The Might and Magic VI Super Guide - Guide for Might And Magic 6: The Mandate Of Heaven
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The Might Magic Super Guide MM6 Potion Mixing Chart # name type mix effect First Generation 1 magic blue PhRt +10 spell points 2 energy yellow Popy +10 primary statistics (t) 3 cure wounds red WdoW +10 hit points Second Generation 4 resistance green 1+2 +10 all resistances (t) 5 cure poison purple 1+3 cures poison condition 6 protection orange 2+3 +10 armor class (t) Third Generation 7 super resistance white 1+4 +20 all resistances (t) 8 bless white 1+5 blessed for 6 hours 9 stone skin white 1+6 stone skined for 6 hours 10 haste white 2+4 hastened for 6 hours 11 extreme energy white 2+6 +20 primary statistics (t) 12 heroism white 3+6 heroismed for 6 hours 13 restoration white 4+5 cures all conditions but stoned and dead 14 supreme protection white 4+6 +20 armor class (t) Fourth Generation 15 essence of intellect black 1+9 +15 intellect, -5 might (p) 16 essence of personality black 1+13 +15 personality, -5 speed (p) 17 essence of accuracy black 2+8 +15 accuracy, -5 luck (p) 18 essence of endurance black 2+14 +15 endurance, -1 all others (p) 19 essence of speed black 3+10 +15 speed, -5 personality (p) 20 essence of might black 3+12 +15 might, -5 intellect (p) 21 divine magic black 4+7 +100 spell points, +1 year age (t) 22 rejuvenation black 4+11 removes magic aging, -1 all seven stats (p) 23 essence of luck black 5+7 +15 luck, -5 accuracy 24 divine power black 5+11 +20 level, +1 age (t) 25 divine cure black 13+6 Cures everything (t) is temporary, (p) is permanent. All age effects are magical aging. Types are only used in mixing: you can't mix like type with like type. There are 216 possible combinations, so obviously most combinations just blow up. Damage is proportional to the power of the reactants. If you explode a third and fourth generation potion, your character is ERADICATED! Potion pairs 15 and 20, 16 and 19, and 17 and 23 are complimentary. If you feed the same character both, he'll get +10 to each stat. =============================================================== ITEM LIST =============================================================== This list will contain all items in the game, except for quest items. Weapons, armor and miscellaneous items are are listed, complete with descriptions. I've sorted all items by type. Within each category, I have sorted the items by value rather than alphabetically. For example, in the category Gauntlets, the basic Gauntlet comes first, followed by one that is slightly stronger (Knight Gauntlets), and so forth. Values are based on basic, non-enchanted items. Descriptions are directly from the game. Occasionally, you may find an "Editor's note". These are comments I added myself, usually correcting or elaborating on the information the game supplies about a particular item. If a value is said to be 'unverified', that means I have never found an unenchanted item of this type, so I could not determine the base value (although in some cases, I did my best guess based on the values of similar items). If an artifact's location is said to be unverified, that means I have only found that artifact once in that spot, so I can't be sure if it is always there (many artifacts turn up randomly). -------------------- - AMULET - -------------------- You can equip one amulet on every character. Normal amulets do nothing, but many are enchanted in one way or another. Those that aren't can still be sold for a good price. TURQUOISE AMULET Value: 500 A turquoise stone bracketed by a bronze chain and clasp makes for an inexpensive, yet charming amulet. GOTHIC AMULET Value: 750 This bizarre amulet was probably created by some alchemist with a distorted understanding of magic. The shape and symmetry help to maintain whatever enchantment he put in it. CLAW AMULET Value: 1000 The ossified foot of some unknown beast or monster has been inset with a huge, imperfect purple topaz. It's not pretty, but it's certainly magical. ANCIENT AMULET Value: 1250 This amulet is composed of two pieces: the front piece is an ancient, perfectly cut rectangle of a strong, stainless metal. The backing is a much more recent gold chain and clasp. Careful inspection of the front piece reveals it to be a plaque displaying the name of some long dead soldier or worker. Symbols on the front probably indicate status and rank. RUBY STAR AMULET Value: 1500 A perfect ruby cut in a star shape and bracketed by a golden clasp give this amulet its name. When viewed in dim light, a fiery spark can be seen dancing in the center of the gem. -------------------- - AXES - -------------------- All one-handed axes fall into this category. They may be wielded by any character with the Axe skill. HAND AXE Attack: +0 Damage: 4d2 (4-8) Value: 30 More of a tool than a weapon, this simple axe will work in a pinch. But don't expect much. BATTLE AXE Attack: +2 Damage: 4d2+2 (6-10) Value: 100 Made as a weapon of war instead of a tool, the battle axe is usually employed by barbarians and undisciplined armies. WAR AXE Attack: +5 Damage: 4d2+5 (9-13) Value: 250 This War Axe appears to be one of a large shipment of such axes seized by Roland during the Succession War. It was manufactured in Karigor by order of Archibald Ironfist to be used against his brother in their struggle for the throne of Enroth. DWARVEN AXE Attack: +8 Damage: 4d2+8 (12-16) Value: 400 An example of the high quality work done by the dwarves of the Red Mountains, the blade is sharp and the balance perfect. SUPREME AXE Attack: +11 Damage: 4d2+11 (15-19) Value: 550 This weapon surely has a dark history. An axe of this quality is only forged as the personal weapon of a noble Dwarf, and it is never sold or traded away... -------------------- - BELTS - -------------------- Every character can equip one belt. Normal belts do nothing, but they may carry enchantments. LEATHER BELT Value: 40 A common strip of leather used to hold up your pants. MERCENARY BELT Value: 100 A wide leather belt with a big, flashy buckle of a kind favored by bandits and mercenaries. Both mercenaries and bandits like to have charms or minor enchantments placed on them as battle aids. VANGUARD BELT Value: 225 Cured dragonhide and polished bronze are fastened together to form a belt of unusual strength and resistance to magic. Although difficult to work with, these belts can offer excellent protection against magic once an enchantment is successfully laid on them. WARLORD BELT Value: 450 Made of silver and the hide of some unknown creature, this belt is studded with vertical strips of a golden alloy. The buckle is a single, large opal inset in a platinum base. SOVEREIGN BELT Value: 650 Though soft and flexible, the material of this belt is made up of extremely fine strands of white gold. The white gold is braided together by a process too exacting for human hands, and the ruby set into the buckle was perfectly cut by a process long lost in time. -------------------- - BOOTS - -------------------- Every character can equip a pair of boots. Boots count as armor and add to the character's armor class. LEATHER BOOTS Armor: +2 Value: 50 Common traveler's boots made with leather and hobnailed. STEEL BOOTS Armor: +6 Value: 250 Heavy steel boots made for solid foot protection in battle. They are uncomfortable to walk in and have a tendency to rust on the inside. ARMORED BOOTS Armor: +8 Value: 450 The interior of these steel plated boots is made of leather and cloth to soften the sharp edges on the metal plates. They are a bit heavy and exhausting to wear for extended periods. STERLING BOOTS Armor: +10 Value: 650 Polished silver boots with velvet interiors, these boots are lighter than steel boots and far more comfortable. They look pretty snappy, too. ULTIMATE BOOTS Armor: +12 Value: 850 Dragonhide boots reinforced with molded horn strips and stalt metal rivets. Soft and light, they provide unparalleled foot protection. -------------------- - BROADSWORDS - -------------------- Broadswords are one of the many kinds of swords that fall under the Sword category. Any character with Sword skill may wield these one-handed weapons. They tend to be the strongest of all one-handed sword types. BROADSWORD Attack: +0 Damage: 3d4 (3-12) Value: 100 A common broadsword. These blades can be found throughout the land in the hands of both heroes and villains. STEEL BROADSWORD Attack: +4 Damage: 3d4+4 (7-16) Value: 300 A fine Erathian steel broadsword of excellent quality and edge. MIGHTY BROADSWORD Attack: +10 Damage: 3d4+10 (13-22) Value: 600 This broadsword's edge and beauty are enchanted and untouched by time. The blade looks as though it was forged yesterday. -------------------- - CHAIN MAIL - -------------------- Chain Mail can be worn by any character with the Chain skill. It is the 'medium class' armor of the game - stronger and heavier than leather, and weaker and lighter than plate. It is typically worn by Archers and Clerics, for whom it is the strongest armor they can use. CHAIN MAIL Armor: +8 Value: 400 Chain mail is an armor formed of small, interlocking loops of metal. This suit is low quality: the metal used is plain iron, there are only two layers of rings, and it is heavy and stiff for its size. STEEL CHAIN MAIL Armor: +12 Value: 600 A superior suit of chain mail, the metal used in this suit is steel, and the former owner was careful to keep the suit well oiled and free of rust. NOBLE CHAIN MAIL Armor: +18 Value: 900 Cavalry officer's chain mail from the reign of Taledon V of Karigor, Divine High Priest and High Holy Conduit of the Church of the Sun, circa 870 A.S. The armor is high quality chain, enchanted to lighten and strengthen the metal. ROYAL CHAIN MAIL Armor: +26 Value: 1300 Highly enchanted armor worn by elvish nobility and royalty during the Timber Wars of the seventh and eighth centuries. MAJESTIC CHAIN MAIL Armor: +36 Value: 1800 (unverified) A very rare suit of armor turned out by the Heavenly Forges of Governor Padish before the Silence. The armor was originally worn strictly by the Governor and his highest military officers as a badge of office. It is not just for show; this chain mail is lighter, stronger, and more supple than any other chain in the world. -------------------- - CLOAKS - -------------------- Every character can equip a cloak. Cloaks add to the wearer's armor class. LEATHER CLOAK Armor: +1 Value: 50 A used leather cloak. It smells fainlty of mothballs and dust. PHANTOM CLOAK Armor: +3 Value: 150 Indigo dye from the Regnan Archipelago was used to stain this wool cloak the color of a summer night's sky. ELVEN CLOAK Armor: +5 Value: 250 Woven from plant fibers found in the forests of Erathia, these cloaks are the traditional garb of the Elven Rangers. CARDINAL CLOAK Armor: +7 Value: 450 A cloak formerly worn by high officials of the Church of the Sun of Karigor prior to the dissolution of the Church in 1083 A.S. Nearly all these cloaks were enchanted in one way or another. (Editor's note: the red colour of these cloaks is annoying, as it is never readily apparent whether or not they need to be repaired. Pay close attention when fighting monsters that can break your armor.) DOOM'S DAY CLOAK Armor: +9 Value: 750 A cloak formerly worn by high officials of the Church of the Moon of Karigor prior to the dissolution of the Church in 1083 A.S. Nearly all these cloaks were enchanted in one way or another. (Editor's note: the superior quality of their cloaks apparently did not save the Church of the Moon of being dissolved at the same time their rival church was.) -------------------- - CLUBS - -------------------- Clubs are generally weak weapons that do not need any weapon skill. Any character can wield a club. However, this also means that there is no way to improve your skill with a club. (Note: Mace skill might count towards clubs as well, but I'm not sure about this. At any rate, you can use a club even without any Mace skill.) CLUB Attack: +0 Damage: 1d3 (1-3) Value: 1 A primitive weapon usable by even the stupidest of monsters. You're not thinking of using this, are you? SPIKED CLUB Attack: +3 Damage: 1d3+3 (4-6) Value: 40 An improvement over the simple club, this spiked club will inflict nastier wounds. KILLER CLUB Attack: +5 Damage: 1d3+5 (6-8) Value: 100 King of the club family. If this weapon had a knob or ball on the end, it would be a mace. There is evidence of real craftsmanship in this club, but you can see no true identifying marks that would indicate who created it. -------------------- - CROSSBOWS - -------------------- Crossbows are ranged weapons that can be used by any character with the Bow skill. They tend to be weaker than Longbows. CROSSBOW Shoot: +0 Damage: 4d2 (4-8) Value: 50 Crossbows are the deadliest ranged weapons made since the Time of Wonders. This crossbow is made of stout Yew wood and metal fixtures, but is otherwise rather ordinary. ACCURATE CROSSBOW Shoot: +3 Damage: 4d2+3 (7-11) Value: 200 These crossbows were stockpiled by Archibald just prior to the Succession War for use against his brother. As with most decisions involving death, Archibald chose wisely. These crossbows are amongst the best in the land. TRUE CROSSBOW Shoot: +7 Damage: 4d2+7 (11-15) Value: 400 Equipped with a hand crank and shaft sights, these exceptional crossbows are superior to all that have come before. Just where they are coming from is a mystery at this time... -------------------- - CROWNS - -------------------- Crowns can be worn instead of Helms. They do not offer any armor class bonus, but are commonly enchanted. Especially the expensive crowns can carry powerful enchantments. Unenchanted crowns can still fetch a good price. CROWN Value: 250 This is a poorly wrought crown, the kind that goblins or low budget actors might create to mock royalty. It offers no real head protection, although it may carry some small enchantment. REGAL CROWN Value: 450 A large, imperfect sapphire is inset in the center of this delicate silver crown. Extremely fine hammer marks suggest this crown was made by dwarven hands. ALMIGHTY CROWN Value: 650 Crowns of this sort are typically created with the use of magic to enhance their susceptibility to magic. If found with no enchantments whatsoever, the crown was probably left unfinished for some reason. -------------------- - CUTLASSES - -------------------- Cutlasses count as Swords, and can be wielded by anyone with the Sword skill. They are, however, the weakest sword type. CUTLASS Attack: +0 Damage: 2d4 (2-8) Value: 40 A cutlass of Goblin manufacture, this blade is as deadly as it is ugly. PIRATE CUTLASS Attack: +5 Damage: 2d4+5 (7-13) Value: 290 The traditional back- up weapon of the Regnan pirates living on the countless islands east of the island of Mist. These cutlasses were forged by one of a long line of smiths native to those islands. (Editor's note: the statement that the Regnans come from many islands is later proven untrue in Might & Magic 8, where you get to visit the island known as Regna. All Regnan pirates seem to come from here.) MASTER CUTLASS Attack: +11 Damage: 2d4+11 (13-19) Value: 590 Cleverly concealed initials near the pommel of this cutlass prove this beautiful weapon to be the work of Alec Teling, master smith to Hareck IX, Lord of Regna, and emperor of the Endless Ocean. -------------------- - DAGGERS - -------------------- Daggers are weapons with little punch, but high speed. A skilled fighter can attack more often with a Dagger than a Sword or Axe, and as such, do similar damage over the same period of time. Daggers may be used by anyone with the Dagger skill, and are the favorite of Mages, who have limited weapon choices. DAGGER Attack: +0 Damage: 2d2 (2-4) Value: 8 A common dagger, favorite of thieves and assassins the world over. BLOOD DAGGER Attack: +2 Damage: 2d2+2 (4-6) Value: 100 Blood Daggers are ceremonial weaopns worn by the nobility of Regna. Their popularity has spread in recent years to the nobility of Enroth, and now they can be found throughout the land. Though ceremonial, they are sharp and reliable blades. SHADOW DAGGER Attack: +3 Damage: 2d2+3 (5-7) Value: 150 Commissioned by Ethric the Mad while still a human, it is said these daggers have a link to the Land of the Dead. They are used in certain magical rituals designed to extend life to unnatural lengths. -------------------- - GAUNTLETS - -------------------- Gauntlets are protective metal gloves. Every character can equip one pair of these to boost their armor class, and take advantage of any enchantments. GAUNTLETS Armor: +3 Value: 100 A steel plated gauntlet of simple make and design. KNIGHT GAUNTLETS Armor: +6 Value: 250 This gauntlet is an improvement over the simple, inflexible steel gauntlets commonly worn by goblins and brigands. The back of the hand and the wrist are solid, while the jointing around the fingers is made of chain links to improve dexterity. PALADIN GAUNTLETS Armor: +8 Value: 450 While lacking in flexibility, this gauntlet has reinforced joints over the knuckles and at the base of the wrist. CAVALIER GAUNTLETS Armor: +10 Value: 650 A high quality gauntlet, it offers both flexibility and protection. The joints are reinforced, yet are 'soft' enough to permit nearly normal hand motion. ULTIMATE GAUNTLETS Armor: +12 Value: 850 Dwarven smiths created this masterpiece of gauntlet design. Except for the extra bulk, there seems little difference between this gauntlet and a velvet glove. Clever sliding and rotating plates at the joints and wrist permit full normal hand motion while providing continuous protection at all times. -------------------- - GEMS - -------------------- Gemstones may sometimes be found in chests or on the bodies of certain monsters. They serve no purpose, and are purely intended to be sold. MOONSTONE Value: 1000 A moonstone. TOPAZ Value: 1200 A sculpted piece of amber. RUBY Value: 2200 A ruby with a simple, efficient cut. EMERALD Value: 2500 A pale emerald. -------------------- - HALBERDS - -------------------- Halbers are the most powerful weapon type in the Spear category. It takes Spear skill to wield them. Axe skill, despite what some of the Halberds' descriptions imply, does not allow you to wield Halbers, nor does it increase their effectiveness in any way. HALBERD Attack: +0 Damage: 3d6 (3-18) / 4d6 (4-24) Value: 200 Combination poleax and spear, the halberd can inflict terrible wounds, but recovers slowly from swings. This one is of average quality and workmanship. MASSIVE HALBERD Attack: +4 Damage: 3d6+4 (7-22) / 4d6+4 (8-28) Value: 400 Of solid construction, this halberd has a particularly heavy blade. Wielded by a mighty warrior, it could surely be used to slay the toughest of monsters. -------------------- - HAMMERS - -------------------- Hammers are much like Maces, and can be wielded by anyone with the Mace skill. They are one-handed weapons, and although they tend to be a little slower than Maces, they typically cause more damage. HAMMER Attack: +0 Damage: 2d5 (2-10) Value: 120 A graceless and unimaginative weapon, hammers are slow, but hit very hard. This one is of common construction and materials. DARK HAMMER Attack: +3 Damage: 2d5+3 (5-13) Value: 300 A step up in construction quality, these hammers are commonly wielded by humanoid monsters. Since everyone knows most monsters don't make weapons, the question 'from where are they getting them?' arises... HOLY HAMMER Attack: +9 Damage: 2d5+9 (11-19) Value: 600 Magically constructed, these hammers are the property of the Church of the Moon in Karigor. -------------------- - HATS - -------------------- Hats are an alternative to Helms or Crowns. Like Crowns, they do not add to a character's armor class, but are often enchanted. However, the enchantments on Hats tend to be weaker than those found on Crowns. CLOTH HAT Value: 20 A common hat. The material is a blend of cotton and wool, and the feather is from a duck. FANCY HAT Value: 100 Quite fashionable and stylish, these hats are in vogue amongst the upper classes and those seeking to emulate them. WIZARD CAP Value: 200 Don't laugh - while silly - even ridiculous - in appearance, many sorcerers spend quite a bit of time enchanting hats like this with powerful magics. The conical shape and 'eyes' in the front of the hat are peculiarly attractive to creatures of the spirit world, and that property makes the hat easier to enchant. -------------------- - HELMS - -------------------- Helms are the only type of headgear that add directly to your armor class. In addition, they may be enchanted, though usually not as well as Crowns. Any character can wear a Helm. HELM Armor: +2 Value: 60 An ordinary helm. This one is made of hides stretched over wood. There's no fur or padding on the inside, so your head will probably ring like a bell when struck a solid blow. STEEL HELM Armor: +6 Value: 260 This is a common steel helm. The design is a good one and has been used for centuries by warriors all around the world. Best guess is this helm is 50-75 years old. GUARDIAN HELM Armor: +8 Value: 460 This helm design has been used by the Elves of Erathia since before the Silence. It is composed of silver and steel and is very strong. DEFENDER HELM Armor: +10 Value: 660 Half made from the skull of the ferocious Mogred beast in Karigor, these helms grow more uncommon every year as the Mogreds approach extinction. The red stripes around the horns of the helm are highly receptive to enchantment. ANGELIC HELM Armor: +12 Value: 860 These helms are extremely rare and no one knows where they originate, but they almost certainly come from the Time of Wonders. An extremely fine inscription inside the helm says 'Property of Ship's Store, VARN MCMIV'. -------------------- - HERBS - -------------------- Herbs are used to mix potions. By picking up a herb and right-clicking it over an empty potion bottle, a basic red, yellow or blue potion may be mixed. More complicated potion are made by mixing individual potions with each other, but wrong combinations will result in explosions which will cause damage to whoever was trying to mix them. The more powerful the potions were, the more damage the explosion does - trying to mix the most powerful potions in the game with each other will result in eradication! PHIRNA ROOT Value: 3 A magical herb of unusual properties. Phirna Root can be used to make potions. (Editor's Note: Phirna Root makes blue potions, which restore 10 spell points when consumed. Eating a Phirna Root directly will only poison the character.) POPPYSNAPS Value: 2 A magical herb of unusual properties. Poppysnaps can be used to make potions. (Editor's Note: the game misspells Poppysnaps in the item's description. Poppysnaps makes yellow potions, which temporarily raise all of a character's attributes by 10. Eating Poppysnaps directly will only poison the character.) WIDOWEEPS BERRIES Value: 4 A magical herb of unusual properties. Widoweeps Berries can be used to make potions. (Editor's Note: this herb was renamed Widowsweeps Berries in Might & Magic 7, and this name was retained in M&M8. Widoweeps Berries makes red potions, which restore 10 hit points and are great for reviving unconscious characters. Widoweeps Berries is also the only herb which is slightly beneficial if eaten directly - this will restore 2 hit points.) -------------------- - LARGE SHIELDS - -------------------- Large Shields are, as the name implies, bigger than Small Shields. They add directly to a character's armor class, and tend to have higher armor bonuses than small shields. However, you pay a price for this: wielding a Large Shield slows your character down in combat. Only characters with the Shield skill may equip one, and only if they are using a one-handed weapon. KITE SHIELD Armor: +6 Value: 200 Formed of stretched hides over a wooden frame, this simple shield provides basic protection against physical attacks. TOWER SHIELD Armor: +7 Value: 300 The simplicity of the heraldic design on this shield leads one to believe it was created either by barbarians or goblins. It is made of sturdy materials and should stand up reasonably well in combat. CASTLE SHIELD Armor: +9 Value: 400 This shield is made of wood framed by iron. It is somewhat heavy for its size, but it should see you through a battle safely - as long as you're not backstabbed. CELESTIAL SHIELD Armor: +13 Value: 500 Made of a lightweight metal, this shield has a foundray stamp from the Kelebrim armory. Though light, the material is very strong, and the metal is welded almost seemlessly. OLYMPIAN SHIELD Armor: +19 Value: 800 These shields were forged by the Phynaxian empire during its brief rise to power on the steppes of southern Erathia (790-864). They are made of stalt, a metal that takes well to enchantment, and contributed heaily to Phynaxian military might. Unfortunately, very little of the metal could be mined, and Phynaxia fell in 864 A.S. to an Elvish offensive. AEGIS (artifact) Attack: +29 Value: 30000 Location: Lair of the Wolf, Blackshire (unverified) Legend has it this shield was given as a gift from the Gods to a man wishing to fight the terrible medusas in their stronghold. The shield is reflective and prevents the wielder from being frozen by the stoning gaze of the medusa. It also carries an enchantment that helps protect against arrows, but the shield is very heavy and will slow the user down a bit. (Special powers: Immune to Flesh to Stone effects, Shielding, +20 Luck, and -20 Speed) (Editor's note: The speed penalty is well worth the awesome power of this shield. Just find some speed-boosting equipment to offset it.) -------------------- - LEATHER ARMOR - -------------------- Leather armor is the weakest kind of armor, and tends to be less protective than chain or plate. Fortunately, it is also cheaper, and restricts your movements less. It is most often used by Mages and Druids, who cannot wear any other armor. Any character with Leather skill may wear this armor. LEATHER ARMOR Armor: +4 Value: 150 Lightest and most easily made among the armors, leather armor offers the least protection. This particular suit is of average quality. STUDDED LEATHER Armor: +6 Value: 250 Studded leather offers more protection than regular leather armor at the expense of being stiffer and weighing more. This particular suit is well made. (Editor's note: This is actually incorrect. Studded leather armor is made of a lighter and more supple sort of leather, but lined with metal studs. It is these studs that form the bulk of the armor, the leather just holds them in place.) ENCHANTED LEATHER Armor: +10 Value: 450 An otherwise ordinary suit of leather armor, this suit is imbued with a subtle enchantment that strengthens the material against blows without increasing weight. DRAGON LEATHER Armor: +16 Value: 750 Standard issue leather armor for officers in the Regnan Navy. all such leather armor receives enchantments to strengthen and lighten it during its creation in the Regnan Armories. IMPERIAL LEATHER Armor: +24 Value: 1150 An extremely rare suit of leather armor created during the conflicts between the Church of the Moon and the Church of the Sun roughly 80 years ago. These suits provide the finest protection available with leather armor. -------------------- - LONGBOW - -------------------- Longbows are ranged weapons usable by any character with the Bow skill. They tend to be more powerful than Crossbows. LONGBOW Shoot: +0 Damage: 5d2 (5-10) Value: 100 A simple longbow constructed of common materials and uninspired design. ELVEN BOW Shoot: +2 Damage: 5d2+2 (7-12) Value: 200 A weapon only made by the Elves of the great Erathian forests. This one reflects the same high quality workmanship found in all Elvish artifacts. PRECISION BOW Shoot: +4 Damage: 5d2+4 (9-14) Value: 300 Etched initials at the base of the bow indicate this bow was made by master bowyer Ivan Selving's workshop during the Timber Wars against the Elves of Erathia in the late 600's. MAGIC BOW Shoot: +6 Damage: 5d2+6 (11-16) Value: 400 This bow is composed of strange materials and bound together by subtle enchantments. It is extremely light and accurate. STELLAR BOW Shoot: +8 Damage: 5d2+8 (13-18) Value: 500 Created by stripping the Heavenly Forges of their enchanted parts when they became useless some years after the Silence, very few of these bows have survived the passage of time. What few remain are hoarded by the Elves and individual collectors. -------------------- - LONG DAGGER - -------------------- Long Daggers may be wielded by anyone with the Dagger skill, and are usually more powerful than standard Daggers. LONG DAGGER Attack: +0 Damage: 2d3 (2-6) Value: 15 The common long dagger. Bordering on swords, these long daggers are favored by assassins who want a weapon that is both concealable yet has a longer reach than the traditional dagger. PIERCING DAGGER Attack: +4 Damage: 2d3+4 (6-10) Value: 200 Really more of a short sword than a dagger, the narrow blade belies an unusual strength and a possibly enchanted edge. MORDRED (artifact) Attack: +8 Damage: 2d3+8 (10-14) Value: 20000 Location: Dragoons' Keep, Free Haven One of nine such blades in the world, Mordred was made by the Brotherhood in 428 A.S. as part of their first experiments in the development of Dark Magic. Their hope was to find a way to extend one person's life at the expense of another's, but instead of reversing ages, they merely fond a way to steal health. (Special Powers: Vampiric) (Editor's note: Whenever a character scores a hit with Mordred, part of the damage done is added to his own health, up to his maximum normal hit points. I'm not sure what the conversion rate is, but it's below 100%.) -------------------- - LONGSWORD - -------------------- Longswords are the 'main' kind of swords, doing more damage than Cutlasses but less than Broadswords. They may be wielded by anyone with the Sword skill, and are one- handed. LONGSWORD Attack: +0 Damage: 3d3 (3-9) Value: 50 Of simple make and design, this longsword is deadly nonetheless. WARRIOR SWORD Attack: +3 Damage: 3d3+3 (6-12) Value: 200 A longsword of superior strength and edge. CRUSADER SWORD Attack: +6 Damage: 3d3+6 (9-15) Value: 350 Hammered metal patterns on the blade of this longsword suggest high quality Dwarven manufacture. CHAMPION SWORD Attack: +9 Damage: 3d3+9 (12-18) Value: 500 An extremely high quality longsword, this weapon is one of no more than one thousand of its kind forged by master weaponsmith Mekorig the Blind circa 780-800. LIONHEART SWORD Attack: +12 Damage: 3d3+12 (15-21) Value: 650 A weapon as rare as it is ancient, this longsword was forged during the Time of Wonders. The process used to forge steel of this quality was lost sometime just after the Silence. -------------------- - MACE - -------------------- Maces are typically wielded by Clerics, whose faith prevents them from using edged weapons (although in Might & Magic 6, that does not seem to restrict bows). Any character with Mace skill can wield these weapons. They are not as powerful as Hammers, but are a little quicker. MACE Attack: +0 Damage: 2d4 (2-8) Value: 50 Little more than a glorified club, this common mace is made of ordinary materials and unexceptional craftsmanship. WICKED MACE Attack: +2 Damage: 2d4+2 (4-10) Value: 150 Solidly designed to inflict fatal injuries, even through armor. The balance is a little top heavy, but the craftsmanship is good. THUNDER MACE Attack: +5 Damage: 2d4+5 (7-13) Value: 300 This mace is one of thousands turned out by the Heavenly Forges before the Silence. But that was more than a thousand years ago, and not many remain. WONDER MACE Attack: +8 Damage: 2d4+8 (10-16) Value: 450 Only magic could make such an ungainly weapon so light and yet hit so hard. DEATH MACE Attack: +11 Damage: 2d4+11 (13-19) Value: 600 Constructed by the Necromancer's guild just prior to their fall during the Succession War, these unusual weapons are almost always enchanted with powerful magics. -------------------- - PLATE ARMOR - -------------------- Plate armor is the best, most expensive and heaviest armor around. It can only be worn by characters with plate skill, and only the Knight and the Paladin can ever learn that skill. Plate armor tends to boost your armor class significantly, but slows your character down as well. PLATE ARMOR Armor: +20 Value: 1000 Composed of interlocking plates and joints, plate armor is the best unenchanted armor available. It is, however, heavy and slows the movements of the wearer. This particular suit is of average quality and the smith unknown. STEEL PLATE ARMOR Armor: +28 Value: 1400 Well constructed plates of steel work together to form an overall excellent suit of armor. A foundry stamp under the right arm indicates it was forged recently in Kelebrim. GOLDEN PLATE ARMOR Armor: +54 Value: unverified This suit of plate armor was forged in the Mekorig foundry eighteen years after the death of Mekorig the Blind. A masterwork, the armor is almost as easy to wear as ordinary clothes, and is probably the best armor available in the world. -------------------- - RINGS - -------------------- Rings are the main carriers of enchantments in Might & Magic 6. Just about any enchantment may be placed on a ring, but the quality of the ring normally determines the quality of the enchantment. Any character may wear up to six rings, and the effects of any enchantments on them are cumulative. Unenchanted rings are typically worth a bit of coin in town, and you can fit a lot of them in your backpack. The most expensive rings are tough to identify, however. FINE RING Value: 100 A small golden ring with a quarter carat diamond. The style is simple and elegant. SPARKLING RING Value: 300 Two amethysts adorn this plain platinum ring. LUNAR RING Value: 500 A gold ring with a large moonstone set in the center. These rings typically carry an enchantment. WITCH RING Value: 700 Rings such as this one were worn by the Witch's guild to signify membership during their heyday between 550-800 A.S. BLESSED RING Value: 900 The three pearls mounted on a gold base glimmer a faint blue when held out in the sun, offering insight as to the source of their magic. VALUABLE RING Value: 1100 A large star sapphire flanked by two smaller rubies decorate an otherwise plain gold band. PRECIOUS RING Value: 1300 Three gems, symmetrically equal in size and quality adorn a hammered gold band. The center gem is a ruby, and the two flanking gems are purple topazes. ETHEREAL RING Value: 1500 A hammered white gold ring with a large central diamond and two small pearls, light doesn't fall upon it normally. The ring glitters and fades unpredictably, as though it were lit by an invisible sun shining in an unseen, yet parallel world. EXQUISITE RING Value: 1700 Three opals rimmed with a strange red metal are set in a perfect ring of stalt - a very rare metal found only in southern Erathia. SCARAB RING Value: 1900 (unverified) A gold band adorned with the shell of a rare beetle found only in the deserts of Enroth. Treated properly by an alchemist, these shells can be made to hold the mightiest of enchantments. -------------------- - SMALL SHIELDS - -------------------- Small Shields may be wielded by anyone with the Shield skill, assuming he/she has a free hand to spare. Although they do not boost your armor class as much as Large shields would, they do not slow you down as much, either. WOODEN SHIELD Armor: +4 Value: 100 A small wooden shield designed to protect mostly against arrows. BRONZE SHIELD Armor: +6 Value: 200 Bronze shields are lighter than iron shields of the same size, but aren't nearly as strong. STEEL SHIELD Armor: +8 Value: 300 Since this shield is made of tempered steel, it should resist all but the most unusual of enchanted weapons. SPIRIT SHIELD Armor: +12 Value: 450 Spirit shields are ordinary steel shields enchanted through a ritualistic process that can have powerful, albeit unpredictable results. The process is time consuming and requires the undivided attention of at least three masters of Spirit magic. ASTRAL SHIELD Armor: +18 Value: 600 (unverified) These rare shields were turned out by the hundreds with the aid of the Heavenly Forges to combat rebel forces in the endless string of skirmishes and supply raids that tested (and finally overcame) the Governor's forces in the first century A.S. As with all such equipment, it is light, tough, and is capable of holding the most powerful enchantments. -------------------- - SPEARS - -------------------- Spears are long range weapons. Although they cannot be thrown, you can still stab monsters with them just before they are in range for Sword, Axe, Mace or Dagger attacks. Spears can be wielded with either one or two hands (depending on whether you have a shield equipped). Wielding a spear with two hands boosts the damage done, adding 1d9 (1-9) to every hit. You need the Spear skill to wield a Spear. Some characters in the game suggest that Spears make good underwater weapons. However, since there are no underwater scenes in Might & Magic 6, that is pretty useless information. SPEAR Attack: 0 Damage: 1d9 / 2d9 (1-9 / 2-18) Value: 15 Barely more than a sharpened stick, this spear is still quite deadly. Like all spears, it can be used in one or both hands. STOUT SPEAR Attack: +1 Damage: 1d9+1 / 2d9+1 (2-10 / 3-19) Value: 50 This spear has a reinforced steel tip to help it penetrate tough armor and hides. Like all spears, it can be used in one or both hands. SERPENT SPEAR Attack: +5 Damage: 1d9+5 / 2d9+5 (6-14 / 7-23) Value: 250 Decorated with carved serpents running along the shaft, this spear comes equipped with a cross piece designed to prevent impaled foes from sliding along the shaft of the spear and striking a blow at you as they die. Like all spears, it can be used in one or both hands. SAVAGE SPEAR Attack: +9 Damage: 1d9+9 / 2d9+9 (10-18 / 11-27) Value: 450 Composed entirely of a rare, bluish metal, the lower half of this spear is wrapped in an expensive leather. A collector's item! Like all spears, it can be used in one or both hands. -------------------- - STAVES - -------------------- Staves are commonly wielded by either Mages or Druids, but anyone with the Staff skill can use one. These weapons are two-handed and not very powerful. However, they do seem to carry enchantments more often than other weapon types, but perhaps that's my imagination. STAFF Attack: +0 Damage: 2d4 (2-8) Value: 40 The staff is the traditional weapon of the oppressed. This one is unremarkable, and the ruby at the end of it is actually just colored glass. EMERALD STAFF Attack: +3 Damage: 2d4+3 (5-11) Value: 250 Magically light hard, this staff is made of a rare wood stripped from the Elves during the Timber War in 600 A.S. The emerald at the end of it is real, and probably serves as a magical reservoir from which the staff draws its strength. POWER STAFF Attack: +7 Damage: 2d4+7 (9-15) Value: 500 This staff, along with others of its kind, was found in the treasure room of the Necromancer's guild after their disastrous defeat by Roland at the end of the Succession War. -------------------- - TRIDENTS - -------------------- Tridents fall under the Spear skill, and can be wielded by anyone with that skill. They tend to do more damage than Spears, and are often a better choice. TRIDENT Attack: +0 Damage: 2d6 / 3d6 (2-12 / 3-18) Value: 100 Common war tridents, like this one, are good quality weapons issued by the Imperial Regnan Navy to facilitate the collection of Imperial tariffs on the high seas. Most merchants and other governments refer to this activity as piracy... ORNATE TRIDENT Attack: +6 Damage: 2d6+6 / 3d6+6 (8-18 / 9-24) Value: 400 A high quality war trident of the style given to officers of the Imperial Regnan Navy. This one was probably taken from the officer during an Imperial Taxation battle that went poorly for the Navy. TITANIC TRIDENT Attack: +12 Damage: 2d6+12 / 3d6+12 (14-24 / 15-30) Value: 700 This beautiful trident is mostly made of Kergar, a rare, bluish metal that does not rust or lose its edge over time. -------------------- - TWO-HANDED AXES - -------------------- Two-handed axes can be wielded by anyone with the Axe skill. Naturally, wielding one of these means there's no room for a shield. They are therefore often used by Archers, who have no Shield skill. Two-handed axes are among the most powerful melee weapons in the game, but also very slow to swing. POLEAX Attack: +0 Damage: 3d7 (3-21) Value: 225 This style of long hafted axe is typically used to deadly effect by Eastern tribes and the elite guard of some members of the nobility. HEAVY POLEAX Attack: +3 Damage: 3d7+3 (6-24) Value: 450 A stronger version of the basic Poleax, this weapon is frequently used by city guards and other fighters who don't expect to do battle in large, coordinated groups (like armies). GRAND POLEAX Attack: +9 Damage: 3d7+9 (12-30) Value: 900 The blade head of this weapon was obviously created with the aid of magic. It is both unusually sharp and light at the same time. -------------------- -TWO-HANDED SWORDS - -------------------- Two-handed swords are the only kind of sword that must be wielded with two hands. They do a lot of damage, and are among the favorites of Archers (who cannot learn the Shield skill anyway). TWO-HANDED SWORD Attack: +0 Damage: 4d5 (4-20) Value: 400 A basic two-handed sword. Thousands of these low quality weapons can be found throughout Enroth. GREAT SWORD Attack: +2 Damage: 4d5+2 (6-22) Value: 500 Yet another simple two- handed sword, this barbarian's weapon sports a wavy blade and an extra cross piece. Its construction is sturdy and the blade is sharp. -------------------- - WANDS - -------------------- Wands always contain a certain spell. Which spells they can cast depends on the type of wand. To use a wand, you equip it as if it were a weapon. With every attack, one charge is used and the appropriate spell is launched at the target. Once a wand is out of charges, it can no longer be used - however, you can still sell it. Wands tend to cast the spells that come from them at a high skill level, regardless of who wields them. Therefore, they are more powerful than they may look. Do not sell them off too quickly, but do not be afraid to use them, either. WAND Contains level 1 spells Value: 1000 A rod of blue metal and wood capped with a blue headstone. To use this wand, you must equip it as though you were equipping a weapon. FAIRY WAND Contains level 2 spells Value: 1500 More a staff than a wand, this fairy wand is inexplicably alive, even though it was cut from its parent tree many years ago. To use this wand, you must equip it as though you were equipping a weapon. ALACORN WAND Contains level 3 spells Value: 2000 Made from the hollowed out horn of a unicorn and spiited on a piece of polished wood, wands like these are born of cruelty and evil. The enchantment it holds is useful; the only real question is whether you believe your cause justifies the use of an item so wickedly created. To use this wand, you must equip it as though you were equipped a weapon. ARCANE WAND Contains level 4 spells Value: 2500 Made of a reddish metal, the egg of a cockatrice fixed to the business end caps a wand containing a mighty enchantment. To use this wand, you must equip it as though you were equipping a weapon. (Editor's Note: These wands tend to contain useful combat spells, and you should not be shy about using them to get through sticky situations. Those charges are there to be spent.) MYSTIC WAND Contains level 5 spells Value: 3000 Formed of the clawed forepaw of a baby dragon, wands like this one can hold the strongest of spells. To use this wand, you must equip it as though you were equipped a weapon. (Editor's Note: Value these wands! The damage you can do with them is far more important than the money you can get from selling them. Just don't let them rot in your inventory, but use them when an opportunity arises.) -------------------- - OTHER ITEMS - -------------------- These are all the items that do not fall into any other categories. Quest items are not listed, all other miscellaneous items I have come across are. CRYSTAL SKULL Value: 0 Location: Hall of the Fire Lord, Tomb of VARN A single piece of bluish crystal, carved into the shape of a human skull. (Editor's Note: This item absorbs radiation damage for the character who has it in his backpack. This is helpful in one of the last dungeons of the game.) FLUTE Value: 0 Location: Dragoons' Caverns A simple wood flute rimmed with silver. (Editor's note: you can play the flute by clicking it over a character in the inventory screen. Other than that, I've never found a use for this thing.) MESSAGE SCROLL Value: 0 A message scroll. To read this message, pick the scroll up and left-click over the character picture in the inventory screen. (Editor's note: with a few exceptions, most scrolls have no use except for reading them once. You do not need to carry them around for the rest of the game. Others are used to complete a quest, after which they may or may not be removed from your inventory. If they aren't, you can safely discard them. Sulman's Letter is the only message scroll which is used to complete two different quest - it is removed from your inventory after the second one.) TEMPLE GONG Value: 0 A small gong, used during temple services. (Editor's note: A man in the eastern part of Free Haven will buy any Temple Gongs from you for 2000 gold each. They have no other use.) BOAT TRAVEL SCHEDULE: From To Days ================================================== New Sorpigal Mist Tue/Thur/Sat Ironfist New Sorpigal Tue/Thur/Sat Ironfist Mist Mon/Wed/Fri Ironfist Bootleg Bay Tue/Fri Ironfist New Sorp Volcano Sun Ironfist Dragonsand Volcano Sun Ironfist Hermit's Isle Every day Misty Island Ironfist M/W/F Misty Island Silver Cove Mon/Thur Misty Island Bootleg Bay Tue/Thur/Sat Silver Cove Mist Mon/Thur/Sat Silver Cove Free Haven Tue/Fri Silver Cove Eel Infested Wat. Wed. Free Haven Misty Island Mon/Thur Free Haven Silver Cove Tue/Fri Free Haven Ironfist Wed. Eel Infested S. Island Thur Eel Inf. (S Is.) Alamos Sat. Eel Infested Silver Cove Mon Bootleg Bay (E.) Bootleg West Mon/Wed Bootleg West Ironfist Tue/Thur OVERLAND COACH SCHEDULES: From To Days =============================================== New Sorpigal Ironfist Mon/Wed/Fri Castle Ironfist New Sorpigal Mon/Wed/Fri Castle Ironfist Free Haven Sat/Tues Castle Ironfist Arena Sun Free Haven East Blackshire Mon/Thur Free Haven East Kriegspire Tue/Fri Free Haven East White Cap Wed/Sat Free Haven West Silver Cove Mon/Thur Free Haven West Ironfist Tue/Fri Free Haven West Darkmoor Wed/Sat Darkmoor Free Haven Mon/Fri Silver Cove Free Haven Mon/Fri White Cap Free Haven Mon/Thur Kriegspire Free Haven Wed/Sat Blackshire Free Haven Tue/Fri All Expert status requires skill level 4 For Master status: All Weapons require 8 skill points All Armor requires 10 points All Magic skills require 12 And Misc. skills only need 7 --New Sorpigal Earth Magic Fire Magic Air Magic (Above bank-fly scroll on wall) Water Magic (Island off E coast) Body Magic Mind Magic Spirit Magic Learning (above self guild) Bodybuilding Meditation Perception (above tavern) Ancient Weapons (NE of town on mainland) --Castle Ironfist (Outside of Castle Walls) Shield Use Leather Armor Chain Mail Plate Mail Dagger (Behind tavern) Bow (Inside Castle Walls) Axe Sword Disarm Traps Diplomacy Spirit Magic Master (requires High Priest) --Mist Earth Magic Master Fire Magic Master Water Magic Master Air Magic Master (requires Arch Mage) Meditation Master --Bootleg Bay Perception Chain --Darkmoor (Mire of the Damned) Mace Chain Master Perception Master Axe Master (after killing Snergle) --Free Haven Sword Dagger Merchant Earth Magic Fire Magic Air Magic Water Magic Body Building Master Plate Master (above Castle Temper) --Silver Cove Light Magic Merchant Master Body Magic Master Mind Magic Master Earth Magic Master Learning Master --Castle Stone Repair Master Leather Master Dagger Master Disarm Master --Kriegspire Bow Master (above the castle) Light Magic (in town) --White Cap Bow Mace Dark Magic Diplomacy Master (above Castle Almos) --Blackshire Dark Magic Sword Master Mace Master Shield Master --Paradise Valley Ancient Weapons Master (in village with titans) Dark Magic Master --Eel-infested Waters [castle Alamos] (take a boat from north island in Silver Cove on certain days only) Light Magic Master (backdoor at pub on island) Class chart: Class name | Arms | Armor | Elemental | Clerical | Light/Dark Knight| All | All | No | No | No Paladin | All | All | No | Yes | No ` Archer | All | ~PS | Yes | No | No Druid | DSB | LS | Yes | Yes | No Cleric | MSB | ~P | No | Yes | Yes Sorcerer | DSB | L | Yes | No | Yes Notation: DSB -- Dagger, Staff and Bow MSB -- Mace, Staff and Bow ~PS -- No Plate or Shield LS -- Leather and Shield only ~P -- No Plate L -- Leather only Class Merits and Disadvantages: -Knight- The Knight is the pure fighter. With only one major disadvantage (no spells), the Knight has several advantages. Ironically, I think one of the biggest advantages is the lack of spells. No spells means that you can develop all of the miscellaneous skills much more fully than with any other class. Also with the lack of spells comes another big advantage: lots and lots of hit points. Knights have more hit points than any other class, by leaps and bounds. As they gain ranks up to Cavaliers and Champions, they far surpass other classes which must all improve spell points as well. The Knight is the one that will carry all of your mangled party members back to the temple to recuperate. -Paladin- The Paladin has all the benefits of the Knight except for hit points. They have access to just the Clerical spells (three spell groups), which focus on healing, protection, and buffing up the party in general. Aside from the weakness of fewer hit points, a Paladin is a good addition to any party who likes to have an extra healer along (to heal/raise/ressurect the party's primary healer). In a bizarre party, a Paladin could be the only healer, but I don't consider this a viable design since it implies no Cleric or Druid, which is imbalanced. A Paladin helps the party by being able to heal and help directly with spells, by casting damage spells at those nasties that are immune to normal weapons, and basically by being able to survive long enough to cast backup healing spells. -Archer- The Archer has been much maligned on c.s.i.p.g.rpg as being a "useless" class. I heartily disagree. As a fighter/spellcaster, the Archer has more weaknesses than the Paladin, certainly. In return, though, the Archer has access to all Elemental spells. Only the spells of Light and Darkness are more powerful. In another game, such as *D&D, this would be the "Elf" or the "Fighter/Magic-User" multiclass. The Archer has full offensive melee capability. Due to the lack of a shield, an Archer is wise to wield a two-handed weapon, or employ two weapons (as a Dagger expert or Sword Master). Archers also can't handle plate mail, but chain is a close runner-up. A party with an Archer needs to be more offensive than defensive: the ability to absorb damage is less, and there is likely only one character in the party (not the Archer) that can take a lot of damage (Knight or Paladin). I haven't noticed that an Archer is any better with a bow than any other class with an equivalent bow skill and equivalent stats, so this might give the impression that the Archer is "useless". Rather, I think the Archer is misnamed: this is the Sorcerer/Knight. This is the one that casts another Fireball after the Sorcerer's to clean up what's left over. This is the one that casts yet another Sparks spell. And when finally out of spell points, the Archer still hits hard. The Archer is well- suited to MM6 playstyles: the best defense will always be to keep your distance and run away, and such hit and run tactics are the Archer's combat forte. The Archer will help your party not by absorbing damage, but by dishing it out and casting that last Meteors spell to finish off the enemy. -Druid- The Druid has access to the greatest number of spells, and will gain access to all of them long before the Cleric or Sorcerer even _finds_ light/dark magic. The Druid is a spell generalist, capable of filling in holes left in other party designs. In an Elemental-heavy party, the Druid can specialize as a healer, with a few nasty Fireballs for when the party isn't in need of much healing. In a party with several Clerical casters, the Druid may well be the only Elemental caster, and would be suited to specialize in these. In a balanced party, the Druid is a very large pool of mana to be exploited in casting any spell but Light and Dark. Druids are as vulnerable to damage as Sorcerers, even though they can wear a Shield. In general, I would use a Druid as a 2nd spellcaster for extra Clerical or Elemental spells, with the primary spellcaster being a Cleric or Sorcerer. I heartily recommend Expert Dagger skill for Druids! -Cleric - The Cleric is the the ultimate defensive spellcaster. With only three classes of spells to choose from early on, progress in spell skill is rapid. As a melee fighter, the Cleric can take more damage (able to wear Chain and Shield, and sturdier overall than Druid or Sorcerer), but isn't able to dish out so much with only Mace and Staff (and Bow, but this is about melee strength) to choose from. The Cleric has some decent damage spells, such as Harm, that are generally useful, but not very powerful. The Cleric's main strength is to bolster the party's overall combat skills (with Bless and Heroism, for example), and to aid recovery from damage and other ailments. Later on, the Cleric gains access to Light/Dark magic, which greatly increases the party's offensive strength. I would choose a Cleric for a more defensive party design, or to get someone to master the Clerical groups of spells early on. Don't get me wrong, though: a Cleric can indirectly increase the party's offensive capabilities. There's nothing like being able to revive that unconscious Sorcerer that still has beaucoup mana (and zero hit points) so that the party can start casting Fireballs again. -Sorcerer- I can honestly consider leaving out any class from the party, and still think I have a strong party. Any class, that is, except for the Sorcerer. The Sorcerer is your magical offensive damage pump, and also has access to a great variety of utility spells that make your quests easier. Early Water Master skill is essential for quick progress in MM6, and the Sorcerer is the class to do it. For the first twenty or so levels, the Sorcerer isn't going to spend points on much other than better Elemental spell skills (Expert Dagger skill, Expert Meditation, and Expert Learning are notable exceptions). The Sorcerer is quick to die in close melee, and will focus all efforts upon killing lots of nasties before they can close to melee range. Eventually, Sorcerers gain Light/Dark magic access, by which point they are expert in most Elemental spell skills and perhaps Master in one (best choice is Water Mastery!). Only Druids have access to more spells, and Sorcerers have access to all of the most powerful offensive spells in both the early and late game. You may certainly try a game of MM6 without a Sorcerer, but I'm not going to. Party Design Strategies: There are quite a few different possible party designs, even if we neglect all the variations based on different statistics and starting skills. I consider nine relatively balanced designs in this discussion. This is based upon a couple of assumptions that I think every beginner will make: 1) Every class chosen is different. No duplicates. 2) There are two "fighter-type" slots and two "magic-type" slots, each with three possible choices. Obviously, these assumptions are easily broken, but the result is an imbalanced party: too many fighters, too many mages, or too many of a single class. I wouldn't recommend playing an imbalanced party until later. So if we let the first letter of each class stand for that class, here are the nine combinations: Light/Dark Elemental Clerical Clerical 1) KPCS 2) KPDS 3) KPDC Elemental 4) KACS 5) KADS 6) KADC Cler/Elem 7) PACS 8) PADS 9) PADC The columns indicate the emphasis of the spellcasters, while the rows (across) indicate the spell emphasis of the fighters. Combination (7) is the default combination in MM6, and is perhaps the most balanced choice. Combination (5) is my personal choice with which I'm currently playing. Each combo has its strengths and weaknesses, but is generally balanced between fighting/spellcasting. The main consideration in design is which of the main spell groups you wish to emphasize. Light/Dark: In order to have strong access and use of Light/Dark magic, you must have two casters capable of it. Cleric and Sorcerer is the only balanced choice, since these are the only two classes with Light/Dark magic access, and the only alternative is to duplicate classes. Choose this emphasis if you want lots of spell power late in the game: Cleric and Sorcerer can each choose one of the two spell groups and specialize. Since recovery times are significant, a 2nd spellcaster allows faster casting rates. Elemental: These spells have the most overall utility and offensive capabilities. Emphasizing Elemental spells means that you'll be able to cast plenty of Fireballs and other nasty spells at a quick clip, eliminated scores of enemies quickly before they get a chance to hurt you very much. Each Elemental caster can choose a group in which to become Master, spreading the burden around the party. It can be wise to emphasize Elemental casting since the spells are mostly offensive: a 2nd or 3rd Fireball in quick succession (before the bad guys get to go again) is very useful. One of the quickest ways I've found to decimate enemies early in the game is to get them into a tight hallway and have three Air Experts cast Sparks at them! Several casters that all do Fire Ring is useful, too, since this is a costly spell in the early game, but has the advantage of hitting everything around (even behind) you. Clerical: These spells have some offensive capabilities, but mostly they heal and/or beef up your party so that it has more staying power. The main advantage of emphasizing Clerical magic in your party is that you'll have more than one person capable of healing the party. You'll never be in a situation of having your only healer going down in a fight (which can be very annoying when your healer has plenty of mana left!). Of course, you -can- still have a situation in which all two or three of your healers are down for the count, but no party is perfect, and a party with only healers is going to lack much offensive ability. Summary of strategies: This model lets you choose an overall spell strategy and choose your party from that initial strategy. If you like major offensive capability, emphasize Elemental spells to be powerful in the early game, and choose Light/Dark to be powerful in the late game. If you prefer duking it out in melee with beefed-up characters and plenty of cure spells to go around, choose a Clerical emphasis. Knight/Druid Interestingly, the choices hinge upon whether or not you use a Knight or a Druid in your game. If you choose a Druid, he or she will be either your primary healer or primary Elementalist, thus emphasizing Clerical or Elemental magic in the overall party. If you choose a Knight, your other fighter (in this strategy) can cast either Clerical or Elemental spells, which emphasizes one of these persuits in your party. One possibility is to emphasize Clerical magic on one axis of the above chart, and Elemental on the other, so there'll be only two Clerical types and two Elemental types in the party, one primary fighter (the Knight) and one major spellcaster (either Cleric or Sorcerer). Personally, I chose combination (5) since I wanted lots of blast 'em power early in the game. The main weakness of this choice is that I have only one healer (the Druid), and only one character capable of Light/Dark magic (the Sorcerer) who will have to handle all of the heavy-duty spells. The advantage is that with widespread offensive spells, I am able to take on difficult opponents in a series of runs which I'd be unable to take on with less offensive power (i.e., not even one would die before I was toast!). So I don't have a lot of staying power in fights, but DAMN I have fun while I'm in them! The Knight will always have enough points left to run away, dragging my power spellcasters back to town. (If he doesn't, I load my most recent save.) Otherwise, I'd recommend the default combination (7) that MM6 presents you. It is maximized for powerful spellcasting in the long term, and balanced for spellcasting in the near term. Its main weakness is the lack of a Knight, and to me, a Knight is the 2nd most worthwhile character in the game (after the Sorcerer). The Knight has plenty of points free for non-spell development, and one can ignore both the Intelligence and Personality stats, allowing Might, Accuracy, Speed and Endurance to get pretty darn high! However, the default combo is by no means weak. It merely is the strongest balanced spellcasting combination. Special Combo: Finally, there's one somewhat imbalanced combination that I would consider aside from the 9 listed above, and that is the KKCS combo. This gives you every spell access, maximizes Light/Dark access, and you can specialize your spellcasters on SPELLS, and leave the Merchant/Identify/Repair/Disarm skills to your two Knights, who will have plenty of free skill points to spend on them. Obviously, there's plenty more options available, but this covers about all a beginner in MM6 would be able to digest. It is difficult to tell what imbalanced combination you might want until you've tried one of these balanced ones. Only after playing for several days do you realize whether you want more melee ability, more utility spellcasting, more offense, more defense or whatever. It isn't too much of a cognitive leap to take the basic strategy I've outlined so far and tweak it to your own fancy. Visit the seer (castle ironfist north up hill) each month and get a pilgrimage assignment to visit a shrine and get +10 to your stats or resistances. Subsequent visits next year will give you +3 more. Jan - Might - Bootleg Bay NW corner. Feb - Intellect - Mist March -Personality - Silver Cove NW corner April -Endurance - Castle WhiteCap May - Accuracy - FreeHaven (just west of town) June -Speed - Mire of the Damned (center west) July - Luck - New Sorpigal off the East coast of town August -Fire - Kriegspire down near castle in mountain September - Electricity - center west in Castle Ironfist October - Cold - Kriegspire north half center along mountains November - Poison - Eel-infested waters/Alamos December - Magic - Blackshire visible just northeast of town **Table of Contents** Introduction Choosing Character Classes Skills Weapons Armor Other Skills Magic Body Spirit Mind Fire Air Water Earth Light Dark NPCs Class Combinations *********************************************************************** This is the Might and Magic VI basics guide. In here, you will find absolutely positively no quest info. This is just to get you started and so you can make sure that the characters and skills you choose are the right ones for you. If you want a full walkthrough, there are many available at GameFAQs.com - soon, my own full wakthrough shall be there as well. No spoilers are marked in this guide. There isn't much to spoil in MM6, but you have been warned. Might and Magic VI is a first person party-based RPG for the PC released in 1996. Fun game too. If you like it, I highly recommend MM7 as well. Choosing Character Classes First off, there are a total of 6 character classes in Might and Magic VI. Knight Sorcerer Cleric Paladin Archer Druid When you start the game, you pick out your four characters that will be with you in the game forever (unless they die and you don't bother raising them). You can't change this later! What you decide now affects the game - forever. * Knight - Cavalier - Champion The Knight is your standard "I like Swords!" class (only substitute 'sword' for any weapon you want). They have the highest HP base (4), but no MP or spells. Ever. Spellcasting Stat: None. HP Base: 4 + 2 (Cavalier) + 2 (Champion) MP Base: 0 + 0 (Cavalier) + 0 (Champion) Class rating: **½ - I don't like the class personally that much, and it is rarely even useful... especially endgame. Weapons: Staff Sword (Starts with this skill automatically) Dagger (Can start with this skill) Axe (Can start with this skill) Spear (Can start with this skill) Mace Blaster Bow (Can start with this skill) Armor: Shield (Can start with this skill) Leather (Starts with this skill automatically) Chain (Can start with this skill) Plate Skills: Identify Item Merchant Repair Item Body Building (Can start with this skill) Diplomacy Perception (Can start with this skill) Disarm Trap (Can start with this skill) Learning Sorcerer - Wizard - Archmage Your stereotypical spellslinger. They have access to the Elemental schools of magic, as well as the mirrored path (Light/Dark). Spellcasting Stat: Intellect. HP Base: 2 + 1 (Wizard) + 1 (Archmage) NOTE: According to the game, it should be 1. It isn't though. MP Base: 3 + 1 (Wizard) + 1 (Archmage) NOTE: According to the game, it should be 4. It isn't though. Class rating: ***** - I love this class. It is very difficult for me to not have at least 1 or 2 sorcerers in every group of mine. :) Weapons: Staff (Can start with this skill) Dagger (Starts with this skill automatically) Bow Blaster Armor: Leather (Can start with this skill) Skills: Identify Item (Can start with this skill) Meditation (Can start with this skill) Merchant Repair Item (Can start with this skill) Diplomacy (Can start with this skill) Perception Disarm Trap Learning Body Building Magic: Fire Magic (Starts with this skill automatically) Air Magic (Can start with this skill) Water Magic (Can start with this skill) Earth Magic (Can start with this skill) Light Magic Dark Magic Cleric - Priest - High Priest Your stereotypical healer. Has both self spells and mirrored path spells. Spellcasting Stat: Personality. HP Base: 2 + 1 (Priest) + 1 (High Priest) MP Base: 3 + 1 (Priest) + 1 (High Priest) Class rating: *** - To be honest, this class isn't that great.. compared to its sibling in Mirrored magic (the Sorcerer) at least. Yeah, sure, a healer with high MP is a good thing and all, but.... healing spells kinda suck in M&M6 for the entire latter part of the game. Luckily Clerics get better towards the end of the game with their new offensive arsenal in Dark Magic. Weapons: Staff (Can start with this skill) Mace (Starts with this skill automatically) Bow Blaster Armor: Shield (Can start with this skill) Leather (Can start with this skill) Chain Skills: Identify Item (Can start with this skill) Meditation (Can start with this skill) Merchant Repair Item (Can start with this skill) Diplomacy (Can start with this skill) Perception Disarm Trap Learning Body Building Magic: Body Magic (Starts with this skill automatically) Mind Magic (Can start with this skill) Spirit Magic (Can start with this skill) Light Magic Dark Magic Paladin - Crusader - Hero The Paladin in MM6 is a hybrid Knight/Cleric. Effective too. Has Self spells. Spellcasting Stat: Personality. HP Base: 3 + 1 (Crusader) + 1 (Hero) MP Base: 2 + 1 (Crusader) + 1 (Hero) Class rating: **** - Better then the Cleric, that is for sure. To be honest, this class is the best class in the game for combining two classes effectively. Has great HP, and enough MP to actually be useful healing. After all - this class doesn't really need offensive magic unless fighting oozes. I hate oozes. Of course, since Paladins have Self and not Elemental Magic, they can't do anything against Oozes anyways. Weapons: Staff (Starts with this skill automatically) Sword Dagger (Can start with this skill) Axe Spear (Can start with this skill) Mace (Can start with this skill) Blaster Bow Armor: Shield (Can start with this skill) Leather (Can start with this skill) Chain (Can start with this skill) Plate Skills: Identify Item Merchant Repair Item Body Building Diplomacy (Can start with this skill) Perception (Can start with this skill) Disarm Trap (Can start with this skill) Learning Meditation Spells: Body Magic Mind Magic Spirit Magic (Starts with this skill automatically) Archer - Battle Mage - Warrior Mage The Archer (hybrid Knight/Sorcerer) is a very effective elemental caster as well as a great fighter. Spellcasting Stat: Intellect. HP Base: 3 + 1 (Battle Mage) + 1 (Warrior Mage) MP Base: 2 + 1 (Battle Mage) + 1 (Warrior Mage) Class rating: **** - If you are going for a Melee heavy party and want some elemental backup, the Archer is for you. Best class ever for that. However, the Sorcerer outshines the Archer in most ways. If you don't have any melee support in your character lineup and want to throw someone in, I suggest throwing out a Cleric for a Paladin instead of throwing out a Sorcerer for an Archer... that is, unless you don't have any Sorcerers. Weapons: Staff Sword (Can start with this skill) Dagger (Can start with this skill) Axe (Can start with this skill) Spear Mace Blaster Bow (Starts with this skill automatically) Armor: Leather (Can start with this skill) Chain Skills: Identify Item (Can start with this skill) Merchant Repair Item Body Building Diplomacy (Can start with this skill) Perception (Can start with this skill) Disarm Trap (Can start with this skill) Learning Meditation Spells: Fire Magic (Can start with this skill) Air Magic (Starts with this skill autmatically) Water Magic Earth Magic Druid - Great Druid - Arch Druid Hybrid Sorcerer/Cleric. Has both elemental and self spells, but no mirrored path spells. Spellcasting Stat: Intellect and Personality. Both impact a druid's spellcasting skills, but neither as much as a single stat on any other character. HP Base: 2 + 1 (Great Druid) + 1 (Arch Druid) MP Base: 3 + 1 (Great Druid) + 1 (Arch Druid) Class rating: ***½ - Ehh... great class, except that it has more skills to spread out then any other class really... That causes problems if this is your only spellcaster in a group, or even your backup caster. However, in pure caster groups the Druid rocks. Great for a second healer or a third nuker. Weapons: Staff (Start with this skill automatically) Mace (Can start with this skill) Dagger Bow Blaster Armor: Leather (Can start with this skill) Shield Skills: Identify Item (Can start with this skill) Merchant Repair Item (Can start with this skill) Body Building Diplomacy Perception Disarm Trap Learning (Can start with this skill) Meditation (Can start with this skill) Magic: Body Magic (Can start with this skill) Mind Magic Spirit Magic (Can start with this skill) Fire Magic Air Magic Water Magic (Can start with this skill) Earth Magic (Start with this skill automatically) Skills Certain skills are more effective in certain groups then others. Some skills are always effective, and other skills are never effective. Weapons Staff - Well, to be blunt, this is the single crappiest weapon in MM6. It is two handed, and does an average of one point more damage then a long dagger. Ignore the skill completely on all characters, all groups, with one exception - if you don't want your Sorcerer to melee at all, Expert this one just for the +4 AC benefit. Might as well, right? Basic: 375+ gold (reduced by merchant) New Sorpigal, Blades' End Expert: Requires 4 ranks, 2000 gold. Misty Islands, inside the town near the inn. New Sorpigal, south of the town of New Sorpigal. Master: Requires 8 ranks, 5000 gold Silver Cove, on the North Island behind the inn. Sword - Now, most people believe that the sword is one of the best weapons in any game. It isn't in MM6. In fact, if you are in a skill-starved group, it is *worse* then most weapons (save the Staff). The reason being is that the sword isn't that fast unless you dump a LOT of skillpoints into it. At that point, the sword is great... but until then, it isn't so hot. Can do a lot of damage, but not much else. Two handed swords (with the relic Hercules being the only exception) suck, so don't bother. Skill starved groups, ignore the skill. All other groups, if you have a Melee character, go for the skill. Basic: 375+ gold (reduced by merchant), no Cleric/Druid/Wizard. New Sorpigal, Blades' End Free Haven, Duelists' Edge Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, right next to the sword shop. Free Haven, near the southern alchemy shop in a duplex. Master: Requires 8 ranks, Champion promotion quest. Blackshire, near the southern fountain. Dagger - Ironically, most MM6 vets claim that this is the best weapon in MM6. It is - for skill starved groups. Eventually the Sword becomes better then the dagger (the chance of a triple damage strike isn't high enough to matter really in a skill- normal group. Skill-plentiful, maybe.) for speed. The biggest advantage for the dagger, however, is that all classes except Clerics can use them, and you can use them in two hands. That is a biiiig plus in my book. Skill starved groups should have everyone Expert at Dagger. Non-melee focused groups should have everyone Expert at Dagger. Otherwise, just Sorcerers and Druids should be expert in Dagger. If you have a Skill-Plentiful group, you might want to try dumping points into it and Mastering for the 3x damage. Basic: 150+ Gold (reduced by merchant), no Cleric. New Sorpigal, Buccaneers' Lair Frozen Highlands, Protection Services (Castle Stone area) Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, behind the inn. Free Haven, near the southern alchemy shop in a duplex. Master: Requires 8 ranks, 5000 gold, 40 speed. Frozen Highlands, in Castle Stone. Axe - Now, most MM6 players don't even look at the Axe. It is the slowest weapon save the Spear (it might actually be the same speed), and the quest to master Axe isn't all that great and involves everyone's least favorite zone (Mire of the Damned). However, in skill plentiful groups, the Axe is great. Why? Skillpoints go to attack bonus, recovery time, and DAMAGE. In MM6, this is the only weapon that the skillpoints go to damage and speed - making the Axe the single most damaging weapon in a single strike in all of MM6 potentially. In Melee-focused Skill-plentiful groups, dump points in. Otherwise, ignore. Basic: 375+ gold (reduced by merchant), no Cleric/Druid/Wizard. New Sorpigal, Blades' End Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, sharing the same building as the training grounds. Mire of the Damned, nearby the Armory in Darkmoor. Hard to find. Master: Requires 4 ranks, Snergle optional quest. Mire of the Damned, in the Haunt inn on the extreme north part of Darkmoor Spear - Another weapon that most people in MM6 don't use - also for seemingly no good reason. In a melee-weak (IE, one melee character) group, the spear is actually very very very good. Why? It adds to AC. As does the shield skill. So, if your only melee character is a Paladin or Knight, dump points into this and shield. You'll have AC out the butt. Alternately, in a Melee-only group, two people wielding spear/sword and the other two wielding Dagger is an effective combo. Spears do damage based on skillpoints too, so keep that in mind. Dump points in if your only melee character is a Knight or Paladin. Basic: 375+ gold (reduced by merchant), no Cleric/Druid/Wizard. New Sorpigal, Blades' End Expert: Requires 4 ranks, 2000 gold. Silver Cove, near the training grounds. Misty Islands, near the Inn in Mist. Master: Requires 8 ranks, 5000 gold, Champion promotion quest. Mire of the Damned, northeast part of Darkmoor. Hard to find. Mace - Another very use... less... skill. Chance of stun is nice and all, but there are quite a few better weapons for most characters - except for the Cleric. This is the Cleric's best weapon. Also the third weapon to add to attack damage with skill, but this is a Mace... come on... If your party is going to melee, and you want your Cleric to melee with them, Master this. If not, I'd still suggest at least experting. However, in a Melee-only group, you might want one person to dump skill in this - just for stun. Basic: 500+ gold (reduced by merchant), no Wizard. Free Haven, Duelists' Edge Misty Islands, Duelists' Edge Expert: Requires 4 ranks, 2000 gold. Mire of the Damned, in the middle of the village. Hard to find, don't use Frozen Highlands, near Castle Stromgard. Master: Requires 8 ranks, 5000 gold, 40 might. Blackshire, near the dark and light guilds. Bow - Everyone loves the Bow. Everyone needs the skill. Period. In a skill-starved group, don't throw any skillpoints in this. In a skill-normal group that isn't primarily melee oriented, Expert. In a skill-plentiful group or any melee oriented group, Master. Basic: 375+ gold (reduced by merchant), no Cleric/Druid/Wizard. Castle Ironfist, Beserkers' Fury Silver Cove, Beserkers' Fury Free Haven, Duelists' Edge Misty Islands, Duelists' Edge Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, next to the inn. Frozen Highlands, near Castle Stromgard. Master: Requires 8 ranks, Warrior Mage promotion quest. Kriegspire, above the castle in the middle. Blaster - Well, late game you gain access to Ancient Weapons - Blasters and Blaster Rifles. Their damage is similar to a Bow, but they take up a Right Hand slot as well as adding a LOT to Attack Bonus... did I mention that the speed of a Blaster is normally dagger speed and has a chance based on your skill of just rapid firing and ignoring recovery time? However, since this is a late game skill, a lot of people just ignore it. Blasters are the best weapon in the game though, and everyone can use them equally. The only problem is that they slow down a LOT when you have something in your left hand (Sword, Shield, Dagger). If you are going to use them, dump every single point from VARN on into it. If you aren't going to use them, just Expert it and be done with it. You have to use them for one enemy in the game no matter what. Basic: Free. Free Haven, Control Center dungeon, first room on your left. Expert: Requires 4 ranks, 2000 gold. New Sorpigal, east of town. Eel Infested Waters, in town. Master: Requires 8 ranks, 5000 gold, must have a blaster. Paradise Valley, east side at the end of a road. Armor Shield - The single largest AC booster in MM6. What it doesn't tell you though is that it slows down your attacks (ESPECIALLY the Blaster). Worth it though for any non-Melee-oriented group or any group using a Spear/Axe for their primary weapons. Clerics should master this skill, as should Druids. Paladins and Knights are better off ignoring it in most cases. There are some exceptions of course. Basic: 500+ gold (reduced by merchant), no Wizard. Castle Ironfist, Beserkers' Fury Silver Cove, Beserkers' Fury Free Haven, Duelists' Edge Misty Islands, Duelists' Edge Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, southern most group of houses. Free Haven, northern part of Free Haven. Master: Requires 10 ranks, 5000 gold. Blackshire, near the southern fountain. Leather - The only armor skill that everyone in the game has. Personally, I'm not much for mastering Leather/Chain/Plate. Mainly for Sorcs and Druids. In Skill- starved groups, I'd go so far as to say never put a single point in them. In Skill- normal groups, master it towards the end of the game (I'd suggest before VARN) and expert it towards the middle of the game (like before the Crystal quests) for any Sorcerer or Druid you have. In Skill-plentiful groups, or melee-oriented groups, Master it ASAP for any Sorcerer or Druid you have. If you don't have any, have at least ONE person Master it. Some of the Artifact and Relic leathers are niiiiice. Basic: 300+ gold (reduced by merchant). Misty Islands, Buccaneers' Lair Silver Cove, Protection Services Frozen Highlands, Protection Services (Castle Stone area) Blackshire, Smugglers' Guild Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, southern most group of houses. Misty Islands, northern part of Mist Master: Requires 10 ranks, 3000 gold. Frozen Highlands, in Castle Stone. Chain - Again, I'm not much for mastering armor. Mainly for Archers and Clerics. In Skill-starved groups, I'd go so far as to say never put a single point in them. In Skill-normal groups, master it towards the end of the game (I'd suggest before VARN) and expert it towards the middle of the game (like before the Crystal quests) for any Archer or Cleric you have. In Skill-plentiful groups, or melee-oriented groups, Master it ASAP for any Archer or Cleric you have. If you don't have any, have at least ONE person Master it. Some of the Artifact and Relic chains are good, not to mention that for a large part of the game, you'll find better Chain then Plate. Basic: 500+ gold (reduced by merchant), no Wizard/Druid. Castle Ironfist, Beserkers' Fury Silver Cove, Beserkers' Fury Free Haven, Duelists' Edge Misty Islands, Duelists' Edge Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, southern most group of houses. Bootleg Bay, in the mainland village. Master: Requires 10 ranks, Hero quest. Mire of the Damned, across the street from the stables. Plate - Again, I'm not much for mastering armor. Paladin and Knight only. In Skill- starved groups, I'd go so far as to say never put a single point in them. In Skill- normal groups, master it towards the middle of the game (like before the Crystal quests) for any Paladin or Knight you have. In Skill-plentiful groups, or melee- oriented groups, Master it ASAP for two characters (assuming you have two that can use Plate) that you have. Basic: 375+ gold (reduced by merchant), Paladin or Knight only. Castle Ironfist, Beserkers' Fury Silver Cove, Beserkers' Fury Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, southern most group of houses. Free Haven, northern part of Free Haven. Master: Requires 4 ranks, Hero quest. Free Haven, on top of Castle Temper. Non-Weapon Non-Armor Skills Identify Item - Well well. At one time, I would have said that this skill is required for all groups and all parties to have mastered by at least one person. However, the Scholar NPC Hireling makes this point moot. The Scholar, for the price of 5%, will identify *ALL* items as well as giving you a 5% bonus on all XP gained. Incredibly good. Skill-plentiful groups or money-starved groups, might want to have one person (Archers prefered) master this. Otherwise, Ignore completely. Basic: 150 gold (reduced by merchant). New Sorpigal, Buccaneers' Lair Misty Islands, Buccaneers' Lair Silver Cove, Protection Services Blackshire, Smugglers' Guild Frozen Highlands, Protection Services (Castle Stone area) Expert: Requires 4 ranks, 500 gold. Castle Ironfist, near the training grounds. New Sorpigal, above the inn. Master: Requires 7 ranks, 2500 gold, 30 intellect. Free Haven, on top of Castle Temper. Merchant - Now this is an interesting skill. It influences how much you spend or receive whenever you pay or buy something - ANYTHING. This includes things like getting new skills... training... selling... you get the idea. There are a lot of NPCs that increase this skill, but no NPC that will do it all by themselves. However, the Light magic spell "Golden Touch" will give you 80% of the value of an item when cast upon an item (removing said item) at Master level. Interesting, no? In fact, Master Light GT is more effective then a Master Merchant in New Sorpigal. For most groups, you still want a Master Merchant. Throw it on a Cleric or Paladin. If you must, a Knight would work too as long as someone casts a spell on him to increase his Personality score to be high enough to master the Merchant skill. Become Expert by the time you reach Free Haven, and Master by the time you are finished with the Promotion Quests. However, if you really want to tweak out skillpoints, don't bother with anything except level 1 Merchant, hire Merchant-based hirelings, and wait until you master Light for Golden Touch, and go from there. Basic: 150 gold (reduced by merchant through NPCs only). New Sorpigal, Buccaneers' Lair Frozen Highlands, Protection Services (Castle Stone area) Expert: Requires 4 ranks, 2000 gold. Free Haven, near the southern alchemy shop. Mire of the Damned, in the middle of Darkmoor. Hard to find. Master: Requires 7 ranks, 4000 gold, 30 personality. Silver Cove, near Castle Fleise. Repair Item - Master. Period. One person must master this skill. To not Master Repair Item as soon as you get items that would need Master Identify item is stupid. Very stupid. Knights master this one very easily. You want to master this as soon as you need it, so I suggest Experting this by the time you reach the Misty Islands, and Mastering by the time you can actually reach Castle Stone in the Frozen Highlands and not die 5 seconds after you get there from the Magyars, Archers, and Harpies. Only one person should master in a group. Basic: 625+ gold (reduced by merchant). Castle Ironfist, Beserkers' Fury Silver Cove, Beserkers' Fury Expert: Requires 4 ranks, 500 gold. Misty Islands, near the Duelists' Edge in Mist. Silver Cove, near the Beserkers' Fury. Master: Requires 7 ranks, 2500 gold, 30 accuracy. Frozen Highlands, near Castle Stone. Body Building - An interesting thing about Body Building - it is retroactive. What this means is that if you are level 150 by the time you even put any points into BB, and you instantly master the class, you gain all of the HP you would have gained if you would have been a master at BB since level 1. So, if you don't need the HP right this instant, don't bother with putting points into BB. The amount of HP you gain is equal to... (BASE + Promo1 + Promo2) * Skill Experts double that, Masters triple it. Promo1 and 2 are your two promotions, which increase the amount of HP you gain on a level up. All characters should master BB before the end of the game. Even the most HP blessed party (4 knights) should be a master at BB before the end of VARN at the latest. More HP-cursed parties should be a master before they even start the crystal quests, and everyone should expert it by the end of the Council quests. Basic: 625 gold (reduced by merchant). Free Haven, Duelists' Edge Misty Islands, Duelists' Edge Expert: Requires 4 ranks, 500 gold. Castle Ironfist, near the temple. New Sorpigal, near the alchemy shop. Master: Requires 7 ranks, 2500 gold, 30 endurance. Free Haven, on top of Castle Temper. Diplomacy - Completely and totally useless. Period. I have never had the need of this skill. What it does is that it alters your reputation score (which is a number like "42" and not just "Angelic") by your Diplomacy score, either positively or negatively, depending on what you need. However, it only affects it when dealing with townsmembers on the street. Townsmembers will only speak to you if you have a reputation above or below a certain number (depending on the townsmember). However, 99% of the time you don't even need to talk to people, and when you do, you can always beg. This skill is WORTHLESS. Noone should even spend the money to get it at 1 rank. Basic: 300+ gold (reduced by merchant). Misty Islands, Buccaneers' Lair Silver Cove, Protection Services Blackshire, Smugglers' Guild Expert: Requires 4 ranks, 500 gold. Castle Ironfist, roof of the castle. Free Haven, near the fountain. Master: Requires 7 ranks, 2500 gold, 200 fame. Frozen Highlands, on the roof of Castle Stromgard. Perception - Interesting skill. What it actually does is highlight hidden things (hidden rooms and traps) in red. That in of itself isn't all that useful, but the part that makes it useful is the fact that you need Expert Perception to get past the Superior Temple of Baa (which is required), on top of if you wanted to get any items from those Skull Piles and Trash Heaps that you keep finding in dungeons. Finally, it gives you a chance to just duck out of the way of chest traps.... In a skill-plentiful group, everyone should master this. In a skill-normal group, one person should master this. In a skill-starved group, one person should expert this. Basic: 150 gold (reduced by merchant). New Sorpigal, Buccaneers' Lair Misty Islands, Buccaneers' Lair Silver Cove, Protection Services Blackshire, Smugglers' Guild Frozen Highlands, Protection Services (Castle Stone area) Expert: Requires 4 ranks, 500 gold. Bootleg Bay, in the mainland village. New Sorpigal, above the inn. Master: Requires 7 ranks, 2500 gold, 30 luck. Mire of the Damned, east side of Darkmoor. Hard to find. Disarm Trap - As you can expect, this skill is to disarm chest traps. At master level, you can disarm almost all traps. If you happen to have an item of disarming as well as master disarm, you can disarm all chest traps. However, there are two big problems with this skill. One, if everyone in your party has Master Perception (with a few more points thrown in for fun), the skill is completely worthless. Two, you can set off traps at a distance by using the Master Mind Magic spell "Telekinesis." Set them off far enough away from you and you won't be hit. So, this leaves us with... In a skill-plentiful group, expert this skill on one person (Knight being the best). You won't need it later on in the game anyways. In a High-HP group (Knight/Knight/Knight/Knight as an example), you can completely ignore this skill. In a skill-normal group, have your Cleric or Paladin expert or master this skill so you can use it in conjunction with Telekinesis later on. You can safely delay mastering the skill for a very long time though. In a skill-starved group, master this just as fast as you would master Repair item - you can't afford to give everyone perception, and most skill starved groups also don't end up with using much in the way of Telekinesis. Basic: 150 gold (reduced by merchant). New Sorpigal, Buccaneers' Lair Misty Islands, Buccaneers' Lair Silver Cove, Protection Services Blackshire, Smugglers' Guild Frozen Highlands, Protection Services (Castle Stone area) Expert: Requires 4 ranks, 500 gold. Castle Ironfist, near the training grounds. Free Haven, near the docks in the NE corner of the city. Master: Requires 7 ranks, 2500 gold, 30 accuracy. Frozen Highlands, near Castle Stone. Learning - There are few major schools of thought on the Learning skill. One, get the skill as soon as possible and never throw a point into it again. This gives you a 10% bonus on all experience gained. The second is to Master the skill ASAP, giving you a 30% bonus on all experience gained. The Final one is to throw as many points into this as humanly possible in order to gain more points later when you start getting these +100,000 XP awards. Learning is NOT retroactive - It doesn't give back XP you've gained before. For skill-plentiful groups, dump skillpoints into this for all characters. For skill-normal groups, master this and leave it alone after, all characters. For skill-starved groups, decide whether you want more skillpoints at the start of the game or the end of the game. If you want more at the start, just learn the skill Learning (Mist is the first place you can learn it at) and don't spend any more points. If you want more at the end (by being higher level), dump skillpoints into learning. Basic: 1000+ gold (reduced by merchant). Silver Cove, Initiate Guild of Earth Misty Islands, Initiate Guild of Fire Misty Islands, Initiate Guild of Air Misty Islands, Initiate Guild of Water Free Haven, Adept Guild of Earth Free Haven, Adept Guild of Fire Free Haven, Adept Guild of Air Free Haven, Adept Guild of Water Expert: Requires 4 ranks, 2000 gold. Castle Ironfist, on the roof of the castle. New Sorpigal, above the initiate guild of self. Master: Requires 7 ranks, 5000 gold, 30 intellect. Silver Cove, near the Beserkers' Fury. Meditation - All non-knights need this skill. Like Body Building, it is retroactive. Also like body building, it gives based on your base. (BASE + Promo1 + Promo2) * Skill = MP Given Experts double that, Masters triple it. Promo1 and 2 are your two promotions, which increase the amount of MP you gain on a level up. Unlike Bodybuilding, however, you tend to need more MP then HP (except in Melee-focused groups). So, you can take the suggestions I gave for Body Building and apply it here, but realize that you'll need more MP faster. Basic: 1000+ gold (reduced by merchant). Castle Ironfist, Initiate Guild of Body Castle Ironfist, Initiate Guild of Mind Castle Ironfist, Initiate Guild of Spirit Free Haven, Adept Guild of Body Free Haven, Adept Guild of Mind Free Haven, Adept Guild of Spirit Expert: Requires 4 ranks, 500 gold. Silver Cove, near the adept guild of self. New Sorpigal, near the alchemy shop. Master: Requires 7 ranks, 2500 gold, 30 personality. Misty Islands, near the air guild. Magic Body Magic - The healing magic. Body magic is easily the most useful of the three self schools (Self is Body, Mind, and Spirit). Should be mastered on all Self casters (Paladin, Cleric, Druid) in your party, regardless of how many there are or skillpoint situation. Basic: 750+ gold (reduced by merchant), Archer/Sorcerer only. New Sorpigal, Initiate Guild of Self Castle Ironfist, Initiate Guild of Body Silver Cove, Adept Guild of the Self Free Haven, Adept Guild of Body Expert: Requires 4 ranks, 1000 gold. Castle Ironfist, near the temple. New Sorpigal, near the training grounds. Master: Requires 12 ranks, 4000 gold. Silver Cove, near fountain. Spells: Cure Weakness - Hyper useful spell throughout the game. You don't really need it past Expert level Body magic though, as if you have someone who has been weak for *days*, you've got some issues. Weakness is caused by not sleeping, not eating, the duration of haste running out, or Skull Piles. First Aid - Healing spell. Useless by the time you get Cure Wounds. Protection from Poison - Damage reduction for poison. Not that useful. Harm - The first good offensive self spell. The damage is good for the first parts of the game, but it never really gets high. However, the damage is magical - almost all of the endgame enemies are immune. Cure Wounds - The reason why you need high body is because of this. Not that Cure Wounds is a good spell - far from it in fact. It only heals 5 + 2*skill HP, which by the end of the game where you have 15 in body your ~1300 HP knight that was just eradicated that you resurrected is going to go from 0 HP to... 35 HP.... which is less then what they take from a single hit. The spell sucks, but it is the only healing you have that goes up in power at all until you get Power Cure or Shared Life. Cure Poison - Oddly enough, this spell is actually useless. By the time you actually get the spell (which would be by the time you reach Free Haven usually, or if you are lucky Castle Ironfist), you've gone past most of the enemies in the game that poison you. Things that poison you include low level enemies and skull piles. In fact, if I've forgotten some high level enemy that does poison you, a cure poison potion is just Blue + Red. Speed - Completely useless by the time you get Day of the Gods (Light). Cure Disease - I don't get why this is such a high powered spell. Still useful (but again, exert level is enough for anyone on this) unlike Cure Poison. Werewolves in particular tend to Disease people - a lot. Power - See Speed. However, if you are wanting to pull a sword out of a stone, this spell could have some uses.... Flying Fist - Flying Fist vs. Psychic Shock. Flying fist does more average damage at lower levels (like... level 4 and under), and PsiShock does more at higher levels. However, since PsiShock is the only reason why anyone would have Mind Mastered (other then too many skillpoints), Flying Fist is better. Magic damage again though, so there isn't really much you can use this spell on at the end.... Power Cure - Basically identical to cure wounds, only heals 5 more HP, heals everyone who is not stoned/dead/erradicated, and costs six times as much MP. This spell sucks, but it is the other reason why you need high body magic. Shared life is *usually* better though. Mind Magic - Status Effect magic. In principle, this is actually the best school of magic. In reality, due to MM6 bugs, all of the status effects... don't... work.... Unless you are going to use PsiShock (see below), Expert the skill (for status removal spells) and leave it at that. Basic: 750+ gold (reduced by merchant), Archer/Sorcerer only. New Sorpigal, Initiate Guild of Self Castle Ironfist, Initiate Guild of Mind Silver Cove, Adept Guild of the Self Free Haven, Adept Guild of Mind Expert: Requires 4 ranks, 1000 gold. Free Haven, near the adept guild of water. New Sorpigal, near the training grounds. Master: Requires 12 ranks, 4000 gold. Silver Cove, near fountain. Spells: Meditation - At first, I thought this spell might be useful for lower levels, like before you get Day of the Gods. Then I reminded myself that you only get 10+2*skill at normal levels to personality and int. Only druids would this spell actually be useful on. Everyone else, this is kinda worthless. Remove Fear - a lot of enemies (ESPECIALLY in Mire of the Damned) cause fear. This is the #1 reason why you need Expert Mind. If you are afraid for 12 days at a time, I fear for your RPG playing skills. Mind Blast - You know those worthless spells that never do any damage that the Followers of Baa cast? Yeah, that is this spell. Better than Harm, but only barely. Also does Magic damage, which means most things towards the end of the game (if you have some bizzare fetish with Mind Blast that you keep using it for some stupid reason) are immune to it. Precision - the only one of the stat increasing spells that are actually useful before you get Day of the Gods in my opinion. Increases accuracy by 10+2*skill. Cure Paralysis - There are very few enemies (all of which are in Blackshire actually....) that can cause Paralysis. You are stupid if you need it higher then Expert though. Charm - Great concept. Works great in MM7. Bugged in MM6 and doesn't work at all other then saying "Charmed" on the creature description. Mass Fear - Wow, a spell that makes it when you rightclick an enemy it says "Afraid" on it! Of course, that is its only effect as the spell is bugged. Feelblemind - This would be an AWESOME spell to use against enemy Warlocks.... if it only worked. See Charm/Mass Fear. Cure Insanity - Ye gods this comes up often towards the Oracle quests. Enemy wizards and beholders *love* making you go insane. In fact, after you are insane and are cured of it, you get to be weak as well! Again though, being insane for more then 4 hours means that either you didn't notice it, or that you decided to starve yourself of sleep for a week (in game - it actually causes insanity and death). Psychic Shock (aka PsiShock) - the only good damaging spell in all of Self. Heck, if it weren't for the fact that it is Magic damage, one of the best ray-based spells in the game. Deals 12+skilld12 damage for 25 MP. If you have a Paladin that wants an offensive spell, this may be reason enough for you to go Master Mind... the problem is since that it is Magic damage, almost the entire end of the game is immune to it. Damn annoying. Telekinesis - Ranged trap disarming, treasure stealing, switch throwing. What more do you need? Too bad it costs 30 MP. Spirit Magic - The best thing about spirit magic is that you can master it at skill level 4, and it has the anti-"OMG I'm Screwed!" spells and Shared Life. The problem is that it doesn't have much else. Basic: 750+ gold (reduced by merchant), Archer/Sorcerer only. New Sorpigal, Initiate Guild of Self Castle Ironfist, Initiate Guild of Spirit Silver Cove, Adept Guild of the Self Free Haven, Adept Guild of Spirit Expert: Requires 4 ranks, 1000 gold. Free Haven, near the adept guild of water. New Sorpigal, near the training grounds. Master: Requires 12 ranks, 4000 gold. Castle Ironfist, near the castle. Spells: Spirit Arrow - Why you would ever use this spell past level 1 when you don't have arrows, I have no idea. Deals 1d6 damage. Nothing more. At master level though it doesn't cost any MP! Neither do arrows, and arrows not only do a lot more damage and hit more often, but also aren't magic damage that everyone seems to be immune to anyways. Bless - Mildly useful. Outdated when you get Hour of Power (Light) though. Healing Touch - Well, if you are a Paladin without body magic yet, or a Druid that for some incredibly stupid reason has Spirit but not Body, this spell is for you. Damage barely increases (see First Aid), but it DOES heal a little more then First Aid at least... on average it heals 0.5 HP more! Only costs 1 MP more.... Lucky Day - Come on. What is the point? Remove Curse - Incredibly useful spell, with only one minor drawback. If the caster of Remove Curse is cursed, it ends up eating a LOT of MP trying to cast it. Guardian Angel - Never die. Much easier then using this spell. Heroism - Outdated by the time you get Hour of Power, but it works for any group that doesn't have HoP and is melee based rather well. Turn Undead - Take Mass Fear, make it apply to undead. Of course, since Mass Fear doesn't work anyways, neither does this. Raise Dead - Brings someone back from the dead. It works. Works well. The person is weak when they are raised and are usually at 1 HP. This is the first anti-"OMF I'm Screwed!" spell. Shared Life - Ahh... the one good thing about Spirit is this spell. It takes everyone's HP who is conscious, puts it in a pool, adds your skill level in spirit magic (times 2 if expert, 3 if master), and divides it back up amongst your party. Want to know the sad part? For a vast majority of the time, this is the best healing spell in the game. Even if the only person left conscious is the one casting it, as long as you are a master with a skill higher then level 5, it heals more then Cure Wounds. Heck, by level 10, it heals more then Power Cure. If it weren't for the 25 MP cost, this would almost be reason enough not to master Body at all and just throw points into Spirit. However, if you have an unusually HP unbalanced party, this spell sucks. Resurrection - Read "Raise Dead", replace all instances of "dead" with "erradicated" and dance a happy dance. Fire Magic - Buurrrrnnn.... This has some of the nicest AoE spells in the game... mainly because the rest suck though. Always have someone master this, unless if your only elemental caster is a Druid or Archer... then you might want to decide if it is worth it. Basic: 750+ gold (reduced by merchant), Archer/Sorcerer only. New Sorpigal, Initiate Guild of the Elements Misty Islands, Initiate Guild of Fire Frozen Highlands, Adept Guild of the Elements (in White Cap) Free Haven, Adept Guild of Fire Expert: Requires 4 ranks, 1000 gold. Free Haven, west end of the city. New Sorpigal, near the training grounds. Master: Requires 12 ranks, 4000 gold. Misty Islands, near the alchemy shop. Spells: Torch Light - Makes you able to see in the dark more then 5'. Lasts skill level in hours, and gets brighter at Expert/Master. Awesome spell. Flame Arrow - You know when I dissed Spirit Arrow pretty badly? Well, Flame Arrow does 1d8 instead of 1d6, and costs 1 more MP at basic level. Beyond that, it sucks just as bad. Protection from Fire - It protects you... from fire... *shrug* A lot of enemies use Fire, so this is actually somewhat useful. Fire Bolt - Well, this is your first ray-based attack that actually does damage more then a set amount. Deals skilld4 damage, always hits. Not bad actually. Very useful against Oozes when you don't want to waste MP on them. Haste - This is the only Hour of Power spell that is actually useful AFTER you get Hour of Power. Why? Because Haste's duration is pretty crappy, even with Hour of Power. If you recast it, you won't be weakened by the Haste duration ending. Fireball - Ripped right out of the pages of D&D, this is a fireball. skill d6 damage in an Area of Effect. The problem is that the Area of Effect... isn't always constant. I've fired at something rather far away and have been hit by it, I've fired into a room right next to me and not been hit. In any case, this is your first (and only good) crowd control spell that gets very powerful towards the higher levels. Ring of Fire - Speaking of crowd control, this spell is great for those pesky minor enemies (Rats, Baa, and Goblins mainly) that are annoying in large numbers. Mastery is awesome for this because you recover incredibly quickly. Fire Blast - As I now refer to it as the poor man's shrapmetal, Fire Blast is actually the most efficient damage spell in the game - assuming you are right next to the enemy and at master level. It will fire 7 blasts of fire from you and spreading out from there. Thus, if you are right next to someone (like as in you can start counting the pixels), and fire, you'll hit... with all 7. Loads of damage, fast casting spell, low MP cost. Only downside is that it is fire magic - there are almost as many things immune or resistant to fire as there are things immune to Magic damage. Meteor Shower - ICBM (Inter-Continental Ballistic Missile) spell #1. This is the big outdoors AoE spell that ALSO can be used against one outdoors enemy for effects similar to Fire Blast (just not quite as efficient, but you can do it at a range at least). Great spell. Somewhat low on MP (Lower then Starburst and Death Blossom), and the meteors group together a bit more then the starburst's stars do. Only problem is, like Fire Blast, Fire element based. That, and you can't use it indoors (I swear, you should at least be able to use it in a big place like VARN....). Inferno - For those times where you *really* don't want to mess with low HP enemies that are too spread out for Fireball and too far away for Ring of Fire, there is Inferno. Deals damage to everyone that you can see - as long as they can see you as well. Great spell, but there really is little difference between skill 1 and master skill 12 Inferno other then recovery rate. That and, again, Fire elemental. Incinerate -Highest damage elemental ray-based spell. 15 + skill d15. 30 MP. 'nuf said. Air Magic - Also known as the utilitarian elemental magic. This is more like what Mind magic was supposed to be (compared to the pile of ineptness it is now). You only need to be skill rank 4 to master Air (along with the second sorcerer promotion), so it is usually worthwhile for all elemental casters to master it. I also usually have someone at ~10 ranks with Air too. Basic: 750+ gold (reduced by merchant), Archer/Sorcerer only. New Sorpigal, Initiate Guild of the Elements Misty Islands, Initiate Guild of Air Frozen Highlands, Adept Guild of the Elements (in White Cap) Free Haven, Adept Guild of Air Expert: Requires 4 ranks, 1000 gold. Free Haven, west end of the city. New Sorpigal, above the bank. Master: Requires 4 ranks, 4000 gold, archmage quest. Misty Islands, near the alchemy shop. Spells: Wizard Eye - Best. Spell. Evar. Lasts level hours, lets you see enemies (normal), items on the ground (expert), and important access points like teleporters and chests (master) on your minimap. Also, an unintended side effect - since a lot of the "all in vision" spells (Prismatic Burst, Inferno, Mass Fear if it actually worked, Turn Undead if it actually worked) is based on "if the enemy can see you" more then if you can see them, Wizard Eye will only reveal red dots (enemies) if they can see you indoors. Outdoors it doesn't matter though. All of this for... 1 MP. Awesome. Also included with Day of Protection (Dark). Static Charge - this is the only one of the crappy offensive spells that are even worth the cost to cast in the beginning. Automatically hits for 1+d5 damage. Cost is reduced to 0 at master level, where it is actually USEFUL. Why? Simple. It can be used to tell whether or not you can hit an enemy - since it is a ray based spell (just like arrows are), and always hits, you can tell if that tree between you and the enemy will actually matter or not. Handy, no? Cold Beam is identical to this spell by the way. Protection from Electricity - See Protection from Fire. Sparks - Your very first spell that is completely useless outside (but can still be cast), and incredibly useful outside. This is also one of the few spells that can hit enemies that you can't see. It spreads out a few sparks on the ground in front of you, which are affected by gravity. Meaning if you have a hallway you are in that slopes down, and you want to know what is at the end of it, cast Sparks and let the sparks slide down. Only 4 MP too. Feather Fall - Interesting spell since at Normal level the spell is used for a very different reason then Expert or Master. At normal level, the spell is usually cast WHILE you are falling, or when you are about to fall in order for you not to die when you land. At Expert or Master, it is cast usually before you start adventuring in case you fall. One of those Reactive/Proactive spell things. Again, very useful spell indoors. Outdoors the spell is mostly useless since you'll be flying 24/7. You DO have the Fly spell, right? Shield - I don't really find this spell useful since the only enemies in MM6 that use arrows are Archers and Lizards. Also included with Hour of Power just to add insult to injury. Worst Air magic spell. Finally, contrary to what it seems, it won't half the damage of that flying rock that Priests of Baa send at you - that flying rock is actually Flying Fist (Body). Oddly enough, the identical spell in MM7 is a lot more useful. Skip this. Lightning Bolt - skill d8 damage. 10 MP. Lightning Damage. Duh. Ice Bolt is actually a better spell though, so I'd skip this one. Jump - Now, this spell in MM6 isn't nearly as good as it is in MM7 where the only way to reach certain places is repeated uses of the jump spell. Jump in MM6 is usually reserved for inside dungeons where you want to jump back up from the hole that you came from. Especially useful in the Hall of the Fire Lord, but usually you can skip buying this spell. Implosion - Now, this spell seems to be just a high MP cost version of Lightning Bolt, until you realize that it is physical damage... not much is immune to Physical Damage (the major exception: Oozes). Thus, if you are fighting an enemy that is seemingly immune to most spells (read: Gold Dragons, Beholders, and more Beholders), this spell will work. Great backup spell, just don't use it as a primary since the MP cost (20) is high for the damage (10 + skill d10). Fly - Noone should be without Fly. Not just for the obvious reason of flying around outdoors - it also makes you move faster... so when you run away from that angry head of cattle known as the Minotaur Kings of N. Kriegspire, you'll be safe. You can fly around in the city of Free Haven incredibly quickly. There are, of course, a few downsides. The obvious one is that when you fall from Fly's duration running out, it hurts. Also, there are dragon towers in certain cities (more specifically, every city that you can Town Portal to) that fireball anything that flies. Fly also takes away 1 MP every 5 minutes in which you are flying (as in not touching the ground). Finally, you'll be so used to flying that whenever you move in a dungeon, it will seem slower to you (it isn't... it just seems that way). Luckily, most of these problems go away. The falling problem isn't really a problem when you have 10 hours worth of fly (skill 10, Master). Dragon Towers are stopped with the second Archer promotion quest, and the 1 MP drain is diddly squat when you have 300 MP on your Archer towards the end of the game. Alas, you still don't get to move faster in dungeons. :P Most useful spell in the game, easily. This is why I can't do a game without a sorcerer or archer in a party. There is a NPC that can cast this. The NPC can only cast it at rank 12 Expert (2 hours). Ignore the NPC and cast it yourself. Starburst - Very similar to Meteor Shower, except that the damage is electrical, slightly more spread out, costs 30 MP, and does 12 more damage per star. This is the OTHER ICBM spell. Water Magic - Remember when I said that every Self caster should have body magic mastered? Well, every Elemental caster should have both Air (easy) and Water mastered. Why? Lloyd's Beacon. Basic: 750+ gold (reduced by merchant), Archer/Sorcerer only. New Sorpigal, Initiate Guild of the Elements Misty Islands, Initiate Guild of Water Frozen Highlands, Adept Guild of the Elements (in White Cap) Free Haven, Adept Guild of Water Expert: Requires 4 ranks, 1000 gold. Free Haven, west end of the city. New Sorpigal, near the training grounds. Master: Requires 12 ranks, 4000 gold. Misty Islands, near the alchemy shop. Spells: Awaken - Wakes up the entire party. Other then the Area of Effect (all party), this is identical to every other status curing spell. However, this spell becomes incredibly useful in three situations - one, when you are sleeping outdoors and have an encounter (which shouldn't happen), two is when you are in Castle Darkmoor and are fighting the beholders that can put you to sleep in a single attack, and three includes the Genies in VARN that do the same as the beholders (just not as often). Cold Beam - Identical to Static Charge, except does Ice damage. Protection from Cold - See Protection from Fire. However, this isn't nearly as useful as there are only a few enemies that do cold damage. Don't bother buying. Poison Spray - If Fire Blast is the poor man's Shrapmetal, this is the poor man's Fire Blast. Just a hell of a lot more useless. The damage is VERY low, and I don't care what the spell description says, it CAN miss. In fact, the chance of it missing increases as the enemy is further away - even if the enemy stays still! Don't bother buying. Water Walk - The poor man's Fly. There are only a few maps in which this can even be used correctly - New Sorpigal, Bootleg Bay, Hermit's Isle, Eel Infested Waters, and Silver Cove. Even then, Fly is superior to it in every way except MP cost. Skip it unless if for some bizarre reason you are going to avoid Fly for awhile. There is a NPC that can cast this. Most times, it is a better idea to just hire the NPC if you *really* need it. Ice Bolt - This is the most efficient Ray spell in the game. d7 damage for 8 MP, cold damage, always hits. Regardless of what the game says, less have resistance to cold damage then poison. Heck, I think less have resistance to cold then PHYSICAL sometimes. Awesome spell if you are at a long distance indoors. Enchant Item - Whoa boy... this is our moneymaker right here. Enchant Item can only be used to enchant unenchanted Armor, Rings, Gauntlets, Belts, Shields, Hats, Helms, Crowns, Boots, Capes, Amulets, and Weapons (but only at Master level Water). The quality of the enchantments, well, varies greatly. On weapons, the enchantments will almost always suck for use. They might sell well, but they suck for someone to use them. For everything else, well, it is rather random (and VERY VERY dependant on your Water Magic skill, even though it doesn't say so). An example: An Expert (Skill 4) Water Magic user enchants a Ring, and gets +3 Cold Resistance. A Master (Skill 12) Water Magic user enchants a Ring, and gets +23 Cold Resistance. You don't really have a higher chance of getting a 'better' enchantment, just a higher quality enchantment. Yes, it is possible to get an 'of the Gods' enchantment on something you cast Enchant Item on, along with an 'Antique' enchantment. However, both are rare (otG a heck of a lot more rare... I've had it happen once. Antique I've had it happen a few dozen times), and neither will show up at Expert level. Hint: Always enchant something (if possible) before you sell it. However, you only ever need one person with the spell. Acid Burst - Yes, I know the description says that very few monsters have Poison resistance. They are correct - the ones that do are Immune. _ AIR MAGIC: Expert Requirements: Skill 4, 1000 gold. Expert #1: Upstairs at New Sorpigal bank (no stairs, fly required). Expert #2: 1st house N. of Spirit Guild on W. Side in Free Haven. Master Requirements: Archmage (or Honorary), 4000 gold. Master: The next door E. of Water master on south edge of Misty Island. ANCIENT WEAPONS (Blasters): Expert Requirements: Skill 4, 2000 gold. Expert #1: 1st house S. of magic shop in Alamos village, Eel Infested Waters. Expert #2: Single house on tip of peninsula NE of New Sorpigal. Master Requirements: Skill 8, must have blaster, 5000 gold. Master: 2 houses S. of training tent on E. side of Paradise Valley. AXE: Expert Requirements: Skill 4, 2000 gold. Expert #1: 1st door on Right as you enter the gate at Ironfist Castle. Expert #2: Darkmoor Village. 1st house S. of 'Mailed Fist' Armory, on W. side of street. Door faces East. Master Requirements: Complete Snergle quest. Master: Talk to Avinril Smithers in Rusty Shield Inn on N. edge of Darkmoor village. He offers the Snergle quest. BODYBUILDING: Expert Requirements: Skill 4, 500 gold. Expert #1: 1st house W. of temple and N. of Castle Ironfist. Expert #2: 1st house E. of magic shop in New Sorpigal. Master Requirements: Skill 7, Endurance 30+, 2500 gold. Master: 1st house on the right as you enter Rockham walking west from Free Haven. BODY MAGIC: Expert Requirements: Skill 4, 1000 gold. Expert #1: Next door W. of the Water magic guild, Free Haven. Expert #2: 1st house W. of Traveller's Supply in New Sorpigal. Master Requirements: Skill 12, 4000 gold. Master: Directly north of Town hall in Silver Cove in double building with overhang. East door. BOW: Expert Requirements: Skill 4, 2000 gold. Expert #1: 1st house S. of King's Crown Inn, Ironfist village. Expert #2: W. door of house on N. side of Castle Stromgard grounds. Master Requirements: Skill 8, Battle Mage (or honorary). Master: On the roof of Castle Kriegspire. CHAIN: Expert Requirements: Skill 4, 1000 gold. Expert #1: The south house in the cluster of 4 houses S. of Ironfist village. Expert #2: Next to the last house on E. end of Harecksburg village, south coast of Bootleg Bay. Master Requirements: Skill 10, Crusader (or Honorary). Master: Door directly north of and facing Darkmoor village stables. Mire of the Damned. DARK MAGIC: Expert Requirements: Skill 4, 2000 gold. Expert #1: SW house in White Cap at end of block. Frozen Highlands. Expert #2: 1st house N. of bank, Blackshire. Master Requirements: Notorious reputation. Master: Southwestern-most house in Paradise Valley. DIPLOMACY: Expert Requirements: Skill 4, 500 gold. Expert #1: On the roof of Castle Ironfist. Expert #2: 1st house S. of Free Haven town Fountain on E. side of street. (Use North door). Master Requirements: Skill 7, Fame 200+, 2500 gold. Master: On roof of Castle Stromgard in Frozen Highlands. DISARM TRAPS: Expert Requirements: Skill 4, 500 gold. Expert #1: 2nd house on Left as you enter Castle Ironfist Expert #2: 2-story house straight N. of docks, Free Haven. Use South door, ground level. Master Requirements: Skill 7, Accuracy 30+, 2500 gold. Master: 1st house E. of Castle Stone in village of Hargraeve, Frozen Highlands. EARTH MAGIC: Expert Requirements: Skill 4, 1000 gold. Expert #1: Same building as Air Magic Expert (E. door) in Free Haven (1st house N. of Spirit Guild) Expert #2: 2d house W. of NW fountain in New Sorpigal. Master Requirements: Skill 12, 4000 gold. Master: 1st house S. of Magic Shop close to docks, south area of Silver Cove. FIRE MAGIC: Expert Requirements: Skill 4, 1000 gold. Expert #1: 1st house W. of NW fountain in New Sorpigal. Expert #2: 2 doors south of temple, then 3rd door W. on south side of path in Free Haven. Master Requirements: Skill 12, 4000 gold. Master: The next door E. of Air master, Misty Island. (East of Air Guild on S. side of street.) IDENTIFY: Expert Requirements: Skill 4, 500 gold. Expert #1: Upstairs of Lonely Knight's Inn, New Sorpigal (stairs come in from back). Expert #2: 1st house on the left as you enter Ironfist Castle. Master Requirements: Skill 7, Intellect 30+, 2500 gold. Master: First house directly N. of High Council building, SE part of Free Haven. KNIFE (DAGGER): Expert Requirements: Skill 4, 2000 gold. Expert #1: 1st house S. and W. of 'Alchemy & Incantations' shop in Free Haven. Expert #2: Back (north) door of King's Crown tavern, Ironfist village. Door faces the Castle. Master Requirements: Speed 40+, skill 8, 5000 gold. Master: Upstairs at Castle Stone in Frozen Highlands. LEARNING: Expert Requirements: Skill 4, 2000 gold. Expert #1: Roof of Guild of Self in New Sorpigal (use back door). Expert #2: On roof of Castle Ironfist. SW corner. Master Requirements: Skill 7, Intellect 30+, 5000 gold. Master: "]" shaped house next door N. of Berserker's Fury, NE area of Silver Cove. LEATHER: Expert Requirements: Skill 4, 1000 gold. Expert #1: W. house in the cluster of 4 houses S. of Ironfist village. Expert #2: 1st house S. of Duelist's Edge in Misty Island (south door). Master Requirements: Skill 10, 3000 gold. Master: Upstairs at Castle Stone in Frozen Highlands. LIGHT MAGIC: Expert Requirements: Skill 4, 2000 gold. Expert #1: 1st house E. of Town Hall, Silver Cove. Expert #2: Southeastern-most house in Kriegspire village. Master Requirements: Saintly reputation. Master: Back door of 'Stone's Throw Tavern' on 3-fingered island directly S & W of Alamos in Eel Infested Waters. Use back (S.) door. MACE: Expert Requirements: Skill 4, 2000 gold. Expert #1: E. door of house on N. side of Castle Stromgard grounds, Frozen Highlands. Expert #2: W. side of street, directly under E-W catwalk to brick building on E. side of Darkmoor village, Mire of the Damned. Door faces East. Master Requirements: Skill 8, Might 40+, 5000 gold. Master: E. house on the row of small houses across street from the Light and Dark guilds in Blackshire. MEDITATION: Expert Requirements: Skill 4, 500 gold. Expert #1: Across the street, N. of Body guild on S. edge of Silver Cove. Expert #2: 1st house E. of Blade's End in New Sorpigal. Master Requirements: Skill 7, Personality 30+, 2500 gold. Master: 1st house east of Air Guild in Misty Is. Faces East. MERCHANT: Expert Requirements: Skill 4, 2000 gold. Expert #1: 3rd house E. of 'Alchemy & Incantations' magic shop, on N. side of street, Free Haven. Expert #2: W. of red/white brick building, N. of small E-W catwalk. Door faces north. (Same building as Mace Expert, around corner to north). Darkmoor village, Mire of the Damned. Master Requirements: Skill 7, Personality 30+, 4000 gold. Master: 1st house W of Castle Fleise on the S. side of the street, Silver Cove. MIND MAGIC: Expert Requirements: Skill 4, 1000 gold. Expert #1: Next house west of Water Guild in Free Haven. Expert #2: 2d house W. of Traveller's Supply shop in New Sorpigal. Master Requirements: Skill 12, 4000 gold. Master: Directly north of Town hall in Silver Cove in double building with overhang. Use west door. PERCEPTION: Expert Requirements: Skill 4, 500 gold. Expert #1: Upstairs of Lonely Knights Inn, New Sorpigal. (Stairs come in from back.) Expert #2: Last house on E. end of Harecksberg, N. side of path, south coast of Bootleg Bay. Master Requirements: Skill 7, Luck 30+, 2500 gold. Master: At the bottom of the stairs in the stone building on the E. side of the Darkmoor village, Mire of the Damned. PLATE: Expert Requirements: Skill 4, 1000 gold. Expert #1: 1st house W. of Mind Guild on the left, north side of Free Haven. Expert #2: E. house in the cluster of 4 houses S. of Ironfist village. Master Requirements: Hero (or honorary) title. Master: On the roof of Castle Temper, SE of Free Haven. REPAIR: Expert Requirements: Skill 4, 500 gold. Expert #1: 2nd house S. of Duelists Edge, Misty Island. Expert #2: 1st house W. of Berserker's Fury in Silver Cove. Master Requirements: Skill 7, Accuracy 30+, 2500 gold. Master: SE-most house in Hargraeve village, Castle Stone, Frozen Highlands. SHIELD: Expert Requirements: Skill 4, 2000 gold. Expert #1: N. house in the cluster of 4 houses S. of Ironfist village. Expert #2: 1st house E. of Mind Guild, north edge of Free Haven. Master Requirements: Skill 10, 5000 gold. Master: 1st house N. of the temple, Blackshire. SPEAR: Expert Requirements: Skill 4, 2000 gold. Expert #1: Next house S. of training academy in NW Silver Cove. Expert #2: 1st house N. of the Inn, Misty Island. Master Requirements: Skill 8, Cavalier (or Honorary) title, 5000 gold. Master: Inside the L- shaped alcove of the wooden building in NE corner of Darkmoor village. Mire of the Damned. SPIRIT MAGIC: Expert Requirements: Skill 4, 1000 gold. Expert #1: Next house W. of Water Guild, Free Haven. Expert #2: Next house S. of training building in New Sorpigal. Master Requirements: High Priest (or honorary) title. Master: Extreme NW house by Castle Ironfist. STAFF: Expert Requirements: Skill 4, 2000 gold. Expert #1: W. of the Inn in Misty Island and across the street. Expert #2: End of peninsula directly south of New Sorpigal. Master Requirements: Skill 8, 5000 gold. Master: N. door of "The Grove" Tavern on obelisk island north of Silver Cove. SWORD: Expert Requirements: Skill 4, 2000 gold. Expert #1: Next door E. of Fine Blades shop, Castle Ironfist. Expert #2: 2 doors E. of Alchemy & Incantations shop on S. side of street in Free Haven. Master Requirements: Skill 8, Cavalier (or Honorary) title. Master: 2 houses N. of south fountain in Blackshire, E. side of street. WATER MAGIC: Expert Requirements: Skill 4, 1000 gold. Expert #1: Directly N. of Fire Expert in Free Haven. Expert #2: On the island directly E. of New Sorpigal. Master Requirements: Skill 12, 4000 gold. Master: 2 houses E. of Air guild on S. side of the street, south edge of Misty Island village. I. Party Selection The first decision you'll have to make when starting up MM6 for the first time is the composition of your party. The debate about what party make-up is most optimal will surely rage for as long as people play this game. Nonetheless, there is a general consensus on three classes that should be included in any party: 1. Knight - for sheer close-up fighting power, high hit points, and getting your party out of dungeons when the rest of your party is unconcious. 2. Sorcerer - offensive and elemental magic user, will learn dark magic later 3. Cleric - for defensive and healing magic, and light magic later The fourth member is less clear. You have a choice of three others: Archer (Knight/Sorcerer), Paladin (Knight/Cleric), Druid (Generalist). Although some have maligned the Archer, I think it's a good addition. Setting aside it's good ranged attack abilities (which is a critical in MM6), the Archer can complement the Knight in close-up attacks, and the sorcerer in magic attacks. My Archer is expert in Air Magic and is learning Fire Magic (my Sorcer is expert in Fire, Water and Earth). The combination of Knight, Archer, Sorcerer and Cleric is very much an offensive party. While some may claim that a Paladin or Druid will add a critical back-up healing component, I've found that my Cleric alone is more than adequate for keeping my party conscious in battle. Nonetheless, it's important to note that as long as you have the Knight, Sorcerer, and Cleric in your party, whether you choose the Archer, Paladin, or Druid will not significantly harm or aid your party either way. II. Skills The second major choice you'll be confronted with is what skills to apportion among your party members. Again, reasonable people may disagree about the optimal mix, but there seem to be a few critical ones that will help any party throughout it's adventuring. Remember, all skills can be picked up at some point during the game. 1. Most necessary Merchant - at least one member should excel in this skill, and probably all your members should have it at a minimal level. Disarm trap - the ability to open the numerous traps and crates you come across, without taking damage (almost all of them are booby trapped), is very helpful. Identify item - saves you a ton of money in expenses Repair item - again, saves you lots of money (money is a commodity in short supply early in the game), not to mention handy if you're in the middle of a dungeon and have found that your favorite sword or armour has been ruined. Meditation - adds extra spell points - give to Cleric and Sorcerer, at least (for the Knight, it's useless) Needless to say, become Expert and Master these skills ASAP. 2. Helpful, but not critical Bodybuilding - increase HP Learning - you can find NPCs that do this too Perception - apparently good for grabbing things out of skull piles without getting ill 3. What's the use...? Diplomacy - seems not to have a great effect... III. Spell Skills and Spells The last big decision you'll have to make is what spells skills to distribute. Again, one may comfortably choose a variey of skills, but the seemingly most important ones are in order (spells in paranthesis are those most helpful early on): Sorcerer Fire (Firebold, Fireball and Ring of Fire) Water (Cold Beam, Water Walking and Enchant Item) Earth (Deadly Swarm) Cleric Spirit (Bless and Heroism) Body (Harm and Cure Wounds) Mind (Mind Blast) Other Air (Wizard's Eye and Sparks) IV. Weapons One weapon is very important for at least three--if not all--members to have: the bow. Many of the enemies you'll face early in the game do not have ranged attack. And because your party is not that high in hit points, being able to sit back and pick off (or significantly weaken) the baddies before they finally get close enough to attack is of great help. The prime strategy I follow when confronted with hoardes of raging monsters is: -- Approach close enough to "peal off" three or four monsters so that they charge. Attack with arrows and perhaps the occasional magic from the Cleric. If they've survived when they get into attack range, your Knight and Archer should be able to finish them off with little trouble. Later, the Sorcerer's and Archer's fireball spells offers added firepower if arrows are not doing enough damage or if a large number of monsters are charging. As for other weapons skills, distributing most of them among your party is a good idea because you never know when you'll come across a powerful weapon that does tremendous damage. Here are the weapons skills of my party members (the one listed first is the one they started with): Knight: Sword Axe (had a powerful axe for a long time) Bow Archer: Bow Sword (probably should have learned spear instead for it's defensive capabilities) Sorcerer Dagger Bow Cleric Mace Staff V. Armour With armour, it's important to note that the stronger it is, the more time your party member needs to recover before attacking again (at least until you reach master), so you must strike a balance between protection and attack speed. There's no firm consensus on what class should learn what armour; in my game, only the Knight has learned anything beyond leather armour--the others are all expert in leather armour. Also note that regardless of the armour-wearing abilities of your members (some, like the Sorcerer and Cleric, can't learn anything above leather armour), EVERYONE can wear protective gauntlets, shoes, helmuts, cloaks, rings and amulets. General Tips: Bottles - grab as many as you can. Those herbs and things lying around everywhere make potions, but you need bottles to put them in (hint: don't take a plain herb and click it on your character--he or she will get sick). Bar tender tipping - there can be some useful tips he or she gives you. NPCs - can join your party. The most sought after ones seem to be the instructors/teachers (who boost experience gained) and those who boost merchant skills. Fountains and wells - usually offer temporary increases in stats or rejuvenate hp's or magic points. Beware of the troughs though, they are often poisonous. Auto map - when you arrive in a new city, the automap kicks in. Be sure to uncover as much area as you can so that the map no longer contains blacked out spots. There's typically other areas on islands or remote areas that contain helpful shrines, caves, monsters, etc. 1. Forming the Party To form a party, you'll need to choose four of the six classes available in this game. These classes are: Knight - The Knight is the only character in the game, which can't cast spells and possess no magical abilities. But that's not that bad - it allows him to advance in other areas of skill - like in Disarm Trap (you won't do well without this skill!), Perception (you'll need this skill no matter what you think of it!), etc. He is extremely skilled in combat, great addition to every type of party. Just give him two weapons (preferably Sword and Spear), good armor and a bow, and he'll become the ultimate fighting machine in Might and Magic VI! His first promotion is to Cavalier, and later on, he becomes a Champion. When starting the game, give him more points on Might, Endurance, Accuracy and Speed. I propose to give him the next values: Might: 20, Intellect: 5, Personality: 5, Endurance: 20, Accuracy: 13, Speed: 13. Choose Bow and Shield or Bow and Disarm Trap as additional two skills. *** Knight The Knight class is the workhorse fighting class. Knights start with the largest selection of weapons and armor, and may ultimately use any type of weapon or armor. Being the toughest warriors of the classes, Knights begin with the greatest number of hit points and get the most number of hit points when they advance in level. Knights can be promoted to Cavalier status with a two hit point per level gain, and then to Champion status with another two hit point per level gain. Knights may never learn spells, nor may they ever learn (or need) the Meditation skill. Cavalier The Cavalier class is the first promotion of the Knight. Cavaliers may use any type of weapon or armor, but they may not learn spells. Cavaliers enjoy the benefit of an extra two hit points per level, and can be promoted once more to Champion status with another two hit point per level gain. Champion The Champion class is the second and last promotion of the Knight. Champions may use any type of weapon or armor, but they may not learn spells. Champions enjoy the benefit of an extra four hit points per level. -By Degenerate4Life- Paladin - The Paladin is much like the Knight, but he has certain spell power. He is able to learn the Magic of Spirit, Mind, and Body and thus to act as a backup healer. The Paladin is able to learn all weapon skills and I believe some would use him than the Knight. You should concentrate on fighting and healing abilities and leave someone else do the dirty work. He is supposed to be the backup healer and a good fighter, right? However, the drawback of the Paladin is that he has less Hit Points than the Knight, and not that much spell points - this means that he won't be able to cast a lot of spells. His first promotion is to Crusader and the second promotion is to Hero. When starting the game, you should give him more points on Might, Endurance, Speed and Accuracy. If you want add a point or two on Personality to raise his SP, but they are not that much when beginning the game. So, that's what I'll give to my Paladin: Might: 20, Intellect: 5, Personality: 12, Endurance: 15, Accuracy: 13, Speed: 13, Luck: 9. For the next two skills, I always choose Chain and Shield, and buy the bow skill as soon as I can. *** Paladin A cross between Knight and Cleric, Paladins perform both roles well, but not as well as the more focused classes they borrow from. Like Knights, Paladins can learn to use any type of weapon or armor, although they don't have as many choices to begin with. Paladins also begin with the Spirit realm of magic, and can also learn to use the Clerical Mind and Body realms. They cannot, however, learn to use the greater realms of Light and Dark, nor any of the Elemental realms. Paladins that are true to their cause may be promoted to Crusader (gaining one hit point and spell point per level) and ultimately to Hero (gaining another hit point and spell point per level). Paladins may learn all of the secondary skills. Crusader Crusader is the first Paladin promotion. Crusaders can learn to use any type of weapon or armor, and they can learn the Clerical magics of Spirit, Mind, and Body. Crusaders enjoy the benefit of an extra hit point and spell point per level, and can be promoted to Heroes, gaining an additional hit point and spell point per level. Hero Hero is the second and last Paladin promotion. Heroes can learn to use any type of weapon or armor, and they can learn the Clerical magics of Spirit, Mind, and Body. Heroes enjoy the benefit of an extra two hit points and spell points per level. -By Degenerate4Life- Cleric - This is one of the most important characters in the game. Large amounts of spell points and hit points for the spell caster classes, he can master all the Clerical spells and the powerful spells - Light and Dark. However, he is a little underpowered, and should have good armor (chain mail) and a good shield. Don't worry about his fighting skills - he'll become a good fighter after you give him a blaster. His first promotion is to Priest, and later, he becomes a High Priest. The stats he should have at the beginning, assuming he won't be a fighter, but a spell caster: Might: 5, Intellect: 7, Personality: 20, Endurance: 14, Accuracy: 13, Speed: 12, Luck 7. The other two skills he should learn are the Mind and Spirit magic, because learning spells is expensive. You'll waste less money on other skills. *** Cleric Clerics in Enroth are adventuring, spell casting holy men. A Cleric is a mediocre fighter but an excellent spell caster, with spells concentrating on healing and defensive themes. Clerics and Sorcerers are the only two classes that can learn from the Mirrored Path of the Light and the Dark, and the awesome spells these realms of magic offer. They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills. With much diligence and study, Clerics can be promoted to Priest (gaining one hit point and spell point per level) and eventually to High Priest (gaining a nother hit point and spell point). Priest Priest is the first Cleric Promotion. Priests can learn spells from the schools of Spirit, Mind, Body, Light, and Dark. They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills. They enjoy the benefit of an extra hit point and spell point per level, and can be promoted to High Priest to gain another hit point and spell point per level. High Priest High Priest is the second and last Cleric Promotion. High Priests can learn spells from the schools of Spirit, Mind, Body, Light, and Dark. They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Armor is a little better with plate being the only kind forbidden them, and they have no restrictions on secondary skills. High Priests enjoy the benefit of an extra two hit points and spell points per level. -By Degenerate4Life- Archer - The Archer is the Knight/Sorcerer. He is a good fight are can learn to cast spells. He is a good addition to every party, for he can shoot enemies from afar. Speaking about weapons, you should give him something two-handed, for he can't use a shield. This means either two swords, a Two-Handed Axe or a Spear- Halberd-Trident. As for the magic, he can attain masteries in all four elemental classes, but he is much like the Paladin - with much HP and less SP, so, he won't be able to cast powerful spells lots of times. He is first promoted to Battle Mage, and later on, to Warrior Mage. The stats that an Archer should have, assuming he'll be your fighter and marksman are: Might: 15, Intellect: 12, Personality: 5, Endurance: 15, Accuracy: 18, Speed: 14, Luck: 9. The other two skills that he should learn are: Axe/Spear and Fire Magic. *** Archer Like Paladins, the Archer is a hybrid of the Knight and Sorcerer classes. Archers may learn to use any type of weapon (specializing in the bow, of course) but they may never learn the shield or plate armor skills. They are compensated by beginning with the Air realm of magic and may eventually learn to use the rest of the Elemental realms. The greater realms of Light and Dark are, however, beyond their grasp. Archers can be promoted to Battle Mage (gaining one hit point and one spell point per level) and eventually may become Warrior Mages (gaining another hit point and spell point per level). All of the secondary skills are open to the Archer. Battle Mage Battle Mage is the first Archer promotion. Battle Mages may learn to use any type of weapon, but they may never learn the shield or plate armor skills. They may also learn the four elemental schools of magic of the Sorcerer. Battle Mages enjoy the benefit of an extra hit point and spell point per level, and may be promoted to Warrior Mage, gaining another hit point and spell point per level. Warrior Mage Warrior Mage is the second and last Archer promotion. Warrior Mages may learn to use any type of weapon, but they may never learn the shield or plate armor skills. They may also learn the four elemental schools of magic of the Sorcerer. Warrior Mages enjoy the benefit of an extra two hit points and spell points per level. -By Degenerate4Life- Druid - the Druids are protectors of the forest and every living thing. They are able to learn all elemental and Clerical classes of spells, but are unable to reach the powerful Light and Dark magic. They are better fighters than the Sorcerers and are allowed to carry a shield and a mace. If you are intended to use a Druid, concentrate on his magical abilities and spend all his points there. After you have achieved mastery in all realms of magic, go for the expert mace and master Leather armor. After that, save points for the blaster skill. He is first promoted to Greater Druid, and after that, to Arch Druid. The Druids' spell points depend on both intellect and personality, so you should increase these stats most of all. I propose the next stat points distribution: Might: 5, Intellect: 20, Personality: 20, Endurance: 14, Accuracy: 5, Speed: 14, Luck: 9. You should also learn Body and Water magic as two additional skills. *** Druid Druids are a hybrid of the Sorcerer and Cleric classes. They make poor fighters (better only than the lowly Sorcerer) and have relatively few hit points. On the plus side, Druids can use both Sorcerer and Clerical magic. Druids may not learn Light and Dark magic, and they can only use the staff, dagger, and bow as weapons while wearing only leather and shield as armor. All secondary skills are open to the Druid, and as an added bonus Druids may begin the game with the Learning skill. Druids can be promoted to Great Druid (gaining one hit point and one spell point per level) and eventually to Arch Druid (gaining another spell point and hit point per level). Great Druid Great Druids are the first Druid promotion. They have access to both the Sorcerer's four elemental magics, and the Cleric's schools of Spirit, Mind, and Body magic. They may not, however, learn to use Light or Dark magic, and they can only use the staff, dagger, and bow as weapons. Great Druids are also restricted to leather and shield as armor. Great Druids enjoy the benefit of an extra hit point and spell point per level, and may be promoted to Arch Druid, gaining another hit point and spell point per level. Arch Druid Arch Druids are the second and last Druid promotion. They have access to both the Sorcerer's four elemental magics, and the Cleric's schools of Spirit, Mind, and Body magic. They may not, however, learn to use Light or Dark magic, and they can only use the staff, dagger, and bow as weapons. Arch Druids are also restricted to leather and shield as armor. Arch Druids enjoy the benefit of an extra two hit points and spell points per level. -By Degenerate4Life- Sorcerer - This character class is necessary, no matter what happens! He is the weakest in body, but the strongest in mind... And can cast the most devastating spells without getting low on spell points too quickly. Give him a dagger in both hands, make him master in leather and then spend all the rest of your skill points on Meditation and the spell skills. The problem is the lowest amount if hit points... He will often go unconscious, maybe even die! Look after him very, very carefully. At the beginning, he should have the following stats: Might: 5, Intellect: 25, Personality: 7, Endurance: 17, Accuracy: 5, Speed: 16, Luck: 9.He should also learn Air and Water Magic. *** Sorcerer Students of the realm of Elemental magic, Sorcerers concentrate on offensive and utilitarian magic. Sorcerers are downright rotten fighters barely able to learn to use the dagger, the staff, and the bow effectively. They are forbidden any kind of armor or shield and have the lowest hit points of all the classes. With that aside, Sorcerers can wield mighty offensive spells and have access to the Mirrored Path of the Light and the Dark, from which come the best spells in the lands. After plenty of spell casting experience, Sorcerers can be promoted to Wizard (gaining one hit point and one spell point per level) and then to Arch Mage (gaining another hit point and spell point). No secondary skills are forbidden Sorcerers. Wizard Wizards are the first Sorcerer promotion. They are downright rotten fighters, barely able to learn to use the dagger, staff, and bow effectively. They cannot use armor better than leather or a shield and have the lowest hit points of all the classes. With that aside, Wizards have access to the elemental spells and Light and Dark magic. Wizards enjoy the benefit of an extra hit point and extra spell point per level, and they can be promoted to Arch Mage, gaining another hit point and spell point per level. Arch Mage Arch Mages are the second and last Sorcerer promotion. They are downright rotten fighters, barely able to learn to use the dagger, staff, and bow effectively. They cannot use armor better than leather or a shield and have the lowest hit points of all the classes. With that aside, Arch Mages have access to the elemental spells and Light and Dark magic. Arch Mages enjoy the benefit of an extra two hit points and spell points per level. -By Degenerate4Life- I believe this should be enough for a short info about all the characters and will help you to choose your starting party. On my opinion, groups like: Knight-Archer-Cleric-Sorcerer or Knight-Paladin- Cleric- Sorcerer and the best-balanced parties in Might and Magic VI. But... I personally, prefer parties with lots of magic in their blood: like Cleric-Sorcerer- Sorcerer-Sorcerer. It's extremely difficult till you make this group endure for awhile longer in the beginning... But as soon as you get to higher level, you'll see, that this group is unbeatable. Some tips: 1. Every member of your party should have skills for close combat and shooting, just as the required weapons or spells for that. Every character is able to use the following weapons in the game: Knight - ALL WEAPONS Paladin - ALL WEAPONS Archer - ALL WEAPONS Cleric - Mace, Staff, Dagger Druid - Mace, Staff, Dagger Sorcerer - Staff, Dagger 2. Every member of your party should attain expertise or mastery in their available armor skills. You should know, that certain classes can't learn to use some armor skills: Knight: ALL ARMOR Paladin: ALL ARMOR Archer: Leather Armor, Chain Mail Cleric: Leather Armor, Chain Mail, Shield Druid: Leather Armor, Shield Sorcerer: Leather armor 2. Character's statistics, factors, primary and secondary skills. 2. 1. Primary statistics. The primary stats are the Might, the Personality, etc. The factors are the damage that your party member inflicts with a hand weapon or a bow, and also, his condition. We'll go through this now. Might - this stat represents the strength of your character. The higher that value is, the higher will be the amount of damage inflicted in combat. Intellect - represents the ability of your character to perceive the surrounding world. Sorcerer's, Archer's and Druid's spell points depend on this skill. Personality - this skill represents the willpower of your character and his personal charm. Cleric's, Druid's and Paladin's spell points depend on their personality. Endurance - this skill represents the physical might and toughness of your character. This skill reflects on the amount of hit points of your character. Accuracy - this is the skill that represents how accurate is your character with his weapon. Higher values of this skill will allow your character to hit more accurate and quickly in combat. Speed - represents the quickness of your character. This skill increases your character's armor class and reduces the recovery time after an attack. Luck - I don't think this stat needs description... Resistances - their work is to lower the amount of damage your character will receive after hit with certain spell. Be aware, that some points on a resistance won't make your character immune to this spell class (fire, air, etc.). 2.2. Factors. Hit points - this is a counter, which shows how much damage your character will endure, before going unconscious or dead. You can replenish your character's HP after 8 hours of uninterrupted rest or paying for healing in a temple. Spell points - another counter, which shows how much spells you character may cast. This counter may not go below zero. When your character gets low on spell points, he won't be able to cast certain spells, until his Spell points are replenished. This happens with 8 hours of uninterrupted rest or by paying in a temple for healing. Armor Class - this stat shows how difficult will it be for your opponent to hit your character with arrow or a hand weapon. The more there points are, the better is the chance to evade damage from an attack. Condition - shows the current condition of your character. The default condition is good, and all other conditions should be cured as soon as possible! They can affect greatly your character's ability to hit, endure and cast spells (for instance, if your character is insane and you sleep to heal, when he wakes up, he won't have any spell points, unless you have something to regenerate Mana over time). Quick Spell - this shows which spell your character has prepared to cast when needed. Just press "S" button to cast this ready spell. Age - shows how old your character is. It can be changed by magic and the older your character is, the weaker he'll become. Level - shows the development of your character. Every level advancement adds more Hit points and Spell points to his amounts. Experience - this is an indicator for your character's experience. When this indicator is green, you are able to train to the next level. If it's white, you may click on it - it will show you how much experience you need to advance to the next level. Attack Bonus - a complex factor of skills, stats, etc. that show your character's chance to hit the enemy with his wielded weapon. Attack damage - this field shows the damage your character will inflict with a successful hit. Shoot - a complex factor that shows the chance your character has to hit successfully his enemy with the equipped bow. Shoot damage - shows the damage inflicted with every successful attack. 2. 3. Weapon skills. Sword - this skill covers all the weapons, longer than a dagger. Basic: Skill adds to attack bonus Expert: reduces recovery time Master: May use a sword in the left hand Staff - two-handed weapons, good enough for both attack and defense. Basic: Skill ads to attack bonus Expert: Skill adds to armor class Master: chance to stun equal to skill Dagger - this type of weapons can't inflict large amounts of damage, but are very fast and your character may be able to hit twice in one round. Basic: skill adds to attack bonus Expert: allowed to use dagger in left hand Master: chance to inflict triple damage equal to skill Axe - often all axes are slow, but do inflict lots of damage. Basic: skill adds to attack bonus Expert: skill reduces recovery time Master: skill adds to damage Spear - this skill covers all weapons of the spear type, like spear, halberd and trident. They can be wielded in one or both hands, but work better two-handed. Basic: skill adds to attack bonus Expert: skill adds to armor class Master: skill adds to damage Bow - this skill covers all shooting weapons, except blasters! Basic: skill added to shoot bonus Expert: skill reduces recovery time Master: bow fire two arrows each attack Mace - this skill covers all weapons from club to mace. Basic: skill adds to attack bonus Expert: skill adds to damage Master: chance to stun equal to skill Blaster - This is a weapon made before the Silence. Be sure. That it will deal death faster than any other weapon you've ever seen! Basic: skill adds to attack bonus Expert: double effect Master: Triple effect 2. 4. Magic Skills. First, I should say that all spells' power depends on the level, which your character has attained - basic, expertise, and mastery. That's why I will only describe a brief outline of the spell classes. Fire - is a source of attack spells and spells, afflicting the speed of your characters. Air - mainly defensive and informative and includes all spells connected with the light. Water - both defensive and offensive, this spell class is concentrated on moving the objects. Earth - mainly defensive. The spells are used to strengthen your characters. Spirit - concentrates on the type of magic that includes life and death. You'll be able to raise dead bodies, and resurrect your party members. Mind - offensive and informative spell class. Body - includes the spells, connected with the healing and removing harmful effects on your characters. Light - is one of the most powerful magic types. Mainly defensive. Dark - is extremely offensive and includes the most devastating spells in all Enroth. 2. 5. Armor. Leather Armor - the lightest suit of armor that your character may wield, but gives the least protection. The good thing is that leather Armor slows the least you character and thus reduces the recovery time. Basic: skill adds to armor class Expert: reduces recovery time Master: Recovery penalty eliminated Chain Mail - armor of average weight. They offer more defense and protection than the Leather Armor, but slows you character a lot. Basic: skill adds to armor class Expert: reduces recovery time Master: Recovery penalty eliminated Plate Mail Armor - offers great defense and protection, but really, really slows down your character. Basic: skill adds to armor class Expert: reduces recovery time Master: Recovery penalty eliminated Shield - this skill directly increases your armor class. Basic: skill adds to armor class Expert: skill adds to AC (double effect) Master: skill adds to AC (triple effect) 2.6. Miscellaneous skills. Identify Item - allows you gain some insights about certain items during the game. The higher this skill is, the better your character will identify items. Master is able to identify the strongest item - like artifacts and relics. Basic: More points increase the chance of identifying an item Expert: Double effect of skill Master: Triple effect of skill Merchant - helps in buying and selling stuff, making the prices better for you. Basic: makes prices in shops better for you and your party Expert: Double effect of skill Master: Triple effect of skill Repair Item - allows you characters to repair broken equipment if their skill is high enough. The better they are in repairing items, the better broken items (even artifacts or relics) they'll be able to repair. Basic: more skill points allows the repairing of better items Expert: Double effect of skill Master: Triple effect of skill Body Building - this skill adds directly Hit points to your character's HP totals. The points of skill multiply with the class bonus (4 for a knight, 1 for a Sorcerer) and the sum is added to the HP value. Basic: Skill adds to Hit points Expert: Double effect of skill Master: Triple effect of skill Meditation - skill adds directly Spell points to your character's SP totals - 4 for a Sorcerer, 0 for a Knight. Basic: skill adds to Spell points Expert: Double effect of skill Master: Triple effect of skill Perception - increases your character's chance to evade damage from blowing chests and noticing hidden traps and doors. THIS SKILL IS NECESSARY AT LEAST TO EXPERT LEVEL for one character. Basic: skill increases chance of finding hidden doors, treasure and evading damage from traps Expert: Double effect of skill Master: Triple effect of skill Diplomacy - helps to decrease the bad effect on your reputation while bribing, begging and threatening NPC's. Basic: Skill decreases chance of lowering the reputaion while begging, bribing and threatening NPC's. Expert: Double effect of skill Master: Triple effect of skill Disarm Trap - this skill helps opening a chest without taking damage if it is booby- trapped. Basic: Better chance of opening chests without taking damage Expert: Double effect of skill Master: Triple effect of skill 3. The Obelisk Puzzle. If you successfully read all obelisks, you'll be able to find the Captain's Treasure. Te obelisks are in 15 different areas in Enroth and have numbers from1 to 15: 1. Sweet Water (near the big lake) 2. Paradise Valley (after the Temple of Baa) 3. Hermit's Isle (near the oasis) 4. Kriegspire (NE corner of map) 5. Blackshire (in the sands) 6. Dragonsand (near the shrine of the Gods) 7. White Cap (behind Castle Stromgard) 8. Free haven (south of the town) 9. Mire of the damned (south of Snergle's mines) 10. Silver Cove (North part of the map) 11. Bootleg Bay (near the Firelord dungeon) 12. Castle Ironfist (through the releporter) 13. Alamos (near the south shipyard) 14. Mist (through the teleporter on the far-most island) 15. New Sorpigal (in the volcano - you'll need Fly to get in there!) The Captain's treasure contains two books - "Divine Intervention" and "Dark Containment", 250 000 gold and three artifacts: Guinevere, Morgan and Igraine. 4. Promotion quests 4.1. Knight First promotion - to become a Cavalier, you must get the Nomination scroll from Chadwick Blackpoole in the tavern, which can be found in the village of Rockham. It's extremely simple task - get it and return to Osric Temper to become cavaliers. Second promotion - to become Champions, you must find the Discharge papers scroll. Go to Silver Cove. In the northwest corner is the Warlord's Fortress. Clear the fortress from black knights and cuisinarts (the cuisinarts tend to give good Golden Plate Armors) and find the scroll in a chest. This scroll contains the info about the failure of the Warlord to become a champion. Retrieve it and go to Free Haven to get your final promotion. 4. 2. Paladin First promotion - to become a Crusader, you must find "The Damsel in Distress" - Melody Silver. She is in the Silver Helm Outpost in Mist. Find the prison area and in one of the cells you'll find an NPC, who tells you that he'd heard strange noises from the walls. Go to the end of the corridor and click on the wall. The wall will go down. Proceed carefully and you'll get into a guarded room. Inside the room is a lever. Push it. Now steps will appear near the entrance to the room. Run to the steps, because they'll disappear quickly. Pun to the platform and then to the next platform, till you reach the top. Inside one of the rooms is Melody Silver. Second promotion - to become a Hero, you must kill a dragon - Longfang Witherhide in his cave in Darkmoor. Kill him, get his Claw and return it to Wilbur Humphrey to be promoted. 4.3. Archer First promotion - you must go to a building in the White Cap area. You'll easily find it - it's surrounded with archers. Get inside and clear everything inside. Push the levers in both long corridors and gain entrance to the throne room. Kill everything there and take a close look on the smaller throne. There's another lever on it. Push it and a secret passage will appear. Inside the new rooms are 4 chests. Inside one of them are the Keys to the Dragon Towers, which Stromgard wants you to find. Second promotion - having the keys, go to New Sorpigal, Free Haven. Mist, Blackshire, Silver Cove and White Cap and unlock all Dragon Towers. Then go to Lord Stromgard to get you promotion to Battle Mage. Easy! 4.4. Sorcerer First promotion - you need to go to Bootleg Bay and drink from the fountain outside the city. That's all! Return to Albert Newton in Mist for your promotion. Second promotion - you'll need to go in the Corlagon's estate, which can be found in Ironfist area, by going through the portal. Go inside and clear the whole place, pushing all levers you find. Eventually, you'll get to a room, where is a Lich and three Skeleton lords. Kill them and in the chest in the far corner of the room, you'll find the Terrax's Crystal. Return it to Albert Newton to become Archmages. 4.5. Cleric First promotion - this promotion is relatively easy. You need to find a Carpenter and a Stone Cutter and make them fix the Temple in Free Haven. Be sure to have taken this quest from Castle Stone! These both NPC's can be found in the houses near the temple in Free Haven. Hire them, go to the Temple and they'll do the rest. You may return to castle Stone and become a Priest. Second Promotion - you'll need to go to the Bootleg Bay. On one of the island there, is the Temple of the Sun. Enter it, clear everything there, watch out for hidden doors in the large room (you should notice them on the map) and seek a red counter. Inside it is the Sacred Chalice. Return it to Lord Stone and everything's ready! 4.6. Druid. First promotion - go to the Castle Fleise in Silver Cove. Talk to Lady Loretta Fleise and talk to her. She'll tell you to visit the Druid Circle in Silver Cove (found on one of the islands) on 20th of March 21st of June 23rd of September or 21st of December. Pray on this date and you'll become a Greater Druid. Second promotion - Go to the Temple of the Moon near the village of Rockham in Free Haven. Clear the whole Temple from enemies, without yet clicking on the altars. After you've done, go to each altar and put the mouse pointer on it - it'll tell you what altar is this. Now, click the altars in the next order: Altar of Life, Altar of Accuracy, Altar of Might, Altar of Endurance, Altar of Speed, Altar of Luck. The large door in the center room will now open. Kill everything there and pray on the altar with the crystal around midnight. You'll be promoted to Arch Druids. DON'T GET GREEDY DOING THIS PROMOTION QUEST BEFORE THE OTHER!!! YOU WON'T BE ABLE TO PROMOTO YOUR DRUID IF YOU DO SO!!! 5. The quests of the Six Lords To gain entrance to the oracle, you'll need to do all the quests of the six lords. Each one of them has a specific task for you. These are the quests (and the lords): 1. Regent Wilbur Humphrey. You'll have to find Lord Kilburn's Shield. It is in a chest ear Blackshire town, protected by werewolves. Kill them and open the chest, get the shield (if you're lucky, you may even get an artifact there) and return it to the Regent. He'll give you his vote... But his representative won't vote for you, for he is a traitor and is under orders to abstain. Go to Ironfist and complain to Humphrey - he'll give you the Cloak of Baa (the topic is "Silvertongue's refusal". Now, go to Kriegspire and find the Superior Temple of Baa. You'll be allowed to pass, for you have the cloak. Be sure to have at least one character with Expert Perception and get inside. Clear the rooms and collect all the bodies. In two of the High Priest's bodies, can be found the High Cleric's Key and the High Sorcerer's Key. Use them to open the locked chest. Inside is the letter from Zenofex. Bring it to Slicker Silvertongue, and expose him as a traitor! He'll threaten you and disappear, making your reputation Saintly. 2. Lord Albert Newton. Find the room with a single Master Monk and a chest in it. In this room, there's a switch on the wall. Push it and a passage will open. In the passage, there are two chests. One of them is holding the key to Gharik's Laboratory. Take it and go to New Sorpigal. On one of the islands you'll find a building, named "Gharik's Forge". Be sure you're strong to enter it, because it's not an easy task! Clear the forge and go down the elevator. Open the door and you'll get into a room with lots of warlocks and sorcerers. Kill them and proceed to the next room. Go up and up, open the door and walk till you get to the Library. Inside the chest is the Hourglass of Time. Bring it back to Newton and his representative will vote for you! 3. Lord Osric Temper. You need to get the "Devil's Plans" scroll. It can be found in the Devil outpost in Kriegspire. The outpost is in the canyon between the volcano and the snowy lands. Inside is a "Devil of Baa". He'll drop the scroll you need. Take it and head back for Free Haven. 4. Lord Stone. He wants you to capture the Prince of Thieves. He's in the Free Haven Sewers. Take the quest from Stone and go to the Sewers. Take the right passage immediately and kill everything till you hit a room with a wardrobe and a bed. Click on the bed, and you'll capture this person. Return him to Stone to get some gold and gratitude. 5. Lady Loretta Fleise. She wants you to fix the stable prices in all 9 Coach Companies in: New Soprigal, Castle Ironfist, Free Haven (2), Silver Cove, Blackshire, White Cap, Kriegspire and Darkmoor. Click on "Price Fixing" in all these stables then return to Loretta for some gold. (Depends on your haste with this mission it's 5000 or 25 000, so work fast!) 6. Lord Stromgard. He wants you to put and end to the winter in White Cap. Go to Kriegspire, cast fly or hire a Wind Master and each the mountains. On the mountain, there's a tiny hut, where the Hermit, who caused the winter lives. Ask him to stop the winter and he'll do so. 6. The Oracle Missions. After you have done all of the six Lords' quests and exposed Silvertongue, you'll have the permission to enter the Oracle. He'll ask you to find his memory modules in order to wake him. They could be found in Alamos, Kriegspire, Supreme Temple of Baa (in Hermit's Isle) and Darkmoor. The crystal in Alamos is protected by a password. In order to get it, you must find the white marble bridge and jump down. Kill the Magyars under it and start searching the area after the tunnel. You should find and orange switch. Press it and try to find a large hall, full of Air Elementals and Warlocks. Now, kill everything there and enter the room with the elevator. You should hear a specific music, showing that the crystal is nearby. Cross the narrow passage over the cages and enter the room with the crystal. You'll be asked for a password. It's JBARD. Type it and go get the crystal! The crystal in Darkmoor is probably the most difficult to acquire. First, you should find a blind corridor, in which at it's end are three Liches, and a plate. Read the plate and a lever will appear. Press the lever and go search for the cube with orange walls, hanging from the ceiling. Push it and one of the walls will open! Proceed through the opened wall, and fight the eyes till you get to a staircase leading up. Climb on it and press the wall. A secret door will open. Walk forward till you find yourself above a large hall, full of Liches and Eyes. Kill them or run to the bottom of the hall. In a small niche is the crystal. Take it! The Crystal in Kriegspire is difficult to locate. Find the four large circles that are forming an "Arena". You should be on the second floor of this arena. Walk on the thin edges till you get to the very center of it. You should see a column and a light green switch on it. Press it and return to the orange door before the arena. It should now open. Walk into the corridor and you'll son have the Crystal on visual! In the Prison area, where the cages are, you will find a Letter from Roland (Ironfist). Take it. Take the crystal and get out of here. The Crystal in the Supreme temple of Baa is easy to locate. Just travel down and down, till you reach the lowest floor, just before the magma. You'll find a bridge and levers on all the entrances. Just press the switches till you get access to the room with the crystal! Take it and all is done. You have all four crystals, required to wake the oracle. You'll get 100 000 experience for each placed crystal, so go straight to Free Haven, get your reward and level up. After this is done. The Oracle will ask you to find the Control Cube, which allows you to go in the Control Center, where you may find blasters. Pretty good weapons! Now, it is the time to go to Dragonsand and enter the Temple of VARN - it's building, which looks like a pyramid. Clear the entrance area and enter the room that is full of Genies and a single Defender of VARN. Kill them and collect the bodies. You should find a key. New enter the large room. Go left and find the door in the left wall. Kill everything there and find the switch, which looks like a scarab. Press it and a chest will appear. Open it and take EVERYTHING that is inside. Take the Crystal skull and put in your inventory. Then, enter the inventory, pick the skull and close the window. You still hold the skull, right? Thus you'll never suffer radiation damage while in this pyramid. The drawback is that you won't be able to collect bodies, for the skull will go back to your inventory. I propose that you go on a money-collecting raid after you've killed everything here. Now, go to the large room once again and enter the red door. Kill everything here and jump through the opening in the floor. You'll reach a hexagon. Now, find the corridor with orange wall and clean it, until you find a room. Inside there's a chest. Open it and you'll find another scroll, another key and a few items. Return to the room with the pools and the Well of VARN. Go north and take the west (left) passage. Kill everything till you hit a door. Open it and proceed in the corridor. Kill the two genies and you'll reach the Back Door. You have the key for it, so open it and proceed right near the wall. Continue walking in this direction till you reach a path leading upwards. Climb on it and you'll reach the Water Temple. You have the key for it, so open the door. Now, go kill everything and find the chest. Inside it is another code, another key and a few items. Return through the corridor leading to the Back Door till you reach the place, where you've fought with the Guardians of VARN. There is a big entrance to the south, which leads to the library. Running or fighting - your choice, get to the library and open the chest. Get the new scroll and the new key. Then click on the two pictures near the chest. You'll find the last 2 scrolls. You need to go back to the room with the Well of VARN. Get all message scrolls and the key in one single character and jump into each pool. Write: - For Communication Officer - ARUHU - For Navigator - ULUS - For Engineer - YTTOCS - For First Mate - KCOPS - For Doctor - YOCCM After you're done, go to the Well of VARN, cast Feather Fall (or you should stick to the walls!) and write the Captain's Code (KRIK). Fall down and kill all the units. Inside the chest are the Control Cube and some items. Return the Cube to the Oracle. Now, you'll be able to get in the Control Center. Just go to the first room to the left and read the plate. You'll get the Blaster skill! In the Control Center, you will find 8 Blasters and 4 Blaster Rifles. Be sure you've found all four Rifles before you get out! They are much more powerful and efficient than the little blasters. Unfortunately, you can't use two blasters at a time :-)) Pity... You'll need the blasters to destroy the reactor in the Hive, located in the village of Sweet Water. But first, you should go to Castle Ironfist and talk to prince Nicolay. He'll ask you to find the Third Eye, a gem, which is required to open the Archibald's vault, where the Tanir's Bell is. The Gem is in the well near the castle. Click on the well and you get it. Now, return to the castle and trade the gem for the Tanir's bell. Go to the library above the Castle and free Archibald. He'll thank you and gives you "The Ritual of the Void" (the scroll, required to evade reactor's explosion, which will consume the Earth), and will disappear. Now, you are free to go to the Hive and finish the game. 7. Artifacts and Relics in the game Finding artifacts or relics isn't easy. The places, where you may find lots of these wonderful items are Paradise Valley, Hermit's Isle and Dragonsand. Some exceptions are: Excalibur (the artifact sword in Eel-Infested Waters - requires 200+ Might to get it), Mordred (the Artifact Dagger in the Dragoon's Keep in Free Haven) and artifacts, which are found in the chest after solving the obelisk quest: Igraine, Morgan and Guinevere. Solving the side quests. Solving the side quests is not important for the game, but doing so will earn you money, respect and levels up! 1. Returned the Prince. This mission is taken from Castle Ironfist and you objectives are to return little Prince to the castle. Talk to him, click on "Boredom" and he'll ask you to get him to the circus. But he'll run away as soon as he can, so you'll have to find him. He's where the circus is - in April in Blackshire, in August in Darkmoor and December in Bootleg Bay. Retrn him to the castle and you'll get some experience to advance a few levels. Be warned, that if he's missing, you won't be granted permission to enter castle Ironfist! 2. Killed Snergle. Speak to the Dwarf in the tavern in Darkmoor. He'll ask you to find and kill Snergle - the usurper of the Dwarven throne. This is also a required quest if you want to master the axe. You must first go to the "Snergle's Iron Mines" in Darkmoor and find "Snergle's Key". It's in a person, who was captured and locked in there. But first of all, You'll have to find a small key that opens his cell. Do it and he'll give you the required item. Then go to Ironfist area and find "Snergle's Caverns" through the teleporter. Enter it and try to collect all the gold and gems that are found in the caves. After you reach the door, be warned! When you unlock it, you'll get surrounded by dwarves and may die if you can't escape into the large room or with a portal or beacon. In any way, start killing the dwarfs and collecting their bodies. In one of the bodies (that of Snergle), you'll find a fine axe. Bring it to Anviril Smithers and he'll start teaching you to Master Axe skill. 3. Saved the Mayor of Mist. You must get this mission from the Town Hall in Mist. Go to the Silver Helm outpost. Find the room with a single Master Monk inside and a swith on one of the walls. Inside the chest you can find "Enemies list" scroll. Bring this proof, that the next victim will be the mayor of Mist to the town hall and you'll get some gold and experience. 4. Retrieved Baa Candelabra. You must get this mission from Andover Portbello in the New Sorpigal's tavern. Go to the Abandoned temple outside the town and enter it. Kill the bats and enter the right door behind the stairs. Kill the snakes and open the chest. You'll find the missing candelabra. Be warned, that helping Baa will decrease your reputation! 5. Retrieved Andrew's Harp. Go to Ironfist and take this mission in the house near the stables. Now, go to Dragoon's Caverns in the same area. This mission requires a lot of fighting and killing, and of course, pulling a few levers. Kill and advance further into the dungeon till you reach a room with six chests and some guardians inside. Kill them and open the SECOND chest. Inside it is the harp. Return it to get some gold and experience. 6. Retrieved Ethric's Skull. Go to the Temple area in Free Haven and search about the houses. You'll find an alchemist, who wants you to find the skull of the First Lich, Ethric the Mad. Travel to the south till you hit the river. Now, go east till you hit the mountain. Here's the entrance to the "Tomb of Ethric the Mad". The tomb itself is now hard to complete, assuming you can fight the liches. Just press all switches you come upon till you find the room with liches. There are a few such rooms and Ethric is in one of them. Be sure to collect all bodies - you'll find "... an item (Skull)". Return it to the Alchemist and he'll give you 7500 gold and surely you'll gain a few levels. WARNING! While searching the niches, you can catch a disease!!! 7. Killed the Spider Queen. Please read the information about "Rescued Angela" and "Retrieved Baa Candelabra" missions first. After you have saved the girl, continue venturing into the Abandoned Temple. You'll reach two small rooms, full of snakes and with a chest and six snake eggs lying on the ground. Kill the enemies and collect the Eggs and the items in the chest. Now, continue walking forward until you hit the large room with the spiders. Now, don't go into it, just wait in the entrance. The spiders will come alone, I assure you! Kill them and in one of the bodies you'll find the Spider Queen's heart. Now, go to the end of the room and open the wooden door. You'll find a chest with some GOOD items inside! (The last time I found a Stellar Bow and a Cardinal Cloak) 8. Saved the Monolith You must get this quest from Silver Cove and find "The Monolith" building in the same area. Inside it are quite big bunch of Druids and Earth Elementals, who may prove to be tough opponents if your party isn't that strong yet. However, be sure to click on all rocks, trees, stones, etc. They will either give you money or open passages, doors, etc. You'll find lots of gold inside! When you reach the Altar room and deface the Monolith, all Clerics and Druids in your party will gain +5 Personality permanent. You'll also get 3000 gold for completing this mission! 9. Destroyed the Wicked Crystal. Go to Bootleg bay and take the mission from the house in the temple. Now, travel to the "Temple of the Fist" - it is to the west of the main town, when you're facing the temple. This mission is no that hard to complete and the only problem may be the locked door of the inner sanctum of the Temple, where is the crystal itself. To open it, find the white arrow behind the three barrels and push it. The wall will move, allowing you to push a newly discovered button. It will open the locked door for you. Kill everything in the inner sanctum and destroy the crystal by clicking on him. Now, return to the house for your reward. 10. Rescued Emmanuel. Go to Blackshire to take this mission. Emmanuel can be found in the Temple of the Snake in the same area in a little island - this means you'll have to either have "Water Walk" of "Fly" spell. Otherwise, you must take the damage from drowning... Nevertheless, you are now inside the building. Start killing everything there (well, you may have certain difficulties with the Gold Dragon inside!) and then jump in the pit under the dragon. Take a close look at the walls and you'll find a button. Push it and continue the fight with these medusas. It is advisable to have "Protection from magic" cast at all times, because the medusas tend to stone your characters! You'll soon get into a large hall, full of medusas. Kill them and you'll see two cages there. In one of them is Emmanuel. Return him to his wife and you'll get a little gold and a lot of gratitude! 11. Found Zoltan's Artifact. Now, this is a mission you're going to like! Go to Free Haven, and near behind the Training Grounds, you'll find the house of Zoltan Phelps the Merchant. He'll ask you to find a powerful artifact for him - Mordred. This long dagger is in the Dragoons Keep to the south (south end of map) from Free Haven. Enter this building and if you can endure the fight with lots of enemies there, start venturing into this dungeon! Its corridors aren't spacey, so if you have the "Sparks" spell, it should work perfectly. Be warned that the levers that open the locked doors are really far from the passages, so you may have to walk quite a bit till you get to the opened door. Proceed down the stairs and open the wooden doors using the levers in the wall. The pull all the levers and be sure to pull the lever in the bottom room last. The door will close - a trap! If you're low on HP, you have enough time to rest and heal. After the rest, you'll have 2 attacks of rats and one attack of fighters. Kill them all and return to the main corridor. Now, the keep door is open. Kill the Fighters there and open the chest. The artifact is inside. But now comes the fun! Return the artifact to Zoltan Phelps and he'll tell you that he was expecting something much grander than this "knife". So, he'll refuse to take it and pay you 30 000 gold for finding it! Isn't that wonderful? You get money and an artifact together! 12. Rescued Sherell. Go to Free Haven and in the port area lives a person, who'll give you this quest. Now, you need to travel to Bootleg Bay, to the northern island (you can get there from Mist) and enter the temple of Tsantsa. Usually, you'll have to clear the whole temple form enemies, for there are some levers to pull. I urge you to kill everything in there and then try to find the room with the big white lever. Push it and then go to the room of the female cannibals and pull the next lever. Now, find the room to the south of the hall with the colored doors (it has five bones in it, you can't miss it!), pull the next lever and you'll gain access to the hall. Kill everything there again and you'll soon find the prison area. Now, return to the rooms of the male cannibals and open the chests there, if you haven't yet. In one of them is the "Cell Key", which is required to open the prison door. Talk to Sherell and return her to Free Haven and get the reward. 13. Rescued Sharry. Go to the Town Hall in New Sorpigal to get this quest. Now, travel to the Shadow Guild Hideout in the Castle Ironfist area. Enter the area and you'll find yourself in a blind corridor. Open the door to the left and kill the enemies. Near the door on the wall you can find a lever. Push in and the wall that was blocking the corridor will disappear. Continue forward now till you find a door to the left. Open it and enter the next hall. Kill the Thugs and the Brigands and leave the room from the opposite door. You'll find yourself in another blind corridor. Enter the room to the left - it is something like storage. Between the barrels on the east wall of the room you'll find a new switch that will open the rest of the Shadow Guild hideout dungeon. Enter the room to the right, kill everything there and open the chest - it contains the key required to open the locked door in the beginning. Sharry is inside this room. Return her to the Town Hall in New Sorpigal for a nice reward. 14. Rescued Angela. You must travel to New Sorpigal to take this quest. After you're done, go to the Abandoned Temple near the town. Please read the instruction for the "Retrieved Baa Candelabra" quest. After you've taken the Candelabra, continue venturing deeper into the temple, till you reach a large room with Snakes, Bats and Spiders inside. This room has a passage leading to the right and downwards. Walk into it and in the new room you'll find the little girl. 15. Broke the Blackshire curse. This quest is taken from Blackshire. Go to the "Lair of the Wolf" near the town and fight till you get to the room with a Wolf Head in the middle and a white altar. Now, search carefully the passages to the left and to the right. In one of them is the Ghost of Balthazar - a soldier, who lost his life while fighting the Werewolves. He'll ask you to find the Pearl of Purity in the opposite corridor. Search carefully the opposite passage and you'll come upon the pearl. Now, use it to purify the altar. The Blackshire curse is broken! Talk to Balthazar again. He'll ask you to bring the pearl to Wilbur Humphrey, whom actually, it belongs and he'll a sk you to find the Pearl of Putrescence, the Black Pearl. Now you can return to Blackshire and tell the good lady that you've done the quest and bring the pearl to the Regent. 16. Killed the Werewolf leader. So, you want to complete the dungeon? OK then! After you've destroyed the altar, the wall in the wolf's jaws will disappear. Continue to the right and fight till you get to the teleport stairs. Now, start searching the area for a large room full with lots of Werewolves. One of them is the Werewolf Leader, who is holding the Pearl of Putrescence. Collect his body and return the Pearl to Balthazar. 17. Solved the Goblinwatch Combination. Go to New Sorpigal's Town Hall to take this quest. The lady will give you the "Key to Goblinwatch" - use it to enter the outpost. Now, you're inside! Open the door to your right. Continue moving along the corridor till you get in the room with the panels on the wall and goblins inside. Kill the enemies and push the red panels on the walls. Some of them will reveal chests. In one of them is the Goblinwatch combination scroll. 18. Returned with the Chime of Harmony. Go to the Town Hall in New Sorpigal to take this quest. It will appear after you've finished the "Solved Goblinwatch Combination" quest. Now, travel to the "Temple of Baa" in Castle Ironfist area. The temple looks empty... But it's not that! After you enter each room, you'll be attacked. In each room you'll find a key. The first key is in a statuette in a blind corridor with lots of curves. You'll find it easily! The problem may be the central area of the largest hall after the entrance. It has four doors and four plates. Click the doors using the following order - north, east, west, and south. But, if oriented using the map directions, it's - south, west, east, and north. The doors will open, but be warned - after you open the chest, you'll be ambushed by quite big bunch of Apprentices and Skeletons. After you've killed them and have found "The Hidden Door key" and "The Treasure Room Key", you may open the door with the fireball trap. Walk carefully, evading the fire blasts and continue up. You'll reach another big room. Kill everything there, but be warned! After you go behind the altar with the gong, the room will fill with skeletons! If you want, open the hidden door and escape in the corridors. Walk to the left and using the Treasure room key, open the hidden door above the large room with the skeletons. You'll enter a smaller room with a chest. Inside it is the Chime of Harmony. Return it to New Sorpigal to collect the 5000 gold reward. But there's another treasure room here, on the opposite end of the corridor. Walk to the right this time and carefully search the wall after you go past the curve. You should find hidden 5000 gold coins. Having found them, continue up and open the next hidden door (should be visible on the map already!) - you'll find yourself in the Treasure room. There's a lot of gold here! 19. Retrieved Emil's Egg. Go to Kriegspire town and take this mission. Now, enter Castle Kriegspire. Kill the Minotaurs that are guarding the entrance and walk left after entering the small corridor. You should find a wooden door. Open it and continue the search. In a fine-looking niche you'll find a chest. Inside it is the Emil's egg. Be careful! The egg itself is not mentioned as a "QUEST ITEM" in its description! 20. Placed Twillen's Statuettes. Go to Blackshire and find Twillen's house. He'll ask you to place the statuettes inside the chest, which can be found just outside his house on the pedestals in Sweet Water, Dragonsand, Mire of the Damned, Kriegspire and Bootleg Bay. Do it and return to Twillen. The reward is nice! 21. Aided the Lord of Fire Go to the "Hall of the Firelord" in Bootleg Bay area and enter the building. Talk to the colored head you'll see on your entering the dungeon and he'll ask you to unlock the warded doors. This happens when you have an amber piece with you and click on the door. The first door is ornamented and colored in yellow. The next door is somewhat buried in the ceiling and is gray. Click on the first, then on the second and you'll open the warded doors. Return to the Firelord for some experience bonus. (Using the bug, you can click over and over to get more experience added - click about 8-10 minutes to get you characters' experience to 16777126 - the maximum amount for now, allowing you go reach level 183.) 22. Delivered the 6th Letter to Wilbur Humphrey. This is the letter, which your first character is carrying in his backpack at the beginning of the game. First, go to New Sorpigal's tavern and show the letter to Andover Portbello. He'll give you 1000 gold. Now, you may go to castle Ironfist and show this letter to the Regent. He'll take it and give you 5000 more gold. 23. Allowed to use the Royal Yacht. After you're done with the six lords' quests, go to castle Ironfist and speak to Wilbur Humphrey. He'll tell you that now, you may use the Royal Yacht to travel to Hermit's Isle... Travel length - 21 days!? 24. Destroyed the Book of Liches. Please read carefully the description of finding the Memory Crystal in Darkmoor castle. After you've taken the Crystal, click on the plate under the cube. A message will appear "The Fires of Death shall burn forever" and the cube will change its color. Click on the cube and you'll find yourself in a room, in which on a small pedestal lies the Book of Liches. Destroy it and return to Terry Ross in the village beneath the Castle to get 5000 gold and some experience. (If you steal from the dead, though you may find really good items, you'll get you reputation lowered quite a bit!!!) 25. Super Goober. You don't have to get this quest from anywhere - it simply exists. Enter the Control Center and try to find the large room with lots of Units of each type (Patrol, Enforcer, Terminator) and destroy them. Walk near the wall to the right of the entrance and you'll reach a door. Open it and you'll find yourself in a room with a chest. Open it and read the scroll - it should be "Congratulations! I hereby promote you all Super Goobers!" 10. Town descriptions and teacher locations. 1. NEW SORPIGAL. Stable Dragon Tower Teachers: Fire Magic Expert Water Magic Expert (on an island, you'll recognize it - it has a shrine on it) Earth Magic Expert Air Magic Expert (Above the bank, if you don't have Jump or Fly, click on the bank's south wall for a Fly scroll) Body Magic Expert Spirit Magic Expert Mind magic Expert Learning Expert (above the Self Guild) Body Building expert Meditation Expert Identify Item Expert Perception expert Staff Expert (south of the town, near the sea) Ancient Weapons Expert (The house near the Goblin Camp) Special Buildings: Town Hall Abandoned temple Shrine of Luck (active in July) Spells: All Elemental and Clerical spells on low level 2. Castle Ironfist. Stable Teachers: Shield Expert Leather Armor Expert Chain Mail Expert Plate Armor Expert Dagger Expert (behind the tavern) Bow Expert Axe Expert Sword Expert Disarm Trap Expert Identify Item Expert Disarm Trap Expert Spirit Magic Master (requires High priest) Special Buildings: Castle Ironfist (promotion for Paladin) Dragoons' caverns Shadow Guild Hideout Temple of Baa Snergle's Caverns Corlagon's Estate The Seer Shrine of Electricity (active in September) Spells: All Clerical spells at middle level 3. Mist. Dragon Tower Teachers: Repair Item Expert Staff Expert Spear Expert Leather Armor expert Fire Magic Master Water Magic Master Air Magic Master (requires Archmage) Meditation Master Special Buildings: Castle Newton (Sorcerer promotion) Town Hall Silver Helm Outpost Shrine of Intellect (active in February) Spells: All Elemental Spells at Middle level 4. Free Haven 2 Stables Dragon Tower Teachers: Sword Expert Dagger Expert Merchant Expert Fire Magic Expert Air Magic Expert Water Magic Expert Earth Magic Expert Mind Magic expert Spirit Magic Expert Body Magic Expert Special Buildings: Castle Temper (Promotion for Knight) Dragoons' Keep Tomb of Ethric the Mad Temple of the Moon Shrine of Accuracy (active in May) Spells: All Elemental and Clerical Spells on Excellent level. 5. Silver Cove Stable Dragon Tower Teachers: Repair Item Expert Light Magic Expert Merchant Master Body Magic Master Mind Magic Expert Earth Magic Master Learning Master Spear Expert Staff Master (behind the tavern on the island) Buildings: Castle Fleise (promotion for Druid) Town Hall The Monolith Warlord's Fortress Circle of Stones Silver Helm Stronghold Shrine of Personality (Active in March) Spells: Clerical Magic and Light Magic at low and middle level. 6. White Cap Stable Dragon Tower Teachers: Bow expert Mace Expert Dark magic Expert Diplomacy Master (You'll need to Fly - it's over the Castle Stromgard) Disarm Trap Master Repair Item Master Leather Armor Master Dagger Master Special Buildings: Castle Stromgard (Archer promotion) Icewind Keep Castle Stone (Cleric Promotion) Shrine of Endurance (active in April) Shadow Guild Spells: Dark Magic at Low and Middle level 7. Bootleg Bay. Teachers: Perception Expert Chain Mail Expert Special Buildings: Temple of the Fist Hall of the Firelord Temple of Tsantsa Circus (in December) Shrine of Might (active in January) Pedestal 8. Kriegspire Dragon Tower Stable Bow Master (requires Battle Mage) Light Magic Expert Special Buildings: Castle Kriegspire Agar's Laboratory Caves of the Dragon Riders Superior Temple of Baa Devil Outpost Pedestal Shrine of Cold (active in October) Shrine of Fire (Active in August) 9. Darkmoor Stable Teachers: Mace Expert Chain Mail Master (Requires Crusader) Axe Master Spear Master Special Buildings: Castle Darkmoor Snergle's Iron Mines Cave of Longfang Witherhide Shrine of Speed (active in June) Pedestal Circus (in August) 10. Castle Alamos Teachers: Ancient Weapons Expert Light Magic Master (Requires Saintly reputation) Special Buildings: Castle Alamos Excalibur (200+ Might to pull it out of the stone) Shrine of Poison (Active in November) 11. Paradise Valley Teachers: Ancient Weapons Master Dark Magic Master (requires Notorious reputation) No Special Buildings 12. Sweet Water Special Buildings: The Hive Pedestal 13. Sweet Water Special Buildings: Tomb of VARN Shrine of the Gods (+20 to all stats permanent) Pedestal 14. Hermit's Isle Special Buildings: Supreme Temple of Baa The Fountain of Youth 15. Blackshire Stable Dragon Tower Teachers: Mace Master (requires 40+ Might) Sword Master (requires Cavalier) Shield Master Dark Magic Expert Special Buildings: Lair of the Wolf Temple of the Snake Circus (in April) Shrine of Magic (Active in December) Spells: All spells from the Mirror path on excellent level. 11. Hints, tips, secrets and advices. *** 1. The NWC dungeon (New World Computing Dungeon): Once in the shrine of the gods, on the eastern wall, click and you will be teleported to the NWC Dungeon. It is wise to cast Lloyds Beacon once you enter, because the dungeon is large and can be annoying when trying to get out in a hurry. Once you enter, it's pretty much straight forward of where to go to actually get to the excitement. It seems like a cave, but is filled with employees. None will talk to you about hints on the game or anything, which stinks, but whaddya expect? Throughout the dungeon there are two goblins. One, the weaker one, is John Van Caneghem. I think he's supposed to be a Goblin Shaman. The other goblin, Trip Hawkins, I think is stronger, but they aren't that hard. They both have between 20-60 health, and in the beginning it's not necessarily a walk in the park, but you should still survive. There are no traps and the only ways to die are use magic on yourself or die at the goblins, so you should have no trouble. It is wise to cast Expert level Wizard Eye if you have it, because there are many little treasures lying about. Really you can just explore. A lot of times you will open a door and be in what seems a "prison cell" with another employee, but my guess it is like a cubicle. Throughout the cavern there is about 2, maybe 3 thousand gold (great for beginners), a longbow, boots, light armor, rings, herbs, potion bottles, hats, the works. But the only reason I ever visit is because in one of the rooms, there is a huge cabinet next in a small room. There is a small white box next to the cabinet to help you tell which one it is. Remember to always click on the boxes as much as the possible. Anyway, if you click on the cabinet you can get unlimited food! Just keep on clicking, and you can get more! Sometimes you get "bad food", which poisons you, but if you keep using one guy, the poison will only affect that one man. Also it is helpful to have a cleric with the Cure Poison spell, but it doesn't matter if you don't. I got over 500 food after clicking for a minute or two, and it's been a year since then and I am only down to 450! Really helpful. So, just explore and collect, and you should be well off if you are just starting the game. I didn't visit until I was far in the game, so I was only helped by the food. Hope this helps! If you click on the blue chest multiple times, you'll get up to 10 000 gold. This can be used for another bug. Go to New Sorpigal and leave ALL your money in the bank. Now return to NWC and hit the chest again. It should give you another 10 000 gold. You can do so till you get tired of it. -By Griffon Rider- 2. The "Q". Yes, Q is surely that alien form who made the blind Jordi LaForge from Star Trek movies see clearly again... Q is really tough. He has 16 000 HP and casts "Finger of Death" all the time. There are several ways to beat him: - Wait for him to get stuck in some of the corners (thank God, they are many!) so he won't be able to kill you (his spells will be hitting the wall in front of you, and you'll take absolutely no damage) with his spell and start hitting him with your hand weapons. - Use the "Sparks" spell, from many of the sparks will hit him. Never remain visible for him, for soon some of your characters die by his spell "Finger of Death" - but if you win, you'll get the Horn of Ros and three books - Town Portal, Lloyd's Beacon and Stone to Flesh. 3. Secret beacon? On my game this thing works, so you should try it either. After you buy the Lloyd's beacon spell, click on one of the empty spaces in you book while "Recalling beacon", and you'll be teleported to Castle Alamos in the Eel- Infested waters. 4. Entering the Shrine of the Gods. There's a secret beacon on the roof of the Bucaneers' Lair in New Sorpigal. Face the Gild of the Self and then turn back. Now click on the roof before you. You should be teleported to the Shrine of the Gods. Run, run and run inside, click on it, take +20 to all stats for your characters and then enter the NWC Dungeon as described by Griffon Rider. After you're done, leave the place turn left and run forward. On the wall before you is a beacon back to New Sorpigal. If you're quick enough, you won't die, for the Dragons need some time to breathe fire. 5. The Experience bug. By aiding the lord of Fire, you may click multiple times on the "Quest" button and thus get some more experience added to your character's totals. If you click for about 8-10 minutes, you'll get to level 183 (16777216 exp), which means that you'll win the game really easy. I suggest you skip this bug. Playing on level 183 is not funny as playing on level 55. If you don't like the difficulties, train to 183. If you like challenges, don't use this thing. 12. Spell Descriptions - FIRE SPELLS 1. Torch Light - Torch light increases the radius of light surrounding your party in the dark. Novice (N): Duration 1 hour per point of skill Expert (X): Brighter light Master (M): Brightest light 2. Flame Arrow - Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits. N: Casting cost 2 spell points X: Casting cost 1spell point. Quicker recovery rate M:Casting cost 0 spell points. Quickest recovery rate 3. Protection from Fire - Increases all your characters' resistance to fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic. N: 1 point resistance per point of skill X: 2 points resistance per point of skill M: 3 points resistance per point of skill 4. Fire Bolt - Launches a burst of fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective-the "Old Reliable" of the Sorcerer's arsenal. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 5. Haste- Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for six hours after this spell wears off. N: Duration 1 hour + 1 minute per skill point X: Spell affects entire party Duration M:1 hour + 3 minutes per skill point 6. Fireball - Another Sorcerer's favorite, fireball targets a single monster, but explodes to hurt anyone else caught in the blast. If your party is too close to the blast, they will be hurt as well. Fireball does 1- 6 points of damage per point of skill in Fire Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 7. Ring of Fire - Generates a ring of fire around the party that damages all monsters it contacts. Happily, Ring of Fire is safe and will not damage your own characters. Ring of Fire does six points of damage plus one per point of skill in Fire Magic. N: Small radius of effect around party X:Larger radius M: Quicker recovery rate 8. Fire Blast - Launches streaks of fire in the direction the characters are facing. The bolts only hit monsters that stand in their way, so a little aiming practice will help you get the most benefit from Fire Blast. Fire Blast does 4 points of damage plus 1-3 per point of skill in Fire Magic. N: Slow rate of recovery and 3 shots X: Moderate rate of recovery and 5 shots M: Quick rate of recovery and 7 shots 9. Meteor Shower - Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 points of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors. N: Slow rate of recovery and 8 meteors X: Moderate rate of recovery and 12 meteors M: Quick rate of recovery and 16 meteors 10. Inferno - Inferno burns all monsters in sight when cast, excluding your characters. Good for cleaning out rooms full of weak or moderate strength monsters in one or two easy castings. Each monster takes 12 points of damage plus 1 per point of skill in Fire Magic. This spell only works indoors. N: Slow rate of recovery X: Faster recovery rate M:Fastest recovery rate 11. Incinerate - Amongst the strongest direct damage spells available, Incinerate inflicts massive damage on a single target. Only the strongest of monsters can expect to survive this spell. Damage is 15 points plus 1-15 per point of skill in Fire Magic." N: Slow rate of recovery X: Faster recovery rate M: Fastest recovery rate Air Spells 1. Wizard Eye - Wizard Eye causes the automap located in the upper right corner of the main gaming screen to show the locations of monsters and other points of interest while outdoors. The spell lasts 1 hour per point of skill in Air Magic. N: Only shows terrain and monsters X: Shows treasure M: Shows "points of interest" 2. Static Charge - Hits a single monster with a jolt of static electricity. It only does 2-6 points of damage, but it always hits. N: Casting cost 2 spell points X: Casting cost 1 spell point. Quicker recovery rate M: Casting cost 0 spell points. Quickest recovery rate 3. Protection from Electricity - Increases all your characters' resistance to Electricity by an amount equal to your skill in Air Magic. N: 1 point resistance per point of skill X: 2 points resistance per point of skill M: 3 points resistance per point of skill 4. Sparks - Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate. It is hard to tell where they will go, so this spell is best used in a room crowded with small monsters. Each spark does 2 points plus 1 per point of skill in Air Magic. N: Moderate recovery rate, 3 sparks X: Faster recovery rate, 5 sparks M: Fastest recovery rate, 7 sparks 5. Feather Fall - Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of the fall. Feather Fall affects your entire party with one casting and has a duration based on your skill in Air Magic. N: Duration 5 minutes per point of skill X: Duration 10 minutes per point of skill M: Duration 1 hour per point of skill 6. Shield - Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the missiles down just before they hit. N: Duration 1 hour + 5 minutes per point of skill X: Spell affects entire party M: Duration 1 hour + 15 minutes per point of skill 7. Lightning Bolt - Sorcerer's Darling, Lightning Bolt discharges electricity from the caster's hand to a single target. It always hits and does 1-8 points of damage per point of skill in Air Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 8. Jump - Jump launches your party up in the air, landing you 60 feet from where you started. Your party takes no falling damage from the jump. N: Slow recovery rate (faster for high skill ranking) X: Faster recovery rate M: Fastest recovery rate 9. Implosion - Implosion is a nasty spell that affects a single target by destroying the air around it, causing a sudden inrush from the surrounding air, a thunderclap, and 10 points plus 1-10 points of damage per point of skill in Air Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 10. Fly - Grants the power of flight to your characters! This spell is very expensive and only works outdoors, but it is very useful. Fly will drain one spell point every five minutes it is in use (I.E. when you aren't touching the ground). N: Duration 5 minutes per point of skill X: Duration 10 minutes per point of skill M: Duration 1 hour per point of skill 11. Starburst - Calls stars from the heavens to smite and burn your enemies. Expert and Master ranking in this spell both increase the number of stars called and speed recovery. The damage for each star is 20 points plus 1 per point of skill in Air Magic, and Starburst only works outdoors. Try not to get caught in the blast! N: Slow recovery rate and 8 stars X: Faster recovery rate and 12 stars M: Fastest recovery rate and 16 stars Water Spells 1. Awaken - Automatically awakens all of your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective. N: Works if asleep less than 3 minutes per point of skill X: Works if asleep less than 1 hour per point of skill M: Works if asleep less than 1 day per point of skill 2. Cold Beam - Targets a single monster with a field of extreme cold for an instant. It only does 2-6 points of damage, but it always hits. The more skill you have in Water Magic, the faster you will recover from casting Cold Beam. Masters of Water can cast this spell without cost. N: Casting cost 2 spell points X: Casting cost 1spell point. Quicker recovery rate M: Casting cost 0 spell points. Quickest recovery rate 3. Protection from Cold - Increases all your characters' resistance to Cold by an amount equal to your skill in Water Magic. This spell lasts for one hour per point of skill in Water Magic. N: 1 point resistance per point of skill X: 2 points resistance per point of skill M: 3 points resistance per point of skill 4. Poison Spray - Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to poison, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic. N: Moderate recovery rate and 1 shot X: Faster recovery rate and 3 shots M: Fastest recovery rate and 5 shots 5. Water Walk - Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. This spell can be very useful, but constantly drains one spell point every 20 minutes while in contact with water. N: Duration 5 minutes per point of skill X: Duration 10 minutes per point of skill M: Duration 1 hour per point of skill 6. Ice Bolt - Fires a single bolt of ice at a single target. It always hits and does 1-7 points of damage per point of skill in Water Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 7. Enchant Item - Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Experts manage better enchantments, and only masters can enchant weapons. N: Weak enchantments only X: Stronger enchantments M: Allows enchantment of weapons 8. Acid Burst - Acid burst squirts a jet of extremely caustic acid at a single victim. It always hits and does 9 points of damage plus 1-9 per point of skill. The big advantage of this spell is few monsters are resistant to acid. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 9. Town Portal - Town Portal teleports the party to the central fountain of the last town visited. Town Portal has a 10% chance per point of Water Magic skill of working when cast. N: Outdoors only X: Indoors OK M: Works anywhere and gives choice of destination 10. Ice Blast - Fires a ball of ice in the direction the caster is facing. The ball will shatter when it hits something, launching 7 shards of ice in all directions except the caster's. The shards will ricochet until they strike a creature or melt. Each shard does 12 points of damage plus 1-2 per point of skill in Water Magic. N: Slow rate of recovery X: Faster recovery rate M: Fastest recovery rate 11. Lloyd's Beacon - Lloyd's Beacon lets you place a marker at a location you want to teleport back to in the future. Just how far in the future depends on your skill and ranking in Water Magic. Cast this spell whenever you wish to either place a marker or return to one. N: 1 Beacon, decays in 1 hour per point of skill X: 3 Beacons, decays in 1 day per point of skill M: 5 Beacons, decays in 1 week per point of skill Earth Spells 1. Stun - Slaps a monster with magical force, forcing it to recover from the stun spell before it can do anything else. Stun also knocks monsters back a little, giving you a chance to get away while the getting is good. The greater your skill in Earth Magic, the greater the effect of the spell. N: Normal effect X: Stronger effect M: Strongest effect 2. Magic Arrow - Creates and fires a single magical arrow. Unlike most spells, this spell is inaccurate and has the same chance of hitting as a regular arrow (using your Earth Magic skill as a bonus to hit). Also unlike most spells, Magic Arrow is free to cast when you become a Master of Earth. The arrow does 3-8 points of damage. N: Casting cost 2 spell points X: Casting cost 1 spell point. Quicker recovery rate M: Casting cost 0 spell points. Quickest recovery rate 3. Protection from Magic - Increases all your characters' resistance to magic by an amount equal to your skill in Earth Magic. N: 1 point resistance per point of skill X: 2 points resistance per point of skill M: 3 points resistance per point of skill 4. Deadly Swarm - Summons a swarm of biting, stinging insects to bedevil a single target. The swarm only does 5 points of damage plus 1-3 per point of skill in Earth Magic, but it never misses and the damage is physical, making resistance to this spell unlikely. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 5. Stone Skin - Increases the armor class of a character by 5 + 1 point per point of skill in Earth Magic. N: Duration 1 hour + 5 minutes per point of skill X: Spell affects entire party M: Duration 1 hour + 15 minutes per point of skill 6. Blades - Fires a rotating, razor-thin metal blade at a single monster. This spell can miss, and damage and chance to hit rely heavily on Earth Magic skill. The blade does 1-5 points of damage per point of skill in Earth Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 7. Stone to Flesh - Removes the stoned condition from a character if you cast this spell in time. The greater the s kill and rank in Earth Magic the longer the condition could have been present before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. N: Works if stoned less than 3 minutes per point of skill X: Works if stoned less than 1 hour per point of skill M: Works if stoned less than 1 day per point of skill 8. Rock Blast - Releases a magical stone into the world that will explode when it comes into contact with a creature or enough time passes. The rock will bounce and roll until it finds a resting spot, so be careful not to be caught in the blast. The explosion causes 1-8 points of damage per point of skill in Earth Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 9. Turn to Stone - Temporarily turns a target to stone. These stone statues are invulnerable to any sort of attack. N: Duration 5 minutes per point of skill X: Duration 10 minutes per point of skill M: Duration 20 minutes per point of skill 10. Death Blossom - Fires a magical stone far into the air that creates a very large and powerful explosion when it lands. The damage is 20 points plus 1 per point of skill in Earth Magic. This spell can only be used outdoors. N: Moderate rate of recovery X: Faster recovery, larger radius of effect M: Fastest recovery, largest radius of effect 11. Mass Distortion - Increases the weight of a single target enormously for an instant, causing internal damage equal to 25% of the monster's hit points plus another 2% per point of skill in Earth Magic. The bigger they are, the harder they fall. N: Slow rate of recovery X: Faster recovery rate M: Fastest recovery rate Spirit Spells 1. Spirit Arrow - Fires an ectoplasmic bolt of negative spiritual energy at a single target. Spirit arrow can miss, but a higher skill in Spirit Magic increases your chances of hitting. The arrow causes 1-6 points of damage. N: Moderate recovery X: Faster recovery M: Casting cost 0. 2. Bless - Blessed characters have an increased chance to hit monsters in hand to hand combat and with missiles. A character's bonus to hit is increased by 5 + 1 per point of skill in Spirit Magic. N: Duration 1 hour + 5 minutes per point of skill X: Spell affects entire party M: Duration 1 hour + 15 minutes per point of skill 3. Healing Touch - heals a single character of 3-7 hit points. Skill increases the recovery rate of this spell. N: Heals 3-7 points of damage X: Heals 5-9 points of damage M: Heals 7-11 points of damage 4. Lucky Day - Temporarily increases a single character's Luck statistic by 10 points plus 2 per point of skill in Spirit Magic. N: Increases luck by 10 points plus 2 per point of skill X: Increases luck by 10 points plus 3 per point of skill M: Spell affects entire party 5. Remove Curse - Removes the cursed condition from a character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. N: Works if cursed less than 3 minutes per point of skill X: Works if cursed less than 1 hour per point of skill M: Works if cursed less than 1 day per point of skill 6. Guardian Angel - Sets up a compact with the Higher Powers to resurrect your characters and return them to the last temple you visited upon their deaths. The price for this service is half of the gold your characters have with them at the time of death. Guardian Angel lasts for 1 hour per point of skill in Spirit Magic. N: Characters are restored to life with 1 hit point each. X: Characters are restored to life with half their hit points M: Characters are restored to life with all their hit points 7. Heroism - Heroism increases the damage a character does on a successful attack by 5 + 1 point per point of skill in Spirit Magic. N: Duration 1 hour + 5 minutes per point of skill X: Spell affects entire party M: Duration 1 hour + 15 minutes per point of skill 8. Turn Undead - Forces all visible undead monsters to flee until the duration of Turn Undead runs out. This spell lasts for 3 minutes plus 3 minutes per point of skill in Spirit Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 9. Raise Dead - Raises a character from the dead if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the character could have been dead before the "point of no return" is reached. After that, the only way to raise the character short of Divine Intervention is to visit a temple. Casting this spell will l eave your character in the weak condition. N: Works if dead less than 3 minutes per point of skill X: Works if dead less than 1 hour per point of skill M: Works if dead less than 1 day per point of skill 10. Shared Life - Shared Life combines the life force of your characters and redistributes it amongst them as evenly as possible. All current hit points are totaled and 1 extra point per point of skill in Spirit Magic is added to this total. Then the points are distributed back to the characters, with no individual character being allowed to have more points than his maximum total hit points. N: Adds 1 hit point per point of skill to the pool X: Adds 2 hit points per point of skill to the pool M: Adds 3 hit points per point of skill to the pool 11. Resurrection - Resurrects an eradicated (body destroyed) character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the "point of no return" is reached. After that, the only way to resurrect the character is to visit a temple. Casting this spell will leave your character in the weak condition. N: Works if eradicated less than 3 minutes per point of skill X: Works if eradicated less than 1 hour per point of skill M: Works if eradicated less than 1 day per point of skill Mind Spells 1. Meditation - Temporarily increases a single character's Intellect and Personality statistics by 10 points plus 2 per point of skill in Mind Magic. N: Increases Intellect and Personality by 10 points plus 2 per point of skill X: Increases Intellect and Personality by 10 points plus 3 per point of skill M: Spell affects entire party 2. Remove Fear - Removes the afraid condition from a character if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the condition could have been present before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. N: Works if afraid less than 3 minutes per point of skill X: Works if afraid less than 1 hour per point of skill M: Works if afraid less than 1 day per point of skill 3. Mind Blast - Fires a bolt of mental force damaging to a single targets' nervous system. Mind Blast does 5 points of damage plus 1-2 per point of skill in Mind Magic. N: Moderate recovery rate X:Faster recovery rate M: Fastest recovery rate 4. Precision - Temporarily increases a single character's Accuracy statistic by 10 points plus 2 per point of skill in Mind Magic. N: Increases Accuracy by 10 points plus 2 per point of skill X: Increases Accuracy by 10 points plus 3 per point of skill M: Spell affects entire party 5. Cure Paralysis - Cures paralysis if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been paralyzed before the ""point of no return"" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. N: Works if paralyzed less than 3 minutes per point of skill X: Works if paralyzed less than 1 hour per point of skill M: Works if paralyzed less than 1 day per point of skill 6. Charm - Calms a single targeted creature and removes any hostile feelings it has towards your characters. If this creature takes any damage, it will immediately become hostile again. N: Duration 3 minutes per point of skill X: Duration 6 minutes per point of skill M: Duration 12 minutes per point of skill 7. Mass Fear - All creatures in the caster's sight fear the caster and flee. If a creature takes damage while under the influence of this spell, the spell will be broken. Mass Fear will not work on Undead creatures. The duration of Mass Fear is 3 minutes per point of skill in Mind Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 8. Feeblemind - Feeblemind removes the ability of a target to cast spells until this spell wears out. The duration of this spell is 5 minutes per point of skill in Mind Magic N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 9. Cure Insanity - Cures insanity if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been insane before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. N: Works if insane less than 3 minutes per point of skill X: Works if insane less than 1 hour per point of skill M: Works if insane less than 1 day per point of skill 10. Psychic Shock - Similar to Mind Blast, Psychic Shock targets a single creature with mind damaging magic, only to a much greater effect. Psychic Shock does 12 points of damage plus 1-12 per point of skill in Mind Magic. N: Slow rate of recovery X: Faster recovery rate M: Fastest recovery rate 11. Telekinesis - Telekinesis lets you manipulate an object at a distance at a strength equal to your character's skill in Mind Magic. Switches can be thrown, objects picked up, and doors opened with this spell, all from a nice safe distance from those nasty traps. N: Strength of effect is 1 point per point of skill X: Strength of effect is 2 points per point of skill M: Strength of effect is 3 points per point of skill Body Spells 1. Cure Weakness - Cures the weak condition from a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been weak before the "point of no return" is reached. After that, the only way to cure the condition short of Divine Intervention is to visit a temple. N: Works if weak less than 3 minutes per point of skill X: Works if weak less than 1 hour per point of skill M: Works if weak less than 1 day per point of skill 2. First Aid - Cures 5 hit points on a single target when cast. Recovery is reduced by an amount equal to the caster's skill in Body Magic. N: Cures 5 hit points X: Cures 7 hit points M: Cures 10 hit points 3. Protection from Poison - increases all your characters' resistance to poison by an amount equal to your skill in Body Magic. N: 1 point resistance per point of skill X: 2 points resistance per point of skill M: 3 points resistance per point of skill 4. Harm - Directly inflicts magical damage upon a single creature. Harm does 8 points of damage plus 1-2 per point of skill in Body Magic. N: Moderate recovery rate E: Faster recovery rate M: Fastest recovery rate 5. Cure Wounds - Cures hit points on a single target when cast. The number cured is equal to five plus 2 per point of skill in Body Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 6. Cure Poison - Cures poison in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been poisoned before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. N: Works if poisoned less than 3 minutes per point of skill X: Works if poisoned less than 1 hour per point of skill M: Works if poisoned less than 1 day per point of skill 7. Speed - Temporarily increases a single character's Speed statistic by 10 points plus 2 per point of skill in Body Magic. N: Increases Speed by 10 points plus 2 per point of skill X: Increases Speed by 10 points plus 3 per point of skill M: Spell affects entire party 8. Cure Disease - Cures disease in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been diseased before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. N: Works if diseased less than 3 minutes per point of skill X: Works if diseased less than 1 hour per point of skill M: Works if diseased less than 1 day per point of skill 9. Power - Temporarily increases a single character's Might and Endurance statistics by 10 points plus 2 per point of skill in Body Magic. N: Increases Might and Endurance by 10 points plus 2 per point of skill X: Increases Might and Endurance by 10 points plus 3 per point of skill M: Spell affects entire party 10. Flying Fist - Flying Fist throws a heavy magical force at a single opponent that does 30 points of damage plus 1-5 per point of skill in Body Magic. N: Slow rate of recovery X: Faster recovery rate M: Fastest recovery rate 11. Power Cure - Cures hit points of all characters in your party at once. The number cured is equal to 10 plus 2 per point of skill in Body Magic. N: Slow rate of recovery X: Faster recovery rate M: Fastest recovery rate Light Spells 1. Create Food - Creates food for all of your characters if you have less real food than would be created by this spell. N: Creates 1 day + 1 day per 10 points skill X: Creates 1 day + 2 days per 10 points skill M: Creates 1 day + 3 days per 10 points skill 2. Golden Touch - Converts a single item you select in your inventory into gold equal to 40% of the item's actual value. There is a 10% chance per point of skill in Light Magic that this spell will succeed. If the spell fails, the item is broken. N: Converts item to 40% gold value X: Converts item to 60% gold value M: Converts item to 80% gold value 3. Dispel Magic - Removes all spells on all creatures in the caster's sight, both helpful and harmful. Recovery is reduced by an amount equal to skill in Light Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 4. Slow - Halves the walking speed and doubles the recovery rate of a single monster. Slow makes sure a monster will attack you half as often, and will have a harder time catching up to you if you choose to run. The duration of this spell is 3 minutes per point of skill in Light Magic. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 5. Destroy Undead - Calls upon the power of Heaven to undo the evil magic that extends the lives of the Undead, inflicting 16 points of damage plus 1-16 per point of skill in Light Magic upon a single, unlucky target. This spell only works on the Undead. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 6. Day of the Gods - Simultaneously casts Power, Meditation, Speed, Lucky Day, Precision, and GA on all your characters for one easy payment. Day of the Gods is cast at your skill in Light Magic. N: All spells cast at twice skill in Light Magic X: All spells cast at three times skill M: All spells cast at four times skill 7. Prismatic Light - Inflicts 25 points of damage plus 1 per point of skill in Light Magic on all creatures in sight. This spell can only be cast indoors. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 8. Hour of Power - Simultaneously casts Haste, Heroism, Shield, Stone Skin, and Bless on all your characters at your skill in Light Magic. N: All spells cast at twice skill in Light Magic X: All spells cast at three times skill M: All spells cast at four times skill 9. Paralyze - Paralyze temporarily prevents a monster from moving or attacking for the (short) duration of this spell, which is 3 minutes per point of skill in Light Magic. You are free to attack your helpless target 'til your heart's content-- paralyzed monsters cannot retaliate. N: Slow recovery rate X: Faster recovery rate M: Fastest recovery rate 10. Sun Ray - Sun Ray is the second most devastating spell in Enroth, concentrating the light of the sun on one unfortunate creature. Since Sun Ray must focus the light of the sun, it can only work outdoors and during the day. Sun Ray does 20 points of damage plus 1-20 per point of skill in Light Magic. N: Very slow recovery rate X: Faster recovery rate M: Fastest recovery rate 11. Divine Intervention - Once per day during the rising or setting of the sun, you may call upon the heavens to heal your characters of all damage, restore your spell points, and remove all adverse conditions. The gods exact a price, however, aging the caster 10 years for each Divine Intervention. Recovery from this spell is shortend with skill in Light Magic. N: Only works once per day X: Only works twice per day M:Only works three times per day Dark Spells 1. Reanimate - Reanimate allows you to raise a lifeless creature from the dead (sort of). The spell does not make them grateful or peaceful in any way, but you can always kill them again, if you want. N: Creature gets 10 hit points per skill point (up to creature's maximum) X: Creature gets 20 hit points per skill point M: Creature gets 30 hit points per skill point 2. Toxic Cloud - A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your characters. The cloud does 25 points of damage plus 1-10 per point of skill in Dark Magic and lasts until something runs into it. N: Moderate recovery rate X: Faster recovery rate M: Fastest recovery rate 3. Mass Curse - Inflicts the cursed condition on all monsters in the sight of the caster. N: Duration 2 minutes per point of skill X: Duration 3 minutes per point of skill M: Duration 4 minutes per point of skill 4. Shrapmetal - Fires a blast of hot, jagged metal in front of the caster, striking any creature that gets in the way. Each piece inflicts 6 points of damage plus 1-6 per point of skill in Dark Magic. N: Moderate recovery rate and 3 fragments X: Faster recovery rate and 5 fragments M: Fastest recovery rate and 7 fragments 5. Shrinking Ray - Shrinks even the grandest of monsters to more manageable sizes. Duration of this spell is 5 minutes per point of skill in Dark Magic. A shrunken monster deals one half, one third, or one quarter its normal damage while shrunk. N: Reduces monster size to one half normal X: Reduces monster size to one third normal M: Reduces monster size to one fourth normal 6. Day of Protection - Simultaneously casts Protection from Fire, Electricity, Cold, Poison, and Magic, plus Feather Fall and Wizard Eye on all your characters at your skill in Dark Magic. N: All spells cast at twice skill in Dark Magic X: All spells cast at three times skill M: All spells cast at four times skill 7. Finger of Death - Attempts to immediately slay a single creature by stripping its soul from its body. Finger of Death has a 3% chance per skill point in Dark Magic of working, with Experts and Masters getting 4 and 5% chances respectively. N: 3% chance of success per point of skill in Dark Magic X: 4% chance of success per point of skill in Dark Magic M: 5% chance of success per point of skill in Dark Magic 8. Moon Ray - A powerful spell of Darkness, Moon Ray heals your characters and damages all monsters in sight. It doesn't do a lot of damage or cure conditions, but it is the only spell that harms all monsters in sight and works outside. Moon Ray is restricted to working outdoors and at night. All monsters take 1-4 points of damage per point of skill in Dark Magic, and all characters heal 1-4 points of damage per point of skill. N: Slow recovery rate X: Faster recovery rate M: Fastest recovery rate 9. Dragon Breath - Dragon Breath empowers the caster to exhale a cloud of toxic vapors that target a single monster and damage all creatures nearby. This spell is the most powerful damage spell in the lands, doing 1-25 points of damage per point of skill in Dark Magic. N: Slow recovery rate X: Faster recovery rate M: Fastest recovery rate 10. Armageddon - This spell is the town killer. It can only be cast once per day by Apprentices to Dark Magic, and only outdoors at that. Armageddon inflicts 50 points of damage plus 1 point of damage for every point of Dark skill your character has to every creature on the map, including all your characters. N: Can only be cast once per day X: Can only be cast twice per day M: Can only be cast three times per day 11. Dark Containment - This spell attempts to trap the force of darkness into its victims, hence the name Dark Containment. The target of the spell will suffer from random effects- though certain creatures are immune to this spell. N: Slow rate of recovery X: Faster recovery rate M: Fastest recovery rate Hex Editing Codes item codes (partial) 01 - long sword 02 - warrior sword 03 - crusader sword 04 - champion sword 05 - lionheart sword 06 - 2h sword 07 - great sword 08 - heroic sword 09 - broadsword 0a - steel broadsword 0b - mighty broadsword 0c - cutlass 0d - pirate cutlass 0e - master cutlass 0f - dagger 10 - blood dagger 11 - shadow dagger 12 - mage dagger 13 - jeweled dagger 14 - long dagger 15 - piercing dagger 16 - divine dagger 17 - hand axe 18 - battle axe 19 - war axe 1a - dwarven axe 1b - supreme axe 1c - pole axe 1 d - heavy poleaxe 1e - grand poleaxe 1f - spear 20 - stout spear 21 - serpent spear 22 - savage spear 23 - sacred spear 24 - halberd 25 - massive halberd 26 - elite halberd 27 - trident 28 - ornate trident 29 - titanic trident 2a - longbow 2b - elven bow 2c - precision bow 2d - magic bow 2e - stellar bow 2f - crossbow 30 - accurate crossbow 31 - true crossbow 32 - mace 33 - wicked mace 34 - thunder mace 35 - wonder mace 36 - death mace 37 - hammer 38 - dark hamer 39 - holy hammer 3a - club 3b - spiked club 3c - killer club 3d - staff 3e - emerald staff 3f - power staff 40 - blaster 41 - blaster rifle 42 - leather armor 43 - studded leather 44 - enchanted leather 45 - dragon leather 46 - imperial leather 47 - chain mail 48 - steel chain mail 49 - noble chain mail 4a - royal chain mail 4b - majestic chain mail 4c - plate armor 4d - steel plate armor 4e - golden plate armor 4f - kite shield 50 - tower shield 51 - castle shield 52 - celestial shield 53 - olympian shield 54 - wooden shield 55 - bronze shield 56 - steel shield 57 - spirit shield 58 - astral shield 59 - helm 5a - steel helm 5b - guardian helm 5c - defender helm 5d - angelic helm 5e - cloth hat 5f - fancy hat 60 - wizard cap 61 - crown 62 - regal crown 63 - almighty crown 64 - leather belt 65 - mercenary belt 66 - vangard belt 67 - warlord belt 68 - soveregn belt 69 - leather cloak 6a - phantom cloak 6b - elven cloak 6c - cardinal cloak 6d - doomsday cloak 6e - gauntlets 6f - knight gauntlets 70 - paladin gauntlets 71 - cavalier gauntlets 72 - ultimate gauntlets 73 - leather boots 74 - steel boots 75 - armored boots 76 - sterling boots 77 - ultimate boots 78 - fine ring 79 - sparkling ring 7a - lunar ring 7b - witch ring 7c - blessed ring 7d - valuable ring 7e - prescious ring 7f - etherial ring 80 - exquisate ring 81 - scarab ring 82 - turquoise amulet 83 - gothic amulet 84 - claw amulet 85 - ancient amulet 86 - ruby star amulet 87 - wand of flame 88 - wand of static 89 - wand of cold 8a - wand of stunning 8b - wand of arrows 8c - fairy wand of fire 8d - fairy wand of sparks 8e - fairy wand of posion 8f - fariy wand of mind 90 - fairy wand of harm 91 - alacorn wand of fireballs 92 - alacorn wand of ice 93 - alacorn wand of swarms 94 - alacorn wand of blades 95 - alacorn wand of charms 96 - arcane wand of blasting 97 - arcane wand of lightning 98 - arcane wand of rocks 99 - arcane wand of paralyzing 9a - arcane wand of clouds 9b - mystic wand of implosion 9c - mystic wand of distortion 9d - mystic wand of shrapmetal 9e - mystic wand of shrinking 9f - mystic wand of death a0 - poppy snaps a1 - piranha root a2 - widoweeps berries a3 - potion bottle a4 - red potion (cure wounds) a5 - blue potion (magic potion) a6 - yellow potion (energy) a7 - orange potion (protection) a8 - green potion (resistance) a9 - purple potion (cure poison) aa - white potion (supreme protection) ab - white potion (restoration) ac - white potion (extreme energy) ad - white potion (super resistance) ae - white potion (heroism) af - white potion (haste) b0 - white potion (stone skin) b1 - white potion (bless) b2 - black potion (divine power) b3 - black potion (divine cure) b4 - black potion (divine magic) b5 - black potion (essence of might) b6 - black potion (essence of intellect) b7 - black potion (essence of personality) b8 - black potion (essence of endurance) b9 - black potion (essence of accuracy) ba - black potion (essence of speed) bb - black potion (essence of luck) bc - black potion (rejuvination) bd - potion bottle be - potion bottle bf - potion bottle c0 - potion bottle c1 - yet another potion bottle c9 - scroll of flame arrow d9 - scroll of lightning bolt f9 - scroll of guardian angel 0101 - scroll of mind blast 010f - scroll of cure poison 011a - scroll of day of the gods 012a - scroll of dark contaminent enchantment codes. (weapons, i think) 00 - not enchanted 01 - of protection (+10 to all resistances) 02 - of the gods (+10 to all attrbutes) 03 - of carnage (explosive impact) 04 - of cold (3-5 pts) 05 - of frost (6-8 pts) 06 - of ice (9-12 pts) 07 - of sparks (2-5 pts) 08 - of lightning (4-10 pts) 09 - of thunderbolts (6-15 pts) 0a - of fire (1-6 pts) 0b - of flame (2-12 pts) 0c - of infernos (3-18 pts) 0d - of poison (5 pts) 0e - of venom (8 pts) 0f - of acid (12 pts) 10 - vampiric (drains hp) 11 - or recovery (speeds recovery) 12 - of imunnity (resist diseases) 13 - of sanity (resist insanity) 14 - of freedom (resist paralysis) 15 - of antidotes (resist poison) 16 - of alarms (resist sleep) 17 - of the medusa (resist sleep) 18 - of force (incresed knockback) 19 - of power (+5 levels) 1a - of air magic (increases effect of air magic?) 1b - of body magic (above) 1c - of dark magic (above) 1d - of earth magic 1e - of fire magic 1f - of light magic 20 - of mind magic 21 - of spirit magic 22 - of water magic 23 - of thievery (inc disarm) 24 - of shielding (half dmg missle attacks) 25 - of regeneration (regain hit points over time) 26 - of mana (regain spell points) 27 - demon slayer (2x dmg vs. demons) 28 - dragon slayer (2x dmg vs dragons) 29 - of darkness (drain hp + inc speed of weapon) 2a - of doom (+1 to about everything) 2b - of earth (+10 to endurance, armor and hp) 2c - of life (+10 hp and regen) 2d - rouges (+5 spd and accuracy) 2e - of the dragon (10-20 fire dmg, + 25 end) 2f - of the eclipse (+10 spell pts, regen spell pts) 30 - of the golem (+15 end +5 armor) 31 - of the moon (+10 int and luck) 32 - of the pheonix (+30 fire resist, regen hp) 33 - of the sky (+10 int, spell points, speed) 34 - of the stars (+10 end and acc) 35 - of the sun (+10 might and personality) 36 - of the troll (+15 endur and regen) 37 - of the unicorn (+15 luck, regen spell pts) 38 - warriors (+5 might and endurance) 39 - wizards (+5 int and pers) 3a - antique (inc value) 3b - swiftness (inc weapon speed) enchantment codes (armor) 00 - non-magical 01 - of might 02 - of intellect 03 - of chram (pers) 04 - of vigor (end) 05 - of precision (acc) 06 - of speed 07 - of luck 08 - of health (hp) 09 - of magic (spell pts) 0a - of defense (ac) 0b - of fire resistance 0c - of elec resistance 0d - of cold resistance 0e - of posion resistance 0f - of protection (+10 to all res)