MIGHT and MAGIC : CLOUDS of XEEN Walk-through / Info sheet (Version 1.0) -------------------------------- by Mitch Aigner and Phil Rice Send complaints about the walkthru to: Mitch Aigner Send complaints about the Armor/Weapons classification to : Phil Rice Send complaints about the Auto-mapping bug to: New World Computing GENERAL TIPS ------------ Equip your crew with bows, as well as their main weapon. Click on the bow icon on the main screen when enemies are in sight (but not close enough to attack). This unleashes a volley of arrows from your party, and will wipe out lesser monsters before they get close enough to be a problem. It will also take the edge off some of the nastier critters. Don't sleep unless you absolutely have to (i.e. "Your Party need rest"). Your team will age rapidly otherwise, and their effectiveness will go down. Casting a lot of "Cure"-type spells is a necessary evil. To swap items: Fire up the weapons/armor list for the party member you wish to transfer the item out of. Click on that item to select it, it will change color. Then click on the picture of the party member that you wish to transfer the item to. The "Wizard Eye" spell is really handy. It shows secret areas that are otherwise impossible to find. Especially useful in dungeons. Enchant Item spell: This spell turns generic weapons/armor into better stuff. I.E. casting on a "sabre" could turn it into an "amber sabre" or a "poisonous sabre". This only works on items that do not already have any special qualities. You will need to use the "Levitate" spell to walk upon clouds without falling through. This is needed for the areas at the top of the various towers. The Levitate spell also lets you float over hidden pits in the dungeons. It won't save you from hidden elemental traps (ie. fire, gas, etc). You can use the jump spell to avoid those traps. NOTES: You will need to have at least 1 character with 100+ Might before entering the Northern Sphinx You will need to have at least 1 charater with 100+ Intelligence before entering the Dragon Lair Trick to Dragon Lair: walk backwards, slowly. Use "Teleport" spell to avoid Dragon Tax. SPELLS - (L means level of caster, M means number of monsters) (G means affects group of monsters, P means affects whole Party) -------------------------------------------------------------------- NAME SP/gems * Damage Description ----------------- ------- --- ---------- --------------------------- Acid Spray 8/0 Awaken 1/0 P Wakes up all Party members Beast Master 5/2 Bless 2L/1 +1L Armor Class Clairvoyance 5/2 Gargoyle heads give advice Cold Ray 2L/4 G 2LM to 4LM Cold damage to group of monsters Create food P Creates 1 unit / Party member Cure disease 10/0 On one Party member Cure Paralysis 12/0 Cure poison 8/0 On one Party member Cure wounds 3/0 +15 HP on one Party member Dancing Sword 3L/10 6L to 14L Day of Protection 75/10 P Light, Prot. from ALL elements, Heroism, Holy bonus, Bless Day of Sorcery 40/10 P Light, Levitate, Wizard Eye, Clairvoyance, Power Shield Deadly Swarm 12/0 G -25M -25 PD / monster Detect monster 6/0 Shows nearby monsters Divine Interv. 200/20 P Heals entire Party of all wounds Dragon Sleep 10/4 Puts one dragon to sleep Elemental Storm 100/10 G -150 HP / monster Enchant Item 30/20 Energy Blast L/1 2L to 6L Energy damage Etherealize Moves party forward 1 square despite barriers. May work where Teleport fails Fantastic Freeze 15/5 G -40 Cold damage / monster Fiery Flail 25/5 -100 Fire damage Finger of Death 10/4 Fire Ball 2L/2 G 3LM to 7LM -3L to -7L Fire damage First Aid 1/0 +6 HP on one Party member Flying Fist 2/0 -6 Physical damage Frost Bite 7/0 -35 Cold damage on one monster Golem Stopper 20/10 -100 pts on one monster Heroism 2L/3 +1L level increase Holy bonus 2L/1 +1L damage increase in combat Holy Word 100/20 Kills Undead Hypnotize 15/4 Identify Monsters 5/0 Shows health pts of monsters Implosion 100/20 -1000 Energy damage Incinerate -250 fire damage, one monster Inferno 75/10 G -25 Fire damage / monster Insect Spray 5/1 G coats group of monster w/poison Item to Gold Turns plain iten into Gold Jump 4/0 P Party jumps over 1 square Levitate 5/0 P Use to walk on clouds Light 1/0 Day spell Lightning Bolt 2L/2 Lloyd's Beacon 6/2 Teleport Magic Arrow 2/0 -8 Magic pts Mass Distortion 75/10 Cuts monsters' HP in half Mega Volts Moon Ray 60/10 Nature's Cure 6/0 +25 HP Pain 4/0 -8 Physical damage Power Cure 2L/3 2L to 12L Poison volley 25/10 Sends 6 arrows @ 10 Poison damage apiece into each square in front of Party Power shield 2L/2 P +1L reduction in party damage Prot. from Elements L/1 then select which Element Raise Dead Ressurect 1 Party member Recharge Item 15/10 Revitalize 2/0 Removes weak condition Shrapmetal L/0 G 2ML -2ML Physical damage Sleep 3/1 G puts monsters to sleep Sparks L/1 2L -2L Electrical damage Starburst 200/20 G -500 HP per monster Stone to Flesh 35/5 removes STONED condition Sun Ray 150/20 G -200 Energy damage / monster Super Shelter 15/5 Suppress Disease 5/0 Suppress Poison 4/0 slows effects of poison - no cure Time Distortion 8/0 to run away from a combat Town Portal Teleports Party to selected town Toxic Cloud 4/1 G 10M -10M Poison damage / monster Turn Undead 5/2 -25 damage Walk on water 7/0 P allows Party to walk on deep water Wizard Eye 5/2 Top view - shows unexplored DWARF MINES - LIQUIDS TOMB JUICE (Tomb of 1000 Terrors) ------------------------ ---------------------------------- Yellow +2 Accuracy +5 Accuracy Green +2 Endurance +5 Endurance White +2 Luck +5 Luck Purple +2 Speed +5 Speed Red +2 Might +5 Might Blue +2 Personality +5 Personality Orange +2 Intellect +5 Intellect DWARF MINES - Deep Mine Codes ------------------- Alpha Theta Kappa Omega SKILLS ------------------------------------- Cartography - $100 - (Vertigo, 8, 16) Pathfinding - $2500 - (Vertigo, 25, 26) allows travel through Deep forest (2 Party members minimum) Secret Doors - $500 - (E3, 11, 12) Swimming - $100 - (Rivercity, 19, 23) allows swimming in shallow water (ALL Party members minimum) Mountaineering - $5000 - (Rivercity, 30, 30) allows mountains to be crossed (2 Party members minimum) Navigation - $2000 - (Rivercity, 22, 30) Armsmaster - $300 - (Rivercity, 30, 3) Body Building - $1000 - (Rivercity, 30, 1) Linguist - FREE - (Castle Burlock 1, 6, 5) Allows you to read cryptic runes. Handy in several places. Astronomer - FREE - (Castle Burlock 1, 10, 5) Prayermaster - $10,000 - (A2, 6, 13) Prestidigitation - FREE - (Tower of High Magic 4, 7, 8) NOTES ---------------------------- Hit "=" to get overhead display (like Wizard Eye spell, but does not show secret areas) The '=' will display YOUR map in an overhead display in the top right hand corner of the screen. Your map will only show the areas where you have 'physically' walked through. The Wizard Eye spell will show ALL areas (only a small radius near your party) on the map. Food: 5 days worth at Vertigo tavern 20 days worth at Rivercity tavern Characters may get up to Level 20 (max.). There are 2 level bonuses, if you get them both AFTER level 20, you can get to Level 22. Vertigo - Train up to level 10 Rivercity - Train up to level 15 Newcastle - Train up to level 20 +1 Level bonuses in: Golem Dungeon, Shangri-La NEWCASTLE: You will need to buy this for 50,000 Three sets of improvments will have to be made Each improvement will cost 5 King's Megacredits Megacredits are found in the Temple of Yak, Tomb of 1000 Terrors, and Golem Dungeon Each improvement is made by the Master Builder in Castle Burlock The final improvement will require an Excavation Permit from the Royal Advisor in Castle Burlock (you will need to free Crodo from Darzog's Tower first) The first improvement fixes the main floor of the castle The second improvement adds a second floor, after which the locals immediately set up shop (Blacksmith, Trainer, Bank, and Temple) The third improvement finishes the dungeon, in which you will find the weapon you need to finish off Xeen, as well as a few "Potions of the Gods". NOTE: make sure that your troops are not max'ed out on Miscellaneous items. If there isn't enough room in your inventory, you will be throwing away your possible 4 Potions of the Gods. Golem Dungeon: 1) Wood Golems area - Flip all of the switches and use a "Teleport" spell to get out 2) Stone Golems area - push the buttons until 6 out of the 8 blocks are destroyed 3) Iron golems - flip the switches to create path to diamond golem area. "Teleport" works well here if you have trouble with the switches. Northern Sphinx: There are the following spells available here: Teleport, Item to Gold, Divine Intervention, Starburst There are also several thrones to sit in. If the correct Party members sit in them (Dwarf, Orc, Elf, Gnome, Human) you will get experience. Also, there is a special throne for Thieves (more experience). NOTE: One of your Party members will have to have a Might >= 100 to open the Sarcophagii. WARZONE: Go here to gain experience. You can take on assorted monsters and rapidly increase the experience levels of your party members. Be sure that you don't get any of them killed, as this causes permanent damage to their maximum-obtainable stats. It seems that each time one of your characters gets killed, all of their stats are reduced by 1. Drums in clouds above Tower of High Magic - Rumor has it that by beating on these drums, you can cause all of the Gems in the area to be replenished. This provides a method of getting more Gems (lots needed to complete the game), if you have already used up all the Gems otherwise available. I have NOT verified this! So don't take my word for it. King's Megacredits: 8 - Temple of Yak 8 - Tomb of 1000 Terrors 14 - Golem Dungeon Shangri-La is at the bottom level of the Volcano Cave. LANDMARKS - Where places are ---------------------------- Asp - (C2, 9, 15) Castle Basenji - (A1, 8, 8) Castle Burlock - (D2, 8, 2) Cave of Illusion - (B4, 2, 15) Darkstone Tower - (B3, 11, 0) Can't get in until Darkside Darzog's Tower - (D3, 4, 13) Dragon Cave - (E1, 14, 12) Dwarf mines - (F3, 5, 13) Several other entrances also in this area Golem Dungeon - (B4, 11, 10) Master Builder - (Castle Burlock 1, 2, 7) Newcastle - (C4, 11, 12) NightShadow - (D4, 13, 5) North Sphinx - (B1, 12, 8) River City - (C3, 11, 7) Royal Advisor - (Castle Burlock 1, 8, 2) South Sphinx - (A2, 11, 9) Can't get in until Darkside Temple of Yak - (E4, 4, 4) Tomb of 1000 Terrors - (C4, 6, 6) Tower of High Magic - (C4, 6, 15) Vertigo - (F3, 10, 13) Volcano Cave - (E1, 15, 2) approach from the south (Shangri-La) Warzone - (B2, 12, 4) WinterKill - (A3, 4, 6) Witch Tower - (F4, 10, 9) Witch Tower spells: These can be purchased for Gems instead of Gold: Lightning bolt, Toxic Cloud, Clairvoyance, Beast Master, Pain, Sleep. Temple of Yak spells: (FREE) Light, Sparks, Acid Spray Northern Sphinx spells: Teleport, Item to Gold, Divine Intervention, Starburst TEMPORARY ENHANCEMENTS (Drink from wells, pray at shrines, etc.) ---------------------- Cold resistance +50 (A4, 12, 14) Electricity resistance +50 (D3, 15, 4) Elemental resistance +20 (E3, 9, 14) Energy resistance +50 (A1, 7, 6) Fire resistance +50 (E2, 13, 3) Magic resistance +50 (C3, 15, 0) Poison resistance +50 (F3, 14, 6) Accuracy +50 (B3, 0, 3) Endurance +50 (C1, 2, 4) Intellect +50 (B3, 15, 4) Luck +60 (F3, 1, 7) Might +50 (D2, 3, 8) Might +50 (Winterkill, 6, 11) Personality +50 (C3, 0, 0) Speed +50 (E2, 3, 4) Physical statistics +10 (C3, 15, 10) Mental statistics +10 (D3, 8, 9) HP +25 (F3, 7, 7) HP +100 (Asp, 8, 3) HP +250 (A1, 4, 12) SP +25 (E3, 8, 6) SP +100 (Rivercity, 14, 18) SP +250 (A4, 3, 3) AC +5 (F3, 12, 12) AC +20 (Newcastle 1, 9, 14) AC +30 (A3, 3, 14) Level +5 (F3, 0, 1) Level +10 (Nightshadow, 7, 7) HP restored - (Vertigo, 14, 17) TOWNS - Quest solutions ------------------------------------- Rivercity - Kill everything that moves ! Asp - Set SW crystal ball to red, NE red, SE blue, NW blue Winterkill - (kill ghosts, ring gong & talk to Randon)(repeat 3 times). Ring both northern gongs twice to activate well. Vertigo - Find the sales slip in Joe's storeroom (Vertigo, 14, 5) and return to Gunther the mayor (Vertigo, 9, 22) Dwarf Mines - Kill the Mad Dwarf King (Deep Mine Omega, 30, 26) return to Gunther (Vertigo, 14, 5) Nightshadow - Set the sundials all to 9 Count Draco's coffin may only be opened at night Temple of Yak - Turn crosses to open secret doors (use "Wizard Eye" to see this). There are 8 Kings Megacredits here. Find Princess Roxanne's Tiara (Rivercity, 1, 3) and return to Princess Roxanne (Castle Burlock 3, 2, 11) Find Barok's Magic Pendant (Rivercity, 1, 20) and return to Barok (Rivercity, 25, 20) (He throws in an "Enchant Item" spell along with the Experience Points Key to High Tower of Magic - (Cave of Illusion 4, 7, 14) Find the EverHot Lava Rock (E2, 7, 11) and return to Halon (B3, 9, 6) to get Widget Skeleton Key to Darzog's Tower (Tower of High Magic 4, 7, 12) Stone of 1000 Terrors - Newcastle (after 1st improvement) Golem Stone of Admittance - Newcastle (after 2nd improvement) Yak Stone of Opening - Mirabeth (D4, 12, 3) Xeen Slayer Sword - (Newcastle Dungeon, 7, 4) Summer Druid (B2, 1, 10) - Start here Autumn Druid (C2, 15, 9) Winter Druid (A3, 6, 1) Spring Druid (E3, 3, 14) - will reverse unnatural ageing of Party Rescue Celia (D4, 15, 15) return to Derek (F3, 4, 5) Get Bone Whistle (E4, 5, 14) return to Orothin (F3, 9, 6) to activate nearby statues statues will the give spells (Cure Poison, Cure Disease) for free Key to Witch Tower from Valia (F4, 9, 3) Get Alacorn of Falista (Witch Tower 4, 7, 4) return to Valia (F4, 9, 3) Find Wand of Faery Magic (D4, 8, 14) return to Danulf (C3, 14, 5) Find Ligono's Missing Skull (D4, 2, 1) return to Ligono (D3, 12, 8) he throws in a "Recharge Item" spell + the experience pts. Find Elixer of Restoration (Temple of Yak, 30, 25) return to Mirabeth (D4, 12, 3) Find Scarab of Imaging (C1, 15, 11) return to Carlawna (C2, 10, 6) she throws in a "Moon Ray" spell + experience Destroy Ogre Lair (C2, 5, 0) return to Captain Nestor (C2, 9, 1) Find Holy Book of Elvenkind (B4, 14, 13) return to Tito (C3, 3, 8) Destroy Ice Troll Lair (B4, 2, 7) AND all of the Ice Trolls return to Thickbark (B3, 6, 3) he throws in a "Super Shelter" spell + experience Destroy Ninja Pagoda (A3, 15, 6) return to Kai Wu (A3, 15, 12) Destroy Cyclops Outpost (A4, 10, 8) return to Glom (A3, 10, 0) Destroy Water Beasts around Darzog's Tower return to Medin (C3, 12, 13) Find Crystals of Piezoelectricity (Asp, 8, 11) return to Falagner (C2, 9, 11) he throws in a "Mega Volts" spell + experience Find Scroll of Insight (Castle Basenji 3, 3, 9) return to Arie (A1, 11, 5) get Key to Northern Sphinx + experience Password for Witch Tower - "rosebud" Name of Northern Sphinx - "Golux" Password for Castle Basenji - "There wolf" Password for Newcastle Dungeon - "laboratory" Other things to get experience: ------------------------------ Destroy Orc outpost (E3, 14, 13) Destroy Orc outpost (E2, 9, 2) Destroy Srpite Eggs (D3, 3, 1) Destroy Evil Ranger Camp (C4, 1, 11) Destroy Evil Archer Camp (B4, 10, 12) Destroy Barabarian Camp (C2, 1, 8) Destroy Barabarian Camp (A3, 8, 14) HOW TO KICK BUTT ------------------------------------ 1) Wait until just after 5:00 AM (to get the most out of your day) 2) Nightshadow - drink from well (+10 Level) 3) Vertigo - drink from well (Max HP) 4) Rivercity - drink from well (+100 SP)(some chars may drink twice) 5) Asp - drink from well (+100 HP) 6) Winterkill - drink from well (+50 Might) 7) Cast "Day of Protection" and "Day of Sorcery" INTERESTING SPOILER ------------------- Go up to any mirror and type "showtime" to see the end-game. ARMOR / WEAPONS NIGHTMARE ------------------------- Here begins the Mitch Aigner version of the incredibly complex weapons/armor system. It is followed by the Phil Rice version. -------------------------------------------------------------- In each version, you start with the "base" class for a weapon or armor, and then modify appropriately depending upon the Material or Magic modifier. There are literally THOUSANDS of possible combinations, making a comprehensive list unworkable. As a result, you will find a few blanks we were unable to fill in. Please send me any info that you may have that might shed some light on this otherwise cloudy and confusing picture. Phil and I each came up with a different way of organizing this nightmare of statistics. Pick whichever one works for you. Both systems contain pretty much the same info, just organized differently. Since Phil's lists were a compliation of several people's data, they were more complete than mine,... so I admit to stealing some of it to fill in the blanks in my system (sorry about that Phil). One last note: There are some unresolved discrepancies between the two lists. It seems that some of the Material/Magic modifiers don't always have the same values from game to game, item to item. We have yet to figure out why this is. So consider all values to be approximate. One last final note: No responsibility is assumed for any stress, insanity, or psychopathic behaviour caused by trying to understand this screwy weapons/armor system. All blame resides firmly with New World Computing. BASE base base WEAPONS cost damage ---------- ------ ------------ Bardiche 200 4-16 damage Battle axe 100 3-15 damage Broad sword 100 3-12 damage Club 2 1- 3 damage Crossbow 50 4- 8 damage Cudgel 15 1- 6 damage Cutlass 40 2- 8 damage Dagger 8 2- 4 damage Flail 25 1-10 damage Flamberge 400 4-20 damage Glaive 80 4-12 damage Grand axe 200 3-18 damage Great axe 300 3-21 damage Halberd 250 3-18 damage Hammer 120 2-10 damage Hand axe 10 2- 6 damage Katana 150 4-12 damage Long bow 100 5-10 damage Long sword 50 3- 9 damage Mace 50 2- 8 damage Maul 30 1- 8 damage Naginata 300 5-15 damage Nunchakas 20 2- 6 damage Pike 150 2-16 damage Sabre 60 4- 8 damage Scimitar 80 2-10 damage Short bow 25 3- 6 damage Short sword 15 2- 6 damage Sling 15 2- 4 damage Spear 15 1- 4 damage Staff 40 2- 8 damage Trident 100 2-12 damage Wakazashi 60 3- 9 damage BASE base base ARMOR cost AC ----------- ------ ------ Boots 40 +1 AC Cape 100 +1 AC Chain mail 400 +6 AC Cloak 250 +1 AC Gauntlets 100 +1 AC Helm 60 +2 AC Plate armor 2000 +10 AC Plate mail 1000 +8 AC Robes 20 +2 AC Ring mail 200 +5 AC Scale armor 100 +4 AC Shield 100 +4 AC Splint mail 600 +7 AC BASE base ACCESSORIES cost ----------- ------- Amulet 2000 Belt 100 Broach 250 Cameo 300 Charm 50 Medal 100 Necklace 1000 Ring 100 Scarab 200 Material modifiers ------------------ The material of which the base weapons/armor/etc is made changes all of the statistics of the object, as well as the price. For Weapons: The bonus is added to the minimum PD, maximum PD, and to Hit Modifier For Armor : The bonus is added to the base Armor Class So start with the stats for the base class, and modify appropriately ARMOR WEAPON WEAPON Material Bonus Bonus to Hit Cost multiplier ----------- ------- ------- ------- --------------------- Amber +3 +3 +3 x 30 Bronze -1 -2 +2 x 5 Brass -2 -4 +3 x 0.5 Coral +1 +1 0 Crystal +1 +1 0 x 5 Diamond +16 +30 +9 x 90 Ebony +5 +4 0 x 40 Emerald +12 +15 +7 Glass 0 0 0 x 2 Gold +6 +8 +4 x 20 Iron +1 +2 +1 x 2 Lapis +2 +2 0 x 20 Leather 0 0 -4 x 0.25 Obsidian +20 +50 +10 x 100 Pearl +2 +2 0 x 20 Platinum +8 +10 +6 x 20 Quartz +5 +5 +5 x 50 Ruby +10 +12 +6 x 60 Sapphire +14 +20 +8 Silver +2 +2 0 x 5 Steel +4 +6 +3 x 10 Wooden -3 -3 -3 x 0.1 Magical bonuses --------------- Weapons/armor/etc can also have magical properties, which are also added to the base class. Armor provides additional resistance from the Element selected. Weapons do additional damage to monsters. WEAPON ARMOR PERSONAL Describing Special BONUS BONUS BONUS Cost Adjective Property (damage) (resist.) (person) plus -------------- ------------- ---------- ---------- ---------- ------- Acidic Acid/poison + 2 +10 +200 Accelerator Speed +23 Accurate Accuracy + 5 +500 Arcane SP +25 Archmage SP +20 Armored AC + 4 Blazing Fire +20 +25 Brigand Thievery +10 Buddy Personality + 2 Burgler Thievery + 6 Burning Fire + 2 + 5 +200 Castors SP + 8 Chance Luck +10 +1000 Charisma Personality +12 Charm Personality + 5 Clever Intellect + 2 +200 Clover Luck + 5 Cold Cold +10 +20 Cryo Cold +25 Defender AC + 6 +600 Dense Energy + 4 + 9 +400 Divine AC +16 Dyna Electrical +20 +25 Ectoplasmic Magic +20 Ego Personality +23 Electric Electrical +15 +20 +1500 Exacto Accuracy +30 Fast Speed +10 Fiery Fire + 3 + 7 +300 Flashing Electric + 5 +12 +500 Flaming Fire +10 +15 +1000 Flickering Electrical + 2 + 5 +200 Force Might +23 Freezing Cold + 5 +15 +100 Friendship Personality + 3 Frost Cold + 4 +10 +400 Fuming Fire + 5 +12 Gambler Luck +25 Genius Intellect +30 Giant Might +12 Glowing Energy + 2 + 5 Health HP + 6 Holy Personality +30 Icy Cold + 2 + 5 +200 Incandescent Energy + 3 + 7 +300 Kinetic Energy +25 Knowledge Intellect +12 Leadership Personality +17 Leprachauns Luck +30 Life HP +10 Lucky Luck +20 +2000 Mage SP +16 Magical Magic +10 Marksman Accuracy +10 Might Might + 2 Mind Intellect + 3 Mystic Magic + 5 + 5 +500 Noxious Acid/poison +32 +40 Ogre Might + 8 Photon Might +43 Pirate Thievery +25 Plunder Thievery +18 Poisonous Acid/poison + 8 +20 +800 Power Energy +13 +1000 Precision Accuracy +15 Protection AC + 2 Pyric Fire + 4 + 9 +400 Radiating Energy +20 +20 Rapid Speed + 8 Rogue Thievery +15 Sage Intellect + 5 Scorching Fire Seething Fire +15 +20 +1500 Sharp Accuracy + 3 Shocking Electrical +10 +15 +1000 Sonic Energy + 5 +11 +500 Sparking Electrical + 3 + 7 +300 Speed Speed +12 Spell SP + 4 Static Electrical + 4 + 9 +400 Strength Might + 3 Swift Speed + 3 Thermal Energy +15 +15 Thought Intellect + 8 Thunder Might +15 Toxic Acid/Poison +16 +25 Troll HP + 2 True Accuracy +20 Vampiric HP +50 Velocity Speed +30 Venomous Acid/poison + 4 +15 +400 Vigor HP + 4 +400 Warrior Might + 5 Wind Speed +17 Winner's Luck +15 Wisdom Intellect +23 Witch SP +12 Special Weapons - do 3 times normal damage to specified monsters --------------- Beast Bopper Bug Zapper Dragon Slayer Golem Smasher Monster Masher Undead Eater THE FOLLOWING WERE COMPILED BY PHIL RICE: ---------------------------------------- The following is the Weapons/Armor/etc. lists as compiled by Phil Rice. Phil did it a little differently. I particularly like the method he came up with to classify Armor/Weapons by material. Take it away, Phil............. First of all, I would personally like to thank the following people for sending me their lists, corrections and input: James Zarbock James Reed Keith Bilafer Mitch Aigner I found that there is a lot of info, but it needs to be organized in a format that is easy to extract the info that you need. That is the part I have been working on a lot (not to mention all of the cross checking). With the weapons, I tried to come up with a ranking system that would be accurate. Example: SPEAR 1-9 CUTLASS 2-8 The spear does 1 pt of damage more than the cutlass, but the cutlass does a minimum of 1 pt of damage more than the spear. So, what is fair? What I did is just add the minimum and maximum damage together to get a 'average' (I just didn't divide by 2 -- no real point). Rank SPEAR 1-9 1+9 = 10 CUTLASS 2-8 2+8 = 10 According to my rank, they would be equal (IMHO). So now you have these two good lists. Now when I am playing the game, I have five or six different type of weapons to choose from. I check the list, but I found that it takes a while to add all of the value, write them down, and then compare them. So I came up with a cross reference chart. Now there are couple of different ways I could have come up with a numbering system, but I took the easy way out and did it by order. Well, I am probably rattling on a little too much. Here are the lists. I hope you find the information useful. NOTE: Please note that the ranking order between the weapon and armor materials are different. That is why they are on two lists. WEAPONS and ARMOR LIST WEAPONS Description Damage Rank Classes -------------------------- ------ ---- ----------------------------- CLUB 1-3 4 Kn Pa Ar Cl So Ro Ni Ba Dr Ra DAGGER 2-4 6 Kn Pa Ar Cl . Ro Ni Ba Dr Ra SLING 2-4 6 Kn Pa Ar . . Ro Ni Ba . Ra CUDGEL 1-6 7 Kn Pa Ar Cl . Ro Ni Ba Dr Ra AXE Hand 2-6 8 Kn Pa Ar . . Ro Ni Ba Dr Ra NUNCHAKA 2-6 8 Kn Pa . . . . Ni . . . SWORD Short 2-6 8 Kn Pa Ar . . Ro . Ba . Ra MAUL 1-8 9 Kn Pa Ar Cl . Ro Ni Ba Dr Ra BOW Short 3-6 9 Kn Pa Ar . . Ro Ni Ba . Ra SPEAR 1-9 10 Kn Pa Ar . . Ro Ni Ba Dr Ra CUTLASS 2-8 10 Kn Pa Ar . . Ro . Ba . Ra MACE 2-8 10 Kn Pa Ar Cl . Ro Ni Ba Dr Ra STAFF 2-8 10 Kn Pa Ar Cl So Ro Ni Ba Dr Ra FLAIL 1-10 11 Kn Pa Ar Cl . Ro Ni Ba Dr Ra HAMMER 2-10 12 Kn Pa Ar Cl . Ro Ni Ba Dr Ra SCIMITAR 2-10 12 Kn Pa Ar . . Ro . Ba . Ra SWORD Long 3-9 12 Kn Pa Ar . . Ro . Ba . Ra WAKAZASI 3-9 12 Kn Pa . . . . Ni . . . BOW Cross 4-8 12 Kn Pa Ar . . Ro Ni Ba . Ra SABRE 4-8 12 Kn Pa Ar . . Ro . Ba . Ra TRIDENT 2-12 14 Kn Pa Ar . . Ro Ni Ba . Ra SWORD Broad 3-12 15 Kn Pa Ar . . Ro . Ba . Ra BOW Long 5-10 15 Kn Pa Ar . . Ro Ni Ba . Ra GLAIVE 4-12 16 Kn Pa Ar . . Ro Ni Ba . Ra KATANA 4-12 16 Kn Pa . . . . Ni . . . PIKE 2-16 18 Kn Pa Ar . . Ro Ni Ba . Ra AXE Battle 3-15 18 Kn Pa Ar . . Ro . Ba . Ra BARDICHE 4-16 20 Kn Pa Ar . . Ro Ni . . Ra NAGINATA 5-15 20 Kn Pa . . . . Ni . . . AXE Grand 3-18 21 Kn Pa Ar . . Ro . Ba . Ra HALBERD 3-18 21 Kn Pa Ar . . Ro Ni Ba . Ra AXE Great 3-21 24 Kn Pa Ar . . Ro . Ba . Ra FLAMBERGE 4-20 24 Kn Pa Ar . . . . Ba . Ra ARMOR Description Armor Class ------------------------ ----------- -- -- -- -- -- -- -- -- -- -- BOOTS 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra CAPE 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra CLOAK 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra GAUNTLETS 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra ROBES 1 Kn Pa Ar Cl So Ro Ni Ba Dr Ra HELM 2 Kn Pa Ar Cl So Ro Ni Ba Dr Ra SCALE ARMOR 4 Kn Pa Ar Cl . Ro Ni Ba . Ra SHIELD 4 Kn Pa . Cl . Ro . Ba . Ra RING MAIL 5 Kn Pa Ar Cl . Ro Ni . . Ra CHAIN MAIL 6 Kn Pa Ar Cl . Ro . . . Ra SPLINT MAIL 7 Kn Pa . Cl . . . . . Ra PLATE MAIL 8 Kn Pa . . . . . . . . PLATE ARMOR 10 Kn Pa . . . . . . . . AC MATERIAL BONUS -------- ----- Wooden -3 Brass -2 Bronze -1 Leather 0 Glass 0 Crystal 1 Coral 1 Iron 1 Lapis 2 Silver 2 Pearl 2 Amber 3 Steel 4 Ebony 4 Quartz 5 Gold 6 Platinum 8 Ruby 10 Emerald 12 Sapphire 14 Diamond 16 Obsidian 20 MATERIAL To HIT DAMAGE RANK(to hit + damage) -------- ------ ------ ---- Leather -4 -6 -10 Wooden -3 -3 -6 Brass 3 -4 -1 Bronze 2 -2 0 Glass 0 0 0 Crystal 1 1 2 Coral 1 1 2 Iron 1 2 3 Lapis 2 2 4 Pearl 2 2 4 Amber 3 3 6 Silver 2 4 6 Ebony 4 4 8 Steel 3 6 9 Quartz 5 5 10 Gold 4 8 12 Platinum 6 10 16 Ruby 6 12 18 Emerald 7 15 22 Sapphire 8 20 28 Diamond 9 30 39 Obsidian 10 50 60 P S O L C l E a D b e W B r S Q a m p i s a o B r G y C L P A i E S u t e p a i t o r o l s o I a e m l b t a G i R r h m d h d a n a t r r p a b v o e r o n u a i o i e e s z s a a o i r e e n e t l u b l r n a r n s e s l l n s l r r y l z d m y d e d n __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ CLUB |1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 DAGGER |2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 SLING |3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 CUDGEL |4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 AXE Hand |5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 NUNCHAKA |6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 SWORD Short |7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 MAUL |8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 BOW Short |9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 SPEAR |10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 CUTLASS |11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 MACE |12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 STAFF |13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 FLAIL |14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 HAMMER |15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 SCIMITAR |16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 SWORD Long |17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 WAKAZASI |18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 BOW Cross |19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 SABRE |20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 TRIDENT |21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 SWORD Broad |22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 BOW Long |23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 GLAIVE |24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 KATANA |25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 PIKE |26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 AXE Battle |27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 BARDICHE |28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 NAGINATA |29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 AXE Grand |30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 HALBERD |31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 AXE Great |32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 FLAMBERGE |33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 P S O L C l E a D b W B e r S Q a m p i s o B r a G y C L i P A S E u t e p a i o r o t l s o I a l e m t b a G i R r h m d d a n h a t r r p v a b e o r o n u a i o i e s z e s a a o i e r e e n t l u b l r n a n s e r s l l n s r l r l y z d m y d e d n __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ SCALE ARMOR |1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 RING MAIL |2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 CHAIN MAIL |3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 SPLINT MAIL |4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 PLATE MAIL |5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 PLATE ARMOR |6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 Here is the Element, Attribute, and Magic List (and a little explaination). When I put together the magic list, I did it after I finished the game. I had a few questions about whether certain spells affected one, a group, or all monsters. Since I finished the game and almost all of the monsters are dead, I couldn't verify some of the spell stats (and I wasn't going to start over :-) Some of the spells seemed pretty straight-foward (ie. Cure Poison), so I did not include an effect description for those. I also separated the combat spells from the rest of the spells. I did this because I did not want to wade through the entire spell list while in an intense combat situation. Now you can glance down, pick a spell, and still keep the momentum of the fighting. There are a few holes and questions. If anybody can fill in the blanks/ questions, please e-mail me. Thanks again to everybody that helped out and expressed interest in the list. ELEMENT, ATTRIBUTE, and MAGIC LIST (weapons) (armor) ELEMENT DAMAGE RESISTANCE ------------------ ------ ---------- ACID/POISON Acidic 2 10 Venemous 4 15 Poisonous 8 20 Toxic 16 25 Noxious 32 40 COLD Icy 2 5 Frost 4 10 Freezing 5 15 Cold 10 20 Cryo 25 ELECTRICITY Flickering 2 5 Sparking 3 7 Static 4 9 Flashing 5 12 Shocking 10 15 Electric 15 20 Dyna 25 ENERGY Glowing 5 Incandescent 3 7 Dense 4 9 Sonic 5 11 Power 13 Thermal 15 15 Radiating 20 20 Kinetic 25 FIRE Burning 2 5 Fiery 3 7 Pyric 4 9 Fuming 5 12 Flaming 15 Seething 15 20 Blazing 20 25 Scorching 30 30 MAGIC Mystic 5 5 Magical 10 Ectoplasmic 20 Attribute Bonus --------------- ACCURACY Sharp 3 Accurate 5 Marksman 10 Precision 15 True 20 Exacto 30 ARMOR CLASS Protection 2 Armored 4 Defender 6 Divine 16 HIT POINTS Troll 2 Vigor 4 Health 6 Life 10 Vampiric 50 LUCK Clover 5 Chance 10 Winners 15 Lucky 20 Gambler 25 Leprachauns 30 INTELLIGENCE Clever 2 Mind 3 Sage 5 Thought 8 Knowledge 12 Wisdom 23 Genius 30 MIGHT Might 2 Strength 3 Warrior 5 Ogre 8 Giant 12 Thunder 17 Force 23 Power 30 Photon 47 PERSONALITY Buddy 2 Friendship 3 Charm 5 Personality 8 Charisma 12 Leadership 17 Holy 30 SPEED Swift 3 Fast 5 Rapid 8 Speed 12 Wind 17 Accelerator 23 Velocity 30 SPELL POINTS Spell 4 Mystic 5 Castors 8 Witch 12 Mage 16 Arcane 25 THIEVERY Burgler 6 Birgand 10 Rogue 15 Plunder 18 Pirate 25 Special Powers -------------- Dragon Slayer x3 vs Dragons Monster Masher x3 vs Monsters Undead Eater x3 vs Undead Golem Smasher x3 vs Golems Bug Zapper x3 vs Bugs Beast Bopper x3 vs Beasts MAGE DAMAGE / COMBAT SPELLS Damage Spell SP/Gems Area Damage Type Notes ----------------- ------- ------- ---------- -------- ---------------------- Dancing Sword 3*/10 1 6-14* Physical Elemental Storm 100/10 Group 150 Random Energy Blast 1*/1 2-6* Energy Fantastic Freeze 15/5 Group 40 Cold Finger of Death 10/4 1 death Magical Fire Ball 2*/2 Group 3-7* Fire Golem Stopper 20/10 1 100 Magical Golems only Implosion 100/20 1 1000 Energy Incinerate 35/10 1 250 Fire Inferno 75/10 Group 250 Fire Insect Spray 5/1 Group death Poison Lightning Bolt 2*/2 1 ? 4-6* Elec Magic Arrow 2/0 1 8 Magical Megavolts 40/10 Group 150 Elec Poison volley 25/10 All 60 Poison 6 Arrows / 10 pts each Prismatic Light 60/10 Group ? 80 Random Shrapmetal 1*/0 Group 2* Physical Star Burst 200/20 All 500 Physical Toxic Cloud 4/1 Group 10 Poison OTHER SPELLS <*** Spell SP/Gems Area Range Effect ------------------- ------- ------- ---------- ------------------------------ Awaken 1/0 Party removes SLEEP condition Clairvoyance 5/2 Gargoyle heads give advice left head - Treasure right head - Danger Day of Sorcery 40/10 Party Light, Levitate, Wizard Eye, Clairvoyance, Power Shield Detect monster 6/0 Dragon Sleep 10/4 1 Puts Dragons to SLEEP Enchant Item 30/20 Bestows magic power to item Etherealize 30/10 Guarantee TELEPORT 1 square Identify Monster 5/0 Item to Gold 20/10 Jump 4/0 Party Skips 1 square (no doorways) Levitate 5/0 Party Lloyd's Beacon 6/2 Teleport / place you have been Power shield 2*/2 Party 1* Recharge Item 15/10 Restore 1-6 charges Sleep 3/1 Group Super Shelter 15/5 Party Protected rest Time Distortion 8/0 Party Stops time to escape danger Wizard Eye 5/2 Top view of surroundings CLERIC DAMAGE / COMBAT SPELLS Damage Spell SP/Gems Area Damage Type Notes ----------------- ------- ------- ---------- -------- ---------------------- Acid Spray 8/0 Group 15 Acid Cold Ray 2*/4 All 2-4* Cold Deadly Swarm 12/0 Group 25 Physical Fiery Flail 25/5 1 100 Fire Flying Fist 2/0 1 6 Physical Frost Bite 7/0 1 35 Cold Holy Word 100/20 Group ? death Magical Undead only Mass Distortion 75/10 Group half HP Magical Moon Ray 60/10 All ? 30 Magical Pain 4/0 Group 8 Physical Sparks 1*/1 Group 2* Elec Sun Ray 150/20 All 200 Energy Turn Undead 5/2 Group 25 Magical Undead only OTHER SPELLS Spell Gems Area Range Effect ------------------- ------ ------- ---------- ------------------------------ Beast Master 5/2 Group Hypnotize MONSTERS Bless 2*/1 1 1 Armor class Create food 20/5 Party Cure disease 10/0 1 Cure Paralysis 12/0 1 Cure poison 8/0 1 Cure wounds 3/0 1 15 Day of Protection 75/10 Party Light, Prot. Elem, Heroism, Holy Bonus, Bless Divine Intervention 200/20 Party Heals all damage First Aid 1/0 1 6 Healing Heroism 2*/3 1 1* Level Holy Bonus 2*/1 1 1* Damage Hypnotize 15/4 Group Hypnotize PEOPLE Light 1/0 Nature's Cure 6/0 1 25 Healing Power Cure 2*/3 1 2-12* Healing Prot. from Elements 1*/1 Party Raise Dead 50/10 1 removes DEAD condition Resurrect 125/20 1 removes ERADICATED condition Revitalize 2/0 1 removes WEAK condition Stone to Flesh 35/5 1 removes STONED condition Suppress Disease 5/0 1 Slows the effects of DISEASE Suppress Poison 4/0 1 Slows the effects of POISON Town Portal 30/5 Party Teleport to any town Walk on water 7/0 Party Walk on SHALLOW & DEEP water