Might and Magic I FAQ/Walkthrough including Items/Monsters/Spells listing (formerly monsters/items/spells listing) (from Apple IIe version) Version 0.6.1 Copyright 2000 Andrew Schultz schultza@earthlink.net. Please do not redistribute for profit without my consent. This took time to write and would have taken more without a lot of experience parsing Apple disk data. However, if you contact me with a *SPECIFIC* query to post this FAQ on your site I will, after performing a certain amount of research, probably be in an agreeable mood. This document does reveal the special abilities(not including puzzles) of every item in the game, so there is a potential for spoiling aside from walkthroughs. As MM1 doesn't tell you these things specifically(well, there's a lot it doesn't tell you, which adds to the challenge in some ways,) perhaps people who still enjoy poking around in this game(or who wondered about certain things in the game) will enjoy this chart. Disclaimer: This FAQ is not associated with 3DO/New World Computing in any way. The ideas for monster names, items, etc. are originally New World's and this document is intended as analysis. If any relevant parties wish me to take down this document I have no problem with it. This FAQ also contains material taken with permission from project64.c64.org. ****AD SPACE**** My home page: http://www.geocities.com/SoHo/Exhibit/2762 My games page: http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm ------------------------------ Outline: FAQ stuff QUICK START DRAGONS ITEMS MONSTERS SPELLS QUICK WALKTHROUGH[NECESSARY STUFF] SIDE QUESTS CHEATS BUGS ------------------------------ FAQ stuff This is woefully underdeveloped right now. The only info currently here is: QUICK START: Get one character with each trait. It helps if they are all women(see Portsmith) but as that is later in the game and not really necessary(and can be switched!) don't worry about it too much. To get the best possible non-magic items, I recommend that you create a bunch of characters that will get deleted--but first rip off the 200 gold each one gets! Plate mail for all who can.... DRAGONS: who breathes what? BLACK-ACID BLUE-LIGHTNING GOLD-ENERGY GRAY-SPIKES GREEN-POISON RED-FIRE SILVER-ENERGY WHITE-COLD ITEMS(all 256 including "Useless item" which occurs when a person uses an unequippable item and its charges run out) The reason so much of the charts is in ALL CAPS is because I derived the info. directly from byte codes on the disk. Future versions may be able to modify this with a stub function, but for now I just wanted to be able to get it out there--when I do so, I'm more motivated to update/revise. I suspect the current version is more than functional enough. Here's a rough key: "Used by" contains class abbreviations, R for robber, S for sorceror, C for cleric, A for archer, P for paladin, and K for knight. E/G denotes which alignment can use it. "EG" means that neutrals can use it, too. SPECIAL determines if the item has special features, increases protection or attributes. EQUIP means it can be equipped, NONE means it can't be, and anything else means it is equippable and either provides protection against something or adds to an attribute. AMT says how much those attributes are increased by. For instance, COLD/50 increases cold resistance by 50 per cent. MAGIC indicates if the item can cast magic spells--if so, the number of charges is indicated. COST means the cost in gold. DMG gives the item's maximum base damage. This is only relevant for weapons. A club, for instance, would do 1-3 damage, notwithstanding calculations regarding the character's might. AC/DMG tells of the armor class bonus to the character if the item is armor, or extra damage added to DMG. For instance, a spear +1 would do 1-6 damage PLUS 1. General observations: a lot of these items have arbitrary evil/good alignments, and the cursed "Bracers AC 8" and "Large Shield +2" are nasty tricks, although some of the other cursed items are funny. In Might and Magic II, the magic pluses were not part of the item, which made the item list more flexible and allowed for more items(Chain Mail +1 and Chain Mail have the same item number in the sequel.) Also, the extra attributes added by magic items are arbitrary. And some items which are useless for combat and spell purpose are critical to solve the game. Note that many columns do not apply for many items. ITEM NAME |USED BY |SPECIAL|AMT|MAGIC|COST |DMG|AC/DMG| --------------+--------+-------+---+-----+-----+---+------+ CLUB |RSCAPKEG|EQUIP |0 |N 0 |1 |3 |0 | DAGGER |RS APKEG|EQUIP |0 |N 0 |5 |4 |0 | HAND AXE |R APKEG|EQUIP |0 |N 0 |10 |5 |0 | SPEAR | APKEG|EQUIP |0 |N 0 |15 |6 |0 | SHORT SWORD |R APKEG|EQUIP |0 |N 0 |20 |6 |0 | MACE |R CAPKEG|EQUIP |0 |N 0 |25 |6 |0 | FLAIL |R CAPKEG|EQUIP |0 |N 0 |40 |7 |0 | SCIMITAR |R APKEG|EQUIP |0 |N 0 |40 |7 |0 | BROAD SWORD |R APKEG|EQUIP |0 |N 0 |50 |7 |0 | BATTLE AXE |R APKEG|EQUIP |0 |N 0 |60 |0 |0 | LONG SWORD |R APKEG|EQUIP |0 |N 0 |60 |8 |0 | CLUB +1 |RSCAPKEG|EQUIP |0 |N 0 |30 |3 |1 | CLUB +2 |RSCAPKEG|EQUIP |0 |N 0 |100 |3 |2 | DAGGER +1 |RS APKEG|EQUIP |0 |N 0 |50 |4 |1 | HAND AXE +1 |R APKE |LUCK |1 |N 0 |75 |5 |1 | SPEAR +1 | APK G|LUCK |1 |N 0 |100 |6 |1 | SHORT SWORD +1|R APKEG|EQUIP |0 |N 0 |100 |6 |1 | MACE +1 |R CAPKEG|EQUIP |0 |N 0 |125 |6 |1 | FLAIL +1 |R CAPKEG|EQUIP |0 |N 0 |200 |7 |1 | SCIMITAR +1 |R APK G|LUCK |2 |N 0 |250 |7 |1 | BROAD SWORD +1|R APKE |LUCK |2 |N 0 |300 |7 |1 | BATTLE AXE +1 |R APKEG|EQUIP |0 |N 0 |300 |8 |1 | LONG SWORD +1 |R APKEG|EQUIP |0 |N 0 |300 |8 |1 | FLAMING CLUB |RSCAPKEG|FIRE |20 |Y 30 |500 |3 |3 | CLUB OF NOISE |RSCAPKEG|CURSE |0 |N 0 |100 |3 |0 | DAGGER +2 |RS APKEG|EQUIP |0 |Y 25 |200 |4 |2 | HAND AXE +2 |R APK G|LUCK |2 |N 0 |225 |5 |2 | SPEAR +2 | APKE |LUCK |2 |N 0 |250 |6 |2 | SHORT SWORD +2|R APKEG|EQUIP |0 |Y 15 |300 |6 |2 | MACE +2 |R CAPKEG|PERS |1 |Y 10 |325 |6 |2 | FLAIL +2 |R CAPKEG|PERS |1 |Y 15 |350 |7 |2 | SCIMITAR +2 |R APKE |MIGHT |1 |N 0 |400 |7 |2 | BROAD SWORD +2|R APK G|MIGHT |1 |N 0 |400 |7 |2 | BATTLE AXE +2 |R APKEG|FIRE |20 |Y 10 |500 |8 |2 | LONG SWORD +2 |R APKEG|ELEM |20 |Y 10 |550 |8 |2 | ROYAL DAGGER |RS APK |EQUIP |0 |N 0 |2500 |4 |0 | DAGGER OF MIND| S EG|INT |3 |Y 20 |750 |4 |3 | DIAMOND DAGGER| S EG|MIGHT |4 |N 0 |800 |160|4 | ELECTRIC SPEAR| APKEG|ELEC |40 |Y 16 |1200 |6 |3 | HOLY MACE | C G|PERS |3 |Y 5 |2000 |6 |4 | UN-HOLY MACE | C E |PERS |3 |Y 5 |2000 |6 |4 | DARK FLAIL | CAPKE |CURSE |0 |Y 10 |600 |3 |0 | FLAIL OF FEAR | C EG|FEAR |40 |Y 8 |1600 |7 |3 | LUCKY SCIMITAR|R APKEG|LUCK |5 |N 0 |2200 |7 |4 | MACE OF UNDEAD| CAPK G|CURSE |0 |Y 5 |500 |6 |0 | COLD AXE | PKEG|COLD |40 |Y 10 |2500 |8 |3 | ELECTRIC SWORD| APKEG|ELEC |40 |Y 10 |2200 |8 |3 | FLAMING SWORD | APKEG|FIRE |50 |Y 10 |2200 |8 |3 | SWORD OF MIGHT| KEG|MIGHT |6 |Y 30 |8000 |8 |5 | SWORD OF SPEED| APKEG|SPEED |6 |Y 20 |7000 |8 |5 | SHARP SWORD | PKE |MAGIC |21 |Y 5 |6500 |10 |4 | ACCURATE SWORD| APK G|ACCY |6 |Y 10 |6500 |8 |6 | SWORD OF MAGIC|R APKEG|MAGIC |30 |Y 15 |10000|8 |5 | IMMORTAL SWORD|R APK G|LUCK |5 |Y 25 |7000 |8 |4 | AXE PROTECTOR | APKEG|MAGIC |25 |Y 15 |8013 |8 |5 | AXE DESTROYER | PKE |MIGHT |4 |Y 6 |8000 |8 |5 | X!XX!X'S SWORD|R APK |LUCK |15 |Y 10 |6000 |8 |4 | ADAMANTINE AXE| APKEG|LUCK |8 |Y 5 |12000|8 |5 | ULTIMATE SWORD|R APKEG|MIGHT |10 |Y 20 |15000|20 |6 | ELEMENT SWORD |R APKEG|MAGIC |25 |Y 10 |12000|8 |5 | SLING |R APKEG|EQUIP |0 |N 0 |10 |4 |0 | CROSSBOW |R APKEG|EQUIP |0 |N 0 |50 |6 |0 | SHORT BOW | APKEG|EQUIP |0 |N 0 |75 |8 |0 | LONG BOW | APKEG|EQUIP |0 |N 0 |100 |10 |0 | GREAT BOW | APKEG|EQUIP |0 |N 0 |250 |12 |0 | SLING +1 |R APKEG|EQUIP |0 |N 0 |50 |4 |1 | CROSSBOW +1 |R APKEG|EQUIP |0 |N 0 |250 |6 |1 | SHORT BOW +1 | APKEG|EQUIP |0 |N 0 |375 |8 |1 | LONG BOW +1 | APKEG|EQUIP |0 |N 0 |500 |10 |1 | GREAT BOW +1 | APKEG|EQUIP |0 |N 0 |1250 |12 |1 | MAGIC SLING |R APKEG|MAGIC |10 |Y 10 |800 |4 |3 | CROSSBOW +2 |R A EG|ACCY |2 |N 0 |1003 |6 |2 | SHORT BOW +2 | APKE |HOLY |10 |N 0 |1000 |8 |2 | LONG BOW +2 | APK G|HOLY |10 |N 0 |1200 |10 |2 | GREAT BOW +2 | APKEG|FEAR |30 |N 0 |2000 |12 |2 | CROSSBOW LUCK |R A EG|LUCK |3 |Y 20 |2000 |6 |3 | CROSSBOW SPEED|R APKEG|SPEED |4 |Y 10 |2000 |6 |3 | LIGHTNING BOW | APK G|ELEC |20 |Y 10 |3000 |10 |3 | FLAMING BOW | APKE |FIRE |20 |Y 10 |3000 |10 |3 | GIANT'S BOW | APKEG|EQUIP |0 |N 0 |2000 |20 |3 | THE MAGIC BOW | APK G|MAGIC |20 |Y 5 |6000 |16 |4 | BOW OF POWER | APKE |FEAR |40 |Y 15 |6000 |16 |4 | ROBBER'S X-BOW|R EG|SPEED |4 |Y 10 |8000 |10 |5 | ARCHER'S BOW | A EG|ACCY |5 |Y 10 |12000|20 |5 | STAFF | SCAPKEG|EQUIP |0 |N 0 |30 |8 |0 | GLAIVE | APKEG|EQUIP |0 |N 0 |80 |10 |0 | BARDICHE | APKEG|EQUIP |0 |N 0 |80 |10 |0 | HALBERD | APKEG|EQUIP |0 |N 0 |100 |12 |0 | GREAT HAMMER | CAPKEG|EQUIP |0 |N 0 |150 |12 |0 | GREAT AXE | APKEG|EQUIP |0 |N 0 |150 |12 |0 | FLAMBERGE | APKEG|EQUIP |0 |N 0 |250 |14 |0 | STAFF +1 | SCAPKEG|INT |1 |N 0 |200 |8 |1 | GLAIVE +1 | APKE |SPEED |1 |N 0 |350 |10 |1 | BARDICHE +1 | APK G|SPEED |1 |N 0 |350 |10 |1 | HALBERD +1 | APKEG|EQUIP |0 |N 0 |500 |12 |1 | GREAT HAMMER+1| CAPKEG|PERS |1 |N 0 |550 |12 |1 | GREAT AXE +1 | APKEG|EQUIP |0 |N 0 |500 |12 |1 | FLAMBERGE +1 | APKEG|EQUIP |0 |N 0 |600 |14 |1 | STAFF +2 | SCAPKEG|LUCK |2 |Y 10 |600 |8 |2 | GLAIVE +2 | APKE |SPEED |2 |N 0 |900 |10 |2 | BARDICHE +2 | APK G|SPEED |2 |N 0 |900 |10 |2 | HALBERD +2 | APKEG|SPEED |3 |Y 20 |1200 |12 |2 | GREAT HAMMER+2| CAPKEG|PERS |2 |Y 20 |1200 |12 |2 | GREAT AXE +2 | APKEG|MIGHT |2 |Y 10 |1200 |12 |2 | FLAMBERGE +2 | APKEG|MIGHT |2 |Y 10 |2000 |14 |2 | STAFF OF LIGHT| SCAPKEG|HOLY |40 |Y 20 |1500 |8 |3 | COLD GLAIVE | APKE |COLD |40 |Y 20 |2500 |10 |3 | CURING STAFF | SC G|POISN |30 |Y 12 |2500 |8 |3 | MINOTAUR'S AXE| APKEG|CURSE |0 |N 0 |2000 |3 |0 | THUNDER HAMMER| C EG|ELEC |40 |Y 15 |3500 |12 |4 | GREAT AXE +3 | APKEG|MIGHT |4 |Y 10 |3500 |12 |3 | FLAMBERGE +3 | APKEG|MIGHT |4 |Y 10 |5000 |14 |3 | SORCERER STAFF| S EG|INT |4 |Y 10 |8000 |8 |5 | STAFF OF MAGIC| SCAPKEG|MAGIC |25 |Y 10 |5000 |8 |4 | DEMON'S GLAIVE| A K |ELEM |50 |Y 40 |10000|10 |5 | DEVIL'S GLAIVE| A K |COLD |50 |Y 40 |10000|10 |5 | THE FLAMBERGE | APKEG|MIGHT |10 |Y 10 |15000|30 |6 | HOLY FLAMBERGE| P G|MAGIC |50 |Y 15 |20000|20 |6 | EVIL FLAMBERGE| P E |MAGIC |50 |Y 15 |20000|20 |6 | PADDED ARMOR |RSCAPKEG|EQUIP |0 |N 0 |10 |0 |1 | LEATHER ARMOR |R CAPKEG|EQUIP |0 |N 0 |20 |0 |2 | SCALE ARMOR |R CAPKEG|EQUIP |0 |N 0 |50 |0 |3 | RING MAIL |R CAPKEG|EQUIP |0 |N 0 |100 |0 |4 | CHAIN MAIL | CAPKEG|EQUIP |0 |N 0 |200 |0 |5 | SPLINT MAIL | PKEG|EQUIP |0 |N 0 |400 |0 |6 | PLATE MAIL | PKEG|EQUIP |0 |N 0 |1000 |0 |7 | PADDED +1 |RSCAPKEG|EQUIP |0 |N 0 |25 |0 |2 | LEATHER +1 |R CAPKEG|EQUIP |0 |N 0 |60 |0 |3 | SCALE +1 |R CAPKEG|EQUIP |0 |N 0 |120 |0 |4 | RING MAIL +1 |R CAPKEG|FIRE |5 |N 0 |250 |0 |5 | CHAIN MAIL +1 | CAPKEG|FIRE |5 |N 0 |500 |0 |6 | SPLINT MAIL +1| PKEG|FIRE |10 |N 0 |1000 |0 |7 | PLATE MAIL +1 | PKEG|FIRE |10 |N 0 |2500 |0 |8 | LEATHER +2 |R CAPKEG|ELEC |10 |N 0 |150 |0 |4 | SCALE +2 |R CAPKEG|COLD |10 |N 0 |300 |0 |5 | RING MAIL +2 |R CAPKEG|FIRE |15 |N 0 |750 |0 |6 | CHAIN MAIL +2 | CAPKEG|FIRE |15 |N 0 |1500 |0 |7 | SPLINT MAIL +2| PKEG|FIRE |20 |N 0 |2500 |0 |8 | PLATE MAIL +2 | PKEG|FIRE |20 |N 0 |7500 |0 |9 | BRACERS AC 4 |RS A EG|EQUIP |0 |N 0 |1000 |0 |4 | RING MAIL +3 |R CAPKEG|SPEED |2 |N 0 |2000 |0 |7 | CHAIN MAIL +3 | CAPKEG|LUCK |4 |N 0 |4500 |0 |8 | SPLINT MAIL +3| PKEG|MIGHT |2 |N 0 |7500 |0 |9 | PLATE MAIL +3 | PKEG|FIRE |50 |N 0 |15000|0 |10 | BRACERS AC 6 |RS A EG|FEAR |20 |Y 20 |2500 |0 |6 | CHAIN MAIL +3 | CAPKEG|CURSE |0 |N 0 |4500 |0 |0 | BRACERS AC 8 |RSCAPKEG|CURSE |0 |N 0 |7500 |0 |0 | BLUE RING MAIL|R CAPKEG|ELEC |60 |Y 30 |10000|0 |9 | RED CHAIN MAIL| CAPKEG|FIRE |60 |Y 30 |15000|0 |10 | X!XX!X'S PLATE| PK |LUCK |10 |Y 10 |18000|0 |11 | HOLY PLATE | P G|MAGIC |40 |Y 30 |25000|0 |12 | UN-HOLY PLATE | P E |MAGIC |40 |Y 30 |25000|0 |12 | ULTIMATE PLATE| S A KEG|MAGIC |40 |Y 30 |30000|0 |13 | BRACERS AC 8 |RS A EG|FEAR |60 |Y 40 |7500 |0 |8 | SMALL SHIELD |R C PKEG|EQUIP |0 |N 0 |10 |0 |1 | LARGE SHIELD |R C PKEG|EQUIP |0 |N 0 |50 |0 |2 | SILVER SHIELD |R C PKEG|HOLY |20 |N 0 |100 |0 |2 | SMALL SHIELD+1|R C PKEG|EQUIP |0 |N 0 |100 |0 |2 | LARGE SHIELD+1|R C PKEG|EQUIP |0 |N 0 |200 |0 |3 | LARGE SHIELD+1|R C PKEG|CURSE |0 |N 0 |200 |0 |0 | SMALL SHIELD+2|R C PKEG|EQUIP |0 |N 0 |400 |0 |3 | LARGE SHIELD+2|R C PKEG|EQUIP |0 |N 0 |800 |0 |4 | LARGE SHIELD+2|R C PKEG|CURSE |0 |N 0 |800 |0 |0 | FIRE SHIELD |R C PKEG|FIRE |20 |N 0 |2500 |0 |5 | COLD SHIELD |R C PKEG|COLD |20 |N 0 |2500 |0 |5 | ELEC SHIELD |R C PKEG|ELEC |20 |N 0 |2500 |0 |5 | ACID SHIELD |R C PKEG|ELEM |20 |N 0 |2500 |0 |5 | MAGIC SHIELD |R C PKEG|MAGIC |20 |Y 20 |5000 |0 |6 | DRAGON SHIELD |R C PKEG|MAGIC |10 |Y 20 |8000 |0 |7 | ROPE & HOOKS |RSCAPKEG|NONE |0 |N 0 |10 |0 |0 | TORCH |RSCAPKEG|NONE |0 |Y 1 |2 |0 |0 | LANTERN |RSCAPKEG|NONE |0 |Y 10 |20 |0 |0 | 10 FOOT POLE |RSCAPKEG|NONE |0 |N 0 |10 |0 |0 | GARLIC |RSCAPKEG|NONE |0 |N 0 |5 |0 |0 | WOLFSBANE |RSCAPKEG|NONE |0 |N 0 |10 |0 |0 | BELLADONNA |RSCAPKEG|NONE |0 |N 0 |25 |0 |0 | MAGIC HERBS |RSCAPKEG|NONE |0 |Y 3 |50 |0 |0 | DRIED BEEF |RSCAPKEG|NONE |0 |Y 3 |40 |0 |0 | ROBBER'S TOOLS|R EG|THIEF |20 |N 0 |150 |0 |0 | BAG OF SILVER |RSCAPKEG|EQUIP |0 |N 0 |300 |0 |0 | AMBER GEM |RSCAPKEG|EQUIP |0 |N 0 |500 |0 |0 | SMELLING SALT |RSCAPKEG|NONE |0 |Y 3 |50 |0 |0 | BAG OF SAND |RSCAPKEG|NONE |0 |Y 5 |100 |0 |0 | MIGHT POTION |RSCAPKEG|NONE |0 |Y 3 |200 |0 |0 | SPEED POTION |RSCAPKEG|EQUIP |0 |Y 3 |200 |0 |0 | SUNDIAL |RSCAPKEG|NONE |0 |Y 50 |500 |0 |0 | CURING POTION |RSCAPKEG|NONE |0 |Y 4 |350 |0 |0 | MAGIC POTION |RSCAPKEG|NONE |0 |Y 2 |500 |0 |0 | DEFENSE RING |RSCAPKEG|AC+ |1 |Y 30 |500 |0 |0 | BAG OF GARBAGE|RSCAPKEG|CURSE |0 |N 0 |100 |0 |0 | SCROLL OF FIRE|RSCAPKEG|NONE |0 |Y 1 |300 |0 |0 | FLYING CARPET | S EG|AC+ |2 |Y 10 |500 |0 |0 | JADE AMULET | |????? |5 |N 0 |600 |0 |0 | ANTIDOTE BREW |RSCAPKEG|NONE |0 |Y 2 |500 |0 |0 | SKILL POTION |RSCAPKEG|NONE |0 |Y 5 |600 |0 |0 | BOOTS OF SPEED|RSCAPKEG|SPEED |5 |Y 10 |800 |0 |0 | LUCKY CHARM |RSCAPKEG|LUCK |5 |Y 20 |800 |0 |0 | WAND OF FIRE | S A EG|FIRE |15 |Y 10 |1000 |0 |0 | UNDEAD AMULET |RSCAPKEG|FEAR |50 |Y 20 |800 |0 |0 | SILENT CHIME |RSCAPKEG|NONE |0 |Y 20 |400 |0 |0 | BELT OF POWER |R PKEG|MIGHT |5 |N 0 |600 |0 |0 | MODEL BOAT |RSCAPKEG|NONE |0 |Y 15 |400 |0 |0 | DEFENSE CLOAK |RSCAPKEG|AC+ |2 |N 0 |700 |0 |0 | KNOWLEDGE BOOK| SCAP EG|INT |2 |Y 4 |1000 |0 |0 | RUBY IDOL |RSCAPKEG|NONE |0 |N 0 |3000 |0 |0 | SORCERER ROBE | S EG|INT |5 |Y 20 |2500 |0 |0 | POWER GAUNTLET|R CAPKEG|MIGHT |5 |N 0 |3000 |0 |0 | CLERIC'S BEADS| C EG|PERS |5 |Y 50 |3000 |0 |0 | HORN OF DEATH |RSCAPKEG|NONE |0 |Y 10 |2500 |0 |0 | POTION OF LIFE|RSCAPKEG|NONE |0 |Y 2 |1500 |0 |0 | SHINY PENDANT |RSCAPKEG|HOLY |30 |Y 10 |2000 |0 |0 | LIGHTNING WAND|R CA EG|ELEC |20 |Y 10 |1500 |0 |0 | PRECISION RING|RSCAPKEG|ACCY |5 |N 0 |3000 |0 |0 | RETURN SCROLL |RSCAPKEG|NONE |0 |Y 1 |2000 |0 |0 | TELEPORT HELM |RSCAPKEG|MAGIC |10 |Y 20 |5000 |0 |0 | YOUTH POTION |RSCAPKEG|NONE |0 |Y 2 |4000 |0 |0 | BELLS OF TIME |RSCAPKEG|NONE |0 |Y 50 |1000 |0 |0 | MAGIC OIL |RSCAPKEG|NONE |0 |Y 1 |1000 |0 |0 | MAGIC VEST |RSCAPKEG|MAGIC |20 |Y 10 |6000 |0 |0 | DESTROYER WAND| S A EG|MAGIC |10 |Y 10 |7000 |0 |0 | ELEMENT SCARAB|RSCAPKEG|PERS |5 |Y 20 |6000 |0 |0 | SUN SCROLL |RSCAPKEG|NONE |0 |Y 1 |3000 |0 |0 | STAR RUBY |RSCAPKEG|LUCK |10 |Y 30 |6000 |0 |0 | STAR SAPPHIRE |RSCAPKEG|MAGIC |30 |Y 10 |6000 |0 |0 | WEALTH CHEST |RSCAPKEG|NONE |0 |Y 5 |6000 |0 |0 | GEM SACK |RSCAPKEG|NONE |0 |Y 10 |10000|0 |0 | DIAMOND COLLAR|RSCAPKEG|????? |80 |Y 10 |10000|0 |0 | FIRE OPAL |RSCAPKEG|????? |80 |Y 10 |10000|0 |0 | UNOBTAINIUM | |????? |5 |N 0 |50000|0 |0 | VELLUM SCROLL |RSCAPKEG|NONE |0 |N 0 |10 |0 |0 | RUBY WHISTLE |RSCAPKEG|LUCK |2 |Y 200|500 |0 |0 | KINGS PASS |RSCAPKEG|NONE |0 |N 0 |0 |0 |0 | MERCHANTS PASS|RSCAPKEG|NONE |0 |N 0 |0 |0 |0 | CRYSTAL KEY |RSCAPKEG|NONE |0 |Y 10 |1000 |0 |0 | CORAL KEY |RSCAPKEG|NONE |0 |Y 10 |300 |0 |0 | BRONZE KEY |RSCAPKEG|NONE |0 |Y 20 |500 |0 |0 | SILVER KEY |RSCAPKEG|NONE |0 |Y 30 |600 |0 |0 | GOLD KEY |RSCAPKEG|NONE |0 |Y 15 |800 |0 |0 | DIAMOND KEY |RSCAPKEG|NONE |0 |Y 20 |2000 |0 |0 | CACTUS NECTAR |RSCAPKEG|NONE |0 |Y 10 |400 |0 |0 | MAP OF DESERT |RSCAPKEG|NONE |0 |Y 20 |400 |0 |0 | LASER BLASTER |RSCAPKEG|ACCY |5 |Y 10 |2000 |0 |0 | DRAGONS TOOTH |RSCAPKEG|NONE |0 |Y 10 |1500 |0 |0 | WYVERN EYE |RSCAPKEG|NONE |0 |Y 20 |1000 |0 |0 | MEDUSA HEAD |RSCAPKEG|CURSE |0 |N 0 |0 |0 |0 | RING OF OKRIM |RSCAPKEG|LUCK |10 |Y 20 |3000 |0 |0 | B QUEEN IDOL |RSCAPKEG|NONE |0 |N 0 |0 |0 |0 | W QUEEN IDOL |RSCAPKEG|NONE |0 |N 0 |0 |0 |0 | PIRATES MAP A |RSCAPKEG|NONE |0 |N 0 |1000 |0 |0 | PIRATES MAP B |RSCAPKEG|NONE |0 |N 0 |2000 |0 |0 | THUNDRANIUM |RSCAPKEG|NONE |0 |Y 250|10000|0 |0 | KEY CARD |RSCAPKEG|NONE |0 |N 0 |0 |0 |0 | EYE OF GOROS |RSCAPKEG|NONE |0 |Y 20 |10000|0 |0 | (USELESS ITEM)|RSCAPKEG|NONE |0 |N 0 |0 |0 |0 | Below, AC=monster's armor class, DMG=maximum damage monster can do, ATT=# of attacks, SPD = monster's speed, EXP=experience split among party members for each monster killed, and ICO=the icon number of the monster(what you see on the screen). There is more information, but this is the major stuff, made clear by the Identify Monster spell(sorcerer 2-3.) MONSTER NAME |AC |DMG|ATT|SPD|EXP |ICO| ---------------+---+---+---+---+-------+---+ FLESH EATER |2 |6 |1 |7 |20 |2 | BATTLE RAT |3 |3 |1 |12 |20 |2 | SLITHER BEAST |4 |8 |1 |10 |50 |13 | GNOME |5 |6 |1 |12 |50 |3 | GOBLIN |4 |6 |1 |10 |20 |3 | GREMLIN |3 |3 |2 |4 |50 |3 | GUARDSMAN |2 |6 |1 |14 |30 |20 | KOBOLD |4 |4 |1 |6 |20 |2 | MUTANT LARVA |0 |3 |1 |2 |20 |7 | ORC |4 |6 |1 |11 |30 |5 | POLTERGEIST |0 |2 |2 |16 |60 |22 | RABID JACKAL |3 |2 |1 |15 |20 |11 | SKELETON |3 |6 |1 |9 |20 |23 | SNAKE |2 |3 |1 |17 |50 |13 | SPRITE |10 |2 |1 |20 |100 |3 | VAMPIRE BAT |2 |3 |1 |14 |50 |9 | MINOR DEMON |5 |8 |2 |16 |200 |4 | DEMON DOG |3 |10 |2 |14 |100 |11 | DUNG BEETLE |6 |8 |1 |8 |50 |0 | FIRE ANT |5 |6 |1 |7 |50 |0 | GHOUL |4 |5 |3 |13 |200 |21 | GNOLL |5 |8 |1 |10 |50 |5 | HAG |1 |4 |2 |8 |50 |4 | LOCUST PLAGUE |5 |1 |10 |17 |200 |1 | ORC LEADER |5 |8 |1 |14 |60 |5 | RABID LEPER |0 |3 |1 |11 |50 |2 | ROTTING CORPSE |2 |4 |2 |3 |60 |21 | SAVAGE SHREW |3 |5 |3 |13 |150 |0 | STRANGLING VINE|3 |3 |4 |6 |100 |17 | THIEF |3 |8 |1 |16 |50 |18 | TROGLODYTE |5 |4 |3 |11 |60 |13 | ZOMBIE |2 |8 |1 |2 |50 |21 | ACIDIC BLOB |1 |8 |2 |8 |300 |7 | CENTAUR |4 |4 |4 |12 |200 |14 | CLERIC |5 |8 |1 |12 |300 |19 | MINOR DEVIL |4 |4 |2 |15 |250 |4 | FIRE BEETLE |7 |15 |1 |6 |150 |0 | GARGOYLE |5 |4 |4 |12 |300 |4 | GARGANTU ANT |8 |12 |1 |9 |100 |0 | DINOLIZARD |5 |10 |1 |11 |120 |13 | GIANT SPIDER |5 |8 |1 |18 |150 |0 | HARPY |3 |5 |3 |15 |200 |9 | HIPPOGRIFF |5 |8 |3 |14 |200 |14 | KILLER BEES |10 |2 |10 |16 |300 |1 | PEGASUS |4 |8 |3 |20 |250 |14 | SHADOW BEAST |3 |5 |1 |18 |150 |22 | WILD BOAR |3 |12 |1 |14 |120 |12 | WOLVERINE |5 |5 |3 |12 |250 |12 | BARBARIAN |8 |12 |2 |15 |400 |18 | CARYATID GUARD |5 |10 |1 |15 |400 |20 | COCKATRICE |4 |8 |1 |8 |500 |10 | CYCLOPS |6 |15 |2 |10 |400 |8 | DRUID |4 |8 |2 |14 |400 |19 | RHINO BEETLE |7 |20 |1 |7 |500 |0 | GIANT CENTIPEDE|5 |4 |8 |9 |500 |0 | MAGICIAN |5 |8 |1 |15 |600 |19 | MILITIAMAN |9 |10 |2 |9 |300 |20 | ORC CHIEFTAIN |10 |12 |2 |15 |500 |20 | OGRE |7 |10 |2 |12 |350 |5 | SATYR |5 |8 |2 |10 |300 |6 | SWARMING WASPS |4 |2 |10 |17 |400 |1 | UNICORN |8 |10 |3 |22 |500 |14 | WEREWOLF |7 |8 |2 |14 |400 |11 | WIGHT |6 |10 |1 |12 |500 |22 | BARBARIAN CHIEF|10 |12 |3 |18 |800 |18 | BASILISK |5 |15 |1 |14 |1000 |16 | CELESTIAL STAG |14 |10 |3 |19 |700 |14 | DUST DEMON |9 |12 |3 |15 |600 |4 | GIANT SCORPION |7 |8 |3 |13 |600 |0 | 5 HEADED HYDRA |7 |8 |5 |12 |1500 |16 | WARRIOR CAT |6 |6 |4 |17 |600 |12 | MINOTAUR |7 |35 |1 |15 |1500 |14 | OGRE CHIEF |9 |15 |2 |15 |750 |5 | PANTHRO MIST |7 |8 |4 |18 |600 |12 | PHANTOM |7 |8 |2 |10 |600 |23 | SWORDSMAN |6 |10 |2 |18 |600 |20 | TROLL |6 |9 |3 |12 |600 |6 | WOOD GOLEM |5 |15 |2 |5 |800 |8 | WRAITH |6 |6 |2 |9 |800 |22 | YETI |4 |10 |2 |13 |600 |8 | DEADLY SPORES |2 |1 |1 |10 |600 |17 | ENCHANTRESS |6 |6 |2 |15 |1000 |19 | FIRE LIZARD |7 |10 |3 |12 |800 |13 | GIANT SLOTH |5 |8 |4 |14 |750 |11 | GRIFFIN |7 |8 |3 |14 |700 |10 | PYRO HYDRA |7 |8 |5 |12 |2000 |16 | MAN EATING MARE|6 |8 |3 |14 |600 |14 | MANTICORE |6 |6 |4 |12 |600 |10 | MEDUSA |5 |4 |1 |9 |1000 |4 | RAKSHASHA |14 |5 |3 |14 |3000 |4 | STONE GOLEM |7 |40 |1 |6 |1500 |8 | CAVE TROLL |7 |11 |3 |10 |900 |6 | HILL TROLL |8 |12 |3 |11 |1100 |6 | WARLOCK |8 |8 |1 |16 |800 |19 | WEREBEAR |8 |8 |4 |14 |800 |11 | WICKED WITCH |4 |6 |2 |14 |1000 |4 | ASSASSIN |6 |8 |1 |19 |2000 |18 | BANSHEE |10 |10 |1 |12 |3000 |22 | CAVE GIANT |10 |16 |3 |12 |2000 |8 | CHIMERA |8 |5 |6 |14 |5000 |10 | AIR ELEMENTAL |7 |15 |1 |20 |4000 |22 | EXECUTIONER |8 |12 |2 |14 |4000 |20 | GORGON |8 |12 |1 |12 |6000 |14 | LESSER DEMON |10 |8 |4 |16 |2500 |4 | LESSER DEVIL |8 |6 |5 |16 |2500 |4 | MUMMY |7 |20 |2 |7 |2000 |21 | NECROMANCER |7 |8 |2 |17 |2000 |19 | SPECTER |8 |12 |1 |12 |3000 |22 | WHITE WOLF |10 |12 |3 |14 |2500 |11 | WYVERN |7 |18 |2 |12 |2000 |16 | GREEN DRAGON |8 |8 |3 |12 |6000 |15 | BLUE DRAGON |8 |10 |3 |13 |6000 |15 | EVIL EYE |10 |10 |2 |10 |5000 |7 | EARTH ELEMENTAL|8 |20 |1 |18 |4000 |22 | GHOST |10 |10 |1 |10 |4000 |22 | FROST GIANT |10 |24 |1 |12 |5000 |8 | STONE GIANT |10 |10 |4 |12 |4000 |8 | 8 HEADED HYDRA |10 |8 |8 |13 |7500 |16 | LAVA BEAST |5 |12 |2 |9 |4000 |7 | MANTIS WARRIOR |8 |12 |4 |16 |4000 |1 | NAGA |8 |8 |1 |15 |4000 |13 | DINOBEETLE |10 |50 |1 |8 |6000 |0 | SPHINX |11 |10 |3 |18 |5000 |12 | VAMPIRE |9 |12 |2 |14 |5000 |21 | WARRIOR |12 |12 |2 |14 |4000 |20 | WIZARD |8 |6 |2 |18 |7000 |19 | WHITE DRAGON |8 |12 |3 |15 |10000 |15 | GRAY DRAGON |8 |15 |3 |16 |10000 |15 | ARCH DRUID |10 |8 |2 |18 |15000 |19 | CHAOTIC KNIGHT |14 |15 |3 |18 |7000 |20 | GREATER DEMON |15 |8 |7 |19 |10000 |4 | GREATER DEVIL |12 |15 |4 |19 |10000 |4 | FIRE ELEMENTAL |9 |30 |1 |20 |8000 |22 | GUARDIAN SPIRIT|8 |6 |6 |16 |6000 |23 | STORM GIANT |9 |30 |2 |14 |10000 |8 | 12 HEADED HYDRA|10 |10 |12 |16 |12000 |16 | INVISIBLE THING|14 |10 |3 |25 |6000 |23 | MAGE |10 |6 |3 |20 |8000 |19 | MASTER THIEF |12 |8 |2 |20 |5000 |18 | STEEL GOLEM |15 |25 |2 |10 |7500 |8 | WEREPHASE MUMMY|20 |20 |2 |35 |8000 |21 | BLACK DRAGON |12 |18 |3 |16 |15000 |15 | RED DRAGON |12 |20 |3 |15 |15000 |15 | XX!XX!XX!XX!XX |20 |1 |1 |18 |15000 |22 | BLACK KNIGHT |16 |50 |3 |20 |10000 |20 | DEMON LORD |20 |50 |2 |30 |60000 |4 | ARCH DEVIL |16 |100|1 |30 |60000 |4 | GOLD DRAGON |10 |20 |5 |16 |50000 |15 | SILVER DRAGON |8 |16 |4 |16 |20000 |15 | DIAMOND GOLEM |15 |60 |3 |12 |15000 |8 | 16 HEADED HYDRA|15 |12 |16 |12 |20000 |16 | HIGH CLERIC |14 |16 |3 |18 |10000 |19 | KIRIN |15 |40 |4 |22 |14000 |10 | LICH |10 |10 |2 |20 |20000 |23 | ARCH MAGE |12 |8 |2 |25 |25000 |19 | MASTER ARCHER |10 |16 |8 |18 |25000 |18 | PHOENIX |13 |8 |3 |24 |15000 |10 | ROC |10 |50 |3 |14 |15000 |10 | SAND WORM |7 |200|1 |8 |15000 |16 | TITAN |13 |60 |2 |30 |20000 |8 | ALGAE BEAST |0 |6 |1 |1 |50 |24 | WATER RAT |1 |6 |1 |6 |100 |24 | LAMPREY |2 |8 |1 |15 |200 |24 | GIANT LEECH |2 |8 |1 |3 |250 |24 | CROCODILE |5 |10 |2 |12 |300 |24 | GIANT CRAB |9 |10 |2 |12 |300 |24 | BARRACUDA |5 |20 |1 |16 |350 |24 | GIANT SQUID |5 |6 |8 |14 |400 |24 | ELECTRIC EEL |5 |8 |1 |15 |500 |24 | SEA HAG |8 |6 |3 |12 |500 |24 | HIPPOCAMPUS |12 |10 |4 |18 |600 |24 | SHARK |6 |30 |2 |24 |700 |24 | SIREN |8 |8 |2 |13 |700 |24 | WATER ELEMENTAL|12 |50 |1 |30 |1200 |24 | SEA SERPENT |10 |100|1 |20 |3000 |24 | SEA DRAGON |15 |50 |4 |32 |20000 |24 | SCORPION |12 |60 |2 |20 |12000 |0 | DARK RIDER |15 |50 |4 |30 |12000 |20 | WINGED BEAST |12 |120|1 |30 |12000 |15 | GREAT SEA BEAST|12 |100|1 |30 |12000 |24 | DEMON KING |30 |50 |5 |35 |50000 |24 | SUCCUBUS QUEEN |20 |30 |3 |20 |10000 |24 | TYRANNOSAURUS |10 |200|1 |12 |5000 |16 | ALIEN |15 |20 |2 |15 |1000 |22 | NATIVES |6 |10 |2 |10 |200 |21 | VOLCANO GOD |30 |40 |6 |32 |60000 |7 | PAUL PEAD |10 |30 |1 |19 |2000 |18 | PIRATE |8 |20 |1 |17 |500 |23 | PIRATE CAPTAIN |10 |20 |3 |18 |1000 |23 | GRAY MINOTAUR |13 |30 |4 |20 |15000 |14 | LORD ARCHER |15 |80 |3 |21 |20000 |18 | BRONTASAURUS |8 |150|1 |6 |5000 |16 | STEGOSAURUS |15 |200|1 |6 |5000 |16 | KILLER CADAVER |8 |12 |3 |15 |1500 |21 | OKRIM |11 |6 |4 |18 |20000 |19 | SPELLS There are two spell classes in the game, Cleric and Sorcerer. Each one has seven spell levels, attainable at experience level 2x-1(i.e. spell level 5 is achieved at level 9). Also, Paladins and Archers may attain Cleric and Sorcerer spells, respectively, up to level 4. They gain spell knowledge at experience level 2x+5. All spells are automatically learned on achieving the new level. The spell cost equals the spell level, except in cases I have noted where the cost is equal to the spellcaster's level. I have tried to indicate how useful spells are. For damage spells, the effectiveness depends on the type of monster. For incstance A fire spell will be more effective on a Red Dragon(fire breathing) than a White Dragon(frost breathing.) Note: monsters can cast these spells on you, too. The following list of spells is cut and pasted, with generous permission, from project64.c64.org. ------------------------------------------------------------------------ Clerical Spells ------------------------------------------------------------------------ Level 1 1. NAME: Awaken COST: 1 SP TYPE: Combat OBJECT: All sleeping party members DESCRIPTION: Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest. 2. NAME: Bless COST: 1 SP TYPE: Combat OBJECT: Entire party DESCRIPTION: Increases the accuracy with which all characters fight, for the duration of combat. 3. NAME: Blind COST: 1 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Blinds the affected monster for the duration of combat or until it overcomes the spell. Forced to rely on other senses, the monster's chances of landing a blow are diminished. 4. NAME: First Aid COST: 1 SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Heals minor battle wounds, restoring 8 Hit Points to that character. 5. NAME: Light COST: 1 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Gives the party 1 light factor, which is sufficient to light up 1 dark area. Multiple light spells can be cast to accumulate multiple light factors. 6. NAME: Power Cure COST: 1 SP per experience level of caster + 1 Gem TYPE: Anytime OBJECT: 1 character DESCRIPTION: Restores character's health and 1-10 Hit Points per experience level of caster. 7. NAME: Protection From Fear COST: 1 SP TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all characters' resistance to fear and spells of intimidation. Amount of the increase depends on experience level of the caster. Spell lasts 1 day. 8. NAME: Turn Undead COST: 1 SP TYPE: Combat OBJECT: All undead monsters DESCRIPTION: Destroys some or all undead monsters, depending on caster's experience level and monster's power level. Level 2 1. NAME: Cure Wounds COST: 2 SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Cures more serious wounds, restoring 15 Hit Points to the character. 2. NAME: Heroism COST: 2 SP+ 1 Gem TYPE: Combat OBJECT: 1 character of same alignment as caster DESCRIPTION: Bestows 6 additional Hit Points and temporarily elevates character 2 levels of experience. Spell lasts for the duration of combat. 3. NAME: Pain COST: 2 SP TYPE: Combat OBJECT: 1 monster, not undead DESCRIPTION: Cripples monster with pain, inflicting 2-12 damage points, unless the monster is immune to pain. 4. NAME: Protection From Cold COST: 2 SP TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all character's resistance to cold or freezing spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. 5. NAME: Protection From Fire COST: 2 SP TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all character's resistance to fire or heat spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. 6. NAME: Protection From Poison COST: 2 SP TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all characters' resistance to poison and poisonous spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. 7. NAME: Silence COST: 2 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Prevents the monster from casting spells for the duration of combat, or until it overcomes the spell. 8. NAME: Suggestion COST: 2 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Coerces monster into refraining from attack, unless it is attacked. Lasts for the duration of combat, or until the monster overcomes the spell. Level 3 1. NAME: Create Food COST: 3 SP+l Gem TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Adds 6 food units to caster's food supply. Caster may then distribute food among other party members, if he/she desires. 2. NAME: Cure Blindness COST: 3 SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Restores sight to that character, instantaneously removing the blinded condition. 3. NAME: Cure Paralysis COST: 3 SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Restores movement to that character, instantaneously removing the paralyzed condition. 4. NAME: Lasting Light COST: 3 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Bestows 20 light factors on the party, for use in dispelling darkness. 5. NAME: Produce Flame COST: 3 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Attacks monster with a jet of flame that inflicts 3-18 damage points, providing monster is not immune to fire. 6. NAME: Produce Frost COST: 3 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Inflicts severe frostbite on monster, doing 3-18 points of damage, unless monster is immune to cold. 7. NAME: Remove Quest COST: 3 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Releases party from its commitment to a quest. 8. NAME: Walk On Water COST: 3 SP+l Gem TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Creates a floating sand dune upon which the party may walk on. Lasts 1 day. Level 4 1. NAME: Cure Disease COST: 4 SP TYPE: Non-combat OBJECT: 1 character DESCRIPTION: Restores full health to sick character, instantaneously removing the diseased condition. 2. NAME: Neutralize Poison COST: 4 SP TYPE: Non-combat OBJECT: 1 character DESCRIPTION: Flushes poison out of character's system, instantaneously removing the poisoned condition. 3. NAME: Protection From Acid COST: 4 SP TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all characters' resistance to acid attacks. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. 4. NAME: Protection From Electricity COST: 4 SP TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all characters' resistance to electrical attacks. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. 5. NAME: Restore Alignment COST: 4 SP+ 2 Gems TYPE: Non-combat OBJECT: 1 character DESCRIPTION: Restores a character's original alignment, after actions and responses have caused it to shift. 6. NAME: Summon Lightning COST: 4 SP TYPE: Combat, Outdoors OBJECT: Up to 3 monsters not in hand-to-hand combat DESCRIPTION: Zaps monsters with lightning bolts, inflicting 4-32 damage points on each monster not immune to lightning. 7. NAME: Super Heroism COST: 4 SP+ 2 Gem TYPE: Combat OBJECT: 1 character DESCRIPTION: Temporarily bestows 10 additional Hit Points and 3 additional experience levels on character. Lasts for the duration of combat. 8. NAME: Surface COST: 4 SP+ 2 Gems TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Instantly transports all party members from an underground location to ground surface. Level 5 1. NAME: Deadly Swarm COST: 5 SP TYPE: Combat, Outdoor OBJECT: All monsters DESCRIPTION: Sends a swarm of killer insects against the monsters, inflicting 2-20 damage points against each monster. 2. NAME: Dispell Magic COST: 5 SP TYPE: Anytime OBJECT: All characters and monsters DESCRIPTION: Cancels all magic spells currently active both for characters and monsters. 3. NAME: Paralyze COST: 5 SP TYPE: Combat OBJECT: All monsters in hand-to-hand combat DESCRIPTION: Attempts to immobilize all monsters and prevent them from fighting. May be partially or completely ineffective on some or all monsters. 4. NAME: Remove Condition COST: 5 SP+ 3 Gems TYPE: Anytime OBJECT: 1 character DESCRIPTION: Releases character from all undesirable conditions except dead, stoned or eradicated. 5. NAME: Restore Energy COST: 5 SP+ 3 Gems TYPE: Anytime OBJECT: 1 character DESCRIPTION: Replaces 1-5 experience levels that have been lost or drained from character, up to his/her former level. Level 6 1. NAME: Moon Ray COST: 6 SP+ 4 Gems TYPE: Combat, Outdoors OBJECT: All characters and monsters DESCRIPTION: Bathes all combatants in a beneficent ray that bestows 3-30 Hit Points on each character and removes 3-30 Hit Points from each monster. 2. NAME: Raise Dead COST: 6 SP+ 4 Gems TYPE: Anytime OBJECT: 1 character DESCRIPTION: Brings the character back to life, removing the dead condition. Spell carries a moderate chance of failure and a remote chance of eradicating the character. 3. NAME: Rejuvenate COST: 6 SP+ 4 Gems TYPE: Non-combat OBJECT: 1 character DESCRIPTION: A fountain of youth that trims 1-10 years off a character's age, restoring his/her abilities to the younger level. Spell carries some risk of producing the opposite effect. 4. NAME: Stone to Flesh COST: 6 SP+ 4 Gems TYPE: Anytime OBJECT: 1 character DESCRIPTION: Re-animates a character who has been turned to stone, removing the stoned condition. 5. NAME: Town Portal COST: 6 SP+ 4 Gems TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Opens a temporary portal to any town and moves the party through the portal to that town. Level 7 1. NAME: Divine Intervention COST: 7 SP+ 10 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except eradicated. 2. NAME: Holy Word COST: 7 SP+ 5 Gems TYPE: Combat OBJECT: All undead monsters DESCRIPTION: Utters a single word of devastating power, that totally destroys all undead monsters. 3. NAME: Protection From Elements COST: 7 SP+ 5 Gems TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all characters' resistance to fear, cold, fire, poison, acid and electricity. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. 4. NAME: Resurrection COST: 7 SP+ 5 Gems TYPE: Non-combat OBJECT: 1 character DESCRIPTION: Removes the eradicated condition from the character, adding 10 years to his/her age and subtracting 1 endurance point from his/her vital statistics. There is a chance that the spell will fail. 5. NAME: Sun Ray COST: 7 SP+ 5 Gems TYPE: Combat, Outdoors OBJECT: 1 monster DESCRIPTION: Sears the monster with a focused ray of deadly light, inflicting 50-100 damage points. ------------------------------------------------------------------------ Sorcerer Spells ------------------------------------------------------------------------ Level 1 1. NAME: Awaken COST: 1 SP TYPE: Combat OBJECT: All sleeping party members DESCRIPTION: Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest. 2. NAME: Detect Magic COST: 1 SP TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Reveals any magical items in caster's back pack, and notes the number of magical charges remaining in any item which must be charged for use. Also detects any magic surrounding or inside a chest, sack, box, etc. 3. NAME: Energy Blast COST: 1 SP per experience level of caster +1 Gem TYPE: Combat OBJECT: 1 monster DESCRIPTION: Zaps the monster with a blast of pure energy, inflicting 1-4 damage points per experience level of caster. 4. NAME: Flame Arrow COST: 1 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Sends a burning shaft into the monster, inflicting 1-6 points of fire damage, unless monster is immune to fire. 5. NAME: Leather Skin COST: 1 SP TYPE: Anytime OBJECT: Entire party DESCRIPTION: Toughens all characters' skin, so that attacks from monsters bounce off rather than hitting. 6. NAME: Light COST: 1 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Gives the party 1 light factor, sufficient to light a single darkened square. Multiple light spells can be cast, to accumulate light factors. 7. NAME: Location COST: 1 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Gives precise information on party's location. May be critical when party is lost or magically transported. In general, this spell is the key to successful mapping. 8. NAME: Sleep COST: 1 SP TYPE: Combat OBJECT: Up to 5 monsters DESCRIPTION: Casts monsters into a deep sleep, preventing them from attacking. Effective until monster is damaged or overcomes the spell. Level 2 1. NAME: Electric Arrow COST: 2 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Electrocutes a monster, inflicting 2-12 damage points, unless monster is immune to electrical attack. 2. NAME: Hypnotize COST: 2 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Uses the power of suggestion to prevent a monster from attacking. Effective until monster is attacked or overcomes the spell. 3. NAME: Identify Monster COST: 2 SP+1 Gem TYPE: Combat OBJECT: 1 monster DESCRIPTION: Informs caster of the nature of any one monster during combat. 4. NAME: Jump COST: 2 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Gives all characters super strength, enabling them to jump 2 squares forward, providing there are no magical obstructions (force fields, etc.) in the way. 5. NAME: Levitate COST: 2 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Raises all characters above ground level, protecting them from various dangers for 1 day. 6. NAME: Power COST: 2 SP TYPE: Combat OBJECT: 1 character DESCRIPTION: Boosts that character's Might by 1-4 points for the duration of combat. Increases the potency of character's attacks on monsters. 7. NAME: Quickness COST: 2 SP TYPE: Combat OBJECT: 1 character DESCRIPTION: Boosts character's Speed by 1-4 points for the duration of combat, moving him/her further forward in order of combat. 8. NAME: Scare COST: 2 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Strikes fear into the monster's heart, decreasing its probability of hitting a character during combat. Level 3 1. NAME: Fire Ball COST: 1 SP per experience level of caster + 1 Gem TYPE: Combat OBJECT: 1-5 monsters not in hand-to-hand combat DESCRIPTION: Rolls a deadly ball of fire into the monsters' midst, inflicting 1-6 damage points per level of experience on each monster. 2. NAME: Fly COST: 3 SP TYPE: Non-combat, Outdoors OBJECT: Entire party DESCRIPTION: Grants magical flight to all characters, allowing the party as a whole to move to any other outdoor area. The party will land in the safest square in that area. 3. NAME: Invisibility COST: 3 SP+ 1 Gem TYPE: Combat OBJECT: Entire party DESCRIPTION: Drops a cloak of invisibility over all characters, greatly decreasing the monsters' chances of hitting them. 4. NAME: Lightning Bolt COST: 1 SP per experience level of caster + 1 Gem TYPE: Combat OBJECT: 1-3 monsters DESCRIPTION: Blasts the monsters with a gigantic lightning bolt that inflicts 1-6 damage points per level of experience on each monster. 5. NAME: Make Room COST: 3 SP TYPE: Combat OBJECT: Entire party DESCRIPTION: Expands a narrow corridor or area during combat, allowing the first 5 characters in the party to engage in hand-to- hand combat. 6. NAME: Slow COST: 3 SP TYPE: Combat OBJECT: All monsters DESCRIPTION: Places an invisible force field around all monsters' feet, slowing them down to 1/2 their original speed and putting them farther back in order of combat. 7. NAME: Weaken COST: 3 SP+ 1 Gem TYPE: Combat OBJECT: All monsters DESCRIPTION: Drains power from all monsters, reducing each monster's Hit Points by 2 and Armor Class by 1. 8. NAME: Web COST: 3 SP TYPE: Combat OBJECT: 1-5 monsters not in hand-to-hand combat DESCRIPTION: Wraps 1-5 monsters in a supernatural web, preventing them from fighting for the duration of combat or until they escape. Level 4 1. NAME: Acid Arrow COST: 4 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Attacks with corrosive acid that inflicts 3-30 damage points, unless the monster is immune to acid. 2. NAME: Cold Beam COST: 4 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Attacks with a beam of intense cold that penetrates to the monster's heart and inflicts 4-40 damage points, unless the monster is immune to cold. 3. NAME: Feeble Mind COST: 4 SP+ 2 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Erases the monsters brain, removing all its abilities for the duration of combat or until the monster overcomes the spell. 4. NAME: Freeze COST: 4 SP TYPE: Combat OBJECT: 1 monster DESCRIPTION: Immobilizes the monster, preventing it from attacking for the duration of combat. Monster's chance of overcoming this spell is very small. 5. NAME: Guard Dog COST: 4 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Places a supernatural guard over party, preventing surprise attacks for 1 day. 6. NAME: Psychic Protection COST: 4 SP+ 2 Gems TYPE: Anytime OBJECT: Entire party DESCRIPTION: Grants all characters immunity from mind influencing spells for 1 day. 7. NAME: Shield COST: 4 SP+ 2 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: Creates an invisible shield which surrounds the party and protects all characters from most missile weapons for the duration of combat. 8. NAME: Time Distortion COST: 4 SP+ 2 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: Creates a warp in time that enables the party to retreat safely from most battles. Level 5 1. NAME: Acid Rain COST: 5 SP TYPE: Combat, Outdoor OBJECT: All monsters not in hand-to-hand combat DESCRIPTION: Unleashes a torrent of acid rain that inflicts 5-50 damage points on each monster, unless immune to acid. 2. NAME: Dispell Magic COST: 5 SP TYPE: Anytime OBJECT: All characters and monsters DESCRIPTION: Cancels all magic spells currently active, both for characters and monsters. 3. NAME: Finger of Death COST: 5 SP+ 3 Gems TYPE: Combat OBJECT: 1 monster not undead DESCRIPTION: Channels the ancient power of all dead sorcerers through the caster, resulting in death to the monster at whom the caster points a finger. 4. NAME: Shelter COST: 5 SP+ 3 Gems TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Provides' 1 day's rest free of the danger of encounter. 5. NAME: Teleport COST: 5 SP+ 3 Gems TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Instantly moves the party from its present position, up to 9 squares in any direction. Level 6 1. NAME: Dancing Sword COST: 6 SP+ 4 Gems TYPE: Combat OBJECT: All monsters DESCRIPTION: A magical sword that moves with lightning speed, inflicting 1-30 damage points on each monster. The sword cannot be avoided, nor can the damage from it be minimized. 2. NAME: Disintegration COST: 6 SP+ 4 Gems TYPE: Combat OBJECT: 1 monster DESCRIPTION: Reduces the monster to a pile of dust, utterly destroying it. 3. NAME: Etherealize COST: 6 SP+ 4 Gems TYPE: Non-Combat OBJECT: Entire party DESCRIPTION: Alters all characters' molecular structure long enough to allow them to move 1 square forward through any special barrier (force field. etc.). 4. NAME: Protection From Magic COST: 6 SP+ 4 Gems TYPE: Anytime OBJECT: Entire party DESCRIPTION: Increases all characters' resistance to magic. Amount of the increase depends on experience level of caster. Spell lasts 1 day. 5. NAME: Recharge Item COST: 6 SP+ 4 Gems TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Restores 1-4 charges to any item in caster's back pack that still has 1 magical charge remaining. Some risk that the spell will fail and destroy the item. Level 7 1. NAME: Astral Spell COST: 7 SP+ 5 Gems TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Transports all characters' to the astral plane. This highly dangerous and unpredictable area is otherwise impossible to reach. 2. NAME: Duplication COST: 7 SP+ 100 Gems TYPE: Non-combat OBJECT: Spell caster DESCRIPTION: Allows the caster to exactly duplicate any 1 item in his/her back pack, provided that there is room in the caster's pack for the new item. Small chance that the spell will fail and destroy the original item. 3. NAME: Meteor Shower COST: 7 SP+ 5 Gems TYPE: Combat, Outdoors OBJECT: All monsters DESCRIPTION: Buries all monsters under a hail of meteors, inflicting 1-120 damage points on each monster. 4. NAME: Power Shield COST: 7 SP+ 5 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: Reduces the damage inflicted on all characters by any attack, by 1/2. Lasts for the duration of combat. 5. NAME: Prismatic Light COST: 7 SP+ 5 Gems TYPE: Combat OBJECT: All monsters DESCRIPTION: A powerful, but erratic spell that has completely unpredictable effects on all monsters. QUICK WALKTHROUGH[NECESSARY STUFF] As this is a bit of a spoiler, I threw in a few carriage returns before going on with it. This contains only the quests needed to get to the end of the game. It doesn't tell how to improve your characters so that they can win certain critical fights. It just tells the items and where to get them. I. FIVE TOWNS QUEST A. Sorpigal (1,2) dungeon under, get scroll--from entrance go west, north, west. B. Erliquin (3,4) behind inn, say "N" when asked to sign in, go forward to see Agar. +500 Exp. C. Dusk (8,0) in maze, SWSSESSSS from the entry gets you to Telgoran. +1000 Exp, +500 gold. D. See Zam in Portsmith (12,2)--here the jump or teleport spells will be useful. If your characters are male be sure to rest after passing through intersections. From the entry (1,15) you can go SSSSS jump SSSSSE rest EE jump EE jump ESSSENN. E. See Zom in Algary (1,1) west from the inn, south through the docks, all the way west, 1n, 1e. F. Go to C-1 (15,15) to find treasure including a ruby whistle. It won't be there unless you've gotten the twins' clues. II. DIAMOND KEY A. Go to B1(4,4) and answer "love" to get the bronze key. B. Do it again to get the diamond key. From Erliquin you can go WSWWWSSSWWWSSW[secret door in mountain]SSWSSSSESSWWNE. III. GOLD KEY A. Go to the Minotaur's stronghold. From (15,8) go SSSSWWWWSEEE and blow the whistle twice as previously instructed(the game will prompt you to blow the whistle 0-9 times.) B. Go west to an intersection, north, and west. Descend at (1,12). Go west, south through the door, and go to the grate east at (1,4). Follow the spiral and don't desecrate the doggie. Search for the gold key. IV. CORAL KEY A. Go to the one-eyed gypsy at C2 (9,11) and learn each player's sign. B. Fly to A4 and you will be at (14,14). Go 9W, 6S. WSEE(encounter)SWW will get you to a place where you are asked your signs. If you do well you are teleported to (4,2) where you will search and find the coral key. V. KEY CARD A. South from (7,13) you'll find the Volcano God's island. The Coral Key should fit in the slab. B. The virgin at (5,0) will tell you where to set the stabilization dials if you kiss her(release her, and the Volcano God fights you. He's tough.) C. (6,3) at stabilization dial 1, type B. D. (8,3) at stabilization dial 2, type J. E. Teleport at (6,0)--you will go to (11,7). F. Ask the Volcano God for a riddle(a clue first is OK too--it tells you about the Og quest.) "Who was brave but failed?" GALA (remember the statues in Sorpigal!) G. Search to get the key card. VI. Rescue King Alamar A. Enter Doom at (7,14) by the secret passage. The "quick way" is to fly to A1 and go north, etherealize, and follow the passage to the north. It avoids automatic encounters on some squares, too. B. Teleports are at (8,5) (6,6) and (7,10). Jump over them. C. The gold door is at (7,7) so you need the gold key. At (7,8) you will get the Eye of Goros to confront the false Alamar. VII. Destroy false Alamar A. Go to C1(5,7) and search to get Merchants Pass. It's not strictly necessary but easier than going to Ranalou's and teleporting to Castle Alamar and etherealizing. B. Go to A2(0,15) to get Kings Pass. Etherealize may be your best bet if you can't find secret doors. C. Go to E3(9,2) to find "password for today" from Heratio Harper. D. Go to E3(12,6) and give the password to the lion. NEE and you enter the castle. From there go east until the false Alamar is revealed. VIII.Soul Maze A. The answer is in the orange walls in the maze: "My name is SHELTEM" IX. Astral Plane A. Cast S7-1 to get there or go to the diamond door--E3(1,4) is an odd square, with ice surrounding it. The door is one-way. B. Visit the astral transporters in order. Their coordinates are (4,6) (4,10) (7,14) (10,10) (10,6) and the Key Card to the Inner Sanctum is at (7,10). Don't be shy about etherealizing, although mapping will also do the trick. X. Finale A. Go to B1(4,15) for a message. Congratulations, you've won! SIDE QUESTS Og's quest is one of the most inexplicable and incomprehensible I've ever seen. However, I got a sense of accomplishment when I finally figured out why you were able to solve it, so here it is. You need to find the white and black idols. When you do, and you visit Og, he says "Queen to Queen's Level 4." Your reply should be "Queen to King's Level 1." A. The Black Idol is at (0,15) in the Wizard's Lair level 1 B1 (13,5) B. The White Idol is at (0,15) in the City of Gold level 4 E4 (10,5) C. C3 (8,0) says the first part is female--the only female chess piece is the QUEEN. D. Volcano God's dungeon (0,5) says the second part is the most valuable--the KING, the object of the game. E. Dragadune level 2 E1 (12,12) at 20 feet below (9,13) says that the last part is the first--1. F. You must respond in kind. Slip the words "to" and "level" in to solve the quest. CHEATS In the fountains in C2, after drinking, go forward and you will be prompted to drink again. This doesn't happen if you turn left and then right. This way you can get stats of all 30 for one fight. A useful way to start your party improving! BUGS If you get in combat and teleport/jump/flee you can still search for treasure. The game never tells you if backpacks are full, but you can drop items and re-search. ------------------------------------ Credits: New World Computing(now 3DO) for making the "original" Might & Magic mirror.apple.asimov.net--for the original! project64.c64.org for the FULL Might and Magic I manual, from which I extracted the spells. This was a big help and I am grateful to them! Jennifer King, e-mail unknown, whose walkthrough that I saw on Gamefaqs.com made this much easier. Versions: 0.6.1 added rudimentary FAQ info including brief quick walkthrough. 0.6.0 released 10/10/2000 completed item info and also has more detailed monster info. Spell info is also included. This should pave the way for a full-blown FAQ. 0.4.0 released 6/14/2000 has complete item info. minus some miscellaneous ones. Monster names have been extracted, but I haven't decoded the bytes yet. Questions/comments, mail me at schultza@earthlink.net.