Might and Magic 7 Guide
Might and Magic 7 Guide
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Tom Ono
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" and Prima Publishing" are registered trademarks of Prima Communications, Inc.
© 1999 by Prima Publishing. All rights reserved. No part of this book may be reproduced or transmitted in
any form or by any means, electronic or mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Publishing, except for the inclusion of
quotations in a review.
© 1999 The 3DO Company. All Rights Reserved. Might and Magic, Blood and Honor, New World
Computing, 3DO, and their respective logos, are trademarks and/or service marks of The 3DO Company in
the U.S. and other countries. All other trademarks belong to their respective owners. New World Computing
is a division of The 3DO Company.
All products and characters mentioned in this book are trademarks of their respective companies.
Important:
Prima Publishing has made every effort to determine that the information contained in this book is accurate.
However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or
completeness of the material in this book; nor does the publisher assume liability for damages, either incidental
or consequential, that may result from using the information in this book. The publisher cannot provide infor-
mation regarding game play, hints and strategies, or problems with hardware or software. Questions should be
directed to the support numbers provided by the game and device manufacturers in their documentation. Some
game tricks require precise timing and may require repeated attempts before the desired result is achieved.
99 000102
BB 10987654
>
™
PUBLISHING
Authorship and Design by Mars Publishing Company.
www.marspub.com
Edwin E. Steussy, Publisher.
Amy |. Yancey, Coordination and Design.
Chapter AE ON N E EEE E 84
Map nl RE s esa Wah CAA AARRE EATER 85
Traveling by Boat pr COUDAUR. eoo ck On en 87
Using the Town Portal Spell «25 vacuo naw nd Rx 88
The Obelisk L6 aca ta aqua sei cob had BORA VEOOOR AAA 89
Spell Pedestals e uen eus raona Y RERGREaAED EADEM rA ewe 89
Attsbuite Games usecase oad esse weRete P WE a Ya ER 90
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Chapter 6: Kegions GU Ga ED enere
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Map Characteristic Sese ex nae ee bake REX Ree RYE EARS 99
Emerald Iland «upon ow petes ae nikPi ELSE Ed TÉ 99
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Introduction
Might and Magic VII is New World Computing; latest addition to one of the most
played and venerated computer role-playing game series of all time. Throughout its
history, versions of Might and Magic have garnered a respectable stack of “best game”
ae wr awards and a horde of loyal fans won over by its unique style of fantasy/science-fiction
role play.
In the game, you'll control a party of four characters in the land of Erathia. Each
HONOR
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character can be one of nine character classes (Knight, Ranger, Cleric, Paladin, Archer,
2Might-Masgic"
Thief, Druid, Monk, or Sorcerer) and one of four races (Human, Goblin, Elf, or
Dwarf). As you explore the world, your characters will gain new skills and abilities that
will allow them to face greater and greater challenges. To win the game, you must
complete the tasks you're given by the developing story line.
Players of Heroes of Might and Magic III will recognize that the story of Might and
Magic VII continues from the end of that game. Queen Catherine Ironfist has put an
end to a plot by the Necromancer’s Guild. In the uneasy peace that follows, new
boundaries have been drawn among the kingdoms of the Elves, Dwarves, and
Humans. Your party comes into joint rulership of Harmondale, a territory whose
ownership is in dispute. Your efforts to settle the differences between the interested
parties leads you into thickening intrigue as old and new players emerge to make a bid
for ultimate power.
CHAPTER ONE. fz
© 1999 by Prima Publishing. All rights reserved. No part of this book may be reproduced or transmitted in
any form or by any means, electronic or mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Publishing, except for the inclusion of
quotations in a review.
© 1999 The 3DO Company. All Rights Reserved. Might and Magic, Blood and Honor, New World
Computing, 3DO, and their respective logos, are trademarks and/or service marks of The 3DO Company in
the U.S. and other countries. All other trademarks belong to their respective owners. New World Computing
is a division of The 3DO Company.
All products and characters mentioned in this book are trademarks of their respective companies.
Important:
Prima Publishing has made every effort to determine that the information contained in this book is accurate.
However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or
completeness of the material in this book; nor does the publisher assume liability for damages, either incidental
or consequential, that may result from using the information in this book. The publisher cannot provide infor-
mation regarding game play, hints and strategies, or problems with hardware or software. Questions should be
directed to the support numbers provided by the game and device manufacturers in their documentation. Some
game tricks require precise timing and may require repeated attempts before the desired result is achieved.
99 00 01 02 BB 10987654
>
PUBLISHING
Authorship and Design by Mars Publishing Company.
www.marspub.com
Edwin E. Steussy, Publisher.
Amy I. Yancey, Coordination and Design.
Although your characters will gain new skills and other abilities as the adventure ES
develops, it’s important to note that you can’t drop characters from or add them to your
party. The party you start with is the party you play with for the entire game. A Us
—
character’s race, gender, class, and place in the party lineup are permanently set during
party creation. <
This chapter discusses the various issues you should think about when creating and A
customizing your party. It starts by describing the various attributes, races, and character x
»a
classes, and finishes by explaining how you can knit these factors together to create an
effective party.
When you start a new game, the
Create Party screen appears. The four
characters displayed make up the
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default party, which includes a Knight,
a Thief, a Cleric, and a Sorcerer. The
default party is “ready to play,” and
can be used quite successfully. If you
want to modify the party, or choose
entirely different characters to play
with, you do so using this screen.
A character can be one of four
races and one of nine character classes. Each character class has two starting skills that
are permanently set and two that you assign from the Available Skills list. You also can
add and subtract points from each character’s attributes. Points you subtract from a
character’s attributes end up in the bonus points pool. Bonus points can be added to
any character’s attributes.
After youre done assigning skills and adjusting attributes, you can start the
game by clicking the “OK” button.
d PRIMAS OFFICIAL STRATEGY GUIDE
Attributes
a Each character has seven attributes— Might, Intellect, Personality, Endurance, Accuracy,
"o^
Li 9 Speed, and Luck. Attributes are numerical representations of a character’s physical and
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mental abilities. The higher a character’s attribute rating is, the better he or she is at that
particular ability.
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For each attribute, a score of 13 is considered “average.” Attribute ratings above or
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below this value will convey bonuses or penalties, respectively, to applicable character
actions. You cant avoid starting some of your characters with sub-average attributes;
there arent enough bonus points to go around.
The key to effectively modifying attributes is to make sure each character is strong in
those attributes that best serve his or her class. For example, Sorcerers have little need
for Personality, but rely heavily on Intellect. Raise a Sorcerer’s Intellect by reassigning
points from his or her Personality rating.
Might
Might affects how much damage a character does in hand-to-hand attacks. High Might
ratings confer a bonus to the amount of damage inflicted by sword, mace, dagger, spear,
axe, and staff blows. All characters can benefit from a high Might rating, but those that
specialize in combat skills will make best use of it.
Intellect
Intellect reflects a character’s ability to understand the abstract concepts of elemental
magic spells—those of the Fire, Earth, Air, and Water schools. The character classes that
use this type of magic—Sorcerers, Archers, Rangers, Thieves, and Druids—gain bonuses
to their Spell Point total if they have high Intellect ratings. Other character classes make
no use of this attribute.
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CHAPTER TWO
Personality pee
A character’s personal will and charm is reflected by his or her Personality rating.
Personality is key to a character’s ability with Spirit, Mind, and Body spells. Clerics,
s
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Paladins, Rangers, Monks, and Druids-the classes that use this “Magic of the Self”—gain T
a bonus to their Spell Point total. Others don’t use the attribute.
e
Endurance x
Endurance measures a characters physical durability and capability to take damage, so it’s
important for all character classes. High Endurance adds to a character's Hit Point total.
E
It also measures how much damage a character can take before it dies. When a character's 1
Hit Points are reduced to zero, it becomes unconscious. The character dies when its Hit ©
Points are reduced to a negative value equal to its Endurance. Thus, a character who has we
an Endurance rating of 15 will die when its Hit Points are reduced to -15.
Accuracy
Your characters’ eye-hand coordination is represented by their Accuracy ratings. A high
Accuracy rating will increase a character’s chance to hit with hand-to-hand weapons and
bows. It’s particularly useful to classes that specialize in weapon use.
Speed
Characters with high Speed ratings will be able to perform more actions in a given time-
frame. Whenever a character performs an action such as casting a spell or performing a
weapon attack, he or she must recover before performing another action. Having a high
Speed rating allows a character to recover more quickly. Speed also affects Armor Class.
Luck
When characters are hit by magical attacks, they have a chance to take less
damage based on their resistance to that particular type of attack (see
Chapter 3). Luck acts as a bonus to resistance. Characters who have the
Perception skill also use Luck when avoiding damage from traps.
PRIMAS OFFICIAL STRATEGY GUIDE.
Attribute Bonuses
=e
«^^ The formula used to figure attribute bonuses and penalties is the same for all attributes
as shown on the table below. Thus, a Luck of 15 conveys +1 to resistance, and a 15
Speed gives a +1 Armor Class bonus and reduces recovery time by 1. Attributes can rise
S above 500, but convey no further benefits.
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Table 2-1. Attribute Bonus Table
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Attribute Score Bonus/Penalty
CHAPTER TWO
uis
Race
Each of your characters can be from one of four races-Human, Elf, Dwarf, or Goblin. z
—
Race is primarily a factor in figuring a character starting attributes. Goblins, for
example, are fast and strong, but not as smart as other races. This is reflected in their r
high starting Might and Speed ratings, and low starting Intellect and Personality. Choose
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races for your characters based on how well each race's natural attributes strengthen a z
Azi
class’ particular skill specialties.
When you're adjusting character attributes, you will find that some attributes require
two bonus points to advance them by one. Other attributes advance by two for each
point spent. This information is shown on the following table. It’s important to note that
the benefits and penalties to each race's attribute advancement are only reflected during ()
the pre-game party creation phase. During your adventure, all characters have equal
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opportunities to advance their attribute rating.
Table 2-2. Race Table
Human Elf Goblin Dwarf
Attributes Min Start Max Start Max Start Max Min Start Max
Attribute raises by 2 for each bonus point spent. Reducing below starting value adds 2 points to bonus pool.
PRIMA’S OFFICIAL STRATEGY GUIDE
Humans
Humans have the most balanced starting statistics, making them a good choice for
those character classes that can gain solid combat and spellcasting skills. Thus, humans
make good Archers, Rangers, and Clerics. They are also solid choices for the Monk and
Thief classes. Humans start out with a small chance to resist Spirit and Body magic
attacks. Their resistance against these types of magic is five (see Chapter 3).
Elves
Elves have starting bonuses for Intellect and Accuracy, and penalties to Might and
Endurance. Their Intellect bonus makes them the best users of elemental magic, and
thus great Sorcerers. You can increase an Elf's Personality to make them into a Druid, or
their Accuracy to make them into solid Archers. Elves have a starting resistance of 10
against Mind magic attacks.
Goblins
Goblins are strong in Might and Speed, but weak in Intellect and Personality. This
makes them ill-suited for heavy magic-using classes, but the strongest combatants. The
only class that cant learn any spell casting skills is the Knight. The Monk and Thief can
learn some magic skills, but because they can’t advance very far as magicians, you can
play them in a more combat-oriented role as Goblins. Goblins start with a resistance of
five against Fire and Air magic.
Dwarves
Dwarves are the sturdiest race in the game. Their high Might and Endurance potential
makes them good candidates for fighting characters. If you choose them for this role,
youll have to increase their Accuracy. Dwarves start with a resistance of five to Earth and
Water magic.
CHAPTER TWO
TM
Classes
Of all the choices you have concerning your partys makeup, the character classes you
==
choose will mean the most to its effectiveness in facing the challenges of an adventure. <
Although initial weaknesses in your starting party involving attributes, starting skill, and
race selections can be overcome during the course of the game, you can seriously O
N
5.
handicap yourself (or provide yourself with a greater challenge, if you want to look at it
that way) by choosing the wrong mix of character classes.
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What differentiates one class from another is primarily a matter of what skills each
can learn and to what level each can advance in the skills they learn. Although it’s
possible to win the game with a party specialized in a small portion of the game's magic, 2
combat, and miscellaneous skills, it will be a difficult route to victory. So it’s best to fill a
a party with a group of characters that can collectively master the widest range of skills.
Characters initially gain a skill at the lowest or normal level of expertise. They can
find teachers who can increase a skill’s expertise to expert, master, and then grand master
level. For each class description below, a skill is listed by the level of expertise the class is
allowed to attain in it.
Characters start the game with four skills at normal level-two are preset, and you
may select the other two from a list of nine skills. The preset and available optional
skills are different for each class. For more information on individual skills and skill
advancement, see Chapter 4.
At some point (as explained in Chapters 5 and 6), you'll have to choose whether
your party is good or evil. This choice affects skill advancement for some character
types. In the skill lists that appear with each of the character class descriptions below,
information that applies to good characters is followed by “(g)” and that which applies
to evil characters is followed by “(e).”
| PRIMAS OFFICIAL STRATEGY GUIDE.
Knights
>) Preset Skills: Sword, Leather
9 xm Starting Skill Choices: Axe, Spear, Bow, Mace, Shield, Chain, Body Building, Perception, Armsmaster
= ‘ Combat Skills
E" Cant Learn: None
> Normal: None
' i : Expert: Staff, Dagger, Bow, Unarmed, Dodge
de) Master: Axe, Mace, Leather, Chain
K Grand Master: Sword, Spear, Plate, Shield
" z Magic Skills
> Cant Learn: Fire, Water, Air, Earth, Spirit, Mind, Body, Dark, Light
P a Normal: None
Expert: None
Master: None
Grand Master: None
Miscellaneous Skills
Can't Learn: Meditation, Identify Item, Identify Monster, Stealing, Alchemy
Normal: Disarm Trap, Learning
Expert: Perception, Merchant
Master: None
Grand Master: Body Building, Repair Item, Armsmaster
The Knight character class is by far the most combat-oriented of all classes. Knights are
the only characters who cant learn magic skills. On the other hand, they have the
highest potential as hand-to-hand combatants, able to reach the grand master level in
six skills that increase their ability to use weapons and/or take damage. They start with
more Hit Points and gain more Hit Points per level than any other class. When less-
durable characters are taken out of action, it’s more than likely that your Knight(s) will
be able to see the party to safety.
Your Knights will need good Might, Accuracy, and Speed ratings. Don’t skimp on
Endurance, but you can safely minimize their Intellect and Personality. For their two
optional starting skills, choose from Armsmaster, Shield, or Body Building. Knights can
become a grand master in any of these skills. Pick up Spear later, after you have
E advanced their Sword skill. Once a Knight becomes a master in both of these skills, he
à or she can hold a spear in one hand and a sword in the other—a lethal two-weapon
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combination. You also may want to choose the Bow skill. Even though Knights can
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only become experts with bow weapons, their high Accuracy scores will make them
good ranged attackers, particularly during the early game.
CHAPTER TWO ES
Thieves PS
Preset Skills: Dagger, Stealing A
Starting Skill Choices: Sword, Bow, Leather, Identify Item, Merchant, Perception, Disarm Traps,
Dodging, Alchemy —
Combat Skills <
Can't Learn: Axe, Staff, Spear, Plate
Normal: Shield ( )
Expert: Bow, Mace, Unarmed, Chain AN
Master: Sword, Dodge rt
Grand Master: Dagger, Leather
Magic Skills D>
Can't Learn: Spirit, Mind, Body, Dark, Light —
Normal: Fire, Water, Air, Earth PN
Expert: None t3
Master: None
Grand Master: None Ps
Miscellaneous Skills
Cant Learn: Meditation, Identify Monster
Normal: Repair Item
Expert: Learning, Body Building, Alchemy
Master: Perception, Merchant, Identify Item, Armsmaster
Grand Master: Disarm Trap, Stealing
The most compelling reason to include a Thief in your party is that they're the only
class that can become grand masters in Disarm Trap. Until you can develop a character
capable of casting the master level Earth Magic spell, Telekinesis, Disarm Trap is the
only way you have of opening trapped treasure chests without damaging your entire
party. The Thief's other forte is Stealing. By swiping items from shops, you can give
your characters better equipment than they would otherwise be able to afford. Beyond
that, Thieves are good fighters and have the ability to learn rudimentary magic skills.
When adjusting Thieves’ attributes, treat them like a combat-oriented class.
They'll gain benefits from Might and Accuracy, and have no need for
Personality. You may be tempted to give them high Intellect for extra Spell
Points, but remember that they can’t advance far in magic use—an average
Intellect is fine. Be sure to choose Disarm Trap as a starting skill, and then
Merchant, Perception, or Identify Item if you have no other characters who
can excel at these skills. Otherwise, choose Leather or Bow.
PRIMAS OFFICIAL STRATEGY GUIDE.
Monk
^J Preset Skills: Dodging, Unarmed
om @ Starting Skill Choices: Staff, Sword, Dagger, Spear, Leather, Body Building, Perception,
= 9 Identify Monster, Armsmaster
wm g Combat Skills
2 £ Cant Learn: Axe, Mace, Chain, Plate, Shield
D. dx Normal: Bow
w E Expert: Sword, Spear, Dagger
EJ a Master: Leather
on E Grand Master: Staff, Unarmed, Dodge
> Magic Skills
fov Cant Learn: Fire, Water, Air, Earth, Dark, Light
Normal: Spirit (e), Mind (e), Body (e)
Expert: Spirit (g), Mind (g), Body (g)
Master: None
Grand Master: None
Miscellaneous Skills
Can't Learn: Merchant, Meditation, Identify Item, Repair Item, Alchemy
Normal: Stealing (g)
Expert: Stealing (e), Disarm Trap (g), Perception, Identify Monster
Master: Disarm Trap (e), Armsmaster
Grand Master: Learning, Body Building
The Monk is the only character that can be genuinely effective at unarmed and
unarmored combat. Because armor and weapons increase characters’ recovery time, the
empty-handed fighter can get in more attacks in a given period of time. For other
character classes, weapon use pros outweigh their cons. Monks, however, can gain a
combination of combat skills that give them a deadly attack and powerful defense.
This combination requires Staff, Unarmed, and Dodging at the grand master level,
and Leather at any level. At this point, the Monk can gain the benefits of all these
skills at once. If you follow the path of evil, Monks can gain the important Disarm
Trap skill at the master level, making them a potential replacement for a Thief in this role.
Like other hand-to-hand fighters, Monks will make good use of Might, Accuracy,
Z Speed, and Endurance. If you plan to follow the path of good, you shouldn't skimp on
Monk Personality because they can gain expert-level magic skills. If you don't have a
Thief in your party, choose Disarm Trap as a starting skill. Otherwise, select
^ Armsmaster and Body Building for the combat advantages they convey—advantages
your Monk will need to be effective during the early game.
CHAPTERTWO BR.
Paladin >
Preset Skills: Mace, Spirit
Starting Skill Choices: Sword, Dagger, Axe, Shield, Leather, Merchant, Repair Item, Body Building, N
Armsmaster —
Combat Skills <
Cant Learn: None
Normal: Staff, Unarmed, Dodge ca
Expert: Axe, Spear, Dagger, Bow, Leather, Chain A
Master: Sword, Plate [T
Grand Master: Mace, Shield
Magic Skills >
Can't Learn: Fire, Water, Air, Earth, Dark (g), Light (e) ~
Normal: Dark (e), Light (g) N
Expert: None C
Master: Spirit, Mind, Body "d
Grand Master: None
Miscellaneous Skills
Cant Learn: Disarm Trap, Identify Item, Identify Monster, Stealing, Alchemy
Normal: Perception, Learning
Expert: Merchant, Meditation, Armsmaster
Master: Body Building
Grand Master: Repair Item
Paladins can develop a wide range of both magic and combat skills at the master level.
With careful development, they can be one of the most effective character classes.
Because they can learn so many different skills, it's also possible to make a Paladin jack-
of-all-trades-master-of-none. You should choose a set of skills from the myriad available
for your Paladin to specialize in.
When adjusting a Paladin starting attributes, consider stealing some points from
another character to give your Paladin solid Might, Accuracy, Speed, and Personality
scores. You can minimize their Intellect, but don't reduce their Endurance or
Luck. They start with Spirit and Mace, so don’t choose other magic or
weapon skills. Because they can reach the grand master level in Shield, give
them that instead of Leather (be sure to give them Plate at the first opportu-
nity so they can have a complete set of armor). They can also become a grand
master in Repair Item, so choose that if you want your party to have this
skill. Otherwise, Body Building or Sword make a good
second choice.
PRIMAS OFFICIAL STRATEGY GUIDE.
Archer
Preset Skills: Bow, Air
Starting Skill Choices: Sword, Axe, Spear, Leather, Fire, Water, Perception, Armsmaster, Learning
Combat Skills
Can't Learn: Mace, Plate, Shield
Normal: Staff, Unarmed
Expert: Sword, Axe, Dagger, Dodge
Master: Spear, Leather
Grand Master: Bow, Chain
Magic Skills
Cant Learn: Spirit, Mind, Body, Dark (g), Light (e)
Normal: Dark (e), Light (g)
Expert: None
Master: Fire, Water, Air, Earth
Grand Master: None
Miscellaneous Skills
Can't Learn: Disarm Trap, Identify Item, Identify Monster, Stealing, Alchemy
Normal: None
Expert: Merchant, Meditation, Body Building, Repair Item, Armsmaster
Master: Learning
Grand Master: Perception
As you might expect, Archers excel at long-range combat. Although all characters can
and should pick up the Bow skill, the Archer is the one character that can become a
grand master in it. They also can master the elemental magic skills—Earth, Air, Fire, and
Water—and Spear for hand-to-hand combat.
The Archers’ main attribute is Accuracy, which will increase their effectiveness with
bows. They also require Intellect and Speed. Because they can become a grand master at
Perception, choose this as one of their starting skills. Add Spear for hand-to-hand
combat to complete the package. Alternatively, you could choose magic skills because
they're expensive to learn in the game and give you extra starting spells.
Ranger x
Preset Skills: Axe, Perception AJ
Starting Skill Choices: Sword, Dagger Bow, Leather Body Building, Disarm Trap, Dodging,
Identify Monster, Armsmaster —
Combat Skills <
Can't Learn: Mace, Plate
Normal: Staff, Unarmed ( )
Expert: Sword, Spear, Dagger, Shield, Dodge “A
Master: Bow, Leather, Chain n
Grand Master: Axe
Miscellaneous Skills
Can't Learn: None
Normal: Merchant, Meditation, Identify Item, Repair Item, Alchemy
Expert: Disarm Trap, Learning, Body Building, Armsmaster, Stealing
Master: Perception
Grand Master: Identify Monster
Rangers can learn a wider variety of skills than any other character class. They can learn
both self (Spirit, Mind, and Body) and elemental magic skills at the expert level, have
access to good combat skills, and can learn all of the miscellaneous skills. As you develop
a Ranger, you should follow the same guidelines for building a Paladin—concentrate on a
few of their skills. Use your Ranger to fill gaps in your party’s skill set.
Depending on the role you want a Ranger to play, develop his or her attributes
accordingly. Because they have good combat potential, give them strong Might and
Accuracy scores. Rangers can gain Spell Point benefits from both Intellect and
Personality, so avoid reducing these scores. For starting skills, definitely give
your Rangers the Bow skill-after the Archer, they are the game's best bow
fighters. They can reach the grand master level in Identify Monster, so you
may consider giving them this skill depending on your play style (see Identify
Monster in Chapter 4). Otherwise, Leather or a “gap
filling" skill are good second choices.
PRIMAS OFFICIAL STRATEGY GUIDE.
Cleric
Preset Skills: Mace, Body Magic
Starting Skill Choices: Shield, Leather, Spirit, Mind, Merchant, Repair Item, Meditation, Alchemy,
Learning
Combat Skills
Can't Learn: Sword, Axe, Spear, Dagger, Unarmed, Plate, Dodge
Normal: Staff
Expert: Bow, Leather, Chain
Master: Mace, Shield
Grand Master: None
Magic Skills
Can't Learn: Fire, Water, Air, Earth, Dark (g), Light (e)
Normal: None
Expert: None
Master: None
Grand Master: Spirit, Mind, Body, Dark (e), Light (g)
Miscellaneous
Can't Learn: Disarm Trap, Identify Item, Armsmaster, Stealing
Normal: Body Building
Expert: Perception, Identify Monster, Alchemy
Master: Learning, Meditation, Repair Item
Grand Master: Merchant
The Cleric is the game’s “self” magic (Spirit, Mind, and Body) specialist, and can
reach the level of grand master in either Light or Dark magic depending on whether
you follow the good or evil path. They also can pick up reasonable combat ability,
and are the one class capable of reaching the grand master level in the highly desirable
Merchant skill.
Personality is the key attribute of the Cleric class. Because they also can fight, they'll
make good use of Might and Accuracy (notice that they can pick up expert Bow). Be
sure to give your Cleric the Merchant skill. After that, Learning, Repair Item, or Spirit
are good choices. Just be sure to get them Shield and/or Chain as soon as you can.
CHAPTER TWO
Saf
Druid iy
Preset Skills: Dagger, Earth Magic
Starting Skill Choices: Mace, Leather, Water, Spirit, Body, Meditation, Perception, Alchemy, Learning A
Combat Skills —
Can't Learn: Sword, Axe, Spear, Unarmed, Chain, Plate, Dodge <
Normal: Staff, Bow
Expert: Mace, Leather, Shield ( )
Master: Dagger N
Grand Master: None m
Magic Skills
Can't Learn: Dark, Light >
Normal: None —
Expert: None Py
Master: Fire, Water, Air, Earth, Spirit, Mind, Body C
Grand Master: None Pd
Miscellaneous
Can't Learn: Disarm Trap, Body Building, Repair Item, Stealing
Normal: Armsmaster
Expert: Perception, Merchant, Identify Item, Identify Monster
Master: Learning
Grand Master: Meditation, Alchemy
Druids can master all self and elemental magic skills. They can also reach the level of
grand master in Meditation and Alchemy. These two factors combined make them the
most versatile magic-using class. As a further bonus, they can also master Dagger, and
gain expert levels in Leather and Shield.
Druids can gain Spell Point bonuses from both Intellect and Personality. They aren't
going to excel at combat, so you can lower their other attributes, but don’t go too far
because they can fight in a pinch. For their optional starting skills, Meditation and
Alchemy make solid choices. Alternatively, you can replace either with a second magic
school skill or Learning.
A PRIMA’S OFFICIAL STRATEGY GUIDE
Sorcerer
Preset Skills: Staff, Fire
Starting Skill Choices: Dagger, Leather, Air, Water, Earth, Identify Item, Identify Monster, Merchant,
Alchemy
Combat Skills
Cant Learn: Sword, Axe, Spear, Mace, Unarmed, Chain, Plate, Shield, Dodge
e Normal: Bow
Expert: Dagger, Leather
Master: Staff
Grand Master: None
AND
BLOOD
FOR
HONOR
Magic Skills
Magic"
Might--
| Cant Learn: Spirit, Mind, Body, Dark (g), Light (e)
Normal: None
Expert: None
Master: None
Grand Master: Fire, Water, Air, Earth, Dark (e), Light (g)
Miscellaneous
Cant Learn: Disarm Trap, Body Building, Armsmaster, Stealing
Normal: Merchant
Expert: Perception, Repair Item
Master: Learning, Meditation, Alchemy
Grand Master: Identify Item, Identify Monster
Sorcerers are the only class that can reach grand master level in the elemental magic
skills. Like the Clerics, they can also reach grand master levels in Dark or Light magic.
They're also the game’s least-powerful combatants. This is okay because elemental spells
can more than make up for this deficiency.
Because they're so specialized, you can increase a Sorcerer’s Intellect at the expense of
other attributes. A good Speed rating will allow them to cast spells more
frequently, and Endurance can make up for their Hit Point deficiency. Sorcerers can
reach grand master level in Identify Item and Identify Monster. Definitely give them
Identify Item, and consider giving them Identify Monster depending on whether you're
going to make use of this ability (see Identify Monster in Chapter 4). You could also
consider Leather to give your Sorcerer early game survivability, or a second
magic skill.
20
CHAPTER TWO E
TA
Composing Your Starting Party
Taking into account all of the factors described earlier in this chapter, what should your z
—
party look like? The most efficient party should contain a mix of characters that give
you access to the maximum number of skills at the maximum level of expertise. You <
want your party to be able to fight well, cast powerful spells, and deal with a variety of N
other adventure situations. N
Necessary and Desirable Skills
All character skills will offer some benefit to your characters and party. Some, however,
»=
are more important. You should have your party start with the skills below or develop
s
them as soon as you can. Alternatively, during the adventure, you can hire a non-player
character with important skills that you're missing (see Chapter 7). Z
Disarm Trap
Many of the game’s essential quest items, and most of its stores of gold, are contained in
chests. Although you can equip your characters out of shops, chests are also valuable
sources of weapons, armor, and other items. Unfortunately, many chests are protected
by traps that damage all of your characters. To avoid this damage, you need to develop
one character with the Disarm Trap skill. For this reason, you will need to have at least
one Thief (best at the skill), Ranger, Archer, or Monk in your party.
Perception
Some items can only be found if your party includes a character with a high enough
Perception skill. The same goes for secret doors and panels. Although this skill isn’t
absolutely necessary, you'll find it useful to develop one of your characters’ Perception
skill. Archers, Rangers, and Thieves are best at this skill.
| PRIMAS OFFICIAL STRATEGY GUIDE.
Identify Item
When you pick up an adventure item, it is initially unidentified. Unidentified items can
be used, but you dont have any information about them. You can get them identified
for you at shops for a price, but it really makes sense for one of your characters to have
the Identify Item skill. This is more than an issue of convenience. Knowing what your
items do will allow you to make important equipping decisions and save you all the
gold you would otherwise spend on identification fees in shops. Sorcerers are best at this
skill, followed by Thieves.
Alchemy
All your characters can mix basic potions, but Alchemy is needed to mix any potions
beyond that. Take a look at the potions section of Chapter 8 to see the many benefits of
complex potion mixing. Druids and Sorcerers are best at Alchemy.
Merchant
If your party doesn’t possess the Merchant skill, you'll be severely taken advantage of at
shops. The Merchant skill greatly decreases what a character pays for shop items and
services, and increases what the character gets for items he or she sells. Although all
characters can benefit from having this skill, you can get away with having a single
Merchant specialist. Just make sure that he or she does all your party's buying and sell-
ing. Clerics can reach grand master level in this skill, and Thieves can master it.
Eventually, you'll want to have all characters that can learn this skill do so to reduce the
cost of advancing in levels.
^\ i
eu.
E.g ES
Z2.
CHAPTER TWO E
You also should pay attention when assigning each character its starting skills. Be =y
careful to give characters skills they have good potential in. Avoid giving them ones
they'll never be truly good at. For example, you can assign a Sorcerer the Merchant skill, ~=
but you shouldn't because they only hold it at the normal level of expertise. A better
choice would be Identify Item, in which they can become a grand master.
a
Another thing to consider when assigning starting skills is what it will cost for char- C)
acters to learn skills later in the game. Magic skills, Meditation, and Learning are more N
expensive than other skills. Characters that start with weapon, armor, or magic skills
begin the game with equipment appropriate for the skill. s
Starting Party Examples
-
Q
Here are some examples of well-constructed starting parties. Many different mixes of LZ
attributes, skills, classes, races, and genders can be effective. A lot depends on your
individual style of play. The key to making a party work is playing it with its strengths
and weaknesses in mind.
One thing to know is that there's a magic fountain located near the games starting
location that permanently increases the Luck of characters that drink from it. (See
Chapter 6, Emerald Island.) Each drink increases Luck +2 up to a maximum Luck score
of 15. It can be drunk out of eight times and then takes two months to replenish. If you
wait on the island for a few months (theres no consequence to this), you can raise all of
your characters’ Luck to 15. Doing so allows you to minimize their starting Luck score
on the Create Party screen.
When youre playing, your characters will be arranged in a line. Where each charac-
ter is in the line does make a difference. The characters in the middle have a
clearer shot at targets than those on the edges. You should place characters that are
effective ranged attackers in the middle positions. Alternatively, you can place
your best ranged attackers on one edge. This way, in tight quarters (like in a
corridor) you can press the opposite edge against the wall to clear the way for
your ranged attackers.
PRIMA’S OFFICIAL STRATEGY GUIDE
a
"o^ but it can be improved. In this
S : case, the Sorcerer is moved to a
=
14
a
ve : : mae Cops | ee |
central position for a better field
offire. He also becomes an
= E Endurance ve. : ; Endurance 13. | Endurance 22 Alchemy and Identify Items
Ad- : o specialist. The Sorcerer, Thief,
> < and Cleric drop Leather in
Fire Magic
Cer : us exchange for other skills-just be
sure to pick up armor skills for
them as soon as possible. Luck is reduced to take advantage of the luck fountain on
Emerald Island.
Knight/Monk/Sorcerer/Cleric
Although this party shares three
classes with the default party, it's
a radical departure. Most notice-
ably, the Thief has been dropped
in favor of the Monk. This
change gives you more fighting
ability. Also, the distribution of
attribute points is more extreme.
Magic skills have been chosen
for the Sorcerer and Cleric
because they're more expensive to learn than more mundane skills. If playing this party,
you'll have to make sure to pick up important combat and miscellaneous skills quickly.
2
CHAPTER TWO
Thief/Archer/Archer/Cleric
eis
This party-centered around two
Archers-specializes in long-range
-æ
combat. The Thief adds a third T.
bow to the mix, giving it three
shooters right off the bat. At Q
short range, the Thief and N
Archers engage with dagger and
spear. Archers can master all four D
elemental magic skills, but you =
should have each concentrate on
only two to increase their ability with a smaller set of spells. The Cleric is along to act as
*
PA
Healer, Alchemist, and Merchant, and to cast self magic.
Paladin/Druid/Archer/Thief
This party is based on character
classes that can master effective
combat and spellcasting
skills-the Paladin, Druid, and
Archer. The Thief is along to
fight, disarm traps, identify
items, and bargain at shops. If
playing this party, be sure to
pick up Body Magic for your
Paladin on Emerald Island. Have
him specialize in Body and Spirit magic. Split elemental magic expertise between
the Druid and Archer. After you acquire good combat spells for your
Paladin, Druid, and Archer, you'll have a party that is good at long- and
short-range combat.
Chapter 3
Adventuring
After you get your new party set up on the Create Party
screen, youre ready for adventure. The next two chapters
are devoted to general advice for playing Might and Magic
VII. This chapter discusses traveling, dungeon exploration,
towns, and combat. As you play, your characters will pick
up experience points that will qualify them to gain abilities
by advancing their character level. Chapter 4 deals with
character advancement.
CHAPTER THREE
Outdoor Adventure
Your adventure in the Erathian outdoors takes place on square region maps. Each region
represents an area important to the game's story. When you travel to the edge of a
region, you are given the option to travel to the next region. If you do so, the game
automatically takes your party across the unimportant areas and you immediately
arrive on the next region map. A map showing how the regions connect to
each other is in Chapter 5.
27
PRIMAS OFFICIAL STRATEGY GUIDE
Within a region, you'll find towns, entrances to dungeons and other indoor locations,
mysterious obelisks, and many other interesting places to visit. But you must be careful
as you explore. The Erathian countryside is a dangerous place, full of wandering creatures
that wont hesitate to attack you. Each region is discussed in detail in Chapter 6, but here
are some hints on how to deal with situations you'll find all over Erathia.
Towns
Almost all regions contain towns. Towns usually contain houses, shops, taverns,
government centers, training halls, and other services. Although it's possible to be
attacked by hostile creatures in towns, you can generally think of them as places to rest,
advance, and equip your characters between episodes of adventure.
28
CHAPTER THREE B
Table 3-1. Shops and Services
"s
J
Location Items Sold/Services Skills Skill Cost
Weapon Shop Combat (weapon use)
Armor Shop Armor, Gauntlets, Shields, Helmuts Combat (armor use) 500 i
Guilds of Self Magic Learning Books Spirit, Mind and Body Magic; Learning — 1000
[T
Guilds of Elemental Magic Learning Books Fire, Water, Air, and Earth Magic; 1000
P
Meditation —
Alchemist Potions, Potion Ingredients Identify Monster, Alchemy 500
Magic Shops Belts, Capes, Helmets, Scrolls, Wands, Boots Identify Item, Repair Item 500 m
Potions, Rings, Gems, Learning Books
gu
d.
Temple Heal your characters Unarmed, Dodge, Merchant 500
C
Tavern Food, safe room to rest in Disarm Traps, Stealing, Perception 500
Training Hall Train your characters Body Building, Armsmaster 500
Houses
Enter all the houses you find and talk to the people inside. Not only are house characters
sources of valuable information, they also may be guild members or teachers. For a price,
teachers will increase the skill expertise of characters (see Chapter 4). Guild members sell
guild memberships, which the party needs to enter the Self and Elemental Magic guilds.
House characters will often give your party quests.
Banks
Erathia contains a network of banks. You can visit them and put gold into an account.
Your party's account can be added to or drawn from at any bank in Erathia. Bank
accounts pay no interest. Because you lose all the gold your party is carrying if your
entire party dies, you can protect yourself from destitution by keeping some funds in
the bank. Generally, though, it's simplest to keep your money with you and then re-load
your last saved game if all your characters die
Town Halls
Many towns contain a town hall. You can pay fines that you've accumulated from |,..
failed thievery attempts (see Stealing, below). They also offer bounty hunts.
Bounty hunts involve killing a specified creature and then returning to the
hall by the end of the current month. If you do this, you'll collect a gold 4
reward. If you want to do this, make sure to visit a town hall at the beginning
of the month to give yourself the maximum amount of time to complete the task.
| 29
PRIMAS OFFICIAL STRATEGY GUIDE
zi
deo ©
Indoor Adventure
| As you explore the Erathian country-
side, you'll come across entrances to
caves, castles, dungeons, temples,
and many other indoor areas. Most
quests are actually performed
indoors, but really, there's little
| practical difference between the
indoors and outdoors in terms of
z playing the game. The Inferno spell
only works indoors. Meteor Shower,
AA AA de i Fly, Starburst, Sunray, and
Armageddon only work outdoors. Night and day only occur outdoors, so indoor areas
don't receive natural light.
40
CHAPTER TWO RE
Jumping
Some barriers and small gaps can be jumped. On the default keyboard configuration,
press (x) to jump. To give the party forward motion during a jump, you also must be
running. You can use the Jump spell to increase the height of your jump. To use the
spell to make a running jump:
1. Open the spell book of a character that knows the Jump spell.
2. Make Jump their Quick Spell by clicking on Jump and then press the Set
Spell button.
p Close the spell book.
4. Make sure that the character is the currently chosen one by clicking on his or
her portrait.
5. Run the party in the direction you want to jump using the arrow keys and
simultaneously press (s) when you reach the place you want to jump r
from. Keep holding the (t) key through the jump to extend its range.
DX
PRIMAS OFFICIAL STRATEGY GUIDE
Crossing Water
Normally, your movement is blocked when you come to the edge of a lake or river.
However, you can move across water by making a running jump at the shoreline. This
is a handy thing to remember because it will allow you to ford small streams and reach
islands near shores. Use this with caution. Your characters take 10 percent of their
maximum Hit Points in drowning damage every few seconds that they remain on water.
This can be the death of your party if you fall into water and can’t get out, so be careful.
To safely cross water, use the Water Walk spell.
Flying
The Fly spell can only be cast outside, but it allows the party to, well, fly. Although
there are only a couple of places where flying is necessary (in these cases, a Fly scroll is
available), it’s a very useful ability. Not only can you travel from place to place avoiding
all natural obstacles, you also can avoid encounters with non-flying creatures. This will
allow you to access some areas much earlier in the game than you would be able to
otherwise. All these are compelling reasons to develop a character who can cast Fly
PA | (which requires the Air Magic skill at master expertise).
CHAPTER THREE
Teleportation
Erathia contains many doors and other portals that will teleport your party—often into
situations of grave peril. It’s a good idea to save your game before entering an unexplored
teleporter. The Water Magic spells Town Portal and Lloyd’s Beacon allow you to return
to positions you have previously visited. Use them to return to places of safety.
Invisible Movement
Invisibility, a master-level Air Magic spell, allows you to sneak past monsters. This can
make some impossible situations easy. It does, however, have its limitations. Your party
becomes visible when it attacks, so you cant use Invisibility and kill monsters.
Stealing LN
ONI
JAY
Characters with the Stealing skill can attempt to pilfer items from shops and rob non-
hostile creatures. To have the active character attempt to do this, (Ctrl)-click on the item
you want to steal (in shops) or on the creature you want to steal from. The chance of
success depends on several factors.
Stealing is Easier:
e the higher the characters Stealing skill
e the higher the Stealing skill’s expertise level (major factor)
e the better the partys Reputation
e the lower the cost of the item youre attempting to steal
* the weaker the creature you're trying to steal from
Stealing is Harder:
e if you have failed a steal attempt from the shop or creature before
e the more often you've tried to steal in the current region
; ;
e if youre trying to steal from a tough creature
e the more valuable the item youre trying to swipe
e if the item is a weapon
PRIMA’S OFFICIAL STRATEGY GUIDE
Stealing Success/Failure
If you succeed in stealing from a shop, you get the item. If you succeed in stealing from
a creature, then you have a chance of getting a random reward:
Table 3-2. Random Reward for Successfully Stealing from a Creature
Percent (Out of 100%) Reward
Nothing
[3096: An item carried by the creature (or gold if the creature carries nothing)
30%: Gold = (Stealing skill) x (Skill Rank), Skill Rank is: normal = 2,
expert =4, master = 6, grand master = 10
If you fail to steal from a shop, there's a chance that you will get the item you were
trying to steal, but you always get kicked out of the shop and cant enter it again for 24
hours. If you fail to steal from a creature, then the creature will look upon you with
disfavor. In either event, youre also assessed a fine. The amount of the fine depends on
the toughness of the creature or value of the item-the tougher the creature or the more
valuable the item, the higher the fine.
You must pay your fine at a town hall before you can safely enter a castle. If you try
to enter a castle while you have a fine, the castle guards will automatically take the fine
from the money youre carrying and your bank account. If you dont have enough gold
to pay the fine, you're party will be thrown in jail to pay for your crimes.
Because the punishments for failing to steal are so high, it's a good idea to save your
game before making a steal attempt. If you reload the game and fail more than a couple
of times, your character probably doesn’t have the skill needed to succeed. You can try
again later if the character gets a higher Stealing level, or if your party's Reputation
improves.
Disarming Traps
Several treasures are stored in containers protected by traps. Each trap has a difficulty num-
ber associated with it. For the trap to be disarmed, the character opening the chest
» d j (the active character) must have a Disarm Trap skill level higher than the traps
| 7 difficulty. If the character doesn’t have sufficient skill, the trap goes off, damaging
/ the entire party. Unfortunately, there is no way to know ahead of time what the traps
ifficulty is. This is a good reason to develop a character with grand master Disarm
‘Trap, which will give them the ability to bypass all traps 100 percent of the time.
Once you've set off a trap, it's disarmed. You may open the previously
trapped container safely.
TF
CHAPTER THREE B
Combat
How effective your party is at combat is mostly dependent on your characters’ attrib-
utes, combat skills, magic skills, and equipment. Regardless of how you play the game
or develop your party, almost all of the challenges you face will require you to fight and
defeat enemy creatures.
The rules that govern Might and Magic VII combat are really quite simple. When
you approach hostile creatures, they will attack you. Some creatures have missile attacks
and can attack you from a distance. Those that don’t have missiles must be near your
party to attack. Creatures with ranged attacks will try to engage you from a distance.
Others will charge your party until they can attack. Your characters make ranged attacks
with bow weapons and spells, and make hand-to-hand attacks with spells, empty fists,
or held weapons.
How often your characters or creatures can attack or cast a spell depends on
their Recovery rating. The lower a combatant’s Recovery rating is, the more
often they can attack. For each creature, this number is set. For your charac- 7
ters, Recovery depends on their combat skills, Speed, and equipment.
Missiles from bow and spell attacks fly through the air toward their targets.
If a target creature moves out of the way of the flying missile, the attack will miss.
Hand-to-hand and missile attacks that reach their targets have a chance to do
damage based on the target’s Armor Class. Spell attacks that reach their targets do
damage based on the target’s resistance to that type of spell.
PRIMA’S OFFICIAL STRATEGY GUIDE
Most creatures will retreat if they take a large amount of damage. How much damage
they can take depends on their AI type. Creatures with Normal AI will retreat if they
take 80 percent damage. Aggressive creatures will run if they take 90 percent damage.
Suicidal creatures will never run, and Wimp creatures will run away as soon as hostilities
ensue. AI Type, Recovery, Armor Class, and other combat-related stats are listed for each
creature in Chapter 7.
56
If a character has resistance to a particular type of attack, he or she has a chance to
take half, quarter, or eighth damage from that attack. This is figured as follows:
1. Ifthe character has no resistance to the attack type, he or she takes full damage.
2. Otherwise, a resistance check is made: Resistance number = Resistance +
Luck + 30
A random number is determined between 1 and the Resistance number.
4. If the random number greater than 30, then the character resists the attack,
otherwise he or she takes full damage.
5. Ifthe character resists, then a second resistance check is made. If it fails, then
half damage is dealt. §ONIM
6. If the second resistance succeeded, then a third check is made. If it succeeds,
then eighth damage is delivered. If it fails, then the damage is quarter.
Character Conditions
Your characters can be affected by a wide variety of conditions. These include, spells,
some monster attacks, and drinking from wells, among other things. For example, they
can become Drunk, Insane, Weak, or even Dead. Characters can be brought back to
x»
normal by healing them at temples or by having the correct healing spell cast on them.
Generally, you should try to keep your characters in Good condition. If you dont
have a character who has a strong mix of Mind, Body, and Spirit spells, and/or has the
BLOOD
Honor
FOR
AnD
Alchemy skill, make sure you know the location of the closest temple. Condition-
affected characters will greatly weaken your party. There’s an exception: Characters that
dont use magic can gain benefits from being Insane. This condition reduces the
Personality and Intellect attributes used by spellcasters, but increases Endurance and
Speed, and doubles Might.
The following table shows how various conditions affect character attributes. The
numbers listed are percentages.
e Good is the normal state characters are in when they're not affected by conditions. »
e Asleep characters wake after resting or being attacked.
J
e Cursed characters automatically fail attacks and spells 50 percent of the time. e
e Weak characters lose Hit Points over time. Their attacks do half damage. [T
e Poisoned and Diseased characters lose half their Hit Points the first time they ra
—
rest after receiving the condition.
e You can transform a Dead character into a Zombie by casting Reanimate on
=
them. Zombies have half the Hit Points they would have when Good, and dont E
regain Hit or Spell Points Z
during rest. C
Resting and Food
Its important to have your characters heal and rest (also known as camping) at least
once every 24 hours. If they don't, theyll become weak. Resting and healing restores
lost Hit Points and Spell Points, and cures many conditions. Your characters can only
rest in a safe place where no hostile creatures are nearby. Make sure that where you
choose to camp will remain safe for eight hours. If hostile creatures chance upon your
sleeping party, you'll have to face them with a single character until the others are
awakened by being attacked or the Awaken spell is cast.
Table 3-5. You can only heal and rest if you have enough
Food Use by Terrain Type food to make camp. How much food is needed
depends on what terrain the party is standing on
when you choose to camp. If you dont camp, food
is used up at the rate of 1 unit per day. Table 3-5
shows food use when healing and resting, by
terrain type.
PRIMA’S OFFICIAL STRATEGY GUIDE
When you travel from one region to another on foot, food is used up. When you
reach the edge of a region map, a display tells you how many days it takes to travel to
the next region. During such travel, food is used at 1 unit per day. If you have enough
VII
A ow food for the journey, your characters will arrive well rested as if they have camped.
Otherwise, they'll arrive weak.
~Magic
Reputation
AHD
BLOOD
FOR,
HONOR Your party's Reputation affects how much it costs to purchase goods and services, and
Might your chance of success at stealing from shops and creatures. The game keeps track of a
separate Reputation value for each region of Erathia. This means that you can commit
all sorts of vile acts in one area without it affecting what people think of you in another.
Likewise, the great deeds that you've accomplished wont mean anything to shopkeepers
in a place you've never visited before.
The game thinks of your Reputation as a number. The higher your Reputation, the
more despised you are. The lower it is, the more liked you are. While you cant know
exactly what your Reputation value is, you can estimate it based on the label shown on
the Quick Reference screen. Table 3-6 gives the value associated with each label, while
Table 3-7 refers to how actions affect your Reputation.
NON
d PRIMA’S OFFICIAL STRATEGY GUIDE.
po É
As you play through the adventure, your characters gain experience points by completing
quests and defeating creatures. The tougher the quest or creature, the more experience
points it is worth. Experience points gained by your party are distributed evenly among
all characters that arent incapacitated (dead, stoned, or eradicated). Once a character
gains enough experience points, he or she becomes eligible to train for the next
character level at a training hall. At each new level, a character's Hit and Spell Point
maximum values go up, and they gain Skill Points.
You spend Skill Points to advance the levels of a character's skills. Once a character
has a skill at a high enough level, he or she can learn that skill at a higher expertise level
Might~)agie™
(expert, master, or grand master) if the expertise level is attainable by his or her character
class. Holding a skill at a higher level and expertise gives a character many benefits (see
Skills below).
Each character class has four ranks: a starting rank, first promotion, and a second
promotion—one for the path of light and one for the path of dark. Ranks are gained by
completing promotion quests. Gaining a higher rank increases how much it costs for a
character to train to the next level. Promoted Characters do, however, receive more Hit
and Spell Points per level then they did at lower ranks. Higher ranks give characters
access to new skills and allow them to learn existing skills at higher expertise levels.
Characters can gain temporary or permanent bonuses to their attributes and other
personal statistics by consuming potions, or from drinking from fountains and barrels
that you'll find throughout Erathia. A character’s attributes and skill levels also can be
increased by various items worn and wielded.
Wands, scrolls and potions give all characters the ability to use magic. Spellcasting
characters can use learning books to add new spells to their spell books. Once a spell is
inscribed in his or her spell book, a character can cast it repeatedly.
ae
Gaining Character Levels
As characters go up in character level, they require an increasing amount of
experience points to gain new levels. The cost to train them also goes up.
What it costs to train a character from one character level to the next
depends on the character’s current level and rank. To successfully complete
the game, you will have to develop your characters to level 50-70.
FZ
The formula for experience points needed for the next level is: ^
Experience needed = Experience needed for current level + (current level x 1,000)
zs
s
This works out accordingly:
Table 4-1. Experience Needed For Level Advancement
Level (Through 6)
1
Experience Needed
^
=-
T
2
3
4 10,000
15,000 | A
q
5
bs
6 21,000 |
NBI
Hit Points Per BELL Points Per Level
NN
rn
Zz
Spe Lco First Second
NE EL Li
First MANSecond —
d Points Promotion | Promotion Promotion | Promotion
5 7 9 0 0
4 6 8
$ 6 8
4 5 6
3 4 6
4 5 6
2 3 4
2 3 4
2 3 3
43
PRIMAS OFFICIAL STRATEGY GUIDE
- Skill Development
Your characters each start with four skills and can gain new ones by learning them at
shops. Each skill has a skill level and expertise level. While the effects of level and
expertise are different for each skill, the higher they are, the better the character knows
the skill. Skill level is raised by spending Skill Points earned when characters gain new
character levels. The Skill Point Cost to reach a new skill level is equal to the skill level
AND
BLOOD
HONOR
youre paying for. For example, to raising a characters Alchemy skill level from 4 to 5
costs 5 Skill Points.
FOR,
To reach a given level of skill expertise, the character must find and pay the proper
Teacher in one of the many houses scattered around Erathia. Each Teacher teaches one
skill at one level of expertise. Further, each Teacher will only teach the skill expertise to
characters who meet the proper rank, character class, skill expertise, and skill level
requirements.
Table 4-3. Skill Expertise
Experience Needed
Each time your characters go up a level, they gain Skill Points according to the
following formula:
Skill Points gained = (New Level+10) + 5
Any fractions are rounded down, so at levels 1 through 10, a character gains 5
points, and 6 points at levels 11 through 20.
As you play, it becomes very apparent that Skill Points are the scarcest
resource in the game. To succeed, you'll have to spend them wisely. Early on,
j figure out which characters you want to have what skill at what level, and stick
to the plan. There is, for example, no reason to spend your points developing
Leather and Chain for a single character because a character can only wear one
) type of armor at a time. It’s better to have each character specialize in one type
of armor. Likewise, there are skills that you should only develop for one of your
44
CHAPTER FOUR ES
£
characters. For example, Stealing is used by only one character at a time, so you dont
gain any benefits for having multiple Stealing specialists. Rather, give it to one character
and have them do all of your Stealing.
You almost certainly wont have enough Skill Points to develop strong specialists in
all of the available skills, nor do you need to. It’s better to play to the strength of your
characters’ classes than to try to make up for their deficiencies. Sorcerers can only gain
Bow at normal expertise, so it is inefficient to spend a lot of points boosting this skill to
give them a decent long-range attack. Those points are better spent on, say, Fire Magic,
in which Sorcerers excel.
That doesn’t mean that you shouldn't give the Bow skill to your Sorcerers. In some
cases, it’s good to give skills to your characters and then develop them lightly or not at
all. Bow gives your characters a long-range attack that they can use even after they've
run out of Spell Points, wand blasts, and scrolls. Other undeveloped skills that give
significant benefits to any character include Learning, Perception, and Merchant. Magic
specialists should get weapon and armor skills so they can use these items. Likewise,
characters that can use magic, but specialize in other skills (like the Thief and Monk)
should pick up some magic skill so their Spell Points don’t go to waste.
If your party seems to be handling its current quests well, you may consider saving
up your Skill Points and using them as needed. For example, you could raise a character’s
Fire Magic and Earth Magic skills to expert level 4, and hold onto 18 Skill Points so you
can raise one of the skills to 7 when you find a Master Teacher.
Weapon Skills
Before a character can use a particular type of weapon, it must possess the skill to use
that weapon. Different skills have different effects at different levels of expertise. When a
weapon skill adds to a character's Attack Bonus, their chance to hit with that particular
type of weapon is increased. Damage Bonuses increase the amount of damage a weapon
does when it hits. Recovery Bonuses decrease the time between when a character
attacks and when they can make another action. gTAJGA
AL
INAW
OVAV
AI
93
LoIv
Some weapon skills allow characters to use two weapons. Each dual-weapon
attack is treated as a single attack and recovers at the rate of the slower weapon.
Damage, Attack, and Recovery Bonuses for both weapons are added together, so
dual-weapon attacks have a high chance to hit and inflict massive damage when they do.
45
PRIMAS OFFICIAL STRATEGY GUIDE
If a character doesnt have a weapon, then it attacks with its hands and feet. The
Unarmed skill enhances a character's ability to fight without a weapon. This skill doesn't
a come into play unless a character isnt holding a weapon. The character can still use a
g: bow, and can have a staff if he or she has the Staff skill at grand master level.
> = Armsmaster Bonuses affect all weapon and unarmed attacks.
jor
à T Armsmaster
E E Normal: Skill level reduces Recovery time for all weapon and unarmed attacks.
M Expert: Skill level is added to Attack Bonus.
> Master: Skill level is added to Damage.
rM Grand Master: All previous bonuses are doubled.
Axe
Normal: Skill level is added to Attack Bonus.
Expert: Skill level reduces Recovery time.
Master: Skill level is added to Damage.
Grand Master: There is a chance that a targets Armor Class is halved.
Bow
Normal: Skill level is added to Attack Bonus.
Expert: Skill level reduces Recovery time.
Master: Bow fires two arrows for each attack.
Grand Master: Skill level is added to Damage.
Dagger
Normal: Skill level is added to Attack Bonus.
Expert: Can hold a dagger in the left hand (dual weapon).
Master: Skill level equals chance to do triple Damage.
Grand Master: Skill level is added to Damage.
Mace
Normal: Skill level is added to Attack Bonus.
Expert: Skill level is added to Damage.
Master: Skill level equals chance to stun target.
Grand Master: Skill level equals chance to paralyze target.
Spear
Normal: Skill level is added to Attack Bonus.
Expert: Skill level is added to Damage.
Master: Spear can be held in one hand.
Grand Master: Skill level is added to Armor Class.
CHAPTER FOUR FR,
Staff ^
Skill level is added to Attack Bonus.
zi
Normal:
s
Expert: Skill level is added to Armor Class.
Master: Skill level equals chance to stun target.
Grand Master: Staff is usable with Unarmed skill.
Sword
Normal: Skill level is added to Attack Bonus.
e
—
Expert: Skill level reduces Recovery time.
[T
Master: Sword may be used in left hand (dual attack).
A
Grand Master: Skill level is added to Armor Class.
q
Unarmed Ms
>
A-
Normal: Skill level is added to Attack Bonus.
Expert: Skill level is added to Damage.
Master: Double skill level is added to Attack Bonus and Damage.
Grand Master: Skill level equals chance to evade incoming attacks. <
Dodging
Normal: Skill level is added to Armor Class.
Expert: Double skill level is added to Armor Class.
Master: Triple skill level is added to Armor Class.
Grand Master: Monks can use Dodging with leather armor skill. 47
PRIMAS OFFICIAL STRATEGY GUIDE
Leather
Normal: Skill level is added to Armor Class.
Expert: Recovery penalty is eliminated.
Master: Double skill level is added to Armor Class.
Grand Master: Skill level is added to Earth, Air, Water, and Fire Resistances.
Plate
Normal: Skill level is added to Armor Class.
Expert: Recovery penalty is halved.
Master: Physical damage is halved.
Grand Master: Recovery penalty is eliminated.
Shield
Normal: Skill level is added to Armor Class.
Expert: Recovery penalty is eliminated.
Master: Double skill level is added to Armor Class.
Grand Master: Gives protection as the Shield spell.
Miscellaneous Skills
Alchemy
All characters can mix simple potions by combining an empty potion bottle and a
reagent (potion ingredient). The Alchemy skill allows characters to mix potions with
other potions to create complex, compound (a.k.a. "layered"), white, and black potions. If
you try to mix potions without the appropriate Alchemy expertise, the potions blow up,
you lose the ingredients you're mixing, and the party takes damage. A complete list of
potion mixing recipes is in Chapter 8.
To mix a simple potion, get an empty bottle and a reagent in a character’s backpack,
pick up the reagent and then right-click it over the bottle. To mix two potions, pick
=a, up one and right-click it over the other. Each potion ingredient has a power
3
cà 9 level. When you mix ingredients, the characters Alchemy skill is added to the
,
Body Building ^
The Body Building skill adds to a characters Hit Point maximum. How much is different
d
:
for each character class. Base Hit Points used in the formulas below are available for each
character class in the Spell and Hit Points by Level table earlier in this chapter.
Normal: Hit Point Bonus = Base Hit Points x skill level
Expert: Hit Point Bonus = 2 x Base Hit Points x skill level O
Master: Hit Point Bonus = 3 x Base Hit Points x skill level —
Grand Master: Hit Point Bonus = 5 x Base Hit Points x skill level
[7
Identify Item A
@
When you pick up new equipment, it is unidentified. When you right-click on identified
=
items, information about them is displayed; no information is displayed for unidentified
>
items. You can use unidentified items, but you must guess their effects based on what
you see when you use them and/or how they affect your characters’ statistics. Although
N—
you can pay a shop to identify items for you, it can save a lot of time and money to <
develop a character with this skill.
Each item has an Jdentify/Repair rating that is used to calculate the success of Identify v
Item attempts. To succeed at identifying an item, a character must have an Identify Item [T
x
Power higher than the item’s Identify/Repair rating. Chapter 8 contains a complete list
of items with their Identify/Repair ratings. x
Normal:
Expert:
Identify Item power = skill level
Identify Item power = 2 x skill level
Q
y
Master: Identify Item power = 3 x skill level
Z
Grand Master: All identifying attempts succeed.
T
Identify Monster ai
—
When you right-click on a creature, a display appears containing information about it.
If you have no character with the Identify Monster skill, all you'll see is a bar displaying
how much damage the creature has taken. The Identify Monster skill increases how
much information is displayed if the character has a high enough Identify Monster
power. The tougher the creature is, the higher the character's Identify Monster
power must be.
T?
i PRIMAS OFFICIAL STRATEGY GUIDE
Consider not developing this skill in your party, because Chapter 7 contains grand
A) master Identify Monster statistics for all creatures in the game. If you do develop the
skill, do so for only one character.
"^ Normal: Identify Monster power = skill level. Hit Points and Armor Class are displayed.
A
z
X
a
Expert Identify Monster power = 2 x skill level. Attack Type and Damage are displayed.
=
Master: Identify Monster power = 3 x skill level. Creature’s spells are displayed.
A
As
Ye)
ie} Grand Master: 100% Success. Resistances are displayed.
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Learning
A
= The Learning skill increases the number of experience points a character receives when
you complete quests or kill monsters. Experience points are increased for each level of
expertise as shown below. After you've acquired basic skills and equipment for your
characters, you should give them Learning as soon as you can afford to. Even if you
never spend Skill Points to increase the skills level, it'll give them a 10 percent bonus to
their experience points, allowing them to train for new character levels more often.
In the formulas below, *EP" means "Experience Points," and is the amount of
experience points the character would receive without the skill for a quest or killing a
monster. “Total EP” is how many they receive with the skill.
Normal: Total EP = (EP x skill level x .01) + EP
Expert: Total EP = (EP x skill level x .02) + EP
Master: Total EP = (EP x skill level x .03) + EP
Grand Master: Total EP = (EP x skill level x .05) + EP
Disarm Trap
As mentioned in Chapter 2, the ability to open trapped chests without taking damage is
vital to your party's success. You can do this using the master level Earth Magic spell,
Telekinesis, but you'll be far into the game before you can develop a character able to
cast it. So generally, it’s a good idea to develop a character with Disarm Trap.
Each map has a Trap Value (listed in Chapter 6) that represents how diffi-
J cult it is to disarm all of the traps on that map. To disarm a trap, a character
must have a Disarm Trap power higher than the current maps Trap Value. You
only need to develop this skill for one of your characters. Just make sure that
character is the active one when you go to open a chest.
Normal: Disarm Trap power - skill level
Expert: Disarm Trap power - skill level x 2
Master: Disarm Trap power - skill level x 3
Grand Master: All disarming attempts succeed.
CHAPTER FOUR RE
Meditation x
The Meditation skill adds to a character's Spell Point maximum. How much is added is
I
s
different for each character class. Base Spell Points used in the formulas below are available
for each character class in the Spell and Hit Points by Level table earlier in this chapter. The
Spell Point Bonus is added to the character's Spell Point maximum.
Normal: Spell Point Bonus - base Spell Points x skill level e
—
Expert: Spell Point Bonus - 2 x base Spell Points x skill level
Master:
Grand Master:
Spell Point Bonus = 3 x base Spell Points x skill level
Spell Point Bonus = 5 x base Spell Points x skill level
E
N
Merchant
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The Merchant skill reduces the cost of items purchased at shops and the cost of shop
services like repairing items or training for new levels. It also increases how much you
>
^
get when you sell items to shops. In the formulas below, Merchant Factor represents the —
characters Merchant skill level and expertise and Value is the true value of the item or
service (see Chapter 6 for the cost of services, and Chapter 8 or right-click on identified
<
items for item values). Shop Multiplier represents how much a shop will try to overcharge U
you for an item, and is different for each shop as listed in Chapter 6. [T
a
Note that characters with grand master Merchant skill always get the best price, so
the formulas dont apply to them. You should also know that the selling price for an E
item is set by the Merchant skill of the character whose inventory youre selling it from.
Q
Normal: Merchant Factor - skill level m"
Expert: Merchant Factor - 2 x skill level =
Master: Merchant Factor - 3 x skill level
[7
Grand Master: Character buys and sells at item or service value.
Z
—
The formula for buying an item or service is:
Cost = ((Value x Shop Multiplier) x (100 — Merchant Factor)) + 100
51
| PRIMAS OFFICIAL STRATEGY GUIDE
Perception
The Perception skill gives your players a chance to see concealed features like secret
doors, hidden treasures, and trapped Floor Tiles. Each map has a Perception Value (listed
in Chapter 6). For your party to see hidden features on a map, a character in the party
E must have a Perception power higher than the maps Perception Value. Perception also
Qi gives a character a chance to avoid damage from exploded traps.
9
2 Normal: Perception power = skill level
x Expert: Perception power = skill level x 2
Master: Perception power = skill level x 3
Might-Magie"
Grand Master: All hidden features are revealed. Perception Power = 10,000
The formula for avoiding trap damage is:
1. A random number is generated between 0 and (20 + Perception power).
2. If the Random Number is greater than 20, then the character avoids the damage.
Repair Item
Various attacks will break items your characters are carrying. The item becomes useless
until repaired. Although you can have items repaired at shops for a cost, characters with
the Repair Item skill can fix broken equipment in the field. To have a character attempt
to repair an item, place the item in that character’s inventory and then right-click on it.
Each item has an Identify/Repair rating that's used to calculate the success of Repair Item
attempts. To succeed at repairing an item, a character must have an Repair Item power higher than
the items Identify/Repair rating. Chapter 8 contains a complete list of items with their
Identify/Repair ratings.
Normal: Repair Item power = skill level
Expert: Repair Item power = 2 x skill level
Master: Repair Item power = 3 x skill level
Grand Master: All repair attempts succeed.
| Stealing
Stealing is dealt with in complete detail in Chapter 3. Characters with
the Stealing skill can pilfer items from shops and pick the pockets of
non-hostile creatures.
Normal: Stealing gives a chance to succeed at stealing attempts.
Expert: The effect of the skill is doubled.
Master: The effect of the skill is tripled.
52 Grand Master: The effect of the skill is quintupled.
CHAPTER FOUR E&
Magic Skills e
There are nine schools of magic—Earth, Air, Water, Fire, Spirit, Body, Mind, Dark, and zh
s
Light. To cast the spells of a given school, a character must possess the applicable magic
school skill. Some spells are harder to learn than others. To learn the harder spells, the
character must know the magic school skill at a high enough level of expertise. Expertise
also increases the effectiveness of spells when they are cast. This effect is different for A
—
each spell.
[T
Spells of the Air Magic School A
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y
Normal Level Air Magic Spells
^
Wizard Eye
This spell reveals the location of creatures and other features on the Automap (the overhead
map in the upper right corner of the main adventure view). Creatures are only shown after
<
you have come close enough to see them, but other map features are revealed even if they
exist in unexplored portions of the map.
G
Spell Point Cost: 1 [T
e
D
Normal: Causes Automap to reveal location of creatures. Duration is one hour
per point of caster’s Air Magic skill.
O
Expert: Location of treasure is shown.
Master: Other points of interest are indicated.
Grand Master: Casting cost is zero. Im"
Feather Fall =
Feather Fall is useful for getting to the bottom of pits or jumping off bridges and cliffs.
[T
Spell Point Cost: 2 Z
Normal: Slows your party’s rate of fall so it doesn’t take damage from falls. -—
Duration is five minutes per point of caster's Air Magic skill.
Expert: Duration is 10 minutes per point of skill.
Master: Duration is one hour per point of skill.
Grand Master: Faster Recovery rate.
PRIMA’S OFFICIAL STRATEGY GUIDE
Air Resistance
5J Cast Air Resistance before going into battle with creatures whose attacks deal Air damage.
omm 3 Spell Point Cost: 3
=" : Normal: Increases all of your character's resistance to Air Magic by one per
> I point of caster’s Air Magic skill. Duration is one hour per point of
a: skill.
Š YS Expert: Resistance increase is doubled.
E 3 Master: Resistance increase is tripled.
,9^ 3 Grand Master: Resistance increase is quadrupled.
Sparks
Sparks has a very low Recovery rate and can damage several creatures at once. The spark
missiles bounce around, so it's most effective in confined spaces.
Spell Point Cost: 4
Normal: Fires three small balls of lightning that bounce around until they hit
something or dissipate. Each spark does 2 points of damage plus 1 per
caster's Air Magic skill.
Expert: Faster Recovery. Five sparks are cast.
Master: Even faster Recovery. Seven sparks are cast.
Grand Master: Fastest Recovery. Nine sparks are cast.
Shield
Shield is best cast when facing large numbers of creatures that fire arrows and
other missiles that do Physical damage.
Spell Point Cos: 8
Expert: Incoming missiles do only half damage. Duration is one
hour plus five minutes per point of caster’s Air Magic
skill. Spell only works outdoors.
Master: Duration is one hour plus 15 minutes per point of skill.
Grand Master: Duration is one hour per point of skill.
CHAPTER FOUR B
Lightning Bolt
This spell’s missile is very fast, making it difficult to avoid. It does good damage for its
casting cost.
Spell Point Cost: 10
Expert: Fires a bolt of lightning at a single target. Damage is 1-8 per
point of caster’s
Air Magic skill.
Master: Faster Recovery.
Grand Master: Even faster Recovery.
Invisibility
Use of Invisibility is covered in Chapter 3.
Spell Point Cost: 15
Master: Makes the party invisible to creatures. Duration is 10 minutes per
point of caster’s Air Magic skill. If the party speaks or attacks, the spell
is broken. Invisibility can’t be cast when creatures are nearby.
Grand Master: Duration is one hour per point of skill.
Implosion
Implosion has a high Spell Point Cost compared to the damage it does, but it always hits.
Spell Point Cost: 20
Master: Creates a thunderclap implosion around a single target by destroying
its surrounding air. Damage is 10 points plus 1-10 per point of caster’s
Air Magic skill.
Grand Master: Faster Recovery.
Fly
This is the game' best mobility spell. Its use is discussed in Chapter 3.
Spell Point Cost: 25
Master: Your party can fly for the duration of the spell, which is 1 hour per
point of caster's Air Magic skill. For every five minutes the party is
in the air, an additional Spell Point is drained from the caster.
Grand Master: No Spell Point drain. j
22
PRIMAS OFFICIAL STRATEGY GUIDE
Heal
When your party is in hostile territory, it cant regain lost Hit Points by resting, so
it must regain them through the use of potions, items, and spells like Heal.
Spell Point Cost: 2
Normal: Restores lost Hit Points to a single target. Damage healed
is 5 points plus 2 per point of casters Body Magic skill.
Expert: Amount healed is 5 plus 3 per point of skill.
Master: Amount healed is 5 plus 4 per point of skill.
Grand Master:Amount healed is 5 plus 5 per point of skill.
CHAPTER FOUR E
Body Resistance f
Cast this spell when going into battle with creatures that can cast Harm or Hammerhands,
ai
:E
and whose attacks can poison their targets.
Spell Point Cost: 3
Normal: Increases all of your characters’ resistance to Body Magic by one per point
of caster’s Body Magic skill. Duration is one hour per point of skill.
Expert: Resistance increase is doubled.
—
aN
Master: Resistance increase is tripled.
Grand Master: —Resistance increase is quadrupled.
Harm’s missile travels at medium speed and is a good combat spell for lower-level characters.
ulq^
| Spell Point Cost: 4
Normal: Inflicts magical damage directly on target creature. Damage is 8 plus 1-
je
2 per point of casters Body Magic skill. N
-—
Expert: Faster Recovery rate.
Master: Faster Recovery rate. i
Grand Master: Fastest Recovery rate.
J
Expert Level Body Magic Spells 5a
Regeneration
This spell is great to cast on your characters when youre going on extended adventures far
x
from temples. It greatly increases their ability to survive a long string of battles. Q
Spell Point Cost: 5
>
EF3
Expert: Target character heals one Hit Point per minute while the spell is
active. Duration is one hour per point of caster's Body Magic skill.
Master: Heals three Hit Points per minute.
Grand Master: Heals 10 Hit Points per minute. —
Cure Poison
There are many attacks that will poison your characters. The Poisoned condition is greatly t
debilitating, so make sure that you can heal poisoned characters using potions, or the
Cure Poison spell.
E
Spell Point Cost: 8 j fF
Expert: If cast in time, cures the effects of poison on a character. Works if ~N
target character has been poisoned for less than one hour per point of
casters Body Magic skill.
Master: Works for one day per point of skill.
Grand Master: No time limit. 57
PRIMAS OFFICIAL STRATEGY GUIDE.
Hammerhands
Hammerhands only works on unarmed combatants, so it’s best cast on Monks with high
| |Unarmed skill levels.
Spell Point Cost: 10
Expert: Gives unarmed combatant a bonus to hit, and causes Unarmed attacks
B
to do Body damage equal to the normal Physical damage of the attack.
ots
Master: Faster Recovery rate.
Grand Master: Spell affects entire party.
BLOOD
FOR
Honor
AND
Master Level Body Magic Spells
;
Misght--Magic""
Cure Disease
Disease greatly reduces a character’s attributes and prevents them from healing normally, so
you should make sure you can cure disease with potions or the Cure Disease spell.
Spell Point Cost: 15
Master: If cast in time, removes the effects of disease on target character. Works
if character has been diseased for less than one day per point of caster’s
Body Magic skill.
Grand Master: No time limit.
Protection from Magic
This is one of the most generally useful protection spells. Cast it when going into battle
against creatures with special attacks.
Spell Point Cost: 20
Master: Grants entire party immunity to attacks’ effects that cause Poisoning,
Disease, Stoning, Paralysis, and Weakness. The spell will negate one
such attack per point of caster’s Body Magic skill. Duration is one hour
per point of Body Magic skill.
Grand Master: The spell grants immunity to Death and Eradication attack effects.
Flying Fist
The Flying Fist is a slow-flying missile that does a good deal of damage when
it hits.
Spell Point Cost: 25
Master: Fires a powerful magical force at a single target. Damage
delivered is 30 plus 1-5 per point of caster’s Body Magic skill.
Grand Master: Faster Recovery rate.
58
CHAPTER FOUR ES
s
Power Cure
This spell can bring your party back into a battle from the edge of defeat. It also allows you
to adventure for long periods of time in hostile areas where resting is impossible.
Spell Point Cost: 30
Grand Master: Restores lost Hit Points of all party members at once. Hit Points A
—
restored are 10 plus 5 per point of caster's Body Magic skill.
[T
Spells of tbe Dark Magic School A
q
Normal Level Dark Magic Spells
ne
Reanimate I
As a desperate measure, you can cast this spell on a dead character. Zombified characters A—
E 3 don’t regain Hit Points normally and can’t cast spells, so you should heal them at a good
aligned temple as soon as possible. x
Spell Point Cost: 10
U
Normal: Creates a zombie out of a lifeless target creature. Zombie will have 20
g
Hit Points (up to its normal maximum) per point of caster’s Dark
=
Expert:
Magic skill, and will fight against creatures hostile to the party until it
is re-slain or until the party leaves the map.
Zombie gets 30 Hit Points per point of skill.
x
Master: Zombie gets 40 Hit Points per point of skill. Q
we
=
Grand Master: Zombie gets 50 Hit Points per point of skill.
Toxic Cloud
The Toxic Cloud missile flies at medium speed and does good damage when it hits. [7
Spell Point Cost: 15
P
—
Normal: A poisonous cloud flies away from the caster towards the target.
t
Damage is 25 plus 1-10 per point of caster’s Dark Magic skill.
Expert: Faster Recovery rate.
Master: Faster Recovery rate.
Grand Master: Fastest Recovery rate.
27
| Characters wielding a weapon affected by Vampiric Weapon are very hard for creatures to kill.
Spell Point Cost: 20
Normal: Enchants a weapon with Vampiric ability. Damage inflicted on crea-
tures struck by the weapon is given to its wielder as extra Hit Points
(up to his or her normal Hit Point maximum). Enchantment lasts for
one hour per point of casters Dark Magic skill.
Expert: Faster Recovery rate.
Master: Faster Recovery rate.
Grand Master: Enchantment is permanent.
Shrinking Ray
This spell is great for casting on extremely tough creatures that would otherwise be too
powerful for your party to deal with.
Control Undead
When you cast this spell on an undead creature, it will become your ally and fight against
-
e.
s2
any creatures that are hostile to you. This can greatly decrease the forces attacking you. Not
only will the controlled creature cease fighting you, so will any creatures that turn to fight it.
Spell Point Cost: 35
Expert: Takes control of an undead creature’s mind. While spell lasts, creature
will attack monsters hostile to the party. Duration is three minutes per —
point of caster’s Dark Magic skill. Spell is not broken if party attacks
the controlled creature. [T
^
is
Master: Faster Recovery rate. Duration is five minutes per point of skill.
Grand Master: Fastest Recovery rate. Spell lasts until party leaves the map. qn
Pain Reflection
Like Shrinking Ray, this spell makes tough creatures much easier to deal with. >
N
Spell Point Cost: 40 —
Expert: This spell is cast on a target character. If a creature attacks and damages <
the character, it receives damage equal to the amount delivered.
Duration of effect is one hour plus five minutes per point of caster's J
Dark Magic skill.
[T
n
Master: Affects entire party.
<
Grand Master: Duration is one hour plus 15 minutes per point of skill.
61
PRIMAS OFFICIAL STRATEGY GUIDE
Dragon Breath
S This spell can deal a huge amount of damage and has a fast missile.
= and damages all nearby creatures. Damage is 1-25 per point of caster’s
x
E This spell can greatly reduce the difficulty of battles in harder regions by greatly wounding
= or killing all of its wandering creatures. Easier regions can be completely depopulated. This
spell kills peasants like flies, so be ready for the blow to your Reputation.
Spell Point Cost: 55
Master: This spell inflicts massive damage to all creatures on the map, includ-
ing the party. Damage delivered is 50 plus 1 per point of caster’s Dark
Magic skill. It can only be cast three times a day, and only outdoors.
Grand Master: Can be cast four times a day.
65
| PRIMAS OFFICIAL STRATEGY GUIDE
Deadly Swarm
This spell’s missile flies slowly, but it is wide, so it’s difficult for slower creatures to dodge.
It deals fair damage for its casting cost.
Might--Magic""
Grand Master: Fastest Recovery rate.
Stone Skin
This spell is useful in almost any combat. Use it to protect characters with broken armor or
who have low Armor Class ratings.
Stone to Flesh
This spell removes the Stoned condition from characters. Characters in this
condition can't perform actions or receive experience.
Spell Point Cost: 10
Expert: If a character is turned to stone, this spell will turn them back
to flesh if it's cast in time. Works if character has been turned to
stone less than one hour per point of caster's Earth Magic skill.
Master: Works for one day per point of skill.
Grand Master: No time limit.
CHAPTER FOUR BE .
Rock Blast
You cant target this spell. Its missile flies straight ahead and then bounces off walls and other
obstacles until it hits a creature or your party. It’s best used for attacking monsters around
corners. Be careful, the missile can travel a long way, making its path very unpredictable.
Mass Distortion
This spell has the most effect against monsters with plentiful Hit Points.
Spell Point Cost: 30
Grand Master: Enormously increases the weight of a target creature, causing it
massive internal damage. Damage is 25 percent of monster's health
plus 2 percent per point of caster's Earth Magic skill.
65
A PRIMAS OFFICIAL STRATEGY GUIDE.
This spell’s best feature is its low casting cost, which makes it useful to low-level characters
and in drawn-out battles against weaker creatures. Its missile is fast.
:
amount of Fire damage. The gain to your party’s total damage output will be especially felt
' |while your characters are still at lower character levels.
Spell Point Cost: 4
Normal: Causes a weapon with no special abilities to burn with magic fire. The
weapon does 1-6 points of Fire damage in addition to its normal dam- e
-
age. Duration is one hour per point of caster’s Fire Magic skill.
x
Expert:
Master:
Weapon does 2-12 points of Fire damage.
Weapon does 3-18 points of Fire damage. A^
@
Grand Master: Weapon does 3-18 points of Fire damage permanently.
"à
Expert Level Fire Magic Spells IL
Haste
Al
—
Haste allows your party to get more attacks in during combat. Make sure you have a safe <
place to rest after the spell wears off.
J
Spell Point Cost: 5
Expert: Reduces Recovery time for party actions. Duration is one hour plus
r"
d
Master:
one minute per point of caster’s Fire Magic skill. Party will be weak for
six hours after spell wears off.
Duration is one hour plus three minutes per point of skill.
x
Grand Master: Duration is one hour plus four minutes per point of skill. Q
Fireball =
This spell is very effective against clustered targets, but must be used with caution because a
its missile explodes as soon as it hits anything, including nearby walls and trees. [7
Spell Point Cost: 8 FX
—
Expert: Launches a fireball at a single target that hits and then explodes to
damage anyone nearby, including your party, if it’s too close. Damage
is 1-6 points per point of caster’s Fire Magic skill.
Master: Faster Recovery rate.
Grand Master: Fastest Recovery rate.
67
PRIMA’S OFFICIAL STRATEGY GUIDE
r
Fire Spike
Because your characters are immune to Fire Spike mine damage, you can deal a lot of
damage to monsters by getting them to pursue you through minefields. A notable feature
of this spell is that you can bounce its missiles around corners.
Spell Point Cost: 10
Expert: Drops a fire spike on the ground that waits to explode until a creature
passes nearby. Fire Spikes last one minute or until triggered. Damage
is 1-6 per point of caster’s Fire Magic skill. Caster can have a maximum
Might-Magie^'
AND
BLOOD
HONOR
FOR
of 5 spikes.
Master: Caster can have 7 spikes. Damage is 1-8 per point of skill.
Grand Master: Caster can have 9 spikes. Damage is 1-10 per point of skill.
Immolation
This spell does its damage every couple of combat rounds. It’s only effective against
creatures near you.
Spell Point Cost: 15
Master: Surrounds your party with a very hot fire that is only harmful to others.
The fire lasts one minute per point of caster’s Fire Magic skill. Damage
delivered is 1-6 per point of skill.
Grand Master: Duration is increased to 10 minutes per point of skill.
Meteor Shower
This spell automatically targets the nearest creature in front of you. Because it affects a
large area, be careful not to be caught in its blast.
Spell Point Cost: 20
Master: Summons a barrage of flaming rocks that strike in a large radius around
your target. Sixteen rocks are summoned, each doing 8 points of dam-
age plus one per point of caster’s Fire Magic skill. Only works outdoors.
Grand Master: Faster Recovery. Twenty rocks are summoned.
Inferno
This spell is great if your party can afford to take the damage. Because Inferno
weakens your characters, it’s best used against groups of creatures that it will
kill outright.
Spell Point Cost: 25
Master: Burns everyone in sight, including party, for 12 damage plus 1
per point of caster’s Fire Magic skill. Only works indoors.
Grand Master: Faster Recovery.
CHAPTER FOUR
s
Incinerate
69
PRIMA’'S OFFICIAL STRATEGY GUIDE
| If you successfully cast this spell on a creature, you're pretty much guaranteed that you'll
| have time to kill it before it unfreezes.
Spell Point Cost: 20
Normal: Temporarily prevents a target creature from attacking or moving.
Duration is three minutes per point of caster’s Light Magic skill.
Paralyzed creatures may be attacked without breaking the spell.
Expert: Faster Recovery rate.
Master: Faster Recovery rate.
Grand Master: Fastest Recovery rate.
Summon Elemental
Light Elementals are fast and have a good missile attack. Summoning a few can greatly
increase your party’s damage output.
Spell Point Cost: 25
Expert: Summons a Lesser Light Elemental to fight for the party that will
remain until it’s killed or the spell dissipates. Duration is five minutes
per point of skill. Caster may have only one Elemental summoned at
any time.
Master: Duration is 15 minutes per point of skill. Caster may summon up to
three Elementals.
Grand Master: Summons a Greater Light Elemental. Caster may summon up to five
Elementals.
Day of the Gods
It's more effective to raise low character attribute scores than to raise higher ones.
(See the Attribute Bonus Table in Chapter 2.) Take this into consideration when
deciding whether or not to cast this spell.
Spell Point Cost: 30
Expert: Increases all attributes of all of your characters by three
times the caster’s Air Magic skill.
Master: Spells are cast at four times skill level.
Grand Master: Spells are cast at five times skill level.
JO
CHAPTER FOUR
This spell’s missile flies very fast and does fantastic damage.
Spell Point Cost: 50
Master: Focuses the rays of the sun on a single target. Damage is 20 plus 1-20
per point of caster’s Light Magic skill. Only works outdoors. Slow
Recovery rate.
ANZIW
§LOVA
93
A.DIv
TAA
Grand Master: Moderate Recovery rate.
71
PRIMA’S OFFICIAL STRATEGY GUIDE
Divine Intervention
|This is the ultimate healing spell. Unfortunately, it's aging side effect limits its general use-
|fulness (see Aging near the end of the chapter). Use it in cases of emergency or if you have
| easy access to Rejuvenation potions-like if you have a Druid with grand master Alchemy in
ds,
~ your party.
This spell removes the Afraid condition from a character. Afraid is also removed when you
rest and heal your party.
Spell Point Cost: 1
Normal: If cast in time, removes effects of fear on a target character. Works if
character has been affected by fear for less than three minutes per point
of casters Mind Magic skill.
Expert: Works for one hour per point of skill.
Master: Works for one day per point of skill.
Grand Master: No time limit.
Mind Blast
| This spell does low damage to its targets. It's the only normal level damage spell
|available in the Magics of the Self (Body, Mind, and Spirit Magic). Many creatures
|are immune or resistant to Mind damage, so be careful who you cast it on.
Mind Resistance :
we Cast this spell on your party before you go into battle with creatures whose attacks do
zi
A
W Mind damage.
Spell Point Cost: 3
^ Normal: Increases all of your characters’ resistance to Mind Magic by one per
point of caster’s Mind Magic skill. Duration is one hour per point of skill.
Expert: Resistance increase is doubled. e
—
Master: Resistance increase is tripled.
Grand Master: Resistance increase is quadrupled. [7
Telepathy ^
This spell tells you what a creature is carrying. Cast it if this is a factor in your decision qn
whether to attack the creature or not.
Y
Spell Point Cost: 4
Normal: Caster reads target’s mind to find out what items and how much gold
it possesses.
A
Expert: Faster Recovery rate.
<
Master: Faster Recovery rate.
U
Grand Master: Fastest Recovery rate.
g
<
Expert Level Mind Magic Spells
a
O.
Charm
Charmed creatures stop fighting you. You can use this spell to remove some creatures from
combat while you deal with their allies.
Spell Point Cost: 5 zu
Expert: Removes any hostile feelings a target creature has for the party. Effect [T
of spell is removed if the creature takes any damage. Duration is five ut
minutes per point of casters Mind Magic skill. —
Master: | Duration is 10 minutes per point of skill.
Grand Master: Spell lasts until party leaves map.
Cure Paralysis
D Paralyzed characters can take no actions, so you really want to remove this condition
from them as quickly as possible.
Spell Point Cost: 8
Expert: If cast in time, cures effects of paralysis on target character.
Works if the character has been Paralyzed for less than one hour per
point of caster’s Mind Magic skill.
Master: Works for one day per point of skill. 75
Grand Master: No time limit.
This spell wont prevent a creature from attacking your party if your characters are the
closest creatures. Cast it on the toughest creature near the back of a group of enemies for
i 2 maximum effect.
2 Spell Point Cost: 10
E Expert: Causes target creature to go mad with battle lust and attack the
of nearest creature. Duration is five minutes per point of caster’s Mind
a Magic skill.
$ Master: Duration is 10 minutes per point of skill.
Grand Master: Duration is one hour per point of skill.
Mass Fear
This spell only works on creatures that you can see in the main view and who are at less
than medium range (approximately 50 feet).
This spell is particularly effective when cast on a low-level party, but is always a good Spell
Point investment before entering a challenging battle.
Spell Point Cost: 2
Normal: Increases target character’s chance to hit opponents with hand-to-hand
and missile attacks. Bonus to hit is 5 plus 1 per point of caster’s Spirit
Magic skill. Duration is one hour plus five minutes per point of skill.
Expert:
Master:
Affects entire party.
Duration is one hour plus 15 minutes per point of skill.
dYILDV
ALAVA
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9
Grand Master: Duration is one hour plus one hour per point of skill.
ES
{2
PRIMA’S OFFICIAL STRATEGY GUIDE
Fate
The bonus conveyed by this spell only affects a single attack. Therefore, it’s best to cast it
immediately prior to combat so that your first strike has an increased chance to hit.
Remove Curse
The Cursed condition gives your characters an automatic 50 percent chance to fail any
® attack or other action. Remove it as quickly as possible.
Spell Point Cost: 5
Expert: If cast in time, removes the effects of curses affecting a character.
Works if character has been Cursed for less than one hour per point of
caster's Spirit Magic skill.
Master: Works for one day per point of skill.
Grand Master: No time limit.
CHAPTER FOUR
Preservation ^
If Preservation is cast on a character, that character will not die even if it takes massive
et
s
damage. This allows you to heal the character by resting rather than using more extreme
measures. This spell is useful when you have a weaker character that’s always dying on you.
Spell Point Cost: 8
Expert: Preservation delays death due to massive Hit Point loss. The character
will instead become unconscious. If Hit Points are still too low when
A
—
the spell wears off, a gravely wounded character will die. Duration is
[7
A
one hour plus five minutes per point of caster’s Spirit Magic skill.
Master: Works on entire party. Duration is one hour plus five minutes per
@
point of caster’s Spirit Magic skill.
eu
>
Grand Master: Duration is one hour plus 15 minutes per point of skill.
A
Heroism
This spell greatly increases the damage output of your weapon-using characters.
-—
Spell Point Cost: 10 tl
Expert: Increases the damage party members do on successful attacks by 5 plus
1 per point of caster’s Spirit Magic skill. Duration is one hour plus five
=
minutes per point of skill.
[T
=
x
Master: Duration is one hour plus 15 minutes per point of skill.
Grand Master: Duration is one hour plus one hour per point of skill.
77
Only cast this spell after you have found a safe place to rest or, in a pinch, if you have good
healing spells or potions. You'll have to rest and heal the newly raised character or cast Cure
- |Weakness on them to bring them to full health.
Spell Point Cost: 20
Master: If cast in time, raises a dead character back to life. Works if character
has been dead for less than one day per point of caster's Spirit Magic
skill. Raised characters will be weak.
Grand Master: No time limit.
This spell wont raise character Hit Points above their normal maximum Hit Points. Use it
when you have one or two characters that have taken a lot of damage while the rest of your
party has remained relatively unscathed.
Spell Point Cost: 25
Master: Creates a pool of Hit Points and then distributes them equally among
your characters. Pool size is equal to total Hit Points of all living (not
stoned, dead, or eradicated) party members plus 3 per point of caster's
Spirit Magic skill.
Grand Master: Pool size is total Hit Points plus 4 per point of skill.
Resurrection
This spell works on dead and eradicated characters. The Recovery time for the caster is
long (10 or more combat rounds), much longer than for any other spell. Make sure that
you're in a safe place before you cast it.
Spell Point Cost: 30
Grand Master: Brings a character back to life after their body has been destroyed.
Resurrected characters will be weak. Spellcaster takes a long time to
recover, but this is speeded by increased Spirit Magic skill.
CHAPTER FOUR
:
Normal Level Water Magic Spells
Awaken
The one drawback of this spell is that the caster must be awake to cast it. Cast it as soon as
you can if your party is ambushed when resting.
Spell Point Cost: 1
$
—
Normal: Wakens party from normal (resting) sleep, and will waken them from
[T
magical sleep if they have been thus asleep for less than three minutes
A
per point of caster’s Water Magic skill.
@
Expert: Works for one hour per point of skill.
n
Master: Works for one day per point of skill.
s
Poison Spray
Grand Master: Same as Master.
A—
At higher levels of Water Magic expertise, this spell fires multiple missiles, making it very <
difficult to avoid. It doesn’t do great damage, but it does have good range and can hit
multiple targets. w
[T
<
Spell Point Cost: 2
x
Normal: Sprays poison at creatures in front of party. Damage is 2 points plus
1-2 per point of caster’s Water Magic skill.
Expert: Faster Recovery rate. Fires three shots of poison.
Master: Faster Recovery rate. Fires five shots. e
Grand Master: Fastest Recovery. Fires seven shots. M
a
M
Water Resistance
7] Cast this spell before going into battle against creatures that can inflict Water damage.
79
i PRIMAS OFFICIAL STRATEGY GUIDE
Ice Bolt
This spell is the Water Magic equivalent of the Fire Magic Fire Bolt spell. It does slightly
higher damage and costs twice as much to cast.
Acid Burst A
This spell’s missile is a bit slow, but it does do good damage for its cost.
I
sA
Spell Point Cost: 10
Expert: Fires a jet of caustic acid at a single target. Damage is 9 plus 1-9 per
point of caster’s Water Magic skill.
Master: Faster Recovery rate.
Grand Master: Fastest Recovery rate.
—
Master Level Water Magic Spells E^
Enchant Item
This spell permanently gives a random magical property to a non-magical item, increasing
uiqn
both its gold value and usefulness. p
Spell Point Cost: 15
AN
Master: Enchants a normal item with magical powers. The chance of success is —
10 percent per point of caster’s Water Magic skill. Enchantments are at <
d
level 3 (see Chapter 8). May not be cast on weapons or quest items.
Target item must have a gold value of 450 or greater.
Grand Master: Enchantments are level 4. Can enchant weapons with a value higher
5e.
x
than 250 gold.
Town Portal
This spell is great for returning to a town to take advantage of its services. For example,
you can return to sell off items when your characters’ backpacks are full. Q
Spell Point Cost: 20
z
E"a
Master: Teleports party to central fountain of any town that it has visited.
Chance of success are 10 percent per point of caster’s Water Magic
skill. Can’t be cast when hostile monsters are nearby.
Grand Master: Works when hostile monsters are near. -
Ice Blast
This spell’s grenade-like missile is great for damaging groups of creatures hiding around
corners. As an added bonus, it wont damage your party like other area-effect spells.
Spell Point Cost: 25
—
Master: Fires a ball of ice in the direction the caster is facing. The ball shatters Lr
when it hits something and launches seven shards of ice in all directions 7; >
except toward the caster. The shards ricochet until they hit something or E
melt. Each shard does 12 points of damage plus 1-3 per point of caster’s
Water Magic skill.
Grand Master: Faster Recovery rate. Ball shatters into nine shards. 8 |
PRIMAS OFFICIAL STRATEGY GUIDE
Lloyd’s Beacon
This ultimate teleportation spell requires some planning to use. You must set a beacon
before you can use the spell to teleport.
Spell Point Cost: 30
Grand Master: Allows you to place a marker at a location that you would like to teleport
the party back to. Cast the spell to set a beacon or to teleport to one pre-
viously placed. You may have up to five beacons at any one time. Beacons
remain in place for one week per point of caster’s Water Magic skill.
85
Chapter 5
Erathia
The action takes place in various regions of the Erathian continent. These appear as
numbered squares on the following map. Chapter 6 provides a detailed look at each
7
=
region, with complete indoor and outdoor maps and walkthroughs for all main line,
secondary, and promotion quests.
Main line quests advance the game’s primary story. Secondary quests give your party
experience and gold, but completing them isn’t absolutely necessary to advance.
aL
>
Completing promotion quests conveys advanced rank on your characters. Because rank
carries with it access to new skills and allows characters to learn existing skills at higher
levels of expertise, you'll probably need to complete the promotion quests associated
with the character classes in your party. This holds true particularly for your magic-
using characters, who need higher rank to gain more powerful master and grand master
spells.
Map ofErathia
Your adventure takes place on the continent of Erathia. Because the game doesnt allow
you to travel to all areas of the land, only those regions relevant to quests are represent-
ed. These lie within the square areas on the following map. You may travel between
regions on foot, or via boat, carriage, teleporter gate, or travel spells such as Lloyd's
Beacon or Town Portal.
To travel on foot, you must walk on the roads between regions: walk to the edge of a
region map where a road connects it to another region. For example, to reach the
Tularean Forest from Harmondale, you must walk to the north edge of the Harmondale
region map; to reach the Barrow Downs, walk to the south edge.
Tunnels connect the Barrow Downs to Mount Nighon, and Mount Nighon to the
Land of the Giants. The tunnel from the Barrow Downs connects Stone City (at the
Barrow Downs) to Thunderfist Mountain (at Mount Nighon). A similar tunnel runs
from Thunderfist Mountain to a mine entrance on the surface of the Land of
the Giants.
After you visit the Land of the Giants, a teleporter gate between it and
Harmondale becomes active. The Pit is accessible via the Hall of the Pit, in
Deyja. You reach Celeste via the teleporter in the Bracada Desert. The door to
the Pit and the teleporter to Celeste become active once you've chosen
either the Path of Light or the Path of Dark.
PRIMAS OFFICIAL STRATEGY GUIDE.
Once you leave Emerald Island, you can’t return. The Shoals is accessible only during
the final main line quest; you need wetsuits to reach it.
Hc
AMD
BLOOD
Magic"
Might--
u
CHAPTER FIVE a
Hu's Faithful
Stallions Steeds
Destination 1
Erathia
3 days
Harmondale Harmondale Tularean Harmondale
2 days 2 days 2 days 5 days
Tatalia Avlee Erathia
2 days 3 days 3 days
Harmondale Harmondale Tularean Erathia Tularean
2 days 2 days 2 days 2 days 3 days
Tatalia Avlee Erathia Erathia
2 days 3 days 3 days 3 days
Tularean Harmondale Bracada Harmondale Tularean Harmondale Erathia Tularean
2 days 2 days 3 days 2 days p days 5 days 3 days 3 days
- Deyja Erathia Deyja
2 days 3 days
PRIMAS OFFICIAL STRATEGY GUIDE
[Bracada — |Evenmorn
Talia — |
Origin |Lady Lady l Enchantress |Sacred Narwhale
Margaret Catherine Sails
Day Destination 1| Destination 1| Destination 2 |Destination 1 [Destination 2| Destination 1|Destination 1 |Destination 1 |Destination 1
Mon Harmondale Bracada Tatalia - Tatalia Tatalia Bracada Tularean
7 days 4 days 6 days 4 days 4 days 4 days 4 days 4 days
Tue Harmondale | Tatalia Avlee - e Erathia Erathia -
2 days 2 days 3 days 2 days 4 days
Wed Harmondale| Bracada Bracada Tatalia Tatalia Bracada Tularean -
7 days 6 days 6 days 4 days 4 days 4 days 3 days
B Thu Harmondale | Tatalia Avlee - - Erathia Tatalia
7 days 2 days 3 days 2 days 5 days
Fri Harmondale| Avlee - Tatalia Tatalia Avlee Tularean - -
7 days 4 days | 4 days 4 days 5 days 3 days
Sat Harmondale | Tatalia Avlee - - Tularean Tularean Erathia Erathia
7 days 2 days 3 days 6 days 5 days 2 days 4 days
Sun Harmondale - - Erathia - - - - -
7 days | 6 days
The Obelisks
There are 14 obelisks scattered around Erathia, one per region, with the exceptions of
7
it
the Shoals and Emerald Island. Click on each obelisk to receive part of a hidden mes-
sage; this is transcribed into your Autonotes. Once you've gathered all 14 message parts, at
they line up to reveal the following cryptic phrase when read up-to-down, left-to-right:
b
pirates five one survive hide their gold under the sand white flower
witching hour bloom upon a haunted land
After you receive this message, you can find a large treasure on Evenmorn Island. If
youre present at the large circle of stones at the stroke of midnight, a white flower will
appear in the center of the circle. Click on the flower to reveal a treasure chest full of
gold and excellent equipment.
Sbell Pedestals
You can find spell pedestals scattered around Erathia. When you click on
them, they cast a protective spell on your party. All pedestal spells are cast at
grand master level 5.
Haste
Water Resistance
Earth Resistance
Shield
Yellow-Green Air Resistance
Stone Skin
Dark Purple Mind Resistance
Light Purple Immolation
Dark Red Fire Resistance
Attribute Games
Burning braziers are found in various regions. Each tests a particular attribute. When
you click on one, and if the active character holds the tested attribute at a high enough
level, that character gets skill points. There are four different braziers—Games, Contests,
Tests, and Challenges. Exactly what attribute each brazier tests is randomly determined
each time a map respawns (as explained in the next chapter).
Each character can win each attribute game once for each attribute.
Game Contest
(Blue Flame) (Brass Brazier) |(Orange Flame) |(White Flame)
Skill Points
Won
Story Line
This section ties together the story behind the main line quests, and lays out the whole
adventure. If you're the kind of person who hates to know the end of a movie before
you see it, stop reading here. Instead, refer to the information in the next chapter if
I you get stuck.
A Y. The story comprises four distinct sections. In the first, you must secure your
c y X partys place as Harmondale’s leaders. In the second, you must resolve the war
between the Elves and Humans. In the third, depending on how you resolved
the war in part two, you must prove yourself to either the leaders of the light or
the leaders of the dark. In the fourth section, you embark on a final mission to
seal the fate of the world.
What follows is just the basic story. The next chapter contains specific informa-
20 tion for completing each quest.
CHAPTER FIVE
When you enter Harmondale after rescuing the Dwarves for Hothfarr, the game — x tee
starts a timer called the “war clock.” Once it starts, a series of timed events take S
place regardless of whether you participate. You must accomplish a lot of things
very quickly to take full advantage of the experience and gold opportunities.
Complete all the secondary and promotion quests you can and train your
characters as high as possible before returning to Harmondale.
91
i PRIMAS OFFICIAL STRATEGY GUIDE.
When you do go back, make a beeline to your castle. In the throne room (directly
north of the front door and behind the fountain), two diplomats await you-Lady Ellen
Rockway, representing the Humans, and Alain Hani of the Elves. Both deliver invita-
tions from their rulers (Queen Catherine of Erathia and King Eldrich Parson of the
Tularean Forest, respectively).
ets
Now you have an inkling of why Lord Markham gave up Harmondale so easily. It
lies in disputed territory: both Humans and Elves lay claim to it. Over the next couple
HONOR
AMD
BLOOD
R
of game months, your party can decide who has ultimate control of the land. Although
this decision is of little consequence later in the game, you can gain the trust of both
Elves and Humans, and gain Harmondale for yourself. Beyond giving you a sense of
satisfaction, this course of action also gains you the most experience points and gold.
Leave the castle and go to the Tularean Forest as quickly as possible (probably taking
a carriage from the J.V.C. Corrals). When you reach the Tularean Forest, visit King
Parson in his castle in Pierpont. He'll ask you to enter Fort Riverstride in Erathia and
steal plans to the fort. Hell give you a month to complete this mission, but don’t run
off to Erathia just yet. Instead, go to the Tularean Caves, at the northeastern corner of
the Tularean Forest region. Rescue the Erathian agent, Loren Steel, from the caves. Then
go to Erathia.
If you travel there by foot via Harmondale, you'll pass right through Riverstride Fort,
at Erathia’s eastern edge. Get the plans for King Parson. You'll find them on the lower
level, behind a painting of Queen Catherine. Access the lower level via a secret door in a
storage room (the one full of crates).
Yes, you just betrayed Queen Catherine, but as long as you dont tell her, she'll never
know. Go meet her in Castle Gryphonheart, on the hill overlooking the town of
Steadwick. She asks you to rescue Loren Steel, and gives you a month to do it. Because
, you've done this already, you can collect your reward immediately. Now return to
= R the Tularean Forest.
» jA If you enter the Tularean Forest two to three months after the war clock starts,
a messenger approaches to say a battle is raging between the Elves and Humans.
They fight over an artifact-Gryphonheart’s Trumpet. During the battle, the arti-
fact lies in a chest directly in front of the entrance to the Tularean Caves. As
soon as you learn of the battle, run to the Caves and retrieve it.
: "-
>
CHAPTER FIVE. EX
Giving the trumpet to either Queen Catherine or King Eldrich decides the war in
favor of either the Humans or the Elves. Your third option is your best course of action,
however:
On the eastern edge of the Harmondale region you'll find Judge Grey's hut. Judge
2
=
Grey is the arbiter the Elves and Humans have agreed will mediate their dispute. If you q
give him the trumpet, neither side wins control of Harmondale. It becomes an inde- P
pendent state-under your control. In terms of the future story line, it doesn't matter
whether your party comprises lords of Harmondale under the Elves or the Humans, or
if Harmondale is independent. You do gain extra experience points for giving the trum-
pet to the arbiter, however.
If your timing is off and you miss the battle in the Tularean Forest, the Humans col-
lect the trumpet and win the conflict by default. And you lose out on the experience.
Judge Grey dies four months after the war clock starts. There's nothing nefarious in
this; he dies of natural causes. The next time you enter Harmondale after this event, a
messenger approaches to say you must choose a new arbiter to replace him.
Two new ambassadors await you back at Harmondale Castle. Ambassador Wright
represents the Wizards of Bracada and puts forth their arbiter candidate, Judge
Fairweather. Ambassador Scale from the Necromancers of Deyja pleads the case for their
candidate, Judge Sleen. You must choose Judge Grey's replacement from these judges.
Judge Fairweather awaits you in the Familiar Place tavern in Bracada; Judge Sleen is at
the Snobish Goblin tavern in Deyja. Retrieve the arbiter you've chosen from his tavern
and escort him to Judge Grey's former home on Harmondale.
In choosing Judge Sleen, you choose the Path of Dark. When you return him to the
arbiters hut, youll view a cutscene wherein the Elves and Humans go to war. This
serves the Necromancers, because they go to the field of battle and muster an undead
army from the corpses. Sleen sends you to talk to the Necromancer leader, Archibald
Ironfist, who awaits you at the Pit.
If you choose Judge Fairweather, you choose the Path of Light. The Elves
and Humans come to an agreement about their territorial boundaries and a new
peace settles over the land. Fairweather sends you to talk to Gavin Magnus in
Castle Lambent, in the cloud city of Celeste.
This ends the second section of the adventure.
PRIMA’S OFFICIAL STRATEGY GUIDE
While you're in the Pit, you may as well retrieve the soul jars for Sir Caneghem. :
You'll find them in Castle Gloaming. Its entrance lies near the Pit's fourth teleporter.
The castle contains a series of teleporter gates. You'll find the jars at the end of a hallway
near the first teleporter. To reach them, you must face more Necromancers and
z
~
Vampires. When you have the jars and the two altar pieces, return to Sir Caneghem and
a
Resurectra in Celeste. Now you can accept Robert the Wise’s quest.
Robert wants you to return to the Pit and kill his Path of Dark counterpart, Tolberti.
>
Tolberti’s house is in the first part of the city (before any teleporter jumps). You'll face
him alone, but he’s a Blaster Guy-the games toughest creature: prepare for a long bat-
tle. Tolberti’s ability to cast Power Cure and Hour of Power on himself means he can
come back to full strength from near-death. To defeat him, your party must be able to
inflict and sustain massive amounts of damage.
When you return to Robert the Wise after killing Tolberti, he sends you to talk to
Resurectra in Castle Lambent. This ends the third section for the Path of Light .
Maximus, like Sir Caneghem, wants you to retrieve soul jars. The ones he wants,
however, lie in Thunderfist Mountain, on Mount Nighon. This dangerous dungeon is
full of Minotaurs, Warlocks, and Floating Eyes. You'll find the soul jars in a chest in the
Warlocks’ living quarters. Take them to Maximus.
After you complete these three quests, Tolberti sends you to Celeste to kill Robert
the Wise. Robert is a Blaster Guy, so make sure you're ready to face him. After you kill
him and return to Tolberti, Tolberti tells you to go see Kastore in Castle Gloaming:
while you were off assassinating Robert the Wise, Archibald relinquished leadership of
the Necromancers and fled to Clanker’s Lab.
This ends the third section of the Path of Dark story.
^
= =
Because they're the first two regions you encounter, Emerald Island and Harmondale are
first and second here. After that, each region is covered alphabetically, starting
with Avlee.
O
Map Characteristics O
z
The events in Might and Magic VII take place on either indoor or outdoor maps. Some Gj
O-T
spells, such as Fly, can be cast only outdoors, and others, such as Inferno, only indoors.
Entering a map for the first time triggers a timer that controls that maps “respawn”
rate—that is, the rate at which the creatures you've killed and treasures you've taken are
replenished. Quest-related creatures and treasures are exempt from respawn. The map is
E
a
"cleaned up," as well: loose items, such as those you drop on the ground, are removed.
Most maps respawn after two years.
Numbers listed with each map reflect how hard it is for characters to use their —
Perception, Disarm Trap, and Stealing skills there. As you learned in Chapter 4, a
aa
character must have a Disarm Trap Power or Perception Power higher than a maps Trap
Value or Perception Value to apply these skills. Applying the Stealing skill is more
=
complicated. Each map has a Stealing Value from 1 to 10, reflecting how tough it is to
perform this skill on that map. The higher the number, the harder it is to steal there.
(Chapter 3 provides details.)
Emerald Island
Your adventure starts on Emerald Island. The Dragon Cave and Temple of the Moon lie
within this region. Lord Markham is conducting a scavenger hunt you must win before
you can leave the island. The prize is the deed to Castle Harmondale. After you
complete Lord Markham’s contest, you may leave for Harmondale via the
boat on the island’s southern coast. Once you leave, you cant return.
PRIMA’S OFFICIAL STRATEGY GUIDE
= e Trap Value:
> e 5 | Steal Value:
à $ 4 Perception Value:
^ E 3 |Creatures: Dragonflies,
FOR
Swordsmen,
Human Peasants
1 The Lady Margaret Your ship. Leave the island here after you complete Lord Markham' Contest.
2 The Knight’s Blade Weapon shop
2 Two Palms Tavern Tavern
2 Erik’s Armory Armorer
2 Carolyn Weathers Memberships: Air Guild, Fire Guild
2 Fountain Temporary + 50 Fire resistance
3 Lord Markham Quest: Find Lost Contestants
4 Pedestal Haste
5 Healer’s Tent Temple
5 Fountain Heal +5 Hit Points
5 Fountain Replenish +5 Spell Points
5 Fountain Gives 1000 gold if you have Luck over 14 and less than 200 gold.
i Roger Tellmar Memberships: Spirit Guild, Air Guild
6 Temple of the Moon (map below) Quest Items: Longbow, Fancy Hat, Temple Tile
6 Attribute
7 Dragon's Lair (map follows) Quest Items: Longbow, Contestant’s Shield
7 Pedestal Fire Resistance
8 Pedestal Day of the Gods
100 8 Cannon Fires Death Bloom at ship north of island.
9 Abandoned Tent Quest Items: Red Potion, Seashell
CHAPTER SIX ES
Quests N
Lord Markham’s Contest (Main Line) T
You undertake this quest automatically when the game starts. "n
Margaret the Docent, an NPC, joins your party as soon as you step onto the island.
Q
Speak with her to learn that Lord Markham’s contest is a scavenger hunt. To win, you
Pa
must acquire and take the following items to the contest judge (area 3): a Red Potion,
Longbow, Seashell, musical instrument (Lute), fancy hat (Wealthy Hat), and a Floor
YN
Tile from the Temple of the Moon. You must finish this quest before you can leave Q
Emerald Island and continue the game. =]
As you find items, take them to the contest judge. These subquests are your main
[T
sources of experience points on the island, so take the items to the judge as you find
them, rather than deliver them all at once. This way you'll get experience points for
finding the easier items and can use them to train your characters to higher levels before
z
~
going after the harder items.
After you retrieve all the items, Lord Markham gives you your prize-the deed to a
Castle Harmondale. Now you may leave the island for Harmondale by way of the boat >
you arrived on.
Red Potion
You should have no problem finding a Red Potion. In fact, theres a good chance one of
your party members already has the ingredients. Widowsweep Berries (its reagent) grow
wild on the island’s shores and hillsides. You'll find red reagents and empty potion bot-
tles in a chest inside the abandoned tent (area 8), as well.
Longbow
There are two Longbows on the island. Sal Sharktooth, an Adventurer in the Temple of
the Moon (area 6), has one. The other lies on the floor just inside the
entrance to the Dragon’s Lair (area 7). Although they’re perilous to recover,
you should get both—one to give to the judge and one to keep.
Seashell
You'll find Sally wandering near the Dragons Lair (area 7). If you talk to her,
she offers to sell you a Seashell for 100 gold. Another Seashell lies in a box
inside an abandoned tent (area 9). A swarm of hostile Dragonflies guarding the
tent renders this task difficult.
101
7PRIMAS OFFICIAL STRATEGY GUIDE
Musical Instrument
Ailyssa the Bard wanders in front of the Two Palms Tavern. Talk to her and ask her
about her Lute. She offers to sell it to you for 500 gold. Buy it.
Hat
You'll find a Wealthy Hat in the Temple of the Moon’s Barracks (area 6). Or trade a Red
Potion for one with the party of Swordsmen near the temple entrance.
Floor Tile
A Floor Tile lies in the secret Library chamber in the Temple of the Moon (area 6).
Cons
"^ You must use the wand carefully: it deals indiscriminate damage that can kill your
characters.
102
CHAPTER SIX
Abandoned Tent ^
An abandoned tent at the northwest corner of the island holds four chests that [T
contain, among other things, Red Potion ingredients and a Seashell. You can use both to
a
e
complete Lord Markhams contest.
The best way to fight the swarm of Dragonflies guarding the tent is to approach from the
top of the area 5 hill and engage them from long range with bows and spells. If you back Fa
away, you can draw off a few Dragonflies so you dont have to fight them all at once. Un
Indoor and Dungeon Areas a
Temple of the Moon
"d
The Temple of the Moon (area 6) is a small, abandoned temple infested with Bats, Rats, [T
and Spiders. Inside you can pick up three items for Lord Markham’s contest-a Fancy Hat,
a Longbow, and a Floor Tile. S
~
=:
Fig. 6-2. The Temple of the Moon
Trap Value: 2
Steal Value: 10
Perception Value: 0
Creatures: Rats,
Bats,
Spiders,
Swordsmen
Area N lotes
TI Entrance/Exit
T2 Trapped Chests
ra Temple Hall |
T4 Barracks | 105
[T5 Library |
RIMA’S OFFICIAL STRATEGY GUIDE
Dragon’s Lair
The Red Dragon in this cave is virtually impossible to beat with your starting party.
l Fortunately, the items you want-a Longbow (fulfills a requirement of Lord
= A Markham’s contest) and a Contestant’s Shield (for the “Find the Missing
Contestants” quest)—lie next to the cave entrance.
CHAPTER SIX
As soon as you enter the cave, go into turned-based mode (press (Return)). During
your movement phase, go forward into the cave until you can reach the bow and shield.
f
Pick them up, turn around, and leave the cave. Because the Dragon should be preoccu-
a
O£.
pied battling some Rats, there’s a good chance you can finish before it notices you.
n
Fig. 6-3. Dragons Lair
—_ s DI
Trap Value:
Steal Value:
20
10
Om
Perception Value: 20
FT
e
Creatures: Rats,
Dragon
~
D2
P
s
Dragons Lair Locations
Notes
Entrance/Exit
Starting location of Red Dragon
Harmondale
The castle you win in Lord Markhams contest is located in Harmondale, and this
makes Harmondale your home turf. A war involving Elves, Humans, Necromancers,
and bands of mercenaries (all of this takes place in New World Computing's
turn-based strategy game, Heroes ofMight and Magic III) has caused many
territorial borders to be redrawn. Not everyone is happy with the results.
When the game begins, Queen Catherine, the Human leader, rules
Harmondale; the Elves lay claim to those lands, as well. As you learned in
Chapter 5, the early part of the game revolves around your party proving itself
worthy to rule Harmondale and settling the Human-Elf dispute. After this
happens, the focus shifts to Celeste or the Pit, depending on whether you
choose the Path of Light or the Path of Dark.
PRIMAS OFFICIAL STRATEGY GUIDE
Might~Magie™
o. Trap Value:
F Steal Value:
Perception Value:
Creatures: Goblins,
Swordsmen,
a Human Peasants
Harmondale Locations
Name
106
CHAPTER SIX
[2 Fountain 200 gold if have less than 200 in party and 100 in bank WAV
|2 Pedestal Stone Skin O
|2 Pedestal Shield Pal
2 Attribute Game On hill south of town gate Cf
d On the House Tavern; Quests: Find Signet Ring, Talk to Dwarf King
2 The Peasant’s Smithy Armorer (3
2 Tempered Steel Weapon shop
2 Bowes Residence Memberships: Air Guild, Fire Guild =H
3 Castle Harmondale (map follows) [1
3 WelNin Cathedral Temple. Quest: Find Lantern of Light
$ Harmondale Townhall Townhall, Bounty Hunts N
3 Mark Manor Teacher: Grand Master Bow; Quest: Master Archer Ta
3 Hillsman Residence Teacher: Expert Body Magic; Membership: Body Guild —
3 Stillwater Residence Teacher: Expert Spirit Magic; Membership: Spirit Guild TI
4 Torrent's Teacher: Grand Master Water Magic =
4 Skinner's House Teachers: Master Disarm Trap, Expert Stealing >
5 Signal Fire For “Call the Goblins” event
6 Hume Residence Membership: Mind Guild. Quest: Monk Initiate
LN Farswell Residence Memberships: Water Guild, Earth Guild
6 Kern Residence Teacher: Expert Earth Magic
6 Weider Residence Teachers: Expert Perception, Grand Master Identify Monster
6 Chadrics House Teachers: Grand Master Sword, Expert Axe
6 Fountain * 10 Might, temporary
7 Grognard’s Camp Goblin camp after completing “Call the Goblins” event
8 Signal Fire For “Call the Goblins” event
9 Signal Fire For “Call the Goblins” event
10 Obelisk -
11 Goblin Fort See Other Notable Features and Events below
12 Shrine Teleports to the Land of the Giants after you visit that region
13 Arbiters Hut (See description.)
14 White Cliff Caves (map follows) Quest Item: ArcoMage Deck
107
| PRIMAS OFFICIAL STRATEGY GUIDE
1-
Deyja want you to choose Judge Sleen. Fairweather waits for you at the Familiar
Place in Bracada; Sleen is at the Snobish Goblin in Deyja. To complete this quest,
you must travel to either tavern, pick up the judge there, and escort him to the
108 Arbiter's Hut (area 13).
CHAPTER SIX
If you choose Judge Sleen, you choose the Path of Dark; choose Judge Fairweather
and you choose the Path of Light. To play both paths using the same party, save your
a
game before installing either judge in the Arbiter’s Hut.
After you complete this quest, Judge Fairweather sends you on to talk to Magnus in n
Celeste. Judge Sleen sends you to talk to Archibald in the Pit. Q
FA
Recover the Signet Ring (Secondary)
In the On the House tavern (area 2), Davrik Peladium asks you to retrieve a Signet
e
Ring Bandits stole from him. It’s located in the Bandit Caves in the Erathia region. e
In the caves (Bandit Caves, B2), one of two chests contains the Signet Ring quest "m"
item—but only after you receive the quest from Peladium. Before that, it contains only rm
normal treasure. Return the ring to Peladium in the tavern to complete the quest.
Bandits guard the area around the cave. Inside you'll encounter Bandits and Thieves.
If you take care not to engage all these creatures at once, you should be able to finish
z
—
this quest early in the game.
109
PRIMAS OFFICIAL STRATEGY GUIDE
After you choose the Path of Light or the Path of Dark and complete the appropriate A
proving-ground quest (“Run the Wall of Mists” or “Run the Breeding Zone”), your
[T
allies complete repairs on your castle. This opens up the shops near the throne room
and the second floor. Rooms on the second floor contain barrels and chests. The library ^
holds the Basic Cryptography quest item for the Monk Ninja promotion quest. e
Z
Fig. 6-5. Castle Harmondale e
O
E
rm
z
~
=
Je
Entrance
Trap Value: 2 Throne Room
Steal Value: 10 Swords Inc. (Weapon Shop)
Sanctuary (Temple)
Bats,
Library
Goblins Barrel(s)
Chest(s)
Secret Door
115
PRIMAS OFFICIAL STRATEGY GUIDE
W2 c
SD
C v Trap Value: 4
Steal Value: 10
B Perception Value: 4
a: Creatures: Troglodytes
C Oozes
m C
j G
White Cliff Caves Locations
se] Entrance
ArcoMage Deck
Barrel(s)
Chest(s)
Secret Door
Ei ES
CHAPTER SIX
Aulee
Avlee is part of the Elf Kingdom under the rule of King Parson of the Tularean Forest.
It's also the home turf of the Faerie King, who lives in the Hall under the Hill, and a
Titan enclave, at the Titan's Stronghold. The Temple of Baa is tucked away in the hin-
terlands at the region's south edge.
In game terms, this region is mostly about completing promotion quests. You can
find a Golem part for the "Build a Golem" quest, get the Perfect Bow for the Archer
Master promotion, talk to the Faerie King to be promoted to Ranger Hunter, and kill
the High Priest of Baa to become a Monk Master. To reach the outer islands (areas 2-4),
you'll need the Fly or Water Walk spell.
2 P 6 SNOI
HAO
VIH.
ANY
4 Es Ex y 7 |Trap Value:
-— ~ "-—— r Steal Value:
i ™ gU s Perception Value:
oe EF, c. Creatures: Elven Warriors
ÀE - a PF. l Elven Peasants
Wyverns
Water Elementals
I
PRIMAS OFFICIAL STRATEGY GUIDE
Avlee Locations
5 The Hall under the Hill (map follows) Quest: Give Faerie Pipes to Johann Kerrid;
5 Quest Actions: Give Johann Kerrid letter to Faerie King;
I enter the Faerie Mound.
t E 2 Apple Residence Teacher: Grand Master Alchemy
B 2 Kaine's "Teacher: Grand Master Meditation
E 2 Tempus’ House Teacher: Grand Master Body Magic
: 2 Fountain * 25 Hit Points, permanent; works once
g 3 Obelisk -
3 Chest Contains Golem’s Left Arm for "Build Golem" quest.
4 Shrine Quest Action: Place statue for "Place Statues on Shrines" quest.|
5 Temple of Baa (map below) Quest Action: Kill High Priest of Baa.
6 Snick House Quest: Sabotage the Red Dwarf Mine Lift.
6 Ravenhair Residence Teacher: Expert Water Magic; Membership: Body Guild
6 Featherwind Residence "Teacher: Master Mind Magic; Membership: Mind Guild
6 Jillians House "Teacher: Grand Master Staff
6 Infernon’s House Teacher: Master Chain; Sells: Wine; Buys: Glass Bottles
6 Greenstorm Residence Teacher: Master Air Magic
6 Deerhunter Residence Teacher: Expert Axe, Expert Leather |
6 Temple of Tranquility Temple
6 Swiftfoots House Teacher: Master Identify Monster
6 Avlee Gymnasium Training hall
6 The Knocked Bow Weapon shop
6 Avlee Outpost Armorer
6 Fountain + 20 Water Resistance, temporary
6 Fountain + 2 Endurance, permanent; works once
6 Paramount Guild of Mind Mind Magic spells
6 Paramount Guild of Body Body Magic spells
7 Holden Residence Teacher: Expert Spear, Expert Perception
7 Brightspear Residence Teacher: Master Armsmaster
7 Plush Coaches Stables
Z Fountain 200 gold if have less than 200 in party and 100 in bank
7 The Potted Pixie Tavern
7 Halls of Gold Bank
7 Wind Runner Boat
8 The Titan's Stronghold (map follows) Quest Item: Perfect Bow
9 Druid Temple Quest Action: Visit three (3) Druid Temples
CHAPTER SIX
Quests nN
ft
a
Give the Faerie Pipes to Johann Kerrid (Secondary)
You get this quest from the Faerie King in the Hall under the Hill dungeon (location
H2). If you have the letter from Johann Kerrid to the Faerie King, the Faerie King will
O
give you the Faerie Pipes. Take these to Kerrid in the Tularean Forest town of Pierpont.
x
Sabotage the Red Dwarf Mines Lift (Promotion: Warrior Mage) Gj
Steagal Snick in area 6 asks you to seal off the lower level of the Red Dwarf Mines in
Bracada by sabotaging the machinery that runs the lift (Red Dwarf Mines, R2). He
O-T
r1
gives you a Worn Belt which you must install in the Lift Control Panel (Red Dwarf
Mines, R3).
To reach the control panel you have to get past the Oozes on the top level, go down
the lift, and then fight Medusas on your way to the control panel. Run around the
—
js
upper level before you go down-there are many Stone to Flesh and Cure Paralysis
potions scattered about which will be helpful when you face the Medusas. d
Once you've installed the Worn Belt, you have one game hour to get out of the P
lower level. For more details, see Red Dwarf Mines below. After you're done, return to
Snick for your promotion reward.
Trap Value: 12
Steal Value: 10
Perception Value: 12
Qs x
Creatures: Dragonflies
BLOOD
FOR
HONOR
AnD
H1 Entrance
H2 Faerie Mound
H3 Underground Forest
H4 Hidden Keyhole
H5 Treasure Room
SD Secret Doors
Faerie Mound
When you first enter the Hall Under the Hill, all you'll see is a round chamber with a
large mound in the center. To enter the rest of the dungeon, you must circle the mound
three times. The third time you go around, a small tunnel appears on the north side of
the mound.
When you enter the tunnel, the Faerie King greets you. If you've received the "Enter
the Faerie Mound" Ranger promotion quest from Ebednezer Sower in the Tularean
Forest, the Faerie King will promote your characters to Hunter. If you have Johann
Kerrid's letter to the Faerie King (from Kerrid in the Tularean Forest), he'll take it and
give you the Faerie Pipes in exchange for all your food.
After you deal with the Faerie King, you can move to the center of the mound.
J à A button there activates an elevator platform that lowers you into the dungeon.
S About halfway down, you can jump off and enter a small room with a chest con-
taining a Faerie Ring of Air Magic.
Underground Forest
; As you enter this area, Dragonflies attack. (A Queen Dragonfly has a key on her
118 body you'll need for the keyhole at location H4.)
CHAPTER SIX
When the Faerie King took all your food, he told you there was food in the dun-
geon. He meant the fruit trees growing in this underground forest. Click on them, and m
they'll give you an apple. Feed one to a character to increase your party's food by one.
CY
Hidden Keyhole
e
Click on a small secret panel on the north wall of this small corridor to reveal a small
Z
keyhole. Make sure the character holding the key from H3 is the active character, then
click on the keyhole to open the stairway to H5.
(^
3
The Titan's Stronghold
What can you say about a dungeon full of Titans and Dragons? This dungeon is quite
"d
challenging. Unless your party is ultrapowerful, you should sneak around in here using rt
the Invisibility spell. The halls are wide enough that you should be able to sneak past
the creatures wandering around.
Except for the monsters' toughness, there's really nothing tricky about this dungeon.
S
—
The Perfect Bow you need for the "Find the Perfect Bow" Master Archer promotion =
quest lies in the small chamber at T2. If you feel like you can explore the remaining J
chambers, do so. The treasure in the stronghold is excellent.
Trap Value: 32
Steal Value: 10
Perception Value: 32
Creatures: Dragons
Titans
Entrance
Bl Entrance
B2 Entryway
SS B3 Prison
B4 High Priests Chamber
B Barrel(s)
Chest(s)
120 SD Secret Doors
CHAPTER Sx E
d -
The Barrow Downs
[T
The Barrow Downs is at the heart of the Dwarven kingdom ruled by Hothfarr IX from
Stone City (area 7). Stone City is located on a high plateau overlooking the plains C
below. There are many ways to reach the series of high bridges leading to the city. The 0
easiest for an early game party approaching from Harmondale is to cross the river bridge Z
just west of area 5 and then climb the mountain path on the other side. This will get Q
you to a high bridge just north of Stone City. You must visit Hothfarr early in the game
Q
to ask him to fix Castle Harmondale. (Talk to the Dwarf King quest received in
Harmondale). Hell give you the Rescue the Dwarves quest-the last quest in the first
7f
r"
z
section of the main story line.
—
Fig. 6-11. The Barrow Downs
wm
==
1 5
2 2 3 » d
qu 7
: =Á à Trap Value: 10
i if Steal Value: 5
Ores Perception Value: 10
9 Creatures: Gogs
i Ghosts
10 Gargoyles
121
PRIMAS OFFICIAL STRATEGY GUIDE.
3 Houses Rumors.
4 Shrine +10 Might and Endurance, permanent. Works once each character.
5 Miners Only Tavern.
5 Houses Rumors.
6 Barrow IX (map follows) See Barrow Dungeons
HONOR
AND
BLOOD
FOR
7 Stone City (map follows) Quest: Clear out the Troglodytes Quest Action: Talk to Dwarf King.
8 Obelisk -
9 Attribute Contest -
10 Chest Quest Item: Golem Chest.
11 Barrow VII See Barrow Dungeons. E
Initially, the only way to get to the Mount Nighon region is through the Nighon
Tunnels that connect Stone City to Thunderfist Mountain. The Nighon Tunnels map is
discussed with the Mount Nighon region. After visiting there, use the Town Portal spell
to reach the town in Mount Nighon.
Quests
Rescue the Dwarves (Main line)
After you clear Castle Harmondale of Goblins, the Butler sends you on the Talk to the
Dwarf King quest. To complete this quest, you must travel to Stone City (area 7) and
talk to Hothfarr IX in his throne room (Stone City, S8). Hothfarr says he will repair
your castle if you prove yourself to him by rescuing some of his miners trapped in the
Red Dwarf Mines (Bracada Desert, area 11).
The entrance to the mine is guarded by several Griffins who are pretty tough, con-
sidering how early in the game you must complete this quest. Don’t tackle the entire
flock at once. Instead, draw a few away at a time to break up the battle into several
smaller conflicts. If even a few Griffins cause you too much trouble, you should spend
some time doing easier quests to gain experience.
After you enter the mines, avoid going to the lower level unless you think you can
: ~ handle a large number of Medusas. The Dwarves you need to rescue are on the upper
level. If you arent strong enough to face the first level's Oozes, they are easily avoided
by running. Just grab the seven Dwarf Statues (Medusa-stoned Dwarves) and leave.
122 Return them to Hothfarr, and hell reward you by agreeing to fix Castle Harmondale.
CHAPTER SIX !
125
PRIMA’S OFFICIAL STRATEGY GUIDE
Gate to the Nighon Tunnels See the Mount Nighon region section.
4 5 52 Obelisk -
E S3 Elevators Lead to Stone City mines level.
E S4 War College Training Hall
; 2 85 Entrance Leads to the Barrow Downs, area 7.
x S5 Urthsmite Residence Membership: Earth Guild
a S6 Mineral Wealth Bank
E S6 Groggs Grog Tavern
S6 The Polished Pauldron Armorer
S6 The Balanced Axe Weapon shop
S7 Potent Potions & Brews Alchemist
S7 Delicate Things Magic shop
Sy Sparks House Quest: Clear out the Troglodytes
S7 Gizmos Teacher: Expert Repair Item
S7 Master Guild of Earth Earth Magic spells
S8 Hothfarrs Throne Room Quest: Rescue the Dwarves
S9 Thorinson Residence Teacher: Expert Body Building
[S9 Seline’s House Teacher: Grand Master Spear
S9 Keenedge Residence Teacher: Master Axe
S9 Thain’s House Teacher: Expert Merchant
S9 Welman Residence Teacher: Expert Earth Magic
S10 Temple of Stone Temple
S11 Treasure Room Entering turns Dwarves hostile
B Barrels -
[e Chests -
Haunted Mansion
The Haunted Mansion is a large house full of undead creatures, and it's a location
important to two quests. The Knight Cavalier promotion quest (Clear out the Haunted
Mansion, received from Fredrick Org in Erathia) is completed by clearing out all of the
mansion’s creatures.
RS 1 One of the paintings needed for Ferdinand Visconti's, Collect Three Paintings
quest (received in Tatalia) is also in the mansion. Click on the Angel Statue Portrait
to remove it from the wall.
Diag
CHAPTER SIX
=
H5 Fire Bolt Trap
© Chest(s)
T
Master Bedrooms
Each of these rooms contains a bed. The bed frames contain switches that open hidden
doors on the south walls of the bedrooms. The Angel Statue Portrait is located in H2.
Library
A bookcase on the west side of the library has a switch disguised as a book (the one
sticking out of the shelf). This switch opens a door on the library’s north wall.
Fire Bolt Trap
The switch on this wall launches a Fire Bolt from the launcher on the north wall. The
creatures in this dungeon are not affected by the bolt. Basically, it’s there to
hurt trespassers like your characters.
Barrow Dungeons
The Barrow Dungeons are actually 16 mini-dungeons connected by teleporter
gates. In all of the Dungeons except for Zokarr’s Tomb, you'll find a control
panel like the one in Fig. 6-14. On either side of each control panel are two
teleporter gates. Each gate has two destinations. The left control panel lever
controls the destination of the left gate, and the right lever controls that of the
right gate. 125
I PRIMAS OFFICIAL STRATEGY GUIDE
Each control panel has a diagram to help with Barrow Dungeon navigation. Every
Barrow Dungeon has a number identified by the number at the center of the diagram.
The pair of numbers on either side of the panel show you where the teleporter will take
you when its control lever is in the up or down position.
At the beginning of the game, the diagrams are covered by panels. To open the
panels, you need the three Barrow Keys located in Barrows VII, IX, and X. The control
panels in these dungeons only have a lever on the left side. On the right side is a key-
hole that takes a Barrow Key. Each key opens a third of the panels. The right side
teleporters of VII, IX, and X take you outdoors to the Barrow Downs map.
In Barrow VI, the down position of the left lever (marked with an "ankh") sets the
left teleporter to take you to Zokarr's Tomb. You can complete two promotion quests
there-the Archdruid quest (Put Zokarrs Bones in Zokarr’s Tomb, received in the
Tularean Forest) and the Initiate quest (Visit the Site of Power in the Barrows, received
in Harmondale). The Lantern of Light quest item needed to complete the Find the
Lantern of Light quest received in Harmondale is located in Barrow II.
Each Barrow Dungeon is shown with a shot of its teleporter control panel. The
Barrow Dungeons Locations table covers Zokarr’s Tomb and all of the numbered Barrow
Dungeons.
126
CHAPTER SIX
O" i
B2 Barrow IV Button opens door at B3.
B3 Barrow IV Door opened by B2.
B4 Barrow VII Button at back of altar opens floor at B5.
B5 Barrow VII Trap door opened by B4.
B6 Barrow VII Switch Box. Click to open. Lever inside opens B7 (^
O
and closes B5.
B7 Barrow VII Door opened by B6.
B8 Barrow VII Chest with Barrow Key T
B9 Barrow IX Bookcase. Click to reveal passage to B10.
T
z
Barrow IX Chest with Barrow Key.
Barrow X Chest with Barrow Key.
Barrow XII Click on door to open B13.
Barrow XII Click on door to open B12. —
[B15
[B16
Zokarrs Tomb
Zokarrs Tomb
Zokarr’s Tomb
Exit
Sarcophagus for Archdruid quest
Meditation Pool for Monk Initiate quest
ui
P
T All Teleporter
E All Elevator
SD All Secret Door
G All Chest(s)
TR All Particularly good treasure
127
| PRIMAS OFFICIAL STRATEGY GUIDE
Barrow I
" v
BLOOD
HONOR
FOR
AMID
Might-Magic"
Trap Value: 10
Steal Value: 10
Perception Value: 10
Creatures: Wights
Bats
Barrow II
Trap Value: 10
Steal Value: 10
Perception Value: 10
Creatures: Zombies,
Rats
128
CHAPTER Six BX
Barrow III
[T
C
©
"d
(n
Q
T
E
Steal Value: 10 ~
z
Perception Value: 10
Creatures: Ghouls -
>
Barrow IV
Trap Value: 10
Steal Value: 10
Perception Value: 10
Creatures: Skeletons
Bats
129
RIMAS OFFICIAL STRATEGY GUIDE
Barrow V
Might=Magie”
10
Steal Value: 10
Perception Value: 10
Creatures: Skeletons
Barrow VI
Steal Value: 10
Perception Value: 10
Creatures: Zombies,
Rats
CHAPTER SIX
Barrow VII
Trap Value: 10
Steal Value: 10
Perception Value: 10
Creatures: Gogs
Rats SSNOI
4O
IVa
VIH
Barrow VIII
Trap Value: 10
Steal Value: 10
Perception Value: 10
Creatures: Wights
Rats
PRIMAS OFFICIAL STRATEGY GUIDE
Barrow IX
Might-Magie”
Steal Value: 10
Perception Value: 10
Creatures: Gogs
Bats
Barrow X
IN
TT
JPj
Trap Value: 10
Steal Value: 10
Perception Value: 10
Creatures: Gogs,
Rats
1:52
CHAPTER SIX
Barrow XI A
[T
a
ë
e
Un
e.
m
[7
Trap Value:
Steal Value:
10
10
>
—
Perception Value: 10
Creatures: Zombies =
P
Barrow XII
Steal Value: 10
Perception Value: 10
Creatures: Skeleton,
Bat
PRIMAS OFFICIAL STRATEGY GUIDE
Barrow XIII
Magie"
Misght-:
B
Trap Value: 10
Steal Value: 10
Perception Value: 10
Creatures: Ghouls
Bats
Steal Value:
Perception Value:
Creatures: Ghouls,
Bats
CHAPTER
SIX RE
A
[T
C^
a
eA
e
Q
E
[T
Steal Value: 10 S
—
Perception Value: 10
Creatures: Zombies, =
»
Rates
Zokarrs Tomb
Trap Value: 10
Steal Value: 10
Perception Value: 10
Creatures: Wights,
Ghouls
J PRIMAS OFFICIAL STRATEGY GUIDE
1 H/13
Dé Trap Value: 17
" Steal Value: 6
2 - Perception Value: 12
F/3 10 Creatures: Golems
A/A 9 Griffins
Human Peasants
T T
T/5 8
6 L
T 7
B
Ii
156
3
CHAPTER SIX
3
Attribute Contest
Guild of Illumination
On ridge south of Familiar Place
Light Magic spells
()
3 Master Guild of Water Water Magic spells P
4 Gate to Celeste Teleporter to Celeste region (f
5 Edmond’s Ampules Alchemist
[n
z
5 Applebee Manor Teacher: Expert Learning
6 School of Sorcery (map follows) Quests: Build a Golem. Find the Book of Divine Intervention.
Quest Items: Scroll of Waves.
7
Enchantress Boat
—
7 Lightsworn Residence Teachers: Expert Light Magic, Master Meditation
8 Rowan's House Quest: Win at the Arena
alk
>
8 Brand’s House Teacher: Grand Master Plate
8 Hollyfield Residence Teacher: Expert Body Building
8 Sweet Residence Quest: Return the Heart of the Forest to the Oldest Tree.
8 Stone House Teachers: Expert Dodging, Expert Unarmed
8 Watershed Residence Teacher: Expert Alchemy. Membership: Water Guild
8 Fountain Wishing Well. See Other Notable Features and Events.
8 Obelisk Located in canyon west of houses.
9 Benson Residence Teacher: Master Identify Item
10 Teleporter Cluster See Other Notable Features and Events.
11 Red Dwarf Mines (map follows) Quest Actions: Rescue the Dwarves, Sabotage the Red Dwarf Mines Lift.
12 Brigham’s House Teacher: Grandmaster Merchant
12 Gayle’s Teacher: Grandmaster Air Magic
12 Chest Quest Item: Golem’s Head
12 Crystal Caravans Stables
13 Temple of Light Temple
13 Zimm’s House Rumors
A-H Teleporter Cluster Destinations See Other Notable Features and Events.
C Teleporter All of these teleport you back to area 10.
PRIMAS OFFICIAL STRATEGY GUIDE
Quests
Build a Golem (Promotion: Wizard)
You receive this quest from Thomas Grey at the School of Sorcery. To prove your party’s
worthiness for the promotion, you must build a Golem from parts located in chests
scattered around Erathia. To build the Golem, you need a head, chest, left arm, right
ae
arm, left leg, and right leg. While you're on this quest, a Golem travels with you as an
NPC. When you find a part, talk to the Golem and he'll assemble the parts for you.
HOMOR
AND
BLOOD
FOR When youre done, return to Thomas Grey. After you complete the quest, a friendly
Golem will appear in Castle Harmondale.
Grey warns you about a head that was placed in the wilderness as a prank by one of
his students. This is the Abby Normal Head, which can be found just north of the
Bracada Desert Teleporter Cluster (area 10). This head is there to throw you off the
track. You dont need it for anything. The real Golem head is located at the base of the
towers at area 12. You'll need to Fly to get to it. See the maps for the regions listed in
the table below for the locations of the other parts.
To reach the book, you'll have to run a long gauntlet of hostile creatures. In Deyja,
Harpies guard the entrance to the Hall of the Pit (Deyja, area 2). In the hall, you'll find
more Harpies, teamed up with Gargoyles and Zombies. Fortunately, you dont have to
travel far through the Pit on your way to the Breeding Zone (the Pit, area 3); it’s full of
Ghosts, Necromancers, and Liches. The Breeding Zone contains Fire Elementals, Gogs,
and Behemoths. Because it’s difficult to rest in either the Pit or the Breeding Zone, give
yourself a place to rest by clearing out the relatively easy Hall of the Pit.
Once inside the Breeding Zone, avoid the north part of the dungeon and head
directly westward toward the chamber where the book is. Press the button at Z2 and
then the button at Z3 to open up the secret chamber at Z3, where the book is stored
inside a chest. Bring it back to Thomas Grey to complete the quest.
Return the Heart of the Forest to the Oldest Tree (Promotion: Lord)
To do this quest, you must have finished the Enter the Faerie Mound quest for
Ebednezer Sower in the Tularean Forest, and be on the Path of Light. Visit Lysander
M GNO
JO
VILL
Sweet (area 8). Hell ask you to find a gem called the Heart of the Forest and to bring
the gem to the oldest tree in the forest.
The Heart of the Forest is located in the Mercenary Guild in Tatalia. This dungeon
is well compartmentalized by doors, so you can choose your fights. The entry hall is
guarded by Bandits, which should make for a relatively easy battle if your party is tough
enough to face the real challenge-the large group of Swordsmen located in the north-
eastern barracks chamber (Mercenary Guild, G3). On the north wall of this room is a
secret door disguised as a bookcase. Click on it to reveal a small hidden chamber (G4)
with a chest. The gem is in it.
The oldest tree is located in the middle of the southernmost of the two islands off
the shore of the Tularean Forest (Tularean Forest, area 5). You'll recognize it from the
other trees on the island because it has leaves, and irll be the only tree not
shooting missiles at you. Once you return the Heart of the Forest to the
oldest tree, the angry trees in the Tularean Forest wont attack you for the rest
of the game. Return to Sweet to complete the quest.
i PRIMAS OFFICIAL STRATEGY GUIDE
x) Leda Rowan at area 8 will give you this quest only if you're on the Path of Light and
have already finished the Clear Out the Haunted Mansion quest for Fredrick Og in
"eo
Erathia. She'll send you to win five Knight-level battles at the Arena. You can only reach
>à the Arena by carriage from the J.V.C. Corral in Harmondale (Harmondale, area 2). Go
to this stable on any Sunday to catch a coach to the Arena.
After arriving at the Arena, and before entering combat, cast as many combat-boost-
E
=
>
ing and protection spells as you have. When youre ready, turn around and click on the
central door to start a conversation with the Arena Masters. Choose Knight-level
combat. When combat begins, you'll be at the center of the Arena surrounded by
extremely tough monsters. Which monsters you face is randomly determined, but at
Knight level, dont be surprised if you face Dragons, Titans, Droids, and other high-
level creatures.
After you win, be sure to collect your gold prize at the central door. Because you're
only allowed one battle per visit to the Arena, you'll have to leave the Arena (by one of
the doors to the side of the center door) and return to Harmondale. Keep showing up
at the J.V.C. Corral on Sunday until you've racked up your five wins. Then return to
Rowan to finish the quest.
Insanity
*20 Earth Resistance, temporary
50 points Body Magic attack
Zombie
re +250 gold
+20 to random Attribute, temporary
Cursed
CHAPTER SIX
Teleporter Cluster
At area 10 is a group of teleporter gates maintained by the School of Sorcery as a means
^
E
of transportation. The boxes in the following diagram correspond to the locations of the
a
nine gates. The letters correspond to the marked jump points on the Bracada Desert
map shown earlier. Gate “C” will teleport you to a random, usually dangerous, point on Ora
the map. The two gates marked “H” take you to the same location in front of the
Temple of Light (area 13). ©
Fig. 6-16. Teleporter Cluster
Om
E
—
A
d
>
1p]
PRIMA’'S OFFICIAL STRATEGY GUIDE
The lift separates the upper and lower mine levels. The upper level is infested with
Oozes, and the lower with Medusas. Remember as you're going through this dungeon
that Medusas can only be hurt by Physical damage, and Oozes are only damaged by
magical attacks.
INotes
Entrance
R2 The Lift
R3 Lift Control Panel |
D Dwarf Statue |
C Cart(s)
The Lift
This elevator is operated by pulling a lever. If you stand on the lift platform and face
south, you'll see the lever sticking out of one of the wooden support beams.
142
CHAPTER SIX R&
Entrance
S2 Member Library
[S3 Information Desk (eric swarrel)
S4 Thomas Grey
S3 Guarded Door
S6 A Switch
S7 Four Switches
S8 Chest with Scroll of Waves quest item
Door
Door
Door
Two Switches
Barrel(s)
Cart(s)
T Fire Bolt and Lightning Trap [er
; PRIMAS OFFICIAL STRATEGY GUIDE
Member Library
If you have purchased a school membership from the information desk at S3, you will
find learning books and scrolls on the east and west bookshelves. Each time you pur-
chase a membership, these shelves will replenish themselves once a week, for six months.
Information Desk
To purchase a school membership, talk to the sorcerer manning the desk. Behind the
desk is a cabinet. Open the cabinet and pull the revealed switch to open the door at S5.
AND
BLOOD
HONOR
FOR.
A Switch
In the southwest corner of this bunk room, there is a switch on the floor. Press it to
open the door to the chamber connected to the south wall.
If you've closed the doors at S9 and $10, they can only be unlocked by pulling the left
switch at $12.
Celeste
Celeste is the capital of the Path of Light leaders, so it is important to both the Light
and Dark story. lines. If you're following the Path of Light, this is where you'll receive
main line quests for the rest of the game. The Path of Dark also brings you to Celeste
when you go to complete the Kill Robert the Wise quest.
Celeste is a city built on clouds. As youre walking around, you'll see the sky
through holes in the city floor. Falling through these holes will drop you to the
Bracada Desert from a fatal height. For this reason, save your game frequently. As
an additional safeguard, maintain a Feather Fall spell while visiting this city.
144
Fig. 6-19. Celeste
Trap Value: 40
Steal Value: 10
Perception Value: 40
Creatures: Sorcerers
Angels
Rocs
Light Elementals
SNOID
JO.
IVa
VIH
JM
Celeste Locations
Name Notes
1 Teleporter to Bracada -—
2 Trial of Honor Training hal
2 Armor of Honor Armorer
2 The Hallowed Sword Weapon shop
2 Material Wealth Bank
2 The Blessed Brew Tavern
3 Wall of Mists (map below) Quest Action: Light Proving Grounds.
Quest Items: Four Lich Jars (for Find Four Lich Jars).
4 Fountain +25 Attributes, Hit Points, and Spell Points, temporary
5 House Devine Quest: Purify the Temple of Moon Altar
5 Morningstar Residence Teacher: Master Light Magic
5 House Winterbright Membership: Air Guild cal
5 Crag Hack Quest: Clear Out the Vampires in Tatalia
5 Resurectra Quest: Get the Light and Dark Temple Altar Pieces
3) Robert the Wise Quest: Kill Tolberti. Quest Action: Kill Robert the Wise.
19
PRIMAS OFFICIAL STRATEGY GUIDE
Quests
Light Proving Grounds (Main line)
This quest is only available if you're on the Path of Light. After you've installed Judge
Fairweather in the Arbiter Hut in Harmondale, he sends you to talk to Gavin Magnus
in Castle Lambent. Gavin Magnus is in the castle throne room. When you talk to him,
he tells you that you must traverse the Wall of Mists (area 3). To do this, you must enter
the front door and exit through the back door. Along the way, you're not allowed to kill
any of the creatures in the dungeon.
Inside the Wall of Mist entry chamber are three teleporter gates that link to three
mini dungeons. You must recover a key from each of these areas and then use them to
activate the three locked pillars at the north end of the entryway. After you do this, the
large door north of the pillars will open, allowing you to reach the exit door.
The easiest way to deal with this dungeon is to use the Invisibility spell to run past
the hostile Genies and Air Elementals. If you dont have this spell, and find yourself tak-
ing dangerous amounts of damage, gather one key and then leave the dungeon through
the entrance. Rest and then go back for the next key. If you do this, you can kill crea-
, tures just as long as you dont kill anything on your last trip from the entrance to
x © the exit.
After you get through, go to Magnus. Part of his reward is a Light Guild mem-
bership. The houses at the north end of area 5 will now contain the Path of Light
146 advisors, Crag Hack, Resurectra, Sir Caneghem, and Robert the Wise.
CHAPTER SIX
147
PRIMAS OFFICIAL STRATEGY GUIDE
Get the Light and Dark Temple Altar Pieces (Main Line)
Like the last two quests, you must complete the Light Proving Ground quest to receive
this one. Resurectra (area 5) asks you to visit the Temple of Light in Celeste and the
Temple of Dark in the Pit and retrieve two halves of a key and bring them back to her.
These “keys” are actually two parts of a broken altar, each identified as “Altar Piece” in
es d your inventory.
First, the hard part. The Temple of Dark is located in the Pit, which is very danger-
BLOOD
HONOR
AND
ous to a Path of Light party as explained in the last quest description. Getting the Altar
FOR,
Might--
Magic"located Piece from the temple is a relative breeze compared to getting to the temple, which is
two Teleporter Jump Loop hops into the Pit. The Altar Piece is hidden under
the altar directly across from the temple entrance (at Temple of Dark, D3). On the floor
behind the altar is a button. Click the button to reveal a panel hidden under the altar.
Under that panel is the Altar Piece.
There are Vampires and Clerics of the Moon guarding the area around the Altar, but
you can run past them, go into turn-based mode when you reach the altar, grab the
Altar Piece, and run back out in real-time mode, taking minimal damage.
The Altar Piece in the Temple of Light is located in its dungeon at L6. Because
youre following the Path of Light, the creatures in this temple won't oppose you. For
details on how to get into L6, see Sun, Moon, Star Chamber under Temple ofLight.
148
CHAPTER SIX
When you kill Tolberti, search his body. Hell have a Control Cube and a Blaster. A
When you pick up the Blaster, all of your characters gain the Blaster skill at normal FT
level, allowing them to use this weapon. Bring the Control Cube back to Robert the
Wise to finish the quest. a
Kill Xenofex (Main Line)
2
Pa
After you complete the Kill Tolberti quest, Robert tells you to go see Resurectra in
Castle Lambent. You'll find her in the castle throne room. She sends you to kill
e
Xenofex, the king of the Demons. Xenofex’s headquarters is Colony Zod (Land of the e
Giants, area 3). If you've never been to the Land of the Giants before, you must take the E
long route.
[T
Bracada
Long Route from Celeste to Colony Zod
None
z
~
=
The Barrow Downs Gogs, Ghosts, Gargoyles
Stone City (Barrow Downs, area 7) Troglodytes
Nighon Tunnels (from Stone City, $1) Gogs j?
Thunderfist Mountain Minotaurs, Floating Eyes
Tunnel to Eofol Medusas, Behemoths
Land of the Giants Titans, Devils, Dragons
Colony Zod (Land of the Giants, area 5) Devils
If you have been to Mount Nighon and have the Town Portal spell, you can teleport
to Mount Nighon and enter the above chain at Thunderfist Mountain. If you've
already been to the Land of the Giants, you can teleport between the shrine in
Harmondale (Harmondale, area 12) and the shrine in the Land of the Giants (Land of
the Giants, area 4).
In any event, the first time you enter the Land of the Giants after receiving this
quest, you receive a message from Archibald Ironfist. He tells you that his
brother, Roland is Xenofex’s prisoner, and that you must free Roland to get
the key to Xenofex’s chamber. Archibald also will give you a blaster. You
should now have two of these weapons.
Once in Colony Zod, you must fight many Devils, get past the control
panel door at C4, and rescue Roland from his cage at C3. After you rescue
him, the door at C2 will be open. Before you go up however, be sure to open
the chests on the lower level. They contain two more Blasters. Now you can
equip your entire party with these weapons.
i PRIMAS OFFICIAL STRATEGY GUIDE
In Xenofex’s chamber (C6), you have to fight a large group of Devils. Xenofex is
zy among them. Beat them and return to Resurectra in Celeste. She'll reveal to you the
secret of the Ancients. .
"o^ 9 This quest is the second-to-last main line quest and is quite tough. Before you go, you
9
T
A
should build up your characters’ toughness by completing other quests. After you kill
t
à<
“or,
Tolberti, you'll gain the Blaster skill. It is worth advancing this skill before you go to kill
o
[n
m
Xenofex. After clearing out Colony Zod, you can equip your entire party with Blasters.
m
J
9 Retrieve the Oscillation Overthruster (Main Line)
This is the final quest of the game. Before Resurectra will give it to you (she’s still in the
Castle Lambent throne room), you must complete the Kill Xenofex quest. To finish this
quest and win the game on the Path of Light, you must go to Shoals, enter the Lincoln,
retrieve the Overthruster, and return to Resurectra in Castle Lambent.
The Shoals is an underwater region off the west shore of Avlee. To reach it, you'll
need the four Wetsuits located in the two chests on either side of the Castle Lambent
throne room door. To wear these suits, you must remove every item of equipment,
including rings and amulets. Wetsuits offer no Armor Class protection, but do protect
you from drowning damage. While wearing a Wetsuit, you cant equip a bow or shield,
but you can hold a weapon (like a Blaster).
Travel to Avlee, don your Wetsuits, and head west over the water. You may have to
jump at the shoreline to actually get in the water. When you reach the west edge of the
map, youll be asked if you want to go to the Shoals.
On the Shoals map, you'll be underwater. Swimming works very much like flying.
While underwater, however, you cant cast spells. This makes the Sharks in the area
extremely dangerous. Shark attacks can make your characters afraid. Although youll be
unable to cast the Remove Fear spell, you can use the potion, so bring some of these along.
On your way to the Lincoln, be sure to open the chest next to the sunken ship and
get the Temple in a Bottle. This item is used to access the secret NWC level.
Enter the Lincoln through one of the hangars (Lincoln, L1). Once inside, you'll
immediately be under attack from several Droids. Go into turn-based mode and put
all of your characters’ equipment back on. Next, run to a safe place (L2 is a good
<> choice). Cast any protection spells you have. If you have Lloyd's Beacon, this is a
perfect place to use it. Set up a beacon at L2. This way, if you get into trouble, you
can teleport out to a safe spot (like in Celeste), recuperate, and then return to your safe
The Oscillation Overthruster is located in the bridge (L5). To get there, you must A
first turn on the power at L2 so that the ship doors will function. Then, fight your way
At
to the front of the ship. Click on the portal of stars near the center of the bridge to
a
gather the Oscillation Overthruster. Return to Celeste and talk to Resurectra to build
the Gate of the Ancients and win the game. OFa
Indoor and Dungeon Areas
On
Castle Lambent
Castle Lambent is the headquarters of the Path of Light leaders. If you're playing the Om
FT
Path of Light, you'll need to come here to receive many of your main line quests. If the
Mercenaries Collect a Debt (Harmondale), and you've decided to deal with it by steal-
ing the tapestry from your allies, you'll find it in the treasure room at C4. Entering this
restricted area will make all of the castle residents hostile toward you. If, as a Path of S
~
3
Light player, you anger the castle, it will remain hostile to you for one month before
returning to normal.
As a Path of Dark player, there's no particular reason to come to the castle-unless >
y.oure Jjust looking 8 for a tough
8 battle and some treasure.
Trap Value: 24
Steal Value: 10
Perception Value: 24
Creatures: Sorcerers
Angels
Golems
151
PRIMAS OFFICIAL STRATEGY GUIDE
Entrance
C2 Pool (lowered at L9)
3 Courtyard
C4 Treasure Room
am *
GS Bridge
C6 Bridge Control Room
C7 Antechamber
AND
BLOOD
FOR
HONOR C8 Throne Room
C9 Pump House
C10 Pool (lowered at L9)
SD Secret Door
Chest(s)
Barrel(s)
Treasure Room
The tapestry you need for the Mercenaries Collect a Debt event is hanging on the east
wall of this room. To reach it, raise the bridge at C5 by pulling the lever on the south
side of the bridge control room at C6.
Pump House
At the north end of this room is the pump that fills the pools at C2 and C10. If you
turn off the pump by pulling the lever on its side, the pools lower to reveal the secret
doors hidden beneath them.
Walls of Mist
If you're on the Path of Light, you must complete the Light Proving Grounds main
line quest by entering at W1 and leaving at W3 without killing any creatures. If
youre on the Path of Dark, you can do the Retrieve Soul Jars from the Walls of
Mist promotion quest to attain the rank of Lich Sorcerer. The jars youre looking
for are in the chest at W3.
CHAPTER SIX
WI Entrance
SoVIHI
SNOI
JO
Trap Door (Key A)
the pedestals at the north end of the W2 chamber. Once you've unlocked all
three pedestals, the north wall opens up to allow you access to W3.
Key A Dungeon SE
Key A is located beneath the trapdoor at W5. At both W6 and W7 are three
buttons and a lever. Press the center button at each location and then pull
either of the levers. W5 will open to reveal a shallow chamber. Inside is a chest
containing Key A.
PRIMAS OFFICIAL STRATEGY GUIDE
Key B Dungeon
There’s no real trick to this one. Just go up the elevator to reach the small room at W9.
Key B is in a chest there.
Key C Dungeon
To get this key, go down the elevator and get to the fountain gate at W11. In each of
the rooms to the north and south of this area are two fountains. Press the buttons in
front of all four fountains to drain the fountain at the east end of the room and reveal a
pit. Jump into the pit to reach W12, where there is a chest containing Key C.
The Small House (both Robert the Wise’s House, and Tolberti’s House)
This small dungeon is used to represent Robert the Wise’s house if you're playing the
Path of Dark, and Tolberti’s House if you're playing the Path of Light. You enter the
Small House to complete either the Kill Robert the Wise or Kill Tolberti quest as
appropriate. Fig. 6-22. The Small House
Trap Value: 40
Steal Value: 10
Perception Value: 40
Creatures: Blaster Guy
(Robert the Wise
or Tolberti)
HI Entrance
H2 Starting Position of Blaster Guy |
H3 Chest. Contains: Day of Gods, Body Resistance,
and Resurrection scrolls.
CHAPTER SIX
^
Killing Robert the Wise (or Tolberti)
Blaster Guys, like Robert the Wise and Tolberti, are armed with Blasters. Blasters are eT
extremely fast weapons, so in combat, Blaster Guys can usually get in two or three shots a
for every one that your characters can make. This means Blaster Guy attacks can eradi-
cate their targets. Robert the Wise will make short work of your party if you dont have
O
Fas
protection from this attack.
n
QT
The best protection spell for fighting a Blaster Guy is grand master Protection from
Magic, because it makes your characters immune to eradication. If they cant eradicate
your characters, Blaster Guys arent all that tough. Body and Earth Resistance also will
help. If you don’t have access to these spells, there are two Protection from Magic scrolls
E
E
directly inside the entrance (H1). Although scroll spells are cast at master and not grand
master level, they'll still give you some protection. You'll probably find the scrolls at H3
useful, too. —
d
One technique for killing Robert the Wise involves the Invisibility and Sparks spells.
Cast it on your party before entering the house. Stalk Robert until he moves into a cor-
ner and then run up to him to pin him there. Touching Robert will dispel your
lI
Invisibility, so combat will ensue immediately. Use the corner to funnel multiple spark
missiles into Robert. Because the spell has a short recovery time, you should be able to
pile on the damage quickly, killing him in just a few rounds.
After Robert (or Tolberti) is dead, search his body. On it is the Control Cube quest
item and a Blaster.
Temple of Light
Whether you're following the Path of Light or the Path of Dark, you'll have to enter the
Temple of Light to recover the Altar Piece at L6. To open the door to L6, you need to
solve the puzzle at the Sun/Moon/Star Altar Chamber (L7). If you're playing
the Path of Dark, you'll have the further complication of having to deal
with attacks from the hostile temple guardians. On the Path of Light, you can
walk through the temple freely as long as you don’t anger the guards (G) or
attack anyone.
125
PRIMAS OFFICIAL STRATEGY GUIDE
ri G Trap Value: 30
NZ Steal Value: 10
o
B Perception Value: 30
X
a Creatures: Clerics of the Sun
dS Monks
[o
a Angels
.B
Entrance
Hidden Stairs (open when you approach)
Narrow Passages
L4 Accesses to Narrow Passages
156
CHAPTER SIX
e
Deyja ^
Deyja is the aboveground part of the Necromancers’ kingdom. The true heart of their
a
territory is far underground in the Pit. You can reach the Pit by traveling from Deyja
through the Hall of the Pit. Deyja is a region particularly rich in magic skill teachers OZ,
n
and is important to several promotion quests.
Fig. 6-24. Deyja
10
9
:
, dme
E
Trap Value: 12
Om
FT
~ 1 Steal Value: 5
9 Perception Value: P
8
zt -
a
c
120 Creatures: Harpies
Zombies ~
T
: P p-f Goblin Peasants
3
a
6
:
3
l
B. j^
Deyja Locations
NEED
|t»
[Ww
|W
|o
[o
FO
JOH
JO
PR
J Attribute Contest -
157
PRIMAS OFFICIAL STRATEGY GUIDE
Quests
Imprison Alice Hargreaves (Promotion: Villain)
Before William Setag will give you this quest, you must have completed the Slay
Wromthax quest for Sir Charles Quixote (Erathia) and be on the Path of Dark. Setag
asks you to kidnap Alice Hargreaves from Castle Gryphonheart in Erathia.
Castle Gryphonheart is a dangerous place for a Path of Dark party. The castle is
|. guarded by Champions of the Sword-tough and extremely fast opponents. You'll also
E face less formidable Archers and Soldiers. There's no getting around a big battle with
m d the group of Champions guarding the entrance, but you can avoid a lot of battles by
heading directly to Alices door (Castle Gryphonheart, G2). Kidnap her by clicking
on her door and starting a conversation. Leave the castle, return to Setag’s house,
and you're done.
158
CHAPTER SIX
129
PRIMAS OFFICIAL STRATEGY GUIDE
Lady Carmine is in Celeste, the Path of Light capital. To get there, you must enter
Celeste through the Gate to Celeste teleporter (Bracada Desert, area 4). Lady Carmine can
be found walking around in front of Castle Lambent (Celeste, area 8). You'll recognize her
because she is wearing a red dress.
Its possible to get the knife without fighting a single battle in Celeste. Before you step
though the Gate to Celeste, cast the Invisibility spell on your party. This spell allows you
to reach Carmine without fighting any of the Sorcerers, Rocs, or Angels along the way. If
you have a character with a high enough Stealing skill, you can pilfer the knife from her.
You might have to try more than once to get the item (see Stealing in Chapter 3). If you
succeed, run back to the teleporter and leave Celeste.
If you dont have the spell and/or the skill, you can run past the Celeste guardians.
They are tough (Angels, Sorcerers, Rocs, and Light Elementals), but you have a lot of
room to maneuver. Kill Lady Carmine and then search her body for the knife. If you have
Fly or Feather Fall, escape Celeste by jumping through one of the holes in the city floor
back to the Bracada Desert.
SD Secret Door
160
E Elevator
CHAPTER Six ES
Trap Value: 20
Steal Value: 10
Perception Value: 20
Creatures: Champions of the Sword
Rats
PRIMAS OFFICIAL STRATEGY GUIDE
Watchtower 6
Watchtower 6 is an outpost maintained by the Necromancers to guard the road from
Deyja to Erathia. It’s a very difficult dungeon to clear out because it’s guarded by many
creatures with powerful ranged attacks. The Thief Spy quest, Move the Watchtower 6
Counterweight, is the only quest that involves the tower.
ee Fig. 6-27. Watchtower 6
Trap Value: 22
Steal Value: 10
AnD
BLOOD
FOR
HONOR
Perception Value: 22
Creatures: Ghosts
Necromancers
Liches
Earth Elementals
Watchtower 6 Locations
Front Entrance
Counterweight Control
Side Entrance
Elevator Tower
Elevator Tower
The elevator at the center of this tower connects the watchtower's upper and lower lev-
els. The top of the tower is completely exposed to attacks from the creatures massed in
the rooms to the north, south, east, and west. There are two pillars to the north and
. A south, respectively, of the elevator platform. Each pillar has a button on the side facing
E the platform. The north pillar button lowers the elevator. The south pillars button
am causes a bridge to extend from the elevator tower to one of the side rooms or retracts
f S\ a bridge that’s already extended. Which bridge is extended or retracted with each
oe button push is determined randomly.
162
T
3 Trap Value:
O
m
4 Steal Value:
E
A
à Perception Value:
Creatures: Bandits
Griffins —
lP
Human Peasants
6
Erathia Locations
The Erathian Sewers (map follows) Quests: Steal Lord Markham’s Vase,
Move the Watchtower 6 Counterweight.
Teacher: Grand Master Dagger, Expert Stealing.
The Erathian Serers (map follows) Same as 1
3 Castle Gryphonheart (map follows) Quests: Rescue Loren Steel.
Quest Action: Imprison Alice Hargreaves.
Quest Items: Roland and Archibald Ironfist Paintings.
3 Master Guild of Body Body Magic spells.
[5 Paramount Guild of Spirit Spirit Magic spells
3 Adept Guild of Mind Mind Magic spells
3 Pedestal Heroism
4 Eversmule Residence Membership: Spirit Guild
4 Dirthmoore Residence Teacher: Expert Mace. Membership: Body Guild
4 Cardron Residence Membership: Mind Guild
4 Thrush Residence Quest: Bring Letter to Lord Markham
4 Heartsworn Home Teacher: Expert Body Magic
4 Julians Home Teacher: Expert Mind Magic
4 Havest Residence Teacher: Mace Expert.
4 Org House Quest: Clear out Haunted Mansion.
4 Quixote Residence Quest: Slay Wromthrax, Rescue Alice Hargreaves. 165
PRIMAS OFFICIAL STRATEGY GUIDE
164
CHAPTER SIX È
Quests N
Rescue Loren Steel (Main Line) f
You can receive this quest from Queen Catherine (Castle Gryphonheart, G6) before the a
ElfHuman War is resolved (see Story Line in Chapter 5). She commands you to travel
O
to the Tularean Forest and rescue her agent, Loren Steel, from the Elves-and gives you
"P
one month to complete the task.
Gj
Em
Steel is located deep in the Tularean Caves, a dungeon with a large number of special
features (see Tularean Caves under Tularean Forest). Although the Elven Warriors and
Troglodytes who guard the cave arent particularly tough, you'll probably find the
Wyverns to be quite dangerous considering that you can only receive this quest before
E
js
your party is very tough, during the early to mid part of the game. You should enter
and exit the cave through the entrance that connects to the outdoors (C3), rather than
use the one that connects to Castle Navan (C1). If you go through the castle, you will —
have to fight your way past Dragonflies, Elven Warriors, and Elven Archers.
me
Another of this quest’s challenges is its short time limit. It will take you 20 to 22
days to travel on foot from Castle Gryphonheart to the Tularean Caves and back. Make
>
sure to take care of any training, equipping, and resting tasks before you go visit
Catherine to receive the quest. You also can save time by using coaches. Although there’s
no direct coach line from Erathia to the Tularean Forest, you can get to either destina-
tion from Harmondale.
165
PRIMA'S OFFICIAL STRATEGY GUIDE
During this quest, Quixote travels with you. As soon as you kill Wromthrax,
Quixote awards you your new rank.
166
After you enter the tower, make your way to the top of the elevator shaft at W4. At N
the top are two pillars to the north and south of the elevator platform, respectively.
[T
Each time you click the south pillar button, a random bridge extends or retracts to the
north, south, east, or west. As soon as you reach the top of the elevator, turn to face the C
south pillar and go into turn-based mode. You'll be able to repeatedly click the button *
until the south bridge extends. Run across it to W2. If you do all of this efficiently, Z.
youll avoid the brunt of the missile attacks launched by the Necromancers, Earth Y
Elementals, and Liches from their protected positions surrounding W4.
In the second floor chamber above the front entrance (W1) is a button that controls ©
"T
the position of the tower counterweight. Click this button (W2), make your way back
[n
z
to the elevator at W4, leave the tower, and return to Lasker.
167
PRIMA’'S OFFICIAL STRATEGY GUIDE
Although the game is played differently in each tavern, some rules and the basic
à game play are the same for all games. ArcoMage is a two-player game. Each player
has a tower protected by a wall, and a store of three resources—bricks, gems, and
beasts. Each resource has a generator. Bricks are generated by a players quarry, gems
by his or her magic, and beasts by his or her zoo . ArcoMage cards can affect your
tower, generators, and resources.
168
CHAPTER SIX
The goal of each ArcoMage game is to build your tower to a certain size, build up
one of your resources to a certain level, or destroy your enemy’s tower. Each player starts
with different wall and tower sizes, starting resources, and generator strength. Also, the
tower size and the quantity of resources needed to win are different at each tavern.
SNOI
JO
VILL
Fortune’s Folly Mount Nighon | 20/10 200/500 1/16 | 1/16 1/16
Miner’s Only Bracada Desert | 20/50 100/300 1/6 1/6 _ | 5/30
The Loyal Mercenary |Tatalia 10/20 125/350 3/15 | U5 2/12 |
The Potted Pixie Avlee 10/20 125/350 3/15 1/5 |2/10 |
Players take turns. At the start of a turn, generators produce a quantity of resources
equal to their strength. Then the player can play or discard a card. Cards cost resources
to play. Red cards use bricks, blue cards use gems, and green cards use beasts. A card's
cost is the number on its lower-right corner. To play a card from your hand, click on it.
If you want to discard a card, right-click on it. Some cards allow you to play them and
then play again, but unless you play one of them, play passes to your opponent.
The message scroll, Remains of a Journal, gives you pretty good basic advice
for playing. Read it, and go play a few hands at a couple of taverns. There's
no consequence to losing a game, so play to develop a basic strategy. To fin-
ish this quest, you only have to win one game at each tavern, no matter how
many times you lose. After you've won at each tavern, return to Gina Barnes
and shell reward you with experience and a chest full of really good
treasure-including some artifacts.
PRIMAS OFFICIAL STRATEGY GUIDE
Trap Value:
Steal Value:
Perception Value:
Creatures: Archers
Champions of the Sword
Soldiers
Front Entrance
Alice Hargreaves
Bedroom with Roland Ironfist Painting, Key to G4
= G4 Second Floor Entrance
à £X |G5 Queen Catherine’s Throne Room
Ic Chest(s)
G Guard
170
CHAPTER SIX E
If you've chosen the Path of Dark, Castle Gryphonheart’s creatures will be hostile to >
you. Otherwise, they'll only attack you if you go past the guards into the north or south
f
castle wings.
C
The Hidden Tomb
Part of the rather complex Monk Ninja promotion quest, Decipher the Encrypted
O
Fa
Scroll, takes you to the Hidden Tomb (area 13). After you've deciphered the scroll using
Gj
2T
the Scroll of Waves (see Decipher the Encrypted Scroll under the Pit, below), go to the
tomb location. Before you get the Scroll of Waves, you wont be able to see the tomb
entrance, but afterwards, the following control panel is visible.
Fig. 6-31 The Hidden Tomb Door m
North:
Cent
US
a
—
aL
>
East
South
To open the door, click the buttons in this order: north, east, south, west,
and center. If you mess up, just start over again with north.
By the time you can get the Ninja quest, your party’s level should be high
enough that the small number of Vampires and Liches inside the tomb should
be no obstacle. The sarcophagi inside are chests containing treasure. The
Shadow’s Mask you need for the quest is inside the sarcophagus at T2.
171
PRIMAS OFFICIAL STRATEGY GUIDE
Trap Value: 24
y Steal Value: 10
- Perception Value: 24
à Creatures: Vampires
E Liches
jo
(e
3^a
9
T Entrance
[T2 Sarcophagus with Shadow's Mask |
Ic Chest |
Trap Value: 12
Steal Value: 10
i Perception Value: 12
Creatures: Thieves
Wf Bandits
dm JE Entrance
Erathian Sewers A
Bill Lasker, the head of the thieves’ guild, hides out in the Erathian Sewers. You can find [T
him at El. Lasker teaches expert Stealing and grand master Dagger. You also can receive
C
O
two Thief class promotion quests from him-the Thief Rogue promotion, Steal Lord
Markham’s Vase, and the Path of Light Thief Spy promotion, Move the Watchtower 6
Counterweight. ab
Fig. 6-34. The Erathian Sewers Un
a
E
[T
Trap Value: 10
jo
—
Steal Value: 10
Perception Value:
Creatures:
— 10
Thieves
=
P
Rats
The sewers have three exits in the Erathia region (1, 2, and 10) as noted in the table.
They're guarded by packs of Thieves and Rats, and have several traps. These dangers
make this dungeon challenging for low-level parties. If your party isn’t very advanced,
be careful to avoid the highly damaging Poison Spray and Blades traps at E6, E10, and
E15. Also, avoid trouble by being careful not to fall off the bridges and catwalks—the
largest groups of creatures lurk in the pits below.
Sliding Bridge Puzzle
To reach Bill Lasker at E1, you can jump from E5 onto one of the platforms in E2 and
then use the Jump spell to reach the hallway at the north edge of the room. You also
can pull the levers at E4 and E5 to move platforms in E2 until they form a bridge. E4
and E5 each have a row of three levers. Pull all three levers in E4 and then the left and
middle levers in E5. (The right lever in E5 returns all of the blocks to their original
positions.)
The blocks should form a bridge with only a couple of small, easily jumped gaps.
The teleporter at E7 will transport you to the south end of the bridge at E3.
Mechanical Bridges
The bridges at E9 and E13 are raised by clicking the buttons located just inside the
south doors.
Teleporters
The teleporter at E7 sends you to E3, which then sends you onto the platform on the
south side of E2. If you stand on this platform facing south and click on the archway,
you get teleported to E14 on the other side of the wall.
Fort Riverstride
This outpost is manned by Queen Catherine’s troops. Its mission is to protect her king-
dom’s western frontier against Bandit and Elf raids. Only one quest involves the fort. If
you visit the Elf King, King Parson, during the Elf-Human war (see Story Line in
Chapter 5), he'll ask youto steal the plans to Fort Riverstride. These plans are stored in
a hidden compartment behind a portrait of Queen Catherine hanging in F2.
b
Fig. 6-35. Fort Riverside
43
SNO
JO
IVa
VIH
Trap Value: 8
Steal Value: 10
Perception Value: 8
Creatures: Soldiers
Swordsmen
Archers
Fort Riverstride Locations
Area Notes
175
RIMAS OFFICIAL STRATEGY GUIDE
Secret Compartment
This secret compartment contains the Riverstride Plans scroll you need for King
Parson’s Steal the Plans to Fort Riverstride quest. It’s hidden behind the portrait of
Queen Catherine that hangs on this chamber’s west wall. To open it, click on the
portrait.
ae
Poison Spray Launcher
The fort protects the road that leads into Erathia from the east. This road passes
BLOOD
HOMOR
FOR
AND through a tunnel in the fort. The lever on the wall at F5 fires the Poison Spray spell into
the tunnel. This special effect has no effect on the game whatsoever.
Evenmorn Island
You can only reach this island by boat after you've completed the Find Map to
Evenmorn quest (Deyja). After that, the boats in Erathia, the Tularean Forest, and
Tatalia will sail for the island on Sundays.
Trap Value:
Steal Value:
Perception Value:
Creatures: Soldiers
Skeletons
Gargoyles
Ghosts
176
CHAPTER SIX
NR
A
em
Evenmorn Island Locations
Name Notes
a
1 Sacred Sails Boat
OWa
1 The Laughing Monk Tavern
1 Pedestal Body Resistance
1 Pedestal Mind Resistance
1
2
Pedestal
Grand Temple of the Moon (map follows)
Day of the Gods
Quest Action: Purify Grand Temple of the Moon Altar. oj
Om
Quest Item: Eagle Statuette.
3 Caverhill Residence "Teacher: Master Merchant. Membership: Water Guild.
4 Crane Residence Teachers: Master Dodging, Master Unarmed
tT
4 Fountain Drinking from well teleports you to area 9
5 Circle of Stone End of Obelisk quest
s
5 Shrine +10 Accuracy and Speed, permanent. Once per character.
6 Grand Temple of the Sun (map follows) Quest Action: Defile Grand Temple of the Sun Altar
a
8 Paramount Guild of Water Water Magic spells
9 Smithson Residence Teachers: Grand Master Shield, Grand Master Learning
9
9
Obelisk
Fountain
-
Drinking from well teleports you to area 4
pa
The Cleric promotion quest, for both the Path of Dark and the Path of Light, takes
you to Evenmorn Island. The Priest of Dark promotion requires you to enter the Grand
Temple of the Sun (area 6) and defile its altar. Similarly, the Priest of Light quest
requires you to go into the Grand Temple of the Moon (area 2) and purify its altar. Two
of the three statues you need for the Place Statues on Shrines quest (received in the
Tularean Forest) are located in the temples—one in each.
After you've visited all 14 obelisks in Erathia (see Obelisks in Chapter 5), you can
visit the circle of stones at area 5 to receive a special treasure. If you're there at the
stroke of midnight, a flower appears at the center of the circle. Click on it
to receive 100,000 gold and some excellent treasure.
PRIMAS OFFICIAL STRATEGY GUIDE
Entrance
Secret Chamber with chest containing Eagle Statuette
Trap Door Trap Value: 18
M4 Cell Steal Value: 10
M5 Button that opens M4
Perception Value: 18
M6 Altar
Creatures: Wights
M7 Button that locks M3
Clerics of the Moon
M8 Drawer
e Chest(s)
SD Secret Door
178
CHAPTER SIX Bg
172
: by PRIMAS OFFICIAL STRATEGY GUIDE
Trap Value: 18
Steal Value: 10
Perception Value: 18
Creatures: Clerics of the Sun
Monks
S1 Entrance
$2 Altar
S3 Fireball Trap
[S4 Door Puzzle
S5 Chest with Knight Statuette
B Barrel(s)
Chest(s)
SD Secret Door
Altar
To defile the altar for the Defile Grand Temple of the Sun Altar quest, simply click on
the altar's top surface. It'll turn a dark color.
Door Puzzle
There are three buttons on this room's west wall. Press the middle button and then
press the button on the pedestal at the rooms center to open the door to the north.
CHAPTER SIX
Trap Value: 40
Steal Value: 5
^ |Perception Value: 40
" Creatures: Dragons
Titans
6
7
181
PRIMAS OFFICIAL STRATEGY GUIDE
© Etadicated
* Removes effect of magical aging
e — «5,000 Experience
* Dead
e «50 Air Resistance, temporary
e +50 Fire Resistance, temporary
* Stoned
* 410,000 gold
e +10 Skill Points
e -50 Armor Class, temporary
182
CHAPTER SIX BS
p
Indoor and Dungeon Areas
The Dragon Caves [T
Dragons have made their homes in these two small caves. The treasure inside is c
mediocre, except for that found on the bodies of the Dragons themselves. The cave at
Q
area 2 contains Dragon Eggs needed for the Retrieve a Dragon Egg quest (Mount Pa
Nighon).
Un
Q
Fig. 6-40. The Dragon Caves
D1 E
E
S
—
D2/C
=P
Trap Value: 40
Steal Value: 10
Perception Value: 40
Creatures: Dragons
G Chest
PRIMAS OFFICIAL STRATEGY GUIDE
Colony Zod
Xenofex, the king of the Devils, makes his headquarters in Colony Zod. The main line
quest, Kill Xenofex, is the only quest that brings you to this dangerous dungeon. The
three chests in Colony Zod each contain a Blaster. These weapons, plus the one that
Archibald gives you when you first arrive in the Land of the Giants, are enough to out-
fit your entire party.
Entrance
Control Panel
This panel controls the invisible force field blocking the way to C3. Click all four but-
tons on the control panel to lower the force field.
Š i Roland's Cell
e È
NM Roland Ironfist is inside one of the small cages hanging from the ceiling. Click on
¢ WE cage to release him. Hell give you the key to Xenofexs Chamber.
184
CHAPTER SIX Bog
4 et
Elevator Puzzle
This round room is three levels tall. You reach the second level by taking the elevator at
the north end of the room. From the second level, you can reach the elevator on the
south end of the room and the two small chambers to the east and west. Each of the
chambers contains a pedestal with a button on it. Click both buttons to unlock the
south elevator. This elevator brings you to the third level-Xenofex' sChamber.
Xenofex's Chamber
Xenofex (a Devil Captain) is in this chamber with a large force of Devil guards. To
enter the chamber from C5, you need the key that Roland gave you. Make sure the
character carrying it is the active character and then click on the door.
Mount Nighon
Without the Lloyd's Beacon or Town Portal spells, the only way to reach the Mount
Nighon surface is through underground tunnels connecting to Stone City in the Barrow
Downs and to the Land of the Giants. The first time you travel to this region, you must
go from Stone City, through the Nighon Tunnel, and then through Thunderfist
CNOID
4O
VIH.I
AY$
Mountain to the surface. The route to the Land of the Giants goes through Thunderfist
Mountain and the Tunnels to Eofol to an exit on the surface (Land of the Giants,
area 7).
Fig. 6-42. Mount Nighon
4 " i
b e 7
5
6 185
PRIMAS OFFICIAL STRATEGY GUIDE
$- 1 The Maze (map follows) Quest Items: Haldar’s Remains, Angel Statuette
E 6 2 Obelisk - |
ege S 3 Thunderfist Mountain (map follows) To Thunderfist Mountain, T2. Quest Item: Soul Jars.
> B 3 Hollis House Teachers: Expert Identify Item, Expert Identify Monster
i » 3 Roggen Residence Membership: Fire Guild
= 8 3 Elzbet’s House "Teacher: Master Alchemy
P oA 7 3 Pedestal Heroism
ous i 3 Fountain +50 Spell Points
4 Thunderfist Mountain (map follows) To Thunderfist Mountain, T11. Quest Item: Soul Jars.
5 Shrine +10 Personality and Intellect, permanent
5 Attribute Challenge -
6 Dusk’s House Quest: Find Haldars Remains
6 Anwyn Residence Teacher: Master Learning. Quest: Retrieve a Dragon Egg
6 Silks House "Teacher: Grand Master Disarm Trap
6 Whitesky Residence Teachers: Expert Mind Magic, Expert Meditation
6 Elmo's House Teacher: Expert Stealing
6 Evanders Home Grand Master Body Building
6 Arcane Items Magic shop
6 Fortune’s Folly Tavern
6 Applied Instruction Training hall
6 Paramount Guild of Fire Fire Magic spells
6 The Blooded Dagger Weapon shop
6 The Tannery Armorer
6 Offerings and Blessings Temple
6 Pedestal Fire Resistance
6 Fountain +2 Skill Points. Works once per character.
6 Fountain +2 Personality, permanent. Works once per character.
6 Fountain +50 Intellect and Personality, temporary
6 Fountain +20 All Resistances, temporary
Thunderfist Mountain (map follows) To Thunderfist Mountain, T3. Quest Item: Soul Jars.
8 Thunderfist Mountain (map follows) To Thunderfist Mountain, T10. Quest Item: Soul Jars.
8 Aznog’s Place Teacher: Master Dagger
8 Hawthorne's Place Teacher: Expert Staff
8 Lanshee’s House Teacher: Master Bow
8 Neldon Residence Teacher: Master Leather
8 Pedestal Air Resistance
8 Fountain Heals 50 Hit Points
186
CHAPTER SIX
Quests N
Retrieve a Dragon Egg (Promotion: Warlock) [n
After you complete the Visit Three Druid Temples quest for Anthony Green in The C
Tularean Forest, and are on the Path of Dark, you can receive this Druid promotion
quest from Tor Anwyn in Mount Nighon (area 6). He sends you out to retrieve a Dragon
OZ.
Egg from the Dragon Caves in the Land of the Giants (Land of the Giants, area 2).
Q
Q
Finding an egg is no problem. There are several on the floor in the Dragon Caves
(Dragon Caves, D2). The problem is the thick groups of Dragons that inhabit your
paths to the caves and the caves themselves. It’s possible to do the entire quest while -T
invisible, which is highly recommended. Before you enter the Land of the Giants—from
T
either the shrine teleporter from Harmondale (Harmondale, area 12) or through the
Tunnel to Eofol-cast Invisibility on your party. You'll also find Wizard Eye, Torchlight,
and Fly useful. Remember to cast them before you cast Invisibility, because casting
z
~
spells while invisible immediately dispels the effect.
Because the Dragon Caves are higher than the maximum flight altitude of the Fly a>
spell, you'll have to walk at least part way. The line of snow going uphill from the Land
of the Giants area 5 will bring you directly to the cave youre interested in. If your party
is invisible, just run to D2 and get an egg. Otherwise, you'll have to deal with several
Dragons on your way in.
After you get an egg, return to Anwyn. He'll give you the promotion and a Baby
Dragon that travels with you as an NPC. The Baby Dragon regenerates Spell Points for
any Druid in your party and provides bonuses to their magic skills.
2M Steal Value: 10
Perception Value: 20
T10 Creatures: Warlocks
Minotaurs
Beholders
16
Steal Value: 10
Perception Value: 6 Exit to Stone City, $1
Creatures: | Dwarves Ledge
Warlocks Exit to Thunderfist Mountain, T9
Zokarr's Skull, Zokarr’s Axe
Gogs
189
: PRIMA.S OFFICIAL STRATEGY GUIDE
Ledge
The quickest route to N3 requires you to scale this ledge. If you dont have the Jump
spell, you can climb the sloping west wall at the ledge’s base and then fall down to the
ledge from a position on the wall slightly above it.
Tunnel to Eofol
ae =
This tunnel connects Thunderfist Mountain, T1, to the Land of the Giants, area 7.
After you reach the Land of the Giants, you can reach that region by using the Shrine
HONOR
ALD
BLOOD
FOR teleporters that connect it to Harmondale. Because these don’t work until you've visited
Might-Magic" the region, you'll have to run the Tunnel to Eofol at least once. Basically, the tunnel is a
long gauntlet of Medusas and Behemoths. Other than that, it’s notable for its lack of
other features. The loose piles of gold are quite large, but most of the scattered treasure
is of low value.
Remember that Medusas are immune to magical attacks and are capable of Stoning
or Paralyzing your characters. Many of the tunnel passages are too narrow for the
Behemoths to pass through, allowing you to avoid fighting many of them.
Trap Value: 20
Steal Value: 10
Perception Value: 20
Creatures: Medusas
Behemoths
The Maze
The Maze is home to a large clan of Minotaurs, but also is heavily infested with Hydras
and-to a lesser degree-guarded by Warlocks. The Angel Statuette, one of the statues you
need for the Place Statues on Shrines quest (Tularean Forest), is here as well as Haldar’s
Remains for the Find Haldar’s Remains quest (Mount Nighon).
Trap Value: 24
Steal Value: 410
Perception Value: 24
Creatures: Minotaurs
Warlocks
Hydras
GNOS
JO
VED
The Maze Locations
Notes
Entrance
One-Way Door
Minotaur Chapel
Chest with Haldar’s Remains
Chest with Angel Statuette
One-Way Door
This secret door only opens from the east side.
Minotaur Chapel
This chamber is guarded by several Minotaurs. If your characters drink from
the pools on the east and west walls of the room, they'll get a temporary Body
Resistance bonus. Characters can drink from these pools multiple times until
their Body Resistance reaches 260. This is a good place to set up a Lloyd’s
Beacon.
191
PRIMA’S OFFICIAL STRATEGY GUIDE
The Pit
This underground city is the capital of the Path of Dark leaders. As a Path of Dark play-
er, this is where you receive the quests mentioned in Chapter 5, Proving Yourself to the
Path of Dark. After you've installed Judge Sleen as the new Harmondale Arbiter, you'll
ae
receive your remaining main line quests in the Pit.
Three Path of Light main line quests- Retrieve Soul Jars from Castle Gloaming,
AND
BLOOD
HONOR
Gather the Light and Dark Temple Altar Pieces, and Kill Tolberti-bring you to this
FOR
region, as does the Path of Light Sorcerer Archmage promotion quest, Find the Book of
Might=Magie”
Divine Intervention.
Fig. 6-47. The Pit
‘Trap Value: 40
Steal Value: 10
Perception Value: 40
Creatures: Liches
Vampires
Necromancers
Goblin Peasants
Quests
Dark Proving Grounds (Main Line)
After youve chosen the Path of Dark by making Judge Sleen the new arbiter in
Harmondale, he tells you to go talk to Archibald Ironfist in Castle Gloaming. Archibald
is in his throne room (Castle Gloaming, G7). He asks you to prove yourselves to his
advisors by making your way through the Breeding Zone from the entrance (Z1) to the
exit (Z7).
The Breeding Zone (area 3) is full of Gogs, Behemoths, and Fire Elementals. Each
time you enter the dungeon, the map respawns, replenishing itself with new
creatures. Because of this, you can’t follow a tactic of clearing out the
dungeon a section at a time, leaving to rest, and then re-entering to tackle the
next section. You must make it through in one try. It’s possible to run past most
of the Elementals and Gogs, who tend to keep their distance and use ranged
attacks, so your main obstacle will be the large groups of Behemoths that
block some of the passageways you must move through. Still, be sure to cast
Fire Resistance to protect yourself from Gog and Fire Elemental missiles.
"f
PRIMAS OFFICIAL STRATEGY GUIDE
Make your way from the entrance to the bridged pit at Z10. You must go through
the passage at the west of the pit, but there’s a group of Behemoths at the bottom. A
good way to deal with them is to rain Spark spell missiles down on them from the
bridge. Use Feather Fall to drop into the pit. Proceed to the control panel at Z9 and
lower the wall at Z8 by pressing all three of the control panel’s buttons. Then go to Z5,
em 3x extend the bridge there by clicking on the west fountain, cross the bridge, and press the
button on the wall at Z6 which unlocks the exit at Z7.
You must jump from a bridge (Z5) into another pit to proceed. The corridor
HONOR
AND
BLOOD
FOR
between you and the exit is full of Behemoths (between 16-20). A couple of them are
MightMagice™
conveniently waiting directly under the bridge for you to drop Sparks on, the rest you're
just going to have to fight your way past. After you've reached the exit, return to
Archibald to finish the quest. Hell reward you and the four Path of Dark
advisors-Kastore, Dark Shade, Maximus, and Tolberti—will appear in the house in area
4 of the Pit.
194
CHAPTER SIX ES
Get the Light and Dark Temple Altar Pieces. (Main Line)
You can only get this quest from Kastore (area 4) after youve completed the Dark f
Proving Grounds. The quest is very similar to the identically named quest given to Path
a
of Light parties by Resurectra in Celeste. You must retrieve two Altar Pieces, one from
the Temple of Light in Celeste and one from the Temple of Dark in the Pit. OEs
Because youre allied with the Temple of Dark (area 14), getting its Altar Piece is no
problem. Just walk in and click the button on the ground behind the altar at D3. The n
altar will move aside to reveal a panel. Under the panel is the Altar Piece.
Getting the Altar Piece from the Temple of Light in Celeste (Celeste, area 9) is much
OT
E
more difficult. To start, you must fight your way through the Angels, Rocs, and
Sorcerers that guard Celeste just to get to the temple entrance. The Altar Piece is
located inside a chest at location L6. For details on how to get into L6, see Sun, Moon,
Star Chamber under Temple of Light earlier in this chapter. Other than that, there is no
—
A
secret to getting through the temple. It's well guarded, and the Angels in particular are
quite tough. There żs a lot of room to maneuver, so you can simply run past creatures to d
avoid battling them. »
Once you have the Temple of Light Altar Piece, get out of the temple. If you have
Feather Fall or Fly, you can jump through a hole in the Celeste floor to fall back to the
Bracada Desert. Return to Kastore with both Altar Pieces, and you're done.
Might~Magie”
After you've killed Robert, search his body for the Control Cube. you'll also find a
Blaster. Return to Tolberti for your reward.
However, there are a few differences. For one, you must fight your way from the
Teleporter to Bracada (Celeste, area 1) to the entrance to the Walls of Mist (area 3).
This run is short and lightly guarded. Although the Path of Light player must not kill
anything in the Walls of Mist, you have no such compunction. The final difference is
that the Sorcerers in the dungeon will be hostile to you.
Once you reach W3, open the chest. Inside you'll find four individual Lich Jars.
Give one to each of your characters and return to Wynac. Hell promote your characters
to Lich. Any sorcerers in your party will actually become Liches, and gain immunity to
Body and Mind spells and resistances to all other magic except Spirit. Liches also must
carry their Lich Jar with them; if they don't, resting will only revive 50 percent of their
Hit and Spell Points.
197
PRIMAS OFFICIAL STRATEGY GUIDE
After you get the Scroll of Waves, the entrance to the Hidden Tomb in Erathia
(Erathia, area 13) becomes visible. Use the code to open the door to the Hidden Tomb
(see Hidden Tomb earlier in this chapter). Inside the sarcophagus at 12 is the Shadow's
Mask. Get that and return it to Sand to complete the quest.
G6
G7 G1
Castle Gloaming Locations
Entrance
TA
Sa
SNO
JO
VIHL
G2 Lava Boat
Lava Boat
Chest containing Soul Jars
Tapestry
Lava Boat
G7 Throne Room
G Chest(s)
Lava Boats
To operate a lava boat, click on its tiller. The boat at G2 goes to G3. The boat
at G3 goes to G6, and G6 returns to G2.
i
PRIMAS OFFICIAL STRATEGY GUIDE
^d
on :
Jf
= F Trap Value: 20
=. s Steal Value: 10
=F Perception Value: 20
= Creatures: Fire Elementals
Gogs
Behemoths
Zl Entrance
Z2 South Button Chamber
Vs) North Button Chamber (Book of Divine Intervention)
ZÁ Blades Trap
Z5 Extendable Bridge
Z6 Button (unlocks Z7)
Z7 Exit
Z8 Movable Wall
Z9 Wall Control Panel
Z10 Bridged Pit
Zll Secret One-Way Door (opens from west side only)
200
CHAPTER SIX
|
Button Chambers
The button at Z2 opens the small chamber north of Z3. The button in Z3 opens the N
chamber south of Z2. The chest at Z3 contains the Book of Divine Intervention.
a
Extendable Bridge
This bridge is extended by clicking on the fountain in the rooms southwest corner.
O
e
Wall Control Panel On
The wall at Z8 is actually a large mechanical door that divides the dungeon into north
and south sections. To lower it, press all three buttons on the control panel at Z9. OTW]
Temple of Dark
You'll have to visit the Temple of Dark whether you're playing the Path of Dark or the FT
Path of Light because both sides receive the main line quest Get the Light and Dark
Temple Altar Pieces. The main difference is that the temple guardians are automatically
a
—
hostile to a Path of Light party, and only hostile to a Path of Dark party if it ventures
a
into restricted zones or attacks a temple creature.
P
Fig. 6-50. Temple of Dark
DI Entrance
pz Fountain Passage
D3 Altar
D4 Poison Spray Traps
D5 Library
D6 Poison Spray Traps
D7 Chest with Angel’s Ring
C Chest(s)
B Barrel(s)
SD Secret Door
G Guard
M PRIMAS OFFICIAL STRATEGY GUIDE.
Fountain Passage
The surface of this fountain is actually an illusion that covers the passageway leading to
the east.
Altar
"There's a button on the floor behind this altar. Click it and the altar will move aside to
do
reveal a panel. Beneath the panel is some treasure and an Altar Piece.
BLOOD
HONOF
2k
AND
The Shoals
Might~Magie™
The Shoals is the underwater region where the Ancients’ technology driven spaceship,
the Lincoln, crash landed. To reach the Shoals and travel it safely, your characters need
to be wearing the Wetsuits they receive when they get the games final quest, Get the
Oscillaton Overthruster. Spellcasting and normal weapon use arent permitted
underwater. The only weapons your characters can wield underwater are Blasters.
There are two features of interest in the Shoals: the Lincoln, where the Overthruster
is located, and the chest containing the Temple in a Bottle-your key to the secret level,
the Strange Temple.
Fig. 6-51. The Shoals
Trap Value:
Steal Value:
2 | Perception Value:
Creatures:
=T
Lincoln Locations
Hangar (entrance)
Engineering
Teleporter to L9
L4 Bridge Door
L5 Pool of Stars (contains Oscillation Overthruster)
L6 Bridge Door
L7 Main Hold
Hangar Access
Teleporter to L3
Armory
Emergency Door
Emergency Elevator
Trap Value: 40
Steal Value: 10
Perception Value: 40
Creatures: Droids
20%
E. A PRIMAS OFFICIAL STRATEGY GUIDE
Engineering
This area is three levels high. The emergency elevator at the south end of the room
"On connects the hangar access corridor (L8) to the second engineering level. The control
panel that rings the shaft in the middle of the room turns on the ships power. To do
hd
= this, click on the panel on the south end of the ring. Afterwards, all the doors and
i
elevators will function.
E
Bridge Doors
The doors at L4 and L5 have buttons next to them. Click these buttons to open the
2 doors.
Armory
Along the west wall of this room are three panels that open when you click the buttons
on the walls next to them. Behind the panels are a Blaster and two Blaster Rifles. Two
more Blasters are on the floor at the south side of the room.
Entrance
T2 Switches
Altar
Teleporter to T5
Teleport Destination from T4
Teleporter to T4
Blaster Guy
204 Potion Machines
CHAPTER SIX
Switches
This bank of switches open doors throughout the smaller dungeon area, giving access to
[7
more rooms with treasure.
a
Altar
The door just north of the altar opens when you click on the altar.
O
Z
Potion Machines e
These chests dispense empty potion bottles for 50 gold each.
e
Tatalia E
[T
S
Tatalia is a frontier region of the human kingdom and is governed by your early
benefactor, Lord Markham. One main line quest takes place here, the Path of Light,
Clear Out the Tatalia Vampires quest (Celeste). —
Fig. 6-54. Tatalia
==
Trap Value:
Steal Value: 5
Perception Value: 16
Creatures: Archers
Trolls
Human Peasants
Tatalia Locations
1 Obelisk -
[2 Wromthrax’s Cave (map follows) Quest Action: Slay Wromthrax
3 Altar Quest Action: Visit Three Druid Temples
4 Tidewater Caverns (map follows) Quest Item: Map to Evenmorn Island
205
Í PRIMAS OFFICIAL STRATEGY GUIDE.
9
8 Fountain
Lord Markham’s Manor (map follows)
+20 Armor Class, temporary
Quest Item: Vase. a
Quest Action: Bring Letter to Lord Markham Z.
10 Shrine Quest Action: Place Statues on Shrines
(n
Quest
s
Collect Three Paintings (Secondary)
Ferdinand Visconti (area 6) asks you to collect three paintings for him—portraits of
m
[T
z
Roland and Archibald Ironfist and one of an Angel Statue. The Angel Statue Portrait is
hanging in the Haunted Mansion in the Barrow Downs. It’s on the wall in the master
bedroom at H2. Roland and Archibald’s paintings are in the far more dangerous Castle —
Gryphonheart, at G3 and G5 respectively. To recover these pictures, you'll have to fight
your way through most of the castle passageways past several very tough Champions of =
the Sword. P
Indoor and Dungeon Areas
Wromthrax's Cave
Sir Charles Quixote in Erathia sends you on the Paladin Crusader promotion quest,
Slay Wromthrax. Wromthrax, a Blue Dragon, lives in this cave. This dungeon is really
just a large chamber for you to fight Wromthrax in.
Fig. 6-55. Wromthrax’s Cave
Trap Value: 20
Steal Value: 10
hi C J Perception Value: = 20
Creatures: Wromthrax
Entrance
Wromthrax 207
R Al PRIMAS OFFICIAL STRATEGY GUIDE
Wine Cellar
A clan of Vampires is hiding in the cellar of this small house located in the center of the
larger Tatalia village. The Clear Out the Tatalia Vampires quest (Celeste) brings you to
this small dungeon. To complete the quest, you must slay all of the creatures in the
cellar.
do
CI Entrance
C2, Wall Panel
C3 Altar Switch (opens door to C4)
C4 Treasure Room
G5 Wall Switch (opens door to C6)
C6 Cell
C Chest
SD Secret Door
208
CHAPTER SIX
N
Fig. 6-57. The Tidewater Caverns Trap Value: - 18 |
[T
C
Steal Value: — 10
OSFd
Perception Value: 18
Creatures: Ghosts
Thieves
Skeletons
On
Tidewater Caverns Locations
Not (ay
Om
E
Entrance
>
Chest(s)
Barrel(s)
Secret Door
209
Mercenary Guild Locations
Notes
Entrance
P6A Trap Value: 22 Barracks
e Steal Value: 10 Chest with the Heart of the Forest
2 Perception Value: 22 Poison Tiap
1 Creatures: Bandits Trapped Door
- Archers Chest(s)
i^ Champions of the Sword Bartels
[I] Secret Door
MI Entrance
M2 Guarded Door
M3 Room with Vase
M4 Lord Markham’s Throne Room
M5 Bedroom
M6 Guarded Door
C Chest(s)
B Barrel
; -2 : Bedroom
M "e There's a button on the east Trap Value: 20
S side of the desk in the south- |Steal Value: 10
q~ west corner of this room. Click |Perception Value: 20
the button to open the door at |Creatures: Champions of the Sword
the north end of the room. Swordsmen
ZTO
CHAPTER SIX
Trap Value: 8
Steal Value: 3
Perception Value:
Creatures: Trees
8
Sg
SNO
4O
VILLI
Elven Warriors
Soldiers
Clanker’s Lab (map follows) Quest Action: Lower the Shield in Clanker’s Lab
Attribute Challenge
Obelisk
Dotes Residence Teacher: Master Perception
Blueswan Home Teacher: Grand Master Identify Item
Anthony Green Quest: Visit Three Druid Temples
Sea Sprite Boat
^J 7 Castle Navan (map follows) Quest: Steal the Fort Riverstride Plans
en o 7 Miyon’s Home Teacher: Grand Master Leather
uc o 7 Suretrail Home Teacher: Expert Bow
> a Pi Silverpoint Residence Teacher: Master Spear
1 ae Z Bith Residence Teacher: Expert Chain
w 5 7 Benjamin’s Home Teacher: Grand Master Spirit Magic
u^ a 7 Stonewright Residence Teacher: Master Earth Magic. Membership: Earth Guild.
9 mm E 7 Weatherson’s House Teacher: Expert Merchant
> 7 Black House Teacher: Expert Identify Monster
7 Ottin House Teacher: Expert Dagger.
Quests: Place Statues on Shrines,
Put Zokarr’s Bones in Zokarrs Tomb.
7 Sower Residence Quests: Enter the Faerie Mound, Collect 10,000 in Bounties
7 Kerrid Residence Buys: Griffin Feathers. Sells: Tularean Wood.
Quest: Deliver a Letter to the Faerie King.
Willowbark Home Teacher: Expert Alchemy
Fiddlebone Residence Teacher: Expert Disarm Trap
Adept Guild of Earth Earth Magic spells
Adept Guild of Water Water Magic spells
Master Guild of Fire Fire Magic spells
Master Guild ofAir Air Magic spells
Natural Magic Magic shop
The Bubbling Cauldron Alchemist
Pierpont Town Hall Town hall
Nature’s Stockpile Bank
Nature’s Remedies Temple
The Proving Grounds Training hall
Buckskins and Bucklers Armorer
212
CHAPTER SIX B&
A
Quests
A
a
Steal the Fort Riverstride Plans (Main Line)
If you visit King Parson (Castle Navan, N6) during the Elf-Human War (see Story Line
in Chapter 5), hell ask you to steal the plans to Fort Riverstride in Erathia and bring
them to him within a month.
Q
we
This quest can only be completed during the mid to early part of the game, so you'll
A
©T
probably find the Swordsmen, Soldiers, and Archers that guard the fort to be tough
opponents. You can avoid several battles by entering the fort through the Hidden
Entrance accessible next to the river that runs under the fort. To get to the high ledge
next to this door, you will need either the Fly spell or two Jump spells. If you use the
Jump spells, position yourself under the door facing the steep embankment leading up m
to it. Cast Jump twice in rapid succession, pressing yourself against the embankment
between each jump. This can be a bit tricky, so you should probably save your game
a
~
before attempting it, especially if you're using scrolls to accomplish the task.
q
The Riverstride Plans scroll you need is hidden behind the painting of Queen
Catherine at Fort Riverstride, F2. Click on the painting to reveal the scroll sitting in its
>
concealed chamber.
The real challenge in this quest is getting the scroll back to Parson within the allot-
ted time. It takes 10 days, each way, to travel from the fort to Castle Navan. That
doesnt leave a lot of time for dallying about. Make sure that you've taken care of any
time-consuming business, like training or learning skills, before you go visit Parson.
215
Í PRIMAS OFFICIAL STRATEGY GUIDE
LAF
CHAPTER SIX WS
215
PRIMAS OFFICIAL STRATEGY GUIDE
`
a =
HONOR
AND
BLOOD
FOR
Trap Value: 12
Steal Value: 10
Perception Value: 12
Creatures: Elven Warriors
Elven Archers
Dragonflies
Entrance
N2 Elevator
N3 Door to Tularean Caves Passage
N4 Door
N5 Passage from the Tularean Caves, C1
N6 King Parsons Throne Room
N7 Library
Chest(s)
B Barrel(s)
G Guard
216
CHAPTER SIX
Mis
—C9
Invisible Bridge
This pit is crossed by a north-to-south invisible bridge directly in front of the
south doorway.
Three Teleporter Gates
On the east side of this room are three teleporter gates. You must press the
button at C6 to activate them. The southernmost gate will teleport you to C8. The
other two will teleport you to random locations in the dungeon. E
j PRIMAS OFFICIAL STRATEGY GUIDE
Loren Steel
Steel’s cell is at the top of this ramp. Click on the door to release him.
Clanker’s Lab
The Path of Dark main line quest, Lower the Shields in Clanker’s Lab, brings you to
this tough dungeon late in the game. Although the quest doesn’t require you to clear the
dungeon out, you should consider ransacking the labs at L7 and L3-they're loaded with
high-level potion treasures, including a good number of Black Potions.
Fig. 6-63. Clanker’s Lab
Trap Value: 28 ue
Steal Value: 10 One-Way Door (opens from east only)
Lab Two
When you enter this lab, the chamber at the east end of the room opens, freeing the
a
Evil Eye Beholder inside. This Evil Eye is carrying Clankers Amulet—a powerful artifact.
a
Cell Door
A switch on the corridor wall next to this door opens it.
Q
Fa
Shield Control Panel e
At the north end of this room is a panel with an eye over it. If you're on the Lower the
Shields in Clanker’s Lab quest, you can turn off the shields by clicking on the panel. e
The eye should go dark when you do this. m
Book Switch [T
The door at the south end of this room is opened by a switch disguised as a book on
this bookshelf. You can identify the book because it'll be sticking out from the top shelf. S
—
Blade Trapped Hall
When you step on hidden plates in this hall, two Blade spell missiles will fire down the =P
hall. You can avoid them by hugging the north or south wall.
Room with Pit
This room is actually two floors connected by the pit in the center. The three chambers
at the north end of the room contain chests. The chests in the northwest and northeast
chambers have particularly good treasure. To open the chamber doors, press the button
on the south wall of the upper floor, jump down the pit, and then go back up the stairs
to the upper floor.
Chapter 7
Creatures and NPC's
^
Creature Attributes
A
Hit Points and Armor Class
Each creature has Hit Point and Armor Class ratings. For your characters, creature Hit
Point ratings indicate how much damage they can take. Unlike your party members
b>
~
who merely become unconscious at zero Hit Points, creatures die when their Hit Points =
reach zero. Creatures regain lost Hit Points when your party leaves the current map. A
Armor Class functions the same for creatures as it does for your characters. [T
Experience
Q
Each time your party kills a creature, it gains experience points equal to the creatures
>
Experience rating. Experience is divided among the ambulatory members of your party. Zz
Treasure
J
ra
When you search the bodies of slain creatures, you may or may not find gold or items.
E
The amount of gold found on each creature, and the chance of it having an item, is
N
listed in the creature tables that follow. When you search a slain creature with gold, the a
amount of gold your party receives is determined randomly. Treasure items are listed
with a percent chance that searching a creature will turn up an item of a given type and
level. In other words, if a creature has “10d10 gold, 10% Level 4 Ring” listed as their
treasure, searching them will give you between 10 and 100 gold, and theres a 10
percent chance that you'll get a random, level 4 ring. See Chapter 8 for an explanation
of item levels.
Hj
For this attribute in the creature table, a Yes indicates that a creature can fly and a
No indicates it can't. You have to be particularly careful when approaching or
fighting flying creatures because they can move over terrain obstacles to
approach you from unexpected angles. If you're being attacked by flyers, be
sure to look up occasionally to keep track of those attacking from above.
Movement Limit
When you enter a new map, the creatures that live there start at a spawning
location set by the map's designer. They stay there until your party nears, at
which point they're activated. Activated creatures begin to wander an area
PRIMAS OFFICIAL STRATEGY GUIDE.
surrounding their spawning location. How far they can move from this point is set by
their Movement Limit, which may be short, medium, long, or free. Creatures can’t trav-
el through closed doors or teleporter gates. Activated creatures with a free Movement
Limit may move anywhere on the current map they can reach.
Speed
Each creature has a Speed rating of 100 to 400. The higher the rating, the faster the
creature moves. When creatures become hostile, their Speed doubles. For example, if
your party has a Speed of 384 when walking, it will be 768 when running. This means
that most creatures will be able to catch up to your party if you retreat from them,
unless you run.
AI Type
As explained in Chapter 3, creatures may run away from the party when they receive a
certain percentage of damage. At what point a creature will flee is determined by its AI
(Artificial Intelligence) type.
Wimp Creature will run away from the party if it becomes hostile.
|Normal Creature will run when its Hit Points are reduced to 20%. |
Aggressive Creature will run when its Hit Points are reduced to 1096. |
Suicidal Creature will fight to the death. |
Recovery
Each creature has a Recovery rating that determines how often the creature can perform
attacks or other actions. For comparison, your party members have a base Recovery rat-
ing of 60 when making dagger attacks, and 90 when making sword attacks. These base
Recovery rates can be reduced by spell, attribute, and skill effects.
Targeting
Some creatures have particular enmity against characters of a given class,
race, and/or gender. Others have attacks that strike more than one character
at once. These features are indicated under each creature’s Targeting accord-
ing to the following key.
CHAPTER SEVEN B
Targeting Key
NONE i iaceo Creature has an equal chance of targeting each character.
2-4 . .Creature' attacks target two, three, or four party members at once.
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Attacks
Creatures may have up to four attack types: a default attack, a secondary attack, and
one or two spell attacks. Secondary and spell attacks have an attack percentage listed
that indicates how frequently the creature performs them. If a creature performs a spell
3E)
SANN
UNV
SAAN
attack that has a duration (like Shield), it will wait until the spell has dissipated before
casting it again. During this time, the percent chance that the creature had for casting
the spell attack will be added to the chance that the creature will perform its default
attack. Each spell attack is listed with the type of spell cast, and the expertise and skill at
which the creature casts it.
An attack’s type refers to what kind of damage the attack does and therefore what
kind of resistance characters will apply against it. For example, if a creature’s attack does
Fire damage, a character's Fire resistance score will give them a chance to take
reduced damage. Your characters have no resistance against Energy attacks.
Creatures with missile attacks can use them at either long or hand-to-hand
range. Creatures without missile or spell attacks must close to hand-to-hand
range before attacking in combat.
character fails to resist against the attack, the effect is immediately applied. A complete
list of the various attack effects that may be applied to characters can be found in
Chapter 3 in the Character States section.
Some creature attacks have a chance to steal or break items carried by the target
character. The Break Armor and Break Weapon bonus attacks target the character’s cur-
rently equipped armor or weapon, while the Break Item bonus targets a random item he
or she carries or has equipped. The chance that a given item breaks is determined by its
Material Toughness rating (see the next chapter). The Steal bonus attack removes a ran-
AND
BLOOD
FOR
HOTIOR
dom item from the target character’s backpack. If a creature steals an item from you,
you will find it on the creature’s body after you kill it.
4 , Resistance Ratings
/ Like your characters, monsters may have resistance to various types of magical
attack damage. For each creature, resistance ratings for each type of attack is
listed as either a number or as Immune. Creatures with resistance ratings of zero
have no resistance to that type of attack. An Immune resistance rating means
that the creature will receive no damage from that form of attack.
CHAPTER SEVEN
K
2. A random number is determined between 1 and the value from the previous step.
3. Ifthe random number is greater than 30, then the creature has successfully resisted the attack.
Otherwise the creature takes full damage. —
4. If the creature resisted, it gets a second resistance check. If it fails that, it takes half damage.
5. If the creature succeeds on the second check, it gets a third check. If the creature succeeds, it A)
takes one-eighth damage, otherwise it takes one-quarter damage. [n
(^
Creature Tables 55
Angels PA
Hit Points: 180 Fire: 20
J
Armor Class:
Experience:
Treasure:
25
1,200
50d20 gold, 5% Level 4 Sword
Air:
Water:
Earth:
20
20
20
Z
Fly: Yes Mind: 30
-y
Movement Limit: Free
Speed:
AI Type:
230 :
Aggressive
Spirit:
Body:
Licht:
15
30
I
È
M
Recovery: 60 dent inmune
anh
Targeting: None Dark:i 10
Special Action: None Physical: 20
Attack Bonus: None
Attack Attack% — Type Damage Missile
1 - Physical |2D8 +10 No
2] — i. = z
Spell Type v _ Attach
1 Level 8 Master Light Bolt: 30%
2 Level 8 Master Dispel Magic 20%
: Targeting: 2 AI
1 Special Action: None Physical: 20
J Attack Bonus: None
m Attack Attack% Type Damage Missile
OA 1 ja Physical 2d8+20 No
oma f 2 i s B B
> Spell Type vo Attack®
ý 1 Level 16 Grand Master Light Bolt 30%
2 Level 16 Grand Master Hour of Power 50%
Archers
N
Fly: No Mind: 20
Movement Limit: Short Spirit: 10
Speed: 160 Body: 20
AI Type: Aggressive
Light:
Recovery: 80
Dark: —
Targeting: AR
Physical:
Special Action: None
a
A
Attack Bonus: None
Attack Attack% Type Damage Missile
[n
1 - Physical — 3d7+3 Yes
2 1596 Fire 4d743 Yes
Spell
1
Type
Level 8 Expert Lightning Bolt
Attack%
20% Nn
>
2 Level 12 Master Shield 50%
Ba ndits
E
Hit Points:
Armor Class:
J
Experience:
FA
-1
Treasure: 3d20 gold, 5% Level 1 Leather
Fly: No
Na
Movement Limit: Long Spirit:
Speed: 200 Body:
AI Type: Normal
Light:
Recovery: 100
Targeting: E
Dark:
Special Action: None Physical:
Attack Bonus: None
o0 Resistances
Hit Points: 61 Fire: 10
Armor Class: 14 Air: 10
Experience: 336 Water:
Treasure: 5d20 gold, 5% Level 2 Leather Earth:
Fly: Mind:
Movement Limit: Spirit:
Speed: Body:
AI Type: Aggressive
Light:
Recovery: 90
Dark:
‘Targeting: E
Special Action: None Physical:
Attack Bonus: None
Hack. Attach% Type Damage Missile
1 z Physical 2d4+5 No
3 A
Spell Type Attack%
1 i
2 E
D
PRIMAS OFFICIAL STRATEGY GUIDE
— Resistances
Hit Points: 114 Fire: 15
Armor Class: 16 Air: 15
Experience: 704 Water: 15
Treasure: 10d20 gold, 10% Level 3 Leather Earth: 15
Fly: No Mind: 20
Movement Limit: Medium Spirit: 10
Speed: 240 — Body: 20
AI Type: Aggressive she 0
Recovery: 80 Eu
Targeting:
argeung E Dark:i 0
Special Action: None Physical: 15
Attack Bonus: None 4
Attack Attack% — Type Damage Missile
l - Physical 2d4+10 No
HONOR
AND
BLOOD
FOR 2 = - = x
Spell Type Attack%
] B "
2 = e
(
Targeting: None Dark:
Special Action: None Physical: cOoocooccoccoccoccoccocococo
<
Recovery: 50 Dark:
Targeting: None Physical: cOoocoooccoccococococc
Hit Points:
Armor Class:
25
10
Fire:
Air:
0
^
A
Experience: 171 Water:
Treasure: 5% Level 2 Ring Earth:
>
Fly: Yes Mind:
Movement Limit: Free Spirit:
Speed: 320
Body:
AI Type: Aggressive
Light:
Recovery: 50 —
(
Targeting: None Dark:
=
Special Action: None Physical: ocooocooooooco
A
Attack Bonus: Disease 1
Attack Attack% — Type Damage Missile
[T
1 = Physical 2d3+2 No
2 15% Fire 3d2 Yes
Spell
1
Type
is
Attack%
(^
2 A
»
Behemoth
"a
IJ
Young Behemoth Resistances
Hit Points: 337 Fire: 30
Armor Class: 35 Air: 30
Experience:
Treasure:
2,475
50d10 gold
Water:
Earth:
30
30 Z
Fly: No Mind: Immune -U
Nn
Movement Limit: Spitit: 0
Speed:
Body: 30
Al Type:
Light: 15
Recovery:
Dark: 15
Targeting:
Special Action: None Physical: 20
Attack Bonus: Break Armor
|Artack Attack% Type Damage Missile
1 = Physical 3d10+20 No
2 E
Behemoth Resistances
Hit Points: 540 Fire: 40
Armor Class: 50 Air: 40
Experience: 4,200 Water: 40
Treasure: 100d10 gold Earth: 40
Fly: No Mind: Immune
Movement Limit: Medium Spirit: 0
Speed: 260
Body: 40
Al Type: Aggressive
Light: 15
Recovery: 70
Targeting: 2 Dark: 15
Special Action: None Physical: 25
Attack Bonus: Break Armor
Attack Attack% — Type Damage
1 5 Physical 4d10+30
2 "
Spell Type
1
2 a
LL
We
| PRIMAS OFFICIAL STRATEGY GUIDE
Ancient Behemoth D
Hit Points: 977 Fire: 50
Armor Class: 80 Air: 50
Experience: 8,075 Water: 50
‘Treasure: 200d10 gold Earth: 50
Fly: No Mind: Immune
Movement Limit: Short Spirit: 0
Speed: 300 : Body: 50
AI Type: Suicidal Li
b ight: 15
Recovery: 60
"FSTargeting:
nert nias 3 Dark: 15
Die
Special Action: None Physical: 30
Attack Bonus: Break Armor
Attack Attack% Type Damage Missile
l - Physical 5d10+40 No
» " E = —
Spell ie - Attack%
1 =
5
BIS Guy
E
Fly: No
Movement Limit: Medium
Speed: 300
AI Type: Aggressive
Recovery: 70
Targeting: XK
—
m
Special Action: | None
A
Attack Bonus: None
lAnack — Amack?ó ‘Type Damage
— Missile
[n
1 = Physical 4d5+30 No
2 = = - —
Spell
1
Type
Level 6 Expert Bless
Attack%
33% e,
2 Level 6 Expert Heroism 33%
»
zt.
Hit Points:
Armor Class:
Experience:
880
85
7,200
Fire:
Air:
Water:
J
"Treasure:
Fly:
40d100 gold, 3096 Level 6 Plate
No
Earth:
Mind:
FA
Movement Limit: Short -U
NQ
Spirit:
Speed: 350
Body:
AI Type: Agressive
Light:
Recovery: 5
Targeting: XK Dark:
Special Action: None Physical:
Attack Bonus: None
Attack Attack% — Type Damage Missile
1 - Physical 4d5+40 | No
2 E M "" "
Spell p- mum
1 Level 9 Master Bless
2 Level 9 Master Heroism 33%
v Resistances —
Hit Points: 180 Fire: 15
Armor Class: 25 Air: 15
Experience: 1,200 Water: 15
Treasure: 20d10 gold, 10% Level 4 Mace Earth: 15
Fly: No Mind: 15
Movement Limit: Medium Spirit: 0
Speed:
3
200 , Body:
: 15
AI Type: Aggressive s
j . Light: 0
Recovery: 80
Targeting: CP Dark: Immune
Special Action: | None Physical: 20
Attack Bonus: Eradicate "
Attack Attack% Type Damage Missile
1 - Physical | 2d4«8 Yes
2 = 5 t: =
Spell Type e - c Atak%
1 Level 10 Master Shrapmetal 30%
2 Level 10 Grand Master Power Cure 33%
Priest
Hit Points: 180
ofthe Sun Fire:
| 00
15
Armor Class: 25 Air: 15
Experience: 1,200 Water: 15
Treasure: 20d10 gold, 10% Level 4 Cape Earth: 15
Fly: No Mind: 15
Movement Limit: Medium Spirit: 0
Speed: 200
Body: 15
Al Type: Aggressive
SAL
AD
ANY
)4N
S
Light: Immune
Recovery: 80
Targeting: CP Dark: 0
Special Action: | None Physical:
Attack Bonus: None
Attack Attack% — Type Damage Missile
1 -— Physical — 2d4«8 Yes
2 = = e -
Spell Type : Attack%
1 Level 10 Normal Light Bolt 30%
2 Level 10 Grand Master Power Cure 33%
Devils
Devil Worker i v Resistances es
Hit Points: 180 Fire: Immune —
Armor Class: 25 Air: 20
Experience: 1,200 Water: 20
"Treasure: None Earth: 20
Fly: No Mind: Immune
Movement Limit: Medium Spirit:
25
Speed: 200 Body:
AI Type: Suicidal 20
Light: 20
Recovery: 60
Dark: 20
Targeting: None
Special Action: | None Physical: 20
Attack Bonus: Disease 2
Attack Attack% Type Damage — Missile
1 - Physical — 2d6«8 Yes
2 ~ = - =
Spell _ Type -~ v Attack%
1 Level 6 Expert Fireball 20%
2
i PRIMAS OFFICIAL STRATEGY GUIDE.
Devil Warrior
Hit Points: 400 Fire: Immune
Armor Class: 35 Air: 30
Experience: 3,000 Water: 30
"Treasure: None Earth: 30
Fly: No Mind: Immune
Movement Limit: Medium Spirit: 25
Speed: 250
Body: 30
AI Type: Aggressive
Light: 30
Recovery: 50
Targeting: None
Dark: 30
Special Action: None Physical: 30
Attack Bonus: Disease 3
HONOR
AND
BLOOD
Attack Attack% Type Damage
1 - Physical — 2d6«14
FOR, $ e 3 E
Spell De - _
Dragons
Green Dragon :
Hit Points: 880 Fire:
Armor Class: 60 Air: Immune
Experience: 7,200 Water: 50
"Treasure: 25d10 gold + Level 6 item Earth: 50
Fly: Yes Mind: 50
Movement Limit: Long Spirit: 15
Speed: 240
Body: Immune
AI Type: Aggressive
Light: 30
Recovery: 70
Targeting: 4 Dark: 30
Special Action: None Physical: 50
Attack Bonus: None
»
Fly: Yes Mind: 50
Movement Limit: Medium Spirit: 15
Speed: 260
Body: Immune
Al Type: Aggressive
Light: 30
Recovery: 65
Dark: 30 —
Targeting: 3
=
Special Action: | None Physical: 50
A
Attack Bonus: None
Attack Attack% — Type Damage Missile
1
2
-
M
Water
"
14d8
z
Yes
=, [T
Spell
1
Type
=
Attack%
a (n
2 - Z
>
Red Dragon Resistances x
Hit Points:
Armor Class:
Experience:
1,300
100
11,000
Fire:
Air:
Water:
Immune
70
70
€
Treasure:
Fly: 20
400d10 gold + Level 6 item
Yes
Earth:
Mind:
70
70
zt
Movement Limit: Short Spirit: 15 "M
Speed:
Hs
AI Type:
Recovery:
300
;
Aggressive
60
Body:
iiis
gnt
y:
I
mmune
30 NQ
Targeting: 4 Dark: 30
Special Action: | None Physical: 70
Attack Bonus: None
Attack Attack% Type Damage Missile
1 E Fire 16d8 Yes
2 = » E E
Spell Type Attack%
1 » —
2 I E
1 - Physical 2d2 No
2 - = = —
ki DP _ Attack%
I
2. = =
Aitak
1
Amas Tipe
- Physical
Damage
— 4d242
Š
2 = - _ =
A
Experience:
"Treasure: 30
Fly: Immune
Movement Limit: Medium
Immune
Speed: 200
Immune —
AI Type: Suicidal
d
25
Recovery:
25
A
"Targeting:
Special Action: Shot x3 Physical: 20
[T
Attack Bonus: None
Attack Anako Type Dam Missile
1
9
=
=
Energy 10d5+10 Yes
ds
Spell Type
1
2
=
-
>
Z.
Hit Points: Fire:
— Resistances
—. 40 J
Armor Class: Air: 20
Experience: Water: 20 P
Treasure:
Fly:
Earth: 40
T
Nn
Mind: Immune
Movement Limit: Short Spirit: Immune
Speed: 200
Body: Immune
AI Type: Suicidal
Light: 25
Recovery: 50
Targeting: None Dark: 25
Special Action: Shot x3 Physical: 30
Attack Bonus: None
Attack Attack% Type — Damage Missile —
1 = Energy 12d5+15 Yes
2 =
Spell’ ns
2 = =
: - - Z.
Resistances
Hit Points: 114 Fire: 15
Armor Class: 12 Air: Immune
Experience: 704 Water: 15
Treasure: None Earth: 15
Fly: I Yes Mind: Immune
Movement Limit: Free Spirit: lininune
Speed: 240 ‘
à eas Body: Immune
Al Type: Suicidal ;
Reo : 90 Light: 5)
ecovery: ke
Targeting: None Dar Y 5
Special Action: — None Physical: 15
Attack Bonus: None :
Attack Attack% — Type Damage Missile
1 - Air 5d6 Yes
2 = i _ -
Spell Type Attack% —
1 Level 8 Master Sparks 20%
2 Level 8 Master Lightning Bolt 20%
Spell. Ipe O
] Level 8 Master Rock Blast
2 Level 8 Master Stone Skin
>
Experience: 299 Water: 10
Treasure: None Earth: 10
Fly: Yes Mind: Immune
Movement Limit: Free
Spirit: Immune
Speed: 220
Body: Immune ~
AI Type: Suicidal
m
Recovery:
Light:
Dark:
A
‘Targeting:
Special Action: Physical:
[T
Attack Bonus:
Attack Attack% Type Damage Missile
2
1 -
zs
Fire
*.
2d8
e
Yes
2 (^
Spel
1
De _
Level 6 Expert Fire Bolt P
zt
2 Level 4 Expert Haste
Hit Points:
Armor Class:
145
15
Fire:
Air:
-Resistances —
Immune
15
"
Experience:
"Treasure: None
936 Water:
Earth:
15
Fa
Fly: Yes
15
"M
NQ
Mind: Immune
Movement Limit: Free Spirit: Immune
Speed: 240
Body: Immune
AI Type: Suicidal
Light:
Recovery:
Targeting: Dark:
Special Action: None Physical:
Attack Bonus: None
Spell Dp 2
1 Level 8 Master Fireball
2 Level 8 Master Haste
Light Elemental
Hit Points: 121 Fire: 15
Armor Class: 14 Air: 15
Experience: 759 ‘Water: 15
Treasure: None Earth: 15
Fly: Yes Mind: Immune
Movement Limit: Free
Spirit: Immune
Speed: 260
Body: Immune
Al Type: Suicidal
Recovery: 80 Light: Immune
Targeting: None Dark: 3
Special Action: Explode (5d8 Light Attack) Resistance Physical: 15
Attack Bonus: None
Attack Attack% Type© Damage Missile D
1 - Light 9d4 Yes
P. = = a E
Spell Type Attack
1 = n
2 E "
A
Experience: 336 Water: Immune
Treasure: None Earth: 10
Fly: _ No Mind: Immune
Movement Limit: Free Spirit: Tamune
Speed: d Body: Immune ~
AI Type: Suicidal Licht: 5
Recovery: 90 gn
=
A
Targeting: None Dark: 5
Special Action: | None Physical: 10
[T
Attack Bonus: None
Attack Attack% — Type Damage Missile
1
D
-
=
Water
E:
3d12
_
Yes
= Un
Spell
1
Dp
Level 4 Expert Ice Bolt
Attack%
30% P
=
2 = zz
Resistances r*
Hit Points: 61 Fire: 10
Armor Class: 15 Air: 10 A
Experience: 336 Water: 10
Treasure: 8d10 gold, 10% Level 2 Spear Earth: 10 |
Fly: No Mind: 5
Movement Limit: Long Spirit: 5
Speed: 240 .
Body: 5
AI Type: Normal :
R den
ecovery: 80 Light:
ke 0 ( p
Targeting: H Dar s
Special Action: None Physical: 5 A)
Attack Bonus: None
|Attack Attack% Type Damage Missile ||
1 - Physical — 2d4«4 No eh
D) € = = =
Spell Type - x | Attack%
1 re 3 >
- = Elven Defender
= Resistances
Z.
i:
Hit Points: 114 Fire: 15
Armor Class: 20 Air: 15
Experience: 704 Water: 15 j
Treasure: 16d10 gold, 1596 Level 3 Spear Earth: 15 =y
Fly: No Mind: 10
Movement Limit: Long Spirit: 5 ( y
Speed: 260 Body: 10 ;
AI Type: Aggressive Li h ; 0 N
Recovery: 70 i i
Targeting: H EN
Special Action: | None Physical:
Attack Bonus: None
Resistans
Hit Points: 280 Fire: Immune
Armor Class: 30 Air: 40
Experience: 2,000 Water: 30
Treasure: 15d10 gold, 20% Level 5 Ring Earth: 40
Fly: Yes Mind: Immune
Movement Limit: Medium Spirit: 15
Speed: 160 .
f : Body: Immune
AI Type: Aggressive she: 10
Recovery: 60 A »
Targeting: SD Dark: 15
Special Action: None Physical: 40
Attack Bonus: Afraid
Attach Attack% Type Damage Missile
1 - Fire 6d6 Yes
2 B ` , z
Spell Type Attack%
1 - 2
2 x: M
»
Experience: 416 Water: 20
Treasure: 5d10 gold, 5% Level 2 Amulet Earth: 40
Fly: dus Yes Mind: Immune
Movement Limit: Long Spirit: Immune
Speed: 300
A Body:
.
Immune
2 —
AI Type: Aggressive B
i
R , 80 Light: 0
ecovery: n 6
A
Targeting: None Dar T
Special Action: None Physical: 20
[T
Attack Bonus: Weak
Attack Attack% Type Damage Missile
1
3
-
=
Physical
"
— 2d12
=
No
= (^
Spell
1
pe
i
Attack%
E e
zt
2 M e
LII
Hit Points:
Marble
114
Gargoyle
Fire:
Air:
Resistances
30
30
w
Armor Class: 22
Experience: 704 Water: 30 FA
Treasure:
Fly:
10d10 gold, 10% Level 2 Amulet
Yes
Earth: 50
me
NCn
Mind: Immune
Movement Limit: Long Spirit: Immune
Speed: 320 Body: Immune
AI Type: Aggressive
Light:
Recovery: 80
Targeting: None Dark:
Special Action: None Physical:
Attack Bonus: Paralyze
Attack Attack% — Type Damage Missile
1 - Physical — 2d1244 No
a = = E >
Spell Type Attack%
1 EA =
2 = =
Resistances
Hit Points: 467 Fire: 50
Armor Class: 22 Air: Immune
Experience: 3,575 Water: 50
Treasure: 30% Level 6 item Earth: 50
Fly: Yes Mind: 50
Movement Limit: Free
Spirit: 0
Speed: 250
Body: 50
AI Type: Aggressive
Light: 10
Recovery: 40
Targeting: M Dark: 10
Special Action: | None Physical: 50
Attack Bonus: Afraid
Attack Anack® = Type |. Damage Missile _
1 - Air 12d4+12 Yes
2 - " _ =
Spell Type ss Attackh%
1 Level 10 Master Lightning Bolt 25%
2 E
CHAPTER SEVEN
Ghosts (Undead)
^s
A
Hit Points: 35 Fire: © 10
>
Armor Class: 25 Air: 10
Experience: 171 Water: Immune
"Treasure: 5% Level 2 item Earth: 10
Fly: Yes Mind: Immune
Movement Limit: Free Spirit: 10
Speed: 240
Body: Immune ~
AI Type: Normal
S
Light: 0
Recovery: 100
A
Dark: 30
Targeting: (JP
Special Action: None Physical: 10
u
Attack Bonus: Weak
Attack Attack% Type Damage
1
5,
-
E
Physical
-
— 1d646
= (^
Spell
1
Type
= P
d
P. =
Hit Points: 93
Armor Class: 35
Experience: 551 Immune
Treasure: 2096 Level 4 item 20
Fly: Yes Immune
Movement Limit: Medium 20
Speed: 300
Immune
AI Type: Suicidal
Recovery:
Targeting: 30
Special Action: None Physical: 20
Attack Bonus: Unconscious
Attack Attack% — Type Damage
1 - Physical 3d6+6
2 = -=
Spell Type
1 -
2. zs
jiPRIMA. SOOFFICIAL STRATEGY GUIDE.
Ghouls (Undead)
N
Experience: 56 Water: 0
Treasure: 4d4 gold Earth: 0
Fly: No Mind: 0
Movement Limit: Medium Spirit: 0
Speed: 160 Body: 0 —
AI Type: Normal
e
Light: 0
Recovery: 100
A
Dark: 0
Targeting: W
Special Action: None Physical: 0
[T
Attack Bonus: None
Attack Attack% Type Damage Missile
1
2
-
1096
Physical
Physical
— 1d9
— 4d2
No
Yes Un
Spell
1
Type
=a
Attack%
= P
Z
Hit Points: 21 Fire: VJ
Armor Class: 10 Air:
Z
oo
Experience: 96 Water:
Treasure: 8d4
Fly: No
Earth:
-U
^
Mind:
Movement Limit: Medium Spirit:
Speed: 170 Body:
AI Type: Normal YN
Light:
Recovery: 100
Dark:
Targeting: W
Special Action: | None Physical: cocooooocoocoo
1 - Physical — 1d9«42 No
2 1596 Physical 4d2+1 Yes
Spell
1
Type
Mi
teach
S
96
2 = .
Resistances
—
Hit Points: 40 Fire:
Armor Class: 14 Air: 10
Experience: 200 Water: 10
Treasure: 15d4 gold, 10% Level 1 item Earth: 10
Fly: No Mind: 10
Movement Limit: Short Spirit: 0
Speed: 180 Body: 10
AI Type: Aggressive
Light:
Recovery: 90
Dark:
Targeting: W
Special Action: None Physical:
Attack Bonus: None
Attack Attack% Type Damage Missile
1 - Physical — 1d94«4 No
2 25% Physical 4d2+4 Yes
Spell Type Attack%
1 = s
2 =
PRIMAS OFFICIAL STRATEGY GUIDE
Gogs
Gog Resistances : |
Hit Points: 45 Immune
Armor Class: 10 Air: 15
Experience: 231 Water: 15
Treasure: None Earth: 15
Fly: __ No Mind: 15
Movement Limit: Short Spirit: 5
Speed: 220 i
Body: 15
AI Type: Normal ;
Recovery:y: 855 Light: 0
Targeting: S Dark:
Special Action: Explode (2d10 Fire Attack) Physical:
Attack Bonus: None
Attack Attack% Type Damage Missile
1 - Fire 1d10+6 Yes
J " = = »
Spell Type Attack%
1 2s "
2 2.
Resistances
Hit Points: 86 Fir Immune
Armor Class: 14 Air: 20
Experience: 504 Water:
‘Treasure: None Earth:
Fly: No Mind:
P2 i Movement Limit: Short Spirit:
i: Speed: 240
Body:
AI Type: Aggressive
Light:
Recovery: 80
Targeting: S Dark:
Special Action: Explode (2d10 Fire Attack) Physical:
Attack Bonus: None
Attack Attack% Type Damage Missile C
1 - Fire 2d10+8 Yes
2 = = ee
Spell Type Attack%
1
CHAPTER SEVEN
Golems
Bronze Golem Resistances ^
Hit Points: 114 20
Armor Class: 40 20 N
M
Experience: 704 20
Treasure: 20d8 gold Immune
Fly: No Immune
zi
Movement Limit: Short Immune
Speed: 160
Immune
AI Type: Suicidal
T
30
Recovery: 100
‘Targeting: None 0
Physical:
Special Action:
Attack Bonus:
Explode (4d10 Earth Attack), Resistance
Break Armor
30
N
Attack Attack% Type Damage Missile [T
1
2
-
10%
Physical
Physical
5d6+20
— 5d4
No
Yes (n
Spell Type Attack%
>
x
Hit Points:
Brass Golem
Fire:
Resistances
30 m
Armor Class: Air: 30
Experience:
Treasure:
Water:
Earth:
30
Immune
Fd
Fly: Mind: Immune TM
Movement Limit: Short
Speed:
AI Type:
170
Suicidal
Spirit:
Body:
Immune
Immune
N(n
Light: 30
Recovery: 90
Dark: 0
Targeting: None
Special Action: Explode (4d10 Earth Attack), Resistance Physical: 30
Attack Bonus: Break Armor
Attack Attack% —Type Damage Missile
1 = Physical 7d6+25 No
2 15% Physical 5d4+4 Yes
Spell Type | Attack%
1
2
2 zs
Royal Griffin ‘
Hit Points: 180 Fire:
Armor Class: 30 Air:
Experience: 1,200 Water:
Treasure: 30d6 gold Earth:
Fly: Yes Mind:
Movement Limit: Medium Spirit:
Speed: 320
Body:
Al Type: Suicidal
Light:
Recovery: 70
‘Targeting: None Dark:
Special Action: None Physical:
Attack Bonus: None
Attack Attack% — Type Damage
1 -= Physical 3d8+10 No
5
Speil Type
1 x
2 S
CHAPTER SEVEN
Harpies
^
A
Hit Points: 61 Fire: 5
Armor Class: 12 Air: 5
»
Experience: 336 Water: 5
‘Treasure: 4d10 gold Earth: 5
Fly: Yes Mind: 5
Movement Limit: Long Spirit: 5
Speed: 250
Body: 3 —
Al Type: Aggressive
E.
Light: 0
Recovery: 90
A
Targeting: X Dark: 0
Special Action: | None Physical: 5
[T
Attack Bonus: Drunk
Attack Attack% Type Damage Missile
1
2
-
=
Physical
=
— 2d742
=
No
= Un
Spell
1
Dee
S
Attack%
as P
ra
2 <3 =
Hit Points:
Armor Class:
79
14
Harpy Hag
Fire:
Air:
2
5
J
Experience:
Treasure:
459
6d10 gold
Water: 5 2.
Fly: Yes
Earth:
Mind:
5
5 -U
Movement Limit: Long
Speed:
AI Type:
300
Aggressive
Spirit:
Body:
5
5 9
M
Light: 0
Recovery: 90
Targeting: X Dark: 0
Special Action: | None Physical: 1
Attack Bonus: Curse x2
Attack Attack% — Type Damage Missile
1 - Physical — 2d745 No
2 e zs = 5
Spell Type Attack%
1 - M
2 2 R4
Harpy Queen
Hit Points: 93 Fire:
Armor Class: 16 Air:
Experience: 551 Water:
"Treasure: 10d10 gold, 2096 Level 2 Ring Earth:
Fly: Yes Mind:
Movement Limit: Long Spirit:
Speed: 350
Body:
AI Type: Suicidal
Light:
Recovery: 80
Targeting: X Dark:
Special Action: | None Physical:
Attack Bonus: Age x3
Attack Attack% Type Damage Missile
1 - Physical 2d7+10 No
2 B - B =
Spei Tike
1 d
2 z
PRIMAS OFFICIAL STRATEGY GUIDE
Hydras
Resistances
I . Hit Points: 337 Fire: 20
, "d Armor Class: 22 Air: 20
o um Experience: 2,475 Water: 20
eo^ s Treasure: 50d10 gold + Level 3 item Earth:
f E Fly: No Mind:
eges Ra Movement Limit: Medium Spirit:
^ m Speed: 220
Body:
d = E AI Type: Aggressive
Light:
i E Recovery: 80
Jev 8 Targeting: None Dark:
- = Special Action: None Physical:
o^ d Attack Bonus: None
omm ig Attack Attack% Type Damage Missile
a 1 - Fire 15d5 Yes
P 2 7 i i P
Spell Type Attack%
1 7 #
2 E B
Chaos Hydra
Hit Points: 617 Fire:
Armor Class: 66 Air:
Experience: 4,875 Water:
Treasure: 200d10 gold + Level 5 item Earth:
Fly: No Mind:
Movement Limit: Short Spirit:
Speed: 260
Body:
AI Type: Aggressive
Light:
Recovery: 80
Targeting: None Dark:
Special Action: None Physical:
Attack Bonus: Break Armor
Attack Attack% Type Damage Missile
1 - Energy 20d5 Yes
9 a is - "
Spell Type Attack%
1 = £
2 me
CHAPTER SEVEN f
Liches (Undead) EY^
A
Hit Points: 100 Fire: 20
Armor Class: 15 Air: 20
»
Experience: 600 Water: 20
Treasure: 10d20 gold, 10% Level 3 Misc. Earth: 20
Fly: _ No, Mind: Immune
Movement Limit: Medium Spirit: 0
Speci: 180 Body: Immune —
AI Type: Aggressive Li d
Recovery:y 90 ight: 9
S
A
Targeting: DC Dark: 30
Special Action: | None Physical: 20
u
Attack Bonus: None
Attack Attack% Type Damage Missile
1
2
-
Y
Fire
z
3d8+6
E
Yes
= (n
Spell
1
C Dee
Level 4 Expert Toxic Cloud
- Attack%
20% P
Z
5 = -
: Resistances
Hit Points: 280 ire: 30
Armor Class: 25 Air: 30
Experience: 2,000 Water: 30
Treasure: 30d20 gold, 30% Level 5 Misc. Earth: 30
Fly: - No Mind: Immune
Movement Limit: Short Spirit: 0
Speed: 220oe Body:y: Immune e
4
AI Type: Suicidal Lieht: 0
Recovery: 70 nee
‘Targeting: DC Dark: 30
Special Action: None Physical: 30
Attack Bonus: Age x3
Attack Attack% Type Damage Missile
1 - Dark 5d8+20 Yes
p) = = Es ES
Sel — De : Attack%
1 Level 12 Master Dragon Breath 30%
2 Level 12 Master Pain Reflection 50%
PRIMA’S OFFICIAL STRATEGY GUIDE
Medusas
Resistances —
Hit Points: 227 Fire: Immune
Armor Class: 20 Air: Immune
Experience: 1,375 Water: Immune
Treasure: 10d20 gold, 10% Level 3 Misc. Earth: Immune
Fly: No Mind: Immune
Movement Limit: Medium Spirit: Immune
Speed: 200
Body: Immune
Al Type: Normal
Light: Immune
Recovery: 80
Targeting: None
Dark: Immune
Special Action: None Physical:
Attack Bonus: Paralyze
Attack Attack% Type Damage Missile
1 - Physical 4d4+8 Yes
2 = Š S =
Spell Type Attack%
1 M =
2 2 E
Resistances
Hit Points: 837 Fire: Immune
Armor Class: 30 Air: Immune
Experience: 2,475 Water: Immune
"Treasure: 30420 gold, 30% Level 5 Misc. Earth: Immune
Fly: No Mind: Immune
Movement Limit: Short Spirit: Immune
Speed: 240
Body: Immune
AI Type: Suicidal
Light: Immune
Recovery: 70
Targeting: None Dark: Immune
Special Action: None Physical:
Attack Bonus: Stone
Attack Attack% Type Damage Missile
1 - Physical — 6d4«12 Yes
2 = zs = =
Spell Type Attack%
1 + B
2 =
CHAPTER SEVEN
Minotaurs
e
wu
Resistances
Hit Points: 269 Fire: 10
Armor Class: 30 Air: 10
^
A
Experience: 1,911 Water: 10
Treasure: 10d20 gold, 10% Level 4 Axe Earth: 10
Fly: No Mind: 10
Movement Limit: Long Spirit: 5
Speed: 250
Body: 10 —
AI Type: Normal
di
Light:
Recovery: 80
Targeting: None Dark:
Physical:
Special Action:
Attack Bonus:
None
None
^
Attack Attack Type Damage Missile [T
1
2
=
ES
Physical
RE
3d7+25
ed
No
5 (A
Spell Type Attack%
1 d £s
>
2 - E
z
Hit Points: 525 Fire:
Resistances
20 w
Z
Armor Class: 35 Air: 20
Experience: 4,071 Water: 20
Treasure: 20d20 gold, 10% Level 5 Axe Earth: 20
Fly: No "NJ
(WN
Mind: 20
Movement Limit: Medium Spirit: 10
Speed: 260
Body: 20
AI Type: Aggressive
Recovery: 70
Light: 10
Targeting: None Dark: 10
Special Action: None Physical: 20
Attack Bonus: Insane
Attack Attack% — Type Damage Missile
1 - Physical — 347440 No
2 - E u —
$e Type | Attack%
1 5 =
2 » ES
D Inirigte ooo LE
Hit Points: 73 Fire:
Armor Class: 19 Air:
Experience: 416 Water:
Treasure: 5% Level 2 Misc. Earth:
Fly: No Mind:
Movement Limit: Long Spirit:
Speed: 220 Bady:
ar ; ody:
AI Type: Aggressive :
P AEI 90 Light:
ecovery: f
Targeting: M Dark:
Special Action: None Physical:
Attack Bonus: None
Attack Attack% — Type Damage Missile
1 - Physical 2d8+12 No
2 = = = =
Spell Type Attack%
1 Level 6 Expert Harm 10%
2 Level 6 Expert Hammerhands 50%
- - - P
Speaker for tbe Dead (0 Resistances g
Hit Points: 227 Fire: 30
Armor Class: 18 Air: 30
Experience: 1,575 Water: 30 /
"Treasure: 25d12 gold, 10% Level 4 Boots Earth: 30 =F
Fly: No Mind: 20
Movement Limit: Medium Spirit: 10 ( )
Speed: 220 Body: 20 f
AI Type: Aggressive LE Y)
R . 80 Light: 0
ecovery:
Targeting: P Dark: Immune
Special Action: Summon Specter Physical: 20
Attack Bonus: None
Attack Attack% Type Damage Missile
1 ~ Dark 12d4 Yes
D - a - E
Spell Type Attack%
1 Level 8 Master Shrapmetal 30%
$ = =
Hit Points: 50 0
Armor Class: 8 0
Experience: 264 Water: 0
Treasure: 5% Level 2 item Earth: 0
Fly: No Mind: Immune
Movement Limit: Free Spirit: Immune
Speed: 120
Body: Immune
AI Type: Normal
Light: 0
Recovery: 100
Targeting: None Dark: 0
Special Action: | None Physical: Immune
Attack Bonus: Break Weapon
Attack Attack% Type Damage
1 - Water 1d6
2 = z Š ES
Spell Type
1 E _
2 = "
Sapphire Ooze
Hit Points: 86
Armor Class: 10
Experience: 504
Treasure: 596 Level 3 item
Fly: No
Movement Limit: Free Immune
Speed: 140
Immune
AI Type: Suicidal
Recovery: 100
Targeting: None
Special Action: None
Attack Bonus: Break Armor
Attack Attack% — Type Damage Missile ——
1 - Water 3d6 No
a » - z —
Spell Type Attack%
1 Level 1 Expert Toxic Clou 10%
P z
Bloodstone Ooze
Hit Points: 137 Fire:
Armor Class: 12 Air:
Experience: 875 Water:
Treasure: 5% Level 4 item Earth:
Fly: No Mind:
Movement Limit: Free
Spirit:
Speed: 160
Body: Immune
AI Type: Suicidal
Recovery:
Light: 0
100
Targeting: None Dark: 0
Special Action: None Physical: Immune
Attack Bonus: Break Item
Attack Attack% Type — Damage
1 = Water 5d6
2 B " _
Spe Pe ss
262 1 Level 2 Expert Toxic Cloud
2 —
Peasants
Rats
Fire:
:
Hit Points: 6
Armor Class: 4 Air:
Experience: 24 Water:
Treasure: 2% Level 1 Ring Earth:
Fly: No Mind:
Movement Limit: Free Spirit:
Speed: 250 Body:
AI Type: Normal
Light:
Recovery: 75
Targeting: None Dark:
Special Action: | None Physical: ooocoooococooc°eo
Hit Points: 13
Armor Class: 5 0
Experience: 56 0
Treasure: 2% Level 1 Ring 0
Fly: No 0
Movement Limit: Free 0
Speed: 250 0
AI Type: Normal
0
Recovery: 75
Targeting: None
0
Special Action: | None Physical: 0
Attack Bonus: Disease
Attack Attack Type = Damage Missile _
1 - Physical — 1d8«2 No
2 10% Air 2d4 Yes
Spell Type — 0 00 c acto
1 = "
2 " =
PRIMAS OFFICIAL STRATEGY GUIDE
Rocs
Roc - Resistances |
Hit Points: 153 Fire: i 10
Armor Class: 20 Air: 10
Experience: 999 Water: 10
Treasure: 10d8 Earth: 10
Fly: Yes Mind: 10
Movement Limit: Free
Spirit: 5
Speed: 275
Body: 10
AI Type: Normal
Light: 0
Recovery: 80
Targeting: None Dark: 0
Special Action: None Physical: 20
Attack Bonus: None
Attack Attack% — Type Damage Missile
1 = Physical 3d10+20 No
2 » E E —
Speil Type Attack%
1 d 5
2 = =
Hit Points:
Armor Class:
413
40
Fire:
Air:
30
Immune
^
A
Experience: 3,111 Water: 30
Treasure: 35d8 Earth: 30
A
Fly: Yes Mind: 30
Movement Limit: Medium Spirit: 5
Speed: 325
Body: 30
AI Type: Suicidal
Light: 10
Recovery:
Dark: 10 —
Targeting:
=
Special Action: None Physical: 40
A
Attack Bonus: Break Armor
Attack Attack Types Damage
Physical 5d10+30
[T
Un
>
Sharks
a
Hit Points:
Armor Class:
162
30
ire:
Air: oo
JJ
Experience:
Treasure: None
1,064 Water:
Earth:
—mmune
Fa
Fly: Yes (swim) Mind: "i
NQ
Movement Limit: Free Spirit:
Speed: 200
Body:
Al Type: Aggressive
Light:
Recovery:
Targeting: Dark: &
Oo
2
DOGC
Attack Bonus:
Attack Attack” Type = Damage
1 = Water 1d20+25
2 =
Spell e
1 un
2 s
Skeletons (Undead)
Hit Points: 21 Fire: 0
Armor Class: 8 Air: 0
Experience: 96 Water: 0
‘Treasure: 4d6 gold Earth: 0
Fly: "" No . Mind: Immune
Movement Limit: Medium Spirit: 0
Speed: 220 Body: I
: ody: mmune
AI Type: Aggressive Lishü 0
Recovery: 100 Ba
Targeting: None Dark: 20
Special Action: None Physical: 5
Attack Bonus: None
Attack Attack — Type Damage Missile -
1 = Physical 3d4+2 No
2 2 " = e. b.
Spell Tipe v o Mukh
1 = ME
2 E E
A
Fly: 2. No Mind: Immune
Movement Limit: Short Spirit: 0
Speed: 289 Body: Immune
AI Type: Suicidal oral
Recovery:y 80 Light: 0 —
Targeting: None Dark: 30
Special Action: None Physical: 5
D
A
Attack Bonus: Curse
Attack Attack% Type Damage Missile
1
2
-
z
Physical
=
3d4+4
2
No
E [7
Spell
1
Type
zs
- — Attack%
= Un
y = E
>
Soldiers
ze
Hit Points:
Armor Class:
61
18 Air: 10
J
Experience:
Treasure:
336
10d10 gold, 5% Level 1 Chain
Water:
Earth:
10
10 zt
Fly: No Mind: 15 "M
(^
Movement Limit: Long Spirit: 10
Speed: 220 !
AI Type:
R
ecovery:
Normal
90
Body?
Light:
Dark:
13
0 Q
Targeting: XE apes
Special Action: | None Physical:
Attack Bonus: None
Attack Attack% Type Damage Missile
1 - Physical — 34346 No
2 S zs = E
Spell Type
1 = =
2 = -
ne e ee
1 - Physical 3d3+10 No
Pl
1
AGL.
=
LL LLNS
=
|
p = a
Wy PRIMA’S OFFICIAL STRATEGY GUIDE
a
Experience: 1,575 Water:
Treasure: 30d10 gold, 10% Level 3 Chain Earth:
Fly: No
E
Mind:
>
Movement Limit: Medium Spirit:
Might Spell
2
1
Type
ER
t
Attack%
=
E
Sorcerers
Hit Points: 137
Armor Class: 14
Experience: 875
Treasure: 15d12 gold, 10% Level 3 Staff
Fly: No
Movement Limit: Medium
Speed: 200
AI Type: Aggressive
Recovery: 90
Targeting: None
Special Action: Summon Lesser Light Elemental Resistance Physical:
Attack Bonus: None
Attack Attack% Type|
1 - Light
2) = =
Hit Points:
Armor Class:
400
30
Fire:
Air:
40
40
^s
A
Experience: 3,000 Water: 40
Treasure: 40d12 gold, 30% Level 5 Staff Earth: 40
>
Fly: _ No Mind: 25
Movement Limit: Short Spirit: 15
Speed: 240 Body: 25
Al Type: Aggressive Li ia I
Recovery: 70 ign: inmane —
Targeting: None Dark: 5
Special Action: | Summon Greater Light Elemental Physical: 30
C
A
Attack Bonus: None
Attack Attack% Type = Damage Missile
1
2
-
=
Energy
=
16d4
2
Yes
a [|
Spell
1
Type
Level 12 Master Hour of Power
| Attack%
33%
e
2 Level 12 Master Day of Protection 33%
»
Spiders
Fa
J
Giant Spider
Hit Points: 17 Fire: 0
Armor Class: 10 Air: 0
Experience:
Treasure:
75
None
Water:
Earth:
0
0 Pa
Fly: No Mind: 0 "M
(Un
Movement Limit: Medium Spirit: 0
Speed: 300 Body: 0
Al Type: Normal Licht: 0
Recovery: 90 len
Targeting:
geung None Dark:À 0
Special Action: | None Physical: 0
Attack Bonus: None
Attack Attack% Type Damage Missile
1 = Physical 3d2 No
2 M » = E,
Spell Type Attack%
1 »d us
2 = =
$
Targeting: None Dark:
Special Action: | None Physical: &
cococooooocooo
Attack Bonus: Poison 2
Attack Attack% — Type Damage Missile
1 - Physical — 3d243 No
2 E ES P =
Spell Type Attack%
1 es 2s
2 -
PRIMAS OFFICIAL STRATEGY GUIDE
— Resistance
Hit Points: 50 Fire:
Armor Class: 16 Air:
Experience: 264 Water:
Treasure: None Earth:
Fly: No Mind:
Movement Limit: Short Spirit:
Speed: 260
Body:
AI Type: Aggressive
Light:
Magic”
Recovery:
Targeting: Dark:
Special Action: None Physical:
ae
Attack Bonus: Poison 3
Attack Attack% Type Damage Missile
Physical 3d2+6 No
BLOOD
HONOR
FOR
AND
Might Attack%
Swordsmen
-N
Hit Points: 30 :
Armor Class: 10 Air: 0
Experience: 144 Water: 0
Treasure: 3d10 gold, 5% Level 1 item Earth: 0
Fly: No Mind: 0
Movement Limit: Medium Spirit: 0
LW
SAN
ANY
SIAN
AAJ
Speed: 250 Body: 0
AI Type: Normal Light: 0
Recovery: 60 ipae
Targeting: P Dark: 0
Special Action: None Physical: 0
Attack Bonus: Steal x2
Attack Attack% Type Damage Misile
1 - Physical | 3d4«3 No
2 " B 2 9
ee
1 A
DC OEC O OMEN
=
2 = E
1 ^ zs
2 - a
Titans
Hit Points: 617 Fire 30
Armor Class: 60 Air: Immune
Experience: 4,875 Water 30
Treasure: 200d10 gold, 40% Level 5 item Earth: 30
Fly: a No Mind: Immune
Movement Limit: Short Spirit: 15
Speed: 200 Body: 30
. y: E
Al Type: Aggressive Lise 30
Recovery: 70 anh
Targeting: O Dark: 30
Special Action: None Physical: 30
Attack Bonus: Break Armor
Attack Attack% — Type Damage Missile
1 = Air 20d20+60 Yes
2 E - E. s
Spell Tipe ~ 0C MEEROÓ
1 Level 8 Master Psychic Shock 20%
2 Level 8 Master Sparks 10%
Trees 7
Resistances
Hit Points: 50 Fire: 0 B
Armor Class: 8 Air: 20
Experience: 264 Water: 20 Pd
Treasure: 20% Level 3 Gem Earth: Immune
Fly: No Mind: Immune g
Movement Limit: Stand Spirit: 10 C
Speed: 120 Body: Immune
AI Type: Normal Lich: Cf
: : ight: 5 |
Recovery: 100 a
Taargeting:
reetino: D Dark:À 5
Special Action: | None Physical: 20
Attack Bonus: None
Attack Attack% — Type Damage Missile
1 - Physical — 2dl10 No
2 5096 Earth 2d6 Yes
Su Pe -o apa
1 - z
2 = z
2 "e
Troglodytes
Troglodyte Drone
Hit Points: 35 Fire:
Armor Class: 5 Air:
Experience: 171 WAter:
"Treasure: 5d5 gold, 10% Level 1 item Farth:
Fly: Mind:
Movement Limit: Spirit:
Speed:
Body:
AI Type:
Recovery:
Light:
Targeting: Dark:
Special Action: Physical:
Attack Bonus:
Wack ^ AmaRé De
1 Ee Physical
2 =
Spell Type
Troglodyte Soldier
Hit Points: 61 Fire:
Armor Class: 9 Air:
Experience: 336 Water:
Treasure: 8d5 gold, 1096 Level 2 item Earth:
Fly: No Mind:
Movement Limit: Medium Spirit:
Speed: 240
Body:
AI Type: Normal
Light:
Recovery: 90
Targeting: None Dark:
Special Action: None Physical:
Attack Bonus: None
Attach Attack% Type
Dama
1 ES Physical — 2d442
2 =
Spell — Bpe
1 e
2 £s
CHAPTER SEVEN B&
Troglodyte Queen s
Hit Points: 93 Fire: 15
Armor Class: 14 Air: 30
Experience: 551 Water: 30
Treasure: 14d5 gold, 25% Level 3 item Earth: 30
Fly: No Mind: 0
Movement Limit: Medium Spirit: 0
Speed: 260 .
. Body: 0
AI Type: Aggressive )
Recovery:y: 80 Light: o
Targeting: None Dark: 5
Special Action: None Physical: 15
Attack Bonus: Poison 1
Attack Attack% Type — Damage Missile
1 - Physical — 2d4«6 No
2 2 = =
Spell
1
ma ee i.
2 2 E
Trolls
Hit Points: 86 i 2
Armor Class: 18 ir: 10
Experience: 504 ater: 10
Treasure: 12d10 gold, 5% Level 1 Belt : Immune
Fly: No ind:
Movement Limit: Medium :
Speed: 200 5
AI Type:
Recovery:
Aggressive
90
0
STAN
ANY
)4N
T3)
S
Targeting: Ww : 5
Special Action: None Physical: 10
Attack Bonus: None
Attack Attack% Type — Damage Missile _
1 - Physical 2d10+4 No
2 50% Earth 2d6
Vampires (Undead)
Hit Points: 100 Fire:
Armor Class: 25 Air: 10
Experience: 600 Water: Immune
Treasure: 6d8 gold, 30% Level 2 Cape Earth: 10
Fly: No Mind: Immune
Movement Limit: Medium Spirit: 0
Speed: 220
Body: Immune
Al Type: Aggressive
Recovery: 80 Light: 0
‘Targeting: OC Dark: 30
Special Action: None Physical: 10
Attack Bonus: Disease 2
Attack Attack% Type Damage Missile—
1 - Physical — 348415 No
2 - = B =
Spell Type Attack%
1 il a
2 zs
Warlocks
LW
SAAN
ANY
JAN
TaD
S
Speed: 200
Al Type: Aggressive
Recovery: 90
Targeting: None
Special Action: | None Physical:
Attack Bonus: None
Attack Attack% Tipe
1 - Fire
2 - E = =
Spell E
mu E c c
1 Level 9 Master Acid Burst
2 is i
PRIMAS OFFICIAL STRATEGY GUIDE
Wights (Undead)
Hit Points: 61 Fire:
Armor Class: 15 Air:
Experience: 336 Water: Immune
Treasure: 10% Level 2 Dagger Earth: 10
Fly: . No Mind: Immune
Movement Limit: Short Spirit: 0
Speed: 180 up Body: . Immune
AI Type: Suicidal à
R ecovery: . 90 Light: 0
Targeting: None Dark: 30
Special Action: None Physical: 10
Attack Bonus: Afraid
Attack Attack% Typ Damage Misie ———
1 - Physical 2d5+6 No
2 zs = i 2
n E
1 - e
2 Pr =
E. —. Resistances
Hit Points: 93 Fire: 20
Armor Class: 20 Air: 20
Experience: 551 Water: Immune
‘Treasure: 10% Level 3 Dagger Earth: 20
Fly: i No Mind: Immune
Movement Limit: Short Spirit: 0
Speed: 200 x Body: Immune
AI Type: Suicidal Licht 0
Recovery: 80 ign
Targeting: None Dark: 30
Special Action: None Physical: 20
Attack Bonus: Drain Spell Points to 0
Attack Attack% Type Damage Missile _
- Physical 2d5+12 No
CHAPTER SEVEN |
Barrow Wight Resistances
Hit Points:
Armor Class:
145
25
Fire:
Air:
30
30
^
A
Experience: 936 Water: Immune
Treasure: 20% Level 4 Dagger Earth: 30
>
Fly: No Mind: Immune
Movement Limit: Short Spirit: 0
Speed: 220 . Body: Immune
AI Type: Suicidal ;
d ; Light: 0
Recovery: 70 —]
Targeting: None Dark: 30
Special Action:
Attack Bonus:
| None
Age x2
Physical: 30
=
Attack Attack% Type — Damage Missile A
2
1 -
e
Physical
a
4d5+12
=
No
= m
1 - E (^
2 - zs
>
Wyverns
zt
Hit Points:
Armor Class:
93
14
Fire:
Air:
| 10
10
d
Experience: 551 Water: 10
Fa
a
Treasure: 25d8 gold, 10% Level 3 item Earth: 10
Fly: 20 Yes Mind: 10
(Cn
Movement Limit: Free Spirit: 5
Speed: 250 Body:
: 10
AI Type: Normal MM E
RBesovery: 80 Light: 2
ecovery:
Targeting: DR Dark: 5
Special Action: None Physical: 10
Attack Bonus: Poison 2 *
Attack Attack — Type Damage Missile
1 - Physical — 7d6 No
2 = zs G ex
Spell
1
Tipe
5
mae
zs
2 " =
9 - =
Zombies (Undead)
Hit Points: 35 Fire:
Armor Class: 8 Air: 5
Experience: 171 Water: 5
Treasure: 5d4 gold Earth: 5
Fly: uu No . Mind: Immune
Movement Limit: Medium Spirit: 0
Speed: 160 Body: I
AI Type: Aggressive A VIDE
YP 88 Light: 0
Recovery: 110 jgnt
Targeting: None Dark: 20
Special Action: None Physical: 10
Attack Bonus: Disease 1
Attack Attack% — Type Damage Missile |
1 - Physical — 1d7 No
5 = m - =
Spell Type s Attack%
1 = ta
2 : E
A
Fly: . No Mind: Immune
Movement Limit: Medium Spirit: 0
Speed: 200 Body: Immune
AI Type: Suicidal ae
Rec ' 90 Light: 0
ecovery: ke —
‘Targeting: None Dar r 30
Special Action: None Physical: 30
Cc
Al
Attack Bonus: Disease 2
Attack Attack% Type Damage Missile
[n
1 - Physical 3d7+4 No
2 e = - "
Spell
1
Type
es
- Atk
ite Un
>
2 = zy
V
Non-Player Characters I
Some of the creatures you talk to will offer to hire their services out to your party.
Z.
Others will join you as part of aquest or story. You may have an unlimited number of
-3
quest/story characters following you, and up to two hired characters at any given time.
These NPCs travel with your party under its protection- meaning that they dont partic-
N(n
ipate in combat.
Hired NPCs lend certain benefits to your party in exchange for an up-front hiring
fee and a percent of any gold you find. The costs and benefits for hiring each NPC type
are listed below.
500/5% Your party is considered to have the most beneficial arrangement of races in any social situation.
Duper 200/2% Merchant skill is increased by 8 points for each character and Reputation is decreased by one
full category.
Enchanter 1,000/10% Increases resistance to Air, Earth, Fire, Water, Body, and Mind spells by 20.
Expert Healer 2,000/20% Cures all party Hit Points and conditions (excepting dead, stoned, or eradicated) once per day.
Explorer 100/196 All travel times reduced by 1 day (minimum of | day).
500/596 10% bonus on all gold found.
Fallen Wizard 2,500/25% Casts Hour of Power once per day for a duration of 6 hours.
Fool 100/1% 5 point bonus to Luck statistic for all characters.
Gate Master 2,000/20% Casts the Town Portal spell at master ranking once per day.
Guide 100/1% All map crossings one day faster (minimum 1 day).
Gypsy 100/1% Food use is reduced by 1 day's worth of food when resting (minimum 1 day), Merchant skill is
increased by 3 points for each character, and Reputation is decreased by one full category.
500/5% Cures all party Hit Points once a day.
Herbalist 400/4% 4 point bonus to Alchemy skill for all characters.
Horseman 100/1% ‘Trips using the stables take 2 days fewer to complete (minimum 1 day).
Hunter 500/5% Increases the Identify Monster skill by 4 for all characters.
Initiate 1,000/10% 3 point bonus to Body, Mind, and Spirit spell skills for all characters.
Instructor 700/7% 15% bonus on all experience learned.
Locksmith 300/3% 6 point bonus to Disarm Traps skill for all characters.
Master Healer 5,000/50% Completely heals party of all Hit Points and conditions once per day.
Merchant 200/2% 6 point bonus to Merchant skill for all characters.
Monk 500/5% Increases the Unarmed and Dodging skills by 2 for all characters.
Mystic 1,000/10% 3 point bonus to Air, Earth, Fire, and Water spell skills for all characters.
Navigator 200/2% All boat travel is 3 days faster (minimum 1 day).
Pathfinder 300/3% All map crossings are 3 days faster (minimum 1 day).
Piper 300/3% Casts the Heroism spell (2-hour duration) at master ranking once per day.
Pirate 500/5% All boat travel reduced by 2 days, gold found is increased by 10%, and Reputation is decreased
by one full category.
Porter 100/1% 1 less day of food use when camping (minimum of 1 used).
Prelate 2,000/20% ^ 4 point bonus to Body, Mind, and Spirit spell skills for all characters.
Psychic 400/4% Perception skill is increased by 5 points and Luck statistics are increased by 10 points for
each character.
Quartermaster 200/2% 2 fewer days of food use when camping, (minimum of 1 used).
Sage 750/7.5% Increases the Identify Item and Identify Monster skills by 6 for all characters.
Sailor 100/1% All boat travel 2 days faster (minimum 1 day).
Scholar 500/596 Unlimited item identification and a 596 bonus on all experience gained.
Scout 300/396 6 point bonus to Perception skill for all characters.
Smith 200/296 Unlimited weapon repair.
Spell Master 2,000/20% ^ 4 point bonus to Elemental Air, Earth, Fire, and Water spell skills for all characters.
Squire 600/696 All armor and weapon skills are increased by 2 points for each character.
Teacher 300/396 1096 bonus on all experience learned.
Tinker 200/296 4 point bonus to Disarm Traps skill for all characters.
Tracker 200/2% All map crossings 2 days faster (minimum 1 day).
Trader 100/1% 4 point bonus to Merchant skill for all characters.
Water Master 1,000/10% Casts the Water Walk spell (duration of 3 hours) once per day.
Weapons Master 400/4% 3 point bonus to Armsmaster skill for all characters.
282
Wind Master 2,000/20% Casts the Fly spell (duration of2 hours) once per day.
dS
Chapter 8
Inventory Items
[tem Statistics
JR Treasure Level
Although Might and Magic VIIs game designers had the ability to place specific items at
specific locations, most of the equipment you'll find is randomly generated based on its
ae *v
type (like sword, armor or potion), and its treasure level. Generally, the tougher the dun-
geon youre in, the higher the treasure level of the items you'll find in it.
AMID
BLOOD
FOR
Honc An items treasure level also affects how likely it is to have a magical enchantment.
Might=)agie™ Enchantments give items special abilities and increase their value. Artifacts, Relics, and
Special items are not generated randomly. They already have special properties, and
therefore can’t receive additional enchantments.
Base Value
The Base Value is the worth of an unenchanted item.
Toughness
Various attacks have a chance to break items your characters are using or carrying. The
higher an item’s toughness is, the less likely it is to break. Relics are tougher than nor-
mal items. Artifacts and Special items are tougher still.
ID/Repair
This value is used in calculations with the Identify Item and Repair Item skills. The
higher an items Identify/Repair value, the more difficult it is to identify or repair. For
more information, see Chapter 4.
Base Damage
—À This statistic is listed for weapons. It is how much damage the weapon does
before any bonuses are applied.
Dmg/Att Bonus
This statistic is listed for weapons, and stands for "Damage and Attack
Bonus.” This value is how much the weapon adds to a characters chance to
hit with the weapon (Attack Bonus) and to the amount of damage done by
the weapon when it hits (Damage Bonus).
284
Hands)
This statistic is listed for Axes and Swords, both of which can be either one- or two- a
ni
handed weapons. If a weapon must be used with two hands, then the character using it
[n
cant carry a shield or second weapon.
Armor Class Z
This statistic is listed for items of armor. It represents how much wearing the item adds
to a characters Armor Class. The higher the number, the more protection provided by s
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the item.
Charges —
This value is listed for wands. Wands cast spells. Each time you use a wand, a charge is [T
spent. When a wand’s charges reach zero, the wand disappears. This number is the max- E
imum number of charges a wand can have. (^
Description
When you right-click on an item, the game displays some descriptive text. This text is
duplicated for each item here. Some Special items have additional notes in their descrip-
tions explaining their particular powers.
Weapons
Your characters must have the proper skill to use a particular weapon. Weapons are list-
ed in this section grouped by the skill needed to use them. Weapons of the same skill
class all have the same base Recovery rate for their attacks. This information is given for
each skill class.
Elven Saber
[7 Treasure Level: — 2-4 Hand(s): One
Base Value: 200 Base Damage: — 3d3
Toughness: 8 Dmg/Att Bonus: +3
ID/Repair: 3 i
Description: À common Elven weapon, this saber is a deadly, if unremarkable, weapon.
Keen Longsword
Treasure Level: — 3-5 Hand(s): One
Base Value: 350 Base Damage: — 3d3
Toughness: 8 Dmg/Att Bonus: +6
ID/Repair: 6
Description: Although this longsword appears quite old, the edge of the blade is unusually sharp. It was
quite probably enchanted to remain that way during its creation.
Graceful Sword
i Treasure Level: 3-5 Hand(s): One
Base Value: 500 Base Damage: 3d3
Toughness: 8 Dmg/Att Bonus: 9
ID/Repair: 9
Description: A high-quality longsword, monogrammed initials near the base of the pommel indicate it
was forged by master weaponsmith Mekorig the Blind circa 780-800.
Duelist Blade
Treasure Level: — 5-6 Hand(s): One
Base Value: 650 Base Damage: 3d3
Toughness: 8 Dmg/Att Program: +12
ID/Repair: 12
Description: These rare blades were forged sometime before the Silence, and have been used for centuries by
noble duelists who want to die in style. No two are quite alike, but all share bloody histories.
Two-Handed Sword
Treasure Level: 2-5 Hand(s): Two
Base Value: 400 Base Damage: 4d5
Toughness: 8 Dmg/Att Bonus: None
ID/Repair: 1
Description: This simple two-handed sword with a leather grip is a common design in
Erathia.
CHAPTER EIGHT ME
Great Sword
Treasure Level: 3-5 Hand(s): Two Z
<
E
Base Value: 500 Base Damage: 4d5
Toughness: 8 Dmg/Att Bonus: +2
=
ID/Repair: 6
Description: An effective, deadly design employed by less well-disciplined armies throughout time. The
Se,
smith of this particular two-handed sword thoughtfully added a blood groove down the center of the
blade.
Heroic Sword
Treasure Level: — 4-6 Hand(s): Two
Base Value: 800 Base Damage: 4d5 =
Toughness: 8 Dmg/Att Bonus: +8
E
ID/Repair: 10
z
Description: It is thought by some master swordsmen that a wavy blade is a bit stronger than a straight
one, and does more damage when it strikes an opponent. That may or may not be true, but one thing is Gj
certain-this particular sword’s craftsmanship is amongst the finest you've ever seen.
Broadsword
Treasure Level: — 1-3 Hand(s): One
Base Value: 100 Base Damage: 3d4
Toughness: 8 Dmg/Att Bonus: None
ID/Repair: 1
Description: A polished broadsword commonly used by all forces in Erathia.
Steel Broadsword
Treasure Level: 3-4 Hand(s): One
Base Value: 300 Base Damage: 3d4
Toughness: 8 Dmg/Att Bonus: +4
ID/Repair: 2
Description: A fine Erathian steel broadsword of excellent quality and edge.
Champion Sword
Treasure Level: — 4-6 Hand(s): One
Base Value: 600 Base Damage: 3d4
Toughness: 8 Dmg/Att Bonus: +10
ID/Repair: 9
Description: More a falchion than a broadsword, this magnificent weapon retains a keen edge in spite
of its age.
287
PRIMAS OFFICIAL STRATEGY GUIDE
Cutlass
Treasure Level: 1-3 Hand(s): One
Base Value: 40 Base Damage: 2d4
Toughness: 7 Damage/Att Bonus: None
ID/Repair: 1
Description: The swept-back style of the cutlass helps opponents to underestimate the weapons true
reach. Many inexperienced swordsmen have lost their lives to this deceptive design.
Goblin Cutlass
Treasure Level: — 3-4 Hand(s): One
Base Value: 290 Base Damage: 2d4
Toughness: 7 Dmg/Att Bonus: +5
ID/Repair: 5
Description: A strange mix of brass and some other, reddish metal provide this weapon with its strange
color and unusual strength. Goblin craftsman are typically unconcerned with appearance, but when it
comes to killing, they can be counted on to get it right.
Regnan Cutlass
Treasure Level: — 3-6 Hand(s): One
Base Value: 590 Base Damage: 2d4
Toughness: 7 Dmg/Att Bonus: +11
ID/Repair: 9
Description: Cleverly concealed initials near the pommel of the cutlass prove this beautiful weapon to be
the work of Alec Teling, master smith to Hareck the First, Lord of Regna, and Emperor of the Endless
Ocean.
Puck
Treasure Level: Artifact Hand(s): One
, Base Value: 20,000 Base Damage: 3d3
4 Toughness: Artifact Dmg/Att Bonus: +14
ID/Repair: 20
(Description: Speed +40, Swift) Ancient and fey, Puck’s enchantments cause it to practical-
ly fly for enemy’s throats. No one knows when or where Puck was forged, but the Faerie
origins are unmistakable.
288
Tron Feather
Treasure Level: Artifact Hand(s): Two Zz
Base Value: 20,000 Base Damage: 4d5 sa
[T
z
Toughness: Artifact Dmg/Att Bonus: +10
ID/Repair: 20
Description: (Might +40, 6-15 points of Electrical damage) An impossibly light two-handed sword, the
x
Iron Feather boosts the Might of its owner to make wielding the huge weapon even easier. The combination
almost makes it possible to use the sword in one hand-the huge size of the blade being the only problem.
Wallace <
Treasure Level: Artifact Hand(s): One
Base Value: 20,000 Base Damage: 3d4 —
Toughness:
ID/Repair:
Artifact
20
Dmg/Att Bonus: +12
[T
Description: (Armsmaster skill +10, Personality +40) Wallace has somehow found its way into the hands
<
of rebels and rabblerousers for centuries. The weapon magnifies both the ability and the confidence of its (^
wielder, frequently leading its owners to take risks they might otherwise have avoided. Though none of its
owners ambitions have been fulfilled, no one has ever declined to carry Wallace once they have heard its
siren song.
Corsair
Treasure Level: Artifact Hand(s): One
Base Value: 20,000 Base Damage: 2d4
Toughness: Artifact Dmg/Att Bonus: +13
ID/Repair: 20
Description: (Stealing skill +5, Disarm skill +5, Luck +40) Corsair is one of the finest weapons ever
turned out by the Regnan Armories. Ever true to their nature, Regna’s smiths fashioned a weapon that
would aid their imperial “tax collection” efforts on the high seas and coastal towns. To this date, Regna
has not forged a weapon that didn’t advance their selfish goals at the expense of others.
Elfbane
Treasure Level: Artifact Hand(s): Two
Base Value: 15,000 Base Damage: — 4d6
Toughness: Artifact Dmg/Att Bonus: +12
ID/Repair: 20
Description: (Of Shielding, Elf Slayer, Goblin) This sword was created by the Goblins for their then
Chief, Grogar. Unfortunately, the Goblins lost the war and Elfbane was lost for quite some time.
Enchanted to both slay Elves, and protect its wielder from arrows, Elfbane truly lives up to its name. A
curious side effect of the enchantment renders the weapon unusable by all but a Goblin.
289
PRIMA’S OFFICIAL STRATEGY GUIDE
Lieutenants Cutlass
Treasure Level: Special Hand(s): One
Base Value: 15,000 Base Damage: 3d4
Toughness: Special Dmg/Att Bonus: +6
ID/Repair: 0
Description: The mercenary you took this cutlass from disregarded the curse on the blade, too.
Villains Blade
Treasure Level: ^ Special Hand(s): One
Base Value: 15,000 Base Damage: 3d4
Might~Magie” Toughness:
ID/Repair:
Special
0
Dmg/Att Bonus: +12
Description: Drains Hit Points from target. William Setag would frequently slay prisoners with this
blade to heal his own minor cuts and bruises. The weapon is cold to the touch, and tingles in your hand.
Grognard’s Cutlass
Treasure Level: Special Hand(s): One
Base Value: 1,000 Base Damage: 3d4
j Toughness: Special Dmg/Att Bonus: +6
ID/Repair: 0
Description: Double damage vs. Elves. A finely crafted and specially enchanted Goblin weapon. Though
originally crafted to slay Elves, this weapon does a perfectly good job on members of the other races.
Description: A crude dagger found in the hands of thieves and ruffians everywhere.
CHAPTER EIGHT E.
Dwarven Dagger
Treasure Level: — 1-3 ID/Repair: 2 Pa
"i
E
Base Value: 100 Base Damage: 2d2
Toughness: 6 Dmg/Att Bonus: +2
Description: More like a short sword to a Dwarf, this dagger is an excellent example of superior a
:
Dwarven engineering and inferior artistic creativity.
Sharktooth Dagger
Treasure Level: 3-5 ID/Repair: 4 <
Base Value: 150 Base Damage: 2d2
4. Toughness: 6 Dmg/Att Bonus: +3
=
-
Description: The “blade” of this dagger is really a shark’s tooth taken from the waters of the Quiet
z
Ocean and mounted on a fancy handle. It is very sharp and light.
Assassins Dagger G
Treasure Level: 3-5 ID/Repair: 6
Base Value: 250 Base Damage: 2d2
Toughness: 6 Dmg/Att Bonus: +5
Description: The crosspiece of this dagger folds in to make concealment easier. A spring in the pommel
snaps the crosspiece out very quietly when the dagger is drawn from its sheath.
Mage Dagger
Treasure Level: 4-6 ID/Repair: 9
Base Value: 300 Base Damage: 2d2
Toughness: 6 Dmg/Att Bonus: «6
Description: A weapon from the Time of Wonders, it is no longer possible to achieve a sharper or
stronger edge.
Long Dagger
Treasure Level: 1-4 ID/Repair: 1
Base Value: 15 Base Damage: 2d3
T Toughness: 7 Dmg/Att Bonus: None
Description: The long dagger combines the extra reach of the sword with the stealth of the dagger.
291
PRIMAS OFFICIAL STRATEGY GUIDE
= > Description: Really more of a short sword than a dagger, the narrow blade belies an unusual strength and
å E a possibly enchanted edge.
i) = Exquisite Long Dagger
9 e^ $ Treasure Level: 4-6 ID/Repair: 8
> Base Value: 350 Base Damage: 2d3
dii Toughness: i Dmg/Att Bonus: +7
Description: The spare, yet appealing design of this long dagger is typical of pre-Silence artifacts. This
particular style was very popular at the time, but since more than a thousand years have passed, few
remain. Like everything from the time of the Silence, it looks as new as the day it was made.
Old Nick
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Base Damage: — 2d2
Toughness: Relic Dmg/Att Bonus: +8
Description: (Disarm Skill +5, 8 points of Poison damage, Elf Slaying, Evil) Secretly passed from one
Assassin to another for centuries, Old Nick happily vanished from history's sight during the Battle for
Morning-a joint human-Elvish attack on the Assassin's guild nearly 200 years ago. It is said that Old
Nick has killed more people than the Plague. Now that you've found this evil weapon, you are going to
throw it down a well...aren't you?
Lady Carmines Dagger
Treasure Level: Special ID/Repair: 0
Base Value: 15,000 Base Damage: 2d2
Toughness: Special Dmg/Att Bonus: +4
Description: Adds 5 points of Body damage and +5 Disarm Traps skill. Nicks and scratches
on this nasty blade show that it has seen plenty of action.
292
CHAPTER EIGHT E.
Description: This primitive axe is more like a simple tool than a weapon.
None
zoe
Battle Axe
=
E
Treasure Level: 1-4 Hand(s): One
2
i Base Value: 100 Base Damage: 4d2
Toughness: 5 Dmg/Att Bonus: +2
Description:
ID/Repair: 3
The flared edge of the blade is a common style used by low-budget human armies and. bandits.
n
Dwarven Axe
Treasure Level: — 3-5 Hand(s): One
Base Value: 250 Base Damage: 4d2
| Toughness: 5 Dmg/Att Bonus: +5
ID/Repair: 6
Description: Typical Dwarven manufacture: Strong, practical, and plain.
Steel Axe
Treasure Level: 3-5 Hand(s): One
i Base Value: 400 Base Damage: 4d2
| Toughness: 5 Dmg/Att Bonus: +8
ID/Repair: 9
Description: One of several crates full of such axes stolen from the Dwarves by the Warlocks of Nighon.
Each of these weapons has been tempered and enchanted by the Stone City foundry, and stamped with
their mark.
Minotaur Axe
Treasure Level: — 4-6 Hand(s): One É
Base Value: 550 Base Damage: 4d2 a,
Toughness: 5 Dmg/Att Bonus: +11 Wy =
ID/Repair: 12 "
Description: Double-bladed axes like these are powerfully enchanted by Minotaur sorcerers in a secret
process known only to them. These axes are light where they should be heavy, and slice through metal
armor as easily as they slice through cloth. 299
X
Might~-Magie™
HOMOR
AND
BLOOD
FOR
Description: (Explosive impact, Fire Resistance +50) Though powerful, Splitter is never
wielded by a single owner for long. The blade gives off great blasts of fire when struck, and
the magical protection against fire the weapon offers isn’t enough to completely shield a user
from the blast.
294
CHAPTER EIGHT
Ghoulsbane
Treasure Level: Artifact Hand(s): One t
Base Value: 20,000 Base Damage: 1d9 a
[7
z
Toughness: Artifact Dmg/Att Bonus: +15
ID/Repair: 20
Description: (Undead slaying, Immunity to paralysis, 3-18 Fire damage) Ghoulsbane was commissioned
Sfi
by the Church of the Sun more than 150 years ago as part of their effort to destroy the ever-growing pop-
ulation of undead created by the Church of the Moon. Though powerful, it is only one weapon, and the
undead are legion. The Church of the Sun fell in 1083 A.S.
a
Amuck
Treasure Level: Relic Hand(s): Two
Base Value: 30,000 Base Damage: 3d7
[T
Toughness:
ID/Repair:
Relic
30
Dmg/Att Bonus: +11
=
Description: (Might +100, Endurance +100, Armor Class -15) The original name of Amuck has been (n
lost in time, but the blade retains a magically keen edge and all ofits original power. Fantastic strength
and vitality are conferred upon the owner at the expense of a proper sense of fear. Wielders of Amuck
don't much bother dodging blows in battle.
Zokarr’s Axe
Treasure Level: ^ Special Hand(s): Two
Base Value: 2,500 Base Damage: 3d7
Toughness: Special Dmg/Att Bonus: +13
ID/Repair: 0
Description: (+10 Armor, Endurance and Hit Points) The family heirloom of the Zokarr monarchs. This
weapon grants the wielder a greater affinity with Earth Magic.
Minotaur’s Axe
Treasure Level: Special Hand(s): One
Base Value: 2,500 Base Damage: 4d3
Toughness: Special Dmg/Att Bonus: +12
ID/Repair: 0
Description: (Might +25) A fine trophy! The axe is made for a Minotaur and is very heavy, but the magi
cal strength it imparts makes it easy to use for anyone.
299
PRIMAS OFFICIAL STRATEGY GUIDE
Description: Though constructed with a head of sharpened rock lashed to a rough stick, this spear can
cause serious damage. (+1d9 if used two-handed).
Soldiers Spear
Treasure Level: 1-4 ID/Repair: 3
Base Value: 50 Base Damage: 1d9
Toughness: 6 Dmg/Att Bonus: +1
Description: Spears like this are found in all armies where their versatility as both pole and melee
weapons is demonstrated regularly.
Elven Spear
Treasure Level: 3-5 ID/Repair: 6
Base Value: 250 Base Damage: 1d9
Toughness: 6 Dmg/Att Bonus: 5
Description: Elven weapons are almost always as graceful as they are practical. The spear’s style and ele-
gance have not come at the expense of practical qualities such as the sturdy attachment of head to haft,
nor the choices of metal and haft grip.
Cruel Spear
Treasure Level: 3-5 ID/Repair: 9
Base Value: 450 Base Damage: 1d9
Toughness: 6 Dmg/Att Bonus: +9
Description: The triangular shape of the spear head leads to especially painful wounds that
do not heal easily or well. Runic enchantments inscribed along the haft suggest enchant-
ments that enhance the cruel effect of the triangular head.
296
CHAPTER EIGHT B
Sublime Spear
Treasure Level: 4-6 ID/Repair: 9 zt
Base Value: 450 Base Damage: 1d9 <
[T
z
Toughness: 6 Dmg/Att Bonus: +13
Description: A smithy symbol and date stamp indicate this spear was made in the magical forges of
x
Governor Padish 12 years before the Silence.
Halberd
Treasure Level: 2-5 ID/Repair: 1 <
Base Value: 200 Base Damage: 3d6
Toughness: 6 Dmg/Att Bonus: None -
Description: Like all halberds, this weapon is basically an axe with a very long haft. It’s a versatile [T
weapon-doubling as a spear when fighting room is tight, or a staff when personal defense is needed. This E.
one is of ordinary workmanship and materials. (^
Weighted Halberd
Treasure Level: 3-5 ID/Repair: 5
Base Value: 400 Base Damage: 3d6
Toughness: 6 Dmg/Att Bonus: +4
Description: The haft of this halberd has been cored, and filled with a lead rod. When the weapon is
swung, the lead rod slides to the blade end of the halberd with a loud crack, adding force and weight to
the blow.
Mighty Halberd
Treasure Level: — 3d6 ID/Repair: 9
Base Value: 10 Base Damage: 3d6
Toughness: 6 Dmg/Att Bonus: +10
Description: A small stamp on the blade of this weapon indicates it was constructed in the famous
Mekorig Foundry by the master himself, Mekorig the Blind. You would be hard pressed to find a finer
halberd anywhere in the world
Trident
Treasure Level: — 1-3 ID/Repair: 1
Base Value: 100 Base Damage: 2d6
Toughness: 6 Dmg/Att Bonus: None
Description: A variant of the farmer’s pitchfork, the Trident has been used by spear fishermen since time
297
began. Now it is the traditional weapon of sea-going warriors throughout the world.
7M PRIMAS OFFICIAL STRATEGY GUIDE
Barbed Trident
^)
omm
Treasure Level:
Base Value:
— 3-5
400
ID/Repair:
Base Damage:
5
2d6
Toughness: 6 Dmg/Att Bonus: +6
SE
> E Description: Improving on the basic trident design, the tips of the tines have rough, backward-facing
E T barbs. This design causes much more damage as the weapon is pulled from the victim.
Ô
oe B War Trident
o mes Ó Treasure Level: 4-6 ID/Repair: 9
: > Base Value: 700 Base Damage: 2d6
Toughness: 6 Dmg/Att Bonus: +12
Description: A style favored by the Imperial Regnan Navy, the two side tines of the war trident are thin
and sharp to make slashing as easy as stabbing. To further impress enemies, the tines are gilded in brass,
and the haft painted yellow, giving the appearance that the Regnans are fighting with golden weapons.
Gibbet
Treasure Level: Artifact ID/Repair: 20
Base Value: 20,000 Base Damage: — 3d6
Toughness: Artifact Dmg/Att Bonus: «12
Description: (Undead slaying, Dragon slaying, Demon slaying) A humorless weapon, to say the least,
Gibbet was forged by Mekorig the Blind to help end the Age of Monsters, and promote the Age of Man.
A noble idea, but one that hasn't worked out very well. Gibbet often goes missing for years, only to be
rediscovered in some dragons hoard by ambitious adventurers. The power of the weapon often inspires
such adventurers to move the weapon to another dragon hoard, where it once again goes missing for
years.
Charele
Treasure Level: Artifact ID/Repair: 20
Base Value: 20,000 Base Damage: 3d9
Toughness: Artifact Dmg/Att Bonus: +18
Description: Built at the behest of Hareck the First during the formation of the Regnan
“Empire”, Charele was named after his wife, Queen Charele. It was left in Regna’s only
Erathian outpost during the chaos following Hareck’s poisoning death in 590 A.S.
298
CHAPTEREIGHT M
Description: Etched initials at the base of the bow indicate this bow was made by master bowyer Ivan
Selving’s workshop during the Timber Wars of the late 600s.
Composite Bow
Treasure Level: 3-6 ID/Repair: 9
Base Value: 400 Base Damage: 5d2
Toughness: 3 Dmg/Att Bonus: +6
Description: Composite bows are made of a variety of materials and pieces, instead of a single piece of
wood. They are generally more flexible and powerful than regular bows.
299
| PRIMAS OFFICIAL STRATEGY GUIDE
Griffin Bow
Treasure Level: 4-6 ID/Repair: 12
Base Value: 500 Base Damage: 5d2
Toughness: 3 Dmg/Att Bonus: +8
Description: The grisly materials used in this bow—a Griffin's skull and tough spine-make for a surpris-
ingly tough and powerful bow. Needless to say, the materials are hard to harvest, and Griffins fight back
much harder than yew trees.
Crossbow
Might~Magice”
3 Treasure Level:
Base Value:
1-3
50
ID/Repair:
Base Damage:
i
4d2
Toughness: 4 Dmg/Att Bonus: None
Description: Although crossbows have many advantages-locking string catches, superior shot strength,
easy to learn—they don’t compare to the longbow when speed and range are critical.
Heavy Crossbow
Treasure Level: 3-5 ID/Repair: 5
Base Value: 200 Base Damage: 4d2
Toughness: 4 Dmg/Att Bonus: +3
Description: These crossbows were stockpiled by Archibald just prior to the Succession War for use
against his brother. As with most decisions involving death, Archibald chose wisely. These crossbows are
amongst the best in the land.
Ideal Crossbow
Treasure Level: 4-6 ID/Repair: 9
Base Value: 400 Base Damage: 4d2
Toughness: 4 Dmg/Att Bonus: +7
Description: Equipped with a hand crank and shaft sights, these exceptional crossbows are
superior to all that have come before. However, where they are coming from is a mystery at
this time.
500
`
CHAPTER EIGHT BE i
Ulysses
Treasure Level: Artifact ID/Repair: 20 Z
Base Value: 20,000 Base Damage: 5d2 <
[T
z
Toughness: Artifact Dmg/Att Bonus: +10
Description: (Accuracy +50, 9-12 Water damage) The Archer’s dream. Ulysses requires no arrows, firing
:<
bolts of ice formed when the string is drawn back. Its origins are unknown, but the style suggests Elven
make.
Ania Selving
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Base Damage: 4d2 —
Toughness: Relic Dmg/Att Bonus: +9
[7
Description: (Accuracy +150, Bow skill +5, Armor Class -25) Master smith Ivan Selving named this =
crossbow after his only daughter Ania, calling it his second best creation ever. Archers using this crossbow un
rarely miss their targets, but their concentration and slow, careful movements make them easy targets in
return.
The Perfect Bow (Quest Item)
Treasure Level: ^ Special ID/Repair: 0
Base Value: 400 Base Damage: 5d2
Toughness: Special Dmg/Att Bonus: +6
Description: Quest Item: Although of high quality, this bow doesn’t seem to perform nearly as well as it
should. The string is too hard to pull back, it doesn’t remain steady enough while aiming, and it seems a
little off-balance.
The Perfect Bow (Reward)
Treasure Level: ^ Special ID/Repair: 0
Base Value: 15,000 Base Damage: 5d2
Toughness: Special Dmg/Att Bonus: +12
Description: This bow seems to know its wielder's strength and adjusts itself accordingly. You never
have to struggle to pull the string back, and it's always easy to hold your shot until youre ready to fire.
Dozens of small advantages like this in the design of the bow make for the finest weapon of its type
you have ever seen.
501
PRIMAS OFFICIAL STRATEGY GUIDE
Might
Magie"
Toughness: 6 Dmg/Att Bonus: None
Description: Barely more sophisticated than a normal club, the mace is slightly more effective and much
more durable.
Spiked Mace
Treasure Level: 1-4 ID/Repair: 3
Base Value: 150 Base Damage: 2d4
Toughness: 6 Dmg/Att Bonus: +2
Description: This weapon is designed to inflict good damage to both armored and unarmored opponents.
Zealot Mace
Treasure Level: — 3-5 ID/Repair: 6
Base Value: 300 Base Damage: 2d4
Toughness: 6 Dmg/Att Bonus: +5
Description: A common mace from Karigor, it displays the same superior quality of all weapons and
equipment from that island.
Dwarven Morningstar
Description: A variation of the mace, the morningstar hits slower but much harder. The
spikes on the ball guarantee recipients will feel the blow, regardless of armor or hide.
502
CHAPTER EIGHT
Supreme Flail
Treasure Level: — 3-6 ID/Repair: 12 Z
a
ri
Base Value: 600 Base Damage: 2d4
Toughness: 6 Dmg/Att Bonus: +11
Description: A heavier, more menacing weapon than a morningstar, flails are almost as dangerous to
X
their wielder as they are to opponents. Flails like this one are of the highest quality, thoroughly enchanted
by the Warlock Guild of Nighon.
Hammer <
Treasure Level: 1-3 ID/Repair: 1
Base Value:
Toughness: 6
120 Base Damage:
Dmg/Att Bonus:
2d5
None
=
—
z
Description:
from your hand.
A crude, tool-like weapon, this hammer includes a wrist chain to prevent it from dropping
G
War Hammer
Treasure Level: 1-4 ID/Repair: 5
= Base Value: 300 Base Damage: — 2d5
Toughness: 6 Dmg/Att Bonus: +3
Description: A step up in construction quality, these hammers are commonly wielded by humanoid
1 s "T ;
monsters. Since everyone knows most monsters dont make weapons, the question “where are they getting
them?” arises.
Dwarven Hammer
Treasure Level: 4-6 ID/Repair: 9
Base Value: 600 Base Damage: 2d5
Toughness: 6 Dmg/Att Bonus: +9
Description: The top of the line for the hammer family of weapons. This Dwarven hammer was con- 4
structed in the forges of Stone City, and every feature is perfect-balance, weight, handle material, head &.
construction. All the best possible with modern metallurgical techniques. É ý
pF
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505
| PRIMA’S OFFICIAL STRATEGY GUIDE
Club
Treasure Level: 1-3 ID/Repair: 0
^)
om Base Value: 1 Base Damage: 1d3
Toughness: 3 Dmg/Att Bonus: None
2 E Description: A primitive weapon usable by even the stupidest of monsters. This club is constructed of
3 a
Š E Erathian oak.
= 2 Spiked Club
© me 6 Treasure Level: — 1-4 ID/Repair: 2
j > Base Value: 40 Base Damage: 1d3
Toughness: 9 Dmg/Att Bonus: +3
Description: An improvement over the simple club, this spiked club will inflict nastier wounds.
Steel Club
Treasure Level: — 3-5 ID/Repair: 4
Base Value: 100 Base Damage: 1d3
Toughness: 3 Dmg/Att Bonus: +5
Description: The symmetry and length of the knob at the end of the club is the only feature that distin-
guishes this club from a mace. The balance is good, the construction is solid, but it is still a club, and you
cant expect that much from it. Probably of Goblin manufacture.
Mash
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Base Damage: 1d3
Toughness: Relic Dmg/Att Bonus: +15
Description: (Might +150, Intellect -40, Personality -40, Speed -40) It is said that Mash was
the answer to the First Ogre’s prayer to the Gods for a weapon that would make it stronger
than anything else. Annoyed, the Gods cursed the First Ogre with Mash, and all Ogres have
since borne the mark of that act-strong, but slow, dull, and stupid. In any event, Mash is
yours, now.
504
CHAPTER EIGHT
Description: (Undead slaying, of Mind magic, of Body magic, -40 Speed, Good) Forged in the halcyon
S
days at the beginning of the Church of the Sun, Justice is a powerful weapon for Good. At the cost of a
speed, Justice is one of the mightiest relics a Paladin or Cleric can wield for the Path of Light.
Mekorigs Hammer <
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Base Damage: 2d5 -
Toughness: Relic Dmg/Att Bonus: +13
[T
Description: (Of Spirit magic, Might +75, Air Resistance -50) This is the very hammer the great
=.
Mekorig the Blind used to turn out so much of the world’s finest enchanted equipment during his many (n
years as Master of the Mekorig Foundry. The hammer’s connection to the elements leaves the wielder
vulnerable to elemental magic, but it is a small price to pay for the enhanced Self ability and Might the
hammer provides.
Description: This staff has been filled with iron to give a harder punch than an ordinary staff, while appear-
ing to be nothing more than a fancy walking stick. The wood is polished ash, carved with a tasteful design. 505
PRIMAS OFFICIAL STRATEGY GUIDE.
Wizard Staff
5 Treasure Level: 4-6 ID/Repair: 9
i. Base Value: 500 Base Damage: — 2d4
d: Toughness: 3 Dmg/Att Bonus: +7
i I
2 E Description: A weird combination of wood, glass, and aluminum form the staff, while a crystalline skull
ux Ae,
ra E tops it. The whole weapon is bound together with glue and strong enchantments to make one of the
= a lightest, strongest staves in the world.
ə 9 Ethrics Staff
p Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Base Damage: 2d4
Toughness: Relic Dmg/Att Bonus: +9
Description: (Of Dark Magic, Meditation skill +15, Decrease Hit Points over time, Evil) Much more a
tool than a weapon, Ethric’s Staff was fashioned by the world’s first Lich-Ethric the Mad. The staff
magnifies Dark magic, drawing from the life force of its user. Since Ethric’s life force was magically sus-
tained, this wasnt a problem for him. Mortals, however, will slowly feel their life force drain away while
they hold the staff.
Description: A weapon of awesome power, almost certainly created during the Time
of Wonders.
406
CHAPTER EIGHT
7
Blaster Rifle
Treasure Level: |None ID/Repair: 30
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E
Base Value: 0 Base Damage: 5d5
Toughness: 10 Dmg/Att Bonus: +12
Description: The finest of personal weapons made during the Time of Wonders, Blaster Rifles can deal 2
=r
death faster than any weapon you have ever seen.
Armor
Leather, Chain, and Plate armor require their respective skills to wear. The same goes —
for Shields. All of these items add to the Recovery time of attacks. Helmets, Gauntlets,
E
Boots, and Capes don’t require any particular skill to use and dont add to Recovery.
Z
They also can be worn by characters without negating their Dodging skill. This is an
important consideration, particularly for Monks. n
Leather Armor (Leather Skill)
Leather Armor is the lightest worn armor, so it is both the least encumbering (Recovery
+10) and offers the least protection.
Leather Armor
Treasure Level: — 1-2 ID/Repair: 1
Base Value: 150 Armor Class: +4
Toughness: 3
Description: Leather armor is the lightest and most easily worn armor, but it offers less protection than
the heavier armors. The leather in this suit was improperly cured and still stinks of the chemicals used in
its production.
Studded Leather
Treasure Level: — 2-4 ID/Repair: 4
Base Value: 250 Armor Class: +6
Toughness: 9
Description: This suit of leather armor is held together with bronze studs instead of leather straps. T
This construction makes it a bit stronger, but also a bit heavier.
507
| PRIMA'S OFFICIAL STRATEGY GUIDE
Officer’s Leather
Treasure Level: — 3-5 ID/Repair: 8
Base Value: 450 Armor Class: +10
bd Toughness: 3
Description: An otherwise ordinary suit of leather armor, this suit is imbued with a subtle enchantment
ae
that strengthens the material against blows without increasing weight.
HONOR
AND
BLOOD Regnan Leather
E Treasure Level: — 4-6 ID/Repair: 10
Description: Standard issue leather armor for officers in the Regnan Navy. All such leather armor receives
enchantments to strengthen and lighten it during its creation in the Regnan Armories.
Royal Leather
Treasure Level: 5-6 ID/Repair: 12
Base Value: 1,150 Armor Class: +24
Toughness: 3
Description: Only a few suits like this one have been made, and all were special orders for members of
the royal family of Erathia-the Gryphonhearts. This one had to come from one of three places: Stolen
from the palace armory, taken on the battlefield, or robbed from a grave.
Harecks Leather
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Armor Class: +30
Toughness: Relic
Description: (Stealing skill +5, Disarm skill +5, Water Walking, Luck +50, All Resistances
-10) This leather armor was specially built by the Regnan armory for Hareck the First,.Lord
of Regna, and Emperor of the Endless Ocean. The armor did everything a glorified pirate
like Hareck could hope for, except protect him from poison. The mighty first Emperor of
Regna died just after dinner while wearing the armor, poisoned by his wife’s hand.
508
CHAPTER EIGHT Be
Chain mail is an armor formed of small, interlocking loops of metal. It looks like someone
>
<
forgot to oil the rings, or maybe left it out in the rain because rust has begun to form in the armpits and
-
E
under the collar.
Steel Chain Mail
QN
Treasure Level: — 2-4 ID/Repair: 5
Base Value: 600 Armor Class: +12
Toughness: 6
Description: This suit of chain mail is made of steel and is actually lighter than similar suits made of
plain iron. Thin rings were used in its construction, but the steel composition makes them very strong.
Fine Chain Mail
Treasure Level: — 3-5 ID/Repair: 10
Base Value: 900 Armor Class: +18
Toughness: 6
Description: Very high-quality steel is reinforced with fine studded leather to soften blows while mini-
mizing weight. The leather portions are quite artistic and pleasing to the eye.
Resplendent Chain Mail
Treasure Level: 4-6 ID/Repair: 15
Base Value: 1,300 Armor Class: +26
Toughness: 6
Description: A distinctive suit of armor meant to aid recognition of officers during battle. Besides just
looking good, the armor is amongst the lightest, most supple chain mail available.
509
PRIMA:S OFFICIAL STRATEGY GUIDE.
Description: A very rare suit of armor turned out by the Heavenly Forges of Governor Padish before the
Silence. The armor was originally worn strictly by the Governor's highest military officers as a badge of
office. It is not just for show; this chain mail is lighter, stronger, and more supple than any other chain in
the world.
Governor’s Armor
Treasure Level: Artifact ID/Repair: 20
Base Value: 20,000 Armor Class: +36
Toughness: Artifact
Description: (Half damage from missile attacks, +10 to all statistics) Owned by Colonial Governor
Padish at the Time of the Silence, this fantastic armor has resurfaced in many of the great treasure hoards
throughout history. Like most creations turned out by the Heavenly Forge, it is nearly indestructible, and
its like can no longer be made by any forge in the land.
Elven Chainmail
Treasure Level: Artifact ID/Repair: 20
Base Value: 15,000 Armor Class: +30
Toughness: Artifact
Description: (of Recovery, +15 Speed, +15 Accuracy, Elven) Elven chainmail was more common before
the wars against the humans and the Goblins. Centuries of combat combined with the degradation of
armorsmithing skills have reduced the number of sets of Elven chainmail to almost none. The effect of
using lighter materials and custom designing the armor to only fit Elves grants the wearer more
freedom of movement, allowing faster, more accurate attacks.
510
CHAPTER EIGHT
Plate armor is the strongest armor available. It is much heavier than other suits of armor,
E
<
and requires considerable practice to get used to wearing. This suit is made of iron, and the workmanship
—
ET
is unremarkable.
z
Splendid Plate Armor
G
Treasure Level: 4-6 ID/Repair: 8
Base Value: 1,400 Armor Class: +28
Toughness: 9
Description: Forged in an Erathian armory, this suit of plate armor bears a recent stamp: B.R., Steadwick
Foundry, 1151. The initials are those of Byron Rockermann, Royal armorsmith of Erathia. His work is
competent and elegant.
Noble Plate Armor
Treasure Level: — 5-6 ID/Repair: 20
Base Value: 2,700 Armor Class: +54
Toughness: 9
Description: A suit of armor so fine could only have come from the forge of the Master himself—Mekorig
the Blind. Indeed, this one bears the initials of his son, Kasev Mekorig near the heel. The joints move eas-
ily, and the metal has a curious triple-plated construction that makes it thin and light, yet incredibly
strong. Padding is comfortable, too.
51]
PRIMAS OFFICIAL STRATEGY GUIDE.
Yoruba
Treasure Level: Artifact ID/Repair: 20
Base Value: 20,000 Armor Class: +60
Toughness: Artifact
Description: (Immunity to Diseased, Insane, Paralyzed, Poisoned, Asleep, and Stoned conditions,
Endurance +25) Named after its owner and creator, Yoruba is an extremely tough, magic-resistant suit of
plate mail. Because of the armor’s prohibitive expense, it was built in piecemeal fashion—and it shows.
Different pieces are made of different materials, with the most expensive ones in the breastplate. There are
two puncture holes in the breastplate that the original owner never repaired, possibly for sentimental
reasons.
Description: A simple, old shield with crude markings on its face. Ugly, but practical.
Wooden Shield
Treasure Level: 1-3 ID/Repair: 4
Base Value: 300 Armor Class: +7
Toughness: 4
Description: This shield is made of wood framed by iron. It is heavy, but well constructed
and in good condition.
512.
Horseman's Shield
Treasure Level: 3-4 ID/Repair: 8 "d
Base Value: 400 Armor Class: +9 <
[T
z
Toughness: 4
Description: Narrow and tapered at the bottom, this shield is intended for battle on horseback, but will
x<
work just fine on foot. Construction is tight and materials are tough-it should be able to resist a direct
spear thrust.
Sterling Shield
Treasure Level: — 3-6 ID/Repair: 12
Base Value: 500 Armor Class: +13 —
Toughness: 4
[T
Description: Made of a lightweight metal, this shield has a foundry stamp from the Kelebrim armory. =
Though light, the material is very strong, and the metal is welded almost seamlessly. (^
Phynaxian Shield
Treasure Level: — 5-6 ID/Repair: 16
Base Value: 800 Armor Class: +19
Toughness: 4
Description: These shields were forged by the Phynaxian empire during its brief rise to power on the
steppes of southern Erathia (790-864). They are made of stalt, a metal that takes well to enchantment,
and contributed heavily to Phynaxian military might. Unfortunately, very little of the metal could be
mined, and Phynaxia fell in 864 A.S. to an Elvish offensive.
Wooden Buckler
Treasure Level: 1-3 ID/Repair: 1
Base Value: 100 Armor Class: +4
Toughness: 4
Description: A small wood buckler designed to protect against arrows without encumbering its wielder. &.
The quality is amateurish, but it's in good condition and will serve its purpose.
342
PRIMAS OFFICIAL STRATEGY GUIDE
Bronze Shield
Treasure Level: 1-3 ID/Repair: 4
Base Value: 200 Armor Class: +6
Toughness: 4
Description: Bronze shields are lighter than iron shields of the same size, but arent nearly as strong.
Metal Shield
Treasure Level: — 3-4 ID/Repair: 8
Base Value: 300 Armor Class: +8
Might~Magie™ Toughness: 4
Description: The pretty, red design on the surface of this shield means it’s from Deyja, and the paint isn’t
paint. Emulsifiers and preservatives help to retain the original color.
Alloyed Shield
Treasure Level: — 3-6 ID/Repair: 12
Base Value: 450 Armor Class: +12
L3 Toughness: 4
Description: The exact mixture of metals in these strong shields has been lost for hundreds of years.
Attempts to rediscover the process used to make them have been miserable failures. There is absolutely
nothing enchanted or magical about these shields—any enchantment they carry was added after they
were created.
Majestic Shield
Treasure Level: 5-6 ID/Repair: 16
Base Value: 750 Armor Class: +18
Toughness: 4
Description: The dark, golden color of these shields is actually a flaw. About 50 of these
shields were turned out by the Heavenly Forge as it began to fail. Although imperfect, they
are second only to shields built by the Forge in its prime.
CHAPTER EIGHT
Glory Shield
mM Treasure Level: Relic ID/Repair: 30 Pa
x
E
Base Value: 30,000 Armor Class: +24
Toughness: Relic
Description: (Of Spirit Magic, Shield skill +5, Body Resistance -10, Mind Resistance -10) One of five =
-<
such shields known to exist, the Glory Shield was built during the Time of Wonders. It was especially
tuned to promote Spirit Magic, but that same attunement leaves the wielder somewhat open to Spirit-
based attacks.
Kelebrim
u
E
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Armor Class: +20
Toughness: Relic
Zz
Description: (Immunity to Stoned condition, Half damage from missile attacks, Endurance +50, Earth (^
Resistance -30) One of the first shields to issue from the Kelebrim Foundry, this one bears the simple
stamp "Kelebrim" on the inside under the hand strap. It has very powerful enchantments meant to pro-
tect from Medusa gazes, but like many grand enchantments, it comes with a flaw. Kelebrim weakens its
owners resistance to Earth Magic.
Description: A huntsman’s cloak colored green to make the wearer difficult to see in the forest. Not
much to look at, but it serves its purpose.
212
PRIMA’S OFFICIAL STRATEGY GUIDE
Ranger's Cloak
Treasure Level: 3-5 ID/Repair: 9
Base Value: 250 Armor Class: 45
Toughness: 2
Description: Woven from plant fibers found in the Tularean Forest, these cloaks are the traditional garb
*
of the Elven Rangers.
Elegant Cloak
Honor
AMD
BLOOD
FOR.
Treasure Level: 3-6 ID/Repair: 14
Base Value: 450 Armor Class: +7
Toughness: 2
Description: This cloak is of the quality preferred by wealthy nobles and royalty. It is hard to find better.
Glorious Cloak
Treasure Level: 3-6 ID/Repair: 20
e] Base Value: 750 Armor Class: +9
Toughness: 2
Description: Almost all cloaks like this one come with some sort of enchantment. The Warlocks of
Nighon employ legions of mentally enslaved people to perform the tedious weaving and ritual spellcasting
necessary to make these cloaks.
Cloak of the Sheep
Treasure Level: Artifact ID/Repair: 30
Base Value: 15,000 Armor Class: +10
Toughness: Artifact
516
CHAPTER EIGHT
Twilight
Treasure Level: Relic ID/Repair: 30 2
e
Base Value: 30,000 Armor Class: +13
[7
z
Toughness: Relic
Description: (Speed +50, Luck +50, All resistances -15, Evil) The sinister Twilight Cloak has been used
Xx
by spies and assassins for centuries. The nature of the enchantment is so beneficial to those professions
that the loss of magical resistance is easily overlooked.
Sun Cloak
Treasure Level: Special ID/Repair: 0
ge Base Value: 2,500 Armor Class: +11 =
Toughness: Special
[7
Description: Increases the effects of all Light spells. This cloak signifies the highest rank attainable by a re
Priest of the Sun. No more than nine of these cloaks were ever made—one for each member of the High Un
Council of the Sun.
Moon Cloak
Treasure Level: ^ Special ID/Repair: 0
Base Value: 2,500 Armor Class: +11
Toughness: Special
Description: Increases the effects of all Dark spells. This cloak signifies the highest rank attainable by a
Priest of the Moon. No more than nine of these cloaks were ever made-one for each member of the High
Council of the Moon.
Vampires Cape
Treasure Level: ^ Special ID/Repair: 0
Base Value: 2,500 Armor Class: +9
ae Toughness: Special
Description: (+10 Intellect and Luck) Small wonder such a cape as this would be found on a Vampire. &.
The cape prevents sunlight from reaching the body, but is unable to protect the face.
217
| PRIMA'S OFFICIAL STRATEGY GUIDE
Gauntlets
Gauntlets
Treasure Level: — 1-5 ID/Repair: 2
Base Value: 100 Armor Class: +3
d Toughness: 6
Description: This pair of gauntlets is made of steel and decorated with brass tracery along the outside of
the palm and back of the hand. It is in good repair and well oiled.
Silver Mesh Gauntlets
Treasure Level: — 3-5 ID/Repair: 9
Base Value: 450 Armor Class: +8
Toughness: 6
Description: A marvelous achievement, these gauntlets were forged and woven by the Dwarves of Stone
City. They offer both flexibility and strong protection. The only trouble is that the wearer's skin is
sometimes caught in the mesh, leading to painful pinches.
Dragon Hide Gauntlets
Treasure Level: — 3-6 ID/Repair: 14
Base Value: 650 Armor Class: +10
Toughness: 6
. Description: A high-quality gauntlet, it offers both flexibility and protection. The joints are
7*4 reinforced, yet are "soft" enough to permit nearly normal hand motion.
< wv». Mogred Gauntlets
eU á Treasure Level: 3-6 ID/Repair: 20
m Base Value: 850 Armor Class: +12
Toughness: 6
Description: Made from the hide of the Mogred beast on Karigor, these gauntlets are tough,
supple, and magic resistant. The two red spots used to have poisonous spines growing from
518 them.
CHAPTER EIGHT
Description: (Unarmed skill +10, Dodging skill +10) The Hands of the Master are meant for Monks, =
Sid
but a few Thieves have put them to use with excellent results. Most of the owners have gone on to fame
and fortune, but the last one obviously didn’t do so well.
Forge Gauntlets
Treasure Level: Artifact ID/Repair: 20
Base Value: 15,000 Armor Class: +10 -
Toughness: Artifact
m
ca
Description: (+30 Fire Resistance, +15 Might, +15 Endurance, Dwarven) Forge Gauntlets were created
by Mekorig for his assistants to aid them in helping him. Extending the already amazing Dwarven might QN
and endurance, the gauntlets also grant exceptional resistance to fire-necessary in a forge as hot as
Mekorig’s.
Boots
Leather Boots
Treasure Level: 1-5 ID/Repair: 2
Base Value: 50 Armor Class: +2
Toughness: 3
Description: These boots are made of soft leather for a more comfortable fit, but they offer little
protection in combat.
Steel Plated Boots
Treasure Level: 2-5 ID/Repair: 5
Base Value: 250 Armor Class: +6
m Toughness: 3
Description: This pair of leather boots has been fitted with steel plates on the top of the foot and at IF
the shin. Yj b
217
PRIMAS OFFICIAL STRATEGY GUIDE
Ranger Boots
2 E Description: A quality set of Erathian leather boots. This pair has the usual features of Erathian leather
w B craftsmanship: soft, water resistant, and quiet.
E 2 Knight's Boots
9 e" S Treasure Level: 4-6 ID/Repair: 14
> Base Value: 650 Armor Class: +10
i Toughness: 3
Description: Polished silver boots with velvet interiors, these boots are lighter than steel boots and far
more comfortable. They look pretty snappy, too.
Paladin Boots
Treasure Level: 4-6 ID/Repair: 20
Base Value: 850 Armor Class: +12
Toughness: 3
Description: Made in the forge of Byron Rockermann, these silver and steel boots are amongst the best
in the world. The are enormously strong, yet fit comfortable and flexibly in all the right spots.
Seven League Boots
Treasure Level: Artifact ID/Repair: 20
Base Value: 20,000 Armor Class: +15
Toughness: Artifact
Description: (Speed +40, of Water Magic) So named for their boost to their wearer's reflexes and pace,
the boots’ true function is to ease the use of Water Magic in order to speed travel. Anyone
using the boots is destined for greatness, but not necessarily honor. Much mischief can be
attributed to previous owners of these boots.
Hermes Sandals
Treasure Level: Artifact ID/Repair: 30
we. Base Value: 0 Armor Class: +20
=| Toughness: Artifact
Description: (+100 Speed, +50 Accuracy, +50 Air Resistance, Regenerate SP and HP over
520 time, and Feather Falling) Rumored to be the footwear of a god, these winged sandals confer
enormous power on the wearer.
CHAPTER EIGHT
Helmets/Crowns/Hats
Helmets offer bonuses to Armor Class, while hats and crowns merely act as targets for zZ
<
enchantments. An unenchanted crown or hat will do your characters no good, so you
[T
should sell them off.
Horned Helm
z
s
Treasure Level: — 1-3 ID/Repair: 1
Base Value: 80 Armor Class: +2
rx Toughness: 6
<
Description: This cheap helm is better suited for a costume party than a battle. The horns have been
glued onto a rigid leather cap dyed black to make it look scarier. The material is brittle and flaky, and will
probably come apart at just the wrong time.
=
—
Conscripts Helm a
Treasure Level: — 1-4 ID/Repair: 4 (^
Base Value: 260 Armor Class: +6
Toughness: 6
Description: The simple style and uniformity of these helms is meant to strike terror into the hearts of
enemies when they see row upon row of bronze, spiked helms marching toward them.
Full Helm
Treasure Level: 3-5 ID/Repair: 8
Base Value: 460 Armor Class: «8
Toughness: 6
Description: This helm design has been used by the Elves of Erathia since before the Silence. It is com-
posed of silver and steel and is very strong.
Phynaxian Helm
Treasure Level: — 3-6 ID/Repair: 10
Base Value: 660 Armor Class: +10
Toughness: 6
Description: Worn by Phynaxian Dragoons during the expansion of their empire a few hundred years
ago, these helms are tough, flexible, and light. They are made of two strips of dragonhide bound
together with sta/t metal studs.
pYA]
J PRIMAS OFFICIAL STRATEGY GUIDE
Mogred Helm
=3 Treasure Level: — 4-6 ID/Repair: 12
Pd Base Value: 860 Armor Class: +12
eA Toughness: 6
Description: Partially made from the skull of the ferocious Mogred beast in Karigor, these helms grow
2f
more uncommon every year as the Mogreds approach extinction. Two poisonous spines used to grow
from the red spots on the front of the helm.
HONOR
AID
BLOOD
FOR Peasant Hat
Treasure Level: — 2-5 ID/Repair: 1
f Base Value: 20 Armor Class: +0
o Toughness: 2
Description: A common, cloth hat with a feather stuck in the band to add a dash of style.
Traveler’s Hat
Treasure Level: — 3-5 ID/Repair: 4
Base Value: 100 Armor Class: +0
Toughness: 2
Description: A simple hat meant to keep sun and dust offa traveler’s head.
Fancy Hat
Treasure Level: — 3-6 ID/Repair: 8
Base Value: 200 Armor Class: +0
Toughness: 2
Description: The latest in fashion, this hat hearkens back to more of a working class style. It isn’t really
the hat that’s in style, it’s the working man that young nobles are trying to emulate-who in turn seeks to
emulate the nobleman.
Crown
Treasure Level: 2-5 ID/Repair: 20
Base Value: 250 Armor Class: +0
ey Toughness: 4
Description: This is a cheap crown of the sort that primitive Goblins wear to mock human
customs. The metal is bronze, and the gem is made of glass.
422
CHAPTER EIGHT
Noble Crown
Treasure Level: 3-5 ID/Repair: 25 Z
Base Value: 450 Armor Class: +0 E
[T
z
Toughness: 4
Description: A fine, if somewhat ostentatious crown made with gold leaf and large, high-quality
S<
amethysts. It suits nobles of your station well.
Regal Crown
Treasure Level: — 3-6 ID/Repair: 30
Base Value: 650 Armor Class: +0
; Toughness: 4 -
Description: Crowns of this sort are typically created with the use of magic to enhance their susceptibility to
[T
magic. If found with no enchantments whatsoever, the crown was probably left unfinished for some reason.
Eal
Mind's Eye (^
Treasure Level: Artifact ID/Repair: 20
Base Value: 15,000 Armor Class: +10
Toughness: Artifact
Description: (+15 Intellect, +15 Personality, Regenerate SP, Human) Mind’s Eye was created by Mekorig
for the Great Druid, Larette Weisman. While enhancing both intellect and personality, Mind’s Eye regen-
erates the wearer's mana and also provides head protection. Unfortunately, Mind’s Eye will only fit on the
head of ahuman.
Taledons Helm
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Armor Class: +14
Toughness: Relic
Description: (Of Light Magic, Personality +15, Might +15, Luck -40, Good) Owned by Taledon, Divine
High Priest and High Holy Conduit of the Church of the Sun from 870 A.S., this powerful helm proba- &
bly contributed to his untimely death in 881. It is said that an object may take only so much enchant- à
ment-try to put too much in, and something negative squeezes out. In this case, the negative made the
wearer profoundly unlucky. Taledon, arguably the most powerful figure of his time, veteran diplomat, —
soldier, and priest, was crushed beneath the wheels of a runaway peasant’s wagon while crossing the street
in Steadwick.
525
PRIMAS OFFICIAL STRATEGY GUIDE
Scholar’s Cap
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Armor Class: +2
Toughness: Relic
Description: (Learning skill +15, Endurance -50) The Scholar’s Cap vastly improves the ability of the
as
mind to absorb and retain experiences. The effect is so intense that wearers frequently forget to care for
their bodies while swimming in the sea of their thoughts.
HONOR
AND
BLOOD
FOR Phynaxian Crown
Might-Magie”Treasure Level:
Base Value:
Relic
30,000
ID/Repair:
Armor Class:
30
See Description
Toughness: Relic
Description: (Of Fire Magic, Water Resistance +50, Personality +30, Armor Class -20) This is the lost
(WAS the lost) crown of the short-lived Empire of Phynaxia. When worn, the crown’s jewels smolder
with barely restrained Fire magic, and cast reddish light upon the face of the wearer. The crown amplifies
any skill in Fire magic the wearer may have, and fiercely resists water-based attacks.
Shadow’s Mask
Treasure Level: ^ Special ID/Repair: 0
Base Value: 15,000 Armor Class: +12
e Toughness: Special
Description: (+3 Stealing and Disarm Trap skills) A mask designed to hide the identity of the wearer, it
has also been magically enhanced to offer good protection and to aid thiefly pursuits.
424
CHAPTER EIGHT Ee
Belts
>
<
Leather Belt
-
Treasure Level: 2-5 ID/Repair: 1
E
zZ
Base Value: 40 Armor Class: +0
C
Toughness: 3
Description: A peasant’s belt. This one is made of poorly cured leather and rusting iron studs.
Fine Belt
Treasure Level: 2-5 ID/Repair: 3
ce Base Value: 100 Armor Class: +0
Toughness: 3
Description: A well-crafted belt of well-tanned leather and fine stitching. The buckle is made of polished
silver.
Strong Belt
Treasure Level: 3-5 ID/Repair: 6
Base Value: 450 Armor Class: +0
Toughness: 3
Description: A tough, yet high-quality leather belt. This one was probably made in western Erathia.
Silver Belt
Treasure Level: 3-6 ID/Repair: 9
Base Value: 450 . Armor Class: +0
Toughness: 3
Description: A very nicely made silver belt, this one is old, but well cared for. There's no trace of tarnish
on any of the links—just a bit of wear around the buckle.
525
M PRIMAS OFFICIAL STRATEGY GUIDE.
Gilded Belt
SJ Treasure Level: — 3-6 ID/Repair: 12
cum ay Base Value: 600 Armor Class: +0
SE
ONE Toughness:
8 3
> E Description: Gaudy to an extreme, this belt is made of sold 14 karat gold. Each link has a different, low-
= AS
RA E quality image stamped on its face. Tasteless, but valuable.
"e a Heros Belt
o mem c Treasure Level: Artifact ID/Repair: 20
! > Base Value: 15,000 Armor Class: +0
Toughness: Artifact
Description: (+5 Armsmaster skill, +15 Might, Regenerate Hit Points, Male) Designed for Saint Perci,
this belt confers martial prowess, exceptional strength, and regeneration. Saint Perci used the belt quite
extensively, but even with its help he wasn’t able to stave off death at the hands of Wromthrax the dragon.
Titan’s Belt
Treasure Level: Relic ID/Repair: 30
Base Value: 30,000 Armor Class: +0
Toughness: Relic
Description: (Might $75, Speed -40) Like so many similar items, the Titans Belt increases the Might of
its wearer at the expense of Speed. The only difference with this relic is the magnitude of the trade off.
CHAPTER EIGHT
Rings
Brass Ring
Zz
<
Treasure Level:
Base Value:
1-4
100 E
Toughness:
ID/Repair:
7
2
z
Description: A tarnished brass ring. Polished up, you might be able to sell it for something....but don’t
expect much.
Pearl Ring
-=
1-4
Treasure Level:
—
rT
| a Base Value: 300
z
|e» Toughness: 7
ID/Repair: 6
Description:
Platinum Ring
A large, imperfect pearl adorns this otherwise unremarkable gold ring.
n
Treasure Level: 3-5
Base Value: 500
es Toughness: 7
ID/Repair: 9
Description: At first glance silver, this ring is actually made of platinum. The gemstone is a small, flawed
diamond.
Emerald Ring
"Treasure Level: 3-5
Base Value: 700
Toughness: 7
ID/Repair: 12
Description: A large, cut emerald adorns an otherwise plain silver ring.
Sapphire Ring
| Treasure Level: 3-5
Base Value: 900
7
Toughness:
ID/Repair: 15 j
Description: Three small sapphires are mounted at the top of this silver and gold ring. Rings of this
quality are often enchanted.
527
PRIMAS OFFICIAL STRATEGY GUIDE
Warlocks Ring
E
Base Value: 1,100
Toughness: 7
i
ID/Repair: 18
Description: This complex and gaudy arrangement of amethysts on platinum can be appealing, if you
E Enchanted Ring
Treasure Level: 3-6
2 Base Value:
Toughness:
1,300
7
ID/Repair: 21
Description: A rare gem-within-a-gem of emerald and garnet is set upon a fine gold ring.
Dazzling Ring
Treasure Level: 3-6
Base Value: 1,500
Toughness: 7
ID/Repair: 24
Description: A beautiful rosette of rubies and emeralds on gold backing. The ring itself is platinum.
Wizard Ring
Treasure Level: 2-6
Base Value: 1,700
Toughness: 7
ID/Repair: 27
Description: Three perfect garnets set into silver belie the enchantments used to create this ring.
Handling the ring for long makes your hand tingle.
Angel’s Ring
Treasure Level: 5-6
Base Value: 2,000
Toughness: 7
ID/Repair: 30
Description: A very strange brown stone (petrified wood?) is mounted on a metal that
looks like gold, but is much lighter.
428
CHAPTER EIGHT
Ruler’s Ring
Treasure Level: Artifact Z
7
m
Base Value: 20,000
Toughness: Artifact
=
ID/Repair: 20
Description: (Of Mind Magic, of Dark Magic) The Ruler’s Ring was made in 744 A.S. by Joshua Stom,
=
chief alchemist for the Warlocks of Nighon. Although not an inherently evil artifact, the ring was created
to control and conquer, nothing more.
Lady’s Escort <
Treasure Level: Artifact
Base Value: 15,000 —|
Toughness: Artifact
E
ID/Repair: 20
z
Description: (Water Walking, Feather Falling, of Protection, Female) A magical “escort” designed by the
mage Terrax for one of his female friends who had to travel quite far to reach him. The ring protects the G
wearer from elements, falling, and drowning. Unfortunately, she traveled to Erathia and the ring disap-
peared soon after.
Ghost Ring
Treasure Level: ^ Special
Base Value: 2,500
Toughness: Special
ID/Repair: 0
Description:
P An odd ring g that feels strangely
gety warm to the touch. It enhances the wearer’s connection to
the spirit.
Faerie Ring
Treasure Level: Special
Base Value: 2,500
Toughness: Special
ID/Repair: 0
Description: A rare and very powerful ring made by Faeries. Few mortals ever see such as this!
222
PRIMAS OFFICIAL STRATEGY GUIDE
Amulets
Eyeball Amulet
Treasure Level: 2-5
Base Value: 500
Toughness: 4
ID/Repair: 2
Description: This strange amulet has a glass eye on the end of a cheap brass chain. A novelty, but proba-
bly not worth much.
Bronze Amulet
Th Treasure Level:
Might=Magie™
Base Value:
g) Toughness:
ID/Repair:
Description: A baroque bronze amulet with an ill-defined image stamped on the face. Cheap and tasteless.
Witchs Amulet
Treasure Level: 3-5
Base Value: 1,000
Toughness: 4
ID/Repair: 9
Description: A plaster cast of a baby’s hand was used to form this strange silver amulet. There is some
unidentifiable symbol stamped in the center of the amulet.
Death's Head Pendant
Treasure Level: 3-6
ý Base Value: 1,250
Se Toughness: 4
ID/Repair: 14
Description: Straight out of Deyja, this is just the sort of thing you would expect from
Necromancers. The silver skull in the center is modeled from a real, shrunken skull, and the
tiny rubies in the eyes glow in the dark.
CHAPTEREIGHT MS
Sun Amulet
Treasure Level: 3-6 Z
ma
ri
Base Value: 1,500
Toughness: 4
e
ID/Repair: 20
Description: A glorious gold amulet with the ancient symbol of the sun in the center. The amulet is
X
from Karigor, and the craftsmanship is flawless.
Clanker’s Amulet
Treasure Level: Artifact <
Base Value: 15,000
Toughness: Artifact —
ID/Repair: 0
E
Description: A mighty tool for alchemists, this amulet was the secret to Clanker’s success. Alchemy
zZ
skill +15.
Medusa’s Mirror Gj
Treasure Level: ^ Special
Base Value: 15,000
Toughness: Special
ID/Repair: 0
Description: The user of this mirror is completely immune to stoning effects. Would have been nice to
have this earlier.
Enchanting Items
The higher an item’s treasure level, the greater its chance of gaining an enchantment.
When higher treasure level items get enchantments, those enchantments are stronger.
Some enchantments are gained by weapons, some by non-weapon items, and some by
both. When items are enchanted, they usually get “Of Something” applied to their
name. For instance, an enchanted halberd could become a “Halberd of Poison” or a
“Halberd of Recovery.” Some effects add an adjective before the item name as in
“Vampiric Halberd,” or “Rogues’ Halberd.”
551
PRIMA’S OFFICIAL STRATEGY GUIDE
In the tables below, if the Value Bonus is a number, then it's added to a normal item's
^)
EA ;
Base Value. Multipliers like “x 2” multiply an item’s Base Value. Items that provide bonus-
es of unspecified amounts provide a bonus according to their treasure level as follows:
Table 8-1. Treasure Level Bonuses
24
FOR.
Might
Such items have a Value Bonus = (100 x Stat Bonus).
222.
CHAPTER EIGHT B
Table 8-3. Non-Weapon Enchantments
z
of Precision Boosts Accuracy 100 x Stat Bonus
of Speed Boosts Speed 100 x Stat Bonus
of Luck Boosts Luck 100 x Stat Bonus
of Health Boosts Hit Points 100 x Stat Bonus <
of Magic Boosts Spell Points 100 x Stat Bonus
of Defense Boosts Armor Class 100 x Stat Bonus —
of Fire Resistance
[T
Boosts Fire Resistance 100 x Stat Bonus
of Air Resistance Boosts Air Resistance 100 x Stat Bonus
of Water Resistance Boosts Water Resistance 100 x Stat Bonus ra
of Earth Resistance
of Mind Resistance
Boosts Earth Resistance
Boosts Mind Resistance
100 x Stat Bonus
100 x Stat Bonus
(n
of Body Resistance Boosts Body Resistance 100 x Stat Bonus
of Alchemy Boosts Alchemy skill level 100 x Stat Bonus
of Stealing Boosts Stealing skill level 100 x Stat Bonus
of Disarming Boosts Disarm Trap skill level 100 x Stat Bonus
of Items Boosts Identify Item skill level 100 x Stat Bonus
of Monsters Boosts Identify Monster skill level 100 x Stat Bonus
of Arms Boosts Armsmaster skill level 100 x Stat Bonus
of Dodging Boosts Dodging skill level 100 x Stat Bonus
of the Fist Boosts Unarmed skill level 100 x Stat Bonus
of Protection *10 to all Resistances 1,000
of Recovery Decreases Recovery 200
of Immunity Wearer resistant to Disease 1,000
of Sanity Wearer resistant to Insanity 1,000
of Freedom Wearer resistant to Paralysis 2,000
of Antidotes Wearer resistant to Poison 1,000
of Alarms Wearer resistant to Sleep 500
of The Medusa Wearer resistant to Stone 2,000
of Air Magic Increases effects of Air spells 2,000
of Body Magic Increases effects of Body spells 2,000
of Dark Magic Increases effects of Dark spells 2,000
of Earth Magic Increases effects of Earth spells 2,000
lofFire Magic Increases effects of Fire spells 2,000
of Light Magic Increases effects of Light spells 2,000
of Mind Magic Increases effects of Mind spells 2,000
255
PRIMAS OFFICIAL STRATEGY GUIDE
of Doom +1 to all attributes, Hit Points, Spell Points, Armor Class, and Resistances
of Earth +10 to Endurance, Armor Class, and Hit Points 2,000
Rogues’ +5 Speed and Accuracy
of the Golem +15 Endurance and +5 Armor Class
of the Moon +10 Intellect and Luck 1,000
of the Sky +10 Spell Points, Speed, and Intellect 2,500
of the Stars +10 Endurance and Accuracy 1,000
of the Sun +10 Might and Personality 1,000
of the Troll +15 Endurance and regenerate Hit Points over time 1,500
of the Unicorn +15 Luck and regenerates Spell Points over time 1,500
Warriors’ +5 Might and Endurance 500
Wizards *5 Intellect and Personality 500
Antique Increases item value x 10
554
CHAPTER EIGHT
Wands Zea
Wands contain several “charges” of a given spell type. Any character can cast wand spells
by equipping a wand and then attacking with it like a weapon. There’s no particular ri
weapon skill needed to do this. Wand spells are cast by an expert in the spells school at
skill level 8. If a wand spell is of master or grand master level, then it’s cast at the spell's
=
minimum expertise level at skill level 8.
Wands have a number of charges. Each time you use a wand, its total number of z<
charges is reduced by one. When a wand reaches zero charges, it disappears. A good
trick is to use a wand until it has one charge left and then sell it. It will still maintain its -
full value right up until it vanishes. You also can use the Recharge Item spell or a potion
ET
to regenerate a portion of a wand’s maximum charges as explained in Chapter 4.
ra
Basic Wands
Treasure Level: 2-3
Wand
Wand of Fire
Spell
Fire Bolt
G
| Base Value: 1,000 Wand of Sparks Sparks
Faerie Wands
Treasure Level: 3-4 Faerie Wand of Light
Base Value: 1,500 Faerie Wand of Ice Ice Bolt
Toughness: 3 Faerie Wand of Lashing Spirit Lash
ID/Repair: 14 Faerie Wand of Mind Mind Blast
Charges: 30 Faerie Wand of Swarms Deadly Swarm
Description: A wooden wand painted green and banded with brass. The wand is capped with a large,
flawed emerald. &i
555
| PRIMA’S OFFICIAL STRATEGY GUIDE.
Alacorn Wands
Alacorn Wand of Fireballs Fireball
Treasure Level: — 3-5
|
Alacorn Wand of Acid Acid Burst
Base Value: 2,000
|Alacorn Wand of Lightning Lightning Bolt
Toughness: 3
Alacorn Wand of Blades Blades
ID/Repair: 18
Alacorn Wand of Charms Charm
Charges: 25
Description: Made from the hollowed out horn of a unicorn and capped with a spiked brass ball, wands
like these are born of cruelty and evil. The enchantment it holds is useful; the only real question is
whether you believe your cause justifies the use of an item so wickedly created.
Arcane Wands
Wand Spell
Treasure Level: 4-6 Arcane Wand of Blasting Ice Blast
Base Value: 2,500 Arcane Wand of the Fist Flying Fist
Toughness: 3 Arcane Wand of the Rocks Rock Blast |
Description: A wand of polished ebony capped with the shrunken, bejeweled head ofa fallen enemy.
These wands can hold very strong enchantments. To use this wand, you must equip it as though you were
equipping a weapon.
556
CHAPTER EIGHT
Gems
Gems are treasure items that have a gold value, but no other properties as equipment. Z
<
They can't be broken and don’t need to be identified. They can’t hold enchantments.
[T
Sell them for gold.
z
Blue Quartz
Treasure Level: 1-3
Amethyst
Treasure Level: 2-4
-<
Base Value: 250 Base Value: 1,750
-
[T
Topaz Emerald
Treasure Level: 3-5
ca
Treasure Level: 1-3
Base Value: 500 Base Value: 2,000
(^
Rose Crystal
Treasure Level: 1-3 Treasure Level: 3-5
Base Value: 750 Base Value: 2,000
e|
Treasure Level: 1-3 Treasure Level: 4-6
Base Value: 750 Base Value: 2,500
©
Treasure Level: 2-4 Treasure Level: 4-6
Base Value: 1,250 Base Value: 3,000
Sapphire
Treasure Level: 2-4
Base Value: 1,500
297
| PRIMAS OFFICIAL STRATEGY GUIDE.
xv
You can find and purchase premixed potions, but may also mix them yourself using
potion ingredients called reagents. To create a new potion, open up a characters back-
pack, pick up a reagent, and right-click it over an empty potion bottle. Characters with
AND
BLOOD
FOR
HOMOR
the Alchemy skill can mix potions to create new potions.
There are five categories of potions. Simple potions can by mixed by any character
from a reagent. Complex potions are mixed by combining simple potions. Simple and
complex potions can be combined to form compound (a.k.a. "Layered") potions. White
potions can be mixed from compound and lesser potions, and black potions are mixed
from white and lesser potions.
Each potion has a Power rating that is used differently by each type of potion. Power
is set when a potion is mixed. For simple potions, their Power is equal to the Power of
the reagent used to make them. For other potions, Power is the average Power of the
two potions made to mix them. Characters with the Alchemy skill add their skill level
to the Power of simple potions they mix. Catalysts are special types of simple potions
that can be mixed with other potions to change Power. Characters who hold the
Alchemy skill at any level of expertise can mix catalysts with potions of any category.
Just make sure that any catalyst you use has a higher Power than the potion you mix it
with, otherwise it will dower the Power of the potion.
No Alchemy Required
Normal
Expert
Master
Black Grand Master
558
CHAPTER EIGHT
Table 8-6. Reagents 3 W
Name Potion Created Power Value —
Widowsweep Berries Red 1 1 WA
Crushed Rose Petals Red 5 10 | <
Vial of Troll Blood Red 10 — 50 [T
Ruby Red 20 100 Z
Dragon’s Eye Red 50 500
Phima Root Blue 1 1 -=
Meteorite Fragment Blue 2 10 C
Harpy Feather Blue 10 50 ZA
Moonstone Blue 20 100 <
Elvish Toadstool Blue 50 500
Poppysnaps Yellow 1 1 —|
Fae Dust Yellow 5 10
Sulfur Yellow 10 50 [Ti
Garnet Yellow 20 100 ra
Vial of Devil Ichor Yellow — 50 500 Cf
Mushroom Catalyst 1 1
Obsidian Catalyst 5 10 |
Vial of Ooze Endoplasm Catalyst — 10 50
Mercury Catalyst — 20 100
Philosopher's Stone Catalyst — 75 500
Potions
Catalyst (Gray)
Treasure Level: 1-2
Value: 1
Category: Simple
Mix: Reagent + Empty Potion Bottle
Description: Catalysts are mixed with potions to modify the strength of the potion.
The potion will take the strength of the catalyst you mix with it. Be care-
ful not to mix a strong potion with a weak catalyst!
Cure Wounds (Red)
Treasure Level: 1-2
Value: 5
Category: Simple
Mix: Reagent + Empty Potion Bottle
Description: Heals 10 plus the potion strength Hit Points.
259
PRIMAS OFFICIAL STRATEGY GUIDE
540
CHAPTER EIGHT MS
Bless (Red and Green Layered)
Treasure Level:
Value:
3
150
Z
"
Category:
Mix: Red +
Compound
Green ri
2
Description: Grants Bless (as the spell) for 30 minutes per point of potion strength.
Preservation (Blue and Orange Layered)
s
Treasure Level: 3
Value: 150
Category: Compound
Mix: Blue + Orange <
Description: Grants Preservation (as the spell) for 30 minutes per point of potion
strength.
—
cM
Shield (Blue and Purple Layered)
Treasure Level: 3
Value: 150
z
C
Category: Compound
Mix: Blue + Purple
Description: Grants Shield (as the spell) for 30 minutes per point of potion strength.
Recharge Item (Blue and Green Layered)
Treasure Level: 3
Value: 150
Category: Compound
Mix: Blue + Green
Description: Grants Recharge Item (as the spell). The item permanently loses 70 per-
cent-point of potion strength of its charges. To use, pick the potion up
and right-click over an item with charges.
Stoneskin (Yellow and Orange Layered)
Treasure Level:
Value: 150
Category: Compound
Mix: Yellow + Orange
Description: Grants Stoneskin (as the spell) for 30 minutes per point of potion
strength.
Water Breathing (Yellow and Purple Layered)
Treasure Level: 3
Value: 150
Category: Compound
Mix: Yellow + Purple
Description: Prevents drowning damage.
24-1
PRIMA’S OFFICIAL STRATEGY GUIDE
Shocking Potion
Treasure Level: 4-5
Value: 750
Category: White
Mix: Purple + Red and Orange Layered, or Orange + Red and Purple Layered
Description: Adds the “of Sparks” property to a non-magic weapon for 30 minutes per
point of strength of the potion. To use, pick the potion up and right-
click over a non-magic weapon.
2s
Swift Potion
AND
BLOOD
HONOR Treasure Level: 4-5
Value: 750
FOR
Category: White
Mix: Green + Blue and Purple Layered, or Purple + Blue and Green Layered
Description: Adds the “of Swiftness” property to a non-magic weapon for 30 minutes
per point of strength of the potion. To use, pick the potion up and right-
click over a non-magic weapon.
Cure Paralysis
Treasure Level: 4-5
Value: 750
Category: White
Mix: Green + Yellow and Orange Layered, or Orange + Yellow and Green
Layered
Description: Cures Paralysis.
Divine Restoration
Treasure Level: 4-5
Value: 750
Category: White
Mix: Red and Orange Layered + Blue and Green Layered, Blue and Purple
Layered + Yellow and Orange Layered, or Red and Purple Layered +
Yellow and Green Layered
Description: Removes all conditions except Dead, Stoned, or Eradicated.
Divine Cure
Treasure Level: 4-5
Value: 750
Category: White
Mix: Red and Orange Layered + Yellow and Orange Layered
Description: Heals five times the potion’s strength of hit points.
Divine Power
Treasure Level: 4-5
Value: 50
Category: White
Mix: Blue and Green Layered + Yellow and Green Layered
Description: Restores five times the potion’s strength of spell points.
344
CHAPTEREIGHT M
Luck Boost
Treasure Level:
Value:
4-5
750
pA
27
Category:
Mix:
White
Red and Purple Layered + Blue and Purple Layered ri
Z
Description: Increases temporary Luck by three times the strength of the potion for
30 minutes per point of strength of the potion.
X
Fire Resistance
Treasure Level: 4-5
Value: 750
Category: White <
Mix: Red and Orange Layered + Yellow and Green Layered
Description: Increases temporary Fire resistance by three times the strength of the
potion for 30 minutes per point of strength of the potion. —
Air Resistance
rT
Treasure Level: 4-5
z
qj
Value: 750
Category: White
Mix: Red and Orange Layered + Blue and Purple Layered
Description: Increases temporary Air resistance by three times the strength of the
potion for 30 minutes per point of strength of the potion.
Water Resistance
Treasure Level: 4-5
Value: 750
Category: White
Mix: Blue and Purple Layered + Yellow and Green Layered
Description: Increases temporary Water resistance by three times the strength of the
potion for 30 minutes per point of strength of the potion.
Earth Resistance
‘Treasure Level: 4-5
Value: 750
Category: White
Mix: Red and Purple Layered + Yellow and Orange Layered
Description: Increases temporary Earth resistance by three times the strength of the
potion for 30 minutes per point of strength of the potion.
Mind Resistance
Treasure Level: 4-5
Value: 750
Category: White
Mix: Red and Purple Layered + Blue and Green Layered
Description: Increases temporary Mind resistance by three times the strength of the
potion for 30 minutes per point of strength of the potion. we
545
PRIMAS OFFICIAL STRATEGY GUIDE
Body Resistance
2) Treasure Level:
Value:
4-5
750
EB
Category: White
Mix: Blue and Green Layered + Yellow and Orange Layered
E
Description: Increases temporary Body resistance by three times the strength of the
potion for 30 minutes per point of strength of the potion.
Stone to Flesh
de) Treasure Level: 5-6
Value: 2,000
Category: Black
= Mix:
Description:
Red and Purple Layered + Cure Paralysis (White)
Cures Stoned condition.
Slaying Potion
Treasure Level: 5-6
Value: 2,000
Category: Black
Mix: Blue and Purple Layered + Flaming Potion (White)
Description: Adds “of Dragon Slaying” to a non-magic weapon. To use, pick the
potion up and right-click over a non-magic weapon.
Pure Luck
Treasure Level: 5-6
Value: 2,000
Category: Black
Mix: Yellow and Orange Layered + Swift Potion (White)
Description: Adds 50 to permanent Luck.
Pure Speed
Treasure Level: 5-6
Value: 2,000
Category: Black
Mix: Purple + Speed Boost (White)
Description: Adds 50 to permanent Speed.
Pure Intellect
Treasure Level: 5-6
Value: 2,000
Category: Black
Mix: Orange + Intellect Boost (White)
Description: Adds 50 to permanent Intellect.
Pure Endurance
Treasure Level: 5-6
Value: 2,000
Category: Black
Mix: Green + Endurance Boost (White)
Description: Adds 50 to permanent Endurance.
54-6
CHAPTER EIGHT
Pure Personality
Treasure Level:
Value:
5-6
2,000
Z
a
Category:
Mix:
Black
Purple + Personality Boost (White) ri
a
Description: Adds 50 to permanent Personality.
Pure Accuracy
X
Treasure Level: 5-6
Value: 2,000
Category: Black
Mix: Green Potion + Accuracy Boost (White) <
Description: Adds 50 to permanent Accuracy.
Pure Might —
E
Treasure Level: 5-6
Value: 2, 000
Category: Black
=
C
Mix: Orange + Might Boost (White)
Description: Adds 50 to permanent Might.
Rejuvenation
Treasure Level: 5-6
Value: 2,000
Category: Black
Mix: Divine Restoration (White) + (Red and Green Layered, Blue and Orange
Layered, or Yellow and Purple Layered)
Description: Removes all unnatural aging.
EDD
Learning Books and Scrolls
Each of Might and Magic VII’; spells has a
learning book and a scroll associated with it. A
character of any class can cast a given spell by
using its scroll. Characters with the proper
magic school skill and expertise can use a spell’s learning book to inscribe the spell in
their own spell books. The following table lists each spell with the gold values of its
scroll and learning book. For more information, see Magic Skills in Chapter 4.
Scroll spells take effect as if they were being cast by a character with master skill in
their particular school of magic with a skill level of 8. If the spell is grand master level. . / v:
then the spell is cast at grand master level 8. 8
+,
247
PRIMAS OFFICIAL STRATEGY GUIDE
Lightning Bolt
Invisibility
Fly
Starburst
Artisans located in towns can turn ore into items. There are six types of ore
corresponding to the six treasure levels. If you bring a piece of ore to an arti-
san who uses it, he or she will take the ore and turn it into an item of the
same level as the ore.
Iron-laced Ore 1
Siertal-laced Ore
Phylt-laced Ore
Kergar-laced Ore
Erudine-laced Ore
Stalt-laced Ore |N
lo
wR
DIn
550
CHAPTER EIGHT
Other Items
Here is a list of items that don’t fit into other categories.
Red Apple
Description: Apples like these are produced by trees saturated by
© magic-usually in the Elven lands of Avlee and the Tularean Forest. They
provide considerably more sustenance than normal apples. To use the
apple, pick the apple up and left-click over the picture of your character
in the inventory screen.
Genie Lamp
Genie Lamps generate a different effect based on the current month and
day. These effects can be positive or negative. You should probably save
the game before using a Genie Lamp. Value: 2,000
Description: The genies captured in these lamps will usually reward AMOTLN
Se
SWALI
JANI
those who set them free, though sometimes they take cruel delight in
punishing the first living beings they encounter. To use the Genie Lamp,
pick the lamp up and left-click over the picture of your character in the
inventory screen.
Horseshoe
Description: Gives character two Skill Points. This flawless horseshoe is
(O made of silver. To use, pick the horseshoe up and right-click over a char-
acter’s portrait.
ArcoMage Deck
This is a quest item, but you'll need to keep it if you want to play
ArcoMage at Erathian taverns.
Description: This quest item is a deck of fancifully drawn cards used for
a popular card game.
Temple in a Bottle
Description: A strangely shaped small building finely crafted inside a
glass bottle, this item takes you to the secret New World level.
Something about the bottle beckons you inside. To use, pick up the bot-
tle and click over the picture of your character in the inventory screen. 551
Index
A lambent
«632 dt ei ate eee pre eS 151
ACCUTACY ciue euspbkesdetsme.$ Pe Teqe ede ae A Nayara re dldonde Goel ke tangas 165, 211, 215
aE e ET EEE E ERG ER 343 Celeste tees pin sere dora oops oen Aid eed88, 144-156
Acd BUTSE cote scale rara e pec ah ese CAU a e eA a 81 Chait ATOR ss.ua sor dave m peg Paes dei 309
Adyeritutiig.- «ios coco eal e deed od de AE aay ede 26 Challenges: aparos ada UE pee oie da teases ot 90
CPUS CREARE AME,36, 222 Champions Of té SwOrd «as as core etiri a 230
Air Resistance sarerakodnan ae ace gl 54, 345 Character & Party Development ...............00-5 4l
Alchemist 4 aas aiuta ERR RE TEI env ana eg eg 29 actiOTls «cov vx pPPRCAWWE
TLERT ARMED ESSERE OS30
Alchemy: «aureis qos ud gre Sancho iiie oeil 22, 48 GonditóhS «io ntebeeRILPISIMGO eer RE RT 38
Alice: ElatgIeaVes* asesinareta ep Coetus 158, 166 Other IS8üeS ovum nitQr Re pee Shae Deets 82
Altar Pieces: 1.24 act querere RD RS ee148, 195 queste cos oa dari be rk REA Rara tet ai na 27
Armtuck 2sssawer c per Rev er ET HEP EPOR 295 Ghari sane sa ap t aaas KOAA R AD aA e ndi d 73
AnTül5tSusn s 0 suns ok da Sau ede duros ad 330, 325 Cake «oue aa RhA ERA eins 211, 218
Angels casas quens Ponder ts EIN Ade qe Se PER EE 225 PASSES mice ad 8 seg hae, s aces Sarah SA rotat 11
ADIE sano hinds sena ATA CES 93, 108, 111 mix and skill assignment of sesnosneisi Enae am22
PTCHGTSH oes tree e ES ge bear d 16, 25, 226 [Qo HEP 18, 24, 25
AICOMABO rieren dialed aar AP ER agria 109, 123, 168 Clerics-of the: Moon «i ier EPI eR Sagi ve 231
Arena WIncapbthe- i3 atio
d va Eeed ed YN140 Glericsvaf the Sun ees snc i pter bn Reus 232,
Armapeddón «x Seregno
we ev ea 62 Gloaks/cápés: sessar mph) eee a EE dU Ya as315
PIG e i-r aue adr RE KERR DERG Mtedo) C RAE S 307 Golony Zod. ¢ ix iar wes re E TOS dud i 184
Glass: see E eo Rt ywIPpERITS 35,221, 285 Combat A» restggeedqacce-
CEEE EARE YCN 35
shops uen tope x epa al cde tates EUR 29 CONTESTS shoe ers eoe E nce EE AEE E der 9d 90
skills: ce are crush ache ietp OUS dee Yam Ub gie dut wa 47 Greate Darty screen cune r coed Cep Lo etm eg 5
Armsmaster «o aede s ep RP RO dar ed S var ias 46 Creatures attributes Of «us eres rta 221
Attack Donüs s d sacr ee o cop ea eet y eas 45 tables sass, usu os b ets CERON EEE etd 225-281
fuco M""""""C-——K.-—— I asad olin’ 223 CORO WAS: accessi edente Seek Verus Geen on a ed ec foo 321
ATER DUES) ss osa ie ea eae nar as wim, bk Sales IPSE 6 Cure DREIE a is ea roe E enm dcn cmd dg 58
loe Saa 2 wig OG 0e ick gH a 9g Rare sald 8, 43, 284 Cure Insanity «iisacanee eso emt parakai E jie a 74
condition effects iacens n se aw Re sss 38 Cure Daralysts a. ees; sche doe CUIR a rer dnd 73, 344
PAITIQS I. accused eet dac oan ndo eG gri p etre S 90 Cure DOISOT oi intct IRR Sa oed Avg ca aeRU dome 57
ALO HOLES: ax acte xor occ a ne S cpi Menden pd 89 ute Weakness 22. mir areata cir nn sie ange aes 56
Aviles deri ee Dog o eene
DOS CS 87, 115-120, 215 WES EG. x ats sce erige rare rede oisi apples gas rl a js 38
AWAKE ee tqa bte
E YREDEAPA ER PO M tb Of 79 (Oni M CETT" 288
B D
Bandit Caves a4 4 a2. este Sow hse phere bed as 172 Dapper csi6ecrfibibriqbee veg e ie tub ee 46, 290
Bartow Dowtüs sss cvssscsacahlr eased 121-135, 207, 214 Damate och eacscatien
pied AEA A bep Uis 36
UNGEONS «essere oris eRE Rp Ner aged123-135 DOHUSOE unk tg sces SATIREERIRSSOM dd Raid45, 284
OT >au fu ed sheep he sabes CXNUS Ot edb eee YA 228 Dark: Proving Grounds»... oue sch Se RURAL 193
Behemothis saexacueerioida Pee Shpev na teen 193. 229 Dark LERBIS! s re eres sate ee ele M oo 192
Belts 2e ge A ERO’ MSE GG PA SESE Aa A 325 Day of Protection -« sugjack Simrad EERE bite od ne 41
Beiserk ic hz ae rH ERCER UE RL aed dod74 Day ofthe Gods tic.ss.cise hy a peDOS E y eae 70
Blades: iem ds sae F kana Af peed ERA doc Y aw 64 Deadly. Swarti 542r E EE ERO 64
Blaster Gy zero
Mae ic ee IRS oe es196, 230 Death: Blossom iua dx eec yes bed ea nate Ge ew eA Ve 65
Blasters: An aste ques ve cime ul do T e 306-307 Destroy Undead a0 avg nonga Er Bb bas e des te 69
BESS: «se ccsectn ayn iene Sod IR SALA By NTA X ae Sra Pod Y e 75 Detect Liters: 4.8% eco meg COR AT d eta eU /5
Boats: 224, ctics'a asd rw diu ee EAS ocoM COUR D Ret 4 87, 88 Devils mea apami anaE TUERO
EE a ET 181, 233
Body: Building cise etre ee ep merde ho e e 49 Déy]d iisra ctania ied eu toi ss 87, 157-161, 166, 208
Body Resistance)! 5.6.40 dis bePeorEPU
MA SUR 57, 346 Disarm Trap: (spell) eee ees 21, 50, 99
Benusattack;effectsof 222s aetavaasadaesigwaess 223 DisarmiHp tape «sos po tifbebeS ife 5E quo debes 34
Book of Divine Intervention ..............5. 138, 199 RIES Loosasturte s eR VUES CHEER RM bbw E 38
Bot» xao tede M ina aides e Aoi ra Fp wake 919 Dispel Mabie az 6c det La order epo Feature etie se 69
Bounty Bunt sds ccs emeret
ra Rd pexy Ee29 Divine Intervention? «2 aveces ERS oe72
Bows.and.crossbow$.s 42k xe e RARI 299 Dodging: «3:24 ec reb e eee 47
Bracada Desert 12s imme 87, 136-144, 215 Dragon. Breaths “as veo psa aaah] Somes od62
G Dragon Gave: «dis eue sor E qe ec equtt 99, 183
Cantiage: schedule: 4s ca nan ea vad a reos gar a 87 Diason Bgpes sce oeste hate vare ads ded P ae p es 187
Castle Gloaming .5ceeen prep ia mn 193, 198 Dragons Eats cene tpe Y m I ct 104
Gryphonheaft: 15220 peter rep eS 163, 165, 170 Dragontlies: 4e cent peer eren ote e 165, 236
Harmondale 25:25 senna ghoded RR DALERATIS 112
552 DIRONS 2isqgsditégentbiogtep
ese). 181, 234
Goblin ignes desta eid vu eto 9-10, 251
IDrtüds: 5. coucou dentis taa satis ace ae SEM fos Sees19, 25 Call Che: az 2doY uen Peu ME he OPEN TUS) 112
pni a" 38 OTO vc se bad e Y tac T WERT a OUS ES 112
DWAES scat e qao Spp oe dd UR E A ded 9-10, 238 GOBS «e iron wien ta mdan sees eee 193,252
FESCUE thé 2o orsa mien dli v XS Toten dS Ai end 122 Goletis zi degen eT DUE eve eot es 253
E buildea:, 3526 docu tare err de eder eus 138
Earth. Resistance. «eicere mec] gs 63, 345 Grand Temple of the Moon ............. issus. 178
Elemental AIE «i aren eanetcaenenu ierat eoe eerOo239 OP Cie SUE uero ome heb oe o T e odas 180, 215
Parth «ok cocoons S coast erecta he repiten et RR acit ti 240 ofthe Sun Altar’. s «wins acon bles a! Redes 159
BB 5rebe»ebeuonexe)py quare ERE S WEY AEE E 241 (GTAP 2ycla suscipientes eae corse avrete 254
TET choirs ehateainees
Qi sao nai 242 MGS on. enone pera eU ten dece pei a Gants ele29
Water : inse EAM ROG Red a E Ee 243 H
EIE Human: War as acute hota danse 91, 165, 213, 215 Pal beds eu 5er
Savas one RR RE Madea yee 296
EVES ^x denies: gated. «eds e a RAMS 9-10. 165, 245 Haldars.Remains... cco deep UE AE Aene x187
Emerald Island i. oreDeren 86, 99-105 Hall:oPthiePit 4.2 2 352m y PES re pur Era 160
Enchant Item: (Spell) 4iicsucexkeer
i4 hx AE REERR 81 únder the: Hull |. dues mh ier ree 117
Enchantihig items |zdgsissoceu
aute eR edetads d 331 Hainnerbands 4352sccke great s ibgetinmé 58
Encrypted Scroll, Decipher the ..............000. 197 In Civi PR RR RE AAAA Eaa IER TETTE 57
Endbamne suspen Pa Da eee did oe96 Harmondalé 4.5.2: aee 87, 88, 90, 91, 105-114, 193
Endurance “5ated qat a Ride cae eke EUR Pte eae 7 ETAEDIGS iis cases mae e tgp A Somme P dee doas 255
bOOshtO acs Gee vedo eet dada eus gag 343 HIE parune ur ed VI S euge st Ted 67
Enpinesting es Maa Mag e eae meer as ae 204 Plats: ays tei put xar DP TV ETET ORENA ILES 321
Enslaveé repiano i towne HE See eee) UPETOME 75 Haunted Mansion siris leise ...124, 167
Enttaücéiand. Caves «xsv cade tt rus pe ade us 104 Heal nu E ce EZ UU RO TE PEN 56
Equipmehte (esee re SR d es aae conet ed 82 Heart. ofthe Forest -sos srren ree pua e DW a ees 139
Bradicated o: reaa ces xa Pees en Sus38 Helmers quuuales eye ten qr i dapes ba di od 321
Brathan «cc aves iate va Gti d pA Sad ea 3, 84-97, 163 Heroism: iaceseeewe re exa xd LESS TESCO PES 77
IMAP OE Lecco ERE a a legeitp e teat tet tt 85 Hidden Tomb 4.24: dtp oe e Pc 171-172
regions OE sus seus ed ips tchat EGGE 98-219 Hit PODS noaea gems iue on dS eati ere mutes an 221
Erathian Long Dagger «(iss eseecer
e parasa 292 Hiver usn eoe coke que amato px S ATO SA 97
Evenmorn Island nes srini
ori ien 89, 176-180, 208 Hoürof POWER cues aaa Gong be ER Moss S s 71
EVIL EYES sau apir paaa PATA EA EEEE 246 HUMANS «iere rose Wears ui ASI PRADA. erudite d 9-10
Exper ACE oeuss iate nan eair aii nar aree 221 Hydras P ——— ce siNd Shes256
POLES! ee sh Spd ape acon EEEE EE mAN E 42, 50 I
EXPODUISE i ect ei ee aoo edu tede de Vela ec 11 lee Blast: cca ct tore 6 ot) oe wh oe SAN ed 81
Explode: CCP""m 224 Tee Bolt? segue yet tqe ve prre eE Cp PM 80
F Identify Item s casus sabor moos ERREUR ET EE 22, 49
Battie King eoacibsect4ssqsAd
ey vc edibus 119, 215 Identify Monste® 4«siiickeci]
vk RR DIRE SRd49
Moütd b.2,cannc
kote teens ee mt sS 118, 214-215 [mmolaüofiz «sere poRpUt S uIARISellumbb:craH 68
RIDES) a Baga LSet the Bateman ba Studi 117 Implosioltos 3 ecce so Ae pb ostia edd bou 55
Fate. au rb tibi t e berm ceo ayaa cies wii 76 Inéinetate. Lace ea teuard ger reb e beste atest «dpi 69
Feather Pally iue beer eS fakes parked 32,53 Indoor and Dungeon Areas .............-.., 103, 112
FI AUI asi oq au ee Rear iu See teens oa 67 Inferno: dto odas o Or Ce BE deese 68
FiteBolt pose pere Rear at RE Ur EET 66 IAE uu Vy wed Se eee CAHSEE SERRA SER RETR 38
Fire Resistance «s cos tek p RE. IRFAR GRAY 66, 345 Iütellece oy sae degrade mE atime Cri aed 6
EireiSpike: 242-2945 €i eme vere ete Sedes redi68 BOOSHIO “24, osea cesteo eres ORE NERE ak 342
Fireball jis, Samia m Sort aote e eC ad, aed67 Invisibility «1o spsis CL eec m teen d Ope
PBS i emna 9e e serine Teele Soran to er d 302 Items, enchantments of .......... 0000 ccc eee eees 334
I T —— — 82, 55,221 IDVelODy? Sce E atris dori deo yates ad SARS283-350
Flying: Elsta «esi Sayre emt AUS Susie stel tem 58 UDI
Re pale: 4 uecenr teme UpES E + yates EXT RE 284
Fort Riverside: 222 ubt REA e ESO ea 175 SEALISUESIOF oixkudougaud
ARM ERO EQUES tas284
stealing: plans from a rran 2e aA ae PO 213 J
FOUNS: oniri AnA dare a Ee EX mex RET ESS 83 Judas Sleen assets equa TIRES Dn ENA 193
G JUMP sse sema eder ava ry Hp PER Pa 31, 54
ares: sain sort uew s ado acia eee C aba E ob ke 90 K
Gargoyles: resda cts cob or etm ona eh eed 247 Key. A, B, and C Dungeons... eer 153-154
Gauntlets iesus Lecce tare I UE EY ws wed 318 Ring Passa s placuere
ge necem nans 108, 211
(Gem ainn ea doen OP 00 peg emos uc sis dta RE 337 iir MC—————
PO 12, 24
GI AM CP" rere 248
GHOSE) a penteun a ne Cog ee Der weedeees 208, 249
Ghouls’ sic eivncri dion tea giie SR III Ur 250 227
L Path of Tight: eer eed 42, 85, 93, 94, 105, 205
Lady Carmes RDIS goten nit ain nasi P NEE 159 Peasant. s osa ed oen bodie tang les 3 dios Rs Paes 263
Land of the Giants «2s cura Aa ES 97, 181 Perception: «ve V eda d xen al ue x 21, 52,99
Lantern of Light 2 5ue£i pere DE durante Yu es vs 110 Perfect HOw na xod! Dec ead tata dre NOU oa qon 8 110, 117
Pava boats rripi sen th etinga TRERETMESSC OMS XS 199 Personality iicesos pu pite ae en patens d 7, 342
Deatning: uico vv E RISEIIPPEIe SEU ET C) 50 Piet pon sentem dat ae rre nn S URGES Grape ayes 88
Levél advancement 24023 -¢3 um Ime cad43 Pit, Che? dauert
Se dogs ego gevue aa88, 192
OR Lich Jars, retrieving from the Walls of Mist .......... 196 Poison Spray ies ek serp utaa ro te i Eee 79
Eiche eass xoa aa rs tmm ad Soe n Pets eg x ones 257 Polsoed.- modih scandens sedo hA 4 pog 4.aaa POUR eot 38
Light Bolt. «exar exe iex were ER Bud neta69 Potions:and reagents «25s ees 48, 338-339
Light Proving Grounds. «is cceer eR emis 146 PONE CUXE-« qmod puri? Banh ice aux(ar-s aue erf ACS aee 59
Lightning Bolt: saneras oet aud any it sort ein 55 PiesetValiait |auia cecal uei OE Soie Rag c nen ge ry
Lincoln sca and ote tede iode tn d 97, 202-204 PrisimátieLighé cenni cec nes ep y RE Gren71
Ilya SjBEacon-c. «ug cette
ae Re enge 33, 82 Protection from Magic . eec eee be bd rre 58
Lord Markham... .........0 000000 99, 101, 205, 210 DsychiciShocle «2 oro pad tede oae RELATA weed74
brheléHepto- skews oounys sokoni eters seve dew 167 Q
BLOOD
FOR
Hon
AHD
VASEGE sonipes bated ie NEUEM ANOS 166 Queen Catherine ...... solis 97, 108, 165, 213
h |
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