MIGHT & MAGIC III -- ISLES OF TERRA Miscellaneous Facts and Spoilers Version 3.21 - December 21, 2013 by Stephen S. Lee (ssjlee@rawbw.com) You may distribute this freely, so long as you give proper credit to me. This was derived from the PC version; I make no guarantees about applicability to other platforms. Please feel free to e-mail me with corrections or suggestions. The notation XdY means the same thing as it does in traditional tabletop gaming; a random number is generated by rolling a Y-sided die X times and then adding together the rolls. TABLE OF CONTENTS ----------------- 1. Party Creation A. Classes B. Races C. The Seven Statistics D. Skills E. Recommended party F. Hirelings 2. Spell list 3. Guide to Terra A. Locations of major areas B. Locations of skills C. Locations of spells outside of mage guilds D. Locations of temporary stat boosters E. Locations of permanent stat boosters F. Locations of monster outposts G. Locations of other treasure H. Mirror portal keywords 4. Monsters A. Table of monster statistics B. The Arena 5. Items A. Equipment generation and properties B. Shops of Terra 6. Other things A. Tavern rumors and tips B. Miscellaneous tips and tricks SECTION 1A - CLASSES -------------------- Here is a table showing the different classes in the game, with the column headers indicating: HP - base hit points gained per level. This number is modified by Endurance, race, and the Body Building skill. Attacks - number of levels it takes to get another melee attack per round, so lower numbers are better. There isn't any upper limit to the number of attacks that can be made in a round; at the end of the game this can approach 40. Skill - skill that class starts with Spell - spells that class starts with Requirements - stat requirements needed to start as this class Class HP Attacks Skill Spells Requirements Knight 10 5 Arms Master - Mgt 15 Paladin 8 6 Crusader Light Mgt/Per/End 13 Archer 7 6 - Detect Magic Int/Acy 13 Cleric 5 7 - All L1 Cleric Per 13 Sorcerer 4 8 Cartography All L1 Sorc. Int 13 Robber 8 6 Thievery - Lck 13 Ninja 7 5 Thievery - Spd/Acy 13 Barbarian 12 4 - - End 15 Druid 6 7 Direction Sense All L1 Druid Int/Per 15 Ranger 9 6 Pathfinding Awaken Int/Per/End/Spd 12 Knights are pure warriors; they can equip any weapon, body armor, or shield in the game, but may not cast spells. Barbarians are also pure warriors; they have more hit points and are superior in raw melee combat ability compared to Knights, and likewise may not cast spells. However, they are more limited in the melee weapons they can equip, and may not use body armor heavier than scale armor. Knights and Barbarians receive bonuses to-hit in combat that other classes do not receive; combined with their greater number of attacks at higher level, this makes them much more effective melee combat machines than the hybrid classes. Robbers are trained in the arts of Thievery, but are not able to cast spells. They may equip most weapons, and can use a shield, but may not use body armor heavier than chain mail. Ninjas are also trained in the arts of Thievery; they are poorer at it compared to actual Robbers, but make up for it with superior combat ability. They also cannot cast spells, may not use a shield, and may not use body armor heavier than ring mail. Clerics are primarily magic users who use the clerical spellbook. They are poor in melee combat, are not allowed to use edged weaponry, and cannot use ranged weapons. However, they are allowed to equip shields and body armor as heavy as splint mail. Sorcerers are primarily magic users who use the arcane spellbook. They are even worse in melee combat than Clerics; they can equip very few weapons, and the only body armor they can equip is padded armor. Druids are primarily magic users who use the druidic spellbook. The druid spellbook has spells from both the clerical and sorcerer lists, plus a few spells that only the druidic spellbook has. Like Clerics, they make for poor fighters, though they can equip more melee weapons than Clerics can. They may equip shields, but the only body armor they may use are padded armor and leather armor. Paladins are hybrid fighter-clerics. While they are allowed to use any piece of armor, and may equip any weapon that is not specialized for ninjas, they do not fight quite as effectively as Knights or Barbarians. They may cast spells from the clerical spellbook, but only have half as many spell points as full Clerics, and their spells cost twice as much in mage guilds. Apart from these limitations, they cast spells just as well as a Cleric of the same level. Archers are hybrid fighter-sorcerers. They are as effective in melee and ranged combat as Paladins, and can equip any weapon that a Paladin can. Their defensive capacities are more limited, as they may not use a shield, nor can they use body armor heavier than chain mail. They may cast spells from the arcane spellbook, but only have half as many spell points as full Sorcerers, and their spells cost twice as much in mage guilds. Apart from these limitations, they cast spells just as well as a Sorcerer of the same level. Rangers are hybrid fighter-druids. They are as effective in melee and ranged combat as Paladins, and can equip any weapon that a Paladin can. Their defensive ability is worse than a Paladin but better than an Archer, as they may equip a shield and any body armor other than plate. They may cast spells from the druidic spellbook, but only have half as many spell points as full Druids, and their spells cost twice as much in mage guilds. Apart from these limitations, they cast spells just as well as a Druid of the same level. All characters may equip any helmet, cloak, boots, gauntlets, belt, ring, amulet, or other piece of equipment. Any character may also use any charged item that can cast spells, such as a wand. The base number of spell points per level for a spellcaster is 3. This is first modified by race, Intellect and Personality scores, and the class-relevant skill; this is then divided by 2 for Paladins, Archers, and Rangers. Fractions are retained, and only discarded after multiplying by the character's level. SECTION 1B - RACES ------------------ The following table shows all the effects of the different races. "Thief Mod" represents the modifier to Thievery. HP per MP per ---- Starting Resistances ---- Thief Starting Name Level Level Fire Elec Cold Pois Ener Magic Mod Skill Human +0 +0 7 7 7 7 7 7 +0 Swimming Elf -2 +2* 0 0 0 0 5 5 +10 - Dwarf +1 -1 5 5 5 20 5 0 +5 Spot Secret Doors Gnome -1 +1 2 2 2 2 2 20 +10 Danger Sense Half-orc +2 -2 10 10 10 0 0 0 -10 - * Elves who are not archers or sorcerers do NOT receive this bonus. SECTION 1C - THE SEVEN STATISTICS --------------------------------- Each character has seven major statistics that define his or her abilities. These are Might, Intellect, Personality, Endurance, Speed, Accuracy, and Luck; random values for these stats at character generation can range from 3 to 21. For all of these stats, the numerical rating corresponds to an adjective given by the game when you click on the statistic on the character screen. Each of these adjectives corresponds to the standard numerical bonus for that stat value. These ranges and bonuses are: Stat Range Adjective Bonus 0-2 Nonexistant [sic] -5 3-4 Very Poor -4 5-6 Poor -3 7-8 Very Low -2 9-10 Low -1 11-12 Average +0 13-14 Good +1 15-16 Very Good +2 17-18 High +3 19-20 Very High +4 21-24 Great +5 25-29 Super +6 30-34 Amazing +7 35-39 Incredible +8 40-49 Gigantic +9 50-74 Fantastic +10 75-99 Astounding +11 100-124 Astonishing +12 125-149 Monumental +13 150-174 Tremendous +14 175-199 Collosal [sic] +15 200-224 Awesome +16 225-249 Awe Inspiring +17 250+ Ultimate +20 Increasing a statistic above 250 consequently has no effect. At the other end of the scale, if a statistic is 0 it is possible to die when resting, although this form of "natural death" can still be undone with the Raise Dead spell. The functions of these statistics are as follows: MIGHT: The bonus applies to the physical damage done with each successful melee attack; penalties cannot drop damage per attack below 1. Might is also used when bashing open doors and performing other such feats of strength. INTELLECT: The bonus applies to the number of spell points per level for Archers and Sorcerers. For Rangers and Druids, the average of the Intellect and Personality bonuses is used. No effect for other classes. PERSONALITY: The bonus applies to the number of spell points per level for Paladins and Clerics. For Rangers and Druids, the average of the Intellect and Personality bonuses is used. No effect for other classes. ENDURANCE: The bonus applies to the number of hit points per level. SPEED: The bonus applies to Armor Class. Speed also determines when your character acts during combat. Unlike later Might and Magic games, it does not determine how often your character acts. ACCURACY: The bonus applies to the chance to hit with a weapon, either melee or ranged. LUCK: The bonus applies to resistance rolls, both damage resistance and status condition resistance. If the damage resistance roll works like it does in later Might and Magic games, you must have at least 1 resistance point for the Luck bonus to apply at all. Some status conditions can affect your statistics, as follows: Cursed -1 per severity to Lck Diseased -1 per severity to Int/Per/End Drunk +1 per severity to Per/Lck; -1 per severity to Mgt/Int/End/Spd/Acy Heartbroken -1 per severity to all stats In Love +1 per severity to all stats Insane +1 per severity to Mgt/Spd; -1 per severity to Int/Per/Acy Poisoned -1 per severity to Mgt/Spd/Acy Weak -1 per severity to all stats Age, whether artificial or natural, affects statistics other than Luck starting at 36; at this age a character gets -2 to Might, Endurance, Speed, and Accuracy, and +2 to Intellect and Personality. At age 51, the penalties and bonuses become -5/+5; age 76, the penalties and bonuses become -10/+10; at age 101, -20/+20; at age 201, -50/+50. SECTION 1D - SKILLS ------------------- A freshly generated character will have zero, one, or two free skills that derive from race and class. All skills may be found after character generation, including Thievery; the locations and costs of these are listed in Section 3B. The actual functions of the skills are as follows. Name Function Arms Master +1 to hit. Astrologer Druids get an extra 2 spell points per level. Rangers get 1 extra spell point per level. No effect for other classes. Body Builder +1 hit point per level. Cartographer The auto-mapping feature only works if at least one character possesses this skill. Crusader The whole party must possess this skill to enter Castle Whiteshield, Castle Bloodreign, or Castle Dragontooth. Danger Sense If at least one character has this skill, you will know if there are foes nearby. Direction Sense The compass feature only works if at least one character possesses this skill. Linguist Allows the character to read foreign languages. Merchant Allows the character to receive full value instead of half value when selling an item in a store. Mountaineer At least two characters with this skill are needed to move through mountains on foot. Navigator The character can prevent the party from becoming lost. Pathfinder At least two characters with this skill are needed to move through dense forests on foot. Prayer Master Clerics get an extra 2 spell points per level. Paladins get 1 extra spell point per level. No effect for other classes. Prestidigitator Sorcerers get an extra 2 spell points per level. Archers get 1 extra spell point per level. No effect for other classes. Spot Secret Doors If at least one character has this skill, this permits the automatic detection of walls that can be bashed down. Swimming The whole party must possess this skill to move around in shallow water without magic. Thievery Required to pick locks on chests and doors. A character's base Thievery rating is 30 for Robbers, 15 for Ninjas, and 0 for everyone else (after learning Thievery in a specific location). This is modified by race, and every character gains 2 points of Thievery per level. Tracker Does nothing. SECTION 1E - RECOMMENDED PARTY ------------------------------ Here are some key points to keep in mind when choosing your party of six: * A Knight or Barbarian is significantly better in melee combat than the Paladin, Archer, Ranger, or Ninja. Their additional hit points and greater number of attacks per round give them significant combat advantages over hybrid classes, especially when considering that they can cast spells with all the effectiveness of a spellcaster if they use an item that casts spells. Your party should therefore include at least one or two of these. The sample party has both a Knight and a Barbarian for good reason. Most people making party suggestions recommend against these, but I strongly disagree; a key supporting argument for this is the following point. * Once you have ready access to charged items that can cast spells, plus the Recharge Item and Duplicate Item spells, anyone in your party can readily sling spells you have the items for. This will make a Knight just as good at casting fireballs as your Sorcerer by mid-game, and makes casting expensive but powerful spells like Power Cure, Power Shield, and Dragon Breath much easier. You will still want pure spellcasters for the earlier parts of the game, and even later the pure spellcasters give you much greater variety and flexibility, as you only have 18 inventory spaces per character. This does however mean you can load up on warriors with better combat capacity and more hit points. * The druidic spellbook just isn't all that useful; while it gets spells from both the clerical and arcane spell lists, it doesn't get many of the good ones, and the only important druidic spell that neither other list has is Walk on Water. You can therefore exclude these classes from your party if you wish, and work around it by doing one of the following: (1) using the Druid or Ranger hirelings; (2) finding an item that can cast Walk on Water; or (3) using the Etherealize and Teleport spells as substitutes for Walk on Water. * You do not need to start out with someone who has the Thievery skill. You can eventually have anyone learn this skill, or find a hireling who has it. Locked doors can be bashed down, and locked chests can wait for later in the game. You will miss out on surprisingly little treasure this way; the biggest item you will have to skip until you acquire Thievery is the main treasure in Fountain Head. * Clerical spellcasters are good not just for healing spells, but also for Protection from Elements, Blessed, Heroism, Holy Bonus, and Town Portal. Arcane spellcasters are likewise good for more than raw damage spells; Lloyd's Beacon, Power Shield, Teleport, Recharge Item, and Duplication are all great spells to have around. * Refer to Section 1F to take into account which hirelings become available when in the game. Using a variety of tricks can help offset the cost of the hirelings; see Section 6 for details. Given all of these points, one party that works well is: Half-Orc Knight Dwarf Ranger Human Paladin Human Archer Gnome Cleric Elf Sorcerer You can replace the Ranger or the Archer with a Dwarf Ninja if you don't want to deal with the lack of early-game Thievery. If you plan to employ the high-level Barbarian and Sorcerer hirelings available in Blistering Heights as soon as you can, you can replace the sorcerer with another fighter of some kind, like a second archer. When assigning statistics, Speed is the hardest statistic to increase in the game; you should consider putting one of your highest rolls there for everyone in your party. SECTION 1F - HIRELINGS ---------------------- Allan Bow Male Good Human Archer L3 (4000 XP) Start Cost 180 gold/day Starts in the Fountain Head Inn Mgt 16 Age 21 Cutlass L1 Sorcerer spells Int 16 Pathfinder Chain Mail Raven's Guild Member Per 8 Swimmer Short Bow End 18 Spd 13 Acy 21 Lck 11 Fineous Male Neutral Human Druid L3 (3000 XP) Start Cost 180 gold/day Starts in the Fountain Head Inn Mgt 7 Age 22 Mace L3 Druid spells Int 11 Dir. Sense Leather Armor Raven's Guild Member Per 19 Swimmer End 17 Spd 18 Acy 13 Lck 14 Sir Galant Male Good Human Knight L8 (96000 XP) Start Cost 1280 gold/day Imprisoned at Baywatch Cavern (15,1) Mgt 26 Age 26 Halberd 5 Arena Wins Int 13 Arms Master Plate Mail Per 13 Crusader Crossbow End 21 Navigator Iron Helm Spd 18 Swimmer Silver Boots Acy 17 Warrior Gauntlets Lck 16 Yellow Fortress Key Darlana Female Good Dwarf Cleric L7 (48000 XP) Start Cost 980 gold/day Imprisoned at Baywatch Cavern (15,0) Mgt 13 Age 27 Hammer L7 Cleric spells Int 14 Crusader Splint Mail Raven's Guild Member Per 25 Danger Sense Iron Helm Albatross Guild Member End 16 Swimmer Fast Boots Falcon's Guild Member Spd 17 Friendship Robes Acy 14 Lck 19 Wartowsan Male Evil Human Ninja L11 (768000 XP) Start Cost 2420 gold/day Imprisoned at Wildabar Cavern (4,7) Mgt 19 Age 31 Steel Naginata 10 Arena Wins Int 16 Thievery 37 Silver Ring Mail Per 16 Arms Master Iron Crossbow End 23 Body Builder Rogue Gauntlets Spd 28 Crusader Lucky Charm Acy 19 Swimmer Life Belt Lck 23 Blue Unholy Key Lone Wolf Female Neutral Elf Ranger L12 (2048000 XP) Start Cost 2880 gold/day Imprisoned at Wildabar Cavern (0,13) Mgt 19 Age 36 Silver Grand Axe L12 Druid spells Int 25 Crusader Gold Chain Mail Raven's Guild Member Per 25 Merchant Silver Long Bow Albatross Guild Member End 23 Mountaineer Precision Gauntlets Falcon's Guild Member Spd 16 Pathfinder Ebony Medal Buzzard's Guild Member Acy 15 Spot S. Doors Mystic Cape Lck 21 Red Warriors Key Charity Female Good Human Paladin L18 (8192000 XP) Start Cost 6480 gold/day Imprisoned at Bloodreign Dungeon (14,3) Mgt 18 Age 34 Steel Hammer L13 Cleric spells Int 20 All Skills Steel Plate Armor Raven's Guild Member Per 30 Sonic Tiara Albatross Guild Member End 25 Thunder Charm Falcon's Guild Member Spd 21 Charisma Scarab Buzzard's Guild Member Acy 20 Friendship Necklace Lck 26 Son of Abu Male Neutral Gnome Robber L22 (11264000 XP) Start Cost 9680 gold/day Imprisoned at Bloodreign Dungeon (14,0) Mgt 22 Age 47 Steel Broad Sword 3 Arena Wins Int 22 Thievery 79 Ruby Chain Mail Per 22 All Skills Ebony Crossbow End 30 Steel Shield Spd 28 Toxic Broach Acy 33 Cryo Boots Lck 40 Stealth Scarab Pirate Ring Black Terror Key Lord Bruno Male Evil Human Barbar. L40 (30208000 XP) Start Cost 32000 gold/day Starts in the Blistering Heights Inn Mgt 60 Age 61 Platinum Great Axe 25 Arena Wins Int 40 All Skills Platinum Scale Armor Per 50 Sapphire Sling End 70 Blazing Platinum Helm Spd 35 Cryo Platinum Gauntlets Acy 40 Shocking Leadership Cloak Lck 35 Power Belt The Raven Male Evil Human Sorcerer L50 (40960000 XP) Start Cost 50000 gold/day Starts in the Blistering Heights Inn Mgt 25 Age 134 Diamond Dagger L17 Sorcerer spells Int 130 All Skills Plat. Padded Armor Raven's Guild Member Per 90 Arcane Scarab Albatross Guild Member End 45 Genius Ring Falcon's Guild Member Spd 60 Kinetic Cloak Buzzard's Guild Member Acy 40 Ectoplasmic Amulet Eagle's Guild Member Lck 55 Vampiric Ring Gold Master Key SECTION 2 - SPELL LIST ---------------------- "Cost" in the following indicates how many magic points are needed for the spell. "/L" under cost indicates the number of magic points required per level of the caster. "*" under cost indicates how many gems are required. "Lv" indicates the level you need to learn a spell from a mage guild; it has no other effect. A "group" of monsters means all the monsters in the first square in front of the party that has monsters; spells that affect a group can hit up to 3 monsters. "All" monsters indicates all monsters in front of the party. "Elemental" means you can select one of Fire, Electricity, Cold, or Poison, and the spell will do that specific type or damage, or protect against that specific element. CLERICAL SPELL TABLE Name Cost Lv Effect Light 1 1 Provide light in dungeons and caves Awaken 1 1 Remove SLEEP from all characters First Aid 1 1 +6 hit points to one character Flying Fist 2 1 6 Physical damage to one monster Revitalize 2 2 Remove WEAK from one character Cure Wounds 3+1* 2 +15 hit points to one character Sparks 1/L+1* 2 2*Level Electrical damage to one group Protection from Elements 1/L+2* 3 Temporary party Elemental damage reduction Pain 4 3 8 Physical damage to one group Suppress Poison 4 3 Reduce POISONED on one character to minimum Suppress Disease 5 4 Reduce DISEASED on one character to minimum Turn Undead 5+2* 4 Attempt to destroy a group of undead Silence 6 5 Block a group's spellcasting Blessed 2/L 5 +Level to Armor Class on one character Holy Bonus 2/L 6 +Level to weapon damage on one character Power Cure 2/L+3* 6 +(2-12)*Level hit points to one character Heroism 2/L+3* 7 +Level to hit on one character Immobilize 6+3* 7 Prevent a group from attacking Cold Ray 2/L+4* 8 (2-4)*Level Cold damage to all monsters Cure Poison 8 8 Remove POISONED from one character Acid Spray 8 9 15 Poison damage to all monsters Cure Disease 10 9 Remove DISEASED from one character Cure Paralysis 12 10 Remove PARALYZED from one character Paralyze 15+4* 10 Stronger version of Immobilize Create Food 20+5* 11 Create enough food for party if you lack it Fiery Flail 25+5* 11 100 Fire damage to one monster Town Portal 30+5* 12 Teleport to a town; noncombat only Stone to Flesh 35+5* 12 Remove STONE from one character Half for Me 40+10* 12 One character heals; caster damaged for 1/2 Raise Dead 50+10* 13 Remove DEAD from one character Moon Ray 60+10* 14 30 Energy damage to all; heals party as well Mass Distortion 75+10* 14 One group loses half its hit points Holy Word 100+20* 15 Destroy all monsters which are undead Resurrection 125+20* 15 Remove ERADICATED from one character; +5 Age Sun Ray 150+10* 16 200 Energy damage to all monsters Divine Intervention 200+20* 17 Heal party damage except ERADICATION; +5 Age ARCANE SPELL TABLE Name Cost Lv Effect Light 1 1 Provide light in dungeons and caves Awaken 1 1 Remove SLEEP from all characters Detect Magic 1 1 Show charges remaining on items in backpack Elemental Arrow 2 1 8 Elemental damage to one monster Energy Blast 1/L+1* 2 (2-6)*Level Energy damage to one monster Sleep 3+1* 2 Attempt to put a group to sleep Create Rope 3 3 Allow descent into a pit without a rope Toxic Cloud 4+1* 3 10 Poison damage to a group Jump 4 4 Move the party 2 squares; noncombat only Acid Stream 5 4 25 Poison damage to one monster Levitate 5 5 Keep the party safe from pits Wizard Eye 5+2* 5 Show an overhead view of the vicinity Identify Monster 5 6 Show monster group hit points, other stats Lightning Bolt 2/L+2* 6 (4-6)*Level Electrical damage to a group Lloyd's Beacon 6+2* 7 Set and recall location; noncombat only Power Shield 2/L+2* 7 +Level damage reduction on one character Detect Monster 6 8 Show number and location of nearby monsters Fireball 2/L+2* 8 (3-7)*Level Fire damage to a group Time Distortion 8+3* 9 Cause the entire party to flee combat Feeble Mind 8 9 Block a group's spellcasting Teleport 10 10 Teleport up to 9 squares; noncombat only Finger of Death 10+4* 10 Attempt to destroy a group Super Shelter 15+5* 11 Allow safe rest; noncombat and on land only Dragon Breath 3/L+5* 11 5*Level Elemental damage to all monsters Recharge Item 15+10* 12 +1-6 charges to a charged item Fantastic Freeze 15+5* 12 40 Cold damage to a group Duplication 20+50* 13 Duplicate an item of level 1-4 Disintegration 25+8* 13 Attempt to disintegrate a group Etherealize 30+8* 14 Move straight through doors, other barriers Dancing Sword 3/L+10* 14 (6-14)*Level Physical damage to a group Enchant Item 30+20* 15 Enchants an item which isn't already magical Incinerate 35+10* 15 250 Fire damage to one monster Mega Volts 40+10* 16 150 Electrical damage to a group Inferno 75+10* 16 250 Fire damage to a group Implosion 100+20* 17 1000 Energy damage to one monster Star Burst 200+20* 17 500 Physical damage to all monsters DRUIDIC SPELL TABLE Name Cost Lv Effect Light 1 1 Provide light in dungeons and caves Awaken 1 1 Remove SLEEP from all characters First Aid 1 1 +6 hit points to one character Detect Magic 1 1 Show charges remaining on items in backpack Elemental Arrow 2 2 8 Elemental damage to one monster Revitalize 2 2 Remove WEAK from one character Sleep 3+1* 3 Attempt to put a group to sleep Create Rope 3 3 Allow descent into a pit without a rope Suppress Poison 4 4 Reduce POISONED on one character to minimum Protection from Elements 1/L+2* 4 Temporary party Elemental damage reduction Suppress Disease 5 5 Reduce DISEASED on one character to minimum Identify Monster 5 5 Show monster group hit points, other stats Nature's Cure 6 6 +25 hit points to one character Immobilize 6+3* 6 Prevent a group from attacking Walk on Water 7 7 Allow the party to travel on deep water Frost Bite 7 7 35 Cold damage to one monster Lightning Bolt 2/L+2* 8 (4-6)*Level Electrical damage to a group Acid Spray 8 8 15 Poison damage to all monsters Cold Ray 2/L+4* 9 (2-4)*Level Cold damage to all monsters Nature's Gate 10 9 Portal dependent on day; noncombat only Fireball 2/L+2* 10 (3-7)*Level Fire damage to a group Deadly Swarm 12 10 40 Physical damage to a group Cure Paralysis 12 11 Remove PARALYZED from one character Paralyze 15+4* 11 Stronger version of Immobilize Create Food 20+5* 12 Create enough food for party if you lack it Stone to Flesh 35+5* 12 Remove STONE from one character Raise Dead 50+10* 13 Remove DEAD from one character Prismatic Light 60+10* 14 Random effects on all monsters Elemental Storm 100+10* 15 150 Elemental damage to all monsters Some notes on specific spells: Divine Intervention - this will reduce hit points to the normal maximum, but will remove all status conditions except ERADICATED, including those which you cannot otherwise heal yourself. Jump - this spell is handy not only jumping over traps and holes in the ground, but also putting distance between you and a monster lacking a ranged attack. Power Shield - the damage reduction from this spell applies to all sources of damage; it applies after resistance. If damage is reduced to zero, then additional status conditions from that attack do not apply. Protection from Elements - this is cast at a power level equal to 5 plus twice the caster's level, with a maximum of 200. This provides damage reduction against the specific elemental form; it does NOT provide resistance, which is separate, and applies before resistance. If damage is reduced to zero, then additional status conditions from that attack do not apply. Raise Dead - this will permanently reduce the Endurance of the recipient by 1. This may be circumvented by raising via either a temple or the Divine Intervention spell. Recharge Item - this will never destroy an item, contrary to what the documentation or game may claim. The maximum number of charges an item may hold is 63. An item that can cast Recharge Item can be used to recharge itself. Resurrection - this will permanently reduce the Endurance of the recipient by 1. This may be circumvented by resurrecting via a temple. SECTION 3A - LOCATION OF MAJOR AREAS ------------------------------------ The number after the coordinates are the maze number that can be used with the Interspatial Transport Box to teleport to that area (41-64 are the outdoor sectors, in the order A1, A2 ... F3, F4). Town of Fountain Head - A1 (9,10), 1 (cavern: 6) Town of Baywatch - A2 (14,1), 2 (cavern: 7) Town of Wildabar - B4 (12,3), 3 (cavern: 8) Town of Swamp Town - E2 (7,1), 4 (cavern: 9) Town of Blistering Heights - D3 (6,15), 5 (cavern: 10) Castle Whiteshield - A2 (4,15), 24 (dungeon: 29) Castle Bloodreign - B4 (4,11), 25 (dungeon: 30) Castle Dragontooth - E1 (10,5), 26 (dungeon: 31) Castle Greywind - C4 (5,8), 27 (dungeon: 32) Castle Blackwind - D4 (6,8), 28 (dungeon: 33) Cyclops Cavern - B1 (12,10), 11 Arachnoid Cavern - B4 (0,7), 12 Cursed Cold Cavern - D1 (9,5), 13 Dragon Cavern - F1 (10,10), 14 Magic Cavern - E4 (7,7), 15 Ancient Temple of Moo - A1 (6,5), 16 Slithercult Stronghold - B1 (3,1), 17 Fortress of Fear - B2 (10,13), 18 Halls of Insanity - A3 (6,6), 19 Dark Warrior Keep - B3 (0,6), 20 Cathedral of Carnage - B3 (9,7), 21 Tomb of Terror - F2 (0,0), 22 Maze from Hell - F3 (2,6), 23 Forward Storage Sector - A2 (5,2), 39 (Aft Storage Sector: 37) Alpha Engine Sector - F4 (9,8), 34 Beta Engine Sector - F1 (4,9), 36 Main Engine Sector - F2 (3,4), 35 Central Control Sector - C2 (15,0), 38 (Main Control Sector: 40) SECTION 3B - LOCATION OF SKILLS ------------------------------- ALL SKILLS Halls of Insanity (4,29), 100000 gold (includes Thievery) Arms Master Wildabar (1,1), 500 gold Astrologer B1 (2,4), 5000 gold Body Builder Wildabar (1,2), 200 gold Cartographer Fountain Head (6,14), 25 gold Crusader Ancient Temple of Moo (29,15), free Danger Sense Fountain Head Cavern (0,5), 500 gold Direction Sense Fountain Head Cavern (2,5), 100 gold Linguist Arachnoid Cavern (22,17), 50 gems Merchant A1 (14,8), 5000 gold Mountaineer Baywatch (11,11), 5000 gold Navigator Wildabar (1,4), 3000 gold Pathfinder Baywatch (11,14), 2500 gold Prayer Master Arachnoid Cavern (23,13), 500 gems Prestidigitator Arachnoid Cavern (23,11), 500 gems Spot Secret Doors Fountain Head Cavern (13,15), 250 gold Swimmer Fountain Head Cavern (15,8), 200 gold SECTION 3C - LOCATION OF SPELLS OUTSIDE OF MAGE GUILDS ------------------------------------------------------ The below spells may be learned by anyone who has the spell in their class spellbook; level is not checked for. Since it is twice as expensive for a hybrid spellcaster to learn a spell in a mage guild, consider using the below free spells for hybrids instead of primary magic-users. ALL SPELLS Castle Blackwind (8,3), one character, cost of 2000000 gold Acid Spray Cathedral of Carnage (28,8) Acid Stream Cyclops Cavern (19,31) Blessed Cathedral of Carnage (25,8) Cold Ray Cathedral of Carnage (27,8) Create Food B2 (2,15), can be used repeatedly Create Food Swamp Town Cavern (10,10) Cure Disease Wildabar (14,1) Cure Paralysis Swamp Town (9,2) Cure Poison B2 (11,7), can be used repeatedly Cure Poison Wildabar (14,2) Cure Poison Arachnoid Cavern (24,31) Dancing Sword Magic Cavern (29,2) Deadly Swarm Arachnoid Cavern (31,3) Detect Monster Cyclops Cavern (19,17) Disintegrate Magic Cavern (26,20) Divine Intervention F2 (3,2) Divine Intervention Tomb of Terror (22,10) Dragon Breath A3 (5,15) Dragon Breath Swamp Town Cavern (13,15) Dragon Breath Magic Cavern (30,22) Duplication Magic Cavern (22,15) Enchant Item B3 (8,2) Enchant Item Arachnoid Cavern (18,20) Etherealize B3 (6,6) Etherealize Magic Cavern (30,12) Fantastic Freeze Cyclops Cavern (1,10) Feeble Mind Magic Cavern (16,16) Fiery Flail Arachnoid Cavern (5,15) Finger of Death Cyclops Cavern (2,17) Fireball Ancient Temple of Moo (12,24) Fireball Cyclops Cavern (18,19) Fireball Magic Cavern (13,29) Half for Me Arachnoid Cavern (15,26) Heroism Swamp Town (12,5) Holy Bonus Swamp Town (14,14) Holy Word F3 (6,15) Holy Word Cathedral of Carnage (18,21) Identify Monster A1 (13,8) Immobilize Cathedral of Carnage (26,8) Implosion Magic Cavern (11,2) Incinerate Blistering Heights Cavern (5,12) Inferno Magic Cavern (13,2) Jump Cyclops Cavern (17,31) Levitate Baywatch Cavern (15,7) Light Ancient Temple of Moo (5,1) Lightning Bolt Baywatch Cavern (3,5) Lightning Bolt Cyclops Cavern (7,16) Lloyd's Beacon Baywatch Cavern (15,5) Mass Distortion Cathedral of Carnage (4,3) Mega Volts Magic Cavern (5,0) Moon Ray Cathedral of Carnage (4,11) Nature's Gate Wildabar (14,10) Nature's Gate Arachnoid Cavern (23,15) Pain Ancient Temple of Moo (6,29) Paralyze Cathedral of Carnage (30,3) Power Cure Baywatch Cavern (0,10) Power Shield Cyclops Cavern (18,23) Raise Dead Blistering Heights Cavern (11,12) Raise Dead Cathedral of Carnage (30,6) Recharge Item Arachnoid Cavern (5,31) Resurrection Cathedral of Carnage (18,20) Silence Ancient Temple of Moo (31,15) Star Burst Magic Cavern (2,24) Stone to Flesh Cathedral of Carnage (30,5) Sun Ray Tomb of Terror (28,10) Super Shelter Magic Cavern (5,24) Suppress Disease Ancient Temple of Moo (9,12) Suppress Poison Ancient Temple of Moo (2,16) Teleport B3 (12,7) Teleport Magic Cavern (3,14) Time Distortion A3 (8,14) Time Distortion Cyclops Cavern (3,17) Time Distortion Magic Cavern (26,23) Town Portal Cathedral of Carnage (30,4) Turn Undead Baywatch Cavern (0,8) Turn Undead Ancient Temple of Moo (26,1) Walk on Water Wildabar (14,6) Wizard Eye A1 (13,6) SECTION 3D - LOCATIONS OF TEMPORARY STAT BOOSTERS ------------------------------------------------- Baywatch (3,5) - pay 1 gold -> 1 in 6 chance of +100 luck, party Blistering Heights (3,8) - +60 Electricity Resistance, Party Blistering Heights (7,3) - +60 Poison Resistance, party Blistering Heights (7,12) - +60 Cold Resistance, party Blistering Heights (11,8) - +60 Fire Resistance, party A1 (4,7) - +20 AC, party A1 (7,9) - Might Potions on sale for 100 gold each A1 (11,3) - +50 HP, party A1 (13,1) - +20 Intellect, party A1 (14,6) - +20 Personality, party A2 (14,14) - +100 MP, party A3 (5,1) - pay 10 gems -> cure insanity, party A3 (7,9) - pay 100 gems -> +25 Magic Resistance, party A3 (12,5) - pay 100 gold -> cure poison, party A4 (14,10) - +50 Poison Resistance, party B1 (4,9) - +30 Might, party B1 (7,7) - pay 100 gold -> +50 Cold Resistance, party B1 (8,5) - +20 Levels, party B1 (9,9) - +30 Speed, party B1 (10,2) - pay 100 gold -> +50 Fire Resistance, party B2 (5,2) - first raise the island -> cures unnatural aging B3 (9,2) - +50 AC, Evil characters only C4 (6,5) - +60 Endurance, party C4 (7,10) - +60 Accuracy, party D1 (0,8) - first destroy werewolf shrine -> +100 All Seven Statistics, party D1 (7,9) - +200 HP, party D3 (8,11) - +60 All Six Resistances, party E1 (4,10) - pay 15000 gold -> +100 Speed, party E1 (7,11) - pay 5000 gold -> +100 Endurance, party E1 (10,7) - pay 10000 gold -> +100 Might, party E1 (14,8) - pay 20000 gold -> +100 Accuracy, party E4 (6,5) - cures any condition other than Eradicated F1 (2,5) - pay 10000 gold -> +500 HP, party F4 (3,10) - pay 10000 gold -> +500 SP, one F4 (5,5) - pay 10000 gold -> +50 Levels, one Castle Greywind (12,3) - pay 10000 gold -> party cured of all ills SECTION 3E - LOCATIONS OF PERMANENT STAT BOOSTERS ------------------------------------------------- Boosters marked with a * may be used repeatedly. The clue book says that the boosters in the Forward Storage Sector work once per year, but I have not been able to get them to work more than once. Fountain Head (5,2) - "Saved Fountain Head" -> convert gold to XP 1-for-1 Fountain Head Cavern (6,13) - +5 Might + 200 XP + Sacred Silver Skull Fountain Head Cavern (15,11) - +5 Intellect + 200 XP + Sacred Silver Skull Fountain Head Cavern (14,10) - +5 Personality + 200 XP + Sacred Silver Skull Fountain Head Cavern (0,14) - +5 Endurance + 200 XP + Sacred Silver Skull Fountain Head Cavern (5,5) - +5 Endurance + 200 XP + Sacred Silver Skull Fountain Head Cavern (7,3) - +5 Endurance + 200 XP + Sacred Silver Skull Fountain Head Cavern (14,1) - +5 Endurance + 200 XP + Sacred Silver Skull Fountain Head Cavern (15,3) - +5 Speed + 200 XP + Sacred Silver Skull Fountain Head Cavern (7,6) - +5 Accuracy + 200 XP + Sacred Silver Skull Fountain Head Cavern (1,2) - +5 Luck + 200 XP + Sacred Silver Skull Wildabar Cavern (1,5) - +10 Might + 1000 XP Wildabar Cavern (9,3) - +5 Intellect + 1000 XP Wildabar Cavern (12,7) - +5 Personality + 1000 XP Wildabar Cavern (15,3) - +5 Endurance + 1000 XP Wildabar Cavern (5,15) - +10 Endurance + 1000 XP Wildabar Cavern (10,7) - +5 Accuracy + 1000 XP Wildabar Cavern (11,15) - +10 Speed + 1000 XP Wildabar Cavern (10,5) - +5 Luck + 1000 XP *Swamp Town Cavern (3,4) - +20 Might to all below 50 *Swamp Town Cavern (11,4) - +25 Endurance to all below 50 Blistering Heights Cavern (0,15) - +25 Fire Resistance to all below 25 Blistering Heights Cavern (0,8) - +25 Cold Resistance to all below 25 Blistering Heights Cavern (15,15) - +25 Electricity Resistance to all below 25 Blistering Heights Cavern (15,8) - +30 Poison Resistance to all below 30 Blistering Heights Cavern (0,0) - +20 Energy Resistance to all below 20 Blistering Heights Cavern (15,0) - +25 Magic Resistance to all below 25 *A3 (13,2) - pay 1000 G -> +1 to one character's Accuracy if below 25 *A3 (13,8)- pay 10000 G -> +10 to a Knight's Might and Endurance if below 25 B1 (2,3) - pay 1000 gems -> +10 to a Druid's stats below 25 *D4 (3,7) - 10% chance of +2 Might if below 50 *D4 (8,11) - 10% chance of +2 Poison Resistance if below 50 Whiteshield Dungeon (9,1) - +10 All Seven Statistics Whiteshield Dungeon (9,3) - +10 All Seven Statistics Whiteshield Dungeon (11,7) - +20 All Six Resistances Whiteshield Dungeon (15,1) - +5 Levels Bloodreign Dungeon (15,15) - +50 Speed Bloodreign Dungeon (6,15) - +50 Accuracy Bloodreign Dungeon (0,5) - +50 Luck Dragontooth Dungeon (7,8) - +50 Intellect + +10 Age + Alignment to Evil Dragontooth Dungeon (7,7) - +50 Personality + +10 Age + Alignment to Evil Dragontooth Dungeon (5,7) - +50 Endurance + +10 Age + Alignment to Evil Dragontooth Dungeon (5,8) - +5 Levels + +10 Age + Alignment to Evil *Castle Greywind (0,0) - +10 All Seven Statistics (day 50 only; 1 day passes) Cyclops Cavern (23,8) - +50 Intellect Cyclops Cavern (3,12) - +50 Personality Cyclops Cavern (28,3) - +50 Endurance Cyclops Cavern (29,10) - +50 Accuracy Cyclops Cavern (2,25) - +20 Electricity Resistance Cyclops Cavern (27,29) - +20 Electricity Resistance Cyclops Cavern (2,27) - +30 Energy Resistance Cyclops Cavern (10,30) - +30 Magic Resistance *Arachnoid Cavern (11,10) - +5 Intellect, pay Lord Might to recharge *Arachnoid Cavern (13,24) - +5 Intellect, pay Lord Might to recharge *Arachnoid Cavern (17,7) - +5 Intellect, pay Lord Might to recharge *Arachnoid Cavern (23,18) - +5 Intellect, pay Lord Might to recharge *Arachnoid Cavern (14,13) - +10 Intellect, pay Lord Might to recharge *Arachnoid Cavern (8,18) - +5 Personality, pay Lord Might to recharge *Arachnoid Cavern (13,8) - +5 Personality, pay Lord Might to recharge *Arachnoid Cavern (20,20) - +5 Personality, pay Lord Might to recharge *Arachnoid Cavern (14,17) - +10 Personality, pay Lord Might to recharge *Arachnoid Cavern (16,11) - +10 Accuracy, pay Lord Might to recharge *Arachnoid Cavern (16,18) - +10 Accuracy, pay Lord Might to recharge *Arachnoid Cavern (18,18) - +10 Luck, pay Lord Might to recharge *Arachnoid Cavern (20,16) - +10 Luck, pay Lord Might to recharge Cursed Cold Cavern (7,29) - +20 Magic Resistance + 10000 XP Cursed Cold Cavern (12,2) - +20 Magic Resistance + 10000 XP Cursed Cold Cavern (22,21) - +20 Magic Resistance + 10000 XP Cursed Cold Cavern (14,13) - +1 Level Cursed Cold Cavern (14,15) - +1 Level Cursed Cold Cavern (16,13) - +1 Level Cursed Cold Cavern (16,15) - +1 Level Magic Cavern (2,28) - +10 Intellect Magic Cavern (5,2) - +10 Intellect Magic Cavern (9,19) - +10 Intellect Magic Cavern (22,24) - +10 Intellect Magic Cavern (28,27) - +10 Intellect Magic Cavern (2,19) - +10 Speed Magic Cavern (8,17) - +10 Speed Magic Cavern (9,27) - +10 Speed Magic Cavern (20,5) - +10 Speed Magic Cavern (20,13) - +10 Speed *Slithercult Stronghold (9,21) - pay Quatloo Coin, no Fizbin -> +5 Might *Slithercult Stronghold (11,21) - pay Quatloo Coin, no Fizbin -> +5 Endurance *Slithercult Stronghold (13,21) - pay Quatloo Coin, no Fizbin -> +5 Accuracy Slithercult Stronghold (22,4) - +25 Poison Resistance Slithercult Stronghold (22,7) - +25 Poison Resistance Slithercult Stronghold (2,8) - +2 Levels Dark Warrior Keep (5,24) - +10 Might Dark Warrior Keep (23,30) - +10 Might Dark Warrior Keep (1,1) - +25 Might Dark Warrior Keep (1,10) - +10 Endurance Dark Warrior Keep (30,22) - +20 Endurance Dark Warrior Keep (30,11) - +20 Speed Dark Warrior Keep (12,1) - +2 Levels Cathedral of Carnage (13,3) - +5 Levels Cathedral of Carnage (13,11) - +5 Levels Tomb of Terror (28,2) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels Tomb of Terror (28,6) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels Tomb of Terror (29,2) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels Tomb of Terror (29,6) - Ultimate Adv. -> All Stats Set to 3 + +20 Levels Forward Storage Sector (15,10) - +20 Might + 100000 XP Forward Storage Sector (15,8) - +20 Intellect + 100000 XP Forward Storage Sector (15,6) - +20 Personality + 100000 XP Forward Storage Sector (5,3) - +20 Endurance + 100000 XP Forward Storage Sector (5,1) - +20 Speed + 100000 XP Forward Storage Sector (5,2) - +20 Accuracy + 100000 XP Forward Storage Sector (14,4) - +20 Luck + 100000 XP Forward Storage Sector (14,3) - +2 Levels Central Control Sector (11,14) - +20 Energy Resistance + 5000000 XP Central Control Sector (13,14) - +25 Energy Resistance + 5000000 XP Central Control Sector (1,11) - +30 Energy Resistance + 5000000 XP SECTION 3F - LOCATION OF MONSTER OUTPOSTS ----------------------------------------- All of the below outdoor monster outposts may be destroyed for the listed awards. Experience indicated is for each member of the party. A1 Goblin (12,7) 2500 XP + 2000 gold + 5 L1 items Orc (5,3) 5000 XP + 5000 gold + 6 L1 items A2 Goblin (8,5) 5000 XP + 5000 gold + 5 L1 items Orc (4,7) 10000 XP + 10000 gold + 5 L1 items A3 Screamer (3,9) 10000 XP + 100 gems Vampire Bat (15,4) 5000 XP A4 Giant Spider (5,12) 25000 XP + 50 gems Magic Mantis (15,4) 25000 XP B1 Oh No Bug (12,8) 25000 XP Wild Fungus (5,3) 5000 XP B2 Ogre (11,4) 25000 XP + 5 L2 items Sprite (6,10) 10000 XP + 5 L2 items B3 Bugaboo (3,3) 25000 XP + 50 gems Ghoul (12,10) 100000 XP + 5 L3 items C1 Cyclops (6,12) 250000 XP + 100000 gold + 6 L5 items Sprite (6,4) 25000 XP + 1000 gems C2 Major Devil (11,2) 500000 XP + 500000 gold + 6 L5 items C3 Great Hydra (7.9) 2000000 XP + 1000000 gold + 10 L6 items D2 Fire Lizard (10,1) 100000 XP + 50000 gold + 5 L3 items Fire Stalker (5,10) 250000 XP + 100000 gold + 6 L4 items D3 Major Demon (6,8) 500000 XP + 100000 gold + 6 L5 items E2 Death Locust (3,11) 100000 XP Shadow Rogue (6,11) 50000 XP + 1000 gold + 10 L3 items E4 Barbarian (5,7) 500000 XP + 10 L5 items Death Locust (9,8) 250000 XP SECTION 3G - LOCATIONS OF OTHER TREASURE ---------------------------------------- Fountain Head (1,12) chest - var. XP + 25000 XP, party + 2500 gold + Rope And Hooks + 3 L1 items + 3 L2 items + "Saved Fountain Head" award Fountain Head (1,2) chest - var. XP + 900 gold + 1 L1 item Fountain Head (13,14) chest - var. XP + 2500 gold + 1 L1 item Fountain Head (14,14) chest - var. XP + 500 gold + 25 gems + 1 L1 item Fountain Head Cavern (0,7) - 200 XP + 200 gold Fountain Head Cavern (1,15) - 200 XP + 400 gold Fountain Head Cavern (2,7) - 200 XP + 300 gold Fountain Head Cavern (4,2) - 200 XP + 1 L1 item Fountain Head Cavern (4,14) - 200 XP + 750 gold Fountain Head Cavern (5,1) - 200 XP + 1 L1 item Fountain Head Cavern (6,7) - 200 XP + 750 gold Fountain Head Cavern (8,7) - 200 XP + 200 gold Fountain Head Cavern (12,15) - 200 XP + 1 L1 item Fountain Head Cavern (14,14) - 200 XP + 1 L1 item Baywatch (7,12) - 500 XP + disease + 1000 gold Baywatch (9,12) - 500 XP + disease + 50 gems Baywatch (10,3) - 500 XP + disease + 1 L2 item Baywatch (12,3) - 500 XP + insanity + 5 L2 items Baywatch (12,4) - 500 XP + insanity + 2000 gold Baywatch (12,5) - 500 XP + insanity + 3000 gold Baywatch Cavern (0,12) - Sacred Silver Skull Baywatch Cavern (0,14) - Sacred Silver Skull Baywatch Cavern (1,3) - 1 L2 item Baywatch Cavern (5,5) - Sacred Silver Skull Baywatch Cavern (6,11) - 1 Jewelry Baywatch Cavern (7,3) - 1 Jewelry Baywatch Cavern (7,5) - Sacred Silver Skull Baywatch Cavern (8,11) - 1 Jewelry Baywatch Cavern (14,3) - 1 Jewelry Wildabar (12,4) - 3000 gold
Wildabar (12,5) - 120 gold + 50 gems
Wildabar (12,9) - 2000 gold
Wildabar (13,10) - 2000 gold
Wildabar (14,3) - 5000 gold
Swamp Town (1,12) - Ancient Jewelry
Swamp Town (8,14) - 5000 gold
Swamp Town (9,1) - Ancient Artifact of Evil
Swamp Town (11,1) - Ancient Jewelry
Swamp Town (12,1) - Ancient Jewelry
Swamp Town (12,14) - 200 gems
Swamp Town (14,1) - Ancient Artifact of Evil
Swamp Town (14,4) - Ancient Jewelry
Swamp Town Cavern (1,15) - Ancient Artifact of Evil
Swamp Town Cavern (2,11) - 5 L3 items
Swamp Town Cavern (4,15) - Ancient Artifact of Evil
Swamp Town Cavern (6,14) - 10000 gold
Swamp Town Cavern (9,13) - 5 L3 items
Blistering Heights (1,2) chest - 25 gold + Ancient Artifact of Evil
Blistering Heights (1,5) chest - 25 gold + Ancient Artifact of Neutrality
Blistering Heights (1,14) chest - 250000 gold
Blistering Heights (2,1) chest - 25 gold + Ancient Artifact of Good
Blistering Heights (2,14) chest - 200 gold + 5000 gems
Blistering Heights (12,3) chest - 75 gold + 5 L5 items
Blistering Heights Cavern (7,13) chest - 1000 gold + Precious Pearl of Y&B
Blistering Heights Cavern (8,14) chest - 1000000 gold
Blistering Heights Cavern (8,15) chest - 1000 gold + 5 L5 items
Blistering Heights Cavern (9,13) chest - 1000 gold + Precious Pearl of Y&B
A1 (5,1) - 3000 gold + 5 L1 items
A1 (5,6) - 10000 gold + 5 L1 items
A1 (6,8) - 5000 gold
A1 (7,3) - 2500 gold + 100 gems
A2 (4,13) - pay 10000 gold -> 5 L2 items
A2 (8,11) - 1 L1 item
A2 (14,2) - 1 L1 item
A2 (14,7) - 1 L2 item
A2 (14,10) - 1 L2 item
A3 (11,9) chest - 1000 gold + 100 gems
A4 (8,5) - mass damage -> 6 L3 items
A4 (15,13) - have Might of 50 or more -> Golden Pyramid Key Card
B1 (1,1) - pay 500 gems -> 5000 gold + 5 L3 items
B1 (2,11) - pay 2000 gems -> 10000 gold + 6 L4 items
B1 (3,10) - 10000 gold + 5 L3 items
B1 (6,2) - 7000 gold + 70 gems
B1 (8,10) - 5000 gold + 5 L3 items
B1 (13,4) - 25000 gold + 50 gems
B2 (3,11) - if Blessed By The Forces -> 5 L2 items
B2 (8,5) - 3000 gold + 5 L2 items
B2 (9,12) - 5000 gold + 50 gems
B4 (3,3) - 2500 gold + 1 L3 item
B4 (3,12) - 10000 gold + 1 L5 item
B4 (4,8) - 5000 gold + 1 L4 item
B4 (8,14) - 1 L6 item
B4 (10,11) - 1 L6 item
B4 (12,9) - 1 L6 item
C1 (4,5) chest - 100 gold + 100 gems + 5 L3 items
C1 (7,6) chest - 500 gold + 50 gems + 5 L3 items
C1 (14,6) chest - 25000 gold
C1 (14,12) chest - 6000 gold + 3 L4 items
C2 (2,13) - COMBAT: 4 Dragon Worms + 2 L6 items
C2 (4,6) - COMBAT: 4 Dragon Worms + 2 L6 items
C2 (12,12) - COMBAT: 4 Dragon Worms + 2 L6 items
C3 (2,4) - COMBAT: 3 Kudo Crabs + 1000 gold + 2 L6 items
C3 (2,13) - COMBAT: 3 Kudo Crabs + 1000 gold + 2 L6 items
C3 (11,2) - COMBAT: 3 Kudo Crabs + 1000 gold + 2 L6 items
C4 (2,10) chest - Onesday only; 2000 gold + 30 gems + 3 L3 items
C4 (7,3) chest - Onesday only; 500 gold + 150 gems + 10 L1 items
C4 (7,8) chest - Onesday only; 2000 gold + 50 gems + 3 L3 items
C4 (8,12) chest - Onesday only; 3000 gold + 50 gems + 3 L2 items
C4 (15,15) chest - Onesday only; 5000 gold + 100 gems
D1 (6,5) chest - 3 L5 items
D1 (11,6) chest - 3 L5 items
D3 (1,4) - COMBAT: 2 Octobeasts + 1000 gold + 2 L6 items
D3 (12,3) - COMBAT: 2 Octobeasts + 1000 gold + 2 L6 items
D3 (14,7) - COMBAT: 2 Octobeasts + 1000 gold + 2 L6 items
D4 (2,4) chest - Onesday only; 500 gold + 25 gems + 2 L1 items
D4 (3,11) chest - Onesday only; 500 gold + 25 gems + 2 L1 items
D4 (6,10) chest - Onesday only; 1500 gold + 100 gems + 3 L3 items
D4 (10,1) - day 99 annually; Sea Shell of Serenity
D4 (10,11) chest - Onesday only; 1000 gold + 50 gems + 3 L2 items
E1 (3,5) - 5000 gold + 6 L4 items
E1 (5,12) - 2000 gold + 5 L5 items
E1 (13,5) - 7000 gold + 5 L4 items
E2 (8,8) - carry Ancient Fizbin of Misfortune -> 10000 gold + 5 L6 items
E2 (14,3) - 50000 gold + 5 L3 items
E2 (14,11) - 20000 gold + 4 L4 items
E3 (6,9) - 4000 gold + 200 gems + 1 L6 item
E3 (9,5) - 5000 gold + 10 gems + 1 L6 item
E3 (10,11) - 10000 gold + 500 gems + 1 L6 item
E3 (12,14) - 25000 gold + 5 L3 items
E4 (4,12) - COMBAT: 1 Vulture Roc + 2 L6 items
E4 (8,6) - COMBAT: 2 Vulture Rocs + 2 L6 items
E4 (10,11) - COMBAT: 1 Vulture Roc + 2 L6 items
E4 (13,6) - COMBAT: 3 Vulture Rocs + 2 L6 items
F1 (2,11) - 5000 gold + 5 L4 items
F1 (6,12) - 3000 gold + 4 L4 items
F1 (9,5) - 6000 gold + 6 L4 items
F1 (10,8) - 4000 gold + 5 L5 items
F2 (11,2) - COMBAT: 1 Minotaur + 2 L6 items
F3 (0,14) - 100000 gold + 5 L5 items
F3 (2,14) - 1 gold + 1 gem + 1 L1 item
F4 (2,6) - COMBAT: 3 Vulture Rocs + 2 L6 items
F4 (7,10) - COMBAT: 1 Vulture Roc + 2 L6 items
F4 (13,9) - COMBAT: 1 Vulture Roc + 2 L6 items
F4 (11,5) - remembered by 4 statues -> 10 L6 items
Castle Whiteshield (0,0) chest - 20000 gold + 5 L4 items
Castle Whiteshield (0,6) chest - 100000 gold + Ancient Artifact of Evil
Castle Whiteshield (0,10) chest - 100000 gold + Ancient Artifact of Evil
Castle Whiteshield (2,8) chest - ALARM + 1000 gold + 10 L3 items
Castle Whiteshield (5,15) chest - 10000 gold + 5 L3 items
Castle Whiteshield (6,7) chest - say SMELLO -> ALARM + 5000000 gold
Castle Whiteshield (6,9) chest - say SMELLO -> ALARM + 10000 gems
Castle Whiteshield (7,3) chest - ALARM + 25000 gold
Castle Whiteshield (7,13) chest - ALARM + 25000 gold
Castle Whiteshield (8,3) chest - ALARM + 1000 gold + 6 L3 items
Castle Whiteshield (8,13) chest - ALARM + 1000 gold + 6 L3 items
Castle Whiteshield (10,15) chest - 10000 gold + 5 L3 items
Castle Whiteshield (15,0) chest - 20000 gold + 5 L4 items
Castle Bloodreign (0,4) chest - ALARM + 1200 gold + 6 L3 items
Castle Bloodreign (0,8) chest - ALARM + 5000 gold + 2000 gems
Castle Bloodreign (0,10) chest - ALARM + 25000 gold
Castle Bloodreign (4,0) chest - Ancient Artifact of Good
Castle Bloodreign (4,9) chest - say NORTIC -> ALARM + 1000 gold + 5000 gems
Castle Bloodreign (4,10) chest - say NORTIC -> ALARM + 2000000 gold
Castle Bloodreign (6,0) chest - Ancient Artifact of Good
Castle Bloodreign (8,0) chest - Ancient Artifact of Evil
Castle Bloodreign (10,0) chest - Ancient Artifact of Evil
Castle Bloodreign (10,9) chest - say NORTIC -> ALARM + 1001 gold + 5000 gems
Castle Bloodreign (10,10) chest - say NORTIC -> ALARM + 2000000 gold
Castle Bloodreign (14,4) chest - ALARM + 999 gold + 6 L3 items
Castle Bloodreign (14,6) chest - ALARM + 25000 gold
Castle Bloodreign (14,10) chest - ALARM + 15000 gold
Castle Dragontooth (5,11) chest - 25000 gold + 5 L3 items
Castle Dragontooth (7,11) chest - 10000 gold + 1000 gems
Castle Dragontooth (7,15) - 3 Quatloo Coins
Castle Dragontooth (9,14) - 5 Quatloo Coins
Castle Dragontooth (12,12) - Ancient Artifact of Neutrality
Castle Dragontooth (12,15) - 4 L6 items
Castle Dragontooth (13,7) chest - say 11 -> ALARM + 1000000 gold + 5 L6 items
Castle Dragontooth (13,9) chest - say 11 -> ALARM + 4000000 gold + 5000 gems
Castle Dragontooth (13,14) - 4 Quatloo Coins
Castle Dragontooth (15,15) - Ancient Artifact of Neutrality
Dragontooth Dungeon (10,15) chest - 10000 gold
Dragontooth Dungeon (13,0) chest - 10000 gold
Dragontooth Dungeon (15,3) chest - 10000 gold
Dragontooth Dungeon (15,13) chest - 10000 gold
Castle Greywind (0,8) - 5 L5 items
Castle Greywind (0,10) - 6 L6 items (day 50 only; reappears)
Castle Greywind (0,12) - 1000000 gold + 10000 gems (day 50 only; reappears)
Castle Greywind (2,2) - 25000 gold + 100 gems
Castle Greywind (5,2) - 5 L5 items
Castle Greywind (5,6) - 5 L5 items
Castle Greywind (5,10) - 25000 gold + 100 gems
Castle Greywind (5,14) - 25000 gold + 100 gems
Castle Greywind (8,0) - 25000 gold + 100 gems
Castle Greywind (9,14) - 5 L5 items
Greywind Dungeon (10,2) - 1000000 gold + 5 L5 items
Greywind Dungeon (13,10) - 1000000 gold + 5 L5 items
Castle Blackwind (0,0) - day 60 yearly; 6 Precious Pearls of Y&B
Castle Blackwind (0,15) - 5 L5 items
Castle Blackwind (15,0) - day 60 yearly; 6 L6 items
Castle Blackwind (15,6) - 5 L5 items
Castle Blackwind (15,15) - 5 L5 items
Cyclops Cavern (0,15) chest - 50000 gold + 100 gems
Cyclops Cavern (0,27) chest - 8888 gold + 88 gems
Cyclops Cavern (1,20) - ERADICATION + Ancient Fizbin of Misfortune
Cyclops Cavern (2,2) chest - 87 gold + Ancient Artifact of Good
Cyclops Cavern (4,2) chest - 175 gold + Ancient Artifact of Neutrality
Cyclops Cavern (4,24) - 10000 gold
Cyclops Cavern (9,16) - Ancient Jewelry
Cyclops Cavern (9,31) chest - 25000 gold + 50 gems
Cyclops Cavern (10,21) - 6 L2 items
Cyclops Cavern (11,8) - Sacred Silver Skull
Cyclops Cavern (12,8) - Sacred Silver Skull
Cyclops Cavern (12,19) chest - 50000 gold + 50 gems
Cyclops Cavern (14,5) chest - 50 gold + 5000 gems
Cyclops Cavern (14,17) - Red Warriors Key
Cyclops Cavern (14,23) - 6 L2 items
Cyclops Cavern (17,7) chest - 500000 gold
Cyclops Cavern (19,4) chest - 240 gold + 5 L5 items
Cyclops Cavern (20,19) - 4 L3 items
Cyclops Cavern (21,25) - 3 L2 items
Cyclops Cavern (22,20) - 500 gems
Cyclops Cavern (23,23) - Green Eyeball Key
Cyclops Cavern (24,20) - 10000 gold
Cyclops Cavern (25,0) chest - 100 gold + Ancient Artifact of Neutrality
Cyclops Cavern (26,15) chest - 225 gold + 5 L4 items
Cyclops Cavern (28,27) - Ancient Jewelry
Cyclops Cavern (29,1) chest - 90 gold + Ancient Artifact of Good
Cyclops Cavern (31,11) chest - 6666 gold + 66 gems
Arachnoid Cavern (3,1) - Yellow Fortress Key
Arachnoid Cavern (9,21) - Blue Unholy Key
Cursed Cold Cavern (2,24) - 10000 XP + Black Terror Key
Cursed Cold Cavern (9,28) - 10000 XP + Precious Pearl of Y&B
Cursed Cold Cavern (12,0) chest - 366 gold + Ancient Artifact of Neutrality
Cursed Cold Cavern (12,14) chest - 522 gold + Ancient Artifact of Evil
Cursed Cold Cavern (12,15) chest - 355 gold + Ancient Artifact of Evil
Cursed Cold Cavern (15,3) - +50 Age + 1 L6 item
Cursed Cold Cavern (20,5) chest - 333 gold + Ancient Artifact of Neutrality
Cursed Cold Cavern (21,8) - 10000 XP + Ancient Fizbin of Misfortune
Cursed Cold Cavern (22,19) - 10000 XP + Precious Pearl of Y&B
Cursed Cold Cavern (24,24) chest - 122 gold + Ancient Artifact of Good
Cursed Cold Cavern (27,22) chest - 99 gold + Ancient Artifact of Good
Cursed Cold Cavern (29,19) chest - 200000 gold + 4 L4 items
Cursed Cold Cavern (30,8) chest - 100000 gold + 2000 gems + 4 L4 items
Dragon Cavern (2,1) - King's Ultimate Power Orb
Dragon Cavern (3,2) - 250000 gold + 5000 gems + 4 L6 items
Dragon Cavern (3,5) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (3,30) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (6,10) - 1000000 gold
Dragon Cavern (7,11) - 1000000 gold
Dragon Cavern (10,4) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (12,1) - 250000 gold + 5000 gems + 4 L6 items
Dragon Cavern (13,3) - King's Ultimate Power Orb
Dragon Cavern (18,10) - 1000000 gold
Dragon Cavern (19,11) - 1000000 gold
Dragon Cavern (21,5) - King's Ultimate Power Orb
Dragon Cavern (22,4) - 250000 gold + 5000 gems + 4 L6 items
Dragon Cavern (23,1) - 5000000 gold + 10 L6 items
Dragon Cavern (24,6) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (25,4) - 250000 gold + 5000 gems + 4 L6 items
Dragon Cavern (26,29) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (27,5) - King's Ultimate Power Orb
Dragon Cavern (28,16) - 1000000 gold
Dragon Cavern (29,15) - 1000000 gold
Dragon Cavern (29,16) - 1000000 gold
Dragon Cavern (29,17) - 1000000 gold
Dragon Cavern (29,25) - 50000 gold + 500 gems + 4 L5 items
Dragon Cavern (30,16) - 1000000 gold
Magic Cavern (26,3) chest - 500000 gold + Gold Master Key
Ancient Temple of Moo (3,28) chest - 141 gold + 3 L1 items
Ancient Temple of Moo (4,29) chest - 1000 gold
Ancient Temple of Moo (7,4) - Sacred Silver Skull
Ancient Temple of Moo (12,23) chest - 209 gold + 5 L2 items
Ancient Temple of Moo (14,23) chest - 6000 gold + 60 gems
Ancient Temple of Moo (14,24) - Ancient Jewelry
Ancient Temple of Moo (17,5) chest - 500 gold
Ancient Temple of Moo (17,7) - Sacred Silver Skull
Ancient Temple of Moo (22,27) chest - 2000 gold
Ancient Temple of Moo (24,27) chest - 143 gold + 3 L1 items
Ancient Temple of Moo (26,27) - Ancient Jewelry
Ancient Temple of Moo (27,0) chest - 149 gold + 4 L1 items
Ancient Temple of Moo (27,6) - Sacred Silver Skull
Ancient Temple of Moo (27,15) - Sacred Silver Skull
Ancient Temple of Moo (28,7) chest - 3000 gold
Ancient Temple of Moo (31,5) chest - 83 gold + 100 gems
Slithercult Stronghold (0,17) - 1000 XP + Sacred Silver Skull
Slithercult Stronghold (2,25) chest - 200 gold + 500 gems
Slithercult Stronghold (2,27) - 1000 XP + Precious Pearl of Y&B
Slithercult Stronghold (3,9) chest - 5000 gold
Slithercult Stronghold (3,15) chest - 10000 gold
Slithercult Stronghold (15,15) chest - 1000 XP + 5 Quatloo Coins
Slithercult Stronghold (20,8) chest - 3000 gold
Slithercult Stronghold (23,3) chest - 3 L1 items
Slithercult Stronghold (25,13) chest - 45 gold + 4 L1 items
Slithercult Stronghold (25,22) - 1000 XP + Ancient Fizbin of Misfortune
Slithercult Stronghold (26,14) - 1000 XP + Sacred Silver Skull
Slithercult Stronghold (27,21) chest - 50000 gold
Slithercult Stronghold (28,28) - 1000 XP + Ancient Artifact of Neutrality
Slithercult Stronghold (31,29) chest - 500 gold + 4 L2 items
Slithercult Stronghold (31,30) chest - 20000 gold
Slithercult Stronghold (31,31) chest - 1000 gold + 1000 gems
Fortress of Fear (2,14) chest - 25000 gold + Ancient Artifact of Good
Fortress of Fear (4,14) chest - 5 L3 items
Fortress of Fear (5,1) chest - 20000 gold + Ancient Artifact of Neutrality
Fortress of Fear (24,1) chest - 2000 gems + Precious Pearl of Y&B
Fortress of Fear (26,11) chest - 4 L5 items
Fortress of Fear (27,11) chest - Hologram Sequencing Card 001
Fortress of Fear (28,30) chest - 15000 gold + Ancient Artifact of Good
Fortress of Fear (30,30) chest - 5 L3 items
Halls of Insanity (1,17) chest - 66000 gold
Halls of Insanity (3,18) - King's Ultimate Power Orb
Halls of Insanity (5,17) chest - 666 gold + 666 gems
Halls of Insanity (7,30) chest - 66 gold + 5 L4 items
Halls of Insanity (8,28) chest - 666 gold + Hologram Sequencing Card 002
Halls of Insanity (9,6) chest - 1000000 gold
Halls of Insanity (10,26) chest - 333 gold + Ancient Artifact of Evil
Halls of Insanity (13,29) chest - 333 gold + 5 L4 items
Halls of Insanity (16,26) chest - 312 gold + Ancient Artifact of Evil
Halls of Insanity (21,29) chest - 101 gold + 10 L3 items
Halls of Insanity (26,4) chest - 66000 gold
Halls of Insanity (26,30) chest - CURSED + 66 gold
Halls of Insanity (28,3) - King's Ultimate Power Orb
Halls of Insanity (30,4) chest - 666 gold + 666 gems
Dark Warrior Keep (1,7) chest - 25000 gold + 5 L4 items
Dark Warrior Keep (5,10) chest - 8000 gold + 5 L3 items
Dark Warrior Keep (5,20) chest - 5000 gold + 5 L3 items
Dark Warrior Keep (15,1) chest - 1000 gold + Ancient Artifact of Neutrality
Dark Warrior Keep (16,1) chest - 1000 gold + Ancient Artifact of Neutrality
Dark Warrior Keep (17,1) chest - 1000 gold + Hologram Sequencing Card 003
Dark Warrior Keep (18,8) chest - 100000 gold + 6 L5 items
Dark Warrior Keep (30,1) - King's Ultimate Power Orb
Dark Warrior Keep (30,2) - King's Ultimate Power Orb
Dark Warrior Keep (30,6) chest - 15000 gold + 5 L4 items
Dark Warrior Keep (30,14) chest - 10000 gold + 5 L4 items
Dark Warrior Keep (30,30) chest - 3000 gold + 5 L3 items
Cathedral of Carnage (1,26) - say WEEDS -> 1000000 gold + 10000 gems +
                              Hologram Sequencing Card 004
Cathedral of Carnage (25,15) - remove field -> King's Ultimate Power Orb
Cathedral of Carnage (25,17) - remove field -> King's Ultimate Power Orb
Tomb of Terror (5,9) chest - CURSED + Ancient Artifact of Good
Tomb of Terror (8,2) chest - CURSED + Ancient Artifact of Evil
Tomb of Terror (8,6) chest - CURSED + Ancient Artifact of Evil
Tomb of Terror (11,9) chest - CURSED + Ancient Artifact of Good
Tomb of Terror (12,2) - King's Ultimate Power Orb
Tomb of Terror (12,6) - King's Ultimate Power Orb
Tomb of Terror (18,2) chest - CURSED + Hologram Sequencing Card 005
Tomb of Terror (18,6) chest - CURSED + 6 L6 items
Tomb of Terror (18,10) chest - CURSED + 6 L5 items
Tomb of Terror (24,10) chest - CURSED + 6 L5 items
Tomb of Terror (30,4) chest - CURSED + COMBAT: 1 Vampire King + 6 L6 items
Tomb of Terror (30,10) chest - CURSED + 6 L5 items
Maze from Hell (1,1) - King's Ultimate Power Orb
Maze from Hell (1,30) - King's Ultimate Power Orb
Maze from Hell (7,25) chest - 2000 gold + 6 L6 items
Maze from Hell (8,15) chest - 2000 gold + 6 L6 items
Maze from Hell (15,1) chest - 2000 gold + 6 L6 items
Maze from Hell (19,19) - King's Ultimate Power Orb
Maze from Hell (27,23) chest - 1000 gold + Hologram Sequencing Card 006
Maze from Hell (30,31) - King's Ultimate Power Orb
Aft Storage Sector (1,12) - King's Ultimate Power Orb
Aft Storage Sector (1,14) - King's Ultimate Power Orb
Aft Storage Sector (14,8) - King's Ultimate Power Orb
Alpha Engine Sector (0,4) - King's Ultimate Power Orb
Alpha Engine Sector (0,14) - King's Ultimate Power Orb
Alpha Engine Sector (15,1) - King's Ultimate Power Orb
Alpha Engine Sector (15,9) - King's Ultimate Power Orb
Beta Engine Sector (1,7) - King's Ultimate Power Orb
Beta Engine Sector (1,15) - King's Ultimate Power Orb
Beta Engine Sector (10,1) - King's Ultimate Power Orb
Beta Engine Sector (14,7) - King's Ultimate Power Orb
Main Engine Sector (1,8) - King's Ultimate Power Orb
Main Engine Sector (8,8) - King's Ultimate Power Orb
Main Engine Sector (11,8) - King's Ultimate Power Orb
Main Engine Sector (14,8) - King's Ultimate Power Orb
Central Control Sector (1,12) - 5 L6 items + 3000000 XP
Central Control Sector (11,13) - 5 L6 items + 2000000 XP
Central Control Sector (14,14) - Interspatial Transport Box + 4000000 XP


SECTION 3H - MIRROR PORTAL KEYWORDS
-----------------------------------

The following keywords may be used at any of the mirror portals found in towns.

Keyword        Function
HOME           Teleport to Fountain Head (2,5)
SEADOG         Teleport to Baywatch (3,2)
FREEMAN        Teleport to Wildabar (7,13)
DOOMED         Teleport to Swamp Town (3,9)
REDHOT         Teleport to Blistering Heights (14,6)
FIRE           Teleport to C2 (12,0)
WATER          Teleport to E3 (7,10)
EARTH          Teleport to E4 (3,3)
AIR            Teleport to F1 (0,12)
ARENA          Teleport to The Arena
DOE MEISTER    Teleport to Dragon Cavern (7,10)
ORB MEISTER    Teleport to Aft Storage Sector (14,7)
BLASTOFF       View endgame cut scene


SECTION 4A - MONSTER TABLE
--------------------------

This table includes data from the resources from Jeff Ludwig's Might and Magic
III resources page at http://jeffludwig.com/mm3/resources.php.

Explanation of the column headings and abbreviations:
ID  - monster ID number
K   - thousand
M   - million
HP  - hit points.  If this is immediately followed by a "U", then the monster
      is undead (vulnerable to the Turn Undead and Holy Word spells).
AC  - armor class
Spd - speed
Acc - physical attack accuracy (not relevant for other damage types)
At  - number of attacks; "P" means the monster attacks every character once.
Dam - damage done per attack that connects
DT  - damage type (abbreviations are the same as for resistances, below)
R   - whether attack is ranged or not
BT  - possible inflicted condition:
      Age = magical aging
      BrA = break armor
      BrW = break weapon
      Con = confused
      CuI = curse inventory items
      Cur = cursed
      Dea = dead
      Dis = diseased
      Era = eradicated
      Ins = insane
      Par = paralyzed
      Poi = poisoned
      Slp = sleep
      SP  = drain spell points
      Sto = stone
      Unc = unconscious
      Wea = weak
Ta  - blank for normal targeting; if something is listed, the monster
      preferentially targets the following types of characters:
      Cl = Cleric
      Dr = Druid
      Dw = Dwarf
      Pa = Paladin (does not actually work because of a bug)
      So = Sorcerer
Resistances - resistances are in the following order: Ph (physical), fire (F),
  cold (C), electricity (E), poison/acid (P), energy (En), magic (Ma).  If "Im"
  is indicated, the monster is immune to that particular attack form.

The second line indicates awards given for defeating the monster.
Exp   - experience gained
Gold  - gold gained
Gems  - gems gained
Items - level of item dropped (item levels are defined in section 5A); the
        probability that this item drops is not indicated.

                                                          Resistances
ID Name            HP   AC Spd Acc At     Dam DT R  BT Ta Ph/ F/ C/ E/ P/En/Ma
37 Archer         100   15  35  35  4    5-30 Ph Y         0/15/15/15/15/ 0/15
   Exp:  20K  Gold: 2000   Gems:  40   Items: Level 3
39 Barbarian      175   15  30  30  2    2-60 Ph Y         0/50/50/50/50/ 0/10
   Exp:  25K  Gold:  600   Gems:   0   Items: Level 2
59 Black Knight   375   30  50  50  7   4-160 Ph Y Wea Pa  0/60/60/60/60/ 0/20
   Exp: 100K  Gold: 8000   Gems:   0   Items: Level 4
01 Bubble Man      15    0  15      1     1-6 Ma Y        50/ 0/50/50/Im/ 0/ 0
   Exp:  750
15 Bugaboo         60   15  22      2    2-24 Ma       So  0/50/50/50/50/50/80
   Exp: 4000  Gold:    0   Gems:   8   Items: Level 2
10 Candle Creep    70    5   8      2    2-10 F  Y        50/ 0/ 0/Im/50/ 0/ 0
   Exp: 3000  Gold:    0   Gems:   5   Items: Level 1
26 Carnage Hand    40   25  20  25  1  60-120 Ph           0/ 0/ 0/ 0/ 0/ 0/80
   Exp:  10K  Gold:    0   Gems:  30   Items: none
28 Castle Guard    75   10  20  30  1    2-80 Ph           0/ 0/ 0/ 0/ 0/ 0/20
   Exp:  10K  Gold:    0   Gems:   0   Items: Level 2
40 Cleric of Moo  100   10  20      P    2-36 E  Y         0/20/20/20/20/ 0/ 0
   Exp:  32K  Gold: 1500   Gems:  30   Items: Level 2
20 Cobra Fiend     50   15  25  25  1    2-30 Ph   Slp     0/20/20/20/ 0/ 0/50
   Exp: 4000  Gold:   10   Gems:   0   Items: Level 1
22 Cryo Spore      40    3  16      P    4-16 C            0/ 0/Im/80/80/ 0/20
   Exp: 6000  Gold:    0   Gems:  20   Items: none
89 Cult Leader    300   20  20  25  1    5-75 Ph Y Slp Dr  0/20/20/20/ 0/ 0/20
   Exp:  30K  Gold:  10K   Gems:  25   Items: Level 5
23 Cursed Fool     40    8  15  20  3     3-9 Ph   Cur So  0/ 0/ 0/ 0/ 0/ 0/25
   Exp: 3500  Gold:  100   Gems:  10   Items: Level 2
65 Cyclops        500   25  40  50  2   6-150 Ph   Con     0/ 0/ 0/ 0/ 0/ 0/30
   Exp: 150K  Gold:  10K   Gems:   0   Items: Level 4
83 Cyclops King  1000   25  40  50  3   6-150 Ph   Con     0/ 0/ 0/ 0/ 0/ 0/80
   Exp: 300K  Gold: 100K   Gems:   0   Items: Level 5
50 Dark Pegasus   125   20  40  35  4    2-40 Ph   Con So 30/ 0/ 0/ 0/ 0/ 0/10
   Exp:  40K  Gold:    0   Gems:   0   Items: Level 3
60 Death Agent    300   15  30      2  10-100 P    Poi     0/ 0/ 0/ 0/ 0/ 0/10
   Exp:  70K  Gold:    0   Gems:  20   Items: Level 3
36 Death Locust   100   20  30  30  4    4-32 Ph   Dis     0/ 0/40/40/40/ 0/ 0
   Exp:  16K
70 Death Snake    500   25  90  50  1   4-200 Ph   Par     0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp: 150K
19 Dino Beetle     70   10  18  20  6    3-15 Ph           0/25/25/25/25/25/ 0
   Exp: 4000  Gold:  200   Gems:   0   Items: none
57 Dinosaur       500   10  12  60  2   5-500 Ph           0/ 0/80/80/80/ 0/ 0
   Exp:  80K
45 Draconi        125   10  20  30  2    3-60 Ph           0/ 0/ 0/ 0/ 0/ 0/25
   Exp:  20K  Gold:  800   Gems:   0   Items: Level 3
80 Dragon Lord  10000   75 150      P    1000 En Y         0/Im/Im/Im/Im/Im/Im
   Exp:  10M  Gold: 250K   Gems:  1K   Items: Level 6
64 Dragon Worm    400   35  45      P     100 P    Poi     0/ 0/ 0/ 0/ 0/ 0/20
   Exp: 150K  Gold: 5000   Gems:  60   Items: Level 4
58 ED-409         400   40  75      3  50-100 En Y        60/80/80/80/80/20/ 0
   Exp: 120K  Gold:    0   Gems: 100   Items: none
47 Evil Eye       100   25  35      4      50 Ma Y Ins     0/ 0/ 0/ 0/ 0/ 0/90
   Exp:  60K  Gold:    0   Gems:  30   Items: Level 4
31 Evil Ranger    100   20  20  25  3    4-24 Ph Y     Dr  0/20/20/20/ 0/ 0/ 0
   Exp:  12K  Gold: 1000   Gems:  25   Items: Level 2
88 Eye Master     200   25  35      4      75 Ma Y Ins     0/ 0/ 0/ 0/ 0/ 0/90
   Exp: 200K  Gold:    0   Gems: 350   Items: Level 6
41 Fire Lizard    150   10  30      2    2-50 F  Y         0/Im/ 0/50/50/ 0/ 0
   Exp:  25K
42 Fire Stalker    75   20  40      3    3-30 F           Im/Im/ 0/80/ 0/ 0/ 0
   Exp:  30K  Gold:  100   Gems:  10   Items: none
43 Gargoyle       125   15  30  30  4    3-45 Ph   Par     0/ 0/ 0/ 0/ 0/ 0/10
   Exp:  30K  Gold:  800   Gems:  10   Items: Level 3
44 Ghost          100U  13  25      1  10-100 En   Age    Im/ 0/ 0/ 0/ 0/ 0/15
   Exp:  32K  Gold:    0   Gems:  25   Items: Level 3
27 Ghoul          100U  15  16  27  4    3-18 Ph   Wea    80/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  16K  Gold:  250   Gems:   0   Items: Level 2
17 Giant Spider    30   14  25  12  8     2-8 Ph   Poi     0/ 0/30/50/50/50/ 0
   Exp: 3000  Gold:    0   Gems:   3   Items: none
02 Goblin          10    0  15   3  1     3-9 Ph Y         0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  400  Gold:   10   Gems:   0   Items: Level 1
74 Great Hydra   5000   60  75 100 12  12-144 Ph   Poi     0/Im/ 0/50/50/ 0/10
   Exp:   4M  Gold:  50K   Gems: 100   Items: Level 6
67 Green Dragon   800   40  60      P     250 C  Y         0/ 0/Im/50/ 0/ 0/25
   Exp: 500K  Gold:  25K   Gems: 500   Items: Level 5
48 Guardian       250   20  15  35  1  75-150 Ph           0/80/80/80/80/ 0/ 0
   Exp:  40K  Gold:    0   Gems:  10   Items: Level 3
35 Iron Wizard    200   30  50      2      50 En Y        50/80/80/80/80/ 0/ 0
   Exp:  25K  Gold:    0   Gems:  30   Items: none
68 Jouster        600   35  50  80  1  20-400 Ph           0/ 0/ 0/ 0/ 0/ 0/20
   Exp: 180K  Gold:  10K   Gems:   0   Items: Level 5
76 Kudo Crab     2500   80  80 100  P   8-240 Ph   BrA     0/50/Im/50/50/ 0/15
   Exp:   2M  Gold:  40K   Gems:   0   Items: Level 6
53 Lich           200U  12  50      P    5-25 Ma Y Dea    70/ 0/ 0/ 0/ 0/ 0/50
   Exp: 120K  Gold:  10K   Gems: 100   Items: Level 5
11 Mad Dwarf       75   10  16  10  1    4-20 Ph       Dw  0/50/50/50/50/50/20
   Exp: 2500  Gold:  100   Gems:  15   Items: Level 2
13 Magic Mantis    50   12  30   8  2    2-20 Ph   Poi     0/ 0/ 0/ 0/ 0/ 0/50
   Exp: 3500  Gold:    0   Gems:  10   Items: none
56 Major Demon    333   16  33  40  6    2-40 Ph   Par     0/Im/ 0/ 0/ 0/ 0/80
   Exp: 100K  Gold: 3333   Gems:  33   Items: Level 4
66 Major Devil    666   33  66  50  4    2-80 Ph   Unc     0/Im/ 0/ 0/ 0/ 0/90
   Exp: 250K  Gold: 6666   Gems:  66   Items: Level 5
77 Medusa        1000   40  60      P    8-64 Ma Y Sto     0/ 0/ 0/ 0/ 0/ 0/80
   Exp:   3M  Gold:  10K   Gems: 200   Items: Level 6
24 Mini Dragon    150   20  30      P      50 F  Y         0/Im/ 0/20/20/ 0/10
   Exp:  18K  Gold: 2500   Gems: 100   Items: Level 3
78 Minotaur      1000   90  80 150  2   3-300 Ph   Dea     0/ 0/ 0/ 0/ 0/ 0/Im
   Exp:   3M  Gold: 100K   Gems: 100   Items: Level 6
84 Minotaur King 2500   90  80 150  3   3-300 Ph   Dea     0/ 0/ 0/ 0/ 0/ 0/Im
   Exp:   6M  Gold: 100K   Gems: 30K   Items: Level 6
86 Moo Master     400   20  40      P    5-75 E  Y         0/40/40/40/40/ 0/Im
   Exp: 250K  Gold: 6000   Gems: 200   Items: Level 5
07 Moose Rat       40    4  16   8  2    2-16 Ph           0/30/30/30/30/ 0/ 0
   Exp: 1200
61 Mummy          250U  15  30  40  2    2-80 Ph   Dis Dr 80/ 0/80/80/80/Im/ 0
   Exp: 120K  Gold: 1000   Gems:  25   Items: Level 4
82 Mummy King     500U  15  30  40  3    2-80 Ph   Dis Dr 80/ 0/80/80/80/Im/ 0
   Exp: 250K  Gold: 1000   Gems: 500   Items: Level 5
38 Mystic Cloud    50   18  40      P    4-16 Ma Y SP      0/ 0/ 0/ 0/ 0/ 0/90
   Exp:  30K  Gold:    0   Gems:  25   Items: none
12 Ninja           45   15  35  15  4     2-8 P           20/20/20/20/20/20/25
   Exp: 3000  Gold:   30   Gems:   0   Items: Level 1
79 Octobeast     3000   40 100 150  8   5-250 Ph   Wea     0/90/80/80/90/ 0/ 0
   Exp:   3M  Gold:  50K   Gems:  50   Items: Level 6
06 Oh No Bug       40    8  30   6  3     3-9 Ph           0/ 0/80/60/80/ 0/ 0
   Exp: 1000
14 Ogre            60   10  15  10  2    2-32 Ph Y BrA     0/50/30/30/20/ 0/ 0
   Exp: 2500  Gold:   50   Gems:   5   Items: Level 2
03 Orc Warrior     25    5  12   5  1    2-16 Ph Y         0/50/50/50/ 0/ 0/ 0
   Exp:  600  Gold:   20   Gems:   0   Items: Level 1
49 Paladin        175   30  30  40  5    3-90 Ph Y         0/50/50/50/50/ 0/50
   Exp:  50K  Gold: 4000   Gems:  25   Items: Level 3
29 Phantom         50U  12  20      1    4-16 Ma   Age    90/ 0/ 0/ 0/ 0/ 0/20
   Exp:  16K  Gold:    0   Gems:  15   Items: Level 2
16 Phase Head      20   10  25  10  1     2-8 Ph   Con     0/75/75/75/75/75/ 0
   Exp: 4000  Gold:    0   Gems:   5   Items: none
30 Pirana          40   20  30  20  8     3-9 Ph           0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  10K
25 Plasmoid       100    5  17      3    4-12 P    BrW    50/60/ 0/60/60/60/ 0
   Exp: 8000  Gold:  500   Gems:  10   Items: Level 2
62 Priest of Moo  200   20  40      P    4-60 E  Y         0/40/40/40/40/ 0/10
   Exp: 120K  Gold: 6000   Gems:  45   Items: Level 3
81 Rat Overlord   250    4  16  15  4    2-16 Ph           0/30/30/30/30/ 0/ 0
   Exp: 8000
51 Reaper         150U  15  25      1    4-80 Ma Y     Cl 90/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  50K  Gold:    0   Gems:  20   Items: Level 3
21 Scorpia         50    5  10      P    3-12 P    Poi     0/ 0/ 0/ 0/ 0/ 0/10
   Exp: 5000  Gold:   50   Gems:  10   Items: Level 2
05 Screamer        10   10  25      P     2-8 En   Ins     0/ 0/ 0/ 0/ 0/Im/ 0
   Exp: 1750  Gold:    0   Gems:   5   Items: none
32 Shadow Rogue    50   15  22  20  2    3-18 Ph Y Poi     0/ 0/ 0/ 0/ 0/ 0/60
   Exp:  12K  Gold:  500   Gems:  50   Items: Level 3
04 Skeleton        20U   2  18   4  2    2-12 Ph       Cl 80/50/50/50/ 0/ 0/ 0
   Exp: 1000  Gold:    0   Gems:   5   Items: none
46 Sonic Ninja     75   20  20  40  8    3-30 Ph           0/20/20/20/20/80/10
   Exp:  20K  Gold:  500  Gems:   0  Items: Level 3
52 Sorcerer       100   10  40      P    8-80 C  Y         0/ 0/ 0/ 0/ 0/ 0/25
   Exp:  50K  Gold: 2000  Gems: 100  Items: Level 4
54 Spirit Shield  100   35  80  40  2   6-120 Ph          80/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  60K
18 Sprite          15   13  18      2     2-6 E    Cur    50/25/25/25/25/25/60
   Exp: 2500  Gold:   40   Gems:  10   Items: Level 2
73 Terminator    1000  100 200      1   1K-4K En Y Era    Im/Im/Im/Im/Im/ 0/ 0
   Exp:   3M  Gold:    0   Gems: 200   Items: none
87 Top Jouster   1000   35  50  80  2  20-400 Ph           0/ 0/ 0/ 0/ 0/ 0/60
   Exp: 300K  Gold:  10K   Gems:   0   Items: Level 6
63 Toxic Worm     300   25  60  40  2    2-60 Ph   Poi     0/30/30/30/30/30/ 5
   Exp:  90K
33 Tree Golem     150   10   6  25  2    2-50 Ph       Cl 60/ 0/ 0/ 0/ 0/ 0/90
   Exp:  16K  Gold:  200   Gems:  10   Items: Level 2
55 Troll          125   15  25  35  3    3-45 Ph       Dw  0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  50K  Gold: 2500   Gems:  20   Items: Level 3
71 Vampire        400U  30  45  60  3  10-100 Ph   SP  Cl 90/ 0/Im/80/Im/ 0/10
   Exp: 250K  Gold: 7500   Gems:  50   Items: Level 5
00 Vampire Bat      5    5  20   5  2     2-4 Ph   Poi     0/ 0/ 0/ 0/ 0/ 0/ 0
   Exp:  250
85 Vampire King  1000U  30  45  60  4  10-100 Ph   SP  Cl 90/ 0/Im/80/Im/ 0/40
   Exp: 500K  Gold:  25K   Gems:  5K   Items: Level 6
75 Vulture Roc   2000   50 100 100  2   5-250 Ph   Par     0/50/ 0/50/50/ 0/20
   Exp:   2M  Gold:  25K   Gems:   0   Items: Level 6
72 Werewolf       500   30  40  50  2   8-120 Ph   Dis     0/20/20/20/20/ 0/20
   Exp: 150K  Gold:    0   Gems:  25   Items: Level 4
34 Wicked Witch    50    8  16      P    4-16 Ma Y CuI     0/ 0/ 0/ 0/ 0/ 0/50
   Exp:  16K  Gold:  300   Gems:  15   Items: Level 3
08 Wild Fungus     25    0   5      P    3-12 E            0/ 0/Im/Im/50/50/25
   Exp: 2000  Gold:    0   Gems:  10   Items: none
69 Wizard         250   20  80      1    1000 Ma Y         0/70/70/70/70/30/50
   Exp: 240K  Gold:  15K   Gems: 200   Items: Level 5
09 Zombie          35U   2   2   5  2    3-18 Ph   Dis Cl 80/ 0/75/75/ 0/ 0/ 0
   Exp: 1800  Gold:    0   Gems:   6   Items: none


SECTION 4B - THE ARENA
----------------------

To start a fight in the Arena, say "Arena" at any mirror portal, then speak
to the man at one of the corner desks.

Each arena fight will have exactly one of the listed feature enemies, plus a
random variety of lower-numbered foes.  Monsters in the Arena do not drop any
gold or items.  Winning a battle in the Arena gives you a bonus of 1000
experience points multiplied by the number of Arena victories you've won.

<1 Bubble Man, Goblin, Orc Warrior, Skeleton, Vampire Bat
 1 Screamer       20 Mini Dragon    39 Gargoyle       58 Priest of Moo
 2 Oh No Bug      21 Plasmoid       40 Ghost          59 Toxic Worm
 3 Moose Rat      22 Carnage Hand   41 Draconi        60 Dragon Worm
 4 Wild Fungus    23 Ghoul          42 Sonic Ninja    61 Cyclops
 5 Zombie         24 Castle Guard   43 Evil Eye       62 Major Devil
 6 Candle Creep   25 Phantom        44 Guardian       63 Green Dragon
 7 Mad Dwarf      26 Pirana         45 Paladin        64 Jouster
 8 Ninja          27 Evil Ranger    46 Dark Pegasus   65 Wizard
 9 Magic Mantis   28 Shadow Rogue   47 Reaper         66 Death Snake
10 Ogre           29 Tree Golem     48 Sorcerer       67 Vampire
11 Bugaboo        30 Wicked Witch   49 Lich           68 Werewolf
12 Phase Head     31 Iron Wizard    50 Spirit Shield  69 Terminator
13 Giant Spider   32 Death Locust   51 Troll          70 Great Hydra
14 Sprite         33 Archer         52 Major Demon    71 Vulture Roc
15 Dino Beetle    34 Mystic Cloud   53 Dinosaur       72 Kudo Crab
16 Cobra Fiend    35 Barbarian      54 ED-409         73 Medusa
17 Scorpia        36 Cleric of Moo  55 Black Knight   74 Minotaur
18 Cryo Spore     37 Fire Lizard    56 Death Agent    75 Octobeast
19 Cursed Fool    38 Fire Stalker   57 Mummy         76+ Dragon Lord


SECTION 5A - EQUIPMENT GENERATION AND PROPERTIES
------------------------------------------------

(This section is incomplete in areas where information was gathered by
experiment.)

An item consists of a base item, and if randomly generated one or more of the
following: (1) a material enchantment; (2) an elemental enchantment; (3)
an attribute enchantment; and (4) the ability to cast spells, powered by
charges.  These four modifiers are a function of item level, which ranges from
1 to 6; this is the item level listed in the treasure tables above.

If an item has more than one modifier, the material, elemental enchantment, or
attribute enchantment (but not spell) may be of lower level; single-modifier
items are never of lower level.  Level 6 items cannot have more than one
modifier; because of this, Level 5 items are actually potentially more
powerful, as they can have all the properties of Level 6 items other than
spells.

The leather in Leather Armor doesn't count as a material; if it gets a material
as a modifier, you may get an item called Leather Leather Armor, which
functions exactly the same as plain Leather Armor for the purpose of protecting
you.  Go figure.

BASE ITEMS
Base items are independent of level.  The following tables show base damage,
armor class ratings, cost, and which classes may equip them.

ONE-HANDED WEAPONS
Name          Damage  Cost   Usable by
Broad Sword      3d4   100   Knight, Paladin, Archer, Robber, Ranger
Club             1d3     1   All
Cudgel           1d6    15   All except Sorcerer
Cutlass          2d4    40   Knight, Paladin, Archer, Robber, Ranger
Dagger           2d2     8   All except Cleric
Flail           1d10   100   All except Sorcerer
Hand Axe         2d3    10   All except Cleric, Sorcerer
Katana           4d3   150   Knight, Ninja
Long Sword       3d3    50   Knight, Paladin, Archer, Robber, Ranger
Mace             2d4    50   All except Sorcerer
Maul             1d8    30   All except Sorcerer
Nunchaka         2d3    30   Knight, Ninja
Sabre            4d2    60   Knight, Paladin, Archer, Robber, Ranger
Scimitar         2d5    80   Knight, Paladin, Archer, Robber, Ranger
Short Sword      2d3    15   Knight, Paladin, Archer, Robber, Ranger
Spear            1d9    15   All except Cleric, Sorcerer
Wakazashi [sic]  3d3    60   Knight, Ninja

TWO-HANDED WEAPONS (prevents the use of a shield or other off-hand item)
Name          Damage  Cost   Usable by
Bardiche         4d4   200   All except Cleric, Sorcerer, Druid
Battle Axe       3d5   100   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Flamberge        4d5   400   Knight, Paladin, Archer, Ranger
Glaive           4d3    80   All except Cleric, Sorcerer, Druid
Grand Axe        3d6   200   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Great Axe        3d7   300   Knight, Paladin, Archer, Robber, Barbarian, Ranger
Halberd          3d6   250   All except Cleric, Sorcerer, Druid
Hammer           2d5   120   All except Sorcerer
Naginata         5d3   300   Knight, Ninja
Pike             2d8   180   All except Cleric, Sorcerer, Druid
Staff            2d4    40   All
Trident          2d6   100   All except Cleric, Sorcerer, Druid

MISSILE WEAPONS
Name          Damage  Cost   Usable by
Crossbow         4d2    50   All except Cleric, Sorcerer, Druid
Long Bow         5d2   100   All except Cleric, Sorcerer, Druid
Short Bow        3d2    25   All except Cleric, Sorcerer, Druid
Sling            2d2    15   All except Cleric, Sorcerer, Druid

BODY ARMOR
Name           Armor  Cost   Usable by
Padded Armor       2    20   All
Leather Armor      3    40   All except Sorcerer
Scale Armor        4   100   All except Sorcerer, Druid
Ring Mail          5   200   All except Sorcerer, Barbarian, Druid
Chain Mail         6   400   Knight, Paladin, Archer, Robber, Cleric, Ranger
Splint Mail        7   600   Knight, Paladin, Cleric, Ranger
Plate Mail         8  1000   Knight, Paladin
Plate Armor       10  2000   Knight, Paladin

OFF-HAND ITEMS (may equip only one; prevents the use of a two-handed weapon)
Name           Armor  Cost   Usable by
Box                0    10   All
Coin               0    10   All
Gem                0   500   All
Horn               0    20   All
Jewel              0  1000   All
Orb                0   100   All
Rod                0    50   All
Shield             4   100   Knight, Paladin, Robber, Cleric, Barbarian, Ranger
Wand               0    50   All
Whistle            0    10   All

HELMETS (may equip only one)
Name           Armor  Cost   Usable by
Crown              0  1000   All
Helm               2    60   All
Tiara              0   200   All

CLOAKS (may equip only one)
Name           Armor  Cost   Usable by
Cape               1   200   All
Cloak              1   250   All
Robes              1   150   All

OTHER ARMOR (may equip one of each of these per character)
Name           Armor  Cost   Usable by
Belt               0   100   All
Boots              1    40   All
Gauntlets          1   100   All

AMULETS (may equip only one)
Name           Armor  Cost   Usable by
Amulet             0  2000   All
Necklace           0  1000   All
Pendant            0   500   All

MEDALLIONS (may equip four of these per character; identical medallions may not
  be equipped by the same character)
Name           Armor  Cost   Usable by
Broach             0   250   All
Cameo              0   300   All
Charm              0    50   All
Medal              0   100   All
Scarab             0   200   All

RINGS (may equip ten of these per character; identical rings may not be
  equipped on the same character)
Name           Armor  Cost   Usable by
Ring               0   100   All

ITEM MATERIAL ENCHANTMENTS
Items made out of common or rare materials can be duplicated; items made
out of precious materials cannot.

Common Material   +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Wooden                 -3      -3   -3   0.1               1
Leather                -4      -6    0   0.25              1
Brass                  +3      -4   -2   0.5               1-2
Bronze                 +2      -2   -1   0.75              1-3
Iron                   +1      +2   +1   2                 2-4
Silver                 +2      +4   +2   5                 2-4
Steel                  +3      +6   +4   10                2-4
Gold                   +4      +8   +6   20                3-5
Platinum               +6     +10   +8   50                4-5

Rare Material     +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Glass                   0       0    0   2                 1
Coral                  +1      +1   +1   3                 1-2
Crystal                +1      +1   +1   5                 1-2
Lapis                  +2      +2   +2   10                1-3
Pearl                  +2      +2   +2   20                2-3
Amber                  +3      +3   +3   30                2-4
Ebony                  +4      +4   +4   40                3-4
Quartz                 +5      +5   +5   50                4

Precious Material +To Hit +To Dam  +AC   Value Multiplier  Item Levels
Ruby                   +6     +12  +10   60                4-5
Emerald                +7     +15  +12   70                4-5
Sapphire               +8     +20  +14   80                5
Diamond                +9     +30  +16   90                5
Obsidian              +10     +50  +20   100               5-6

ITEM ELEMENTAL ENCHANTMENTS

Elemental enchantments on weapons give both resistance and increased damage.
On other items, they only give resistance.

NB: "Power" is both an Energy modifier and a Might modifier.

                                     Value  Item
Fire Name       Resistance   Damage  Added  Levels
Burning                 +5       +2    200  1
Fiery                   +7       +3    300  1-2
Pyric                   +9       +4    400  1-3
Fuming                 +12       +5    500  2-4
Flaming                +15      +10   1000  2-5
Seething               +20      +15   1500  3-5
Blazing                +25      +20   2000  4-5 No duplication
Scorching              +30      +30   3000  5-6 No duplication

                                     Value  Item
Cold Name       Resistance   Damage  Added  Levels
Icy                     +5       +2    200  1-2
Frost                  +10       +4    400  1-3
Freezing               +15       +5    500  2-4
Cold                   +20      +10   1000  3-5 No duplication
Cryo                   +25      +20   2000  4-6 No duplication

                                     Value  Item
Electrical Name Resistance   Damage  Added  Levels
Flickering              +5       +2    200  1
Sparking                +7       +3    300  1-2
Static                  +9       +4    400  1-3
Flashing               +12       +5    500  2-4
Shocking               +15      +10   1000  2-4
Electric               +20      +15   1500  3-5 No duplication
Dyna                   +25      +20   2000  4-6 No duplication

                                     Value  Item
Acid/Pois. Name Resistance   Damage  Added  Levels
Acidic                 +10       +2    200  1-2
Venemous [sic]         +15       +4    400  1-3
Poisonous              +20       +8    800  2-4
Toxic                  +25      +16   1600  3-5 No duplication
Noxious                +40      +32   3200  5-6 No duplication

                                     Value  Item
Energy Name     Resistance   Damage  Added  Levels
Glowing                 +5       +2    200  1
Incandescent            +7       +3    300  1-2
Dense                   +9       +4    400  1-3
Sonic                  +11       +5    500  2-4
Power                  +13      +10   1000  2-5
Thermal                +15      +15   1500  3-5
Radiating              +20      +20   2000  4-5 No duplication
Kinetic                +25      +30   3000  5-6 No duplication

                                     Value  Item
Magical Name    Resistance   Damage  Added  Levels
Mystic                  +5       +5    500  1-3
Magical                +10      +10   1000  3-5
Ectoplasmic            +20      +20   2500  5-6 No duplication

ITEM ATTRIBUTE ENCHANTMENTS

                   Value  Item
Might       Bonus  Added  Levels
Might          +2    200  1
Strength       +3    300  1-2
Warrior        +5    500  1-3
Ogre           +8    800  1-4
Giant         +12   1200  2-4
Thunder       +17   1700  3-5
Force         +23   2300  4-5
Power         +30   3000  5
Dragon        +38   3800  5
Photon        +47   4700  5-6 No duplication

                                            Value  Item
Intellect   Personality Speed       Bonus   Added  Levels
Clever      Buddy       Quick          +2     200  1
Mind        Friendship  Swift          +3     300  1-2
Sage        Charm       Fast           +5     500  1-3
Thought     Personality Rapid          +8     800  2-4
Knowledge   Charisma    Speed         +12    1200  2-5
Intellect   Leadership  Wind          +17    1700  3-5
Wisdom      Ego         Accelerator   +23    2300  4-5
Genius      Holy        Velocity      +30    3000  5-6 No duplication

                   Value  Item
Accuracy    Bonus  Added  Levels
Sharp          +3    300  1-2
Accurate       +5    500  1-3
Marksman      +10   1000  2-4
Precision     +15   1500  3-5
True          +20   2000  4-5 No duplication
Exacto        +30   3000  5-6 No duplication

                   Value  Item
Luck        Bonus  Added  Levels
Clover         +5    500  1
Chance        +10   1000  1-2
Winners       +15   1500  2-3
Lucky         +20   2000  3-4
Gamblers      +25   2500  4-5 No duplication
Leprechauns   +30   3000  5-6 No duplication

                   Value  Item
Hit Points  Bonus  Added  Levels
Vigor          +4    400  1-2
Health         +6    600  2-3
Life          +10   1000  2-4
Troll         +20   2000  3-5
Vampiric      +50   5000  5-6 No duplication

                   Value  Item
Spell Pts.  Bonus  Added  Levels
Spell          +4    400  1-2
Castors        +8    800  1-3
Witch         +12   1200  2-4
Mage          +16   1600  4-5
Archmage      +20   2000  5
Arcane        +25   2500  5-6 No duplication

                   Value  Item
Armor Class Bonus  Added  Levels
Protection     +2    200  1-2
Armored        +4    400  1-3
Defender       +6    600  2-4
Stealth       +10   1000  3-5 No duplication
Divine        +16   1600  5-6 No duplication

                   Value  Item
Thievery    Bonus  Added  Levels
Mugger         +4    400  1-2
Burgler [sic]  +6    600  2
Looter         +8    800  2-3
Brigand       +10   1000  2-3
Filch         +12   1200  3-4
Thief         +14   1400  3-4
Rogue         +16   1600  4-5
Plunder       +18   1800  4-5
Criminal      +20   2000  5
Pirate        +25   2500  5-6 No duplication

IMBUED SPELL ENCHANTMENTS
Items enchanted to cast spells associated with Level 5 or Level 6 items
cannot be duplicated.

Level 1 items - Light, Awaken, First Aid, Flying Fist, Revitalize, Cure Wounds,
                Sparks, Protection From Elements, Pain; Detect Magic, Elemental
                Arrow, Energy Blast, Sleep, Create Rope, Toxic Cloud
Level 2 items - Turn Undead, Silence, Blessed, Holy Bonus, Power Cure, Heroism;
                Jump, Acid Stream, Levitate, Wizard Eye, Identify Monster,
                Lightning Bolt, Lloyd's Beacon, Power Shield; Nature's Cure
Level 3 items - Immobilize, Cold Ray, Cure Poison, Acid Spray; Detect Monster,
                Fireball, Time Distortion, Feeble Mind; Water Walk, Frost Bite
Level 4 items - Cure Disease, Cure Paralysis, Paralyze, Create Food; Teleport,
                Finger of Death, Super Shelter, Dragon Breath; Nature's Gate,
                Deadly Swarm
Level 5 items - Town Portal, Stone to Flesh, Half For Me, Raise Dead; Recharge
                Item, Fantastic Freeze, Duplication, Disintegration,
                Etherealize
Level 6 items - Moon Ray, Mass Distortion, Holy Word, Resurrect, Divine
                Intervention; Dancing Sword, Enchant Item, Incinerate, Mega
                Volts, Inferno, Implosion, Star Burst; Prismatic Light,
                Elemental Storm


SECTION 5B - SHOPS OF TERRA
---------------------------

All shops restock once per week at the start of Onesday.

Fountain Head (10,5) - Fen's Fineries
  Weapons : Short Sword, Cutlass, Staff, Short Bow, Nunchakas, Dagger, Cudgel,
            Hand Axe, 1 Random Level 1 Weapon
  Armor   : Padded Armor, Padded Armor, Leather Armor, Leather Armor, Scale
            Armor, Scale Armor, Shield, Shield, 1 Random Level 1 Armor
  Misc    : Helm, Leather Gauntlets, Leather Boots, Leather Cloak, Torch,
            Rope and Hooks, Rope and Hooks, Potion of Curing, 1 Random Level 1
            Misc

Baywatch (5,1) - The Ship's Store
  Weapons : Crossbow, Long Sword, Sabre, Mace, Maul, Flamberge, Hammer,
            Halberd, 1 Random Level 2 Weapon
  Armor   : Padded Armor, Leather Armor, Scale Armor, Ring Mail, Chain Mail,
            Splint Mail, Plate Mail, Plate Armor, 1 Random Level 2 Armor
  Misc    : Scroll of lightning, Potion of heroism, Scroll of elementa, Potion
            of antidotes, Torch, Rope and Hooks, Potion of curing, 2 Random
            Level 2 Misc

Wildabar (14,12) - The Armory
  Weapons : Long Bow, Broad Sword, Scimitar, Katana, Flail, Spear, Great Axe,
            Flamberge, 1 Random Level 3 Weapon
  Armor   : Iron Scale Armor, Iron Ring Mail, Iron Chain Mail, Iron Splint
            Mail, Iron Plate Mail, Iron Plate Armor, Iron Shield, Iron Shield,
            1 Random Level 3 Armor
  Misc    : Iron Helm, Iron Gauntlets, Iron Boots, Scroll of power curing,
            Scroll of fireballs, Potion of antidotes, Potion of vaccination, 2
            Random Level 3 Misc

Swamp Town (3,3) - Smithy's Shoppe
  Weapons : Silver Long Bow, Silver Wakazashi, Silver Long Sword, Silver Mace,
            Silver Grand Axe, Silver Trident, Silver Broad Sword, Silver
            Glaive, 1 Random Level 4 Weapon
  Armor   : Silver Leather Armor, Silver Scale Armor, Silver Ring Mail, Silver
            Chain Mail, Silver Splint Mail, Silver Plate Mail, Silver Plate
            Armor, Silver Shield, 1 Random Level 4 Armor
  Misc    : Silver Helm, Silver Gauntlets, Silver Boots, Scroll of undead
            turning, Potion of antidotes, Potion of vaccination, Scroll of
            distortion, 2 Random Level 4 Misc

Blistering Heights (10,5) - Farrago's Forge
  Weapons : Steel Long Bow, Steel Broad Sword, Steel Flail, Steel Bardiche,
            Steel Pike, Steel Naginata, Steel Staff, Steel Flamberge, 1 Random
            Level 4 Weapon
  Armor   : Steel Scale Armor, Steel Ring Mail, Steel Chain Mail, Steel Splint
            Mail, Steel Plate Mail, Steel Plate Armor, Steel Shield, Steel
            Shield, 1 Random Level 4 Armor
  Misc    : Steel Helmet, Steel Gauntlets, Steel Boots, Potion of feasting,
            Scroll of death, Potion of free movement, Scroll of raising the
            dead, 2 Random Level 4 Misc


SECTION 6A - TAVERN TIPS AND RUMORS
-----------------------------------

Rumors and tips are listed as-is; some of them are inaccurate.

Fountain Head (8,3) - Lonely Hearth
  Rumor 1 : Search the cavern below this town to find the altars that sell
            skills.
  Rumor 2 : Find Cypher to learn cartography.  It is a most helpful skill to
            have.
  Rumor 3 : The Rat Overlord lives in a hidden part of townk, where he commands
            his Mooserat minions.
  Rumor 4 : Wade into the yellow pools of Slithercult Stronghold.
  Rumor 5 : The Ancient Temple of Moo is full of traps.
  Rumor 6 : I hear the Red Warrior Key is in Cyclops Cavern.
  Rumor 7 : It is said the Green Eyeball Key is in Cyclops Cavern.
  Rumor 8 : The Priest of Moo lives below the Hidden Valley.
  Rumor 9 : The fortuen teller outside of town walls gives wise counsel to all.
  Rumor 10 : Gyure sells might potions in the Hidden Valley.
  Tip 1 : Visit the ARENA from any mirror portal.
  Tip 2 : Remember, you must equip your items.
  Tip 3 : Most of your actions will earn experience.
  Tip 4 : Visit the training grounds as soon as you are eligible.
  Tip 5 : It is safer to keep gems and gold in the bank.
  Tip 6 : Cartographers keep perfect maps of places seen.
  Tip 7 : All must be swimmers to enter shallow waters.
  Tip 8 : Direction Sense will always tell the way.
  Tip 9 : Spotting secret doors will lead to untold treasures.
  Tip 10: Do not rest if danger sense gives warning.
  Tip 11: A drunk character is a dangerous character.
  Tip 12: Cast Create Rope while standing on a pit.
  Tip 13: To find the number of uses of a special item, use Detect Magic.
  Tip 14: The Blacksmiths get a new shipment on Onesday.
  Tip 15: Have broken items fixed at the Blacksmiths.
  Tip 16: Spellcasters need membership to the Guilds.
  Tip 17: Secondary spellcasters pay a premium price for spells.
  Tip 18: Hirelings appear in the Inns.
  Tip 19: Dismissed characters return to the Inn.
  Tip 20: Leave excess gold and gems at the bank for safekeeping.
  Tip 21: The Bank has never been robbed.
  Tip 22: Temple donations follow the days of the week.
  Tip 23: The mirror portal's name for Fountain Head is HOME.
  Tip 24: Each statue has a story to tell, but only when the curse is lifted.
  Tip 25: Odd jobs pass the time.
  Tip 26: The Rat Overlord is somewhere in the town.
  Tip 27: Drink might potions to bash stubborn walls.
  Tip 28: Soften up your enemy by using missile weapons before engaging in
          combat.
  Tip 29: Zahab pays 1 percent interest, weekly.
  Tip 30: Study Corak's notes upon entering a new area.
  Tip 31: A guy went in the Arena with wooden armor and a leather sword.  Never
          returned.

Baywatch (8,5) - The Galley
  Rumor 1 : Keep wishing at the well to make it your lucky day.
  Rumor 2 : Find Oro the Ranger to become a mountaineer.
  Rumor 3 : Brother Alpha lives in the northeast room.
  Rumor 4 : The cavern below this town is full of trap doors.
  Rumor 5 : Sorcerers and Archers can find their special skill in Arachnoid
            Cavern.
  Rumor 6 : Find Darek the Explorer to learn pathfinding.
  Rumor 7 : The Zingaro Travellers in Evil Eye Forest have much to sell.
  Rumor 8 : The Lords of the Attributes reside in Arachnoid Cavern.
  Rumor 9 : You need the Green Eyeball Key to enter the Halls of Insanity.
  Rumor 10: Clerics and Paladins can find their special skill in Arachnoid
            Cavern.
  Tip 1 : Some spells require gems to cast.
  Tip 2 : The higher your might, the better your chance to bash doors and
          grates.
  Tip 3 : The smarter you are, the more spell points you receive per level.
  Tip 4 : Endurance is the key to higher hit points.
  Tip 5 : All must be crusaders to enter the castles.
  Tip 6 : The merchant skill is priceless.
  Tip 7 : A party must have two mountaineers to explore the mountains.
  Tip 8 : A party must have two pathfinders to enter dense forests.
  Tip 9 : Only Ninjas and Robbers can master the thieving arts.
  Tip 10: Cursed characters find it difficult to hit their targets.
  Tip 11: If you are weak, rest and it shall pass.
  Tip 12: Poison grows worse as time goes by.
  Tip 13: Diseases are contagious and worsen with time.
  Tip 14: Insanity knows no cure except from the monks of the Temples.
  Tip 15: Sleeping characters are very vulnerable.
  Tip 16: Depressed?  Have patients and it too shall pass.
  Tip 17: Levitation will help avoid some traps.
  Tip 18: Identify monsters when you have the chance.
  Tip 19: Using the last charge of an item will destroy it.
  Tip 20: Many training grounds are limited.
  Tip 21: It takes time to train.
  Tip 22: Rumors follow the days of the week.
  Tip 23: Tips are sequential and unique.
  Tip 24: Don't drink too much.
  Tip 25: Blacksmiths will identify items for a reasonable cost.
  Tip 26: Every week, the Blacksmith gets a new shipment of magical items.
  Tip 27: Each Guild has a limited number of spells.
  Tip 28: Visit Inns frequently to find new hirelings.
  Tip 29: A party of six characters and two hirelings is optimal.
  Tip 30: Secondary spellcasters earn spell points at a much slower rate.
  Tip 31: Temples can cure anything, for a price.
  Tip 32: Many dungeons require colored keys.
  Tip 33: Some hirelings are said to possess colored keys.
  Tip 34: Many items add to your resistance.
  Tip 35: Many items cast spells.
  Tip 36: Many items increase your vital statistics.
  Tip 37: Potions and scrolls need not be equipped.
  Tip 38: The mirror portal's name for Baywatch is SEADOG.
  Tip 39: Outdoors, monsters will regenerate until their lair is destroyed.

Wildabar (14,14) - The Round Table
  Rumor 1 : There is a witches brewery in the cavern below this town.
  Rumor 2 : The Gargoyles have built a new shrine up north.
  Rumor 3 : Captured Ogres are kept in cells in the cavern below.
  Rumor 4 : Drink the Witches Brew.
  Rumor 5 : The Minotaur God lives in the swamplands.
  Rumor 6 : The local Ninjas are at war with the clan in Swamp Town.
  Rumor 7 : Learn the linguist skill in Arachnoid Cavern.
  Rumor 8 : Dragons store their gold in the cavern in Mutant Mountains.
  Rumor 9 : Magical waters flow in the pools of Magic Cavern.
  Rumor 10: The Witches below send their brew to their coven in Cursed Cold
            Cavern.
  Tip 1 : Some food lasts longer than other food.
  Tip 2 : A character with high speed will strike the monsters first.
  Tip 3 : An accurate blow is a deadly blow.
  Tip 4 : At higher experience levels you gain multiple attacks.
  Tip 5 : An arms master will hit his target easier.
  Tip 6 : Navigators never get lost.
  Tip 7 : Paladins and Clerics gain more spell points per level if they are
          prayermasters.
  Tip 8 : Sorcerers and Archers gain more spell points per level if they are
          prestidigitators.
  Tip 9 : Druids and Rangers gain more spell points per level if they are
          astrologers.
  Tip 10: Body builders gain more hit points per level.
  Tip 11: Being heartbroken will eventually wear off.
  Tip 12: Being in love is wonderful while it lasts.  Then ... watch out!
  Tip 13: Confusion takes time to wear off.
  Tip 14: Some spells only affect one monster.
  Tip 15: Some spells affect three monsters in the same square.
  Tip 16: Some spells affect all monsters in front of you.
  Tip 17: Each character may have a LLoyd's Beacon location, if they can cast
          the spell.
  Tip 18: Suppression is not a cure.
  Tip 19: Druids and Rangers are essential for crossing the Great Sea.
  Tip 20: Natures Gate follows the days of the week.
  Tip 21: Merchants get the best deals.
  Tip 22: Jeweled or precious items have great value.
  Tip 23: Leave valuable items with characters in the Inn.
  Tip 24: Many monsters have special abilities.
  Tip 25: You will be awarded for most noble deeds.
  Tip 26: The metallic nature of an item dictates its value.
  Tip 27: The mirror portal's name for Wildabar is FREEMAN.
  Tip 28: Try the names of the elements at the mirror portals.
  Tip 29: The brothers can be visited more than once.

Swamp Town (1,3) - Silver Stein
  Rumor 1 : There is much treasure that lies hidden in the walls of Dragon
            Cavern.
  Rumor 2 : Princess Trueberry is imprisoned in the northern swamps.
  Rumor 3 : A hermit with a story to tell lives due east of this town.
  Rumor 4 : The cavern below is full of death.
  Rumor 5 : Visit the altars of Ule and Karnen in the cavern below.
  Rumor 6 : Beware of quicksand in the swamp.
  Rumor 7 : The Black Terror Key grants entrance to the Tomb of Terror.
  Rumor 8 : Blistering Heights houses a great deal of protective magic.
  Rumor 9 : Search the coffins in the cavern below to increase your riches.
  Rumor 10: Find the Black Terror Key in Cursed Cold Cavern.
  Tip 1 : Many monsters cause unnatural aging.
  Tip 2 : The sunken isle holds an ancient cure for unnatural aging.
  Tip 3 : Armor class only protects against physical damage.
  Tip 4 : Don't get caught with your spell points down.
  Tip 5 : Some messages may require a linguist to understand them.
  Tip 6 : Slipping too deep into unconsciousness will bring death.
  Tip 7 : Dead characters are a real burden.
  Tip 8 : Characters turned to stone are a chore to carry around.
  Tip 9 : Donating at the temples can be very helpful.
  Tip 10: With Detect Monsters, you can see through walls.
  Tip 11: Teleporting is most helpful in finding hidden places.
  Tip 12: Raising the dead has its consequences.
  Tip 13: The more expensive the food, the longer it lasts.
  Tip 14: The pyramids hold all the answers.
  Tip 15: Woe to he who carries an Ancient Fizbin of Misfortune.
  Tip 16: You may wear up to ten rings.
  Tip 17: The mirror portal's name for Swamp Town is DOOMED.
  Tip 18: The mirror portal's name for Blistering Heights is REDHOT.
  Tip 19: Use FIRE at the mirror portals.
  Tip 20: Use EARTH at the mirror portals.
  Tip 21: Use WATER at the mirror portals.
  Tip 22: Use AIR at the mirror portals.
  Tip 23: There are 100 days in a year.

Blistering Heights (4,14) - Verdant Spirits
  Rumor 1 : There are powerful statues of protection in cavern below.
  Rumor 2 : Become an Ultimate Adventurer in the Maze from Hell.
  Rumor 3 : The cavern below is full of flames.
  Rumor 4 : Demons abound on the Isle of Fire.
  Rumor 5 : Dangerous waters surround this isle.
  Rumor 6 : Search for the Shrine of Protection outside the town walls.
  Rumor 7 : Some sea creatures guard valuable treasures.
  Rumor 8 : Use the Gold Master Key to enter the Maze from Hell.
  Rumor 9 : The Pirate Queen is very partial to Ancient Pearls of Youth and
            Beauty.
  Rumor 10: Many fiery fiends have lairs on this burning isle.
  Tip 1 : Luck aids in resistance.
  Tip 2 : Luck may save you from a monster's special powers.
  Tip 3 : Vital statistics will worsen with age.
  Tip 4 : Hit points.  The more you have, the better your chances of survival.
  Tip 5 : High resistance values increase protection against elemental attacks.
  Tip 6 : Paralysis has many cures.
  Tip 7 : Eradication can be cured, but has permanent consequences.
  Tip 8 : Many monsters are susceptible to certain elements.
  Tip 9 : Many monsters are resistant to certain elements.
  Tip 10: Only items with no magical powers may be enchanted.
  Tip 11: The more powerful the spellcaster, the greater the Enchantment of an
          item.
  Tip 12: Correct use of Elemental Protection is the key to survival.
  Tip 13: Divine Intervention has a dear price.
  Tip 14: No one has ever won 76 times in the arena.
  Tip 15: There are 31 Ultimate Power Orbs.
  Tip 16: You may wear up to four medallions.
  Tip 17: You had best be well protected from fire before leaving the town
          gates.
  Tip 18: You call yourself an adventurer?  Get a real job.
  Tip 19: Keep drinking.  You'll feel better.
  Tip 20: Have another ten drinks and I might tell you something.


SECTION 6B - MISCELLANEOUS TIPS AND TRICKS
------------------------------------------

* ORIGINAL FLOPPY VERSION
  The original floppy version of the game has many bugs.  These are corrected
  in all compilation versions of the game.  If you are playing the original
  version, beware the following bugs:
  1. Item trades in the Inn are not recorded if the character is removed from
     the party; this can potentially destroy items required to win the game.
  2. Attempting to fight arena battle #77 will crash the program.
  3. Entering Sector F2 (3,2) will crash the program.
  4. Lord Luck's statement in Arachnoid Cavern should have the word
     "fifty-two" replaced with "two."
  5. Monster updating in the Tomb of Terror sometimes works improperly.
  6. Ivory Billow's statement in the Dark Warrior Keep should have
     the phrase "Shadow Grave" moved from where it is to the end with
     the operation transformed into multiplication.
  7. Deleting a character may cause the mouse to work improperly for the
     current game session.
  8. The thrones in the Tomb of Terror do not work properly.
  9. Restoring a saved game may cause the game to give one extra payment
     to any hirelings.
 10. Chathos in Castle Bloodreign does not give 500,000 experience per
     Ancient Artifact of Neutrality as he is supposed to.
 11. Fulfulling the quest to Brother Delta does not trigger the quest
     to Brother Zeta.
 12. Not all party members are given an award when Greywind is freed.
 13. The endgame sequence, which needs more memory than any other
     sequence in the game, may cause the game to terminate on an
     "out of memory" error.

* PARTY ORDER
  The manual mentions this, but it bears repeating: characters farther to the
  right in the marching order get a bonus to armor class.  You should therefore
  arrange your party in ascending order of squishiness from left to right.

* POWER SHIELD
  This protection spell is much more potent than it appears.  Not only does it
  reduce the damage done by all attacks that land on your party, it also
  reduces the probability that the monster inflicts conditions; this helps to
  greatly cut down on the chance that attacks like the Lich's instant death
  attack and the Medusa's petrification attack function.  It is easily worth
  maintaining on every member of your party as soon as you can afford to do so,
  to the point of spending ALL the magic points of your archers and sorcerers
  on it if that's what it takes to protect your whole party.  This is partly
  because your clerics can cast ...

* HEROISM AND HOLY BONUS
  These spells are great for increasing the damage potential of your melee
  fighters.  If you have trouble affording these spells for everyone, you can
  just cast them on your best fighters.  A Knight or Barbarian with both of
  these spells becomes a terrifying combat machine.

* EXPLOTING MONSTER AI
  Monsters will not attack you until you are facing them.  You can exploit
  this by moving around backwards, so that ranged-attack monsters don't attack
  until later.

  If a monster does see you, you can make its AI forget about you by turning
  away from the monster, then saving and reloading the game.

  Do note that damage to monsters is not saved and disappears on reloads.

* HOW RESISTANCE WORKS
  I'm not certain just how resistance works; here's what I know about how you
  take damage from non-physical attacks (damage taken cannot drop below zero):
  1. First, an amount equal to the power level of an active, relevant
     Protection from Elements spell is subtracted from damage taken.
  2. Then, your character makes saving throws that can successively halve
     damage taken.  I'm not sure just how this works, but my working hypothesis
     is that if your resistance (the same as what is listed on your character
     statistics screen) is greater than zero, 1d(Resistance + Luck Bonus) is
     compared to 1d30.  If the first roll is greater, then the damage you take
     is halved and rounded down, and you get to make another saving throw (this
     sentence is something I'm reasonably certain about).  If you have no
     resistance at all, you don't get a saving throw no matter what your Luck
     is.
  3. Finally, an amount equal to the power level of your active Power Shield
     spell is subtracted.
  If damage is reduced to zero, then you also automatically block any status
  effect associated with the attack.

* MASS RECHARGING
  As in Might and Magic II, an item that can cast Recharge Item can recharge
  itself.  Charging up any item in the game thus costs nothing other than
  keystrokes once you find an item that casts Recharge Item.  If you have an
  item that casts Duplication as well, you can also freely copy lower-level
  items.  This can allow anyone in your party to freely cast costly but useful
  lower-level spells like Dragon Breath, Power Cure, and Power Shield.

  Neither Recharge Item nor Duplication has any chance of destroying
  the item it is cast upon, unlike some other Might and Magic games and
  contrary to what some strategy guides say.

* USING MAGICAL ITEMS IN COMBAT
  If you are short on inventory space for spellcasting items, you are allowed
  to enter a character's inventory during combat and move items from player to
  player, so a single Wand of Fireballs loaded with charges can let each
  member of your party cast a fireball in one round.

* EXTENDING THE DAY
  Normally, spells expire and hirelings charge you at 5 AM every day.
  If you spend this time in a Guild, however, this doesn't happen.  You do
  need to do something in the Guild; trying to buy spells is sufficient.

* HOW TO MAKE MONEY
  The best way to do this is to obtain the following: the Merchant skill,
  Platinum Plate Armor or a Platinum Amulet, an item that can cast Duplication,
  and the Recharge Item spell.  You can then endlessly duplicate the platinum
  item at almost no cost, and sell them in stores for 100000 gold each.

* HOW TO MAKE GEMS
  The best way to do this is in Castle Bloodreign.  If you leave one of the
  password-locked chests unlooted, it will generate six Sorcerers every time
  you give the password but don't open the chest.  Each Sorcerer is worth 2000
  gold, 100 gems, and a chance for a level 4 item.

* HOW TO MAKE MONEY AND GEMS PASSIVELY
  You can earn interest on gold and gems placed in the bank.  This interest is
  1% per week on both, rounded down, received at midnight on Onesday.