 150K
19 Dino Beetle 70 10 18 20 6 3-15 Ph 0/25/25/25/25/25/ 0
Exp: 4000 Gold: 200 Gems: 0 Items: none
57 Dinosaur 500 10 12 60 2 5-500 Ph 0/ 0/80/80/80/ 0/ 0
Exp: 80K
45 Draconi 125 10 20 30 2 3-60 Ph 0/ 0/ 0/ 0/ 0/ 0/25
Exp: 20K Gold: 800 Gems: 0 Items: Level 3
80 Dragon Lord 10000 75 150 P 1000 En Y 0/Im/Im/Im/Im/Im/Im
Exp: 10M Gold: 250K Gems: 1K Items: Level 6
64 Dragon Worm 400 35 45 P 100 P Poi 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 150K Gold: 5000 Gems: 60 Items: Level 4
58 ED-409 400 40 75 3 50-100 En Y 60/80/80/80/80/20/ 0
Exp: 120K Gold: 0 Gems: 100 Items: none
47 Evil Eye 100 25 35 4 50 Ma Y Ins 0/ 0/ 0/ 0/ 0/ 0/90
Exp: 60K Gold: 0 Gems: 30 Items: Level 4
31 Evil Ranger 100 20 20 25 3 4-24 Ph Y Dr 0/20/20/20/ 0/ 0/ 0
Exp: 12K Gold: 1000 Gems: 25 Items: Level 2
88 Eye Master 200 25 35 4 75 Ma Y Ins 0/ 0/ 0/ 0/ 0/ 0/90
Exp: 200K Gold: 0 Gems: 350 Items: Level 6
41 Fire Lizard 150 10 30 2 2-50 F Y 0/Im/ 0/50/50/ 0/ 0
Exp: 25K
42 Fire Stalker 75 20 40 3 3-30 F Im/Im/ 0/80/ 0/ 0/ 0
Exp: 30K Gold: 100 Gems: 10 Items: none
43 Gargoyle 125 15 30 30 4 3-45 Ph Par 0/ 0/ 0/ 0/ 0/ 0/10
Exp: 30K Gold: 800 Gems: 10 Items: Level 3
44 Ghost 100U 13 25 1 10-100 En Age Im/ 0/ 0/ 0/ 0/ 0/15
Exp: 32K Gold: 0 Gems: 25 Items: Level 3
27 Ghoul 100U 15 16 27 4 3-18 Ph Wea 80/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 16K Gold: 250 Gems: 0 Items: Level 2
17 Giant Spider 30 14 25 12 8 2-8 Ph Poi 0/ 0/30/50/50/50/ 0
Exp: 3000 Gold: 0 Gems: 3 Items: none
02 Goblin 10 0 15 3 1 3-9 Ph Y 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 400 Gold: 10 Gems: 0 Items: Level 1
74 Great Hydra 5000 60 75 100 12 12-144 Ph Poi 0/Im/ 0/50/50/ 0/10
Exp: 4M Gold: 50K Gems: 100 Items: Level 6
67 Green Dragon 800 40 60 P 250 C Y 0/ 0/Im/50/ 0/ 0/25
Exp: 500K Gold: 25K Gems: 500 Items: Level 5
48 Guardian 250 20 15 35 1 75-150 Ph 0/80/80/80/80/ 0/ 0
Exp: 40K Gold: 0 Gems: 10 Items: Level 3
35 Iron Wizard 200 30 50 2 50 En Y 50/80/80/80/80/ 0/ 0
Exp: 25K Gold: 0 Gems: 30 Items: none
68 Jouster 600 35 50 80 1 20-400 Ph 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 180K Gold: 10K Gems: 0 Items: Level 5
76 Kudo Crab 2500 80 80 100 P 8-240 Ph BrA 0/50/Im/50/50/ 0/15
Exp: 2M Gold: 40K Gems: 0 Items: Level 6
53 Lich 200U 12 50 P 5-25 Ma Y Dea 70/ 0/ 0/ 0/ 0/ 0/50
Exp: 120K Gold: 10K Gems: 100 Items: Level 5
11 Mad Dwarf 75 10 16 10 1 4-20 Ph Dw 0/50/50/50/50/50/20
Exp: 2500 Gold: 100 Gems: 15 Items: Level 2
13 Magic Mantis 50 12 30 8 2 2-20 Ph Poi 0/ 0/ 0/ 0/ 0/ 0/50
Exp: 3500 Gold: 0 Gems: 10 Items: none
56 Major Demon 333 16 33 40 6 2-40 Ph Par 0/Im/ 0/ 0/ 0/ 0/80
Exp: 100K Gold: 3333 Gems: 33 Items: Level 4
66 Major Devil 666 33 66 50 4 2-80 Ph Unc 0/Im/ 0/ 0/ 0/ 0/90
Exp: 250K Gold: 6666 Gems: 66 Items: Level 5
77 Medusa 1000 40 60 P 8-64 Ma Y Sto 0/ 0/ 0/ 0/ 0/ 0/80
Exp: 3M Gold: 10K Gems: 200 Items: Level 6
24 Mini Dragon 150 20 30 P 50 F Y 0/Im/ 0/20/20/ 0/10
Exp: 18K Gold: 2500 Gems: 100 Items: Level 3
78 Minotaur 1000 90 80 150 2 3-300 Ph Dea 0/ 0/ 0/ 0/ 0/ 0/Im
Exp: 3M Gold: 100K Gems: 100 Items: Level 6
84 Minotaur King 2500 90 80 150 3 3-300 Ph Dea 0/ 0/ 0/ 0/ 0/ 0/Im
Exp: 6M Gold: 100K Gems: 30K Items: Level 6
86 Moo Master 400 20 40 P 5-75 E Y 0/40/40/40/40/ 0/Im
Exp: 250K Gold: 6000 Gems: 200 Items: Level 5
07 Moose Rat 40 4 16 8 2 2-16 Ph 0/30/30/30/30/ 0/ 0
Exp: 1200
61 Mummy 250U 15 30 40 2 2-80 Ph Dis Dr 80/ 0/80/80/80/Im/ 0
Exp: 120K Gold: 1000 Gems: 25 Items: Level 4
82 Mummy King 500U 15 30 40 3 2-80 Ph Dis Dr 80/ 0/80/80/80/Im/ 0
Exp: 250K Gold: 1000 Gems: 500 Items: Level 5
38 Mystic Cloud 50 18 40 P 4-16 Ma Y SP 0/ 0/ 0/ 0/ 0/ 0/90
Exp: 30K Gold: 0 Gems: 25 Items: none
12 Ninja 45 15 35 15 4 2-8 P 20/20/20/20/20/20/25
Exp: 3000 Gold: 30 Gems: 0 Items: Level 1
79 Octobeast 3000 40 100 150 8 5-250 Ph Wea 0/90/80/80/90/ 0/ 0
Exp: 3M Gold: 50K Gems: 50 Items: Level 6
06 Oh No Bug 40 8 30 6 3 3-9 Ph 0/ 0/80/60/80/ 0/ 0
Exp: 1000
14 Ogre 60 10 15 10 2 2-32 Ph Y BrA 0/50/30/30/20/ 0/ 0
Exp: 2500 Gold: 50 Gems: 5 Items: Level 2
03 Orc Warrior 25 5 12 5 1 2-16 Ph Y 0/50/50/50/ 0/ 0/ 0
Exp: 600 Gold: 20 Gems: 0 Items: Level 1
49 Paladin 175 30 30 40 5 3-90 Ph Y 0/50/50/50/50/ 0/50
Exp: 50K Gold: 4000 Gems: 25 Items: Level 3
29 Phantom 50U 12 20 1 4-16 Ma Age 90/ 0/ 0/ 0/ 0/ 0/20
Exp: 16K Gold: 0 Gems: 15 Items: Level 2
16 Phase Head 20 10 25 10 1 2-8 Ph Con 0/75/75/75/75/75/ 0
Exp: 4000 Gold: 0 Gems: 5 Items: none
30 Pirana 40 20 30 20 8 3-9 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K
25 Plasmoid 100 5 17 3 4-12 P BrW 50/60/ 0/60/60/60/ 0
Exp: 8000 Gold: 500 Gems: 10 Items: Level 2
62 Priest of Moo 200 20 40 P 4-60 E Y 0/40/40/40/40/ 0/10
Exp: 120K Gold: 6000 Gems: 45 Items: Level 3
81 Rat Overlord 250 4 16 15 4 2-16 Ph 0/30/30/30/30/ 0/ 0
Exp: 8000
51 Reaper 150U 15 25 1 4-80 Ma Y Cl 90/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 50K Gold: 0 Gems: 20 Items: Level 3
21 Scorpia 50 5 10 P 3-12 P Poi 0/ 0/ 0/ 0/ 0/ 0/10
Exp: 5000 Gold: 50 Gems: 10 Items: Level 2
05 Screamer 10 10 25 P 2-8 En Ins 0/ 0/ 0/ 0/ 0/Im/ 0
Exp: 1750 Gold: 0 Gems: 5 Items: none
32 Shadow Rogue 50 15 22 20 2 3-18 Ph Y Poi 0/ 0/ 0/ 0/ 0/ 0/60
Exp: 12K Gold: 500 Gems: 50 Items: Level 3
04 Skeleton 20U 2 18 4 2 2-12 Ph Cl 80/50/50/50/ 0/ 0/ 0
Exp: 1000 Gold: 0 Gems: 5 Items: none
46 Sonic Ninja 75 20 20 40 8 3-30 Ph 0/20/20/20/20/80/10
Exp: 20K Gold: 500 Gems: 0 Items: Level 3
52 Sorcerer 100 10 40 P 8-80 C Y 0/ 0/ 0/ 0/ 0/ 0/25
Exp: 50K Gold: 2000 Gems: 100 Items: Level 4
54 Spirit Shield 100 35 80 40 2 6-120 Ph 80/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 60K
18 Sprite 15 13 18 2 2-6 E Cur 50/25/25/25/25/25/60
Exp: 2500 Gold: 40 Gems: 10 Items: Level 2
73 Terminator 1000 100 200 1 1K-4K En Y Era Im/Im/Im/Im/Im/ 0/ 0
Exp: 3M Gold: 0 Gems: 200 Items: none
87 Top Jouster 1000 35 50 80 2 20-400 Ph 0/ 0/ 0/ 0/ 0/ 0/60
Exp: 300K Gold: 10K Gems: 0 Items: Level 6
63 Toxic Worm 300 25 60 40 2 2-60 Ph Poi 0/30/30/30/30/30/ 5
Exp: 90K
33 Tree Golem 150 10 6 25 2 2-50 Ph Cl 60/ 0/ 0/ 0/ 0/ 0/90
Exp: 16K Gold: 200 Gems: 10 Items: Level 2
55 Troll 125 15 25 35 3 3-45 Ph Dw 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 50K Gold: 2500 Gems: 20 Items: Level 3
71 Vampire 400U 30 45 60 3 10-100 Ph SP Cl 90/ 0/Im/80/Im/ 0/10
Exp: 250K Gold: 7500 Gems: 50 Items: Level 5
00 Vampire Bat 5 5 20 5 2 2-4 Ph Poi 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 250
85 Vampire King 1000U 30 45 60 4 10-100 Ph SP Cl 90/ 0/Im/80/Im/ 0/40
Exp: 500K Gold: 25K Gems: 5K Items: Level 6
75 Vulture Roc 2000 50 100 100 2 5-250 Ph Par 0/50/ 0/50/50/ 0/20
Exp: 2M Gold: 25K Gems: 0 Items: Level 6
72 Werewolf 500 30 40 50 2 8-120 Ph Dis 0/20/20/20/20/ 0/20
Exp: 150K Gold: 0 Gems: 25 Items: Level 4
34 Wicked Witch 50 8 16 P 4-16 Ma Y CuI 0/ 0/ 0/ 0/ 0/ 0/50
Exp: 16K Gold: 300 Gems: 15 Items: Level 3
08 Wild Fungus 25 0 5 P 3-12 E 0/ 0/Im/Im/50/50/25
Exp: 2000 Gold: 0 Gems: 10 Items: none
69 Wizard 250 20 80 1 1000 Ma Y 0/70/70/70/70/30/50
Exp: 240K Gold: 15K Gems: 200 Items: Level 5
09 Zombie 35U 2 2 5 2 3-18 Ph Dis Cl 80/ 0/75/75/ 0/ 0/ 0
Exp: 1800 Gold: 0 Gems: 6 Items: none
SECTION 4B - THE ARENA
----------------------
To start a fight in the Arena, say "Arena" at any mirror portal, then speak
to the man at one of the corner desks.
Each arena fight will have exactly one of the listed feature enemies, plus a
random variety of lower-numbered foes. Monsters in the Arena do not drop any
gold or items. Winning a battle in the Arena gives you a bonus of 1000
experience points multiplied by the number of Arena victories you've won.
<1 Bubble Man, Goblin, Orc Warrior, Skeleton, Vampire Bat
1 Screamer 20 Mini Dragon 39 Gargoyle 58 Priest of Moo
2 Oh No Bug 21 Plasmoid 40 Ghost 59 Toxic Worm
3 Moose Rat 22 Carnage Hand 41 Draconi 60 Dragon Worm
4 Wild Fungus 23 Ghoul 42 Sonic Ninja 61 Cyclops
5 Zombie 24 Castle Guard 43 Evil Eye 62 Major Devil
6 Candle Creep 25 Phantom 44 Guardian 63 Green Dragon
7 Mad Dwarf 26 Pirana 45 Paladin 64 Jouster
8 Ninja 27 Evil Ranger 46 Dark Pegasus 65 Wizard
9 Magic Mantis 28 Shadow Rogue 47 Reaper 66 Death Snake
10 Ogre 29 Tree Golem 48 Sorcerer 67 Vampire
11 Bugaboo 30 Wicked Witch 49 Lich 68 Werewolf
12 Phase Head 31 Iron Wizard 50 Spirit Shield 69 Terminator
13 Giant Spider 32 Death Locust 51 Troll 70 Great Hydra
14 Sprite 33 Archer 52 Major Demon 71 Vulture Roc
15 Dino Beetle 34 Mystic Cloud 53 Dinosaur 72 Kudo Crab
16 Cobra Fiend 35 Barbarian 54 ED-409 73 Medusa
17 Scorpia 36 Cleric of Moo 55 Black Knight 74 Minotaur
18 Cryo Spore 37 Fire Lizard 56 Death Agent 75 Octobeast
19 Cursed Fool 38 Fire Stalker 57 Mummy 76+ Dragon Lord
SECTION 5A - EQUIPMENT GENERATION AND PROPERTIES
------------------------------------------------
(This section is incomplete in areas where information was gathered by
experiment.)
An item consists of a base item, and if randomly generated one or more of the
following: (1) a material enchantment; (2) an elemental enchantment; (3)
an attribute enchantment; and (4) the ability to cast spells, powered by
charges. These four modifiers are a function of item level, which ranges from
1 to 6; this is the item level listed in the treasure tables above.
If an item has more than one modifier, the material, elemental enchantment, or
attribute enchantment (but not spell) may be of lower level; single-modifier
items are never of lower level. Level 6 items cannot have more than one
modifier; because of this, Level 5 items are actually potentially more
powerful, as they can have all the properties of Level 6 items other than
spells.
The leather in Leather Armor doesn't count as a material; if it gets a material
as a modifier, you may get an item called Leather Leather Armor, which
functions exactly the same as plain Leather Armor for the purpose of protecting
you. Go figure.
BASE ITEMS
Base items are independent of level. The following tables show base damage,
armor class ratings, cost, and which classes may equip them.
ONE-HANDED WEAPONS
Name Damage Cost Usable by
Broad Sword 3d4 100 Knight, Paladin, Archer, Robber, Ranger
Club 1d3 1 All
Cudgel 1d6 15 All except Sorcerer
Cutlass 2d4 40 Knight, Paladin, Archer, Robber, Ranger
Dagger 2d2 8 All except Cleric
Flail 1d10 100 All except Sorcerer
Hand Axe 2d3 10 All except Cleric, Sorcerer
Katana 4d3 150 Knight, Ninja
Long Sword 3d3 50 Knight, Paladin, Archer, Robber, Ranger
Mace 2d4 50 All except Sorcerer
Maul 1d8 30 All except Sorcerer
Nunchaka 2d3 30 Knight, Ninja
Sabre 4d2 60 Knight, Paladin, Archer, Robber, Ranger
Scimitar 2d5 80 Knight, Paladin, Archer, Robber, Ranger
Short Sword 2d3 15 Knight, Paladin, Archer, Robber, Ranger
Spear 1d9 15 All except Cleric, Sorcerer
Wakazashi [sic] 3d3 60 Knight, Ninja
TWO-HANDED WEAPONS (prevents the use of a shield or other off-hand item)
Name Damage Cost Usable by
Bardiche 4d4 200 All except Cleric, Sorcerer, Druid
Battle Axe 3d5 100 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Flamberge 4d5 400 Knight, Paladin, Archer, Ranger
Glaive 4d3 80 All except Cleric, Sorcerer, Druid
Grand Axe 3d6 200 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Great Axe 3d7 300 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Halberd 3d6 250 All except Cleric, Sorcerer, Druid
Hammer 2d5 120 All except Sorcerer
Naginata 5d3 300 Knight, Ninja
Pike 2d8 180 All except Cleric, Sorcerer, Druid
Staff 2d4 40 All
Trident 2d6 100 All except Cleric, Sorcerer, Druid
MISSILE WEAPONS
Name Damage Cost Usable by
Crossbow 4d2 50 All except Cleric, Sorcerer, Druid
Long Bow 5d2 100 All except Cleric, Sorcerer, Druid
Short Bow 3d2 25 All except Cleric, Sorcerer, Druid
Sling 2d2 15 All except Cleric, Sorcerer, Druid
BODY ARMOR
Name Armor Cost Usable by
Padded Armor 2 20 All
Leather Armor 3 40 All except Sorcerer
Scale Armor 4 100 All except Sorcerer, Druid
Ring Mail 5 200 All except Sorcerer, Barbarian, Druid
Chain Mail 6 400 Knight, Paladin, Archer, Robber, Cleric, Ranger
Splint Mail 7 600 Knight, Paladin, Cleric, Ranger
Plate Mail 8 1000 Knight, Paladin
Plate Armor 10 2000 Knight, Paladin
OFF-HAND ITEMS (may equip only one; prevents the use of a two-handed weapon)
Name Armor Cost Usable by
Box 0 10 All
Coin 0 10 All
Gem 0 500 All
Horn 0 20 All
Jewel 0 1000 All
Orb 0 100 All
Rod 0 50 All
Shield 4 100 Knight, Paladin, Robber, Cleric, Barbarian, Ranger
Wand 0 50 All
Whistle 0 10 All
HELMETS (may equip only one)
Name Armor Cost Usable by
Crown 0 1000 All
Helm 2 60 All
Tiara 0 200 All
CLOAKS (may equip only one)
Name Armor Cost Usable by
Cape 1 200 All
Cloak 1 250 All
Robes 1 150 All
OTHER ARMOR (may equip one of each of these per character)
Name Armor Cost Usable by
Belt 0 100 All
Boots 1 40 All
Gauntlets 1 100 All
AMULETS (may equip only one)
Name Armor Cost Usable by
Amulet 0 2000 All
Necklace 0 1000 All
Pendant 0 500 All
MEDALLIONS (may equip four of these per character; identical medallions may not
be equipped by the same character)
Name Armor Cost Usable by
Broach 0 250 All
Cameo 0 300 All
Charm 0 50 All
Medal 0 100 All
Scarab 0 200 All
RINGS (may equip ten of these per character; identical rings may not be
equipped on the same character)
Name Armor Cost Usable by
Ring 0 100 All
ITEM MATERIAL ENCHANTMENTS
Items made out of common or rare materials can be duplicated; items made
out of precious materials cannot.
Common Material +To Hit +To Dam +AC Value Multiplier Item Levels
Wooden -3 -3 -3 0.1 1
Leather -4 -6 0 0.25 1
Brass +3 -4 -2 0.5 1-2
Bronze +2 -2 -1 0.75 1-3
Iron +1 +2 +1 2 2-4
Silver +2 +4 +2 5 2-4
Steel +3 +6 +4 10 2-4
Gold +4 +8 +6 20 3-5
Platinum +6 +10 +8 50 4-5
Rare Material +To Hit +To Dam +AC Value Multiplier Item Levels
Glass 0 0 0 2 1
Coral +1 +1 +1 3 1-2
Crystal +1 +1 +1 5 1-2
Lapis +2 +2 +2 10 1-3
Pearl +2 +2 +2 20 2-3
Amber +3 +3 +3 30 2-4
Ebony +4 +4 +4 40 3-4
Quartz +5 +5 +5 50 4
Precious Material +To Hit +To Dam +AC Value Multiplier Item Levels
Ruby +6 +12 +10 60 4-5
Emerald +7 +15 +12 70 4-5
Sapphire +8 +20 +14 80 5
Diamond +9 +30 +16 90 5
Obsidian +10 +50 +20 100 5-6
ITEM ELEMENTAL ENCHANTMENTS
Elemental enchantments on weapons give both resistance and increased damage.
On other items, they only give resistance.
NB: "Power" is both an Energy modifier and a Might modifier.
Value Item
Fire Name Resistance Damage Added Levels
Burning +5 +2 200 1
Fiery +7 +3 300 1-2
Pyric +9 +4 400 1-3
Fuming +12 +5 500 2-4
Flaming +15 +10 1000 2-5
Seething +20 +15 1500 3-5
Blazing +25 +20 2000 4-5 No duplication
Scorching +30 +30 3000 5-6 No duplication
Value Item
Cold Name Resistance Damage Added Levels
Icy +5 +2 200 1-2
Frost +10 +4 400 1-3
Freezing +15 +5 500 2-4
Cold +20 +10 1000 3-5 No duplication
Cryo +25 +20 2000 4-6 No duplication
Value Item
Electrical Name Resistance Damage Added Levels
Flickering +5 +2 200 1
Sparking +7 +3 300 1-2
Static +9 +4 400 1-3
Flashing +12 +5 500 2-4
Shocking +15 +10 1000 2-4
Electric +20 +15 1500 3-5 No duplication
Dyna +25 +20 2000 4-6 No duplication
Value Item
Acid/Pois. Name Resistance Damage Added Levels
Acidic +10 +2 200 1-2
Venemous [sic] +15 +4 400 1-3
Poisonous +20 +8 800 2-4
Toxic +25 +16 1600 3-5 No duplication
Noxious +40 +32 3200 5-6 No duplication
Value Item
Energy Name Resistance Damage Added Levels
Glowing +5 +2 200 1
Incandescent +7 +3 300 1-2
Dense +9 +4 400 1-3
Sonic +11 +5 500 2-4
Power +13 +10 1000 2-5
Thermal +15 +15 1500 3-5
Radiating +20 +20 2000 4-5 No duplication
Kinetic +25 +30 3000 5-6 No duplication
Value Item
Magical Name Resistance Damage Added Levels
Mystic +5 +5 500 1-3
Magical +10 +10 1000 3-5
Ectoplasmic +20 +20 2500 5-6 No duplication
ITEM ATTRIBUTE ENCHANTMENTS
Value Item
Might Bonus Added Levels
Might +2 200 1
Strength +3 300 1-2
Warrior +5 500 1-3
Ogre +8 800 1-4
Giant +12 1200 2-4
Thunder +17 1700 3-5
Force +23 2300 4-5
Power +30 3000 5
Dragon +38 3800 5
Photon +47 4700 5-6 No duplication
Value Item
Intellect Personality Speed Bonus Added Levels
Clever Buddy Quick +2 200 1
Mind Friendship Swift +3 300 1-2
Sage Charm Fast +5 500 1-3
Thought Personality Rapid +8 800 2-4
Knowledge Charisma Speed +12 1200 2-5
Intellect Leadership Wind +17 1700 3-5
Wisdom Ego Accelerator +23 2300 4-5
Genius Holy Velocity +30 3000 5-6 No duplication
Value Item
Accuracy Bonus Added Levels
Sharp +3 300 1-2
Accurate +5 500 1-3
Marksman +10 1000 2-4
Precision +15 1500 3-5
True +20 2000 4-5 No duplication
Exacto +30 3000 5-6 No duplication
Value Item
Luck Bonus Added Levels
Clover +5 500 1
Chance +10 1000 1-2
Winners +15 1500 2-3
Lucky +20 2000 3-4
Gamblers +25 2500 4-5 No duplication
Leprechauns +30 3000 5-6 No duplication
Value Item
Hit Points Bonus Added Levels
Vigor +4 400 1-2
Health +6 600 2-3
Life +10 1000 2-4
Troll +20 2000 3-5
Vampiric +50 5000 5-6 No duplication
Value Item
Spell Pts. Bonus Added Levels
Spell +4 400 1-2
Castors +8 800 1-3
Witch +12 1200 2-4
Mage +16 1600 4-5
Archmage +20 2000 5
Arcane +25 2500 5-6 No duplication
Value Item
Armor Class Bonus Added Levels
Protection +2 200 1-2
Armored +4 400 1-3
Defender +6 600 2-4
Stealth +10 1000 3-5 No duplication
Divine +16 1600 5-6 No duplication
Value Item
Thievery Bonus Added Levels
Mugger +4 400 1-2
Burgler [sic] +6 600 2
Looter +8 800 2-3
Brigand +10 1000 2-3
Filch +12 1200 3-4
Thief +14 1400 3-4
Rogue +16 1600 4-5
Plunder +18 1800 4-5
Criminal +20 2000 5
Pirate +25 2500 5-6 No duplication
IMBUED SPELL ENCHANTMENTS
Items enchanted to cast spells associated with Level 5 or Level 6 items
cannot be duplicated.
Level 1 items - Light, Awaken, First Aid, Flying Fist, Revitalize, Cure Wounds,
Sparks, Protection From Elements, Pain; Detect Magic, Elemental
Arrow, Energy Blast, Sleep, Create Rope, Toxic Cloud
Level 2 items - Turn Undead, Silence, Blessed, Holy Bonus, Power Cure, Heroism;
Jump, Acid Stream, Levitate, Wizard Eye, Identify Monster,
Lightning Bolt, Lloyd's Beacon, Power Shield; Nature's Cure
Level 3 items - Immobilize, Cold Ray, Cure Poison, Acid Spray; Detect Monster,
Fireball, Time Distortion, Feeble Mind; Water Walk, Frost Bite
Level 4 items - Cure Disease, Cure Paralysis, Paralyze, Create Food; Teleport,
Finger of Death, Super Shelter, Dragon Breath; Nature's Gate,
Deadly Swarm
Level 5 items - Town Portal, Stone to Flesh, Half For Me, Raise Dead; Recharge
Item, Fantastic Freeze, Duplication, Disintegration,
Etherealize
Level 6 items - Moon Ray, Mass Distortion, Holy Word, Resurrect, Divine
Intervention; Dancing Sword, Enchant Item, Incinerate, Mega
Volts, Inferno, Implosion, Star Burst; Prismatic Light,
Elemental Storm
SECTION 5B - SHOPS OF TERRA
---------------------------
All shops restock once per week at the start of Onesday.
Fountain Head (10,5) - Fen's Fineries
Weapons : Short Sword, Cutlass, Staff, Short Bow, Nunchakas, Dagger, Cudgel,
Hand Axe, 1 Random Level 1 Weapon
Armor : Padded Armor, Padded Armor, Leather Armor, Leather Armor, Scale
Armor, Scale Armor, Shield, Shield, 1 Random Level 1 Armor
Misc : Helm, Leather Gauntlets, Leather Boots, Leather Cloak, Torch,
Rope and Hooks, Rope and Hooks, Potion of Curing, 1 Random Level 1
Misc
Baywatch (5,1) - The Ship's Store
Weapons : Crossbow, Long Sword, Sabre, Mace, Maul, Flamberge, Hammer,
Halberd, 1 Random Level 2 Weapon
Armor : Padded Armor, Leather Armor, Scale Armor, Ring Mail, Chain Mail,
Splint Mail, Plate Mail, Plate Armor, 1 Random Level 2 Armor
Misc : Scroll of lightning, Potion of heroism, Scroll of elementa, Potion
of antidotes, Torch, Rope and Hooks, Potion of curing, 2 Random
Level 2 Misc
Wildabar (14,12) - The Armory
Weapons : Long Bow, Broad Sword, Scimitar, Katana, Flail, Spear, Great Axe,
Flamberge, 1 Random Level 3 Weapon
Armor : Iron Scale Armor, Iron Ring Mail, Iron Chain Mail, Iron Splint
Mail, Iron Plate Mail, Iron Plate Armor, Iron Shield, Iron Shield,
1 Random Level 3 Armor
Misc : Iron Helm, Iron Gauntlets, Iron Boots, Scroll of power curing,
Scroll of fireballs, Potion of antidotes, Potion of vaccination, 2
Random Level 3 Misc
Swamp Town (3,3) - Smithy's Shoppe
Weapons : Silver Long Bow, Silver Wakazashi, Silver Long Sword, Silver Mace,
Silver Grand Axe, Silver Trident, Silver Broad Sword, Silver
Glaive, 1 Random Level 4 Weapon
Armor : Silver Leather Armor, Silver Scale Armor, Silver Ring Mail, Silver
Chain Mail, Silver Splint Mail, Silver Plate Mail, Silver Plate
Armor, Silver Shield, 1 Random Level 4 Armor
Misc : Silver Helm, Silver Gauntlets, Silver Boots, Scroll of undead
turning, Potion of antidotes, Potion of vaccination, Scroll of
distortion, 2 Random Level 4 Misc
Blistering Heights (10,5) - Farrago's Forge
Weapons : Steel Long Bow, Steel Broad Sword, Steel Flail, Steel Bardiche,</pre><pre id="faqspan-3">
Steel Pike, Steel Naginata, Steel Staff, Steel Flamberge, 1 Random
Level 4 Weapon
Armor : Steel Scale Armor, Steel Ring Mail, Steel Chain Mail, Steel Splint
Mail, Steel Plate Mail, Steel Plate Armor, Steel Shield, Steel
Shield, 1 Random Level 4 Armor
Misc : Steel Helmet, Steel Gauntlets, Steel Boots, Potion of feasting,
Scroll of death, Potion of free movement, Scroll of raising the
dead, 2 Random Level 4 Misc
SECTION 6A - TAVERN TIPS AND RUMORS
-----------------------------------
Rumors and tips are listed as-is; some of them are inaccurate.
Fountain Head (8,3) - Lonely Hearth
Rumor 1 : Search the cavern below this town to find the altars that sell
skills.
Rumor 2 : Find Cypher to learn cartography. It is a most helpful skill to
have.
Rumor 3 : The Rat Overlord lives in a hidden part of townk, where he commands
his Mooserat minions.
Rumor 4 : Wade into the yellow pools of Slithercult Stronghold.
Rumor 5 : The Ancient Temple of Moo is full of traps.
Rumor 6 : I hear the Red Warrior Key is in Cyclops Cavern.
Rumor 7 : It is said the Green Eyeball Key is in Cyclops Cavern.
Rumor 8 : The Priest of Moo lives below the Hidden Valley.
Rumor 9 : The fortuen teller outside of town walls gives wise counsel to all.
Rumor 10 : Gyure sells might potions in the Hidden Valley.
Tip 1 : Visit the ARENA from any mirror portal.
Tip 2 : Remember, you must equip your items.
Tip 3 : Most of your actions will earn experience.
Tip 4 : Visit the training grounds as soon as you are eligible.
Tip 5 : It is safer to keep gems and gold in the bank.
Tip 6 : Cartographers keep perfect maps of places seen.
Tip 7 : All must be swimmers to enter shallow waters.
Tip 8 : Direction Sense will always tell the way.
Tip 9 : Spotting secret doors will lead to untold treasures.
Tip 10: Do not rest if danger sense gives warning.
Tip 11: A drunk character is a dangerous character.
Tip 12: Cast Create Rope while standing on a pit.
Tip 13: To find the number of uses of a special item, use Detect Magic.
Tip 14: The Blacksmiths get a new shipment on Onesday.
Tip 15: Have broken items fixed at the Blacksmiths.
Tip 16: Spellcasters need membership to the Guilds.
Tip 17: Secondary spellcasters pay a premium price for spells.
Tip 18: Hirelings appear in the Inns.
Tip 19: Dismissed characters return to the Inn.
Tip 20: Leave excess gold and gems at the bank for safekeeping.
Tip 21: The Bank has never been robbed.
Tip 22: Temple donations follow the days of the week.
Tip 23: The mirror portal's name for Fountain Head is HOME.
Tip 24: Each statue has a story to tell, but only when the curse is lifted.
Tip 25: Odd jobs pass the time.
Tip 26: The Rat Overlord is somewhere in the town.
Tip 27: Drink might potions to bash stubborn walls.
Tip 28: Soften up your enemy by using missile weapons before engaging in
combat.
Tip 29: Zahab pays 1 percent interest, weekly.
Tip 30: Study Corak's notes upon entering a new area.
Tip 31: A guy went in the Arena with wooden armor and a leather sword. Never
returned.
Baywatch (8,5) - The Galley
Rumor 1 : Keep wishing at the well to make it your lucky day.
Rumor 2 : Find Oro the Ranger to become a mountaineer.
Rumor 3 : Brother Alpha lives in the northeast room.
Rumor 4 : The cavern below this town is full of trap doors.
Rumor 5 : Sorcerers and Archers can find their special skill in Arachnoid
Cavern.
Rumor 6 : Find Darek the Explorer to learn pathfinding.
Rumor 7 : The Zingaro Travellers in Evil Eye Forest have much to sell.
Rumor 8 : The Lords of the Attributes reside in Arachnoid Cavern.
Rumor 9 : You need the Green Eyeball Key to enter the Halls of Insanity.
Rumor 10: Clerics and Paladins can find their special skill in Arachnoid
Cavern.
Tip 1 : Some spells require gems to cast.
Tip 2 : The higher your might, the better your chance to bash doors and
grates.
Tip 3 : The smarter you are, the more spell points you receive per level.
Tip 4 : Endurance is the key to higher hit points.
Tip 5 : All must be crusaders to enter the castles.
Tip 6 : The merchant skill is priceless.
Tip 7 : A party must have two mountaineers to explore the mountains.
Tip 8 : A party must have two pathfinders to enter dense forests.
Tip 9 : Only Ninjas and Robbers can master the thieving arts.
Tip 10: Cursed characters find it difficult to hit their targets.
Tip 11: If you are weak, rest and it shall pass.
Tip 12: Poison grows worse as time goes by.
Tip 13: Diseases are contagious and worsen with time.
Tip 14: Insanity knows no cure except from the monks of the Temples.
Tip 15: Sleeping characters are very vulnerable.
Tip 16: Depressed? Have patients and it too shall pass.
Tip 17: Levitation will help avoid some traps.
Tip 18: Identify monsters when you have the chance.
Tip 19: Using the last charge of an item will destroy it.
Tip 20: Many training grounds are limited.
Tip 21: It takes time to train.
Tip 22: Rumors follow the days of the week.
Tip 23: Tips are sequential and unique.
Tip 24: Don't drink too much.
Tip 25: Blacksmiths will identify items for a reasonable cost.
Tip 26: Every week, the Blacksmith gets a new shipment of magical items.
Tip 27: Each Guild has a limited number of spells.
Tip 28: Visit Inns frequently to find new hirelings.
Tip 29: A party of six characters and two hirelings is optimal.
Tip 30: Secondary spellcasters earn spell points at a much slower rate.
Tip 31: Temples can cure anything, for a price.
Tip 32: Many dungeons require colored keys.
Tip 33: Some hirelings are said to possess colored keys.
Tip 34: Many items add to your resistance.
Tip 35: Many items cast spells.
Tip 36: Many items increase your vital statistics.
Tip 37: Potions and scrolls need not be equipped.
Tip 38: The mirror portal's name for Baywatch is SEADOG.
Tip 39: Outdoors, monsters will regenerate until their lair is destroyed.
Wildabar (14,14) - The Round Table
Rumor 1 : There is a witches brewery in the cavern below this town.
Rumor 2 : The Gargoyles have built a new shrine up north.
Rumor 3 : Captured Ogres are kept in cells in the cavern below.
Rumor 4 : Drink the Witches Brew.
Rumor 5 : The Minotaur God lives in the swamplands.
Rumor 6 : The local Ninjas are at war with the clan in Swamp Town.
Rumor 7 : Learn the linguist skill in Arachnoid Cavern.
Rumor 8 : Dragons store their gold in the cavern in Mutant Mountains.
Rumor 9 : Magical waters flow in the pools of Magic Cavern.
Rumor 10: The Witches below send their brew to their coven in Cursed Cold
Cavern.
Tip 1 : Some food lasts longer than other food.
Tip 2 : A character with high speed will strike the monsters first.
Tip 3 : An accurate blow is a deadly blow.
Tip 4 : At higher experience levels you gain multiple attacks.
Tip 5 : An arms master will hit his target easier.
Tip 6 : Navigators never get lost.
Tip 7 : Paladins and Clerics gain more spell points per level if they are
prayermasters.
Tip 8 : Sorcerers and Archers gain more spell points per level if they are
prestidigitators.
Tip 9 : Druids and Rangers gain more spell points per level if they are
astrologers.
Tip 10: Body builders gain more hit points per level.
Tip 11: Being heartbroken will eventually wear off.
Tip 12: Being in love is wonderful while it lasts. Then ... watch out!
Tip 13: Confusion takes time to wear off.
Tip 14: Some spells only affect one monster.
Tip 15: Some spells affect three monsters in the same square.
Tip 16: Some spells affect all monsters in front of you.
Tip 17: Each character may have a LLoyd's Beacon location, if they can cast
the spell.
Tip 18: Suppression is not a cure.
Tip 19: Druids and Rangers are essential for crossing the Great Sea.
Tip 20: Natures Gate follows the days of the week.
Tip 21: Merchants get the best deals.
Tip 22: Jeweled or precious items have great value.
Tip 23: Leave valuable items with characters in the Inn.
Tip 24: Many monsters have special abilities.
Tip 25: You will be awarded for most noble deeds.
Tip 26: The metallic nature of an item dictates its value.
Tip 27: The mirror portal's name for Wildabar is FREEMAN.
Tip 28: Try the names of the elements at the mirror portals.
Tip 29: The brothers can be visited more than once.
Swamp Town (1,3) - Silver Stein
Rumor 1 : There is much treasure that lies hidden in the walls of Dragon
Cavern.
Rumor 2 : Princess Trueberry is imprisoned in the northern swamps.
Rumor 3 : A hermit with a story to tell lives due east of this town.
Rumor 4 : The cavern below is full of death.
Rumor 5 : Visit the altars of Ule and Karnen in the cavern below.
Rumor 6 : Beware of quicksand in the swamp.
Rumor 7 : The Black Terror Key grants entrance to the Tomb of Terror.
Rumor 8 : Blistering Heights houses a great deal of protective magic.
Rumor 9 : Search the coffins in the cavern below to increase your riches.
Rumor 10: Find the Black Terror Key in Cursed Cold Cavern.
Tip 1 : Many monsters cause unnatural aging.
Tip 2 : The sunken isle holds an ancient cure for unnatural aging.
Tip 3 : Armor class only protects against physical damage.
Tip 4 : Don't get caught with your spell points down.
Tip 5 : Some messages may require a linguist to understand them.
Tip 6 : Slipping too deep into unconsciousness will bring death.
Tip 7 : Dead characters are a real burden.
Tip 8 : Characters turned to stone are a chore to carry around.
Tip 9 : Donating at the temples can be very helpful.
Tip 10: With Detect Monsters, you can see through walls.
Tip 11: Teleporting is most helpful in finding hidden places.
Tip 12: Raising the dead has its consequences.
Tip 13: The more expensive the food, the longer it lasts.
Tip 14: The pyramids hold all the answers.
Tip 15: Woe to he who carries an Ancient Fizbin of Misfortune.
Tip 16: You may wear up to ten rings.
Tip 17: The mirror portal's name for Swamp Town is DOOMED.
Tip 18: The mirror portal's name for Blistering Heights is REDHOT.
Tip 19: Use FIRE at the mirror portals.
Tip 20: Use EARTH at the mirror portals.
Tip 21: Use WATER at the mirror portals.
Tip 22: Use AIR at the mirror portals.
Tip 23: There are 100 days in a year.
Blistering Heights (4,14) - Verdant Spirits
Rumor 1 : There are powerful statues of protection in cavern below.
Rumor 2 : Become an Ultimate Adventurer in the Maze from Hell.
Rumor 3 : The cavern below is full of flames.
Rumor 4 : Demons abound on the Isle of Fire.
Rumor 5 : Dangerous waters surround this isle.
Rumor 6 : Search for the Shrine of Protection outside the town walls.
Rumor 7 : Some sea creatures guard valuable treasures.
Rumor 8 : Use the Gold Master Key to enter the Maze from Hell.
Rumor 9 : The Pirate Queen is very partial to Ancient Pearls of Youth and
Beauty.
Rumor 10: Many fiery fiends have lairs on this burning isle.
Tip 1 : Luck aids in resistance.
Tip 2 : Luck may save you from a monster's special powers.
Tip 3 : Vital statistics will worsen with age.
Tip 4 : Hit points. The more you have, the better your chances of survival.
Tip 5 : High resistance values increase protection against elemental attacks.
Tip 6 : Paralysis has many cures.
Tip 7 : Eradication can be cured, but has permanent consequences.
Tip 8 : Many monsters are susceptible to certain elements.
Tip 9 : Many monsters are resistant to certain elements.
Tip 10: Only items with no magical powers may be enchanted.
Tip 11: The more powerful the spellcaster, the greater the Enchantment of an
item.
Tip 12: Correct use of Elemental Protection is the key to survival.
Tip 13: Divine Intervention has a dear price.
Tip 14: No one has ever won 76 times in the arena.
Tip 15: There are 31 Ultimate Power Orbs.
Tip 16: You may wear up to four medallions.
Tip 17: You had best be well protected from fire before leaving the town
gates.
Tip 18: You call yourself an adventurer? Get a real job.
Tip 19: Keep drinking. You'll feel better.
Tip 20: Have another ten drinks and I might tell you something.
SECTION 6B - MISCELLANEOUS TIPS AND TRICKS
------------------------------------------
* ORIGINAL FLOPPY VERSION
The original floppy version of the game has many bugs. These are corrected
in all compilation versions of the game. If you are playing the original
version, beware the following bugs:
1. Item trades in the Inn are not recorded if the character is removed from
the party; this can potentially destroy items required to win the game.
2. Attempting to fight arena battle #77 will crash the program.
3. Entering Sector F2 (3,2) will crash the program.
4. Lord Luck's statement in Arachnoid Cavern should have the word
"fifty-two" replaced with "two."
5. Monster updating in the Tomb of Terror sometimes works improperly.
6. Ivory Billow's statement in the Dark Warrior Keep should have
the phrase "Shadow Grave" moved from where it is to the end with
the operation transformed into multiplication.
7. Deleting a character may cause the mouse to work improperly for the
current game session.
8. The thrones in the Tomb of Terror do not work properly.
9. Restoring a saved game may cause the game to give one extra payment
to any hirelings.
10. Chathos in Castle Bloodreign does not give 500,000 experience per
Ancient Artifact of Neutrality as he is supposed to.
11. Fulfulling the quest to Brother Delta does not trigger the quest
to Brother Zeta.
12. Not all party members are given an award when Greywind is freed.
13. The endgame sequence, which needs more memory than any other
sequence in the game, may cause the game to terminate on an
"out of memory" error.
* PARTY ORDER
The manual mentions this, but it bears repeating: characters farther to the
right in the marching order get a bonus to armor class. You should therefore
arrange your party in ascending order of squishiness from left to right.
* POWER SHIELD
This protection spell is much more potent than it appears. Not only does it
reduce the damage done by all attacks that land on your party, it also
reduces the probability that the monster inflicts conditions; this helps to
greatly cut down on the chance that attacks like the Lich's instant death
attack and the Medusa's petrification attack function. It is easily worth
maintaining on every member of your party as soon as you can afford to do so,
to the point of spending ALL the magic points of your archers and sorcerers
on it if that's what it takes to protect your whole party. This is partly
because your clerics can cast ...
* HEROISM AND HOLY BONUS
These spells are great for increasing the damage potential of your melee
fighters. If you have trouble affording these spells for everyone, you can
just cast them on your best fighters. A Knight or Barbarian with both of
these spells becomes a terrifying combat machine.
* EXPLOTING MONSTER AI
Monsters will not attack you until you are facing them. You can exploit
this by moving around backwards, so that ranged-attack monsters don't attack
until later.
If a monster does see you, you can make its AI forget about you by turning
away from the monster, then saving and reloading the game.
Do note that damage to monsters is not saved and disappears on reloads.
* HOW RESISTANCE WORKS
I'm not certain just how resistance works; here's what I know about how you
take damage from non-physical attacks (damage taken cannot drop below zero):
1. First, an amount equal to the power level of an active, relevant
Protection from Elements spell is subtracted from damage taken.
2. Then, your character makes saving throws that can successively halve
damage taken. I'm not sure just how this works, but my working hypothesis
is that if your resistance (the same as what is listed on your character
statistics screen) is greater than zero, 1d(Resistance + Luck Bonus) is
compared to 1d30. If the first roll is greater, then the damage you take
is halved and rounded down, and you get to make another saving throw (this
sentence is something I'm reasonably certain about). If you have no
resistance at all, you don't get a saving throw no matter what your Luck
is.
3. Finally, an amount equal to the power level of your active Power Shield
spell is subtracted.
If damage is reduced to zero, then you also automatically block any status
effect associated with the attack.
* MASS RECHARGING
As in Might and Magic II, an item that can cast Recharge Item can recharge
itself. Charging up any item in the game thus costs nothing other than
keystrokes once you find an item that casts Recharge Item. If you have an
item that casts Duplication as well, you can also freely copy lower-level
items. This can allow anyone in your party to freely cast costly but useful
lower-level spells like Dragon Breath, Power Cure, and Power Shield.
Neither Recharge Item nor Duplication has any chance of destroying
the item it is cast upon, unlike some other Might and Magic games and
contrary to what some strategy guides say.
* USING MAGICAL ITEMS IN COMBAT
If you are short on inventory space for spellcasting items, you are allowed
to enter a character's inventory during combat and move items from player to
player, so a single Wand of Fireballs loaded with charges can let each
member of your party cast a fireball in one round.
* EXTENDING THE DAY
Normally, spells expire and hirelings charge you at 5 AM every day.
If you spend this time in a Guild, however, this doesn't happen. You do
need to do something in the Guild; trying to buy spells is sufficient.
* HOW TO MAKE MONEY
The best way to do this is to obtain the following: the Merchant skill,
Platinum Plate Armor or a Platinum Amulet, an item that can cast Duplication,
and the Recharge Item spell. You can then endlessly duplicate the platinum
item at almost no cost, and sell them in stores for 100000 gold each.
* HOW TO MAKE GEMS
The best way to do this is in Castle Bloodreign. If you leave one of the
password-locked chests unlooted, it will generate six Sorcerers every time
you give the password but don't open the chest. Each Sorcerer is worth 2000
gold, 100 gems, and a chance for a level 4 item.
* HOW TO MAKE MONEY AND GEMS PASSIVELY
You can earn interest on gold and gems placed in the bank. This interest is
1% per week on both, rounded down, received at midnight on Onesday.