MIGHT & MAGIC IV -- CLOUDS OF XEEN
Miscellaneous Facts and Spoilers
Version v1.11 - May 4, 2012
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. Party development
2. Spell list
3. Guide to Cloudside
A. Locations of major areas
B. Locations of skills
C. Locations of spells
D. Locations of temporary stat boosters
E. Locations of permanent stat boosters
F. Locations of hidden monsters
G. Locations of other treasure
H. Locations of awards
I. Mirror portal keywords
4. Monsters
A. Table of monster statistics
B. Monsters by location
5. Items
A. Equipment generation and properties
B. Shops of Cloudside
6. Other hints
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.
Att - number of levels it takes to get another melee attack per round,
so lower numbers are better.
Skill - skill that class starts with
Spell - spells that class starts with
Requirements - stat requirements needed to start as this class
Class HP Att Skill Spells Requirements
Knight 10 5 Arms Master - Mgt 15
Paladin 8 6 Crusader Light Mgt/Per/End 13
Archer 7 6 - Light Int/Acy 13
Cleric 5 7 - Awaken, First Aid, Light
Per 13
Sorcerer 4 8 Cartography Awaken, Light, Magic Arrow
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 Awaken, First Aid, Light, Magic Arrow
Int/Per 15
Ranger 9 6 Pathfinding Awaken, Light 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
(though they can equip more than in Might and Magic III), 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 robes.
Druids are primarily magic users who use the druidic spellbook. The druid
spellbook includes all the lower-level Cleric and Sorcerer spells, but does
not include any unique spells as in Might & Magic III. 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 is robes.
Paladins are hybrid fighter-clerics. While they are allowed to use any piece
of armor, and also any weapon (note that this is a change from Might and Magic
III), 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 2 2 2 2 2 20 +5 Spot Secret Doors
Gnome -1 +1 5 5 5 20 5 0 +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. Some quest locations also
directly check Intellect.
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 such skills except for Thievery may be found
after character generation; the locations for these are listed in section 3B.
Unlike in Might and Magic III, there is no way to get Thievery for any
character other than a Robber or Ninja. The actual game function of the skills
follow.
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 At least one character must possess this skill to enter
Castle Burlock; taking offerings on clouds also checks this
skill.
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 With this skill, moving through desert takes the normal 10
minutes per move instead of 4 hours.
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 and 15 for Ninjas.
This is modified by race, with a bonus of 2 points 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.
For this reason, your party should include one of these. More than one is
not as useful as it was in Might & Magic III, owing to the lack of items that
can cast high-level spells. Barbarians are better than they were in Might &
Magic III since they can equip a wider variety of weapons now.
* The druidic spellbook just isn't all that useful; while Druids get all the
lower-level Cleric and Sorcerer spells, they do not get any high-level
spells. This is even less useful than it sounds, because anyone can use
rechargeable spellcasting items that cast lower-level spells.
* Unlike in Might & Magic III, there is no way to get Thievery other than
starting out as a Robber or Ninja, so your party should include one of those.
* There are enough doors and traps in the game so that a Robber can be better
than a Ninja early on, but if you plan to take your part to the Darkside,
Ninjas become superior.
My recommended party therefore is:
Half-Orc Barbarian
Dwarf Ninja or Robber
Human Paladin
Human Archer
Gnome Cleric
Elf Sorcerer
If you have played the game before, the pure spellcasters aren't quite as good
because you can use spell point fountains; in that case you may wish to replace
the cleric and sorcerer with a second Paladin and a second Archer.
When assigning statistics, you may want to start Endurance, as well as
Personality (for Clerics, Paladins, Druids, and Rangers), at an exact multiple
of 5, as there are reusable stat-increasing pools that permanently increase
those statistics by 5 each if they are no higher than 20, and you can reach
these fairly early in the game. You can alternatively start these stats at a
number like 13 and use a +2 permanent booster to get to exactly 15.
SECTION 1F - PARTY DEVELOPMENT
-----------------------------
* Training for the next level costs gold equal to your current level squared
times 10; it follows that training a character from level 1 to level x costs
(x-1)*x*(2x-1)*5/3 gold.
Cloudside training facilities are available at:
Vertigo (10,11) - maximum level 10
Rivercity (12,12) - maximum level 15
Newcastle Level 1 (11,7) - maximum level 20
There is enough experience available Cloudside for a full party to reach
level 20 without recourse to any of the boosters that give you a permanent
free level. Training is cheap early on, but if you take a party to Darkside
it becomes very expensive at higher levels. For this reason, you may want to
save free levelup bonuses for later.
* If you want the most powerful party possible by the end of Darkside of Xeen,
you should not increase any base statistics above 30 for reasons that will be
listed in my FAQ for Might & Magic V. This is NOT recommended for anyone
other than dedicated minmaxers, because you will have to spend all of
Cloudside and much of Darkside with low statistics!
Should you elect to do this, there are two reusable pools in the Ancient
Temple of Yak that give +5 to Personality or Endurance if those stats are
below 20. Completing Mirabeth's quest in the Ancient Temple of Yak will then
increase Personality for your party by another 5, which will be exactly to 30
at most.
Other low-end boosters across Xeen can be used to get stats up to no more
than 30. The exceptions are Intellect for Sorcerers, which should not exceed
24, and Intellect for Archers, Druids, and Rangers, which should not exceed
49.
* Those who plan to take a party to Darkside of Xeen may wish to refrain from
increasing base Fire, Cold, Electricity, and Poison Resistance, because
Darkside has reuasble elemental boosters that only work for those with low
resistances.
* Weapons and armor: materials that are metals starting with iron, along with
gemstones, make the best weapons and armor. This is detailed in section 5A,
but the basic progression is Iron -> Silver -> Steel -> Gold -> Platinum ->
Ruby -> Emerald -> Sapphire -> Diamond -> Obsidian, for both weapons and
armor, with each successive material strictly superior to previous materials.
Equipment made of such materials should be chosen above all but the
best elemental weapons and armor, although you should retain extra elemental
weapons to deal with foes resistant or immune to Physical damage.
Of particular note is the best possible material at the higher item levels,
listed in the treasure and monster tables:
Level 3 - Steel
Level 4 - Gold
Level 5 - Emerald
Level 6 - Obsidian
Level 7 - Obsidian (only material possible at this level)
Use accessories instead of weapons and armor to get resistances and better
stats.
* Miscellaneous items: items that cast spells are useful for casting Lloyd's
Beacon, or spells that cost a lot of gems or spell points. They also allow
nonspellcasters to cast lesser spells with all the effectiveness of an
actual spellcaster.
Everyone in your party can have an active Lloyd's Beacon, even those who
cannot cast spells. Items that cast Lloyd's Beacon are the only way
clerical casters and noncasters can cast it; you will need the Recharge Item
spell to maintain an item of Lloyd's Beacon.
Other spells that are useful to get on spellcasting items: Protection from
Elements, Day of Protection, Day of Sorcery, Town Portal, Dancing Sword, Moon
Ray, Power Cure, Fire Ball, Lightning Bolt, Golem Stopper.
SECTION 2 - SPELL LIST
----------------------
"MP 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. There are
no level requirements in a mage guild for learning a spell, unlike in Might &
Magic III. "Gold" indicates the base cost of purchasing the spell from a mage
guild; this is doubled for Paladins, Archers, and Rangers.
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.
"Elem." means you can select one of Fire, Electricity, Cold, or Poison, and
the spell will protect against that specific element.
CLERICAL SPELL TABLE
Name MP Cost Gold Effect
Acid Spray 8 800 15 Poison damage to all monsters
Awaken 1 100 Remove SLEEP from all characters
Beast Master 5+2* 500 Attempt to paralyze a group of animals
Bless 2/L+1* 1000 +Level to Armor Class for party
Cold Ray 2/L+4* 1000 (2-4)*Level Cold damage to all monsters
Create Food 20+5* 2000 Create enough food for party if you lack it
Cure Disease 10 1000 Remove DISEASED from one character
Cure Paralysis 12 1200 Remove PARALYZED from one character
Cure Poison 8 800 Remove POISONED from one character
Cure Wounds 3 300 +15 hit points to one character
Day of Protection 75+10* 7500 Bless+Heroism+Holy Bonus+Prot. from Elements
Deadly Swarm 12 1200 40 Physical damage to one group
Divine Intervention 200+20* 20000 Heal party damage except ERADICATION; +5 Age
Fiery Flail 25+5* 2500 100 Fire damage to one monster
First Aid 1 100 +6 hit points to one character
Flying Fist 2 200 6 Physical damage to one monster
Frost Bite 7 700 35 Cold damage to one monster
Heroism 2/L+1* 1000 +Level to hit for party
Holy Bonus 2/L+1* 1000 +Level to Physical weapon damage for party
Holy Word 100+20* 10000 Destroy one group of undead
Hypnotize 15+4* 1500 Attempt to paralyze a group
Light 1 100 Provide light in dungeons and caves
Mass Distortion 75+10* 7500 One group loses half its hit points
Moon Ray 60+10* 6000 30 Energy damage to all; heals party as well
Nature's Cure 6 600 +25 hit points to one character
Pain 4 400 8 Physical damage to one group
Power Cure 2/L+3* 1000 +(2-12)*Level hit points to one character
Prot. from Elements 1/L+1* 500 +2*Level+5 Elem. damage reduction for party
Raise Dead 50+10* 5000 Remove DEAD from one character
Resurrection 125+20* 12500 Remove ERADICATED from one character; +5 Age
Revitalize 2 200 Remove WEAK from one character
Sparks 1/L+1* 500 2*Level Electrical damage to one group
Stone to Flesh 35+5* 3500 Remove STONE from one character
Sun Ray 150+10* 15000 200 Energy damage to all monsters
Suppress Disease 5 500 Reduce DISEASED on one character to 1
Suppress Poison 4 400 Reduce POISONED on one character to 1
Town Portal 30+5* 3000 Teleport to a town; noncombat only
Turn Undead 5+2* 500 25 damage to a group of undead
Walk on Water 7 700 Allow the party to travel on deep water
ARCANE SPELL TABLE
Name MP Cost Gold Effect
Awaken 1 100 Remove SLEEP from all characters
Clairvoyance 5+2* 500 Gives advice on noncombat decisions
Dancing Sword 3/L+10* 1500 (6-14)*Level Physical damage to a group
Day of Sorcery 40+10* 4000 Clairvoy.+Levitate+Power Shield+Wizard Eye
Detect Monster 6 600 Show number and location of nearby monsters
Dragon Sleep 10+4* 1000 Attempt to paralyze one dragon
Elemental Storm 100+10* 10000 150 damage of random type to all monsters
Enchant Item 30+20* 3000 Enchants an item which isn't already magical
Energy Blast 1/L+1* 500 (2-6)*Level Energy damage to one monster
Etherealize 30+10* 3000 Move straight through doors, other barriers
Fantastic Freeze 15+5* 1500 40 Cold damage to a group
Finger of Death 10+4* 1000 Attempt to destroy a group
Fire Ball 2/L+2* 1000 (3-7)*Level Fire damage to a group
Golem Stopper 20+10* 2000 100 damage to one golem
Identify Monster 5 500 Show monster group hit points, other stats
Implosion 100+20* 10000 1000 Energy damage to one monster
Incinerate 35+10* 3500 250 Fire damage to one monster
Inferno 75+10* 7500 250 Fire damage to a group
Insect Spray 5+1* 500 25 damage to group of insects
Item to Gold 20+10* 2000 Converts item into half gold value
Jump 4 400 Move the party 2 squares; noncombat only
Levitate 5 500 Party floats over pits and clouds
Light 1 100 Provide light in dungeons and caves
Lightning Bolt 2/L+2* 1000 (4-6)*Level Electrical damage to a group
Lloyd's Beacon 6+2* 600 Set and recall location; noncombat only
Magic Arrow 2 200 8 Magic damage to one monster
Mega Volts 40+10* 4000 150 Electrical damage to a group
Poison Volley 25+10* 2500 Fires arrows that do 10 Poison damage each
Power Shield 2/L+2* 1000 +Level damage reduction for party
Prismatic Light 60+10* 6000 80 damage of random type to all monsters
Recharge Item 15+10* 1500 +1-6 charges to a charged item
Shrapmetal 1/L 500 2*Level Physical damage to a group
Sleep 3+1* 300 Attempt to put a group to sleep
Star Burst 200+20* 20000 500 Physical damage to all monsters
Super Shelter 15+5* 1500 Allow safe rest; noncombat and on land only
Teleport 10 1000 Teleport up to 9 squares; noncombat only
Time Distortion 8 800 Cause the entire party to flee combat
Toxic Cloud 4+1* 400 10 Poison damage to a group
Wizard Eye 5+2* 500 Show an overhead view of the vicinity
DRUIDIC SPELL TABLE
Name MP Cost Gold Effect
Acid Spray 8 800 15 Poison damage to all monsters
Awaken 1 100 Remove SLEEP from all characters
Beast Master 5+2* 500 Attempt to paralyze a group of animals
Bless 2/L+1* 1000 +Level to Armor Class for party
Clairvoyance 5+2* 500 Gives advice on noncombat decisions
Cold Ray 2/L+4* 1000 (2-4)*Level Cold damage to all monsters
Cure Disease 10 1000 Remove DISEASED from one character
Cure Poison 8 800 Remove POISONED from one character
Cure Wounds 3 300 +15 hit points to one character
Energy Blast 1/L+1* 500 (2-6)*Level Energy damage to one monster
Fire Ball 2/L+2* 1000 (3-7)*Level Fire damage to a group
First Aid 1 100 +6 hit points to one character
Flying Fist 2 200 6 Physical damage to one monster
Frost Bite 7 700 35 Cold damage to one monster
Heroism 2/L+1* 1000 +Level to hit for party
Holy Bonus 2/L+1* 1000 +Level to weapon damage for party
Identify Monster 5 500 Show monster group hit points, other stats
Insect Spray 5+1* 500 25 damage to group of insects
Jump 4 400 Move the party 2 squares; noncombat only
Levitate 5 500 Party floats over pits and clouds
Light 1 100 Provide light in dungeons and caves
Lightning Bolt 2/L+2* 1000 (4-6)*Level Electrical damage to a group
Lloyd's Beacon 6+2* 600 Set and recall location; noncombat only
Magic Arrow 2 200 8 Magic damage to one monster
Nature's Cure 6 600 +25 hit points to one character
Pain 4 400 8 Physical damage to one group
Power Cure 2/L+3* 1000 +(2-12)*Level hit points to one character
Power Shield 2/L+2* 1000 +Level damage reduction for party
Prot. from Elements 1/L+1* 500 +2*Level+5 Elem. damage reduction for party
Revitalize 2 200 Remove WEAK from one character
Shrapmetal 1/L 500 2*Level Physical damage to a group
Sleep 3+1* 300 Attempt to put a group to sleep
Sparks 1/L+1* 500 2*Level Electrical damage to one group
Suppress Disease 5 500 Reduce DISEASED on one character to 1
Suppress Poison 4 400 Reduce POISONED on one character to 1
Toxic Cloud 4+1* 400 10 Poison damage to a group
Turn Undead 5+2* 500 25 damage to a group of undead
Walk on Water 7 700 Allow the party to travel on deep water
Wizard Eye 5+2* 500 Show an overhead view of the vicinity
Bless, Day of Protection, Day of Sorcery, Heroism, Holy Bonus, and Power Shield
max out at a power level of 255. If they are cast at a power level higher than
this, it wraps around 255 back to 0.
Some notes on specific spells:
Day of Protection - this only casts Protection of Elements at a power level
equal to the caster's level.
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 is considerably better than
that from Day of Protection, except at very high levels. 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. Potions and scrolls may not be recharged. Items that cast
Recharge Item themselves also may not be recharged, unlike in Might and Magic
III.
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
------------------------------------
Town of Vertigo - F3 (10,13)
Town of Nightshadow - D4 (13,5)
Town of Rivercity - C3 (11,7)
Town of Asp - C2 (9,15)
Town of Winterkill - A3 (4,6)
Shangri-La - Volcano Level 3 (9,10)
Dwarf Mine 1 - F3 (5,13)
Dwarf Mine 2 - F3 (7,15)
Dwarf Mine 3 - E2 (9,1)
Dwarf Mine 4 - E2 (1,1)
Dwarf Mine 5 - D2 (9,9)
Deep Mine Alpha - (accessible from mine cars or mirror portals)
Deep Mine Theta - (accessible from mine cars or mirror portals)
Deep Mine Kappa - (accessible from mine cars or mirror portals)
Deep Mine Omega - (accessible from mine cars or mirror portals)
Witch Tower - F4 (10,9), key at F4 (9,3)
Witch Clouds - Witch Tower Level 4 (10,10)
Tower of High Magic - C4 (6,15), key at Cave of Illusion Level 4 (7,14)
High Magic Clouds - Tower of High Magic Level 4 (10,10)
Darzog's Tower - D3 (4,13), key at Tower of High Magic Level 4
(7,12)
Clouds of Xeen - Darzog's Tower Level 4 (5,5)
Castle Burlock - D2 (12,2), must have at least 1 Crusader to enter
Castle Basenji - A1 (8,8), Level 3 requires password "There Wolf"
Xeen's Castle - Clouds of Xeen (16,29), requires Cupie Doll from
Clouds of Xeen (12,29); disappears after defeating
Lord Xeen
Newcastle - C4 (11,12), purchase land for 50000 gold, then
buy upgrades for 5 King's Mega Credits from
Emerson at Castle Burlock Level 1 (2,7):
Upgrade 1: open Newcastle Foundation
Upgrade 2: Foundation replaced with Levels 1 and 2
Upgrade 3: requires Excavation Permit; opens
Newcastle Dungeon, password "Laboratory"
Ancient Temple of Yak - E4 (4,4), stone at D4 (12,3)
Tomb of a Thousand Terrors - C4 (6,6), stone at Newcastle Foundation (7,15)
Golem Dungeon - B4 (11,9), stone at Newcastle Level 1 (7,15)
Northern Sphinx Body - B1 (12,8), amulet awarded at A1 (11,5); Northern
Sphinx Head requires password "Golux"
Warzone - B2 (12,4)
Cave of Illusion - B4 (2,15)
Dragon Cave - E1 (14,12)
Volcano Cave - E1 (15,2)
Darkstone Tower - B3 (11,0) [key is on Darkside]
Dragon Tower - D1 (10,5) [key is on Darkside]
Dungeon of Death - E3 (3,4) [stone is on Darkside]
Southern Sphinx - A2 (11,9) [amulet is on Darkside]
SECTION 3B - LOCATION OF SKILLS
-------------------------------
ALL SKILLS Shangri-La (0,3), 100000 gold
Arms Master Rivercity (30,3), 300 gold
Astrologer Castle Burlock Level 1 (10,5), free
Body Builder Rivercity (30,1), 1000 gold
Cartographer Vertigo (8,16), 100 gold
Crusader F4 (9,3), free after returning Alacorn of Falista
Danger Sense Dwarf Mine 3 (5,11), free
Direction Sense Dwarf Mine 5 (8,5), free
Linguist Castle Burlock Level 1 (6,5), free
Merchant D2 (14,3), 6000 gold
Mountaineer Rivercity (30,30), 5000 gold
Navigator Rivercity (23,30), 2000 gold
Pathfinder Vertigo (25,26), 2500 gold
Prayer Master A2 (6,13), 10000 gold
Prestidigitator Tower of High Magic Level 4 (6,6), free
Spot Secret Doors E3 (11,12), 500 gold
Swimmer Rivercity (19,23), 100 gold
SECTION 3C - LOCATION OF SPELLS
-------------------------------
Spells are typically purchased in guilds, listed as follows:
Vertigo (20,13) - Awaken, Cure Wounds, Energy Blast, First Aid, Flying Fist,
Insect Spray, Jump, Light, Magic Arrow, Pain, Prot. from Elements,
Revitalize, Shrapmetal, Sleep, Sparks, Suppress Poison, Toxic Cloud, Wizard
Eye
Nightshadow (12,4) - Bless, Clairvoyance, Cold Ray, Deadly Swarm, Detect
Monster, Fire Ball, Heroism, Holy Bonus, Identify Monster, Levitate, Nature's
Cure, Poison Volley, Power Shield, Suppress Disease, Turn Undead, Wizard Eye
Rivercity (6,30) - Clairvoyance, Cure Paralysis, Cure Poison, Day of
Protection, Day of Sorcery, Fantastic Freeze, Fiery Flail, Finger of Death,
Frost Bite, Identify Monster, Levitate, Power Cure, Time Distortion, Turn
Undead, Walk on Water
Asp (2,1) - Create Food, Cure Disease, Cure Poison, Dancing Sword, Day of
Protection, Day of Sorcery, Dragon Sleep, Etherealize, Fantastic Freeze,
Finger of Death, Golem Stopper, Incinerate, Raise Dead, Resurrect, Stone to
Flesh, Town Portal
Winterkill (7,1) - Create Food, Cure Disease, Cure Poison, Dancing Sword, Day
of Protection, Day of Sorcery, Elemental Storm, Etherealize, Golem Stopper,
Holy Word, Incinerate, Inferno, Mass Distortion, Poison Volley, Raise Dead,
Resurrect, Teleport
Shangri-La (0,7) - all spells
Some spells may be found outside of guilds:
Acid Spray - Ancient Temple of Yak (4,5), book teaches spell for free
Beast Master - Witch Tower Level 3 (4,6), costs 6 gems
Clairvoyance - Witch Tower Level 3 (5,5), costs 11 gems
Cure Disease - F3 (12,2), taught by the statue for free after you finish the
quest of Orothin at F3 (9,6)
Cure Poison - F3 (12,8), taught by the statue for free after you finish the
quest of Orothin at F3 (9,6)
Divine Intervention - Northern Sphinx Head (2,8), book teaches spell for free
Enchant Item - Rivercity (25,20), taught by Barok for free once after returning
Barok's Magic Pendant; afterwards Barok teaches the spell for 1000 gold
Hypnotize - Ancient Temple of Yak (30,3), book teaches spell for free
Item to Gold - Northern Sphinx Dungeon (14,1), book teaches spell for free
Light - Ancient Temple of Yak (6,11), book teaches spell for free
Lightning Bolt - Witch Tower Level 3 (10,6), costs 11 gems
Mega Volts - C2 (8,11), taught by Falagar for free once after returning
Crystals of Piezoelectricity; afterwards Falagar teaches the spell for 2000
gold
Moon Ray - C2 (10,6), taught by Carlawna for free once after returning Scarab
of Imaging; afterwards Carlawna teaches the spell for 2000 gold
Pain - Witch Tower Level 3 (4,10), costs 6 gems
Prismatic Light - Tower of High Magic Level 4 (6,6), book teaches spell for
free
Recharge Item - D3 (12,8), taught by Ligono for free after returning Ligono's
Missing Skull; one time only
Sleep - Witch Tower Level 3 (5,11), costs 6 gems
Sparks - Ancient Temple of Yak (0,5), book teaches spell for free
Star Burst - Northern Sphinx Head (12,8), book teaches spell for free
Super Shelter - B3 (6,3), taught by Thickbark for free after destroying Troll
lair; one time only
Teleport - Northern Sphinx Dungeon (0,15), book teaches spell for free
Toxic Cloud - Witch Tower Level 3 (9,5), costs 11 gems
SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS
-------------------------------------------------
Vertigo (14,17) well - 5 Poison damage before opening evidence crate at Vertigo
(9,22); afterwards, restores hit points to normal maximum
Nightshadow (7,7) well - 50 Physical damage before defeating Count Draco;
afterwards, +10 Levels
Rivercity (14,18) well - inflicts DRUNK before returning Barok's Magic Pendant
to Barok; afterwards, +100 Spell Points
Asp (8,3) well - 25 Poison damage before destroying transformer at (8,14);
afterwards, +100 Hit Points
Winterkill (6,11) well - 25 Physical damage before slaying all ghosts then
ringing the gongs at (6,9) and (6,13) twice each; afterwards, +50 Might
Newcastle Level 1 (9,14) well - +20 Armor Class
A1 (4,14) fountain - +250 Hit Points
A1 (7,6) shrine - +50 Energy Resistance
A3 (3,14) fountain - +30 Armor Class
A4 (3,3) fountain - +250 Spell Points
A4 (12,14) shrine - +50 Cold Resistance
B3 (0,3) well - +50 Accuracy
B3 (15,4) well - +50 Intellect
C1 (2,4) well - +50 Endurance
C3 (0,0) well - +50 Personality
C3 (15,0) shrine - +50 Magic Resistance
C3 (15,10) fountain - +10 Might, Endurance, Speed, and Accuracy
D2 (3,8) well - +50 Might
D3 (8,9) fountain - +10 Intellect and Personality
D3 (15,4) shrine - +50 Electricity Resistance
E2 (3,4) well - +50 Speed
E2 (13,3) shrine - +50 Fire Resistance
E3 (3,14) stone circle - every time you complete the circle of exchanges and
give the *Last Snowflake of Winter -> unnatural aging cured
E3 (8,6) fountain - +25 Spell Points
E3 (9,14) shrine - +20 Fire, Cold, Electricity, and Poison Resistance
F3 (0,1) fountain - +5 Levels
F3 (1,7) well - pay 1 gold -> +60 Luck
F3 (7,7) fountain - +25 Hit Points
F3 (12,12) fountain - +5 Armor Class
F3 (14,6) shrine - +50 Poison Resistance
SECTION 3E - LOCATIONS OF PERMANENT STAT BOOSTERS
-------------------------------------------------
This list focuses on locations that permanently increase statistics,
resistances, or level. It also includes locations that increase experience
and nothing else. Awards that give experience are listed section 3H; other
locations that give experience and treasure together are listed in section 3G.
Boosters marked with a * may be used as many times as applicable.
Asp (8,14) transformer - after setting orbs at (7,4) and (9,2) to blue,
destroy transformer -> 50000 XP, party
Shangri-La (7,8) well - +1 Level (once per character) + award
Dwarf Mine 1 (2,6) barrel - +2 Luck
Dwarf Mine 1 (2,7) barrel - +2 Luck
Dwarf Mine 1 (3,4) barrel - +2 Might
Dwarf Mine 1 (5,7) barrel - +2 Might
Dwarf Mine 1 (6,20) barrel - +2 Personality
Dwarf Mine 1 (6,21) barrel - +2 Personality
Dwarf Mine 1 (7,22) barrel - +2 Intellect
Dwarf Mine 1 (8,17) barrel - +2 Endurance
Dwarf Mine 1 (8,23) barrel - +2 Intellect
Dwarf Mine 1 (9,17) barrel - +2 Endurance
Dwarf Mine 1 (9,20) barrel - +2 Speed
Dwarf Mine 1 (9,21) barrel - +2 Speed
Dwarf Mine 1 (10,17) barrel - +2 Endurance
Dwarf Mine 1 (10,23) barrel - +2 Accuracy
Dwarf Mine 1 (11,20) barrel - +2 Accuracy
Dwarf Mine 2 (4,1) barrel - +2 Accuracy
Dwarf Mine 2 (4,2) barrel - +2 Speed
Dwarf Mine 2 (4,3) barrel - +2 Speed
Dwarf Mine 2 (5,1) barrel - +2 Accuracy
Dwarf Mine 2 (6,6) barrel - +2 Luck
Dwarf Mine 2 (10,22) barrel - +2 Endurance
Dwarf Mine 2 (10,26) barrel - +2 Might
Dwarf Mine 2 (11,23) barrel - +2 Intellect
Dwarf Mine 2 (11,25) barrel - +2 Personality
Dwarf Mine 3 (2,0) barrel - +2 Speed
Dwarf Mine 3 (2,1) barrel - +2 Might
Dwarf Mine 3 (3,0) barrel - +2 Speed
Dwarf Mine 3 (3,1) barrel - +2 Might
Dwarf Mine 3 (5,1) barrel - +2 Might
Dwarf Mine 3 (6,1) barrel - +2 Might
Dwarf Mine 4 (8,4) barrel - +2 Luck
Dwarf Mine 4 (8,5) barrel - +2 Luck
Dwarf Mine 5 (5,3) barrel - +2 Speed
Dwarf Mine 5 (6,2) barrel - +2 Accuracy
Dwarf Mine 5 (7,2) barrel - +2 Accuracy
Dwarf Mine 5 (8,7) barrel - +2 Speed
Witch Tower Level 1 (3,8) cage - free prisoner -> 5000 XP, party
Witch Tower Level 2 (11,8) cage - free prisoner -> 5000 XP, party
Witch Tower Level 3 (6,8) vat - 35 Physical Damage + +1 All Statistics
Witch Tower Level 3 (7,7) vat - 35 Physical Damage + +1 All Statistics
Witch Tower Level 3 (7,8) cage - free prisoner -> 5000 XP, party
Witch Tower Level 4 (4,7) vat - 35 Physical Damage + +1 All Statistics
Witch Tower Level 4 (4,9) vat - 35 Physical Damage + +1 All Statistics
Witch Clouds (1,1) statue - examine statue -> +1 Level, party + award
Witch Clouds (4,19) nest - destroy nest -> 5000 XP, party
Witch Clouds (4,27) nest - destroy nest -> 5000 XP, party
Witch Clouds (8,7) nest - destroy nest -> 5000 XP, party
Witch Clouds (22,28) nest - destroy nest -> 5000 XP, party
Witch Clouds (27,20) nest - destroy nest -> 5000 XP, party
Tower of High Magic Level 1 (5,5) brew - 25 Fire damage + +10 Fire Resistance
Tower of High Magic Level 1 (5,11) brew - 25 Electricity damage + +10
Electricity Resistance
Tower of High Magic Level 1 (9,11) brew - 25 Cold damage + +10 Cold Resistance
Tower of High Magic Level 2 (4,6) brew - 25 Electricity damage + +10
Electricity Resistance
Tower of High Magic Level 2 (4,10) brew - 25 Cold damage + +10 Cold Resistance
Tower of High Magic Level 2 (5,5) brew - 25 Fire damage + +10 Fire Resistance
Tower of High Magic Level 2 (5,11) brew - 25 Poison damage + +10 Poison
Resistance
Tower of High Magic Level 3 (4,6) brew - 25 Energy damage + +10 Energy
Resistance
Tower of High Magic Level 3 (4,10) brew - 25 Poison damage + +10 Poison
Resistance
Tower of High Magic Level 3 (10,6) brew - 25 Magic damage + +10 Magic
Resistance
Tower of High Magic Level 3 (10,10) brew - 25 Poison damage + +10 Poison
Resistance
Darzog's Tower Level 2 (4,6) book - +20 Endurance
Darzog's Tower Level 2 (4,10) book - +20 Speed
Darzog's Tower Level 2 (5,5) book - +20 Personality
Darzog's Tower Level 2 (5,11) book - +20 Accuracy
Darzog's Tower Level 2 (9,5) book - +20 Intellect
Darzog's Tower Level 2 (10,6) book - +20 Might
Darzog's Tower Level 3 (7,6) bed - rescue Crodo -> 1000000 XP + satisfies
Artemus
Clouds of Xeen (5,5) nest - destroy Roc nest -> 50000 XP, party
Clouds of Xeen (25,5) nest - destroy Roc nest -> 50000 XP, party
Clouds of Xeen (27,29) nest - destroy Roc nest -> 50000 XP, party
Clouds of Xeen (28,27) nest - destroy Roc nest -> 50000 XP, party
Clouds of Xeen (28,30) nest - destroy Roc nest -> 50000 XP, party
Clouds of Xeen (29,28) nest - destroy Roc nest -> 50000 XP, party
Clouds of Xeen (30,30) nest - destroy Roc nest -> 50000 XP, party
Burlock Dungeon (11,3) bucket - +10 Might
Castle Basenji Level 1 (3,9) scroll - be Linguist -> 5000 XP + +10 Electricity
Resistance
Castle Basenji Level 1 (3,11) scroll - be Linguist -> WEAK 1 + 5000 XP
Castle Basenji Level 1 (3,13) scroll - be Linguist -> 5000 XP + +10 Fire
Resistance
Castle Basenji Level 1 (4,11) scroll - be Linguist -> INSANE 1 + 5000 XP
Castle Basenji Level 1 (5,11) scroll - be Linguist -> CONFUSED 1 + 5000 XP
Castle Basenji Level 1 (6,9) scroll - be Linguist -> 5000 XP + +10 Electricity
Resistance
Castle Basenji Level 1 (6,11) scroll - be Linguist -> DEPRESSED 1 + 5000 XP
Castle Basenji Level 1 (6,13) scroll - be Linguist -> 5000 XP + +10 Fire
Resistance
Castle Basenji Level 2 (5,8) scroll - be Linguist -> 5000 XP + +5 Intellect
Castle Basenji Level 2 (5,14) scroll - be Linguist -> 5000 XP + +5 Personality
Castle Basenji Level 2 (7,8) scroll - be Linguist -> 5000 XP + +5 Intellect
Castle Basenji Level 2 (7,10) scroll - be Linguist -> 5000 XP + +5 Speed
Castle Basenji Level 2 (7,12) scroll - be Linguist -> 5000 XP + +5 Speed
Castle Basenji Level 2 (7,14) scroll - be Linguist -> 5000 XP + +5 Personality
Castle Basenji Level 2 (11,4) scroll - be Linguist -> 5000 XP + +10 Magic
Resistance
Castle Basenji Level 2 (12,1) scroll - be Linguist -> +25 Age + 5000 XP
Castle Basenji Level 2 (13,4) scroll - be Linguist -> +25 Age + 5000 XP
Castle Basenji Level 3 (2,8) scroll - be Linguist -> DEPRESSED 1 + 5000 XP
Castle Basenji Level 3 (2,9) scroll - be Linguist -> CONFUSED 1 + 5000 XP
Castle Basenji Level 3 (2,10) scroll - be Linguist -> DEAD + 5000 XP
Castle Basenji Level 3 (3,8) scroll - be Linguist -> INSANE 1 + 5000 XP
Castle Basenji Level 3 (3,10) scroll - be Linguist -> INSANE 1 + 5000 XP
Castle Basenji Level 3 (4,8) scroll - be Linguist -> DEAD + 5000 XP
Castle Basenji Level 3 (4,9) scroll - be Linguist -> CONFUSED 1 + 5000 XP
Castle Basenji Level 3 (4,10) scroll - be Linguist -> DEPRESSED 1 + 5000 XP
Castle Basenji Level 3 (11,2) scroll - be Linguist -> 5000 XP + +10 Energy
Resistance
Castle Basenji Level 3 (12,1) scroll - be Linguist -> 5000 XP + +10 Energy
Resistance
Castle Basenji Level 3 (14,4) scroll - be Linguist -> 5000 XP + +10 Magic
Resistance
Basenji Dungeon (1,5) box - 100 Energy damage + 5000 XP
Basenji Dungeon (1,8) straw bed -> free peasant -> 10000 XP, party
Basenji Dungeon (1,12) straw bed -> free peasant -> 10000 XP, party
Basenji Dungeon (3,3) box - 100 Fire damage + 5000 XP
Basenji Dungeon (5,3) box - 100 Electricity damage + 5000 XP
Basenji Dungeon (7,6) scroll - be Linguist -> DEAD + 5000 XP
Basenji Dungeon (7,8) scroll - be Linguist -> INSANE 1 + 5000 XP
Basenji Dungeon (7,10) scroll - be Linguist -> DEAD + 5000 XP
Basenji Dungeon (7,12) scroll - be Linguist -> INSANE 1 + 5000 XP
Basenji Dungeon (9,3) box - 100 Electricity damage + 5000 XP
Basenji Dungeon (13,1) straw bed -> free peasant -> 10000 XP, party
Basenji Dungeon (13,3) box - 100 Energy damage + 5000 XP
Basenji Dungeon (13,5) box - 100 Energy damage + 5000 XP
Basenji Dungeon (14,1) straw bed -> free peasant -> 10000 XP, party
Basenji Dungeon (14,8) straw bed -> free peasant -> 10000 XP, party
Basenji Dungeon (14,12) straw bed -> free peasant -> 10000 XP, party
Xeen's Castle Level 1 (1,14) - destroy Cold generator -> 200000 XP, party +
destroys Cold traps in castle
Xeen's Castle Level 1 (14,14) - destroy Poison generator -> 200000 XP, party +
destroys Poison traps in castle
Xeen's Castle Level 4 (3,1) - destroy Fire generator -> 200000 XP, party +
destroys Fire traps in castle
Xeen's Castle Level 4 (3,1) - destroy Electricity generator -> 200000 XP, party
+ destroys Electricity traps in castle
Xeen's Castle Level 4 (11,11) - destroy Guard Making Machine -> 200000 XP,
party + prevents Xeen's Guards from regenerating in castle
Ancient Temple of Yak (2,6) altar - destroy altar -> 5000 XP, party
Ancient Temple of Yak (2,17) altar - destroy altar -> 5000 XP, party
*Ancient Temple of Yak (14,8) pool - DISEASED 1 + if Personality is 20 or less,
+5 Personality
*Ancient Temple of Yak (19,8) pool - DRUNK 1 + if Endurance is 20 or less, +5
Endurance
Ancient Temple of Yak (25,7) altar - destroy altar -> 5000 XP, party
Ancient Temple of Yak (25,26) pool - DEAD + 25000 XP
Ancient Temple of Yak (27,25) altar - destroy altar -> 5000 XP, party
Tomb of a Thousand Terrors (1,22) tomb juice - INSANE 1 + +5 Endurance
Tomb of a Thousand Terrors (1,24) tomb juice - INSANE 1 + +5 Accuracy
Tomb of a Thousand Terrors (1,26) tomb juice - INSANE 1 + +5 Might
Tomb of a Thousand Terrors (7,22) tomb juice - INSANE 1 + +5 Endurance
Tomb of a Thousand Terrors (7,24) tomb juice - INSANE 1 + +5 Accuracy
Tomb of a Thousand Terrors (7,26) tomb juice - INSANE 1 + +5 Might
Tomb of a Thousand Terrors (8,7) tomb juice - INSANE 1 + +5 Accuracy
Tomb of a Thousand Terrors (8,11) tomb juice - INSANE 1 + +5 Accuracy
Tomb of a Thousand Terrors (8,17) tomb juice - INSANE 1 + +5 Endurance
Tomb of a Thousand Terrors (9,30) tomb juice - INSANE 1 + +5 Might
Tomb of a Thousand Terrors (11,5) tomb juice - INSANE 1 + +5 Personality</pre><pre id="faqspan-2">
Tomb of a Thousand Terrors (11,13) tomb juice - INSANE 1 + +5 Intellect
Tomb of a Thousand Terrors (13,30) tomb juice - INSANE 1 + +5 Might
Tomb of a Thousand Terrors (15,5) tomb juice - INSANE 1 + +5 Personality
Tomb of a Thousand Terrors (15,13) tomb juice - INSANE 1 + +5 Intellect
Tomb of a Thousand Terrors (16,19) tomb juice - INSANE 1 + +5 Speed
Tomb of a Thousand Terrors (18,19) tomb juice - INSANE 1 + +5 Speed
Tomb of a Thousand Terrors (22,25) stocks - 50 Electricity damage + 5000 XP
Tomb of a Thousand Terrors (24,8) tomb juice - INSANE 1 + +5 Luck
Tomb of a Thousand Terrors (24,25) manacles - 50 Electricity damage + 5000 XP
Tomb of a Thousand Terrors (25,30) manacles - 50 Electricity damage + 5000 XP
Tomb of a Thousand Terrors (26,8) tomb juice - INSANE 1 + +5 Luck
Tomb of a Thousand Terrors (29,21) stocks - 50 Physical damage + 5000 XP
Golem Dungeon (13,1) - examine statue -> +1 Level, party + award
Cave of Illusion Level 1 (0,11) skull - pay 10 gems -> +2 Accuracy
Cave of Illusion Level 1 (0,14) skull - pay 10 gems -> +2 Luck
Cave of Illusion Level 1 (1,1) skull - pay 10 gems -> +2 Personality
Cave of Illusion Level 1 (3,6) skull - pay 10 gems -> +2 Endurance
Cave of Illusion Level 1 (4,0) skull - pay 10 gems -> +2 Intellect
Cave of Illusion Level 1 (5,6) skull - pay 10 gems -> +2 Speed
Cave of Illusion Level 1 (8,5) skull - pay 10 gems -> +2 Endurance
Cave of Illusion Level 1 (9,8) skull - pay 10 gems -> +2 Speed
Cave of Illusion Level 1 (10,4) skull - pay 10 gems -> +2 Accuracy
Cave of Illusion Level 1 (11,13) skull - pay 10 gems -> +2 Might
Cave of Illusion Level 1 (12,1) skull - pay 10 gems -> +2 Might
Cave of Illusion Level 1 (13,4) skull - pay 10 gems -> +2 Luck
Cave of Illusion Level 1 (14,13) skull - pay 10 gems -> +2 Intellect
Cave of Illusion Level 1 (15,6) skull - pay 10 gems -> +2 Personality
Cave of Illusion Level 2 (1,9) skull - pay 20 gems -> +3 Personality
Cave of Illusion Level 2 (3,5) skull - pay 20 gems -> +3 Accuracy
Cave of Illusion Level 2 (3,14) skull - pay 20 gems -> +3 Might
Cave of Illusion Level 2 (6,0) skull - pay 20 gems -> +3 Speed
Cave of Illusion Level 2 (6,13) skull - pay 20 gems -> +3 Intellect
Cave of Illusion Level 3 (1,3) skull - pay 50 gems -> +5 Personality
Cave of Illusion Level 3 (1,14) skull - pay 50 gems -> +5 Might
Cave of Illusion Level 3 (2,2) skull - pay 50 gems -> +5 Endurance
Cave of Illusion Level 3 (4,1) skull - pay 50 gems -> +5 Accuracy
Cave of Illusion Level 3 (4,7) skull - pay 50 gems -> +5 Intellect
Cave of Illusion Level 3 (5,0) skull - pay 50 gems -> +5 Speed
Cave of Illusion Level 3 (10,0) skull - pay 50 gems -> +5 Personality
Cave of Illusion Level 3 (10,3) skull - pay 50 gems -> +5 Intellect
Cave of Illusion Level 3 (12,2) skull - pay 50 gems -> +5 Luck
Cave of Illusion Level 3 (14,5) skull - pay 50 gems -> +5 Luck
Cave of Illusion Level 3 (15,3) skull - pay 50 gems -> +5 Luck
Cave of Illusion Level 3 (15,11) skull - pay 50 gems -> +5 Luck
Cave of Illusion Level 4 (1,10) skull - pay 200 gems -> +10 Accuracy
Cave of Illusion Level 4 (1,14) skull - pay 200 gems -> +10 Might
Cave of Illusion Level 4 (11,3) skull - pay 200 gems -> +10 Endurance
Cave of Illusion Level 4 (13,3) skull - pay 200 gems -> +10 Accuracy
Cave of Illusion Level 4 (14,10) skull - pay 200 gems -> +10 Endurance
Volcano Cave Level 1 (0,15) skull - destroy Demon skull -> 250000 XP, party
Volcano Cave Level 1 (9,9) skull - destroy Devil skull -> 250000 XP, party
D4 (12,3) tent - retrieve Elixir of Restoration for Mirabeth -> 250000 XP + +5
Personality, party + award
D4 (15,15) hut - rescue Celia -> 5000 XP, party + award + satisfies Derek
E4 (9,14) shrine - desecrate undead shrine -> 5000 XP, party
SECTION 3F - LOCATIONS OF HIDDEN MONSTERS
-----------------------------------------
This is included not only for completeness, as monsters are at least worth
experience and sometimes treasure.
Vertigo (6,25) crate - COMBAT: 1 Doom Bug
Vertigo (6,26) crate - COMBAT: 1 Doom Bug
Vertigo (8,22) crate - COMBAT: 1 Doom Bug
Vertigo (8,23) crate - COMBAT: 1 Doom Bug
Vertigo (8,25) crate - COMBAT: 1 Doom Bug
Vertigo (8,26) crate - COMBAT: 1 Doom Bug
Vertigo (9,23) crate - COMBAT: 1 Doom Bug
Dwarf Mine 1 (9,25) rubble - COMBAT: 2 Giant Spiders
Dwarf Mine 2 (2,7) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 2 (7,2) crate - COMBAT: 3 Tiger Mole
Dwarf Mine 2 (7,7) crate - COMBAT: 3 Tiger Mole
Dwarf Mine 2 (8,26) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 2 (13,20) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 3 (1,4) crate - COMBAT: 3 Tiger Mole
Dwarf Mine 3 (14,1) crate - COMBAT: 3 Tiger Mole
Dwarf Mine 3 (23,1) crate - COMBAT: 3 Tiger Mole
Dwarf Mine 3 (27,4) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 4 (2,9) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 4 (9,12) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 4 (12,6) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 4 (12,9) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 4 (14,9) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 5 (5,8) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 5 (13,1) rubble - COMBAT: 2 Giant Spider
Dwarf Mine 5 (14,14) rubble - COMBAT: 2 Giant Spider
Deep Mine Alpha (0,17) crate - COMBAT: 3 Tiger Mole
Deep Mine Alpha (17,26) crate - COMBAT: 3 Tiger Mole
Deep Mine Alpha (29,8) rubble - COMBAT: 2 Giant Spider
Deep Mine Theta (2,30) rubble - COMBAT: 2 Giant Spider
Deep Mine Theta (13,5) rubble - COMBAT: 2 Giant Spider
Deep Mine Theta (13,19) rubble - COMBAT: 2 Giant Spider
Deep Mine Theta (24,14) rubble - COMBAT: 2 Giant Spider
Deep Mine Kappa (3,6) rubble - COMBAT: 2 Giant Spider
Deep Mine Kappa (6,21) rubble - COMBAT: 2 Giant Spider
Deep Mine Kappa (11,28) rubble - COMBAT: 2 Giant Spider
Deep Mine Kappa (24,20) rubble - COMBAT: 2 Giant Spider
Newcastle Foundation (7,5) woodpile - COMBAT: 3 Wood Golem
Newcastle Foundation (7,6) woodpile - COMBAT: 3 Wood Golem
Newcastle Foundation (9,12) woodpile - COMBAT: 3 Wood Golem
Newcastle Foundation (12,8) woodpile - COMBAT: 3 Wood Golem
Ancient Temple of Yak (4,22) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (8,15) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (8,17) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (12,15) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (12,17) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (13,15) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (13,17) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (17,17) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (19,15) crate - COMBAT: 3 Skeleton
Ancient Temple of Yak (19,17) crate - COMBAT: 3 Skeleton
SECTION 3G - LOCATIONS OF TREASURE
----------------------------------
This excludes gold, gems, and items given as part of quest awards; see section
3H for those. An "item" is any one of weapon, armor, accessory, or misc. Item
levels are defined in section 5A.
Numbers in brackets are experience given for picking the lock guarding the
treasure.
Veins in the Dwarf Mines and Deep Mines may be mined for gold. Most veins have
a 10% chance of caving in, which inflicts Physical damage on the party. A vein
may be mined multiple times, with the level of the vein dropping by 1.
Level 1 vein - 1-100 gold
Level 2 vein - 101-200 gold
Level 3 vein - 251-350 gold
Level 4 vein - 1002-1100 gold
Level 5 vein - 5045-5996 gold (level 2 on these can have lower gold)
Vertigo (3,5) bed - 1 L1 item
Vertigo (3,25) crate - 1 L1 item
Vertigo (3,12) garbage - 1 L2 item
Vertigo (3,17) bed - 1 L1 item
Vertigo (8,12) display case - if character does not have Thievery, party
receives "Convicted Thief" award, and placed in jail for one year at (27,11);
otherwise 1 L1 item
Vertigo (8,28) crate - 1 L1 item
Vertigo (9,3) display case - if character does not have Thievery, party
receives "Convicted Thief" award, and placed in jail for one year at (27,11);
otherwise 1 L1 item
Vertigo (9,5) display case - if character does not have Thievery, party
receives "Convicted Thief" award, and placed in jail for one year at (27,11);
otherwise 1 L1 item
Vertigo (9,25) crate - 1 L1 item
Vertigo (9,26) crate - 1 L1 item
Vertigo (9,28) crate - 1 L1 item
Vertigo (10,3) display case - if character does not have Thievery, party
receives "Convicted Thief" award, and placed in jail for one year at (27,11);
otherwise 1 L1 item
Vertigo (10,5) display case - if character does not have Thievery, party
receives "Convicted Thief" award, and placed in jail for one year at (27,11);
otherwise 1 L1 item
Vertigo (11,3) display case - if character does not have Thievery, party
receives "Convicted Thief" award, and placed in jail for one year at (27,11);
otherwise 1 L1 item
Vertigo (11,5) display case - if character does not have Thievery, party
receives "Convicted Thief" award, and placed in jail for one year at (27,11);
otherwise 1 L1 item
Vertigo (12,12) display case - if character does not have Thievery, party
receives "Convicted Thief" award, and placed in jail for one year at (27,11);
otherwise 1 L1 item
Vertigo (13,2) tree - 1-10 gold
Vertigo (13,6) tree - 1-10 gold
Vertigo (13,15) tree - 1-10 gold
Vertigo (13,19) tree - 1-10 gold
Vertigo (14,8) tree - 1-10 gold
Vertigo (14,9) tree - 1-10 gold
Vertigo (14,11) tree - 1-10 gold
Vertigo (14,12) tree - 1-10 gold
Vertigo (14,13) tree - 1-10 gold
Vertigo (16,8) tree - 1-10 gold
Vertigo (16,12) tree - 1-10 gold
Vertigo (16,13) tree - 1-10 gold
Vertigo (17,3) tree - 1-10 gold
Vertigo (17,5) tree - 1-10 gold
Vertigo (17,15) tree - 1-10 gold
Vertigo (17,19) tree - 1-10 gold
Vertigo (20,28) tree - 1-10 gold
Vertigo (22,21) tree - 1-10 gold
Vertigo (22,25) tree - 1-10 gold
Vertigo (23,27) tree - 1-10 gold
Vertigo (25,22) tree - 1-10 gold
Vertigo (26,25) tree - 1-10 gold
Vertigo (26,28) tree - 1-10 gold
Vertigo (27,23) tree - 1-10 gold
Vertigo (28,3) bed - 1 L1 item
Vertigo (28,7) bed - 1 L1 item
Vertigo (28,29) tree - 1-10 gold
Vertigo (29,21) tree - 1-10 gold
Nightshadow (1,1) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
Nightshadow (1,2) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
Nightshadow (1,4) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
Nightshadow (1,5) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
Nightshadow (1,7) tree - 10 gems
Nightshadow (1,11) tree - 10 gems
Nightshadow (1,14) coffin - only opens if the three sundials at (6,10), (8,11),
and (10,10) are set to 9 and it is night, then COMBAT: Count Draco, 50000 XP
+ 99999 gold + 3 L5 items
Nightshadow (2,10) tree - 10 gems
Nightshadow (3,2) coffin - 999 gold + 1 L3 item
Nightshadow (6,14) coffin - 999 gold + 1 L3 item
Nightshadow (8,14) coffin - COMBAT: 1 Gnome Vampire, 999 gold + 1 L3 item
Nightshadow (9,2) tree - 10 gems
Nightshadow (10,8) tree - 10 gems
Nightshadow (11,2) tree - 10 gems
Rivercity (1,3) chest [3300] - 1000 gold + *Princess Roxanne's Tiara
Rivercity (1,8) bed - 1 L3 item
Rivercity (1,10) bed - 1 L3 item
Rivercity (1,12) bed - 1 L3 item
Rivercity (1,20) chest [3300] - 800 gold + *Barok's Magic Pendant
Rivercity (1,26) tree - 1 L1 item
Rivercity (2,8) chest [3300] - 5000 gold + 100 gems
Rivercity (2,20) chest [3300] - 5000 gold + 200 gems
Rivercity (3,5) bed - 1 L3 item
Rivercity (3,26) tree - 1 L1 item
Rivercity (7,3) chest [3300] - 5000 gold + 100 gems
Rivercity (7,5) chest [3300] - 50000 gold + 4 L4 items
Rivercity (7,6) bed - 1 L3 item
Rivercity (8,16) chest [3300] - 1 gold + 1 gem
Rivercity (9,2) tree - 1 L1 item
Rivercity (9,5) tree - 1 L1 item
Rivercity (9,8) tree - 1 L1 item
Rivercity (9,14) chest [3300] - 1 gold + 1 gem
Rivercity (9,15) chest [3300] - 1 gold + 1 gem
Rivercity (10,15) chest [3300] - 1 gold + 1 gem
Rivercity (10,16) chest [3300] - 1 gold + 1 gem
Rivercity (10,17) chest [3300] - 1 gold + 1 gem
Rivercity (11,16) chest [3300] - 1 gold + 1 gem
Rivercity (11,17) chest [3300] - 1 gold + 1 gem
Rivercity (12,5) tree - 1 L1 item
Rivercity (12,6) tree - 1 L1 item
Rivercity (13,3) tree - 1 L1 item
Rivercity (14,3) tree - 1 L1 item
Rivercity (21,5) tree - 1 L1 item
Rivercity (27,20) tree - 1 L1 item
Rivercity (28,14) bed - 1 L3 item
Rivercity (28,18) bed - 1 L3 item
Rivercity (30,7) desk - 100 gold + 10 days pass; may be repeated as many times
as desired
Rivercity (30,23) tree - 1 L1 item
Rivercity (30,28) tree - 1 L1 item
Asp (1,2) straw bed - 113-784 gold
Asp (1,3) straw bed - 113-784 gold
Asp (5,12) straw bed - 50 Poison damage + POISONED 1 + 1 L3 item
Asp (8,11) pedestal - only can approach after destroying transformer at (8,14)
-> *Crystals of Piezoelectricity
Asp (10,12) straw bed - 50 Poison damage + POISONED 1 + 1 L3 item
Asp (10,14) straw bed - 113-784 gold
Asp (14,1) straw bed - 113-784 gold
Asp (14,14) straw bed - 50 Poison damage + POISONED 1 + 1 L3 item
Winterkill (1,1) bed - 1 L4 item
Winterkill (1,2) bed - 1000 gold
Winterkill (1,12) bed - 1 L4 item
Winterkill (2,2) bed - 2000 gold
Winterkill (2,3) bed - 1 L4 item
Winterkill (5,5) bottle - 20 Poison damage + 3 Potion of Holy Word
Winterkill (6,3) bottle - 20 Poison damage + 3 Potion of Holy Word
Winterkill (9,8) bottle - 20 Poison damage + 3 Potion of Holy Word
Winterkill (12,9) bed - 1 L4 item
Winterkill (12,12) bed - 3000 gold
Winterkill (14,5) bottle - 20 Poison damage + 3 Potion of Holy Word
Winterkill (14,7) bed - 1000 gold
Dwarf Mine 1 (1,2) chest [1200] - 2001-2298 gold
Dwarf Mine 1 (2,30) - level 1 vein
Dwarf Mine 1 (5,25) - level 1 vein
Dwarf Mine 1 (5,29) - level 2 vein
Dwarf Mine 1 (9,30) - level 1 vein
Dwarf Mine 1 (10,8) crate - 5 L1 items
Dwarf Mine 1 (11,1) bed - 4-99 gold + 1 L1 item
Dwarf Mine 1 (11,2) bed - 1 L1 item
Dwarf Mine 1 (11,3) bed - 1 L1 item
Dwarf Mine 1 (11,10) bed - 4-99 gold + 1 L1 item
Dwarf Mine 1 (11,11) bed - 4-99 gold + 1 L1 item
Dwarf Mine 1 (13,2) bed - 4-99 gold + 1 L1 item
Dwarf Mine 1 (13,4) bed - 1 L1 item
Dwarf Mine 1 (14,30) - level 2 vein
Dwarf Mine 2 (1,3) - level 2 vein
Dwarf Mine 2 (1,12) - level 1 vein (always caves in)
Dwarf Mine 2 (2,25) bed - 4-99 gold + 1 L1 item
Dwarf Mine 2 (2,27) bed - 4-99 gold + 1 L1 item
Dwarf Mine 2 (2,29) bed - 4-99 gold + 1 L1 item
Dwarf Mine 2 (3,1) chest [1800] - 1000 gold + 1 L2 item
Dwarf Mine 2 (3,2) chest [1800] - 2001-2298 gold
Dwarf Mine 2 (3,25) bed - 4-99 gold + 1 L1 item
Dwarf Mine 2 (7,24) crate - 5 L1 items
Dwarf Mine 2 (11,9) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Dwarf Mine 2 (12,17) - level 2 vein
Dwarf Mine 2 (13,1) - level 2 vein
Dwarf Mine 2 (14,14) - level 3 vein
Dwarf Mine 2 (14,25) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Dwarf Mine 3 (1,7) crate - 5 L1 items
Dwarf Mine 3 (1,9) crate - 5 L1 items
Dwarf Mine 3 (7,7) bed - 4-99 gold + 1 L1 item
Dwarf Mine 3 (8,3) bed - 1 L1 item
Dwarf Mine 3 (8,9) bed - 1 L1 item
Dwarf Mine 3 (11,14) - level 1 vein
Dwarf Mine 3 (12,2) - level 2 vein (does not degrade to level 1 vein)
Dwarf Mine 3 (12,6) - level 1 vein
Dwarf Mine 3 (14,14) - level 2 vein
Dwarf Mine 3 (17,14) - level 1 vein
Dwarf Mine 3 (18,7) - level 3 vein
Dwarf Mine 3 (20,10) - level 1 vein
Dwarf Mine 3 (25,2) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Dwarf Mine 3 (29,2) - level 3 vein
Dwarf Mine 3 (29,7) - level 3 vein
Dwarf Mine 3 (30,9) - level 4 vein
Dwarf Mine 3 (30,14) - level 3 vein
Dwarf Mine 4 (4,14) - level 3 vein
Dwarf Mine 4 (5,10) - level 4 vein
Dwarf Mine 4 (8,14) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Dwarf Mine 4 (13,4) chest [1800] - 2001-2298 gold
Dwarf Mine 4 (14,8) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Dwarf Mine 4 (14,10) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Dwarf Mine 5 (1,14) - level 3 vein
Dwarf Mine 5 (2,9) crate - 5 L1 items
Dwarf Mine 5 (6,11) bed - 4-99 gold + 1 L1 item
Dwarf Mine 5 (10,2) - level 3 vein
Dwarf Mine 5 (10,10) - level 4 vein
Dwarf Mine 5 (14,6) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Deep Mine Alpha (1,8) - level 3 vein
Deep Mine Alpha (1,25) - level 4 vein
Deep Mine Alpha (1,30) - level 3 vein
Deep Mine Alpha (2,2) - level 2 vein
Deep Mine Alpha (4,11) - level 4 vein
Deep Mine Alpha (5,23) - level 4 vein
Deep Mine Alpha (12,2) - level 2 vein
Deep Mine Alpha (15,21) - level 2 vein
Deep Mine Alpha (15,30) - level 3 vein
Deep Mine Alpha (19,31) - level 3 vein
Deep Mine Alpha (22,17) - level 3 vein
Deep Mine Alpha (29,6) - level 2 vein
Deep Mine Alpha (29,15) - level 2 vein
Deep Mine Alpha (30,3) - level 3 vein
Deep Mine Alpha (30,20) - level 3 vein
Deep Mine Alpha (31,29) - level 2 vein
Deep Mine Theta (2,10) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Deep Mine Theta (24,23) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Deep Mine Theta (28,20) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Deep Mine Theta (31,7) - level 5 vein
Deep Mine Kappa (2,30) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Deep Mine Kappa (2,31) - level 5 vein
Deep Mine Kappa (4,14) - level 4 vein
Deep Mine Kappa (8,13) - level 2 vein (has an extra level 1)
Deep Mine Kappa (15,26) - level 4 vein
Deep Mine Kappa (15,31) - level 3 vein
Deep Mine Kappa (16,23) - level 3 vein
Deep Mine Kappa (27,12) - level 3 vein
Deep Mine Kappa (27,25) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Deep Mine Kappa (28,3) rubble - 25 Poison damage + POISONED 1 + 26-31 gems
Deep Mine Kappa (28,19) - level 4 vein
Deep Mine Kappa (30,26) - level 4 vein
Deep Mine Omega (5,6) - level 5 vein
Deep Mine Omega (5,15) - level 5 vein
Deep Mine Omega (21,14) - level 5 vein
Deep Mine Omega (30,24) - level 5 vein
Deep Mine Omega (30,25) chest [4950] - 1500 gold + 100 gems + 5 L3 items
Witch Tower Level 1 (4,6) rags - 1-15 gold + 1 L1 item
Witch Tower Level 1 (10,6) rags - 1-15 gold + 1 L1 item
Witch Tower Level 2 (4,10) chest [3300] - 501-600 gold + 22-50 gems
Witch Tower Level 2 (5,5) chest [3300] - 501-600 gold + 22-50 gems
Witch Tower Level 2 (7,4) rags - 1-15 gold + 1 L1 item
Witch Tower Level 2 (7,5) rags - 1-15 gold + 1 L1 item
Witch Tower Level 3 (6,7) vat - 35 Physical damage + 2 L2 items
Witch Tower Level 3 (6,9) vat - 35 Physical damage + 2 L2 items
Witch Tower Level 3 (8,7) vat - 35 Physical damage + 2 L2 items
Witch Tower Level 3 (8,9) vat - 35 Physical damage + 2 L2 items
Witch Tower Level 4 (3,8) chest [3300] - 7500 gold + 4 L2 items
Witch Tower Level 4 (7,4) - give password "Rosebud" at (10,6), opens passage ->
*Alacorn of Falista
Witch Clouds (2,16) offering - 1 L4 broad sword
Witch Clouds (6,30) crystal - 11-25 gems
Witch Clouds (7,11) crystal - 11-25 gems
Witch Clouds (11,19) crystal - 11-25 gems
Witch Clouds (14,5) offering - 1 L4 short sword
Witch Clouds (14,26) offering - 1 L4 long sword
Witch Clouds (18,4) crystal - 11-25 gems
Witch Clouds (18,16) crystal - 11-25 gems
Witch Clouds (18,28) crystal - 11-25 gems
Witch Clouds (22,7) crystal - 11-25 gems
Witch Clouds (24,16) offering - 1 L4 short sword
Witch Clouds (30,2) crystal - 11-25 gems
Tower of High Magic Level 1 (11,8) box [0] - COMBAT: 3 Flying Feet, 2031-2495
gold + 1-20 gems
Tower of High Magic Level 2 (3,8) box [0] - COMBAT: 2 Flying Feet + 1 Sorcerer,
500 gold + 50 gems + 3 L4 items
Tower of High Magic Level 2 (7,4) box [0] - COMBAT: 3 Flying Feet, 2031-2495
gold + 1-20 gems
Tower of High Magic Level 2 (7,12) box [0] - COMBAT: 3 Flying Feet, 2031-2495
gold + 1-20 gems
Tower of High Magic Level 3 (3,8) box [0] - COMBAT: 2 Flying Feet + 1 Sorcerer,
500 gold + 50 gems + 3 L4 items
Tower of High Magic Level 3 (7,4) box [0] - COMBAT: 1 Fire Dragon, 200 gold +
40 gems + 3 L5 items
Tower of High Magic Level 3 (7,12) box [0] - 100 gold + Scroll of Implosions
Tower of High Magic Level 3 (11,8) box [0] - COMBAT: 2 Flying Feet + 1
Sorcerer, 500 gold + 50 gems + 3 L4 items
Tower of High Magic Level 4 (3,8) box [0] - 100 gold + Scroll of Star Bursts
Tower of High Magic Level 4 (7,4) box [0] - 100 gold + Scroll of Implosions
Tower of High Magic Level 4 (7,12) box [0] - 100 gold + *Skeleton Key to
Darzog's Tower
Tower of High Magic Level 4 (11,8) box [0] - 100 gold + Scroll of Star Bursts
High Magic Clouds (3,14) crystal - 11-25 gems
High Magic Clouds (5,3) crystal - 11-25 gems
High Magic Clouds (5,30) offering - be Crusader -> 1 L5 broad sword
High Magic Clouds (8,21) crystal - 11-25 gems
High Magic Clouds (11,1) offering - be Crusader -> 1 L5 broad sword
High Magic Clouds (11,19) offering - be Crusader -> 1 L5 long bow
High Magic Clouds (12,30) offering - be Crusader -> 1 L5 long bow
High Magic Clouds (13,28) crystal - 11-25 gems
High Magic Clouds (17,15) offering - be Crusader -> 1 L5 shield
High Magic Clouds (18,30) offering - be Crusader -> 1 L5 shield
High Magic Clouds (20,5) crystal - 11-25 gems
High Magic Clouds (22,23) crystal - 11-25 gems
High Magic Clouds (24,4) offering - be Crusader -> 1 L5 shield
High Magic Clouds (27,12) offering - be Crusader -> 1 L5 long bow
High Magic Clouds (27,14) crystal - 11-25 gems
Darzog's Tower Level 1 (7,12) grate - 1000 gold + 4 L4 items
Darzog's Tower Level 1 (10,6) grate - 1000 gold + 4 L4 items
Darzog's Tower Level 2 (7,12) chest [6600] - 5000 gold + 500 gems
Darzog's Tower Level 2 (11,8) chest [6600] - 50000 gold
Darzog's Tower Level 4 (11,8) chest [6600] - 5000 gold + 100 gems + 5 L5 items
Clouds of Xeen (1,5) offering - be Crusader -> 1 L6 shield
Clouds of Xeen (1,21) offering - be Crusader -> 1 L6 crossbow
Clouds of Xeen (2,27) offering - be Crusader -> 1 L6 shield
Clouds of Xeen (2,30) offering - be Crusader -> 1 L6 cutlass
Clouds of Xeen (3,11) offering - be Crusader -> 1 L6 crossbow
Clouds of Xeen (4,15) offering - be Crusader -> 1 L6 shield
Clouds of Xeen (11,25) tent - pay 10 gems, then pass Endurance test ->
*Endurance Doll
Clouds of Xeen (12,22) tent - pay 100 gems, then pass Accuracy test ->
*Accuracy Doll
Clouds of Xeen (12,29) tent - give *Might Doll, *Endurance Doll, *Speed Doll,
*Accuracy Doll -> *Cupie Doll
Clouds of Xeen (14,26) tent - pay 1000 gold, then pass Speed test -> *Speed
Doll
Clouds of Xeen (15,24) tent - pay 100 gold, then pass Might test -> *Might Doll
Clouds of Xeen (23,12) offering - be Crusader -> 1 L6 long bow
Clouds of Xeen (29,20) offering - be Crusader -> 1 L6 sabre
Clouds of Xeen (30,5) offering - be Crusader -> 1 L6 short bow
Castle Burlock Level 3 (6,1) chest [6600] - ALARM: generates 2 King's Guard on
Level 3, and if you exit via stairs 8 King's Guard on Level 1 + 20 Castle
Guard on Level 1; 200 gems + 4 L4 items
Castle Burlock Level 3 (10,1) chest [6600] - ALARM: generates 2 King's Guard on
Level 3, and if you exit via stairs 8 King's Guard on Level 1 + 20 Castle
Guard on Level 1; 43000 gold + 3 L4 items
Burlock Dungeon (13,1) straw bed - 1 L6 item
Castle Basenji Level 1 (4,1) straw bed - 1 L3 item
Castle Basenji Level 1 (5,6) straw bed - 1 L3 item
Castle Basenji Level 1 (13,14) straw bed - 1 L3 item
Castle Basenji Level 3 (2,14) chest [5500] - 20000 gold + 1000 gems
Castle Basenji Level 3 (3,9) scroll - *Scroll of Insight
Castle Basenji Level 3 (11,4) chest [5500] - 20000 gold + 1000 gems
Newcastle Foundation (3,3) bones - DISEASED 1 + 1 L2 item
Newcastle Foundation (4,1) pit - 3 L3 items
Newcastle Foundation (5,4) rubble - 5 L1 items
Newcastle Foundation (7,15) - *Stone of a Thousand Terrors
Newcastle Foundation (10,4) pit - 3 L3 items
Newcastle Foundation (12,1) pit - 3 L3 items
Newcastle Foundation (12,7) rubble - 1-80 gems
Newcastle Foundation (14,1) rubble - 5 L1 items
Newcastle Foundation (14,14) bones - DISEASED 1 + 1 L2 item
Newcastle Level 1 (4,4) - increase food up to 360, unlimited uses
Newcastle Level 1 (4,5) - increase food up to 360, unlimited uses
Newcastle Level 1 (7,15) - first entry -> *Golem Stone of Admittance
Newcastle Level 1 (7,15) - after dungeon excavated -> 50000 gold
Newcastle Dungeon (2,1) - 1 Potion of the GODS!
Newcastle Dungeon (6,3) bones - 2 L5 items
Newcastle Dungeon (6,5) bones - 2 L5 items
Newcastle Dungeon (6,9) - 1 Potion of the GODS!
Newcastle Dungeon (7,4) pedestal - 1 Xeen Slayer Sword
Newcastle Dungeon (7,9) bones - 2 L5 items
Newcastle Dungeon (8,3) bones - 2 L5 items
Newcastle Dungeon (8,9) - 1 Potion of the GODS!
Newcastle Dungeon (12,1) - 1 Potion of the GODS!
Ancient Temple of Yak (1,27) - Potion of Enchant Item
Ancient Temple of Yak (1,29) - Potion of Enchant Item
Ancient Temple of Yak (2,2) - Potion of Enchant Item
Ancient Temple of Yak (2,4) coffin - CURSED 5 + COMBAT: 2 Yak Lich, 5008-5977
gold + 2-100 gems + 2 L3 items
Ancient Temple of Yak (2,28) coffin - CURSED 5 + COMBAT: 1 Yak Master,
5008-5977 gold + 2-100 gems + 2 L3 items
Ancient Temple of Yak (13,9) - *King's Mega Credit
Ancient Temple of Yak (15,6) bed - 1 L1 item
Ancient Temple of Yak (15,9) - *King's Mega Credit
Ancient Temple of Yak (16,19) bed - 1 L1 item
Ancient Temple of Yak (17,13) bed - 1 L1 item
Ancient Temple of Yak (18,6) bed - 1 L1 item
Ancient Temple of Yak (18,9) - *King's Mega Credit
Ancient Temple of Yak (18,13) bed - 1 L1 item
Ancient Temple of Yak (18,19) bed - 1 L1 item
Ancient Temple of Yak (19,13) bed - 1 L1 item
Ancient Temple of Yak (19,19) bed - 1 L1 item
Ancient Temple of Yak (20,9) - *King's Mega Credit
Ancient Temple of Yak (20,19) bed - 1 L1 item
Ancient Temple of Yak (21,13) bed - 1 L1 item
Ancient Temple of Yak (22,13) bed - 1 L1 item
Ancient Temple of Yak (22,19) bed - 1 L1 item
Ancient Temple of Yak (23,7) - Potion of Enchant Item
Ancient Temple of Yak (23,9) - *King's Mega Credit
Ancient Temple of Yak (25,9) coffin - CURSED 5 + COMBAT: 2 Yak Lich, 5008-5977
gold + 2-100 gems + 2 L3 items
Ancient Temple of Yak (26,14) coffin - CURSED 5 + COMBAT: 1 Yak Lich, 5008-5977
gold + 2-100 gems + 2 L3 items
Ancient Temple of Yak (26,18) coffin - CURSED 5 + COMBAT: 1 Yak Lich, 5008-5977
gold + 2-100 gems + 2 L3 items
Ancient Temple of Yak (27,7) - Potion of Enchant Item
Ancient Temple of Yak (27,9) - *King's Mega Credit
Ancient Temple of Yak (27,22) - *King's Mega Credit
Ancient Temple of Yak (27,28) - *King's Mega Credit
Ancient Temple of Yak (28,23) coffin - CURSED 5 + COMBAT: 1 Yak Lich, 5008-5977
gold + 2-100 gems + 2 L3 items
Ancient Temple of Yak (28,27) coffin - CURSED 5 + COMBAT: 1 Yak Lich, 5008-5977
gold + 2-100 gems + 2 L3 items
Ancient Temple of Yak (30,25) - *Elixir of Restoration
Tomb of a Thousand Terrors (1,16) - *King's Mega Credit
Tomb of a Thousand Terrors (2,6) coffin - CURSED 2 + COMBAT: 1 Tomb Terror, 1
L5 item
Tomb of a Thousand Terrors (3,25) coffin - CURSED 1 + COMBAT: 1 Tomb Terror, 1
L5 item
Tomb of a Thousand Terrors (4,6) coffin - CURSED 2 + COMBAT: 1 Tomb Terror, 1
L5 item
Tomb of a Thousand Terrors (5,25) coffin - CURSED 2 + COMBAT: 1 Tomb Terror, 1
L5 item
Tomb of a Thousand Terrors (6,9) - *King's Mega Credit
Tomb of a Thousand Terrors (6,30) coffin - 1 L5 item
Tomb of a Thousand Terrors (11,30) - *King's Mega Credit
Tomb of a Thousand Terrors (13,5) - *King's Mega Credit
Tomb of a Thousand Terrors (13,13) - *King's Mega Credit
Tomb of a Thousand Terrors (17,15) - *King's Mega Credit
Tomb of a Thousand Terrors (17,29) - *King's Mega Credit
Tomb of a Thousand Terrors (19,9) - *King's Mega Credit
Tomb of a Thousand Terrors (20,14) cage - 20 gems + 1 L3 item
Tomb of a Thousand Terrors (22,14) iron maiden [5500] - 1 L4 item
Tomb of a Thousand Terrors (22,16) iron maiden [5500] - 1 L4 item
Tomb of a Thousand Terrors (22,18) iron maiden [5500] - 1 L4 item
Tomb of a Thousand Terrors (22,22) cage - 20 gems + 1 L3 item
Tomb of a Thousand Terrors (22,23) iron maiden [5500] - 1 L4 item
Tomb of a Thousand Terrors (29,25) cage - 20 gems + 1 L3 item
Tomb of a Thousand Terrors (30,28) cage - 20 gems + 1 L3 item
Tomb of a Thousand Terrors (30,29) cage - 20 gems + 1 L3 item
Golem Dungeon (4,1) - *King's Mega Credit
Golem Dungeon (6,1) - *King's Mega Credit
Golem Dungeon (11,9) - *King's Mega Credit
Golem Dungeon (11,22) - *King's Mega Credit
Golem Dungeon (11,28) - *King's Mega Credit
Golem Dungeon (15,6) - *King's Mega Credit
Golem Dungeon (15,12) - *King's Mega Credit
Golem Dungeon (17,17) - *King's Mega Credit
Golem Dungeon (18,4) - *King's Mega Credit
Golem Dungeon (22,1) chest [5500] - 3000 gems
Golem Dungeon (22,22) - *King's Mega Credit
Golem Dungeon (22,28) - *King's Mega Credit
Golem Dungeon (27,4) - *King's Mega Credit
Golem Dungeon (30,6) - *King's Mega Credit
Golem Dungeon (30,12) - *King's Mega Credit
Northern Sphinx Body (1,17) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems
+ 3 L5 items
Northern Sphinx Body (2,1) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems +
3 L5 items
Northern Sphinx Body (4,1) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems +
3 L5 items
Northern Sphinx Body (10,1) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems
+ 3 L5 items
Northern Sphinx Body (12,1) sarcophagus - 100 gems + 3 L5 items
Northern Sphinx Body (13,17) sarcophagus - CURSED 5 + COMBAT: 1 Mummy, 100 gems
+ 3 L5 items
Northern Sphinx Head (1,4) crystal - 300 gems
Northern Sphinx Head (3,10) crystal - 300 gems
Northern Sphinx Head (6,2) crystal - 300 gems
Northern Sphinx Head (8,2) crystal - 300 gems
Northern Sphinx Head (11,10) crystal - 300 gems
Northern Sphinx Head (13,4) crystal - 300 gems
Northern Sphinx Dungeon (0,3) crystal - 100 gems
Northern Sphinx Dungeon (1,9) crystal - 100 gems
Northern Sphinx Dungeon (4,9) crystal - 100 gems
Northern Sphinx Dungeon (4,11) crystal - 100 gems
Northern Sphinx Dungeon (11,11) crystal - 100 gems
Northern Sphinx Dungeon (13,15) crystal - 100 gems
Northern Sphinx Dungeon (15,13) crystal - 100 gems
Cave of Illusion Level 1 (11,8) safe [5500] - illusionary until plug at Cave of
Illusion Level 4 (14,13) is pulled -> 50000 gold
Cave of Illusion Level 2 (2,1) safe [5500] - illusionary until plug at Cave of
Illusion Level 4 (14,13) is pulled -> 10000 gold + 4 L4 items
Cave of Illusion Level 3 (8,2) safe [5500] - illusionary until plug at Cave of
Illusion Level 4 (14,13) is pulled -> 10000 gold + 4 L4 items
Cave of Illusion Level 4 (7,14) skull - pay 300 gems -> *Enchanted Key to Tower
of High Magic
Cave of Illusion Level 4 (8,0) safe [5500] - illusionary until plug at Cave of
Illusion Level 4 (14,13) is pulled -> 5000 gold + 5 L5 items
Cave of Illusion Level 4 (15,0) safe [5500] - illusionary until plug at Cave of
Illusion Level 4 (14,13) is pulled -> 1000 gold + 5 L6 items
Dragon Cave (1,29) hoard - 25000 gold + 500 gems
Dragon Cave (1,30) hoard - 10000 gold + 5 L5 items
Dragon Cave (3,10) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (4,3) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (5,23) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (11,5) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (12,1) hoard - 25000 gold + 500 gems
Dragon Cave (14,6) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (15,2) hoard - 25000 gold + 500 gems
Dragon Cave (16,16) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (20,10) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (21,3) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (21,23) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (23,12) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (23,16) hoard - 25000 gold + 500 gems
Dragon Cave (24,16) hoard - 10000 gold + 5 L5 items
Dragon Cave (25,9) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (25,16) hoard - 50000 gold + 1000 gems
Dragon Cave (28,26) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (29,0) hoard - 12000 gold + 3 L6 items
Dragon Cave (29,5) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (29,9) blue goo - 50 Poison damage, party + 20 gems
Dragon Cave (29,30) hoard - 10000 gold + 5 L5 items
Dragon Cave (30,1) hoard - 50000 gold + 1000 gems
Dragon Cave (31,0) hoard - 100000 gold + 2 L7 items
Dragon Cave (31,29) hoard - 10000 gold + 5 L5 items
Dragon Cave (31,30) hoard - 12000 gold + 3 L6 items
Volcano Cave Level 1 (13,15) chest [6600] - 90000 gold + 666 gems
A3 (6,1) stone circle - give *Last Leaf of Autumn -> *Last Snowflake of Winter
A3 (8,14) campfire - destroy Barbarian camp -> 25000 XP, party + 3 L4 items
B2 (1,10) stone circle - *Last Flower of Summer (repeatable, must give *Last
Raindrop of Spring if quest has already been completed once)
B4 (2,7) cave - destroy Troll lair -> 20000 XP, party + 5000 gold + satisfies
Thickbark
B4 (10,12) campfire - destroy Evil Archer camp -> 20000 XP, party + 3000 gold +
50 gems
B4 (14,13) - *Holy Book of Elvenkind
C1 (15,11) chest [4400] - *Scarab of Imaging
C2 (1,8) campfire - destroy Barbarian camp -> 25000 XP, party + 3 L4 items
C2 (5,0) cave - destroy Ogre lair -> 100 gold + 6 L1 items + satisfies Captain
Nystor
C2 (15,9) stone circle - give *Last Flower of Summer -> *Last Leaf of Autumn
C4 (1,11) campfire - destroy Evil Ranger camp -> 10000 XP, party + 1200 gold +
3 L3 items
C4 (4,15) barrel - if High Magic Clouds drums beaten -> 20 gems
C4 (5,15) barrel - if High Magic Clouds drums beaten -> 20 gems
C4 (8,15) barrel - if High Magic Clouds drums beaten -> 20 gems
C4 (9,15) barrel - if High Magic Clouds drums beaten -> 20 gems
C4 (11,12) - pay 50000 gold for land with ruined castle -> *Deed to New Castle
D3 (3,1) - destroy Sprite nest -> 10000 XP, party + 50 gems + 5 L3 items
D3 (8,3) bottle - Scroll of Enchant Item
D3 (11,1) bottle - Scroll of Enchant Item
D3 (13,11) bottle - Scroll of Enchant Item
D4 (1,2) bottle - 1 L4 item
D4 (2,1) bones - *Ligono's Missing Skull
D4 (8,4) - *Wand of Faery Magic
D4 (10,3) bottle - 1 L4 item
D4 (12,3) tent - *Yak Stone of Opening
D4 (12,10) bottle - 1 L4 item
E2 (9,2) hut - burn Orc outpost -> 1000 XP, party + 200 gold + 3 L1 items
E3 (3,14) stone circle - give *Last Snowflake of Winter -> *Last Raindrop of
Spring + unnatural aging cured + (first time only) 150000 XP
E3 (4,8) bottle - Scroll of Enchant Item
E3 (14,13) hut - burn Orc outpost -> 1000 XP, party + 200 gold + 3 L1 items
E4 (5,14) skeleton - *Orothin's Bone Whistle
F2 (12,5) cave - destroy Orc lair -> 10000 XP, party + 4000 gold + 3 L3 items
F2 (13,3) cave - destroy Orc lair -> 10000 XP, party + 4000 gold + 3 L3 items
F3 (8,2) - *Phirna Root
F3 (9,11) tent - can exchange *Phirna Root for 5 Potion of Antidotes
F3 (12,14) hut - burn Orc outpost -> 1000 XP, party + 200 gold + 3 L1 items
F3 (14,4) bottle - Scroll of Enchant Item
F4 (6,7) - *Phirna Root
F4 (7,2) - *Phirna Root
F4 (7,12) - *Phirna Root
F4 (8,7) - *Phirna Root
F4 (9,3) - *Crystal Key to Witch Tower
F4 (12,4) - *Phirna Root
F4 (12,7) - *Phirna Root
F4 (12,14) - *Phirna Root
F4 (13,12) - *Phirna Root
SECTION 3H - LOCATION OF AWARDS
-------------------------------
All awards are for the whole party unless otherwise indicated.
"Appeased Barok" - get quest from Barok at Rivercity (25,20); retrieve Barok's
Magic Pendant from chest at Rivercity (1,20) and return; receive award, 80000
XP, learn Enchant Item spell, and activate well at Rivercity (14,18)
"Asp Guild Member" - Asp (6,7), costs 500 gold per character
"Civilized One" - get quest from Thickbark at B3 (6,3); destroy Troll lair at
B4 (2,7) and return; receive award, 75000 XP, and learn Super Shelter spell
"Convicted Thief" - attempting to steal from one of the display cases in
Vertigo (8,12), (9,3), (9,5), (10,3), (10,5), (11,3), (11,5), (12,12)
without Thievery will give you this "award" and a one-year jail sentence
"DEFEATED LORD XEEN" - kill Lord Xeen on Xeen's Castle Level 4 for this award;
examine the nearby 6th Mirror to start the endgame sequence
"Fisherman's Friend" - get quest from Medin at C3 (12,13); kill the three
Water Dragons in the sea in D3 and return; receive award, 100000 XP, 1 L6
item
"Found Shangri-La" - drink from well at Shangri-La (7,8) to receive award and
+1 Level
"Freed Ligono" - get quest from Ligono at D3 (12,8); retrieve Ligono's Missing
Skull from D4 (2,1) and return; receive award, 40000 XP, and learn Recharge
Item spell (Ligono then moves to Darkside)
"Ghostslayer Extraordinaire" - get quest from Randon at Winterkill (8,13);
destroy all Spirit Bones, ring gong at (13,1) and return; destroy all Polter-
Fools, ring gong at (13,1) and return; destroy all Ghost Riders, ring gong
at (13,1) and return; receive award, 500000 XP
"Helped Arie" - get quest from Arie at A1 (11,5); retrieve Scroll of Insight
from Castle Basenji Level 3 (3,9); receive award, 750000 XP, *Jeweled Amulet
of the Northern Sphinx
"Helped Captain Nystor" - get quest from Captain Nystor at C2 (9,1); destroy
Ogre lair at C2 (5,0) and return; receive award, 40000 XP, 20000 gold
"Helped Carlawna" - get quest from Carlawna at C2 (10,6); retrieve Scarab of
Imaging from chest at C1 (15,11) and return; receive award, 75000 XP, and
learn Moon Ray spell
"Helped Danulf" - get quest from Danulf at C3 (14,5); retrieve Wand of Faery
Magic from D4 (8,14) and return; receive award, 40000 XP (the game claims
45000), 25000 gold
"Helped Falagar" - get quest from Falagar at C2 (8,11); retrieve Crystals of
Piezoelectricity from Asp (8,11) and return; receive award, 75000 XP, and
learn Mega Volts spell
"Helped Glom" - get quest from Glom at A3 (10,0); destroy Cyclops outpost at
A4 (10,8) and return; receive award, 100000 XP, 6 L2 items
"Helped Halon" - get quest from Halon at B3 (9,6); retrieve Ever Hot Lava Rock
from E2 (7,11) and return; receive award, 150000 XP, *Widget
"Helped Orothin" - get quest from Orothin at F3 (9,6); retrieve Orothin's Bone
Whistle from E4 (5,14) and return; receive award, 15000 XP, and activate
statues at F3 (12,2) and F3 (12,8)
"Legendary Dwarf" - if a Dwarf, sit in throne at Northern Sphinx Head (10,14)
for award and 500000 XP; if not, 250 Energy damage
"Legendary Elf" - if an Elf, sit in throne at Northern Sphinx Head (2,4) for
award and 500000 XP; if not, 250 Energy damage
"Legendary Gnome" - if a Gnome, sit in throne at Northern Sphinx Head (12,4)
for award and 500000 XP; if not, 250 Energy damage
"Legendary Human" - if a Human, sit in throne at Northern Sphinx Head (7,2) for
award and 500000 XP; if not, 250 Energy damage
"Legendary Orc" - if a Half-Orc, sit in throne at Northern Sphinx Head (4,14)
for award and 500000 XP; if not, 250 Energy damage
"Liberated Pagoda" - get quest from Kai Wu at A3 (15,12); enter Pagoda at A3
(15,6) and return; receive award, 75000 XP, 40 food
"Loremaster of Dragons" - if Intellect is at least 150, reading the book at
Dragon Cave (27,0) grants this award, 500000 XP, once per character
"Loremaster of Drakes" - if Intellect is at least 100, reading the book at
Dragon Cave (22,16) grants this award, 200000 XP, once per character
"Loremaster of Lizards" - if Intellect is at least 50, reading the book at
Dragon Cave (0,31) grants this award, 100000 XP, once per character
"Loremaster of Serpents" - if Intellect is at least 75, reading the book at
Dragon Cave (31,31) grants this award, 150000 XP, once per character
"Loremaster of Worms" - if Intellect is at least 25, reading the book at
Dragon Cave (16,0) grants this award, 50000 XP, once per character
"Master of Golems" - examine statue at Golem Dungeon (13,1) for award and +1
Level
"Nightshadow Guild Member" - Nightshadow (14,11), costs 250 gold per character
"Outstanding Citizen" - get quest from Mayor Gunther at Vertigo (14,5); find
evidence crate at Vertigo (9,22) and return; receive award, 5000 XP, 4000
gold, 50 gems
"Prince of Thieves" - if a Robber of Ninja, sit in throne at Northern Sphinx
Body (7,13) for award and 500000 XP (award is also useful on Darkside); if
not, 250 Fire damage
"Princess' Favorite" - get quest from Princess Roxanne at Castle Burlock Level
3 (2,11); retrieve Princess Roxanne's Tiara from chest at Rivercity (1,3) and
return; receive award, 200000 XP, 12325 gold, 192 gems, 4 L3 items
"Red Dwarf Badge of Courage" - get quest from Mayor Gunther at Vertigo (14,5)
after getting Outstanding Citizen award; slay Clan King in Deep Mine Omega
and return; receive award, 50000 XP
"Rescued Celia" - get quest from Derek at F3 (4,4); Celia is in the hut in
D4 (15,15), free her for the award and 5000 XP; return to Derek for 20000 XP,
2000 gold (Derek and Celia then move to Darkside)
"Rescued Crodo" - get quest from Artemus at Castle Burlock Level 1 (1,4);
rescue Crodo from Darzog's Tower Level 3 (7,6) and return; receive award,
*Excavation Permit
"Restored Falista" - get quest from Valia at F4 (9,3); retrieve Alacorn of
Falista from Witch Tower Level 4 (7,4) and return; receive award, 60000 XP,
Crusader skill for party (Falista then can be visited on Darkside as well)
"Restored Mirabeth" - get quest from Mirabeth at D4 (12,3); retrieve Elixir of
Restoration from Ancient Temple of Yak (30,25) and return; receive award,
250000 XP, +5 Personality
"Rivercity Guild Member" - Rivercity (25,27), costs 500 gold per character
"Saved Elves" - get quest from Tito at C3 (3,8), retrieve Holy Book of
Elvenkind from B4 (14,13) and return; receive award, 60000 XP, 25000 gold
"Shangri-La Guild Member" - Shangri-La (0,11), free
"Super Explorer" - examine statue at Witch Clouds (1,1) for award and +1 Level
"Taxman Emeritus" - if Intellect is at least 250, reading the book at Dragon
Cave (27,1) grants this award, 500000 XP, once per character
"Turned Seasons" - get quest and *Last Flower of Summer at B2 (1,10); exchange
*Last Flower of Summer for *Last Leaf of Autumn at C2 (15,9); exchange *Last
Leaf of Autumn for *Last Snowflake of Winter at A3 (6,1); exchange *Last
Snowflake of Winter at E3 (3,14) for award, 150000 XP, *Last Raindrop of
Spring, and unnatural aging cured
"Vertigo Guild Member" - Vertigo (16,11), costs 25 gold per character
"Winterkill Guild Member" - Winterkill (1,8), costs 1000 gold per character
SECTION 3I - MIRROR PORTAL KEYWORDS
-----------------------------------
The five mirror portals are found in these locations:
Vertigo (14,10)
Nightshadow (10,3)
Rivercity (19,18)
Asp (12,1)
Winterkill (10,14)
At any mirror portal, the following keywords may be used to transport yourself
to the indicated location. Additionally, Dwarf Mine and Deep Mine cars may be
used to go to another Dwarf Mine or Deep Mine.
Keyword Location
Asp Asp (8,1)
Barbaric Mountains B2 (7,3)
Castle Basenji A1 (5,11)
Castle Burlock D2 (8,3)
Cave of Illusion B4 (2,15)
Count Du Money Dragon Cave (13,1)
Darkstone Tower B4 (11,14)
Darzog's Tower D3 (3,11)
Deep Mine Alpha Deep Mine Alpha (15,0)
Deep Mine Theta Deep Mine Theta (7,0)
Deep Mine Kappa Deep Mine Kappa (14,0)
Deep Mine Omega Deep Mine Omega (7,0)
Desert of the Sphinx B1 (1,0)
Dragon Lair E1 (13,12)
Dragon Tower B1 (10,12), not actually near the Dragon Tower
Ever Blossom Orchard F3 (5,12)
Fairy Forest D3 (3,5)
Forest of the Walking Dead F4 (3,3)
Gargoyle Range C1 (13,3)
I Lost It special: gives 1 Xeen Slayer Sword
Jouster's Savannah C2 (14,7)
Land of the Giants A4 (6,15)
Lava Lake D1 (0,0)
Lifeforce Lagoon D4 (5,6)
Lord Xeen Xeen's Castle Level 4 (5,9)
Magic Delta F3 (9,6)
Mine 1 Dwarf Mine 1 (7,12)
Mine 2 Dwarf Mine 2 (10,28)
Mine 3 Dwarf Mine 3 (4,14)
Mine 4 Dwarf Mine 4 (7,7)
Mine 5 Dwarf Mine 5 (8,4)
Mount Firestone F1 (3,2)
Newcastle C4 (11,13)
Nightshadow Nightshadow (14,1)
Ogre Hills B3 (15,14)
Pitchfork Creek E3 (6,7)
Red Dwarf Range E2 (8,1)
Red River Basin F2 (5,5)
Rivercity Rivercity (17,1)
Shangri-la Shangri-la (7,1)
Showtime special: shows Clouds of Xeen ending
Toad Meadow F3 (7,2)
Tower of High Magic C4 (5,15)
Troll Forest B4 (9,9)
Vertigo Vertigo (18,4)
Warzone The Warzone (7,5)
Winterkill Winterkill (7,14)
Witch Tower F4 (10,10)
SECTION 4A - MONSTER TABLE
--------------------------
Explanation of the column headings and abbreviations:
ID# - monster ID number
K - thousand
M - million
HP - hit points; if this is followed immediately by a letter, the monster is
of a specific subtype:
B = beast
D = dragon
G = golem
H = humanoid
I = insect
U = undead
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
BrW = break weapon
Con = confused
CuI = curse inventory items
Cur = cursed
Dea = dead
Dis = diseased
Era = eradicated
Ins = insane
Lov = in love
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:
Ar = Archer
Cl = Cleric
Dr = Druid
Dw = Dwarf
Kn = Knight
Pa = Paladin (does not actually work because of a bug)
Ra = Ranger
Ro = Robber
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 has 100% resistance to that attack form. High-
level spellcasters do have a chance of punching through even 100% resistance.
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
61 Acid Dragon 220D 25 22 P 100 P Y 0/ 0/ 0/ 0/Im/ 0/ 0
Exp: 60K
45 Barbarian 200H 15 30 35 2 6d10 Ph So 0/50/50/50/50/ 0/10
Exp: 10K Gold: 25 Gems: 0 Items: Level 4
16 Bat Queen 50 10 22 15 2 2d15 Ph Wea Cl 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 700
73 Breeder Slime 20 2 25 1 1d8 P 0/ 0/ 0/ 0/Im/ 0/ 0
Exp: 200
82 Captain Yang 200H 35 30 35 6 3d16 Ph Pa 0/50/50/50/50/ 0/ 0
Exp: 25K Gold: 2500 Gems: 0 Items: Level 5
49 Carnage Hand 200 10 15 40 1 2d60 Ph 0/ 0/ 0/ 0/ 0/ 0/80
Exp: 12K Gold: 0 Gems: 10 Items: none
46 Castle Guard 100H 30 28 30 2 10d6 Ph 0/10/10/10/10/10/10
Exp: 10K Gold: 40 Gems: 0 Items: none
75 Clan King 120H 12 22 P 8 Ma Y Slp 0/50/50/50/50/50/ 0
Exp: 2000 Gold: 500 Gems: 10 Items: Level 3
74 Clan Sargent 60H 10 20 8 2 2d6 Ph Dw 0/50/50/50/50/50/ 0
Exp: 600 Gold: 120 Gems: 3 Items: Level 2
17 Cleric of Yak 60H 8 18 P 2d10 E Y 0/20/20/60/20/ 0/ 0
Exp: 1600 Gold: 0 Gems: 8 Items: Level 2
60 Cloud Golem 175G 15 26 2 5d12 E 80/ 0/ 0/Im/Im/60/ 0
Exp: 30K Gold: 0 Gems: 10 Items: none
86 Count Draco 130U 25 40 P 3d15 Ma SP 60/ 0/90/90/90/ 0/20
Exp: 35K
85 Cult Leader 110H 22 32 P 3d30 F Y 0/Im/70/70/70/70/70
Exp: 30K Gold: 450 Gems: 30 Items: Level 5
57 Cyclops 200 16 28 35 2 2d40 Ph Con So 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 10K Gold: 1300 Gems: 5 Items: none
87 Darzog 150H 25 35 P 4d30 E Y Sto 0/20/20/20/20/20/ 0
Exp: 50K Gold: 0 Gems: 50 Items: Level 6
63 Darzog Clone 30 12 35 P 4d30 E Y 0/ 0/ 0/ 0/ 0/ 0/10
Exp: 30K
64 Demon 300 30 33 P 3d33 F Y 0/Im/ 0/ 0/ 0/ 0/20
Exp: 30K
70 Devil 350 30 66 P 3d33 C Y 0/Im/ 0/ 0/ 0/ 0/30
Exp: 40K
67 Diamond Golem 1000G 40 30 50 2 4d50 Ph BrW 50/80/80/80/50/ 0/ 0
Exp: 30K Gold: 0 Gems: 20 Items: none
2 Doom Bug 5I 3 17 1 6 P 0/ 0/50/50/Im/50/ 0
Exp: 75
72 Dragon King 2000D 45 40 P 400 En Y 0/Im/Im/Im/Im/Im/Im
Exp: 250K
52 Earth Golem 150G 12 20 35 2 4d20 Ph 20/80/90/90/80/ 0/ 0
Exp: 14K Gold: 0 Gems: 6 Items: none
43 Evil Archer 75H 22 35 5 4d6 E Y 0/20/20/80/20/20/ 0
Exp: 10K Gold: 300 Gems: 10 Items: Level 4
35 Evil Ranger 100H 20 27 15 2 4d5 Ph Y Poi Dr 0/25/25/25/80/ 0/ 0
Exp: 7000 Gold: 500 Gems: 5 Items: Level 3
68 Fire Dragon 350D 30 28 P 200 F Y 0/Im/ 0/ 0/ 0/ 0/ 0
Exp: 80K
26 Flying Feet 40 14 30 15 2 4d5 Ph Slp So 0/ 0/ 0/ 0/ 0/ 0/60
Exp: 3000</pre><pre id="faqspan-3">
69 Frost Dragon 450D 35 30 P 250 C Y 0/ 0/Im/ 0/ 0/ 0/ 0
Exp: 100K
47 Gargoyle 70 18 32 30 4 5d5 Ph Par 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 11K
79 Ghost Rider 60U 20 30 30 1 2d32 Ph Age Cl Im/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 4000
27 Ghoul 100U 15 20 22 2 2d10 Ph Par Pa 50/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 3500
1 Giant Bat 10B 5 20 5 1 2d4 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 60
19 Giant Scorpion 100I 14 28 20 1 2d40 Ph Poi 0/20/50/50/Im/ 0/ 0
Exp: 1000
3 Giant Snake 15B 6 18 2 1 1d10 Ph Poi 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 100
4 Giant Spider 20I 4 19 6 1 1d8 Ph Poi 0/ 0/50/50/50/50/ 0
Exp: 100
13 Giant Toad 90B 6 17 8 1 3d8 Ph Slp 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 500
48 Gnome Vampire 80U 18 36 20 2 3d16 Ph SP Pa 20/ 0/90/90/90/ 0/10
Exp: 12K
5 Goblin 20 6 15 2 1 1d12 Ph So 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 150 Gold: 5 Gems: 0 Items: Level 1
71 Great Hydra 1000D 27 30 45 12 10d10 Ph Poi 0/50/50/50/Im/50/ 0
Exp: 50K
21 Guardian 40 20 25 2 3d10 En SP 0/ 0/ 0/ 0/ 0/Im/70
Exp: 1500 Gold: 0 Gems: 5 Items: none
54 Guardian Asp 90B 22 35 40 1 2d40 Ph Con 0/ 0/ 0/ 0/ 0/ 0/50
Exp: 15K
20 Harpy 80 7 21 2 2d15 Ma Lov Ar 0/ 0/ 0/ 0/ 0/ 0/50
Exp: 1200
81 Harpy Queen 120 10 25 2 2d25 Ma Wea 0/ 0/ 0/ 0/ 0/ 0/60
Exp: 10K
76 Head Witch 80 12 25 P 3d5 Ma Y Cur 0/ 0/ 0/ 0/ 0/ 0/60
Exp: 5000 Gold: 0 Gems: 10 Items: Level 4
53 Ice Troll 125 15 25 30 2 3d15 Ph Dw 0/ 0/Im/50/50/ 0/ 0
Exp: 14K
12 Insane Begger 10H 3 20 1 2d6 Ma Ins 0/ 0/ 0/ 0/ 0/ 0/20
Exp: 450 Gold: 1 Gems: 0 Items: none
15 Insect Swarm 30I 10 28 8 P 10 Ph 0/ 0/50/50/50/ 0/ 0
Exp: 1300
58 Iron Golem 300G 24 24 40 2 2d50 Ph 50/90/Im/Im/80/50/ 0
Exp: 25K Gold: 0 Gems: 10 Items: none
29 Jouster 80H 20 25 40 1 2d40 Ph Pa 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 2000 Gems: 0 Items: Level 3
22 Killer Sprite 25 12 35 2 2d6 E Cur 20/20/20/20/20/20/20
Exp: 1600 Gold: 0 Gems: 6 Items: none
84 King's Guard 150H 35 30 4 10d6 C Y 0/20/20/20/20/20/20
Exp: 10K Gold: 100 Gems: 0 Items: Level 5
65 Lava Golem 500G 23 30 2 2d50 F BrW 50/Im/ 0/80/Im/50/ 0
Exp: 20K Gold: 0 Gems: 10 Items: none
89 Lord Xeen 500 25 50 1 1000 En Y Era Im/Im/Im/Im/Im/Im/Im
Exp: 600K Gold: 0 Gems: 0 Items: *Xeen's Scepter of Temp. Dis.
7 Mad Dwarf 30H 6 17 6 2 2d4 Ph Dw 0/50/50/50/50/50/ 0
Exp: 200 Gold: 75 Gems: 2 Items: Level 1
10 Mad Fool 30H 4 21 8 2 2d5 Ph Ins 0/ 0/ 0/ 0/ 0/ 0/10
Exp: 350 Gold: 0 Gems: 0 Items: Level 2
40 Mummy 60U 15 20 20 2 2d20 Ph Dis Dr 50/ 0/80/80/80/80/ 0
Exp: 9000
24 Ninja 65H 25 35 20 4 3d5 Ph Y 0/20/20/20/20/20/20
Exp: 2000 Gold: 50 Gems: 0 Items: Level 3
32 Ogre 90 17 15 25 1 4d8 Ph Y 0/40/40/40/40/ 0/ 0
Exp: 6000
6 Orc 25H 5 17 5 1 1d10 Ph Y Pa 0/50/50/50/ 0/ 0/ 0
Exp: 200 Gold: 10 Gems: 0 Items: Level 1
78 Polter-Fool 50U 15 20 20 1 2d16 Ph Age Cl Im/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 3000
18 Robber 50H 8 23 10 2 2d8 Ph Y 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 900 Gold: 200 Gems: 0 Items: Level 2
80 Robber Boss 115H 14 27 15 2 2d12 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 400 Gems: 0 Items: Level 4
66 Roc 300 16 28 30 2 4d15 Ph Par 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 20K
37 Sand Golem 80G 18 10 30 1 40 Ph Slp 20/80/80/80/80/ 0/ 0
Exp: 8000 Gold: 0 Gems: 5 Items: none
56 Sand Worm 250 19 30 30 1 6d25 Ph Dea 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 10K
8 Skeleton 20U 5 10 4 1 2d6 Ph Cl 50/50/50/50/50/ 0/ 0
Exp: 250
0 Slime 2 0 25 2 1d2 P 0/ 0/ 0/ 0/Im/ 0/ 0
Exp: 50
30 Snake Man 50B 15 26 15 1 3d10 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 5000 Gold: 100 Gems: 0 Items: Level 3
36 Snow Beast 75B 25 32 30 2 2d12 Ph 0/ 0/90/ 0/ 0/ 0/ 0
Exp: 7000
50 Sorcerer 90H 20 40 P 8d10 C Y 0/30/Im/30/30/30/70
Exp: 30K Gold: 360 Gems: 40 Items: Level 4
31 Sorceress 75H 15 27 P 3d12 F Y 0/80/ 0/ 0/ 0/ 0/30
Exp: 10K Gold: 0 Gems: 15 Items: Level 3
77 Spirit Bones 40U 10 10 10 1 2d8 Ph Age Cl Im/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 2000
23 Stingers 50I 15 30 18 P 20 Ph Wea 0/ 0/50/50/50/ 0/ 0
Exp: 3600
55 Stone Golem 200G 18 20 40 2 3d30 Ph 50/Im/Im/90/70/ 0/ 0
Exp: 20K Gold: 0 Gems: 8 Items: none
34 Swamp Thing 130 23 12 25 1 2d30 Ph Dr 0/ 0/30/30/30/ 0/ 0
Exp: 6000
11 Tiger Mole 40B 10 20 10 2 2d12 Ph 0/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 400
33 Tomb Guard 50U 25 18 1 4d5 Ma Age Pa 60/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 6000
51 Tomb Terror 150U 15 27 1 4d20 Ma Cur 60/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 13K
59 Water Dragon 200D 15 26 P 80 C Y 0/50/Im/ 0/90/ 0/ 0
Exp: 50K
28 Water Golem 150G 16 15 2 2d25 C 50/ 0/ 0/ 0/ 0/ 0/ 0
Exp: 4000 Gold: 0 Gems: 5 Items: none
39 Werewolf 100 20 28 25 2 2d25 Ph Dis Pa 0/20/20/20/20/20/20
Exp: 9000
14 Wicked Witch 50 9 23 P 2d2 Ma Y CuI 0/ 0/ 0/ 0/ 0/ 0/50
Exp: 1200 Gold: 0 Gems: 5 Items: none
42 Wizard 75H 17 30 P 2d30 F Y 0/Im/60/60/60/60/50
Exp: 25K Gold: 250 Gems: 25 Items: Level 3
44 Wood Golem 100G 10 10 25 1 2d50 Ph 0/ 0/90/50/80/ 0/ 0
Exp: 10K Gold: 0 Gems: 5 Items: none
62 Xeen's Guard 100 50 50 1 100 En 50/80/80/80/80/20/ 0
Exp: 20K
88 Xeen's Pet 400D 35 30 P 250 P Y 0/ 0/ 0/ 0/Im/ 0/ 0
Exp: 100K
41 Yak Lich 80U 20 27 P 5d5 Ma Y Unc 40/ 0/ 0/ 0/ 0/ 0/50
Exp: 20K
83 Yak Master 160U 22 30 P 5d10 Ma Y Dea 60/ 0/ 0/ 0/ 0/ 0/60
Exp: 50K
25 Yak Priest 80H 12 25 P 2d15 F Y 0/60/20/20/20/ 0/ 0
Exp: 5000 Gold: 400 Gems: 12 Items: Level 3
38 Yang Knight 120H 30 24 25 4 3d15 Ph Kn 0/30/30/30/30/ 0/ 0
Exp: 8000 Gold: 1200 Gems: 0 Items: Level 3
9 Zombie 30U 2 4 5 2 2d4 Ph Dis Cl 50/ 0/80/80/80/ 0/ 0
Exp: 300
SECTION 4B - MONSTERS BY LOCATION
---------------------------------
Vertigo: Slime, Doom Bug, Breeder Slime
Nightshadow: Bat Queen, Gnome Vampire, Count Draco
Rivercity: Insane Begger, Robber, Sorceress, Yang Knight, Robber Boss, Captain
Yang
Asp: Snake Man, Guardian Asp
Winterkill: Spirit Bones, Polter-Fool, Ghost Rider
Dwarf Mine 1: Giant Bat, Giant Spider, Mad Dwarf
Dwarf Mine 2: Giant Bat, Giant Spider, Mad Dwarf, Tiger Mole
Dwarf Mine 3: Giant Bat, Giant Spider, Mad Dwarf, Tiger Mole
Dwarf Mine 4: Giant Bat, Giant Spider, Tiger Mole
Dwarf Mine 5: Giant Spider, Mad Dwarf
Deep Mine Alpha: Giant Spider, Mad Dwarf, Tiger Mole, Clan Sargent
Deep Mine Theta: Giant Spider, Mad Dwarf, Tiger Mole, Clan Sargent
Deep Mine Kappa: Giant Spider, Mad Dwarf, Clan Sargent
Deep Mine Omega: Giant Spider, Mad Dwarf, Clan Sargent, Tiger Mole, Clan King
Witch Tower Level 1: Goblin
Witch Tower Level 2: Goblin
Witch Tower Level 3: Wicked Witch
Witch Tower Level 4: Goblin, Wicked Witch, Head Witch
Witch Clouds: Harpy, Harpy Queen
Tower of High Magic Level 1: Flying Feet
Tower of High Magic Level 2: Flying Feet, Sorcerer
Tower of High Magic Level 3: Sorcerer, Fire Dragon
Tower of High Magic Level 4: Flying Feet, Sorcerer
High Magic Clouds: Flying Feet, Sorcerer, Cloud Golem
Darzog's Tower Level 1: Carnage Hand
Darzog's Tower Level 2: Carnage Hand, Darzog Clone
Darzog's Tower Level 3: Darzog Clone, Darzog
Darzog's Tower Level 4: Carnage Hand
Clouds of Xeen: Cloud Golem, Roc
Castle Burlock Level 1: Mad Fool, Castle GUard, King's Guard
Castle Burlock Level 2: Mad Fool
Castle Burlock Level 3: Mad Fool, King's Guard
Burlock Dungeon: Mad Fool, Castle Guard, Ice Troll, Fire Dragon
Castle Basenji Level 1: Werewolf, Wizard
Castle Basenji Level 2: Wizard
Castle Basenji Level 3: Wizard, Cult Leader
Basenji Dungeon: Werewolf
Xeen's Castle Level 1: Xeen's Guard
Xeen's Castle Level 2: Xeen's Guard
Xeen's Castle Level 3: Xeen's Guard
Xeen's Castle Level 4: Xeen's Guard, Xeen's Pet, Lord Xeen
Newcastle Foundation: Wood Golem
Ancient Temple of Yak: Skeleton, Cleric of Yak, Yak Priest, Yak Lich, Yak
Master
Tomb of a Thousand Terrors: Ghoul, Tomb Guard, Tomb Terror
Golem Dungeon: Wood Golem, Stone Golem, Iron Golem, Diamond Golem
Northern Sphinx Body: Mummy, Stone Golem
Northern Sphinx Head: Mummy, Earth Golem, Stone Golem
Northern Sphinx Dungeon: Earth Golem
Cave of Illusion Level 1: Guardian, Water Golem
Cave of Illusion Level 2: Guardian, Water Golem
Cave of Illusion Level 3: Guardian, Water Golem
Cave of Illusion Level 4: Guardian, Water Golem
Dragon Cave: Fire Dragon, Frost Dragon, Dragon King
Volcano Cave Level 1: Demon, Devil
Volcano Cave Level 2: Demon, Devil
Volcano Cave Level 3: Demon, Devil
A1: Giant Scorpion, Sand Worm
A2: Giant Scorpion, Sand Golem, Sand Worm
A3: Ninja, Snow Beast, Barbarian
A4: Snow Beast, Cyclops
B1: Giant Scorpion, Sand Golem, Sand Worm
B2: Giant Scorpion, Barbarian
B3: Ninja, Ogre, Evil Ranger, Evil Archer
B4: Evil Archer, Ice Troll
C1: Giant Scorpion, Gargoyle, Sand Worm
C2: Jouster, Ogre, Barbarian
C3: Killer Sprite, Ogre, Evil Ranger
C4: Killer Sprite, Stingers, Swamp Thing, Evil Ranger
D1: Acid Dragon, Lava Golem
D2: Insect Swarm, Jouster
D3: Skeleton, Zombie, Killer Sprite, Water Dragon
D4: Killer Sprite, Stingers, Swamp Thing
E1: Acid Dragon, Lava Golem, Great Hydra
E2: Orc, Lava Golem
E3: Orc, Skeleton, Zombie, Insect Swarm
E4: Skeleton, Zombie
F1: Acid Dragon, Lava Golem, Great Hydra
F2: Orc, Lava Golem
F3: Giant Snake, Orc, Skeleton, Zombie, Giant Toad
F4: Giant Snake, Skeleton, Zombie, Giant Toad
SECTION 5A - EQUIPMENT GENERATION AND PROPERTIES
------------------------------------------------
(This section is incomplete in areas where information was gathered by
experiment.)
Items range in power from level 1 to 7; this is the item level listed in the
treasure tables above.
An item is one of weapon, armor, accessory, or miscellaneous; one of the base
items below is randomly chosen. Level 1 items cannot be armor other than body
armor, or accessories. At levels 2 to 5 an item will receive exactly one of:
(1) a material enchantment; (2) an elemental enchantment; or (3) an attribute
enchantment; or (4) the ability to cast spells, powered by charges. At levels
6 and 7, item generation is similar, but you may not receive a missile weapon
or a miscellaneous item unless one is specifically called for. A weapon of
level 2 to 7 may also receive a special weapon power.
The definition of item quality appears to be similar to that in Might and
Magic III, but with a new tier of Level 1 items, bumping up all the old tiers.
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, Barbarian, Ranger
Club 1d3 1 All
Cudgel 1d6 15 All except Sorcerer
Cutlass 2d4 40 Knight, Paladin, Archer, Robber, Barbarian, 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, Paladin, Ninja
Long Sword 3d3 50 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Mace 2d4 50 All except Sorcerer
Maul 1d8 30 All except Sorcerer
Nunchakas 2d3 30 Knight, Paladin, Ninja
Sabre 4d2 60 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Scimitar 2d5 80 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Short Sword 2d3 15 Knight, Paladin, Archer, Robber, Barbarian, Ranger
Spear 1d9 15 All except Cleric, Sorcerer
Wakazashi [sic] 3d3 60 Knight, Paladin, Ninja
TWO-HANDED WEAPONS (prevents the use of a shield)
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, Paladin, 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 (may equip only one)
Name Armor Cost Usable by
Robes 2 20 All
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
Shield 4 100 Knight, Paladin, Robber, Cleric, Barbarian, Ranger
CLOAKS (may equip only one)
Name Armor Cost Usable by
Cape 1 200 All
Cloak 1 250 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
Helm 2 60 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 two of these per 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 two of these per character)
Name Armor Cost Usable by
Ring 0 100 All
MAGICAL ITEMS (separate inventory space, usable and cannot be equipped)
Name Cost
Box 10
Coin 10
Gem 500
Horn 20
Jewel 1000
Orb 100
Rod 50
Scroll 100
Wand 50
Whistle 10
ITEM MATERIAL ENCHANTMENTS
Unlike in Might and Magic III, material enchantments on accessories do not
affect armor class and thus have no effect at all when equipped.
Common Material +To Hit +To Dam +AC Value Multiplier Item Levels
Wooden -3 -3 -3 0.1 2
Leather -4 -6 0 0.25 2
Brass +3 -4 -2 0.5 2-3
Bronze +2 -2 -1 0.75 2-4
Iron +1 +2 +1 2 3-5
Silver +2 +4 +2 5 3-5
Steel +3 +6 +4 10 3-5
Gold +4 +8 +6 20 4-6
Platinum +6 +10 +8 50 5-6
Rare Material +To Hit +To Dam +AC Value Multiplier Item Levels
Glass 0 0 0 2 2
Coral +1 +1 +1 3 2-3
Crystal +1 +1 +1 5 2-3
Lapis +2 +2 +2 10 2-4
Pearl +2 +2 +2 20 3-4
Amber +3 +3 +3 30 3-5
Ebony +4 +4 +4 40 4-5
Quartz +5 +5 +5 50 5
Precious Material +To Hit +To Dam +AC Value Multiplier Item Levels
Ruby +6 +12 +10 60 5-6
Emerald +7 +15 +12 70 5-6
Sapphire +8 +20 +14 80 6
Diamond +9 +30 +16 90 6
Obsidian +10 +50 +20 100 6-7
ITEM ELEMENTAL ENCHANTMENTS
Elemental enchantments on weapons only grant the capacity to cause elemental
damage. On other items, they only increase resistance.
NB: "Power" is both an Energy modifier and a Might modifier.
Value Item
Fire Name Resistance Damage Added Levels
Burning +5 +2 200 2
Fiery +7 +3 300 2-3
Pyric +9 +4 400 2-4
Fuming +12 +5 500 3-5
Flaming +15 +10 1000 3-6
Seething +20 +15 1500 4-6
Blazing +25 +20 2000 5-6
Scorching +30 +30 3000 6-7
Value Item
Cold Name Resistance Damage Added Levels
Icy +5 +2 200 2-3
Frost +10 +4 400 2-4
Freezing +15 +5 500 3-5
Cold +20 +10 1000 4-6
Cryo +25 +20 2000 5-7
Value Item
Electrical Name Resistance Damage Added Levels
Flickering +5 +2 200 2
Sparking +7 +3 300 2-3
Static +9 +4 400 2-4
Flashing +12 +5 500 3-5
Shocking +15 +10 1000 3-5
Electric +20 +15 1500 4-6
Dyna +25 +20 2000 5-7
Value Item
Acid/Pois. Name Resistance Damage Added Levels
Acidic +10 +2 200 2-3
Venemous [sic] +15 +4 400 2-4
Poisonous +20 +8 800 3-5
Toxic +25 +16 1600 4-6
Noxious +40 +32 3200 6-7
Value Item
Energy Name Resistance Damage Added Levels
Glowing +5 +2 200 2
Incandescent +7 +3 300 2-3
Dense +9 +4 400 2-4
Sonic +11 +5 500 3-5
Power +13 +10 1000 3-6
Thermal +15 +15 1500 4-6
Radiating +20 +20 2000 5-6
Kinetic +25 +30 3000 6-7
Value Item
Magical Name Resistance Damage Added Levels
Mystic +5 +5 500 2-4
Magical +10 +10 1000 4-6
Ectoplasmic +20 +20 2500 6-7
ITEM ATTRIBUTE ENCHANTMENTS
Value Item
Might Bonus Added Levels
Might +2 200 2
Strength +3 300 2-3
Warrior +5 500 2-4
Ogre +8 800 2-5
Giant +12 1200 3-5
Thunder +17 1700 4-6
Force +23 2300 5-6
Power +30 3000 6
Dragon +38 3800 6
Photon +47 4700 6-7
Value Item
Intellect Personality Speed Bonus Added Levels
Clever Buddy Quick +2 200 2
Mind Friendship Swift +3 300 2-3
Sage Charm Fast +5 500 2-4
Thought Personality Rapid +8 800 3-5
Knowledge Charisma Speed +12 1200 3-6
Intellect Leadership Wind +17 1700 4-6
Wisdom Ego Accelerator +23 2300 5-6
Genius Holy Velocity +30 3000 6-7
Value Item
Accuracy Bonus Added Levels
Sharp +3 300 2-3
Accurate +5 500 3-4
Marksman +10 1000 3-5
Precision +15 1500 4-6
True +20 2000 5-6
Exacto +30 3000 6-7
Value Item
Luck Bonus Added Levels
Clover +5 500 2
Chance +10 1000 2-3
Winners +15 1500 3-4
Lucky +20 2000 4-5
Gamblers +25 2500 5-6
Leprechauns +30 3000 6-7
Value Item
Hit Points Bonus Added Levels
Vigor +4 400 2-3
Health +6 600 3-4
Life +10 1000 3-5
Troll +20 2000 4-6
Vampiric +50 5000 6-7
Value Item
Spell Pts. Bonus Added Levels
Spell +4 400 2-3
Castors +8 800 3-4
Witch +12 1200 3-5
Mage +16 1600 5-6
Archmage +20 2000 6
Arcane +25 2500 6-7
Value Item
Armor Class Bonus Added Levels
Protection +2 200 2-3
Armored +4 400 2-4
Defender +6 600 3-5
Stealth +10 1000 4-6
Divine +16 1600 6-7
Value Item
Thievery Bonus Added Levels
Mugger +4 400 2-3
Burgler [sic] +6 600 3
Looter +8 800 3-4
Brigand +10 1000 3-4
Filch +12 1200 4-5
Thief +14 1400 4-5
Rogue +16 1600 5-6
Plunder +18 1800 5-6
Criminal +20 2000 6
Pirate +25 2500 6-7
SPECIAL WEAPON POWERS
Beast Bopper - 3x damage against Beasts
Bug Zapper - 3x damage against Insects
Dragon Slayer - 3x damage against Dragons
Golem Smasher - 3x damage against Golems
Monster Masher - 3x damage against Monsters
Undead Eater - 3x damage against Undead
IMBUED SPELL ENCHANTMENTS
Level 1 items - Awaken, Cure Wounds, Energy Blast, First Aid, Flying Fist,
Insect Spray, Light, Magic Arrow, Pain, Prot. from Elements,
Revitalize, Shrapmetal, Sleep, Sparks, Toxic Cloud
Level 2 items - Beast Master, Bless, Clairvoyance, Heroism, Holy Bonus,
Identify Monster, Jump, Levitate, Lloyd's Beacon, Nature's
Cure, Power Cure, Power Shield, Turn Undead, Wizard Eye
Level 3 items - Acid Spray, Cold Ray, Cure Poison, Detect Monster, Dragon
Sleep, Fire Ball, Frost Bite, Hypnotize, Lightning, Time
Distortion, Walk on Water
Level 4 items - Cure Disease, Cure Paralysis, Day of Protection, Day of
Sorcery, Deadly Swarm, Finger of Death, Golem Stopper, Poison
Volley, Super Shelter, Teleport
Level 5 items - Create Food, Dancing Sword, Etherealize, Fantastic Freeze,
Fiery Flail, Moon Ray, Raise Dead, Recharge Item (cannot be
recharged), Stone to Flesh, Town Portal
Items that cast more powerful spells do not appear randomly.
SECTION 5B - SHOPS OF CLOUDSIDE
-------------------------------
Vertigo (8,4) - carries level 1-2 items
Rivercity (24,9) - carries level 1-3 items
Newcastle Level 1 (4,7) - carries level 1-3 items
Shangri-La (14,8) - carries level 1-3 items
SECTION 6A - TAVERN TIPS AND RUMORS
-----------------------------------
Rumors and tips are listed as-is; some of them are inaccurate.
Vertigo (24,5) Lady Geraldine's Tavern
Rumor 1 : The Witches of Toad Meadow have been snatching children and turning
them into goblins.
Rumor 2 : The well in the middle of town has been poisoned by the slimes.
Rumor 3 : They say there is still gold in them thar hills to the north.
Rumor 4 : There are five Dwarf mine entrances in Xeen.
Rumor 5 : Roland took the key to the pyramids with him on his trip to the
Darkside of Xeen.
Rumor 6 : The Orcs keep valuables in their outposts and camps in the hills.
Rumor 7 : The Count in Nightshadow sleeps in a coffin that can only be
opened if the sundials are set
Rumor 8 : Phirna plants look like small berry bushes and can be found all
over Toad Meadow.
Rumor 9 : The Witches invented the Clairvoyance spell.
Rumor 10: Some people around here think that Joe is breeding the slimes
instead of killing them.
Tip 1 : One entrance to the dwarf mines can be found in the hills to the west
of Vertigo. Just follow the paved road out of town and turn right at
the dirt road.
Tip 2 : Only Robbers and Ninjas can steal successfully.
Tip 3 : An old woman in Toad Meadow holds the key to the Witches' Tower.
Tip 4 : Be sure to cast the levitate spell before you ventured onto a cloud.
Tip 5 : Zombies and Skeletons are vulnerable to Turn Undead spells.
Tip 6 : Two characters must have the pathfinder skill before you can walk in
the forest.
Tip 7 : Two characters must have the mountaineer skill before you can walk in
the mountains.
Tip 8 : Everyone must have the swimming skill before you can venture into
shallow water.
Tip 9 : He who runs away lives to fight another day.
Tip 10: Be sure to put your excess gems in the bank... you may need to ask
Mr. Wizard for help.
Tip 11: Use the Jump spell to get over traps.
Tip 12: The Merchant skill can be bought in the woods you will see after you
cross the second bridge on the road heading west out of town.
Tip 13: The wells in the middle of towns are helpful once you have solved
the town's problems.
Tip 14: Celia is in a hut at the western edge of Zombie Forest.
Tip 15: You will earn interest on the money and gems you put in the bank.
Rivercity (24,16) Bull's Tavern
Rumor 1 : The key to the Tower of High Magic can be found in the Cave of
Illusion.
Rumor 2 : If you find and return Barok's pendant he will change the well back
to the way it was.
Rumor 3 : Lord Xeen killed everyone in Newcastle a little while ago. The
King is selling the land for cheap.
Rumor 4 : There is a weird machine in Asp that is turning the townspeople
into snakes.
Rumor 5 : The King only accepts Megacredits for his engineer's services.
Rumor 6 : The amulet to the SOuthern Sphinx is lost with Roland.
Rumor 7 : Say the name of your destination to travel through the mirrors.
Rumor 8 : There are four deep Dwarf mines that cannot be accessed directly
from the surface.
Rumor 9 : Some people say there is a town inside the great volcano.
Rumor 10: Roland took the keys to two of the Towers and the stone to one of
the dungeons when he
Tip 1 : It can take a long time to get through the desert without a
navigator.
Tip 2 : Near the Cave of Illusion is a lone patch of forest where you can
find talking trees.
Tip 3 : Helping the Druids of the Seasons will restore your age to normal.
Tip 4 : The currents of the river travel from the center of the world to the
edge. Anything carried by them from around here would end up in the
swamp.
Tip 5 : Use the Wizard Eye and Teleport spells to speed your explorations.
Tip 6 : Use the grates to cut off pursuit.
Tip 7 : Lead monsters away from treasure and then teleport back.
Tip 8 : All of the broken bottles in Winterkill have noxious gasses, but some
also have beneficial potions.
Tip 9 : Cast your protection spells at 5:00 in the morning, to get the most
from them.
Tip 10: Cast your protections spells in front of the well that gives spell
points, then use the well to replenish them.
Tip 11: Liquids of the same color in the Dwarf mines have the same effect.
Tip 12: Feeling powerful? Go to the Warzone and test your strength.
Tip 13: Each stage of Newcastle will cost five megacredits.
Tip 14: There are three stages of Newcastle to buy. After the last is
bought, you will have no further need for Megacredits.
Tip 15: You should stop paying for tips once you have reached the 15th tip
at a tavern.
Shangri-La (14,13) Tavern Xanadu
Rumor 1 : The Key to Darzog's Tower is inside the Tower of High Magic.
Rumor 2 : Roland is still alive on the Darkside.
Rumor 3 : Xeen is but one side of a coin spinning through the void.
Rumor 4 : You must rescue Crodo from Darzog's Tower before you will be
allowed to build a dungeon.
Rumor 5 : Only one weapon can harm Lord Xeen, and it is to be found in the
dungeon of Newcastle.
Rumor 6 : Arie has the amulet of the Northern Sphinx.
Rumor 7 : Crodo was not born on Xeen.
Rumor 8 : Xeen's scepter will allow you to stay on Darkside as long as you
want when the moons are aligned.
Rumor 9 : Evil is not Good.
Rumor 10: Lord Xeen's castle lies in the cloud world above Darzog's Tower.
Tip 1 : Some monsters hate certain types of characters.
Tip 2 : Mirrors can be used to travel to Darkside when the moons are aligned.
Tip 3 : Search the tapestries in Darzog's Tower for secret buttons.
Tip 4 : Use Teleport carefully inside of towers and castles.
Tip 5 : Each party member can have a return location for the Lloyd's beacon
spell.
Tip 6 : Assign one of your characters' Lloyd's Beacons to the space in front
of a mirror for easy access to the rest of the world.
Tip 7 : If you leave Castle Burlock after robbing it without going down the
stairs, the guards may not look for you on the lower levels.
Tip 8 : One of the Dungeons, Two of the Towers, the Southern Sphinx, and all
of the pyramids cannot be entered without a visit to the Darkside.
Tip 9 : Halon's Lava Rock lies due south of the entrance to the Volcano Cave.
Tip 10: The machines at the corners of the world are useless until you visit
the Darkside.
Tip 11: Search the ground below the clouds for gems after you have made
thunder.
Tip 12: Ligono's skull lies in Area D4 near the edge of the swamp.
Tip 13: The Scarab of Imaging is in the northern hills at the east edge of
the desert.
Tip 14: Be sure to destroy all the machines in Lord Xeen's Castle to prevent
them from making more monsters.
Tip 15: Hi Mom and Dad!
SECTION 6B - MISCELLANEOUS TIPS AND TRICKS
------------------------------------------
* 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 Protection from
Elements spell is subtracted from damage taken. Note that except at very
high levels, the effect of separate Protection from Elements spells is
stronger than that provided by Day of Protection.
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.
* HIGHER POWER DISTANCE WEAPONS
The only bows or slings in all of World of Xeen that can be Sapphire,
Diamond, or Obsidian are the four offerings in the Clouds of Xeen. These
aren't particularly useful to have, though, because at higher levels it's
generally better to use spells as ranged attacks.
* THE XEEN SLAYER SWORD
The Xeen Slayer Sword is the only way to harm Lord Xeen. It has the property
of being able to bypass physical resistance against any monster, which is
also how it does damage against Lord Xeen.
* DONATING AT TEMPLES
Having a character donate at a temple a number of times equal to the current
day of the week will enchant your party with the Light and Clairvoyance
spells, as well as the Bless, Heroism, Holy Bonus, and Power Shield spells
at a power level equal to the current day of the week.
* AVOID WASTING TIME DRINKING FROM WELLS AND FOUNTAINS
If you are drinking from a well or fountain that pops up a window describing
what has happened (most of them do), do not dismiss the window with the
space bar, as that causes time to pass. Use Escape or a mouse click to close
the window.
* 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.
* HOW TO MAKE GOLD 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. You
do not receive interest if you are currently in jail.