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Might and Magic 8 [strategy]
Submitted by: kumayl hassan
E-mail: goldiman2002@yahoo.com
hello, here is a complete strategy guide of might and
magic 8 enjoy.
A copy of the latest version of this FAQ may be found at:
http://www.physics.uci.edu/~hawkins/mm8faq.txt
Please check for updates before emailing me
An editor is also available (about 250k zipped):
http://www.physics.uci.edu/~hawkins/mm8edit.zip
Feel free to repost/upload/etc., just credit me a
little ;-)
Disclaimer: Nothing in life is guaranteed, even this.
You may not sue me, here or in Jadame.
TABLE OF CONTENTS:
People:
Skill Teachers
Cross-Referenced by Location
NPCs with Stats/Locations
People Who Buy and Sell Things
Promotion Quest Givers
Places:
Stage/Ship Schedules
Spell Guilds
Things:
Savegame Editing
Potion Mixing
Quest Information
Item List
SKILL LOCATIONS LIST:
Based on a posting by Michael A. Cornelius (aka Newton
Dragon)
Some interpolation was done, but special requirements
could be missing
For example, some require minimum stats (like Master
Merchant)
Remember that some advancements require promotion
quests
See the MM7 Manual for more info
All are done except Earth GM
Special notes:
Dragon Hunter's Camp refers to the outdoor village
near the building
Temple of the Sun refers to the outdoor village near
the building
Ravenshore north is the part of the city north of the
bridge
Ravenshore south is the part of the city south of the
bridge
Alvar east is the part of the city east of the bridge
Alvar west is the part of the city west of the bridge
Balthazar Lair is underground, and only available
after draining it
Harecksburg is on the central island in Regna
Format:
Overland area, City name / overland subarea, City
subarea, House name
Combat Skills:
Sword:
Expert: Skill 4, 2000gp
Ravenshore, Ravenshore south, W, Luodrin House
Master: Be expert, skill 7, 5000gp
Garrote Gorge, Dragon Hunter's Camp, central,
Stormlance Residence
Grand Master: Be master, skill 10, 8000gp
Regna Island, Harecksburg, NE, Dragontracker Hall
Axe:
Expert: Skill 4, 2000gp
Garrote Gorge, Dragon Hunter's Camp, central,
Foestryke Residence
Master: Be expert, skill 7, 5000gp
Ravenshore, Ravenshore north, SW, Hunter's Hovel
Grand Master: Be master, skill 10, 8000gp
Ravage Roaming, Balthazar Lair, NW, Senjac's House
Staff:
Expert: Skill 4, 2000gp
Ravenshore, Ravenshore north, NE, Puddle's Hovel
Master: Be expert, skill 7, 5000gp
Ironsand Desert, Rust, SW, Stone's House
Grand Master: Be master, skill 10, 8000gp
Shadowspire, Twilight, W, Stillwater Estate
Spear:
Expert: Skill 4, 2000gp
Ravenshore, Ravenshore south, N, Townsaver Hall
Master: Be expert, skill 7, 5000gp
Alvar, Alvar west, W, Withersmythe Estate
Grand Master: Be master, skill 10, 8000gp
Dagger Wound Islands, Blood Drop, NE, Long-Tail's Hut
Dagger:
Expert: Skill 4, 2000gp
Alvar, Alvar west, W, Vespers Hall
Master: Be expert, skill 7, 5000gp
Ravenshore, Ravenshore south, N, Jobber's Home
Grand Master: Be master, skill 10, 8000gp
Regna Island, Harecksburg, N, Nirses Loot
Mace:
Expert: Skill 4, 2000gp
Ravenshore, Ravenshore south, N, Townsaver Hall
Master: Be expert, skill 7, 5000gp
Garrote Gorge, Dragon Hunter's Camp, central,
Mornigstar Residence
Grand Master: Be master, skill 10, 8000gp
Ironsand Desert, Rust, SW, Hearthsworn Hovel
Bow:
Expert: Skill 4, 2000gp
Dagger Wound Islands, Main island, WSW, House of
Thistle
Master: Be expert, skill 7, 5000gp
Ravenshore, Ravenshore north, central, House of
Nosewort
Grand Master: Be master, skill 10, 8000 gp
Alvar, Alvar west, W, Hall of Solis
Leather:
Expert: Skill 4, 1000gp
Dagger Wound Islands, Blood Drop, NE, Thadin's
House
Master: Be expert, skill 7, 3000gp
Ravage Roaming, Balthazar Lair, SW, Hollyfield
House
Grand Master: Be master, skill 10, 7000gp
Ironsand Desert, Rust, SW, Talion's Hovel
Chain:
Expert: Skill 4, 1000gp
Ravenshore, Ravenshore north, NE, Forgewright
Estate
Master: Be expert, skill 7, 3000gp
Alvar, Alvar west, W, Eversmyle Hall
Grand Master: Be master, skill 10, 7000gp
Regna Island, Harecksburg, NW, Burnkindle's Spoils
Plate:
Expert: Skill 4, 1000gp
Dagger Wound Islands, Western island, N, Bone's
House (no blue dot)
Master: Be expert, skill 7, 3000gp
Ravenshore, Ravenshore south, SE, Botham Hall
Grand Master: Be master, skill 10, 7000gp
Garrote Gorge, Dragon Hunter's Camp, central,
Ironfist Residence
Shield:
Expert: Skill 4, 1000gp
Alvar, Alvar west, W, Moore Cottage
Master: Be expert, skill 7, 3000gp
Shadowspire, Twilight, W, Nightwood Estate
Grand Master: Be master, skill 10, 7000gp
Garrote Gorge, Dragon Hunter's Camp, central,
Reaverston Residence (not on map)
Magic Skills:
Fire:
Expert: Skill 4, 1000gp
Ravenshore, Ravenshore south, E, Temper Hall
Master: Be expert, skill 7, 4000gp
Alvar, Alvar west, N central, Steele Estate
Grand Master: Be master, skill 10, 8000gp
Plane of Fire, Northwest corner, south, Burn's
House
Air:
Expert: Skill 4, 1000gp
Dagger Wound Islands, Blood Drop, NE, House of
Reshie
Master: Be expert, skill 7, 4000gp
Ravage Roaming, Balthazar Lair, S, Stormeye's House
Grand Master: Be master, skill 10, 8000gp
Plane of Air, Southeast corner, central, Nedlon's
House
Water:
Expert: Skill 4, 1000gp
Ravenshore, Ravenshore north, N, Pederton Place
Master: Be expert, skill 7, 4000gp
Ironsand Desert, Rust, central, Hovel of Mist
Grand Master: Be master, skill 10, 8000gp
Plane of Water, Northwest corner, E, Black
Current's House
Earth:
Expert: Skill 4, 1000gp
Dagger Wound Islands, Blood Drop, NW, House of
Grivic
Master: Be expert, skill 7, 4000gp
Alvar, Alvar west, N central, Sablewood Hall
Grand Master: Be master, skill 10, 8000gp
Plane of Earth
Spirit:
Expert: Skill 4, 1000gp
Ravenshore, Ravenshore south, S, House of Hawthorne
Master: Be expert, skill 7, 4000gp
Garrote Gorge, Dragon Hunter's Camp, NE, Kern
Residence
Grand Master: Be master, skill 10, 8000gp
Murmurwoods, Temple of the Sun, SE, Ravensight
Residence
Mind:
Expert: Skill 4, 1000gp
Alvar, Alvar west, NW, House of Krewlen
Master: Be expert, skill 7, 4000gp
Ravage Roaming, Balthazar Lair, SW, Lott's House
Grand Master: Be master, skill 10, 8000gp
Murmurwoods, Temple of the Sun, SE, Dreamwright
Residence
Body:
Expert: Skill 4, 1000gp
Dagger Wound Islands, Western island, N, Zevah's
Hut
Master: Be expert, skill 7, 4000gp
Garrote Gorge, Dragon Hunter's Camp, central, Arin
Residence
Grand Master: Be master, skill 10, 8000gp
Murmurwoods, Temple of the Sun, S, Snowtree
Residence
Light:
Expert: Skill 4, 2000gp
Ravenshore, Ravenshore north, central, Archibald's
Home
Master: Be expert, skill 7, 5000gp
Murmurwoods, Temple of the Sun, S, Dantillion's
Residence
Grand Master: Be master, skill 10, 8000gp
Regna Island, Harecksburg, W, Cleareye Hall
Dark:
Expert: Skill 4, 2000gp
Alvar, Alvar west, NW, Darkenmoore Hall
Master: Be expert, skill 7, 5000gp
Shadowspire, Twilight, N central, House Umberpool
Grand Master: Be master, skill 10, 8000gp
Regna Island, Harecksburg, SE, Shadowrunner's Vault
Vampire:
Expert: Skill 4, 2000gp
Shadowspire, Twilight, W, House Shador
Master: Be expert, skill 7, 5000gp
Shadowspire, Twilight, W, Dirthmoore Cottage
Grand Master: Be master, skill 10, 8000gp
Shadowspire, Twilight, W, House Archania
Dragon:
Expert: Skill 4, 2000gp
Garrote Gorge, Dragon Caves, N middle level,
Ishton's Cave
Master: Be expert, skill 7, 5000gp
Garrote Gorge, Dragon Caves, upper entrance,
Ithilgore's Cave
Grand Master: Be master, skill 10, 8000gp
Garrote Gorge, Dragon Caves, N middle level,
Scarwing's Cave
Dark Elf:
Expert: Skill 4, 2000gp
Alvar, Alvar west, W, Dervish Estate
Master: Be expert, skill 7, 5000gp
Ravenshore, Ravenshore south, E, Caverhill Estate
Grand Master: Be master, skill 10, 8000gp
Alvar, Alvar west, W, Agraynel Hall
Miscellaneous Skills:
Disarm Trap:
Expert: Skill 4, 500gp
Dagger Wound Islands, Main island, WSW, House of
Ich
Master: Be expert, skill 7, 2500gp
Alvar, Alvar west, NW, House of Lightfinger
Grand Master: Be master, skill 10, 6000gp
Regna Island, Harecksburg, SE, Lifter's Lockup
Merchant:
Expert: Skill 4, 2000gp
Dagger Wound Islands, Western island, N, Isthric's
House
Master: Be expert, skill 7, personality 50, 5000gp
Alvar, Alvar west, S central, Iverson Estate
Grand Master: Be master, skill 10, 8000gp
Ravenshore, Ravenshore south, far N, Quicktongue
Estate
Meditation:
Expert: Skill 4, 500gp
Ravenshore, Ravenshore south, SE, Putnam's Home
Master: Be expert, skill 7, 2500gp
Alvar, Alvar west, NE, House of Nevermore
Grand Master: Be master, skill 10, 6000gp
Shadowspire, Twilight, W, Nightcrawler Estate
Body Building:
Expert: Skill 4, 500gp
Dagger Wound Islands, Northwestern island, E,
Menasaur's House
Master: Be expert, skill 7, Endurance 50, 2500gp
Garrote Gorge, Dragon Hunter's Camp, W, Otterton
Residence
Grand Master: Be master, skill 10, 6000gp
Ironsand Desert, Rust, central, Hovel of Greenstorm
Perception:
Expert: Skill 4, 500gp
Alvar, Alvar west, NW, Nightcrawler Cottage
Master: Be expert, skill 7, 2500gp
Shadowspire, Twilight, S central, Steeleye Estate
Grand Master: Be master, skill 10, 6000gp
Ravage Roaming, Balthazar Lair, NE, Suretail House
Repair:
Expert: Skill 4, 500gp
Ravenshore, Ravenshore north, central, Lott's
Family Home
Master: Be expert, skill 7, 2500gp
Garrote Gorge, Dragon Hunter's Camp, NE, Jeni
Residence
Grand Master: Be master, skill 10, 6000gp
Murmurwoods, Temple of the Sun, NW, Tonk Residence
Identify Item:
Expert: Skill 4, 500gp
Alvar, Alvar west, NW, Sparkman Home
Master: Be expert, skill 7, 2500gp
Dagger Wound Islands, Main island, WSW, Languid's
Hut
Grand Master: Be master, skill 10, 6000gp
Shadowspire, Twilight, W, Roggen Hall
Learning:
Expert: Skill 4, 2000gp
Murmurwoods, Temple of the Sun, SW, Mithric
Residence
Master: Be expert, skill 7, 5000gp
Shadowspire, Twilight, W, Mistspring Residence
Grand Master: Be master, skill 10, 8000gp
Garrote Gorge, Dragon Hunter's Camp, W, Lightsworn
Residence
Identify Monster:
Expert: Skill 4, 500gp
Garrote Gorge, Dragon Hunter's Camp, N, Maker
Residence
Master: Be expert, skill 7, 2500gp
Murmurwoods, Temple of the Sun, NW, Keenedge
Residence
Grand Master: Be master, skill 10, 6000gp
Ravenshore, Ravenshore south, S, Stonecleaver Hall
Arms Master:
Expert: Skill 4, 2000gp
Garrote Gorge, Dragon Hunter's Camp, N, Slayer
Residence
Master: Be expert, skill 7, 5000gp
Dagger Wound Islands, Northwestern island, E,
Lasatin's Hut
Grand Master: Be master, skill 10, 8000gp
Regna Island, Harecksburg, central, Steelcoif Hall
Alchemy:
Expert: Skill 4, 500gp
Alvar, Alvar west, N central, Watershed Cottage
Master: Be expert, skill 7, 2500gp
Murmurwoods, Temple of the Sun, N, Treasurestone
Residence
Grand Master: Be master, skill 10, 6000gp
Dagger Wound Islands, Main island, WSW, House of
Ich
Regeneration:
Expert: Skill 4, 2000gp
Ironsand Desert, Rust, central, Tarent Hovel
Master: Be expert, skill 7, 5000gp
Murmurwoods, Temple of the Sun, N, Sampson House
Grand Master: Be master, skill 10, 8000gp
Dagger Wound Islands, Blood Drop, SE, Ush's Hut
CROSS-REFERENCED SKILL LIST BY LOCATION:
Alvar Alchemy Expert
Alvar Bow Grand
Master
Alvar Chain Master
Alvar Dagger Expert
Alvar Dark Expert
Alvar Dark Elf Expert
Alvar Dark Elf Grand
Master
Alvar Disarm Trap Master
Alvar Earth Master
Alvar Fire Master
Alvar Identify Item Expert
Alvar Meditation Master
Alvar Merchant Master
Alvar Mind Expert
Alvar Perception Expert
Alvar Shield Expert
Alvar Spear Master
Dagger Wound Islands Air Expert
Dagger Wound Islands Alchemy Grand
Master
Dagger Wound Islands Arms Master Master
Dagger Wound Islands Body Expert
Dagger Wound Islands Body Building Expert
Dagger Wound Islands Bow Expert
Dagger Wound Islands Disarm Trap Expert
Dagger Wound Islands Earth Expert
Dagger Wound Islands Identify Item Master
Dagger Wound Islands Leather Expert
Dagger Wound Islands Merchant Expert
Dagger Wound Islands Plate Expert
Dagger Wound Islands Regeneration Grand
Master
Dagger Wound Islands Spear Grand
Master
Garrote Gorge Arms Master Expert
Garrote Gorge Axe Expert
Garrote Gorge Body Master
Garrote Gorge Body Building Master
Garrote Gorge Dragon Expert
Garrote Gorge Dragon Grand
Master
Garrote Gorge Dragon Master
Garrote Gorge Identify Monster Expert
Garrote Gorge Learning Grand
Master
Garrote Gorge Mace Master
Garrote Gorge Plate Grand
Master
Garrote Gorge Repair Master
Garrote Gorge Shield Grand
Master
Garrote Gorge Spirit Master
Garrote Gorge Sword Master
Ironsand Desert Body Building Grand
Master
Ironsand Desert Leather Grand
Master
Ironsand Desert Mace Grand
Master
Ironsand Desert Regeneration Expert
Ironsand Desert Staff Master
Ironsand Desert Water Master
Murmurwoods Alchemy Master
Murmurwoods Body Grand
Master
Murmurwoods Identify Monster Master
Murmurwoods Learning Expert
Murmurwoods Light Master
Murmurwoods Mind Grand
Master
Murmurwoods Regeneration Master
Murmurwoods Repair Grand
Master
Murmurwoods Spirit Grand
Master
Plane of Air Air Grand
Master
Plane of Earth Earth Grand
Master
Plane of Fire Fire Grand
Master
Plane of Water Water Grand
Master
Ravage Roaming Air Master
Ravage Roaming Axe Grand
Master
Ravage Roaming Leather Master
Ravage Roaming Mind Master
Ravage Roaming Perception Grand
Master
Ravenshore Axe Master
Ravenshore Bow Master
Ravenshore Chain Expert
Ravenshore Dagger Master
Ravenshore Dark Elf Master
Ravenshore Fire Expert
Ravenshore Identify Monster Grand
Master
Ravenshore Light Expert
Ravenshore Mace Expert
Ravenshore Meditation Expert
Ravenshore Merchant Grand
Master
Ravenshore Plate Master
Ravenshore Repair Expert
Ravenshore Spear Expert
Ravenshore Spirit Expert
Ravenshore Staff Expert
Ravenshore Sword Expert
Ravenshore Water Expert
Regna Island Arms Master Grand
Master
Regna Island Chain Grand
Master
Regna Island Dagger Grand
Master
Regna Island Dark Grand
Master
Regna Island Disarm Trap Grand
Master
Regna Island Light Grand
Master
Regna Island Sword Grand
Master
Shadowspire Dark Master
Shadowspire Identify Item Grand
Master
Shadowspire Learning Master
Shadowspire Meditation Grand
Master
Shadowspire Perception Master
Shadowspire Shield Master
Shadowspire Staff Grand
Master
Shadowspire Vampire Expert
Shadowspire Vampire Grand
Master
Shadowspire Vampire Master
NPC LIST:
The question of whether to keep or trade-up NPCs is
hot in the newsgroups, so
John Bounds (Grunthex) provided some skill point
number for everyone.
I have redone them to correct some errors in my
original FAQ (which John used).
The left-most number is the level they start out at.
The remaining numbers show where they will be at later
levels (to compare).
These numbers include any unused skill points they
start with.
You should look at the character and subtract any
points you feel were wasted.
Remember a skill at level N takes (N(N+1)/2)-1 skill
points to get.
Level: 5th 15th
30th 50th
New Points Earned by Training:
|--56---|--102--|--171--|
Main Character 20 76
178 349
Necromancer Devlin Arcanus 23 79
181 352
Necromancer Karanya Memoria 86
188 359
*Necromancer Nathaniel Roberts 204
306 477
Lich Hevatia Deverbero
204 375
Lich Vetrinus Taleshire
564
Cleric Fredrick Talimere 24 80
182 353
Cleric Maylander 84
186 357
*Cleric Dyson Leyland 85
187 358
Priest of Light Verish
213 384
Priest of Light Dervish Chevron
342
Knight Simon Templar 24 80
182 353
Knight Leane Stormlance 84
186 357
Champion Nelix Uriel
204 375
Champion Tempus
394
*Champion Blazen Stormlance
394
Troll Overdune Snapfinger 74
176 347
Troll Volog Sandwind 93
195 366
War Troll Sethrc Thistlebone
213 384
War Troll Thorne Understone
448
Minotaur Arius 24 80
182 353
Minotaur Thanys 86
188 359
Minotaur Lord Rionel
213 384
Minotaur Lord Ulbrecht
396
Dark Elf Rohani Oscleton 24 80
182 353
Dark Elf Jasp Thelbourne 84
186 357
Patriarch Adric Stellare
238 409
Patriarch Cauri Blackthorne
423
Vampire Elsbeth Lamentia 24 80
182 353
Vampire Gethric Mercutura 88
190 361
Nosferatu Infaustus
218 389
Nosferatu Artorius Veritas
332
Dragon Ithilgore 26 82
184 355
Dragon Flamdring 92
194 365
Great Wyrm Brimstone
356 527
Great Wyrm Duroth the Eternal
543
And now, for the list:
Key:
* = Available at level 1
** = Available at level 5
(the number is the level of my party when
tried...lower might also work)
1 Devlin Arcanus (* Dagger Wound Islands, Blood Drop)
A newly initiated practitioner of the dark arts,
Arcanus is taking his first steps down the path which
he hopes will lead him to power and glory. Strong in
mind if not body, he has concentrated his time in
pursuit of magical knowledge.
Class: Necromancer
Level: 5
Portrait: 8
Voice: 8
Stats:
Might: 9
Intellect: 20
Personality: 11
Endurance: 11
Accuracy: 15
Speed: 16
Luck: 15
Skills:
Staff 2
Dagger 2
Leather 2
Fire Magic 1
Air Magic 1
Water Magic 1
Earth Magic 1
Dark Magic 2
ID Item 1
Merchant 1
Meditation 1
ID Monster 1
Learning 1
Skill Points:
Unused when found: 15
Total when found: 23
2 Fredrick Talimere (*Dagger Wound Islands, Blood
Drop)
After he left the sanctuary of his order, Fredrick
Talimere found himself drawn to secular pursuits,
particularly towards the study of cultures that have
disappeared from the face of Jadame.
Class: Cleric
Level: 5
Portrait: 4
Voice: 4
Stats:
Might: 13
Intellect: 12
Personality: 20
Endurance: 13
Accuracy: 11
Speed: 14
Luck: 10
Skills:
Staff 1
Mace 1
Shield 1
Leather 1
Chain 2
Spirit Magic 2
Mind Magic 2
Body Magic 2
Light Magic 1
Merchant 1
Repair 1
Meditation 1
Alchemy 1
Skill Points:
Unused when found: 16
Total when found: 24
3 Simon Templar (**Dagger Wound Islands, Abandoned
temple)
When he was a lad, the elders of Simon Templar's
village were quick to notice that intellectual
pursuits were not in his future. Encouraging him to
put down his pen and pick up the sword, they made him
into the soldier he is today.
Class: Knight
Level: 5
Portrait: 0
Voice: 0
Stats:
Might: 20
Intellect: 9
Personality: 9
Endurance: 17
Accuracy: 15
Speed: 15
Luck: 10
Skills:
Sword 2
Spear 2
Bow 1
Mace 1
Shield 1
Chain 1
Plate 2
Repair 2
Body Building 1
Armsmaster 2
Skill Points:
Unused when found: 14
Total when found: 24
4 Overdune Snapfinger
All Overdune Snapfinger ever wanted to be was a
simple hunter. The destruction of his village of Rust
by the elemental cataclysm changed all that. Now
events have made him and adventurer whose life now is
tied into the ultimate destiny of the world itself.
Class: Troll
Level: 15
Portrait: 22
Voice: 22
Stats:
Might: 30
Intellect: 7
Personality: 7
Endurance: 24
Accuracy: 20
Speed: 18
Luck: 16
Skills:
Staff 4 Expert
Bow 1
Mace 4 Expert
Leather 4 Expert
Chain 2
Body Building 4 Expert
Regeneration 3
ID Monster 2
Armsmaster 4
Skill Points:
Unused when found: 20
Total when found: 74
5 Arius (**Ravenshore)
Born of a long line of Balthazar Lair blacksmiths,
Arius saw nothing but the pounding of metal in his
future--a prospect that did not sit well with him.
Seeking new experience he left the underground city to
find adventure in the larger world.
Class: Minotaur
Level: 5
Portrait: 20
Voice: 20
Stats:
Might: 21
Intellect: 11
Personality: 17
Endurance: 9
Accuracy: 17
Speed: 9
Luck: 17
Skills:
Axe 3
Bow 2
Chain 1
Plate 1
Body Building 1
Perception 3
Disarm Traps 1
Armsmaster 1
Skill Points:
Unused when found: 12
Total when found: 24
6 Rohani Oscleton (**Alvar)
Trained to be a merchant caravan guard, Rohani's
destiny seemed set until you recruited her into your
adventure. Talented in both magic and combat, her
skills are now at your avail.
Class: Dark Elf
Level: 5
Portrait: 17
Voice: 17
Stats:
Might: 15
Intellect: 15
Personality: 11
Endurance: 13
Accuracy: 17
Speed: 21
Luck: 17
Skills:
Dagger 2
Bow 3
Chain 2
Air Magic 1
Water Magic 1
Earth Magic 1
Dark Elf Magic 1
Merchant 2
Disarm Traps 1
Skill Points:
Unused when found: 13
Total when found: 24
7 Elsbeth Lamentia (*Dagger Wound Islands, Blood
Drop)
Turned into a vampire against her will by none other
than Thant, guildmaster of the Necromancers' Guild,
Elsbeth fled her native Shadowspire. Seeking a new
life, she found it as a freebooting adventurer.
Class: Vampire
Level: 5
Portrait: 13
Voice: 13
Stats:
Might: 20
Intellect: 7
Personality: 17
Endurance: 17
Accuracy: 16
Speed: 19
Luck: 7
Skills:
Dagger 2
Shield 2
Leather 2
Spirit Magic 1
Mind Magic 1
Vampire Magic 1
Regeneration 1
ID Monster 2
Alchemy 1
Learning 2
Skill Points:
Unused when found: 14
Total when found: 24
8 Ithilgore (** Garrote Gorge, Dragon Cave)
A youth among dragons, Ithilgore felt oppressed by
the regimented society of the Garrote Gorge Dragons.
When you came by, he jumped at the opportunity to
explore the larger world freely.
Class: Dragon
Level: 5
Portrait: 24
Voice: 24
Stats:
Might: 30
Intellect: 17
Personality: 9
Endurance: 21
Accuracy: 13
Speed: 11
Luck: 7
Skills:
Dragon Magic 2
ID Item 1
Merchant 1
Body Building 1
Meditation 1
Perception 2
Regeneration 2
ID Monster 1
Alchemy 2
Learning 2
Skill Points:
Unused when found: 16
Total when found: 26
9 Karanya Memoria (Ravenshore)
Cast out of the Necromancers' Guild for pursuing
forms of knowledge too dark for even their corrupt
tastes, Karanya Memoria now pursues greater power
without the guild's help.or hindrance.
Class: Necromancer
Level: 15
Portrait: 9
Voice: 9
Stats:
Might: 16
Intellect: 25
Personality: 11
Endurance: 17
Accuracy: 21
Speed: 22
Luck: 10
Skills:
Staff 4 Expert
Dagger 4 Expert
Leather 4 Expert
Air Magic 2
Water Magic 3
Earth Magic 2
Dark Magic 4 Expert
ID Item 3
Merchant 3
Meditation 2
ID Monster 2
Alchemy 2
Learning 3
Skill Points:
Unused when found: 20
Total when found: 86
10 Maylander (Ravenshore)
After making a reputation for himself in Erathia,
Maylander, a cleric of the Sun Temple, came to Jadame
on a sabbatical rest. The tug of the open road pulled
too strongly at him however, and now he is in your
services.
Class: Cleric
Level: 15
Portrait: 6
Voice: 6
Stats:
Might: 17
Intellect: 9
Personality: 22
Endurance: 17
Accuracy: 19
Speed: 19
Luck: 17
Skills:
Staff 3
Mace 4 Expert
Shield 3
Leather 1
Chain 4 Expert
Spirit Magic 4 Expert
Mind Magic 4 Expert
Body Magic 4 Expert
Merchant 4 Expert
Repair 1
Body Building 1
Meditation 1
Perception 2
Alchemy 1
Learning 1
Skill Points:
Unused when found: 18
Total when found: 84
11 Leane Stormlance
As a daughter of Blazen Stormlance, Leane's whole
childhood was spent playing with swords as other girls
play with dolls. Now a warrior of great repute, her
sword is yours to command.
Class: Knight
Level: 15
Portrait: 3
Voice: 3
Stats:
Might: 30
Intellect: 13
Personality: 15
Endurance: 23
Accuracy: 15
Speed: 19
Luck: 9
Skills:
Sword 4 Expert
Spear 4 Expert
Bow 3
Mace 3
Shield 3
Chain 3
Plate 4 Expert
Repair 4 Expert
Body Building 1
Perception 1
Disarm Traps 1
ID Monster 1
Armsmaster 4 Expert
Skill Points:
Unused when found: 19
Total when found: 84
12 Volog Sandwind
A warrior of Rust village, Volog Sandwind earned the
nickname, "One Eye Slayer," while championing the
village's defense against raiding cyclopes. Now that
you've found his village a new homeland, he has joined
your cause.
Class: Troll
Level: 15
Portrait: 23
Voice: 23
Stats:
Might: 30
Intellect: 11
Personality: 13
Endurance: 23
Accuracy: 19
Speed: 21
Luck: 11
Skills:
Staff 4 Expert
Mace 4 Expert
Leather 4 Expert
Chain 1
Repair 4 Expert
Body Building 4 Expert
Regeneration 4 Expert
ID Monster 4 Expert
Armsmaster 3
Skill Points:
Unused when found: 25
Total when found: 93
13 Thanys
Grateful to you for rescuing his herd at Balthazar
Lair, Thanys has pledged his loyal service to you.
Skilled in warcraft he is a worthy companion.
Class: Minotaur
Level: 15
Portrait: 20
Voice: 20
Stats:
Might: 30
Intellect: 15
Personality: 17
Endurance: 13
Accuracy: 21
Speed: 11
Luck: 21
Skills:
Axe 4 Expert
Bow 4 Expert
Chain 3
Plate 3
Body Building 4 Expert
Perception 4 Expert
Disarm Traps 4 Expert
Armsmaster 4 Expert
Alchemy 3
Learning 2
Skill Points:
Unused when found: 15
Total when found: 86
14 Jasp Thelbourne (Alvar)
Though at least slightly too full of his own self
importance, Jasp Thelbourne is not entirely without
bragging rights. An adventurer before you met him, he
travels with you now seeking to enlarge his glory and
reputation.
Class: Dark Elf
Level: 15
Portrait: 16
Voice: 16
Stats:
Might: 17
Intellect: 23
Personality: 9
Endurance: 17
Accuracy: 19
Speed: 23
Luck: 17
Skills:
Dagger 4 Expert
Bow 4 Expert
Chain 4 Expert
Fire Magic 4 Expert
Air Magic 3
Water Magic 3
Earth Magic 3
Dark Elf Magic 2
Merchant 4 Expert
Disarm Traps 3
Armsmaster 1
Skill Points:
Unused when found: 17
Total when found: 84
15 Gethric Mercutura (**Shadowspire)
Though a rebellious nature is not uncommon among
vampires, Gethric Mercutura joined your party in
direct violation of his orders from the Necromancers'
Guild guildmaster, Thant. Though this meant his
immediate expulsion from the guild, he has never
regretted the decision.
Class: Vampire
Level: 15
Portrait: 12
Voice: 12
Stats:
Might: 23
Intellect: 11
Personality: 23
Endurance: 19
Accuracy: 19
Speed: 27
Luck: 16
Skills:
Sword 1
Dagger 4 Expert
Shield 4 Expert
Leather 4 Expert
Chain 3
Spirit Magic 1
Mind Magic 1
Vampire Magic 2
ID Item 1
Perception 1
Regeneration 4 Expert
Disarm Traps 4 Expert
ID Monster 4 Expert
Alchemy 4 Expert
Skill Points:
Unused when found: 18
Total when found: 88
16 Flamdring
A rebel among rebels, Flamdring joined you by leaving
the pack of Ithilgore--himself a renegade dragon. A
dragon of medium size, he has agreed to adventure with
you for as long as it holds his flighty attention.
Class: Dragon
Level: 15
Portrait: 25
Voice: 25
Stats:
Might: 50
Intellect: 23
Personality: 9
Endurance: 30
Accuracy: 13
Speed: 17
Luck: 16
Skills:
Dragon Magic 4 Expert
ID Item 4 Expert
Merchant 4 Expert
Body Building 4 Expert
Meditation 4 Expert
Perception 4 Expert
Regeneration 4 Expert
Alchemy 3
Learning 3
Skill Points:
Unused when found: 19
Total when found: 92
17 Hevatia Deverbero (Shadowspire)
When you allied with the Necromancers' Guild, certain
guild members were instructed to place themselves
available to your mission. Some did so reluctantly,
but not Hevatia Deverbero. A seeker of knowledge she
saw an opportunity to explore the world.
Class: Lich
Level: 30
Portrait: 27
Voice: 27
Stats:
Might: 18
Intellect: 25
Personality: 11
Endurance: 20
Accuracy: 21
Speed: 22
Luck: 16
Skills:
Staff 8 Master
Dagger 4 Expert
Leather 4 Expert
Air Magic 4 Expert
Water Magic 4 Expert
Earth Magic 8 Master
Dark Magic 8 Master
ID Item 3
Merchant 2
Meditation 2
Perception 2
Disarm Traps 2
ID Monster 2
Alchemy 2
Learning 3
Skill Points:
Unused when found: 41
Total when found: 204
18 Verish (Murmurwoods)
Impressed by your defeat of the Necromancers' Guild
Verish, a priest of the Sun Temple, offered to join
you, seeing your mission as one serving the greater
Path of Light.
Class: Priest of Light
Level: 30
Portrait: 4
Voice: 4
Stats:
Might: 17
Intellect: 9
Personality: 30
Endurance: 21
Accuracy: 19
Speed: 19
Luck: 17
Skills:
Staff 4
Mace 7 Expert
Shield 5 Expert
Leather 4
Chain 4
Spirit Magic 4 Expert
Mind Magic 4 Expert
Body Magic 6 Expert
Light Magic 6 Master
Merchant 4 Expert
Repair 4
Body Building 3
Meditation 3
Perception 3
Alchemy 1
Learning 3
Skill Points:
Unused when found: 49
Total when found: 213
19 Nelix Uriel (Garrote Gorge)
Charles Quixote saw in the alliance a chance to
season some of his followers with a bit of
adventuring. Quixote felt that Nelix Uriel was too
much the dragon hunting specialist. With this in mind,
he gave the knight leave to follow you on your great
quest.
Class: Champion
Level: 30
Portrait: 2
Voice: 2
Stats:
Might: 30
Intellect: 13
Personality: 15
Endurance: 23
Accuracy: 24
Speed: 19
Luck: 18
Skills:
Sword 8 Master
Spear 6 Expert
Bow 6 Expert
Mace 4 Expert
Shield 5 Expert
Chain 4 Expert
Plate 6 Expert
Repair 4 Expert
Body Building 4
Perception 4
Disarm Traps 2
Armsmaster 4 Expert
Skill Points:
Unused when found: 39
Total when found: 204
20 Sethrc Thistlebone (Ironsand Desert)
Known in the village of Rust for his great sense of
civic responsibility, Sethrc Thistlebone chose to join
you for the greater good of his people. Now in your
service he single-mindedly pursues an end to the
elemental cataclysm.
Class: War Troll
Level: 30
Portrait: 22
Voice: 22
Stats:
Might: 34
Intellect: 11
Personality: 13
Endurance: 23
Accuracy: 19
Speed: 21
Luck: 15
Skills:
Staff 8 Master
Mace 8 Master
Leather 4 Expert
Chain 4 Expert
Merchant 4
Repair 4 Expert
Body Building 4 Expert
Perception 4
Regeneration 4 Expert
Disarm Traps 4
ID Monster 4 Expert
Armsmaster 3
Skill Points:
Unused when found: 57
Total when found: 213
21 Rionel
A great hero of the Minotaurs' campaign against the
Vori Frost Giants, Rionel saw joining your quest as an
opportunity to know further glory. An expert with both
axe and bow, his skill at the arts of war make him a
good companion in battle.
Class: Minotaur Lord
Level: 30
Portrait: 20
Voice: 20
Stats:
Might: 30
Intellect: 15
Personality: 21
Endurance: 18
Accuracy: 21
Speed: 25
Luck: 21
Skills:
Sword 5 Expert
Axe 6 Expert
Spear 2
Bow 7 Expert
Chain 4 Expert
Plate 5 Expert
Body Building 8 Master
Perception 4 Expert
Disarm Traps 4 Expert
Armsmaster 4 Expert
Learning 4 Expert
Skill Points:
Unused when found: 56
Total when found: 213
22 Adric Stellare (Alvar)
With humble beginnings as a caravan guard, Adric
Stellare has risen to the heights of Alvarian society.
Having had the opportunity to play many roles, he is
skilled in magic and combat. As a member of the
merchant guild, he is also an master trader.
Class: Patriarch
Level: 30
Portrait: 18
Voice: 18
Stats:
Might: 17
Intellect: 23
Personality: 13
Endurance: 17
Accuracy: 25
Speed: 23
Luck: 17
Skills:
Dagger 6 Expert
Bow 8 Master
Chain 8 Master
Fire Magic 4 Expert
Air Magic 4 Expert
Water Magic 4 Expert
Earth Magic 4 Expert
Dark Elf Magic 7 Master
Merchant 8 Master
Disarm Traps 4 Expert
Armsmaster 3
Alchemy 3
Skill Points:
Unused when found: 31
Total when found: 238
23 Infaustus (Shadowspire)
Though an elder vampire, Infaustus has had little
cause to leave her native Shadowspire. When she
realized this, she immediately began preparations to
leave. Traveling with you is an opportunity for her to
know more of Jadame.
Class: Nosferatu
Level: 30
Portrait: 13
Voice: 13
Stats:
Might: 23
Intellect: 13
Personality: 22
Endurance: 19
Accuracy: 19
Speed: 27
Luck: 15
Skills:
Sword 4 Expert
Dagger 8 Master
Shield 4 Expert
Leather 4 Expert
Spirit Magic 4
Mind Magic 4
Vampire Magic 4 Expert
ID Item 4 Expert
Perception 4 Expert
Regeneration 5 Expert
Disarm Traps 4 Expert
ID Monster 4 Expert
Alchemy 4 Expert
Learning 5
Skill Points:
Unused when found: 56
Total when found: 218
24 Brimstone
When he rebelled against the Garrote Gorge dragons,
Yaardrake was fortunate to convince the mighty
Brimstone to join his cause. That you were able to
slay so many of Yaardrake's compatriots however, left
Brimstone less impressed with Yaardrake and more
impressed with you.
Class: Great Wyrm
Level: 30
Portrait: 24
Voice: 24
Stats:
Might: 50
Intellect: 23
Personality: 9
Endurance: 30
Accuracy: 15
Speed: 17
Luck: 14
Skills:
Dragon Magic 9 Master
ID Item 8 Master
Merchant 7 Expert
Body Building 8 Master
Meditation 7 Master
Perception 10 Grandmaster
Regeneration 4 Expert
Alchemy 7 Master
Learning 10 Grandmaster
Skill Points:
Unused when found: 44
Total when found: 356
25 Vetrinus Taleshire
Next in line to lead the Necromancers' Guild of
Shadowspire, Vetrinus has nothing in his heart for the
Temple of the Sun but contempt. You are lucky to have
such a powerful student of the dark magics traveling
with you.
Class: Lich
Level: 50
Portrait: 26
Voice: 26
Stats:
Might: 18
Intellect: 30
Personality: 13
Endurance: 19
Accuracy: 23
Speed: 25
Luck: 18
Skills:
Staff 4 Expert
Dagger 4 Expert
Bow 4
Leather 4 Expert
Fire Magic 10 Grandmaster
Air Magic 10 Grandmaster
Water Magic 10 Grandmaster
Earth Magic 10 Grandmaster
Dark Magic 10 Grandmaster
ID Item 4 Expert
Merchant 4 Expert
Meditation 8 Master
Perception 2
Disarm Traps 2
ID Monster 8 Master
Alchemy 8 Master
Learning 7 Master
Skill Points:
Unused when found: 104
Total when found: 564
26 Dervish Chevron (Garrote Gorge)
Holder of the title of Keeper of the Light, Dervish
will soon lead the Temple of the Sun in Jadame. You
are lucky to have such stronger follower of the Path
of Light with your party.
Class: Priest of Light
Level: 50
Portrait: 6
Voice: 6
Stats:
Might: 19
Intellect: 11
Personality: 45
Endurance: 19
Accuracy: 19
Speed: 21
Luck: 17
Skills:
Staff 4 Expert
Mace 7 Master
Shield 7 Master
Leather 4 Expert
Chain 4 Expert
Spirit Magic 7 Master
Mind Magic 7 Master
Body Magic 10 Grandmaster
Light Magic 10 Grandmaster
Merchant 7 Master
Repair 4 Expert
Body Building 3
Meditation 7 Master
Perception 3
Alchemy 4 Expert
Learning 4 Expert
Skill Points:
Unused when found: 8
Total when found: 342
27 Tempus (Ravenshore)
Among dragon hunters, Tempus is a legend. While most
hunting parties consist of at least twenty seasoned
knights, Tempus prefers to hunt his prey solo. You are
fortunate to have in your service a knight of his
great ability.
Class: Champion
Level: 50
Portrait: 2
Voice: 2
Stats:
Might: 35
Intellect: 13
Personality: 15
Endurance: 30
Accuracy: 25
Speed: 35
Luck: 13
Skills:
Sword 7 Master
Spear 10 Grandmaster
Bow 4 Expert
Mace 4 Expert
Shield 10 Grandmaster
Chain 4 Expert
Plate 10 Grandmaster
Repair 10 Grandmaster
Body Building 3
Perception 4
Disarm Traps 2
Armsmaster 10 Grandmaster
Skill Points:
Unused when found: 54
Total when found: 394
28 Thorne Understone
It is uncommon to hear songs of Trollish heroes in
the Ravenshore taverns, but when they are sung,
chances are their subject is Thorne Understone.
Class: War Troll
Level: 50
Portrait: 23
Voice: 23
Stats:
Might: 45
Intellect: 11
Personality: 13
Endurance: 35
Accuracy: 21
Speed: 27
Luck: 15
Skills:
Staff 10 Grandmaster
Mace 7 Master
Leather 10 Grandmaster
Chain 4 Expert
Merchant 4
Repair 7 Master
Body Building 10 Grandmaster
Perception 4
Regeneration 10 Grandmaster
Disarm Traps 4
ID Monster 4 Expert
Armsmaster 7 Master
Skill Points:
Unused when found: 106
Total when found: 448
29 Ulbrecht
Many Minotaur heroes made their name in the war
against the Vori Frost Giants, but some names stand
out more than others. "Ulbrecht," is such a name.
Impressed by your great deeds he has raised his axe in
your service.
Class: Minotaur Lord
Level: 50
Portrait: 21
Voice: 21
Stats:
Might: 37
Intellect: 15
Personality: 24
Endurance: 27
Accuracy: 27
Speed: 21
Luck: 21
Skills:
Staff 7 Master
Sword 4 Expert
Axe 10 Grandmaster
Spear 7 Master
Bow 7 Expert
Mace 7 Master
Chain 7 Master
Plate 7 Master
Spirit Magic 4 Expert
Mind Magic 4 Expert
Body Magic 4 Expert
Body Building 7 Master
Perception 10 Grandmaster
Disarm Traps 7 Master
Armsmaster 7 Master
Learning 4
Skill Points:
Unused when found: 0
Total when found: 396
30 Cauri Blackthorne
Guardmaster of the Merchants of Alvar, Cauri is one
of the finest warrior of the Dark Elf people. She
runs errands for the Merchant Council, which they feel
require a "special" touch. Her skills will be of
great use, if she is in your service.
Class: Patriarch
Level: 50
Portrait: 19
Voice: 19
Stats:
Might: 21
Intellect: 27
Personality: 15
Endurance: 20
Accuracy: 32
Speed: 33
Luck: 23
Skills:
Dagger 7 Master
Bow 10 Grandmaster
Chain 10 Grandmaster
Fire Magic 7 Master
Air Magic 7 Master
Water Magic 7 Master
Earth Magic 7 Master
Dark Elf Magic 10 Grandmaster
Merchant 10 Grandmaster
Disarm Traps 10 Grandmaster
Armsmaster 4 Expert
Alchemy 4 Expert
Skill Points:
Unused when found: 0
Total when found: 423
31 Artorius Veritas (Shadowspire)
Grievous wounds forced the ancient vampire, Artorius
Veritas into a healing slumber which lasted
thirty-four years. Recently awaken he chooses to
travel with you to see the changes time has wrought on
Jadame.
Class: Nosferatu
Level: 50
Portrait: 14
Voice: 14
Stats:
Might: 31
Intellect: 15
Personality: 27
Endurance: 27
Accuracy: 26
Speed: 39
Luck: 17
Skills:
Dagger 10 Grandmaster
Bow 4
Shield 6 Expert
Leather 6 Expert
Chain 4 Expert
Spirit Magic 6 Expert
Mind Magic 6 Expert
Body Magic 4 Expert
Vampire Magic 8 Master
ID Item 4 Expert
Merchant 4 Expert
Perception 4 Expert
Regeneration 4 Expert
Disarm Traps 4 Expert
ID Monster 10 Grandmaster
Armsmaster 3
Alchemy 7 Master
Learning 3
Skill Points:
Unused when found: 0
Total when found: 332
32 Duroth the Eternal
Few Dragons live to become as old as Duroth.
Disgusted with the society built by the younger
generation at Garrote Gorge, he left with his friend,
Loeb to form a new nest built around the old ideals.
Since that nest's fall he travels with you seeking a
clearer truth.
Class: Great Wyrm
Level: 50
Portrait: 25
Voice: 25
Stats:
Might: 100
Intellect: 27
Personality: 13
Endurance: 45
Accuracy: 23
Speed: 27
Luck: 17
Skills:
Dragon Magic 11 Grandmaster
ID Item 10 Master
Merchant 10 Expert
Body Building 9 Master
Meditation 9 Master
Perception 11 Grandmaster
Regeneration 9 Expert
ID Monster 10 Master
Alchemy 10 Master
Learning 11 Grandmaster
Skill Points:
Unused when found: 0
Total when found: 543
33 Nathaniel Roberts (**Shadowspire)
Though not an official member of the Necromancers'
Guild, Nathanial Roberts has gained considerable skill
in the dark arts. Tolerated by guild members for his
willingness to perform certain favors, Roberts picks
up his knowledge where he can get it.
Class: Necromancer
Level: 15
Portrait: 10
Voice: 10
Stats:
Might: 15
Intellect: 27
Personality: 11
Endurance: 17
Accuracy: 15
Speed: 17
Luck: 15
Skills:
Staff 8 Master
Dagger 4 Expert
Leather 4 Expert
Air Magic 4 Expert
Water Magic 4 Expert
Earth Magic 8 Master
Dark Magic 8 Master
ID Item 3
Merchant 2
Meditation 2
Perception 2
Disarm Traps 2
ID Monster 2
Alchemy 2
Learning 3
Skill Points:
Unused when found: 41
Total when found: 204
34 Dyson Leyland
Though a cleric schooled in the ways of the Sun
Temple, his time in the Necromancers' Guild as a
secret agent has left him with a dark nature. Though
still on the Path of Light, he feels betrayed by his
former order.
Class: Cleric
Level: 15
Portrait: 6
Voice: 6
Stats:
Might: 15
Intellect: 15
Personality: 22
Endurance: 14
Accuracy: 12
Speed: 13
Luck: 13
Skills:
Staff 4
Mace 4 Expert
Shield 4
Leather 1
Chain 4 Expert
Spirit Magic 4 Expert
Mind Magic 4 Expert
Body Magic 4 Expert
Merchant 4 Expert
Repair 1
Body Building 1
Meditation 1
Perception 2
Alchemy 2
Learning 4 Expert
Skill Points:
Unused when found: 0
Total when found: 85
35 Blazen Stormlance
Finest knight ever trained by Charles Quixote.
Blazen has a personal crusade against the Necromancers
of Shadowspire and their attempts to creating skeletal
dragons. His skill will prove very useful, if you
allow him to travel with you.
Class: Champion
Level: 50
Portrait: 2
Voice: 2
Stats:
Might: 30
Intellect: 13
Personality: 15
Endurance: 30
Accuracy: 21
Speed: 27
Luck: 11
Skills:
Sword 7 Master
Spear 10 Grandmaster
Bow 4 Expert
Mace 4 Expert
Shield 10 Grandmaster
Chain 4 Expert
Plate 10 Grandmaster
Repair 10 Grandmaster
Body Building 3
Perception 4
Disarm Traps 2
Armsmaster 10 Grandmaster
Skill Points:
Unused when found: 54
Total when found: 394
PEOPLE WHO BUY AND SELL THINGS:
Person that sells Tobersk Pulp, buys Tobersk Fruit:
Ravenshore, Ravenshore north, E, Treblid's Home
Person that sells Tobersk Fruit, buys Tobersk Brandy
Dagger Wound Islands, Blood Drop, NE, Long-Tail's
Hut
Person that sells Tobersk Brandy, buys Tobersk Pulp:
Alvar, southern village, NE, House of Brandy
Person that sells Forged Credit Vouchers, buys Silver
Dust of the Sea:
Ravenshore, Ravenshore south, SE, Neblick's House
Person that sells Silver Dust of the Sea, buys Ground
Wyvern Horns:
Shadowspire, Twilight, S central, House of Journey
Person that sells Ground Wyvern Horns, buys Forged
Credit Vouchers:
Ravage Roaming, town to southeast, N, Cagnor's Shop
Person that sells Pirate Amulets, buys Heartwood of
Jadame:
Shadowspire, Twilight, S central, Whisper Hall
Person that buys Dried Sunfish:
Murmurwoods, Temple of the Sun, N, Treasurestone
Residence
Person that sells Dried Sunfish, buys Pirate Amulets:
Regna, crescent island, S central, Pavel's Place
Person that buys Dire Wolf Pelts:
Ravenshore, Ravenshore north, SW, Hall of the
Tracker
Person that buys Naga Hides:
Ravenshore, Ravenshore south, E central, Reaver's
Home
Person that buys Wasp Stingers:
Alvar, Alvar east, central, Veldon's Cottage
Person that buys Ogre's Ears:
Alvar, Alvar east, N, Keldon's Cottage
Person that buys Royal Wasp Jelly:
Ironsand Desert, Rust, N, Schmecker's Hovel
Person that buys Wyvern Horns:
Ravage Roaming, town to southeast, E, Xevius's
Residence
Person that makes Weapons from ore:
Shadowspire, Twilight, SW, Brightsprear Hall
Alvar, Alvar east, SW, Bombah Hall
Person that makes Armor from ore:
Shadowspire, Twilight, E, Caverhill Hall
Alvar, southern village, central, Bowes Residence
Person that makes Items from ore:
Shadowspire, Twilight, E, Crane Cottage
Alvar, southern village, E, Breman Residence
PROMOTION QUEST GIVERS:
Necromancer to Lich:
Shadowspire, Twilight, W, Taleshire Hall
Cleric to Priest of Light:
Murmurwoods, Temple of the Sun, Snowtree Residence
Knight to Champion:
Garrote Gorge, Dragon Hunter's Camp, central,
Stormlance Residence
Troll to War Troll:
Ironsand Desert, Rust, NE, Schmecker's Hovel
Minotaur to Minotaur Lord:
Ravage Roaming, Balthazar Lair, S, Tessalar's House
Dark Elf to Patriarch:
Alvar, Alvar west, NE, Blackthorne Estate
Vampire to Nosferatu:
Shadowspire, Twilight, SW, House of Lathaen
Dragon to Great Wyrm:
Garrote Gorge, Dragon Caves, N lower level, Dragon
Leader's Cavern
STAGE/SHIP SCHEDULES:
Dagger Wound Islands (Blood Drop):
Ship:
Monday: Ravenshore, 4 days
Tuesday: Ravenshore, 4 days
Wednesday: Ravenshore, 4 days
Thursday: Ravenshore, 4 days
Friday: Ravenshore, 4 days
Saturday: Ravenshore, 4 days
Sunday: Ravenshore, 4 days
Ravenshore (Ravenshore):
Stage:
Monday: Alvar, 2 days
Tuesday: none
Wednesday: none
Thursday: Shadowspire, 2 days
Friday: none
Saturday: Alvar, 2 days
Sunday: Garrote Gorge, 2 days
Arena, 5 days
Ship:
Monday: none
Tuesday: Dagger Wound, 5 days
Wednesday: none
Thursday: Dagger Wound, 5 days
Friday: none
Saturday: none
Sunday: none
Smuggler's Ship (available after Smuggler quest):
Monday: Ravage Roaming, 4 days
Tuesday: none
Wednesday: Shadowspire, 6 days
Thursday: none
Friday: Ravage Roaming, 4 days
Saturday: none
Sunday: none
Alvar (Alvar):
Stage:
Monday: Ravenshore, 2 days
Tuesday: Shadowspire, 3 days
Wednesday: none
Thursday: Garrote Gorge, 3 days
Friday: Ravenshore, 2 days
Saturday: none
Sunday: Garrote Gorge, 3 days
Garrote Gorge (Garrote Gorge):
Stage:
Monday: Ravenshore, 2 days
Tuesday: Shadowspire, 3 days
Wednesday: Alvar, 3 days
Thursday: none
Friday: Ravenshore, 2 days
Saturday: none
Sunday: Arena, 5 days
Shadowspire (Twilight):
Stage:
Monday: Ravenshore, 2 days
Tuesday: Ironsand Desert, 2 days
Wednesday: Ravenshore, 2 days
Thursday: none
Friday: none
Saturday: Ironsand Desert, 2 days
Sunday: Garrote Gorge, 3 days
Ship:
Monday: none
Tuesday: Ravenshore, 4 days
Wednesday: none
Thursday: Ravenshore, 4 days
Friday: none
Saturday: Ravenshore, 4 days
Sunday: none
Smuggler's Ship (replaces above after Smuggler quest):
Monday: Ravage Roaming, 4 days
Tuesday: Ravenshore, 4 days
Wednesday: none
Thursday: Ravenshore, 4 days
Friday: Ravage Roaming, 4 days
Saturday: Ravenshore, 4 days
Sunday: none
Ironsand Desert (Rust):
Stage:
Monday: Alvar, 2 days
Tuesday: none
Wednesday: Shadowspire, 2 days
Thursday: Ravenshore, 3 days
Friday: none
Saturday: Ravenshore, 3 days
Sunday: Shadowspire, 2 days
Ravage Roaming (???):
Smuggler's Ship (available after Smuggler quest):
Monday: none
Tuesday: Ravenshore, 4 days
Wednesday: Shadowspire, 6 days
Thursday: Ravenshore, 4 days
Friday: none
Saturday: Ravenshore, 4 days
Sunday: none
Regna (Harecksburg):
Ship:
Monday: Ravenshore, 4 days
Tuesday: Ravenshore, 4 days
Dagger Wound, 5 days
Wednesday: Ravenshore, 4 days
Thursday: Ravenshore, 4 days
Dagger Wound, 5 days
Friday: Ravenshore, 4 days
Saturday: Ravenshore, 4 days
Sunday: Ravenshore, 4 days
SPELL GUILD LOCATIONS:
Self Guild, low-level:
Ravenshore, Ravenshore south, SE
Self Guild, high-level:
Alvar, Alvar west, NW
Mind Guild:
Ravage Roaming, Balthazar Lair, E
Elemental Guild, low-level:
Ravenshore, Ravenshore south, N
Dagger Wound Islands, Blood Drop, NW
Elemental Guild, high-level:
Alvar, Alvar west, W
Dark Magic Guild:
Shadowspire, Twilight, E central
Light Magic Guild:
Murmurwoods, Temple of the Sun, NE
SAVEGAME EDITING:
** FOR ADVANCED USERS ONLY **
RISKY!!! These should work, but something really bad
may happen later.
I'm doing it with my game, but that doesn't mean its
completely safe.
Let BASE be the offset of the first letter of the
character's name.
Every offset listed below is relative to BASE.
Some lengths are question marked because I don't know
where they end.
Some items are missing (like resistances...they were
all 0 when I was doing this)
Info on what values to use for portraits, stats, etc,
are included below
Expect multi-byte values to be stored
least-significant byte first
To change a value:
1) Backup the file Save???.dod which you will be
editing.
2) Open the file and search for the name of the
character to edit.
3) Write down the offset of the first letter of the
character's name (BASE).
4) Add an OFFSET below to BASE to find the start of
that field.
5) Change the value to the desired one.
OFFSET 0000 Name Field (32 bytes), set unused bytes
to 00
OFFSET 0020 Description (up to 650 bytes ???), set
unused bytes to 00
???
OFFSET 02AA Class (1 byte), DON'T CHANGE! (probably
won't work)
OFFSET 02AB Portrait (1 byte), be sure to change back
before promotions (ie Lich)
OFFSET 02AC Stat: Might (4 bytes)
OFFSET 02B0 Stat: Intellect (4 bytes)
OFFSET 02B4 Stat: Personality (4 bytes)
OFFSET 02B8 Stat: Endurance (4 bytes)
OFFSET 02BC Stat: Speed (4 bytes)
OFFSET 02C0 Stat: Accuracy (4 bytes)
OFFSET 02C4 Stat: Luck (4 bytes)
OFFSET 02C8 Temporary AC bonus/penalty (2 bytes)
OFFSET 02CA Level (4 bytes), DON'T CHANGE (probably
won't work)
OFFSET 02CE Temporary Age modifier (2 bytes)
OFFSET 02D0 First skill (2 bytes)
OFFSET 02D2 Second skill (2 bytes)
.
.
.
OFFSET 031C Last skill (2 bytes)
OFFSET 031E Award/Quest flags (up to 64 bytes ???)
???
OFFSET 035E Fire spells (11 bytes)
OFFSET 0369 Air spells (11 bytes)
OFFSET 0374 Water spells (11 bytes)
OFFSET 037F Earth spells (11 bytes)
OFFSET 038A Spirit spells (11 bytes)
OFFSET 0395 Mind spells (11 bytes)
OFFSET 03A0 Body spells (11 bytes)
OFFSET 03AB Light spells (11 bytes)
OFFSET 03B6 Dark spells (11 bytes)
OFFSET 03C1 Dark Elf spells (11 bytes)
OFFSET 03CC Vampire spells (11 bytes)
OFFSET 03D7 Dragon spells (11 bytes)
??? Items ???
OFFSET 1B3C Voice (1 byte)
???
OFFSET 1B4C Skill Points (4 bytes)
OFFSET 1B58 Birth Year (2 bytes)
Portrait/Voice:
To choose:
1) Start a new game.
2) Click left on the class button to locate the
leftmost male knight.
3) This is portrait 0, and it defaults to voice 0.
4) Clicking to the right in class increments both
portrait number and voice number.
5) Count the number of clicks to the right needed to
find the one you like.
Put this number in the appropriate byte.
Remove all armor/weapons/rings/etc. before changing
to a dragon portrait.
Class:
The hex value starts 00 for Necromancer, 01 for
Lich...
The order is as on page 16 of the manual.
Stats/Level:
First 2 bytes are the base value
Last 2 bytes are a temporary modifier (+/-)
On the character sheet, it's written
(Base+Mod)/(Base)
Skills (some are leftovers; don't touch any that
aren't used in MM8):
Staff, Sword, Dagger, Axe, Spear, Box, Mace, Blaster
(not used), Shield,
Leather, Chain, Plate, Fire, Air, Water, Earth,
Spirit, Mind, Body, Light,
Dark, Dark Elf, Vampire, Dragon, ID Item, Merchant,
Repair, Body Building,
Meditation, Perception, Regeneration, Disarm Traps,
Dodging, Unarmed, ID
Monster, Armsmaster, unknown (doesn't show up on
character sheet),
Alchemy, Learning.
The least-significant 6 bits of the first byte is the
skill level (0-63).
The 7th bit is expert 8th is master.
The least-significant bit of the next word is
grandmaster.
So 0B 01 is Grandmaster, level 11.
Only use one of the bits for Expert, Master, or GM.
Spells:
Each byte represents a spell (probably the same order
as in the manual).
01 means you know the spell, 00 means you don't.
For Dark Elf, Vampire, and Dragon, only the first 4
bytes are used.
POTION MIXING LIST:
These are from MM7 and have not been tried, but
hopefully still work.
I am updating the reagents; those with a * are not yet
corrected.
This has been completed up to Grand Master except:
(Black) + (?) = (?): I won't bother for now
I assign a number based on the total number of basic
potions "inside"
Bottle: 0
Reagent: 0
Basic Potion: 1
Complex Potion: 2
Compound(3): 3 (called "Layered Potion")
Compound(4): 4 (called "Layered Potion")
White(5): 5
White(6): 6
Black(7): 7
Black(8): 8
Black(9): 9
There are:
1 Bottle
20 Reagents (4 flavors, 5 strengths each, so far)
3 Basic Potions
3 Complex Potions
9 Compound(3)
3 Compound(4)
10 White(5)
11 White(6)
6 Black(7)
3 Black(8)
1 Black(9)
For all combinations:
(power of basic potion) = (power of reagent) +
(alchemy skill)
(catalyst) + (x) = (x), power = power of catalyst
(can go down)
(x) + (y) = (z), power = [(power of x)+(power of
y)]/2, round down
If plan to use catalyst, use LAST, and use low power
ingredients
Durations for non-permanent effects are (30
minutes)x(power)
Some results yield smaller potions (lower numbers);
these are listed
You can use higher potions to produce useful
ingredients in a pinch
Normal level or higher required:
Basic Potions:
Red potion (Cure Wounds):
(Restores 10+power hit points)
Power 1: Widowsweep Berries
Power 5: Wolf's Eye
Power 10: Phial of Gog Blood
Power 20: Ruby
Power 50: *Dragon's Eye
Yellow Potion (Cure Weakness):
(Removes the weakness condition from character)
Power 1: Poppy Pod
Power 5: Thornbark
Power 10: Sulfur
Power 20: Garnet
Power 50: Unicorn Horn
Blue Potion (Magic Potion):
(Restores 10+power spell points)
Power 1: Phirna Root
Power 5: Meteorite Fragment
Power 10: Will O' Wisp Heart
Power 20: Datura
Power 50: Dragon Turtle Fang
Grey Potion (Catalyst):
(Used to increase power of other potions)
Power 1: Mushroom
Power 5: Obsidian
Power 10: Wasp Wing
Power 20: Mercury
Power 75: *Philosopher's Stone
Complex Potion:
Cure Disease (Orange): (red) + (yellow)
Cure Poison (Purple): (red) + (blue)
Awaken (Green): (yellow) + (blue)
Expert level or higher required:
Compound(3) Potions:
Haste (Orange+red): (Orange) + (red)
Stoneskin (Orange+yellow): (Orange) +
(yellow)
Preservation (Orange+blue): (Orange) + (blue)
Heroism (Purple+red): (Purple) + (red)
Water Breathing (Purple+yellow): (Purple) +
(yellow)
Shield (Purple+blue): (Purple) + (blue)
Bless (Green+red): (Green) + (red)
Harden Item (Green+yellow): (Green) +
(yellow)
Recharge Item (Green+blue): (Green) + (blue)
Water Breathing: No "drowning" damage taken for
duration
Harden Item: Use on item to make harder to
break (permanent)
Recharge Item: As spell, but permanently loses
(70%-power) charges
Compound(4) Potions:
Remove Fear (Orange+Purple): (Orange) + (Purple)
Cure Insanity (Orange+Green): (Orange) + (Green)
Remove Curse (Purple+Green): (Purple) + (Green)
Compound(3) + Basic Potion = Basic Potion:
(Orange+red) + (red) = red
(Orange+red) + (yellow) = grey
(Orange+yellow) + (red) = grey
(Orange+yellow) + (yellow) = yellow
(Purple+red) + (red) = red
(Purple+red) + (blue) = grey
(Purple+blue) + (red) = grey
(Purple+blue) + (blue) = blue
(Green+yellow) + (yellow) = yellow
(Green+yellow) + (blue) = grey
(Green+blue) + (yellow) = grey
(Green+blue) + (blue) = blue
Compound(4) + Basic Potion = Basic Potion
(Orange+Purple) + (red/yellow/blue) = grey
(Orange+Green) + (red/yellow/blue) = grey
(Purple+Green) + (red/yellow/blue) = grey
Compound(3) + Complex Potion = Basic Potion
(Orange+blue) + (Orange/Purple/Green) = blue
(Purple+yellow) + (Orange/Purple/Green) = yellow
(Green+red) + (Orange/Purple/Green) = red
Compound(4) + Complex Potion = Basic Potion
(Orange+Purple) + (Orange/Purple/Green) = grey
(Orange+Green) + (Orange/Purple/Green) = grey
(Purple+Green) + (Orange/Purple/Green) = grey
Compound(3) + Compound(3) = Basic Potion:
(Orange+blue) + (Orange+red) = blue
(Orange+blue) + (Orange+yellow) = blue
(Orange+blue) + (Purple+red) = blue
(Orange+blue) + (Purple+blue) = blue
(Orange+blue) + (Green+yellow) = blue
(Orange+blue) + (Green+blue) = blue
(Purple+yellow) + (Orange+red) = yellow
(Purple+yellow) + (Orange+yellow) = yellow
(Purple+yellow) + (Purple+red) = yellow
(Purple+yellow) + (Purple+blue) = yellow
(Purple+yellow) + (Green+yellow) = yellow
(Purple+yellow) + (Green+blue) = yellow
(Green+red) + (Orange+red) = red
(Green+red) + (Orange+yellow) = red
(Green+red) + (Purple+red) = red
(Green+red) + (Purple+blue) = red
(Green+red) + (Green+yellow) = red
(Green+red) + (Green+blue) = red
Master level or higher required:
White(5) Potions:
Cure Paralysis (CureParalysis):
(Orange+yellow) + (Green)
(Green+yellow) + (Orange)
Might Boost (MightBoost): (Purple+red)
+ (Purple)
Intellect Boost (IntellectBoost):
(Green+yellow) + (Green)
Personality Boost (PersonalityBoost): (Green+blue)
+ (Green)
Endurance Boost (EnduranceBoost): (Purple+blue)
+ (Purple)
Accuracy Boost (AccuracyBoost):
(Orange+yellow) + (Orange)
Speed Boost (SpeedBoost): (Orange+red)
+ (Orange)
Flaming Potion (Flaming): (Orange+red)
+ (Green)
(Orange+yellow) + (Purple)
Freezing Potion (Freezing): (Purple+red)
+ (Green)
(Purple+blue)
+ (Orange)
Shocking Potion (Shocking): (Orange+red)
+ (Purple)
(Purple+red)
+ (Orange)
Noxious Potion (Noxious):
(Green+yellow) + (Purple)
(Green+blue)
+ (Orange)
Swift Potion (Swift): (Purple+blue)
+ (Green)
(Green+blue)
+ (Purple)
Boost potions: Add 3x(power) to stat (temporary)
Flaming Potion: Adds "of flame" (temporary)
Freezing Potion: Adds "of frost" (temporary)
Shocking Potion: Adds "of sparks" (temporary)
Noxious Potion: Adds "of Poison" (temporary)
Swift Potion: Adds "of swiftness" (temporary)
White(6) Potions:
Luck Boost (LuckBoost): (Purple+red)
+ (Purple+blue)
Divine Cure (DivineCure): (Orange+red)
+ (Orange+yellow)
Divine Power (DivinePower): (Green+yellow)
+ (Green+blue)
Divine Restoration (DivineRestore): (Orange+red)
+ (Green+blue)
(Orange+yellow)
+ (Purple+blue)
(Purple+red)
+ (Green+yellow)
Fire Resistance (FireResist): (Orange+red)
+ (Green+yellow)
Water Resistance (WaterResist): (Purple+blue)
+ (Green+yellow)
Air Resistance (AirResist): (Orange+red)
+ (Purple+blue)
Earth Resistance (EarthResist): (Orange+yellow)
+ (Purple+red)
Body Resistance (BodyResist): (Orange+yellow)
+ (Green+blue)
Mind Resistance (MindResist): (Purple+red)
+ (Green+blue)
Luck Boost: Adds 3x(power) to stat
(temporary)
Divine Cure: Restores 5x(power) hit points
Divine Power: Restores 5x(power) spell points
Divine Restoration: Removes all conditions except
dead/stoned/eradicated
Resistance Potions: Add 3x(power) to stat
(temporary)
White(5) + Basic Potion = Basic Potion:
(Any White) + (red) = red
(Any White) + (yellow) = yellow
(Any White) + (blue) = blue
White(5) + Complex Potion = Basic Potion:
(CureParalysis) + (Orange) = grey
(CureParalysis) + (Green) = grey
(Shocking) + (Orange) = grey
(Shocking) + (Purple) = grey
(Swift) + (Purple) = grey
(Swift) + (Green) = grey
White(5) + Compound(3) = Basic Potion:
(CureParalysis) + (Purple+blue) = grey
(MightBoost) + (Green+yellow) = grey
(IntellectBoost) + (Purple+red) = grey
(PersonalityBoost) + (Orange+red) = grey
(EnduranceBoost) + (Orange+yellow) = grey
(AccuracyBoost) + (Purple+blue) = grey
(SpeedBoost) + (Green+blue) = grey
(Flaming) + (Orange+blue) = blue
(Flaming) + (Purple+yellow) = yellow
(Flaming) + (Green+red) = red
(Flaming) + (Green+blue) = grey
(Freezing) + (Orange+yellow) = grey
(Freezing) + (Orange+blue) = blue
(Freezing) + (Purple+yellow) = yellow
(Freezing) + (Green+red) = red
(Freezing) + (Green+yellow) = grey
(Shocking) + (Green+yellow) = grey
(Shocking) + (Green+blue) = grey
(Noxious) + (Orange+red) = grey
(Noxious) + (Orange+blue) = blue
(Noxious) + (Purple+red) = grey
(Noxious) + (Purple+yellow) = yellow
(Noxious) + (Green+red) = red
(Swift) + (Orange+red) = grey
White(5) + Compound(4) = Basic Potion:
(Flaming) + (Purple+Green) = blue
(Freezing) + (Orange+Green) = yellow
(Noxious) + (Orange+Purple) = red
White(6) + Basic Potion = Basic Potion:
(Any White) + (red) = red
(Any White) + (yellow) = yellow
(Any White) + (blue) = blue
White(6) + Complex Potion = Basic Potion:
(DivineRestore) + (Orange) = grey
(DivineRestore) + (Purple) = grey
(DivineRestore) + (Green) = grey
(FireResist) + (Purple) = grey
(WaterResist) + (Orange) = grey
(AirResist) + (Green) = grey
(EarthResist) + (Green) = grey
(BodyResist) + (Purple) = grey
(MindResist) + (Orange) = grey
White(6) + Compound(3) = Basic Potion:
(FireResist) + (Purple+blue) = grey
(WaterResist) + (Orange+red) = grey
(AirResist) + (Green+yellow) = grey
(EarthResist) + (Green+blue) = grey
(BodyResist) + (Purple+red) = grey
(MindResist) + (Orange+yellow) = grey
Grand Master level or higher required:
Black(7) Potions:
Pure Might (PureMight): (MightBoost)
+ (Orange)
Pure Intellect (PureIntellect):
(IntellectBoost) + (Orange)
Pure Personality (PurePersonality):
(PersonalityBoost) + (Purple)
Pure Endurance (PureEndurance):
(EnduranceBoost) + (Green)
Pure Accuracy (PureAccuracy): (AccuracyBoost)
+ (Green)
Pure Speed (PureSpeed): (SpeedBoost)
+ (Purple)
Pure Potions: Add 50 to stat (permanent)
Slaying Potion: Adds "of dragon slaying" to item
(permanent)
Black(8) Potions:
Stone to Flesh (StoneFlesh): (CureParalysis) +
(Purple+red)
Pure Luck (PureLuck): (Swift) +
(Orange+yellow)
Slaying Potion (Slaying): (Flaming) +
(Purple+blue)
Pure Luck: Adds 50 to stat (permanent)
Slaying Potion: Adds "of dragon slaying" to item
(permanent)
Black(9) Potions:
Rejuvenation (Rejuvenation): (DivineRestore) +
(Orange+blue)
(DivineRestore) +
(Purple+yellow)
(DivineRestore) +
(Green+red)
Rejuvenation: Removes all unnatural aging
Black + ? = ?
???
QUEST INFORMATION:
Abandoned Temple / Idol Quest:
In the temple there's a room with trapped floorplates
(they glow red if you have perception skill). The one
directly north of the central column opens a chest in
the northwest wall of that room. The idol is there.
Ogre Fortress / Find the Lower Level:
After clearing the immediate area inside, head
upstairs to the throne. Turn away from the throne;
straight ahead on the left is a small button that
opens the way to the lower level.
Troll Tomb / Return the Remains Quest:
The advice was to keep one hand on the right hand
wall. This means to turn right whenever possible.
Naturally, you follow the left hand wall to get back
out again.
Balthazar Lair / Drain the Lair Quest:
Lever A resets the puzzle if you mess up; it is not
required in the sequence. A short cut scene will tell
you that you succeeded. You must already have been
given the Alliance quest to gain access to some of the
doors.
Minotaur Axe / Minotaur Promotion Quest:
You must take the axe to the caravan master in Dagger
Wound Island (at the Town hall) for verification, not
the leader.
Zog's Barbarian Fortress / Find the Lower Level:
There is a switch in one of the upper towers that
opens a door to the lower levels.
Ravage Roaming Temple of Eep / Open those f#@&%ing
doors!:
Every door in the temple has a trigger plate in from
of it (glows red if your perception is high enough).
You must run towards the door and jump before hitting
the plate to keep the door from closing. Some people
have also had some success creeping up to the plates
and jumping without running, moving forward after they
jump. One of the rooms has a box that can be moved
closer to the doors by throwing a lever. Once done you
must jump on the box to open the door. Jump off and
get quickly through the door before it closes.
Regna Island / Get to Regna Island:
You will be told how to get there after you complete
the Alliance quests.
Regna Island / Destroy the fleet:
You need ammo to fire the cannon. The ammo is in the
abandoned pirate fortress, but you do not go in
through the locked front door. Head for the other
Pirate keep and work your way down to a secret
underground passage.
Find the Nightshade Brazier / Necromancer Alliance
Quest:
You must go to Shadowspire to pick up Dyson Leyland
before you can get the brazier. Bring him in your
party to the Temple of the Sun and search the wall
left of the leader's door. Click on the button (glows
red with perception) to reveal a passage below. You no
longer need Dyson Leyland. Grab the brazier below (you
can Town Portal even at Master if you're fast).
Destroy the Skeletal Transformer / Cleric Alliance
Quest:
You must go to Shadowspire to pick up Dyson Leyland
before you can access the transformer. Use Dyson to
open the main door in the entrance hall area. You can
drop him off for a while but will need him a little
later. Fight your way down to a large room with
skeletons. Once cleared retrieve Dyson Leyland and
enter that room. Click on the levers until all are
down (order matters, but it's easy to figure out).
Close the door by pressing the button and click on the
wooden beam to bar it. Enter the large part of the
room to destroy the transformer.
Lost Book of Kehl / Necromancer Promotion Quest:
The book is in a library in Dagger Wound, on the
southernmost island (the one with the volcano). You
will also need Lich jars from the Mad Necromancer's
Lab in Shadowspire.
Find Cauri Blackthorne / Dark Elf Promotion Quest:
Hit the '-' key to zoom out the mini automap fully.
Go north until the south edge of the Circle of Stone
is just touching the bottom of the map. Then go due
west until you find her (the circle will still be
visible on the map, about 1/4 of the way from the
bottom right).
Vault of Time / Obelisk Quest:
Go to Mumurwoods on the morning of June 24th. A
Unicorn King will appear near an arrow-shaped rock
formation (north-central on the map) around 9am. Kill
him for the key to the Vault of Time.
The Crystal Tower / How to use the teleporter to the
Plane Between the Planes:
Click the top row of crystals and watch the pattern.
Then click the bottom row in that order (like Simon).
Flute / How to get to New World Computing:
There is a large sword in the Plane Between the
Planes. Click on it with a character who is carrying
the flute and you can go to the hidden New World
Computing offices.
Riddles / How to answer the weirdo at the end:
The clues are in the Merchant House in Ravenshore
(where the council meets). Enter through the other
door to the building (it's a library). Search the
shelves for some paper with clues on it. If you need
them, the answers are qsjtpo, jotjef, and fhh
(subtract one from each letter: b->a, c->b, etc.).
ITEM LIST:
Courtesy of Ken Rice -=:=- kennrice (AT) erols (DOT)
com
Skill Icon # Item Damage/AC
Value
WEAPONS:
Sword
Longsword
1 Longsword 3d3
50
2 Trollish War Sword 3d3 +3
200
3 Dark Elven Longsword 3d3 +6
350
4 Templar's Sword 3d3 +9
500
5 Champion's Sword 3d3 +12
650
234 Snake 3d3 +12
30,000
PER -15, Slows target, -50 Water res
235 Elsenrail 3d3 +14
20,000
ACC +40, 10-20 points Light damage
236 Terminus 3d3 +14
15,000
+7 Armsmaster skill, +30 Air res
296 Glomenthal 3d3 +14
20,000
MGT +40, 10-20 points Dark damage
4 Havoc 3d3 +15
30,000
SPD +70, ACC +70, AC -20
Two-Handed Sword
6 Two-Handed Sword 4d5
400
7 Dark Elven Bastard Sword 4d5 +2
500
8 Minotaur Battlesword 4d5 +6
800
9 Dragonning Blade 4d5 +9
1,250
10 Headsman's Reaver 4d5 +12
2,000
10 Finality 4d5 +15
30,000
SPD -20, 10-20 points Fire damage, Slow
Broadsword
11 Iron Broadsword 3d4
100
12 Trollish Claymore 3d4 +2
300
13 Lizardman Broadsword 3d4 +6
600
14 Knightly Broadsword 3d4 +9
800
15 Archangel Broadsword 3d4 +12
1,100
10 Sword of Whistlebone 4d5 +12
0
Double damage vs. Dragons
Cutlass
16 Rusty Cutlass 2d4
100
17 Goblin Scimitar 2d4 +2
290
18 Regnan Cutlass 2d4 +6
590
19 Regnan Falchion 2d4 +8
790
20 Captain's Cutlass 2d4 +11
1,100
237 Judicious Measure 2d4 +13
20,000
END +40, LCK +40, Ogre Slaying
Dagger
Dagger
21 Crude Dagger 2d2
8
22 Crystal Dagger 2d2 +2
100
23 Merchantman's Dagger 2d2 +3
150
24 Master's Dagger 2d2 +5
250
25 Fanged Blade 2d2 +6
300
238 Blade of Mercy 2d2 +15
30,000
MGT +40, ACC -40, 4-10 points Elec damage,
Necromancer
239 Foulfang 2d2 +14
20,000
Vampiric, 10 points of Poison damage
Long Dagger
26 Long Dagger 2d3
15
27 Alvarian Poignard 2d3 +2
200
28 Regnan Fighting Knife 2d3 +4
350
29 Twilight Kris 2d3 +6
500
30 Dueling Long Dagger 2d3 +7
790
Axe
Axe
31 Stone Axe 4d2
30
32 Battle Hatchet 4d2 +2
100
33 Battleaxe 4d2 +5
250
34 Dwarven Battle Axe 4d2 +8
550
35 Minotaur Battle Axe 4d2 +11
775
240 Elderaxe 4d2 +12
20,000
MGT +20, Swift, 6-12 points of Cold
damage, Minotaur
248 Hell's Cleaver 4d2 +12
30,000
MGT +70, ACC +20, PER -50, INT -50
Two Handed Axe
36 Two Handed Axe 3d7
225
37 Footman's Axe 3d7 +2
450
38 Minotaur War Axe 3d7 +5
900
39 Elite Minotaur Axe 3d7 +9
1,250
40 Minotaur Herdsman Axe 3d7 +12
1,500
241 Volcano 3d7 +15
15,000
10-20 points Fire damage, +40 Fire res
40 Axe of Balthazar 3d7 +15
0
9-12 points Cold damage
Spear
Spear
41 Ogre Fighting Stick 1d9
15
42 Steel Spear 1d9 +2
50
43 Elven Long Spear 1d9 +5
250
44 War Spear 1d9 +9
450
45 Dragon Harpoon 1d9 +13
650
242 Spiritslayer 1d9 +13
30,000
MGT +50, LCK -40, Vampiric
45 Ebonest 2D9 +13
0
Double damage vs. dragons
45 Wyrm Spitter 1d9 +14
20,000
END +20, Dragon Slaying, Swift
Halberd
46 Improvised Voulge 3d6
200
47 Halbred 3d6 +2
400
48 Beaked Halbred 3d6 +5
700
49 Minotaur Campaign Pole-axe 3d6 +9
1,300
50 Labyrinth Grapple 3d6 +13
1,600
243 Guardian 3d6 +15
15,000
+10 all attributes, 10-20 points Body
damage
Trident
51 Hayfork 2d6
100
52 Infantry Fork 2d6 +2
400
53 Lizardman Trident 2d6 +6
650
54 Regnan Trident 2d6 +9
900
55 Triton Trident 2d6 +13
1,250
244 Trident of Rulership 2d6 +13
30,000
Water Breathing, +70 Water res, -70 Fire
res
Bow
Bow
56 Hunting Bow 5d2
200
57 Recurve Bow 5d2 +3
300
58 Snakewood Bow 5d2 +4
400
59 Elven Warbow 5d2 +6
600
60 Devilbone Bow 5d2 +7
750
245 Longseeker 5d2 +10
20,000
ACC +50, Swift, +4 Bow skill
59 Tournament Bow 5d2 +10
30,000
ACC +100, Bow skill +5, AC -20
60 Noblebone Bow 5d4 +12
15,000
Explosive impact
Crossbow
61 Light Crossbow 4d2
50
62 Blood Drop Crossbow 4d2 +3
200
63 Hunting Crossbow 4d2 +5
300
64 Caravaner's Crossbow 4d2 +7
400
65 Regnan Crossbow 4d2 +8
550
246 Lightning Crossbow 4d2 +12
30,000
ACC -50, Swift, Dark Elf
Mace
Mace
66 Mace 2d4
50
67 Flail 2d4 +2
150
68 Temple Mace 2d4 +5
300
69 Reverend Sceptre 2d4 +7
450
70 Trollish War Mace 2d4 +11
600
68 Mace of the Sun 3d4 +7
12,000
Double damage vs. elementals
249 Scepter of Kings 2d5 +14
20,000
PER +40, regenerates hit points
Hammer
71 Sledgehammer 2d5
120
72 Field Hammer 2d5 +3
300
73 Warhammer 2d5 +6
450
74 Sun Hammer 2d5 +9
650
75 Trollish Maul 2d5 +12
890
Club
78 Overlord's Club 1d3 +6
350
247 Breaker 3d3 +12
20,000
MGT +20, END +20, 10-20 points Body damage
None
Club
76 Club 1d3
1
77 Thornbark Club 1d3 +3
100
Staff
Staff
79 Journey Staff 2d4
40
80 Orb Staff 2d4 +2
150
81 Priestly Staff 2d4 +4
250
82 Serpent Staff 2d4 +6
400
83 Bone Staff 2d4 +8
600
250 Staff of the Swamp 3d4 +10
20,000
Of Shielding, immune to disease,
paralysis, poison
83 Staff of Elements 2d4 +4
30,000
AC -40, of Air, Fire, Water and Earth
Magics
ARMOR:
Leather
Leather
84 Leather Jerkin 4
150
85 Hardened Leather Vest 6
250
86 Caravaner's Leather 10
450
87 Regnan Leather 16
750
88 Alvarian Leather 24
1,150
251 Last Stage Cuirass 19
30,000
PER +80, INT +70, -30 mind and spirit res
251 Serendine's Preservation 34
20,000
END +30, regenerates spell points
Chain
Chain
89 Rusty Mail Vest 8
400
90 Steel Chainmail 12
600
91 Minotaur Chainmail 18
900
92 Siertal Chainmail 26
1300
93 Erudine Chainmail 36
1800
252 Glomenmail 48
20,000
+10 all stats and res, Dark Elf
Plate
Plate
94 Rusty Breastplate 20
1,000
95 Banded Plate 28
1,400
96 Minotaur Plate 38
2,000
97 Dark Knight Plate 50
2,700
98 Dragonning Plate 58
3,500
253 Supreme Plate 70
20,000
SPD +15, ACC +15, Swift, Knight
Shield
Large Shield
99 Trollish Shield 6
200
100 Thornbark Shield 7
300
101 Regnan Tournament Shield 9
400
102 Veteran Shield 12
500
103 Dragon Hunter's Shield 19
800
254 Eclipse 21
0
Of Spirit, of Body, of Mind, Cleric
Buckler
104 Wooden Buckler 4
100
105 Caravaner's Small Shield 6
200
106 Calvary Shield 8
300
107 Death Head Shield 12
450
108 Eldritch Shield 18
750
255 Herondale's Lost Shield 14
30,000
PER -15, LCK -15, Immune to fear, stone,
paralysis, sleep
None
Helm
109 Helm 2
60
110 Lizardman Helm 6
260
111 Full Helm 8
460
112 Battle Helm 10
660
113 Dragon Helm 12
860
256 Drogg's Helm 12
20,000
PER +15, INT +15, regenerates hit points
Cloak
122 Traveller's Cloak 1
50
123 Moon Temple Cloak 3
150
124 Alvar Cloak 5
250
125 Necromancer Cloak 7
500
126 Vampire Cloak 9
750
260 Archangel Wings 10
20,000
Feather Falling, INT +30, +10 all magic
res
Gauntlets
127 Leather Gloves 3
100
128 Trollish Guantlets 6
250
129 Steel Guantlets 8
450
130 Minotaur Guantlets 10
650
131 Crusader's Guantlets 12
850
261 Fleetfingers 3
20,000
+8 to Disarm Trap, Bow and Armsmaster
Boots
132 Walking Boots 2
50
133 Hardened Leather Boots 6
250
134 Regnan Boots 8
450
135 Alvarian Boots 10
650
136 Dragonning Boots 12
850
262 Herald's Boots 10
20,000
SPD +30, Swift, immunity to sleep
Sometimes items will have a descriptive modifier added
to its name.
Below is a list of the modifiers and what they do.
Armor includes armor, shields, helms, belts, capes,
gauntlets and boots.
Name Addition Bonus Stats
Value
For weapons only:
Demon Slayer Double damage vs Demons
X 2
Dragon Slayer Double damage vs Dragons
X 2
of Acid Adds 12 points of Poison damage
2,000
of Carnage Explosive Impact!
5,000
of Cold Adds 3-4 points of Cold damage
500
of Darkness Drain HP from target and Increased
Weapon speed X 3
of Fire Adds 1-6 points of Fire damage
500
of Flame Adds 2-12 points of Fire damage
1,000
of Force Increased Knockback
500
of Frost Adds 6-8 points of Cold damage
1,000
of Ice Adds 9-12 points of Cold damage
2,000
of Infernos Adds 3-18 points of Fire damage
2,000
of Lightning Adds 4-10 points of Electrical damage
1,000
of Poison Adds 5 points of Poison damage
500
of Sparks Adds 2-5 points of Electrical damage
500
of Swiftness Increased Weapon speed
X 2
of The Dragon Adds 10-20 points of Fire damage and
+25 Might 3,000
of Thunderbolts Adds 6-15 points of Electrical damage
2,000
of Venom Adds 8 points of Poison damage
1,000
Vampiric Drain HP from target
X 2
For weapons, armor, rings and amulets:
Antique Increased Value
X 10
of Doom +1 to Seven Stats, HP, SP, Armor,
Resistances 750
of Earth +10 to Endurance, Armor, HP
2,000
of Power +5 Level
2,500
of Recovery Increases rate of Recovery
200
of The Gods +10 to all Seven Statistics
3,000
of The Golem +15 Endurance and +5 Armor
1,500
of The Moon +10 Intellect and Luck
1,000
of The Sky +10 SP, Speed, Intellect
2,500
of The Stars +10 Endurance and Accuracy
1,000
of The Sun +10 Might and Personality
1,000
of The Troll +15 Endurance and Regenerate HP over
time 1,500
of The Unicorn +15 Luck and Regenerate SP over time
1,500
Rogues +5 Speed and Accuracy
500
Warriors +5 Might and Endurance
500
Wizards +5 Intellect and Personality
500
For armor only:
of Alarms Wearer resistant to Sleep
500
of Antidotes Wearer resistant to Poison
1,000
of Freedom Wearer resistant to Paralysis
2,000
of Immunity Wearer resistant to Diseases
1,000
of Life +10 HP and Regenerate HP over time
2,000
of Mana Regenerate SP over time
1,000
of Protection +10 to all Resistances
1,000
of Regeneration Regenerate HP over time
1,000
of Sanity Wearer resistant to Insanity
1,000
of Shielding Half damage from all missile attacks
1,000
of The Eclipse +10 SP and Regenerate SP over time
2,000
of The Medusa Wearer resistant to Stone
2,000
For armor, rings and amulets:
of The Phoenix * +30 Fire Resistance and Regenerate HP
over time 3,000
of Thievery * Increases chance of Disarming
2,000
For rings and amulets only:
of Air Magic Increases effect of all Air spells
2,000
of Body Magic Increases effect of all Body spells
2,000
of Dark Magic Increases effect of all Dark spells
2,000
of Earth Magic Increases effect of all Earth spells
2,000
of Fire Magic Increases effect of all Fire spells
2,000
of Light Magic Increases effect of all Light spells
2,000
of Mind Magic Increases effect of all Mind spells
2,000
of Spirit Magic Increases effect of all Spirit spells
2,000
of Water Magic Increases effect of all Water spells
2,000
The above list of modifiers was found in the ICONS.DOD
file using MM7VIEW.
Additional modifiers do exist in the game. Two that
have found are:
of Defense Increases armor class
of Items Increases identify item skill
Modifiers may exist for each skill.
The above information was compiled from serval
sources:
Might & Magic VIII (of course)
The Icon # is the picture in the ICONS.LOD file which
is viewable using MM7View, available here:
http://uuhome.de/christoph.nahr/MM7Hints.html
These Web Pages:
http://members.spree.com/funNgames/rawdata/MM8/flamestrikes_mm8.html
http://hem.passagen.se/mirka774/Mm8/
--- END OF MINI-FAQ ---
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