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.