MM8 MINI-FAQ v1.0: by Donovan Hawkins hawkins@uci.edu A copy of the latest version of this FAQ may be found at: http://www.physics.uci.edu/~hawkins/mm8faq.txt Please check for updates before emailing me An editor is also available (about 250k zipped): http://www.physics.uci.edu/~hawkins/mm8edit.zip Feel free to repost/upload/etc., just credit me a little ;-) Disclaimer: Nothing in life is guaranteed, even this. You may not sue me, here or in Jadame. TABLE OF CONTENTS: People: Skill Teachers Cross-Referenced by Location NPCs with Stats/Locations People Who Buy and Sell Things Promotion Quest Givers Places: Stage/Ship Schedules Spell Guilds Things: Savegame Editing Potion Mixing Quest Information Item List SKILL LOCATIONS LIST: Based on a posting by Michael A. Cornelius (aka Newton Dragon) Some interpolation was done, but special requirements could be missing For example, some require minimum stats (like Master Merchant) Remember that some advancements require promotion quests See the MM7 Manual for more info All are done except Earth GM Special notes: Dragon Hunter's Camp refers to the outdoor village near the building Temple of the Sun refers to the outdoor village near the building Ravenshore north is the part of the city north of the bridge Ravenshore south is the part of the city south of the bridge Alvar east is the part of the city east of the bridge Alvar west is the part of the city west of the bridge Balthazar Lair is underground, and only available after draining it Harecksburg is on the central island in Regna Format: Overland area, City name / overland subarea, City subarea, House name Combat Skills: Sword: Expert: Skill 4, 2000gp Ravenshore, Ravenshore south, W, Luodrin House Master: Be expert, skill 7, 5000gp Garrote Gorge, Dragon Hunter's Camp, central, Stormlance Residence Grand Master: Be master, skill 10, 8000gp Regna Island, Harecksburg, NE, Dragontracker Hall Axe: Expert: Skill 4, 2000gp Garrote Gorge, Dragon Hunter's Camp, central, Foestryke Residence Master: Be expert, skill 7, 5000gp Ravenshore, Ravenshore north, SW, Hunter's Hovel Grand Master: Be master, skill 10, 8000gp Ravage Roaming, Balthazar Lair, NW, Senjac's House Staff: Expert: Skill 4, 2000gp Ravenshore, Ravenshore north, NE, Puddle's Hovel Master: Be expert, skill 7, 5000gp Ironsand Desert, Rust, SW, Stone's House Grand Master: Be master, skill 10, 8000gp Shadowspire, Twilight, W, Stillwater Estate Spear: Expert: Skill 4, 2000gp Ravenshore, Ravenshore south, N, Townsaver Hall Master: Be expert, skill 7, 5000gp Alvar, Alvar west, W, Withersmythe Estate Grand Master: Be master, skill 10, 8000gp Dagger Wound Islands, Blood Drop, NE, Long-Tail's Hut Dagger: Expert: Skill 4, 2000gp Alvar, Alvar west, W, Vespers Hall Master: Be expert, skill 7, 5000gp Ravenshore, Ravenshore south, N, Jobber's Home Grand Master: Be master, skill 10, 8000gp Regna Island, Harecksburg, N, Nirses Loot Mace: Expert: Skill 4, 2000gp Ravenshore, Ravenshore south, N, Townsaver Hall Master: Be expert, skill 7, 5000gp Garrote Gorge, Dragon Hunter's Camp, central, Mornigstar Residence Grand Master: Be master, skill 10, 8000gp Ironsand Desert, Rust, SW, Hearthsworn Hovel Bow: Expert: Skill 4, 2000gp Dagger Wound Islands, Main island, WSW, House of Thistle Master: Be expert, skill 7, 5000gp Ravenshore, Ravenshore north, central, House of Nosewort Grand Master: Be master, skill 10, 8000 gp Alvar, Alvar west, W, Hall of Solis Leather: Expert: Skill 4, 1000gp Dagger Wound Islands, Blood Drop, NE, Thadin's House Master: Be expert, skill 7, 3000gp Ravage Roaming, Balthazar Lair, SW, Hollyfield House Grand Master: Be master, skill 10, 7000gp Ironsand Desert, Rust, SW, Talion's Hovel Chain: Expert: Skill 4, 1000gp Ravenshore, Ravenshore north, NE, Forgewright Estate Master: Be expert, skill 7, 3000gp Alvar, Alvar west, W, Eversmyle Hall Grand Master: Be master, skill 10, 7000gp Regna Island, Harecksburg, NW, Burnkindle's Spoils Plate: Expert: Skill 4, 1000gp Dagger Wound Islands, Western island, N, Bone's House (no blue dot) Master: Be expert, skill 7, 3000gp Ravenshore, Ravenshore south, SE, Botham Hall Grand Master: Be master, skill 10, 7000gp Garrote Gorge, Dragon Hunter's Camp, central, Ironfist Residence Shield: Expert: Skill 4, 1000gp Alvar, Alvar west, W, Moore Cottage Master: Be expert, skill 7, 3000gp Shadowspire, Twilight, W, Nightwood Estate Grand Master: Be master, skill 10, 7000gp Garrote Gorge, Dragon Hunter's Camp, central, Reaverston Residence (not on map) Magic Skills: Fire: Expert: Skill 4, 1000gp Ravenshore, Ravenshore south, E, Temper Hall Master: Be expert, skill 7, 4000gp Alvar, Alvar west, N central, Steele Estate Grand Master: Be master, skill 10, 8000gp Plane of Fire, Northwest corner, south, Burn's House Air: Expert: Skill 4, 1000gp Dagger Wound Islands, Blood Drop, NE, House of Reshie Master: Be expert, skill 7, 4000gp Ravage Roaming, Balthazar Lair, S, Stormeye's House Grand Master: Be master, skill 10, 8000gp Plane of Air, Southeast corner, central, Nedlon's House Water: Expert: Skill 4, 1000gp Ravenshore, Ravenshore north, N, Pederton Place Master: Be expert, skill 7, 4000gp Ironsand Desert, Rust, central, Hovel of Mist Grand Master: Be master, skill 10, 8000gp Plane of Water, Northwest corner, E, Black Current's House Earth: Expert: Skill 4, 1000gp Dagger Wound Islands, Blood Drop, NW, House of Grivic Master: Be expert, skill 7, 4000gp Alvar, Alvar west, N central, Sablewood Hall Grand Master: Be master, skill 10, 8000gp Plane of Earth Spirit: Expert: Skill 4, 1000gp Ravenshore, Ravenshore south, S, House of Hawthorne Master: Be expert, skill 7, 4000gp Garrote Gorge, Dragon Hunter's Camp, NE, Kern Residence Grand Master: Be master, skill 10, 8000gp Murmurwoods, Temple of the Sun, SE, Ravensight Residence Mind: Expert: Skill 4, 1000gp Alvar, Alvar west, NW, House of Krewlen Master: Be expert, skill 7, 4000gp Ravage Roaming, Balthazar Lair, SW, Lott's House Grand Master: Be master, skill 10, 8000gp Murmurwoods, Temple of the Sun, SE, Dreamwright Residence Body: Expert: Skill 4, 1000gp Dagger Wound Islands, Western island, N, Zevah's Hut Master: Be expert, skill 7, 4000gp Garrote Gorge, Dragon Hunter's Camp, central, Arin Residence Grand Master: Be master, skill 10, 8000gp Murmurwoods, Temple of the Sun, S, Snowtree Residence Light: Expert: Skill 4, 2000gp Ravenshore, Ravenshore north, central, Archibald's Home Master: Be expert, skill 7, 5000gp Murmurwoods, Temple of the Sun, S, Dantillion's Residence Grand Master: Be master, skill 10, 8000gp Regna Island, Harecksburg, W, Cleareye Hall Dark: Expert: Skill 4, 2000gp Alvar, Alvar west, NW, Darkenmoore Hall Master: Be expert, skill 7, 5000gp Shadowspire, Twilight, N central, House Umberpool Grand Master: Be master, skill 10, 8000gp Regna Island, Harecksburg, SE, Shadowrunner's Vault Vampire: Expert: Skill 4, 2000gp Shadowspire, Twilight, W, House Shador Master: Be expert, skill 7, 5000gp Shadowspire, Twilight, W, Dirthmoore Cottage Grand Master: Be master, skill 10, 8000gp Shadowspire, Twilight, W, House Archania Dragon: Expert: Skill 4, 2000gp Garrote Gorge, Dragon Caves, N middle level, Ishton's Cave Master: Be expert, skill 7, 5000gp Garrote Gorge, Dragon Caves, upper entrance, Ithilgore's Cave Grand Master: Be master, skill 10, 8000gp Garrote Gorge, Dragon Caves, N middle level, Scarwing's Cave Dark Elf: Expert: Skill 4, 2000gp Alvar, Alvar west, W, Dervish Estate Master: Be expert, skill 7, 5000gp Ravenshore, Ravenshore south, E, Caverhill Estate Grand Master: Be master, skill 10, 8000gp Alvar, Alvar west, W, Agraynel Hall Miscellaneous Skills: Disarm Trap: Expert: Skill 4, 500gp Dagger Wound Islands, Main island, WSW, House of Ich Master: Be expert, skill 7, 2500gp Alvar, Alvar west, NW, House of Lightfinger Grand Master: Be master, skill 10, 6000gp Regna Island, Harecksburg, SE, Lifter's Lockup Merchant: Expert: Skill 4, 2000gp Dagger Wound Islands, Western island, N, Isthric's House Master: Be expert, skill 7, personality 50, 5000gp Alvar, Alvar west, S central, Iverson Estate Grand Master: Be master, skill 10, 8000gp Ravenshore, Ravenshore south, far N, Quicktongue Estate Meditation: Expert: Skill 4, 500gp Ravenshore, Ravenshore south, SE, Putnam's Home Master: Be expert, skill 7, 2500gp Alvar, Alvar west, NE, House of Nevermore Grand Master: Be master, skill 10, 6000gp Shadowspire, Twilight, W, Nightcrawler Estate Body Building: Expert: Skill 4, 500gp Dagger Wound Islands, Northwestern island, E, Menasaur's House Master: Be expert, skill 7, Endurance 50, 2500gp Garrote Gorge, Dragon Hunter's Camp, W, Otterton Residence Grand Master: Be master, skill 10, 6000gp Ironsand Desert, Rust, central, Hovel of Greenstorm Perception: Expert: Skill 4, 500gp Alvar, Alvar west, NW, Nightcrawler Cottage Master: Be expert, skill 7, 2500gp Shadowspire, Twilight, S central, Steeleye Estate Grand Master: Be master, skill 10, 6000gp Ravage Roaming, Balthazar Lair, NE, Suretail House Repair: Expert: Skill 4, 500gp Ravenshore, Ravenshore north, central, Lott's Family Home Master: Be expert, skill 7, 2500gp Garrote Gorge, Dragon Hunter's Camp, NE, Jeni Residence Grand Master: Be master, skill 10, 6000gp Murmurwoods, Temple of the Sun, NW, Tonk Residence Identify Item: Expert: Skill 4, 500gp Alvar, Alvar west, NW, Sparkman Home Master: Be expert, skill 7, 2500gp Dagger Wound Islands, Main island, WSW, Languid's Hut Grand Master: Be master, skill 10, 6000gp Shadowspire, Twilight, W, Roggen Hall Learning: Expert: Skill 4, 2000gp Murmurwoods, Temple of the Sun, SW, Mithric Residence Master: Be expert, skill 7, 5000gp Shadowspire, Twilight, W, Mistspring Residence Grand Master: Be master, skill 10, 8000gp Garrote Gorge, Dragon Hunter's Camp, W, Lightsworn Residence Identify Monster: Expert: Skill 4, 500gp Garrote Gorge, Dragon Hunter's Camp, N, Maker Residence Master: Be expert, skill 7, 2500gp Murmurwoods, Temple of the Sun, NW, Keenedge Residence Grand Master: Be master, skill 10, 6000gp Ravenshore, Ravenshore south, S, Stonecleaver Hall Arms Master: Expert: Skill 4, 2000gp Garrote Gorge, Dragon Hunter's Camp, N, Slayer Residence Master: Be expert, skill 7, 5000gp Dagger Wound Islands, Northwestern island, E, Lasatin's Hut Grand Master: Be master, skill 10, 8000gp Regna Island, Harecksburg, central, Steelcoif Hall Alchemy: Expert: Skill 4, 500gp Alvar, Alvar west, N central, Watershed Cottage Master: Be expert, skill 7, 2500gp Murmurwoods, Temple of the Sun, N, Treasurestone Residence Grand Master: Be master, skill 10, 6000gp Dagger Wound Islands, Main island, WSW, House of Ich Regeneration: Expert: Skill 4, 2000gp Ironsand Desert, Rust, central, Tarent Hovel Master: Be expert, skill 7, 5000gp Murmurwoods, Temple of the Sun, N, Sampson House Grand Master: Be master, skill 10, 8000gp Dagger Wound Islands, Blood Drop, SE, Ush's Hut CROSS-REFERENCED SKILL LIST BY LOCATION: Alvar Alchemy Expert Alvar Bow Grand Master Alvar Chain Master Alvar Dagger Expert Alvar Dark Expert Alvar Dark Elf Expert Alvar Dark Elf Grand Master Alvar Disarm Trap Master Alvar Earth Master Alvar Fire Master Alvar Identify Item Expert Alvar Meditation Master Alvar Merchant Master Alvar Mind Expert Alvar Perception Expert Alvar Shield Expert Alvar Spear Master Dagger Wound Islands Air Expert Dagger Wound Islands Alchemy Grand Master Dagger Wound Islands Arms Master Master Dagger Wound Islands Body Expert Dagger Wound Islands Body Building Expert Dagger Wound Islands Bow Expert Dagger Wound Islands Disarm Trap Expert Dagger Wound Islands Earth Expert Dagger Wound Islands Identify Item Master Dagger Wound Islands Leather Expert Dagger Wound Islands Merchant Expert Dagger Wound Islands Plate Expert Dagger Wound Islands Regeneration Grand Master Dagger Wound Islands Spear Grand Master Garrote Gorge Arms Master Expert Garrote Gorge Axe Expert Garrote Gorge Body Master Garrote Gorge Body Building Master Garrote Gorge Dragon Expert Garrote Gorge Dragon Grand Master Garrote Gorge Dragon Master Garrote Gorge Identify Monster Expert Garrote Gorge Learning Grand Master Garrote Gorge Mace Master Garrote Gorge Plate Grand Master Garrote Gorge Repair Master Garrote Gorge Shield Grand Master Garrote Gorge Spirit Master Garrote Gorge Sword Master Ironsand Desert Body Building Grand Master Ironsand Desert Leather Grand Master Ironsand Desert Mace Grand Master Ironsand Desert Regeneration Expert Ironsand Desert Staff Master Ironsand Desert Water Master Murmurwoods Alchemy Master Murmurwoods Body Grand Master Murmurwoods Identify Monster Master Murmurwoods Learning Expert Murmurwoods Light Master Murmurwoods Mind Grand Master Murmurwoods Regeneration Master Murmurwoods Repair Grand Master Murmurwoods Spirit Grand Master Plane of Air Air Grand Master Plane of Earth Earth Grand Master Plane of Fire Fire Grand Master Plane of Water Water Grand Master Ravage Roaming Air Master Ravage Roaming Axe Grand Master Ravage Roaming Leather Master Ravage Roaming Mind Master Ravage Roaming Perception Grand Master Ravenshore Axe Master Ravenshore Bow Master Ravenshore Chain Expert Ravenshore Dagger Master Ravenshore Dark Elf Master Ravenshore Fire Expert Ravenshore Identify Monster Grand Master Ravenshore Light Expert Ravenshore Mace Expert Ravenshore Meditation Expert Ravenshore Merchant Grand Master Ravenshore Plate Master Ravenshore Repair Expert Ravenshore Spear Expert Ravenshore Spirit Expert Ravenshore Staff Expert Ravenshore Sword Expert Ravenshore Water Expert Regna Island Arms Master Grand Master Regna Island Chain Grand Master Regna Island Dagger Grand Master Regna Island Dark Grand Master Regna Island Disarm Trap Grand Master Regna Island Light Grand Master Regna Island Sword Grand Master Shadowspire Dark Master Shadowspire Identify Item Grand Master Shadowspire Learning Master Shadowspire Meditation Grand Master Shadowspire Perception Master Shadowspire Shield Master Shadowspire Staff Grand Master Shadowspire Vampire Expert Shadowspire Vampire Grand Master Shadowspire Vampire Master NPC LIST: The question of whether to keep or trade-up NPCs is hot in the newsgroups, so John Bounds (Grunthex) provided some skill point number for everyone. I have redone them to correct some errors in my original FAQ (which John used). The left-most number is the level they start out at. The remaining numbers show where they will be at later levels (to compare). These numbers include any unused skill points they start with. You should look at the character and subtract any points you feel were wasted. Remember a skill at level N takes (N(N+1)/2)-1 skill points to get. Level: 5th 15th 30th 50th New Points Earned by Training: |--56---|--102--|--171--| Main Character 20 76 178 349 Necromancer Devlin Arcanus 23 79 181 352 Necromancer Karanya Memoria 86 188 359 *Necromancer Nathaniel Roberts 204 306 477 Lich Hevatia Deverbero 204 375 Lich Vetrinus Taleshire 564 Cleric Fredrick Talimere 24 80 182 353 Cleric Maylander 84 186 357 *Cleric Dyson Leyland 85 187 358 Priest of Light Verish 213 384 Priest of Light Dervish Chevron 342 Knight Simon Templar 24 80 182 353 Knight Leane Stormlance 84 186 357 Champion Nelix Uriel 204 375 Champion Tempus 394 *Champion Blazen Stormlance 394 Troll Overdune Snapfinger 74 176 347 Troll Volog Sandwind 93 195 366 War Troll Sethrc Thistlebone 213 384 War Troll Thorne Understone 448 Minotaur Arius 24 80 182 353 Minotaur Thanys 86 188 359 Minotaur Lord Rionel 213 384 Minotaur Lord Ulbrecht 396 Dark Elf Rohani Oscleton 24 80 182 353 Dark Elf Jasp Thelbourne 84 186 357 Patriarch Adric Stellare 238 409 Patriarch Cauri Blackthorne 423 Vampire Elsbeth Lamentia 24 80 182 353 Vampire Gethric Mercutura 88 190 361 Nosferatu Infaustus 218 389 Nosferatu Artorius Veritas 332 Dragon Ithilgore 26 82 184 355 Dragon Flamdring 92 194 365 Great Wyrm Brimstone 356 527 Great Wyrm Duroth the Eternal 543 And now, for the list: Key: * = Available at level 1 ** = Available at level 5 (the number is the level of my party when tried...lower might also work) 1 Devlin Arcanus (* Dagger Wound Islands, Blood Drop) A newly initiated practitioner of the dark arts, Arcanus is taking his first steps down the path which he hopes will lead him to power and glory. Strong in mind if not body, he has concentrated his time in pursuit of magical knowledge. Class: Necromancer Level: 5 Portrait: 8 Voice: 8 Stats: Might: 9 Intellect: 20 Personality: 11 Endurance: 11 Accuracy: 15 Speed: 16 Luck: 15 Skills: Staff 2 Dagger 2 Leather 2 Fire Magic 1 Air Magic 1 Water Magic 1 Earth Magic 1 Dark Magic 2 ID Item 1 Merchant 1 Meditation 1 ID Monster 1 Learning 1 Skill Points: Unused when found: 15 Total when found: 23 2 Fredrick Talimere (*Dagger Wound Islands, Blood Drop) After he left the sanctuary of his order, Fredrick Talimere found himself drawn to secular pursuits, particularly towards the study of cultures that have disappeared from the face of Jadame. Class: Cleric Level: 5 Portrait: 4 Voice: 4 Stats: Might: 13 Intellect: 12 Personality: 20 Endurance: 13 Accuracy: 11 Speed: 14 Luck: 10 Skills: Staff 1 Mace 1 Shield 1 Leather 1 Chain 2 Spirit Magic 2 Mind Magic 2 Body Magic 2 Light Magic 1 Merchant 1 Repair 1 Meditation 1 Alchemy 1 Skill Points: Unused when found: 16 Total when found: 24 3 Simon Templar (**Dagger Wound Islands, Abandoned temple) When he was a lad, the elders of Simon Templar's village were quick to notice that intellectual pursuits were not in his future. Encouraging him to put down his pen and pick up the sword, they made him into the soldier he is today. Class: Knight Level: 5 Portrait: 0 Voice: 0 Stats: Might: 20 Intellect: 9 Personality: 9 Endurance: 17 Accuracy: 15 Speed: 15 Luck: 10 Skills: Sword 2 Spear 2 Bow 1 Mace 1 Shield 1 Chain 1 Plate 2 Repair 2 Body Building 1 Armsmaster 2 Skill Points: Unused when found: 14 Total when found: 24 4 Overdune Snapfinger All Overdune Snapfinger ever wanted to be was a simple hunter. The destruction of his village of Rust by the elemental cataclysm changed all that. Now events have made him and adventurer whose life now is tied into the ultimate destiny of the world itself. Class: Troll Level: 15 Portrait: 22 Voice: 22 Stats: Might: 30 Intellect: 7 Personality: 7 Endurance: 24 Accuracy: 20 Speed: 18 Luck: 16 Skills: Staff 4 Expert Bow 1 Mace 4 Expert Leather 4 Expert Chain 2 Body Building 4 Expert Regeneration 3 ID Monster 2 Armsmaster 4 Skill Points: Unused when found: 20 Total when found: 74 5 Arius (**Ravenshore) Born of a long line of Balthazar Lair blacksmiths, Arius saw nothing but the pounding of metal in his future--a prospect that did not sit well with him. Seeking new experience he left the underground city to find adventure in the larger world. Class: Minotaur Level: 5 Portrait: 20 Voice: 20 Stats: Might: 21 Intellect: 11 Personality: 17 Endurance: 9 Accuracy: 17 Speed: 9 Luck: 17 Skills: Axe 3 Bow 2 Chain 1 Plate 1 Body Building 1 Perception 3 Disarm Traps 1 Armsmaster 1 Skill Points: Unused when found: 12 Total when found: 24 6 Rohani Oscleton (**Alvar) Trained to be a merchant caravan guard, Rohani's destiny seemed set until you recruited her into your adventure. Talented in both magic and combat, her skills are now at your avail. Class: Dark Elf Level: 5 Portrait: 17 Voice: 17 Stats: Might: 15 Intellect: 15 Personality: 11 Endurance: 13 Accuracy: 17 Speed: 21 Luck: 17 Skills: Dagger 2 Bow 3 Chain 2 Air Magic 1 Water Magic 1 Earth Magic 1 Dark Elf Magic 1 Merchant 2 Disarm Traps 1 Skill Points: Unused when found: 13 Total when found: 24 7 Elsbeth Lamentia (*Dagger Wound Islands, Blood Drop) Turned into a vampire against her will by none other than Thant, guildmaster of the Necromancers' Guild, Elsbeth fled her native Shadowspire. Seeking a new life, she found it as a freebooting adventurer. Class: Vampire Level: 5 Portrait: 13 Voice: 13 Stats: Might: 20 Intellect: 7 Personality: 17 Endurance: 17 Accuracy: 16 Speed: 19 Luck: 7 Skills: Dagger 2 Shield 2 Leather 2 Spirit Magic 1 Mind Magic 1 Vampire Magic 1 Regeneration 1 ID Monster 2 Alchemy 1 Learning 2 Skill Points: Unused when found: 14 Total when found: 24 8 Ithilgore (** Garrote Gorge, Dragon Cave) A youth among dragons, Ithilgore felt oppressed by the regimented society of the Garrote Gorge Dragons. When you came by, he jumped at the opportunity to explore the larger world freely. Class: Dragon Level: 5 Portrait: 24 Voice: 24 Stats: Might: 30 Intellect: 17 Personality: 9 Endurance: 21 Accuracy: 13 Speed: 11 Luck: 7 Skills: Dragon Magic 2 ID Item 1 Merchant 1 Body Building 1 Meditation 1 Perception 2 Regeneration 2 ID Monster 1 Alchemy 2 Learning 2 Skill Points: Unused when found: 16 Total when found: 26 9 Karanya Memoria (Ravenshore) Cast out of the Necromancers' Guild for pursuing forms of knowledge too dark for even their corrupt tastes, Karanya Memoria now pursues greater power without the guild's helpÖor hindrance. Class: Necromancer Level: 15 Portrait: 9 Voice: 9 Stats: Might: 16 Intellect: 25 Personality: 11 Endurance: 17 Accuracy: 21 Speed: 22 Luck: 10 Skills: Staff 4 Expert Dagger 4 Expert Leather 4 Expert Air Magic 2 Water Magic 3 Earth Magic 2 Dark Magic 4 Expert ID Item 3 Merchant 3 Meditation 2 ID Monster 2 Alchemy 2 Learning 3 Skill Points: Unused when found: 20 Total when found: 86 10 Maylander (Ravenshore) After making a reputation for himself in Erathia, Maylander, a cleric of the Sun Temple, came to Jadame on a sabbatical rest. The tug of the open road pulled too strongly at him however, and now he is in your services. Class: Cleric Level: 15 Portrait: 6 Voice: 6 Stats: Might: 17 Intellect: 9 Personality: 22 Endurance: 17 Accuracy: 19 Speed: 19 Luck: 17 Skills: Staff 3 Mace 4 Expert Shield 3 Leather 1 Chain 4 Expert Spirit Magic 4 Expert Mind Magic 4 Expert Body Magic 4 Expert Merchant 4 Expert Repair 1 Body Building 1 Meditation 1 Perception 2 Alchemy 1 Learning 1 Skill Points: Unused when found: 18 Total when found: 84 11 Leane Stormlance As a daughter of Blazen Stormlance, Leane's whole childhood was spent playing with swords as other girls play with dolls. Now a warrior of great repute, her sword is yours to command. Class: Knight Level: 15 Portrait: 3 Voice: 3 Stats: Might: 30 Intellect: 13 Personality: 15 Endurance: 23 Accuracy: 15 Speed: 19 Luck: 9 Skills: Sword 4 Expert Spear 4 Expert Bow 3 Mace 3 Shield 3 Chain 3 Plate 4 Expert Repair 4 Expert Body Building 1 Perception 1 Disarm Traps 1 ID Monster 1 Armsmaster 4 Expert Skill Points: Unused when found: 19 Total when found: 84 12 Volog Sandwind A warrior of Rust village, Volog Sandwind earned the nickname, "One Eye Slayer," while championing the village's defense against raiding cyclopes. Now that you've found his village a new homeland, he has joined your cause. Class: Troll Level: 15 Portrait: 23 Voice: 23 Stats: Might: 30 Intellect: 11 Personality: 13 Endurance: 23 Accuracy: 19 Speed: 21 Luck: 11 Skills: Staff 4 Expert Mace 4 Expert Leather 4 Expert Chain 1 Repair 4 Expert Body Building 4 Expert Regeneration 4 Expert ID Monster 4 Expert Armsmaster 3 Skill Points: Unused when found: 25 Total when found: 93 13 Thanys Grateful to you for rescuing his herd at Balthazar Lair, Thanys has pledged his loyal service to you. Skilled in warcraft he is a worthy companion. Class: Minotaur Level: 15 Portrait: 20 Voice: 20 Stats: Might: 30 Intellect: 15 Personality: 17 Endurance: 13 Accuracy: 21 Speed: 11 Luck: 21 Skills: Axe 4 Expert Bow 4 Expert Chain 3 Plate 3 Body Building 4 Expert Perception 4 Expert Disarm Traps 4 Expert Armsmaster 4 Expert Alchemy 3 Learning 2 Skill Points: Unused when found: 15 Total when found: 86 14 Jasp Thelbourne (Alvar) Though at least slightly too full of his own self importance, Jasp Thelbourne is not entirely without bragging rights. An adventurer before you met him, he travels with you now seeking to enlarge his glory and reputation. Class: Dark Elf Level: 15 Portrait: 16 Voice: 16 Stats: Might: 17 Intellect: 23 Personality: 9 Endurance: 17 Accuracy: 19 Speed: 23 Luck: 17 Skills: Dagger 4 Expert Bow 4 Expert Chain 4 Expert Fire Magic 4 Expert Air Magic 3 Water Magic 3 Earth Magic 3 Dark Elf Magic 2 Merchant 4 Expert Disarm Traps 3 Armsmaster 1 Skill Points: Unused when found: 17 Total when found: 84 15 Gethric Mercutura (**Shadowspire) Though a rebellious nature is not uncommon among vampires, Gethric Mercutura joined your party in direct violation of his orders from the Necromancers' Guild guildmaster, Thant. Though this meant his immediate expulsion from the guild, he has never regretted the decision. Class: Vampire Level: 15 Portrait: 12 Voice: 12 Stats: Might: 23 Intellect: 11 Personality: 23 Endurance: 19 Accuracy: 19 Speed: 27 Luck: 16 Skills: Sword 1 Dagger 4 Expert Shield 4 Expert Leather 4 Expert Chain 3 Spirit Magic 1 Mind Magic 1 Vampire Magic 2 ID Item 1 Perception 1 Regeneration 4 Expert Disarm Traps 4 Expert ID Monster 4 Expert Alchemy 4 Expert Skill Points: Unused when found: 18 Total when found: 88 16 Flamdring A rebel among rebels, Flamdring joined you by leaving the pack of Ithilgore--himself a renegade dragon. A dragon of medium size, he has agreed to adventure with you for as long as it holds his flighty attention. Class: Dragon Level: 15 Portrait: 25 Voice: 25 Stats: Might: 50 Intellect: 23 Personality: 9 Endurance: 30 Accuracy: 13 Speed: 17 Luck: 16 Skills: Dragon Magic 4 Expert ID Item 4 Expert Merchant 4 Expert Body Building 4 Expert Meditation 4 Expert Perception 4 Expert Regeneration 4 Expert Alchemy 3 Learning 3 Skill Points: Unused when found: 19 Total when found: 92 17 Hevatia Deverbero (Shadowspire) When you allied with the Necromancers' Guild, certain guild members were instructed to place themselves available to your mission. Some did so reluctantly, but not Hevatia Deverbero. A seeker of knowledge she saw an opportunity to explore the world. Class: Lich Level: 30 Portrait: 27 Voice: 27 Stats: Might: 18 Intellect: 25 Personality: 11 Endurance: 20 Accuracy: 21 Speed: 22 Luck: 16 Skills: Staff 8 Master Dagger 4 Expert Leather 4 Expert Air Magic 4 Expert Water Magic 4 Expert Earth Magic 8 Master Dark Magic 8 Master ID Item 3 Merchant 2 Meditation 2 Perception 2 Disarm Traps 2 ID Monster 2 Alchemy 2 Learning 3 Skill Points: Unused when found: 41 Total when found: 204 18 Verish (Murmurwoods) Impressed by your defeat of the Necromancers' Guild Verish, a priest of the Sun Temple, offered to join you, seeing your mission as one serving the greater Path of Light. Class: Priest of Light Level: 30 Portrait: 4 Voice: 4 Stats: Might: 17 Intellect: 9 Personality: 30 Endurance: 21 Accuracy: 19 Speed: 19 Luck: 17 Skills: Staff 4 Mace 7 Expert Shield 5 Expert Leather 4 Chain 4 Spirit Magic 4 Expert Mind Magic 4 Expert Body Magic 6 Expert Light Magic 6 Master Merchant 4 Expert Repair 4 Body Building 3 Meditation 3 Perception 3 Alchemy 1 Learning 3 Skill Points: Unused when found: 49 Total when found: 213 19 Nelix Uriel (Garrote Gorge) Charles Quixote saw in the alliance a chance to season some of his followers with a bit of adventuring. Quixote felt that Nelix Uriel was too much the dragon hunting specialist. With this in mind, he gave the knight leave to follow you on your great quest. Class: Champion Level: 30 Portrait: 2 Voice: 2 Stats: Might: 30 Intellect: 13 Personality: 15 Endurance: 23 Accuracy: 24 Speed: 19 Luck: 18 Skills: Sword 8 Master Spear 6 Expert Bow 6 Expert Mace 4 Expert Shield 5 Expert Chain 4 Expert Plate 6 Expert Repair 4 Expert Body Building 4 Perception 4 Disarm Traps 2 Armsmaster 4 Expert Skill Points: Unused when found: 39 Total when found: 204 20 Sethrc Thistlebone (Ironsand Desert) Known in the village of Rust for his great sense of civic responsibility, Sethrc Thistlebone chose to join you for the greater good of his people. Now in your service he single-mindedly pursues an end to the elemental cataclysm. Class: War Troll Level: 30 Portrait: 22 Voice: 22 Stats: Might: 34 Intellect: 11 Personality: 13 Endurance: 23 Accuracy: 19 Speed: 21 Luck: 15 Skills: Staff 8 Master Mace 8 Master Leather 4 Expert Chain 4 Expert Merchant 4 Repair 4 Expert Body Building 4 Expert Perception 4 Regeneration 4 Expert Disarm Traps 4 ID Monster 4 Expert Armsmaster 3 Skill Points: Unused when found: 57 Total when found: 213 21 Rionel A great hero of the Minotaurs' campaign against the Vori Frost Giants, Rionel saw joining your quest as an opportunity to know further glory. An expert with both axe and bow, his skill at the arts of war make him a good companion in battle. Class: Minotaur Lord Level: 30 Portrait: 20 Voice: 20 Stats: Might: 30 Intellect: 15 Personality: 21 Endurance: 18 Accuracy: 21 Speed: 25 Luck: 21 Skills: Sword 5 Expert Axe 6 Expert Spear 2 Bow 7 Expert Chain 4 Expert Plate 5 Expert Body Building 8 Master Perception 4 Expert Disarm Traps 4 Expert Armsmaster 4 Expert Learning 4 Expert Skill Points: Unused when found: 56 Total when found: 213 22 Adric Stellare (Alvar) With humble beginnings as a caravan guard, Adric Stellare has risen to the heights of Alvarian society. Having had the opportunity to play many roles, he is skilled in magic and combat. As a member of the merchant guild, he is also an master trader. Class: Patriarch Level: 30 Portrait: 18 Voice: 18 Stats: Might: 17 Intellect: 23 Personality: 13 Endurance: 17 Accuracy: 25 Speed: 23 Luck: 17 Skills: Dagger 6 Expert Bow 8 Master Chain 8 Master Fire Magic 4 Expert Air Magic 4 Expert Water Magic 4 Expert Earth Magic 4 Expert Dark Elf Magic 7 Master Merchant 8 Master Disarm Traps 4 Expert Armsmaster 3 Alchemy 3 Skill Points: Unused when found: 31 Total when found: 238 23 Infaustus (Shadowspire) Though an elder vampire, Infaustus has had little cause to leave her native Shadowspire. When she realized this, she immediately began preparations to leave. Traveling with you is an opportunity for her to know more of Jadame. Class: Nosferatu Level: 30 Portrait: 13 Voice: 13 Stats: Might: 23 Intellect: 13 Personality: 22 Endurance: 19 Accuracy: 19 Speed: 27 Luck: 15 Skills: Sword 4 Expert Dagger 8 Master Shield 4 Expert Leather 4 Expert Spirit Magic 4 Mind Magic 4 Vampire Magic 4 Expert ID Item 4 Expert Perception 4 Expert Regeneration 5 Expert Disarm Traps 4 Expert ID Monster 4 Expert Alchemy 4 Expert Learning 5 Skill Points: Unused when found: 56 Total when found: 218 24 Brimstone When he rebelled against the Garrote Gorge dragons, Yaardrake was fortunate to convince the mighty Brimstone to join his cause. That you were able to slay so many of Yaardrake's compatriots however, left Brimstone less impressed with Yaardrake and more impressed with you. Class: Great Wyrm Level: 30 Portrait: 24 Voice: 24 Stats: Might: 50 Intellect: 23 Personality: 9 Endurance: 30 Accuracy: 15 Speed: 17 Luck: 14 Skills: Dragon Magic 9 Master ID Item 8 Master Merchant 7 Expert Body Building 8 Master Meditation 7 Master Perception 10 Grandmaster Regeneration 4 Expert Alchemy 7 Master Learning 10 Grandmaster Skill Points: Unused when found: 44 Total when found: 356 25 Vetrinus Taleshire Next in line to lead the Necromancers' Guild of Shadowspire, Vetrinus has nothing in his heart for the Temple of the Sun but contempt. You are lucky to have such a powerful student of the dark magics traveling with you. Class: Lich Level: 50 Portrait: 26 Voice: 26 Stats: Might: 18 Intellect: 30 Personality: 13 Endurance: 19 Accuracy: 23 Speed: 25 Luck: 18 Skills: Staff 4 Expert Dagger 4 Expert Bow 4 Leather 4 Expert Fire Magic 10 Grandmaster Air Magic 10 Grandmaster Water Magic 10 Grandmaster Earth Magic 10 Grandmaster Dark Magic 10 Grandmaster ID Item 4 Expert Merchant 4 Expert Meditation 8 Master Perception 2 Disarm Traps 2 ID Monster 8 Master Alchemy 8 Master Learning 7 Master Skill Points: Unused when found: 104 Total when found: 564 26 Dervish Chevron (Garrote Gorge) Holder of the title of Keeper of the Light, Dervish will soon lead the Temple of the Sun in Jadame. You are lucky to have such stronger follower of the Path of Light with your party. Class: Priest of Light Level: 50 Portrait: 6 Voice: 6 Stats: Might: 19 Intellect: 11 Personality: 45 Endurance: 19 Accuracy: 19 Speed: 21 Luck: 17 Skills: Staff 4 Expert Mace 7 Master Shield 7 Master Leather 4 Expert Chain 4 Expert Spirit Magic 7 Master Mind Magic 7 Master Body Magic 10 Grandmaster Light Magic 10 Grandmaster Merchant 7 Master Repair 4 Expert Body Building 3 Meditation 7 Master Perception 3 Alchemy 4 Expert Learning 4 Expert Skill Points: Unused when found: 8 Total when found: 342 27 Tempus (Ravenshore) Among dragon hunters, Tempus is a legend. While most hunting parties consist of at least twenty seasoned knights, Tempus prefers to hunt his prey solo. You are fortunate to have in your service a knight of his great ability. Class: Champion Level: 50 Portrait: 2 Voice: 2 Stats: Might: 35 Intellect: 13 Personality: 15 Endurance: 30 Accuracy: 25 Speed: 35 Luck: 13 Skills: Sword 7 Master Spear 10 Grandmaster Bow 4 Expert Mace 4 Expert Shield 10 Grandmaster Chain 4 Expert Plate 10 Grandmaster Repair 10 Grandmaster Body Building 3 Perception 4 Disarm Traps 2 Armsmaster 10 Grandmaster Skill Points: Unused when found: 54 Total when found: 394 28 Thorne Understone It is uncommon to hear songs of Trollish heroes in the Ravenshore taverns, but when they are sung, chances are their subject is Thorne Understone. Class: War Troll Level: 50 Portrait: 23 Voice: 23 Stats: Might: 45 Intellect: 11 Personality: 13 Endurance: 35 Accuracy: 21 Speed: 27 Luck: 15 Skills: Staff 10 Grandmaster Mace 7 Master Leather 10 Grandmaster Chain 4 Expert Merchant 4 Repair 7 Master Body Building 10 Grandmaster Perception 4 Regeneration 10 Grandmaster Disarm Traps 4 ID Monster 4 Expert Armsmaster 7 Master Skill Points: Unused when found: 106 Total when found: 448 29 Ulbrecht Many Minotaur heroes made their name in the war against the Vori Frost Giants, but some names stand out more than others. "Ulbrecht," is such a name. Impressed by your great deeds he has raised his axe in your service. Class: Minotaur Lord Level: 50 Portrait: 21 Voice: 21 Stats: Might: 37 Intellect: 15 Personality: 24 Endurance: 27 Accuracy: 27 Speed: 21 Luck: 21 Skills: Staff 7 Master Sword 4 Expert Axe 10 Grandmaster Spear 7 Master Bow 7 Expert Mace 7 Master Chain 7 Master Plate 7 Master Spirit Magic 4 Expert Mind Magic 4 Expert Body Magic 4 Expert Body Building 7 Master Perception 10 Grandmaster Disarm Traps 7 Master Armsmaster 7 Master Learning 4 Skill Points: Unused when found: 0 Total when found: 396 30 Cauri Blackthorne Guardmaster of the Merchants of Alvar, Cauri is one of the finest warrior of the Dark Elf people. She runs errands for the Merchant Council, which they feel require a "special" touch. Her skills will be of great use, if she is in your service. Class: Patriarch Level: 50 Portrait: 19 Voice: 19 Stats: Might: 21 Intellect: 27 Personality: 15 Endurance: 20 Accuracy: 32 Speed: 33 Luck: 23 Skills: Dagger 7 Master Bow 10 Grandmaster Chain 10 Grandmaster Fire Magic 7 Master Air Magic 7 Master Water Magic 7 Master Earth Magic 7 Master Dark Elf Magic 10 Grandmaster Merchant 10 Grandmaster Disarm Traps 10 Grandmaster Armsmaster 4 Expert Alchemy 4 Expert Skill Points: Unused when found: 0 Total when found: 423 31 Artorius Veritas (Shadowspire) Grievous wounds forced the ancient vampire, Artorius Veritas into a healing slumber which lasted thirty-four years. Recently awaken he chooses to travel with you to see the changes time has wrought on Jadame. Class: Nosferatu Level: 50 Portrait: 14 Voice: 14 Stats: Might: 31 Intellect: 15 Personality: 27 Endurance: 27 Accuracy: 26 Speed: 39 Luck: 17 Skills: Dagger 10 Grandmaster Bow 4 Shield 6 Expert Leather 6 Expert Chain 4 Expert Spirit Magic 6 Expert Mind Magic 6 Expert Body Magic 4 Expert Vampire Magic 8 Master ID Item 4 Expert Merchant 4 Expert Perception 4 Expert Regeneration 4 Expert Disarm Traps 4 Expert ID Monster 10 Grandmaster Armsmaster 3 Alchemy 7 Master Learning 3 Skill Points: Unused when found: 0 Total when found: 332 32 Duroth the Eternal Few Dragons live to become as old as Duroth. Disgusted with the society built by the younger generation at Garrote Gorge, he left with his friend, Loeb to form a new nest built around the old ideals. Since that nest's fall he travels with you seeking a clearer truth. Class: Great Wyrm Level: 50 Portrait: 25 Voice: 25 Stats: Might: 100 Intellect: 27 Personality: 13 Endurance: 45 Accuracy: 23 Speed: 27 Luck: 17 Skills: Dragon Magic 11 Grandmaster ID Item 10 Master Merchant 10 Expert Body Building 9 Master Meditation 9 Master Perception 11 Grandmaster Regeneration 9 Expert ID Monster 10 Master Alchemy 10 Master Learning 11 Grandmaster Skill Points: Unused when found: 0 Total when found: 543 33 Nathaniel Roberts (**Shadowspire) Though not an official member of the Necromancers' Guild, Nathanial Roberts has gained considerable skill in the dark arts. Tolerated by guild members for his willingness to perform certain favors, Roberts picks up his knowledge where he can get it. Class: Necromancer Level: 15 Portrait: 10 Voice: 10 Stats: Might: 15 Intellect: 27 Personality: 11 Endurance: 17 Accuracy: 15 Speed: 17 Luck: 15 Skills: Staff 8 Master Dagger 4 Expert Leather 4 Expert Air Magic 4 Expert Water Magic 4 Expert Earth Magic 8 Master Dark Magic 8 Master ID Item 3 Merchant 2 Meditation 2 Perception 2 Disarm Traps 2 ID Monster 2 Alchemy 2 Learning 3 Skill Points: Unused when found: 41 Total when found: 204 34 Dyson Leyland Though a cleric schooled in the ways of the Sun Temple, his time in the Necromancers' Guild as a secret agent has left him with a dark nature. Though still on the Path of Light, he feels betrayed by his former order. Class: Cleric Level: 15 Portrait: 6 Voice: 6 Stats: Might: 15 Intellect: 15 Personality: 22 Endurance: 14 Accuracy: 12 Speed: 13 Luck: 13 Skills: Staff 4 Mace 4 Expert Shield 4 Leather 1 Chain 4 Expert Spirit Magic 4 Expert Mind Magic 4 Expert Body Magic 4 Expert Merchant 4 Expert Repair 1 Body Building 1 Meditation 1 Perception 2 Alchemy 2 Learning 4 Expert Skill Points: Unused when found: 0 Total when found: 85 35 Blazen Stormlance Finest knight ever trained by Charles Quixote. Blazen has a personal crusade against the Necromancers of Shadowspire and their attempts to creating skeletal dragons. His skill will prove very useful, if you allow him to travel with you. Class: Champion Level: 50 Portrait: 2 Voice: 2 Stats: Might: 30 Intellect: 13 Personality: 15 Endurance: 30 Accuracy: 21 Speed: 27 Luck: 11 Skills: Sword 7 Master Spear 10 Grandmaster Bow 4 Expert Mace 4 Expert Shield 10 Grandmaster Chain 4 Expert Plate 10 Grandmaster Repair 10 Grandmaster Body Building 3 Perception 4 Disarm Traps 2 Armsmaster 10 Grandmaster Skill Points: Unused when found: 54 Total when found: 394 PEOPLE WHO BUY AND SELL THINGS: Person that sells Tobersk Pulp, buys Tobersk Fruit: Ravenshore, Ravenshore north, E, Treblid's Home Person that sells Tobersk Fruit, buys Tobersk Brandy Dagger Wound Islands, Blood Drop, NE, Long-Tail's Hut Person that sells Tobersk Brandy, buys Tobersk Pulp: Alvar, southern village, NE, House of Brandy Person that sells Forged Credit Vouchers, buys Silver Dust of the Sea: Ravenshore, Ravenshore south, SE, Neblick's House Person that sells Silver Dust of the Sea, buys Ground Wyvern Horns: Shadowspire, Twilight, S central, House of Journey Person that sells Ground Wyvern Horns, buys Forged Credit Vouchers: Ravage Roaming, town to southeast, N, Cagnor's Shop Person that sells Pirate Amulets, buys Heartwood of Jadame: Shadowspire, Twilight, S central, Whisper Hall Person that buys Dried Sunfish: Murmurwoods, Temple of the Sun, N, Treasurestone Residence Person that sells Dried Sunfish, buys Pirate Amulets: Regna, crescent island, S central, Pavel's Place Person that buys Dire Wolf Pelts: Ravenshore, Ravenshore north, SW, Hall of the Tracker Person that buys Naga Hides: Ravenshore, Ravenshore south, E central, Reaver's Home Person that buys Wasp Stingers: Alvar, Alvar east, central, Veldon's Cottage Person that buys Ogre's Ears: Alvar, Alvar east, N, Keldon's Cottage Person that buys Royal Wasp Jelly: Ironsand Desert, Rust, N, Schmecker's Hovel Person that buys Wyvern Horns: Ravage Roaming, town to southeast, E, Xevius's Residence Person that makes Weapons from ore: Shadowspire, Twilight, SW, Brightsprear Hall Alvar, Alvar east, SW, Bombah Hall Person that makes Armor from ore: Shadowspire, Twilight, E, Caverhill Hall Alvar, southern village, central, Bowes Residence Person that makes Items from ore: Shadowspire, Twilight, E, Crane Cottage Alvar, southern village, E, Breman Residence PROMOTION QUEST GIVERS: Necromancer to Lich: Shadowspire, Twilight, W, Taleshire Hall Cleric to Priest of Light: Murmurwoods, Temple of the Sun, Snowtree Residence Knight to Champion: Garrote Gorge, Dragon Hunter's Camp, central, Stormlance Residence Troll to War Troll: Ironsand Desert, Rust, NE, Schmecker's Hovel Minotaur to Minotaur Lord: Ravage Roaming, Balthazar Lair, S, Tessalar's House Dark Elf to Patriarch: Alvar, Alvar west, NE, Blackthorne Estate Vampire to Nosferatu: Shadowspire, Twilight, SW, House of Lathaen Dragon to Great Wyrm: Garrote Gorge, Dragon Caves, N lower level, Dragon Leader's Cavern STAGE/SHIP SCHEDULES: Dagger Wound Islands (Blood Drop): Ship: Monday: Ravenshore, 4 days Tuesday: Ravenshore, 4 days Wednesday: Ravenshore, 4 days Thursday: Ravenshore, 4 days Friday: Ravenshore, 4 days Saturday: Ravenshore, 4 days Sunday: Ravenshore, 4 days Ravenshore (Ravenshore): Stage: Monday: Alvar, 2 days Tuesday: none Wednesday: none Thursday: Shadowspire, 2 days Friday: none Saturday: Alvar, 2 days Sunday: Garrote Gorge, 2 days Arena, 5 days Ship: Monday: none Tuesday: Dagger Wound, 5 days Wednesday: none Thursday: Dagger Wound, 5 days Friday: none Saturday: none Sunday: none Smuggler's Ship (available after Smuggler quest): Monday: Ravage Roaming, 4 days Tuesday: none Wednesday: Shadowspire, 6 days Thursday: none Friday: Ravage Roaming, 4 days Saturday: none Sunday: none Alvar (Alvar): Stage: Monday: Ravenshore, 2 days Tuesday: Shadowspire, 3 days Wednesday: none Thursday: Garrote Gorge, 3 days Friday: Ravenshore, 2 days Saturday: none Sunday: Garrote Gorge, 3 days Garrote Gorge (Garrote Gorge): Stage: Monday: Ravenshore, 2 days Tuesday: Shadowspire, 3 days Wednesday: Alvar, 3 days Thursday: none Friday: Ravenshore, 2 days Saturday: none Sunday: Arena, 5 days Shadowspire (Twilight): Stage: Monday: Ravenshore, 2 days Tuesday: Ironsand Desert, 2 days Wednesday: Ravenshore, 2 days Thursday: none Friday: none Saturday: Ironsand Desert, 2 days Sunday: Garrote Gorge, 3 days Ship: Monday: none Tuesday: Ravenshore, 4 days Wednesday: none Thursday: Ravenshore, 4 days Friday: none Saturday: Ravenshore, 4 days Sunday: none Smuggler's Ship (replaces above after Smuggler quest): Monday: Ravage Roaming, 4 days Tuesday: Ravenshore, 4 days Wednesday: none Thursday: Ravenshore, 4 days Friday: Ravage Roaming, 4 days Saturday: Ravenshore, 4 days Sunday: none Ironsand Desert (Rust): Stage: Monday: Alvar, 2 days Tuesday: none Wednesday: Shadowspire, 2 days Thursday: Ravenshore, 3 days Friday: none Saturday: Ravenshore, 3 days Sunday: Shadowspire, 2 days Ravage Roaming (???): Smuggler's Ship (available after Smuggler quest): Monday: none Tuesday: Ravenshore, 4 days Wednesday: Shadowspire, 6 days Thursday: Ravenshore, 4 days Friday: none Saturday: Ravenshore, 4 days Sunday: none Regna (Harecksburg): Ship: Monday: Ravenshore, 4 days Tuesday: Ravenshore, 4 days Dagger Wound, 5 days Wednesday: Ravenshore, 4 days Thursday: Ravenshore, 4 days Dagger Wound, 5 days Friday: Ravenshore, 4 days Saturday: Ravenshore, 4 days Sunday: Ravenshore, 4 days SPELL GUILD LOCATIONS: Self Guild, low-level: Ravenshore, Ravenshore south, SE Self Guild, high-level: Alvar, Alvar west, NW Mind Guild: Ravage Roaming, Balthazar Lair, E Elemental Guild, low-level: Ravenshore, Ravenshore south, N Dagger Wound Islands, Blood Drop, NW Elemental Guild, high-level: Alvar, Alvar west, W Dark Magic Guild: Shadowspire, Twilight, E central Light Magic Guild: Murmurwoods, Temple of the Sun, NE SAVEGAME EDITING: ** FOR ADVANCED USERS ONLY ** RISKY!!! These should work, but something really bad may happen later. I'm doing it with my game, but that doesn't mean its completely safe. Let BASE be the offset of the first letter of the character's name. Every offset listed below is relative to BASE. Some lengths are question marked because I don't know where they end. Some items are missing (like resistances...they were all 0 when I was doing this) Info on what values to use for portraits, stats, etc, are included below Expect multi-byte values to be stored least-significant byte first To change a value: 1) Backup the file Save???.dod which you will be editing. 2) Open the file and search for the name of the character to edit. 3) Write down the offset of the first letter of the character's name (BASE). 4) Add an OFFSET below to BASE to find the start of that field. 5) Change the value to the desired one. OFFSET 0000 Name Field (32 bytes), set unused bytes to 00 OFFSET 0020 Description (up to 650 bytes ???), set unused bytes to 00 ??? OFFSET 02AA Class (1 byte), DON'T CHANGE! (probably won't work) OFFSET 02AB Portrait (1 byte), be sure to change back before promotions (ie Lich) OFFSET 02AC Stat: Might (4 bytes) OFFSET 02B0 Stat: Intellect (4 bytes) OFFSET 02B4 Stat: Personality (4 bytes) OFFSET 02B8 Stat: Endurance (4 bytes) OFFSET 02BC Stat: Speed (4 bytes) OFFSET 02C0 Stat: Accuracy (4 bytes) OFFSET 02C4 Stat: Luck (4 bytes) OFFSET 02C8 Temporary AC bonus/penalty (2 bytes) OFFSET 02CA Level (4 bytes), DON'T CHANGE (probably won't work) OFFSET 02CE Temporary Age modifier (2 bytes) OFFSET 02D0 First skill (2 bytes) OFFSET 02D2 Second skill (2 bytes) . . . OFFSET 031C Last skill (2 bytes) OFFSET 031E Award/Quest flags (up to 64 bytes ???) ??? OFFSET 035E Fire spells (11 bytes) OFFSET 0369 Air spells (11 bytes) OFFSET 0374 Water spells (11 bytes) OFFSET 037F Earth spells (11 bytes) OFFSET 038A Spirit spells (11 bytes) OFFSET 0395 Mind spells (11 bytes) OFFSET 03A0 Body spells (11 bytes) OFFSET 03AB Light spells (11 bytes) OFFSET 03B6 Dark spells (11 bytes) OFFSET 03C1 Dark Elf spells (11 bytes) OFFSET 03CC Vampire spells (11 bytes) OFFSET 03D7 Dragon spells (11 bytes) ??? Items ??? OFFSET 1B3C Voice (1 byte) ??? OFFSET 1B4C Skill Points (4 bytes) OFFSET 1B58 Birth Year (2 bytes) Portrait/Voice: To choose: 1) Start a new game. 2) Click left on the class button to locate the leftmost male knight. 3) This is portrait 0, and it defaults to voice 0. 4) Clicking to the right in class increments both portrait number and voice number. 5) Count the number of clicks to the right needed to find the one you like. Put this number in the appropriate byte. Remove all armor/weapons/rings/etc. before changing to a dragon portrait. Class: The hex value starts 00 for Necromancer, 01 for Lich... The order is as on page 16 of the manual. Stats/Level: First 2 bytes are the base value Last 2 bytes are a temporary modifier (+/-) On the character sheet, it's written (Base+Mod)/(Base) Skills (some are leftovers; don't touch any that aren't used in MM8): Staff, Sword, Dagger, Axe, Spear, Box, Mace, Blaster (not used), Shield, Leather, Chain, Plate, Fire, Air, Water, Earth, Spirit, Mind, Body, Light, Dark, Dark Elf, Vampire, Dragon, ID Item, Merchant, Repair, Body Building, Meditation, Perception, Regeneration, Disarm Traps, Dodging, Unarmed, ID Monster, Armsmaster, unknown (doesn't show up on character sheet), Alchemy, Learning. The least-significant 6 bits of the first byte is the skill level (0-63). The 7th bit is expert 8th is master. The least-significant bit of the next word is grandmaster. So 0B 01 is Grandmaster, level 11. Only use one of the bits for Expert, Master, or GM. Spells: Each byte represents a spell (probably the same order as in the manual). 01 means you know the spell, 00 means you don't. For Dark Elf, Vampire, and Dragon, only the first 4 bytes are used. POTION MIXING LIST: These are from MM7 and have not been tried, but hopefully still work. I am updating the reagents; those with a * are not yet corrected. This has been completed up to Grand Master except: (Black) + (?) = (?): I won't bother for now I assign a number based on the total number of basic potions "inside" Bottle: 0 Reagent: 0 Basic Potion: 1 Complex Potion: 2 Compound(3): 3 (called "Layered Potion") Compound(4): 4 (called "Layered Potion") White(5): 5 White(6): 6 Black(7): 7 Black(8): 8 Black(9): 9 There are: 1 Bottle 20 Reagents (4 flavors, 5 strengths each, so far) 3 Basic Potions 3 Complex Potions 9 Compound(3) 3 Compound(4) 10 White(5) 11 White(6) 6 Black(7) 3 Black(8) 1 Black(9) For all combinations: (power of basic potion) = (power of reagent) + (alchemy skill) (catalyst) + (x) = (x), power = power of catalyst (can go down) (x) + (y) = (z), power = [(power of x)+(power of y)]/2, round down If plan to use catalyst, use LAST, and use low power ingredients Durations for non-permanent effects are (30 minutes)x(power) Some results yield smaller potions (lower numbers); these are listed You can use higher potions to produce useful ingredients in a pinch Normal level or higher required: Basic Potions: Red potion (Cure Wounds): (Restores 10+power hit points) Power 1: Widowsweep Berries Power 5: Wolf's Eye Power 10: Phial of Gog Blood Power 20: Ruby Power 50: *Dragon's Eye Yellow Potion (Cure Weakness): (Removes the weakness condition from character) Power 1: Poppy Pod Power 5: Thornbark Power 10: Sulfur Power 20: Garnet Power 50: Unicorn Horn Blue Potion (Magic Potion): (Restores 10+power spell points) Power 1: Phirna Root Power 5: Meteorite Fragment Power 10: Will O' Wisp Heart Power 20: Datura Power 50: Dragon Turtle Fang Grey Potion (Catalyst): (Used to increase power of other potions) Power 1: Mushroom Power 5: Obsidian Power 10: Wasp Wing Power 20: Mercury Power 75: *Philosopher's Stone Complex Potion: Cure Disease (Orange): (red) + (yellow) Cure Poison (Purple): (red) + (blue) Awaken (Green): (yellow) + (blue) Expert level or higher required: Compound(3) Potions: Haste (Orange+red): (Orange) + (red) Stoneskin (Orange+yellow): (Orange) + (yellow) Preservation (Orange+blue): (Orange) + (blue) Heroism (Purple+red): (Purple) + (red) Water Breathing (Purple+yellow): (Purple) + (yellow) Shield (Purple+blue): (Purple) + (blue) Bless (Green+red): (Green) + (red) Harden Item (Green+yellow): (Green) + (yellow) Recharge Item (Green+blue): (Green) + (blue) Water Breathing: No "drowning" damage taken for duration Harden Item: Use on item to make harder to break (permanent) Recharge Item: As spell, but permanently loses (70%-power) charges Compound(4) Potions: Remove Fear (Orange+Purple): (Orange) + (Purple) Cure Insanity (Orange+Green): (Orange) + (Green) Remove Curse (Purple+Green): (Purple) + (Green) Compound(3) + Basic Potion = Basic Potion: (Orange+red) + (red) = red (Orange+red) + (yellow) = grey (Orange+yellow) + (red) = grey (Orange+yellow) + (yellow) = yellow (Purple+red) + (red) = red (Purple+red) + (blue) = grey (Purple+blue) + (red) = grey (Purple+blue) + (blue) = blue (Green+yellow) + (yellow) = yellow (Green+yellow) + (blue) = grey (Green+blue) + (yellow) = grey (Green+blue) + (blue) = blue Compound(4) + Basic Potion = Basic Potion (Orange+Purple) + (red/yellow/blue) = grey (Orange+Green) + (red/yellow/blue) = grey (Purple+Green) + (red/yellow/blue) = grey Compound(3) + Complex Potion = Basic Potion (Orange+blue) + (Orange/Purple/Green) = blue (Purple+yellow) + (Orange/Purple/Green) = yellow (Green+red) + (Orange/Purple/Green) = red Compound(4) + Complex Potion = Basic Potion (Orange+Purple) + (Orange/Purple/Green) = grey (Orange+Green) + (Orange/Purple/Green) = grey (Purple+Green) + (Orange/Purple/Green) = grey Compound(3) + Compound(3) = Basic Potion: (Orange+blue) + (Orange+red) = blue (Orange+blue) + (Orange+yellow) = blue (Orange+blue) + (Purple+red) = blue (Orange+blue) + (Purple+blue) = blue (Orange+blue) + (Green+yellow) = blue (Orange+blue) + (Green+blue) = blue (Purple+yellow) + (Orange+red) = yellow (Purple+yellow) + (Orange+yellow) = yellow (Purple+yellow) + (Purple+red) = yellow (Purple+yellow) + (Purple+blue) = yellow (Purple+yellow) + (Green+yellow) = yellow (Purple+yellow) + (Green+blue) = yellow (Green+red) + (Orange+red) = red (Green+red) + (Orange+yellow) = red (Green+red) + (Purple+red) = red (Green+red) + (Purple+blue) = red (Green+red) + (Green+yellow) = red (Green+red) + (Green+blue) = red Master level or higher required: White(5) Potions: Cure Paralysis (CureParalysis): (Orange+yellow) + (Green) (Green+yellow) + (Orange) Might Boost (MightBoost): (Purple+red) + (Purple) Intellect Boost (IntellectBoost): (Green+yellow) + (Green) Personality Boost (PersonalityBoost): (Green+blue) + (Green) Endurance Boost (EnduranceBoost): (Purple+blue) + (Purple) Accuracy Boost (AccuracyBoost): (Orange+yellow) + (Orange) Speed Boost (SpeedBoost): (Orange+red) + (Orange) Flaming Potion (Flaming): (Orange+red) + (Green) (Orange+yellow) + (Purple) Freezing Potion (Freezing): (Purple+red) + (Green) (Purple+blue) + (Orange) Shocking Potion (Shocking): (Orange+red) + (Purple) (Purple+red) + (Orange) Noxious Potion (Noxious): (Green+yellow) + (Purple) (Green+blue) + (Orange) Swift Potion (Swift): (Purple+blue) + (Green) (Green+blue) + (Purple) Boost potions: Add 3x(power) to stat (temporary) Flaming Potion: Adds "of flame" (temporary) Freezing Potion: Adds "of frost" (temporary) Shocking Potion: Adds "of sparks" (temporary) Noxious Potion: Adds "of Poison" (temporary) Swift Potion: Adds "of swiftness" (temporary) White(6) Potions: Luck Boost (LuckBoost): (Purple+red) + (Purple+blue) Divine Cure (DivineCure): (Orange+red) + (Orange+yellow) Divine Power (DivinePower): (Green+yellow) + (Green+blue) Divine Restoration (DivineRestore): (Orange+red) + (Green+blue) (Orange+yellow) + (Purple+blue) (Purple+red) + (Green+yellow) Fire Resistance (FireResist): (Orange+red) + (Green+yellow) Water Resistance (WaterResist): (Purple+blue) + (Green+yellow) Air Resistance (AirResist): (Orange+red) + (Purple+blue) Earth Resistance (EarthResist): (Orange+yellow) + (Purple+red) Body Resistance (BodyResist): (Orange+yellow) + (Green+blue) Mind Resistance (MindResist): (Purple+red) + (Green+blue) Luck Boost: Adds 3x(power) to stat (temporary) Divine Cure: Restores 5x(power) hit points Divine Power: Restores 5x(power) spell points Divine Restoration: Removes all conditions except dead/stoned/eradicated Resistance Potions: Add 3x(power) to stat (temporary) White(5) + Basic Potion = Basic Potion: (Any White) + (red) = red (Any White) + (yellow) = yellow (Any White) + (blue) = blue White(5) + Complex Potion = Basic Potion: (CureParalysis) + (Orange) = grey (CureParalysis) + (Green) = grey (Shocking) + (Orange) = grey (Shocking) + (Purple) = grey (Swift) + (Purple) = grey (Swift) + (Green) = grey White(5) + Compound(3) = Basic Potion: (CureParalysis) + (Purple+blue) = grey (MightBoost) + (Green+yellow) = grey (IntellectBoost) + (Purple+red) = grey (PersonalityBoost) + (Orange+red) = grey (EnduranceBoost) + (Orange+yellow) = grey (AccuracyBoost) + (Purple+blue) = grey (SpeedBoost) + (Green+blue) = grey (Flaming) + (Orange+blue) = blue (Flaming) + (Purple+yellow) = yellow (Flaming) + (Green+red) = red (Flaming) + (Green+blue) = grey (Freezing) + (Orange+yellow) = grey (Freezing) + (Orange+blue) = blue (Freezing) + (Purple+yellow) = yellow (Freezing) + (Green+red) = red (Freezing) + (Green+yellow) = grey (Shocking) + (Green+yellow) = grey (Shocking) + (Green+blue) = grey (Noxious) + (Orange+red) = grey (Noxious) + (Orange+blue) = blue (Noxious) + (Purple+red) = grey (Noxious) + (Purple+yellow) = yellow (Noxious) + (Green+red) = red (Swift) + (Orange+red) = grey White(5) + Compound(4) = Basic Potion: (Flaming) + (Purple+Green) = blue (Freezing) + (Orange+Green) = yellow (Noxious) + (Orange+Purple) = red White(6) + Basic Potion = Basic Potion: (Any White) + (red) = red (Any White) + (yellow) = yellow (Any White) + (blue) = blue White(6) + Complex Potion = Basic Potion: (DivineRestore) + (Orange) = grey (DivineRestore) + (Purple) = grey (DivineRestore) + (Green) = grey (FireResist) + (Purple) = grey (WaterResist) + (Orange) = grey (AirResist) + (Green) = grey (EarthResist) + (Green) = grey (BodyResist) + (Purple) = grey (MindResist) + (Orange) = grey White(6) + Compound(3) = Basic Potion: (FireResist) + (Purple+blue) = grey (WaterResist) + (Orange+red) = grey (AirResist) + (Green+yellow) = grey (EarthResist) + (Green+blue) = grey (BodyResist) + (Purple+red) = grey (MindResist) + (Orange+yellow) = grey Grand Master level or higher required: Black(7) Potions: Pure Might (PureMight): (MightBoost) + (Orange) Pure Intellect (PureIntellect): (IntellectBoost) + (Orange) Pure Personality (PurePersonality): (PersonalityBoost) + (Purple) Pure Endurance (PureEndurance): (EnduranceBoost) + (Green) Pure Accuracy (PureAccuracy): (AccuracyBoost) + (Green) Pure Speed (PureSpeed): (SpeedBoost) + (Purple) Pure Potions: Add 50 to stat (permanent) Slaying Potion: Adds "of dragon slaying" to item (permanent) Black(8) Potions: Stone to Flesh (StoneFlesh): (CureParalysis) + (Purple+red) Pure Luck (PureLuck): (Swift) + (Orange+yellow) Slaying Potion (Slaying): (Flaming) + (Purple+blue) Pure Luck: Adds 50 to stat (permanent) Slaying Potion: Adds "of dragon slaying" to item (permanent) Black(9) Potions: Rejuvenation (Rejuvenation): (DivineRestore) + (Orange+blue) (DivineRestore) + (Purple+yellow) (DivineRestore) + (Green+red) Rejuvenation: Removes all unnatural aging Black + ? = ? ??? QUEST INFORMATION: Abandoned Temple / Idol Quest: In the temple there's a room with trapped floorplates (they glow red if you have perception skill). The one directly north of the central column opens a chest in the northwest wall of that room. The idol is there. Ogre Fortress / Find the Lower Level: After clearing the immediate area inside, head upstairs to the throne. Turn away from the throne; straight ahead on the left is a small button that opens the way to the lower level. Troll Tomb / Return the Remains Quest: The advice was to keep one hand on the right hand wall. This means to turn right whenever possible. Naturally, you follow the left hand wall to get back out again. Balthazar Lair / Drain the Lair Quest: Lever A resets the puzzle if you mess up; it is not required in the sequence. A short cut scene will tell you that you succeeded. You must already have been given the Alliance quest to gain access to some of the doors. Minotaur Axe / Minotaur Promotion Quest: You must take the axe to the caravan master in Dagger Wound Island (at the Town hall) for verification, not the leader. Zog's Barbarian Fortress / Find the Lower Level: There is a switch in one of the upper towers that opens a door to the lower levels. Ravage Roaming Temple of Eep / Open those f#@&%ing doors!: Every door in the temple has a trigger plate in from of it (glows red if your perception is high enough). You must run towards the door and jump before hitting the plate to keep the door from closing. Some people have also had some success creeping up to the plates and jumping without running, moving forward after they jump. One of the rooms has a box that can be moved closer to the doors by throwing a lever. Once done you must jump on the box to open the door. Jump off and get quickly through the door before it closes. Regna Island / Get to Regna Island: You will be told how to get there after you complete the Alliance quests. Regna Island / Destroy the fleet: You need ammo to fire the cannon. The ammo is in the abandoned pirate fortress, but you do not go in through the locked front door. Head for the other Pirate keep and work your way down to a secret underground passage. Find the Nightshade Brazier / Necromancer Alliance Quest: You must go to Shadowspire to pick up Dyson Leyland before you can get the brazier. Bring him in your party to the Temple of the Sun and search the wall left of the leader's door. Click on the button (glows red with perception) to reveal a passage below. You no longer need Dyson Leyland. Grab the brazier below (you can Town Portal even at Master if you're fast). Destroy the Skeletal Transformer / Cleric Alliance Quest: You must go to Shadowspire to pick up Dyson Leyland before you can access the transformer. Use Dyson to open the main door in the entrance hall area. You can drop him off for a while but will need him a little later. Fight your way down to a large room with skeletons. Once cleared retrieve Dyson Leyland and enter that room. Click on the levers until all are down (order matters, but it's easy to figure out). Close the door by pressing the button and click on the wooden beam to bar it. Enter the large part of the room to destroy the transformer. Lost Book of Kehl / Necromancer Promotion Quest: The book is in a library in Dagger Wound, on the southernmost island (the one with the volcano). You will also need Lich jars from the Mad Necromancer's Lab in Shadowspire. Find Cauri Blackthorne / Dark Elf Promotion Quest: From Adam Littman (AL51@NOSPAM.cornell.edu): Hit the '-' key to zoom out the mini automap fully. Go north until the south edge of the Circle of Stone is just touching the bottom of the map. Then go due west until you find her (the circle will still be visible on the map, about 1/4 of the way from the bottom right). Vault of Time / Obelisk Quest: Go to Mumurwoods on the morning of June 24th. A Unicorn King will appear near an arrow-shaped rock formation (north-central on the map) around 9am. Kill him for the key to the Vault of Time. The Crystal Tower / How to use the teleporter to the Plane Between the Planes: Click the top row of crystals and watch the pattern. Then click the bottom row in that order (like Simon). Flute / How to get to New World Computing: There is a large sword in the Plane Between the Planes. Click on it with a character who is carrying the flute and you can go to the hidden New World Computing offices. Riddles / How to answer the weirdo at the end: The clues are in the Merchant House in Ravenshore (where the council meets). Enter through the other door to the building (it's a library). Search the shelves for some paper with clues on it. If you need them, the answers are qsjtpo, jotjef, and fhh (subtract one from each letter: b->a, c->b, etc.). ITEM LIST: Courtesy of Ken Rice -=:=- kennrice (AT) erols (DOT) com Skill Icon # Item Damage/AC Value WEAPONS: Sword Longsword 1 Longsword 3d3 50 2 Trollish War Sword 3d3 +3 200 3 Dark Elven Longsword 3d3 +6 350 4 Templar's Sword 3d3 +9 500 5 Champion's Sword 3d3 +12 650 234 Snake 3d3 +12 30,000 PER -15, Slows target, -50 Water res 235 Elsenrail 3d3 +14 20,000 ACC +40, 10-20 points Light damage 236 Terminus 3d3 +14 15,000 +7 Armsmaster skill, +30 Air res 296 Glomenthal 3d3 +14 20,000 MGT +40, 10-20 points Dark damage 4 Havoc 3d3 +15 30,000 SPD +70, ACC +70, AC -20 Two-Handed Sword 6 Two-Handed Sword 4d5 400 7 Dark Elven Bastard Sword 4d5 +2 500 8 Minotaur Battlesword 4d5 +6 800 9 Dragonning Blade 4d5 +9 1,250 10 Headsman's Reaver 4d5 +12 2,000 10 Finality 4d5 +15 30,000 SPD -20, 10-20 points Fire damage, Slow Broadsword 11 Iron Broadsword 3d4 100 12 Trollish Claymore 3d4 +2 300 13 Lizardman Broadsword 3d4 +6 600 14 Knightly Broadsword 3d4 +9 800 15 Archangel Broadsword 3d4 +12 1,100 10 Sword of Whistlebone 4d5 +12 0 Double damage vs. Dragons Cutlass 16 Rusty Cutlass 2d4 100 17 Goblin Scimitar 2d4 +2 290 18 Regnan Cutlass 2d4 +6 590 19 Regnan Falchion 2d4 +8 790 20 Captain's Cutlass 2d4 +11 1,100 237 Judicious Measure 2d4 +13 20,000 END +40, LCK +40, Ogre Slaying Dagger Dagger 21 Crude Dagger 2d2 8 22 Crystal Dagger 2d2 +2 100 23 Merchantman's Dagger 2d2 +3 150 24 Master's Dagger 2d2 +5 250 25 Fanged Blade 2d2 +6 300 238 Blade of Mercy 2d2 +15 30,000 MGT +40, ACC -40, 4-10 points Elec damage, Necromancer 239 Foulfang 2d2 +14 20,000 Vampiric, 10 points of Poison damage Long Dagger 26 Long Dagger 2d3 15 27 Alvarian Poignard 2d3 +2 200 28 Regnan Fighting Knife 2d3 +4 350 29 Twilight Kris 2d3 +6 500 30 Dueling Long Dagger 2d3 +7 790 Axe Axe 31 Stone Axe 4d2 30 32 Battle Hatchet 4d2 +2 100 33 Battleaxe 4d2 +5 250 34 Dwarven Battle Axe 4d2 +8 550 35 Minotaur Battle Axe 4d2 +11 775 240 Elderaxe 4d2 +12 20,000 MGT +20, Swift, 6-12 points of Cold damage, Minotaur 248 Hell's Cleaver 4d2 +12 30,000 MGT +70, ACC +20, PER -50, INT -50 Two Handed Axe 36 Two Handed Axe 3d7 225 37 Footman's Axe 3d7 +2 450 38 Minotaur War Axe 3d7 +5 900 39 Elite Minotaur Axe 3d7 +9 1,250 40 Minotaur Herdsman Axe 3d7 +12 1,500 241 Volcano 3d7 +15 15,000 10-20 points Fire damage, +40 Fire res 40 Axe of Balthazar 3d7 +15 0 9-12 points Cold damage Spear Spear 41 Ogre Fighting Stick 1d9 15 42 Steel Spear 1d9 +2 50 43 Elven Long Spear 1d9 +5 250 44 War Spear 1d9 +9 450 45 Dragon Harpoon 1d9 +13 650 242 Spiritslayer 1d9 +13 30,000 MGT +50, LCK -40, Vampiric 45 Ebonest 2D9 +13 0 Double damage vs. dragons 45 Wyrm Spitter 1d9 +14 20,000 END +20, Dragon Slaying, Swift Halberd 46 Improvised Voulge 3d6 200 47 Halbred 3d6 +2 400 48 Beaked Halbred 3d6 +5 700 49 Minotaur Campaign Pole-axe 3d6 +9 1,300 50 Labyrinth Grapple 3d6 +13 1,600 243 Guardian 3d6 +15 15,000 +10 all attributes, 10-20 points Body damage Trident 51 Hayfork 2d6 100 52 Infantry Fork 2d6 +2 400 53 Lizardman Trident 2d6 +6 650 54 Regnan Trident 2d6 +9 900 55 Triton Trident 2d6 +13 1,250 244 Trident of Rulership 2d6 +13 30,000 Water Breathing, +70 Water res, -70 Fire res Bow Bow 56 Hunting Bow 5d2 200 57 Recurve Bow 5d2 +3 300 58 Snakewood Bow 5d2 +4 400 59 Elven Warbow 5d2 +6 600 60 Devilbone Bow 5d2 +7 750 245 Longseeker 5d2 +10 20,000 ACC +50, Swift, +4 Bow skill 59 Tournament Bow 5d2 +10 30,000 ACC +100, Bow skill +5, AC -20 60 Noblebone Bow 5d4 +12 15,000 Explosive impact Crossbow 61 Light Crossbow 4d2 50 62 Blood Drop Crossbow 4d2 +3 200 63 Hunting Crossbow 4d2 +5 300 64 Caravaner's Crossbow 4d2 +7 400 65 Regnan Crossbow 4d2 +8 550 246 Lightning Crossbow 4d2 +12 30,000 ACC -50, Swift, Dark Elf Mace Mace 66 Mace 2d4 50 67 Flail 2d4 +2 150 68 Temple Mace 2d4 +5 300 69 Reverend Sceptre 2d4 +7 450 70 Trollish War Mace 2d4 +11 600 68 Mace of the Sun 3d4 +7 12,000 Double damage vs. elementals 249 Scepter of Kings 2d5 +14 20,000 PER +40, regenerates hit points Hammer 71 Sledgehammer 2d5 120 72 Field Hammer 2d5 +3 300 73 Warhammer 2d5 +6 450 74 Sun Hammer 2d5 +9 650 75 Trollish Maul 2d5 +12 890 Club 78 Overlord's Club 1d3 +6 350 247 Breaker 3d3 +12 20,000 MGT +20, END +20, 10-20 points Body damage None Club 76 Club 1d3 1 77 Thornbark Club 1d3 +3 100 Staff Staff 79 Journey Staff 2d4 40 80 Orb Staff 2d4 +2 150 81 Priestly Staff 2d4 +4 250 82 Serpent Staff 2d4 +6 400 83 Bone Staff 2d4 +8 600 250 Staff of the Swamp 3d4 +10 20,000 Of Shielding, immune to disease, paralysis, poison 83 Staff of Elements 2d4 +4 30,000 AC -40, of Air, Fire, Water and Earth Magics ARMOR: Leather Leather 84 Leather Jerkin 4 150 85 Hardened Leather Vest 6 250 86 Caravaner's Leather 10 450 87 Regnan Leather 16 750 88 Alvarian Leather 24 1,150 251 Last Stage Cuirass 19 30,000 PER +80, INT +70, -30 mind and spirit res 251 Serendine's Preservation 34 20,000 END +30, regenerates spell points Chain Chain 89 Rusty Mail Vest 8 400 90 Steel Chainmail 12 600 91 Minotaur Chainmail 18 900 92 Siertal Chainmail 26 1300 93 Erudine Chainmail 36 1800 252 Glomenmail 48 20,000 +10 all stats and res, Dark Elf Plate Plate 94 Rusty Breastplate 20 1,000 95 Banded Plate 28 1,400 96 Minotaur Plate 38 2,000 97 Dark Knight Plate 50 2,700 98 Dragonning Plate 58 3,500 253 Supreme Plate 70 20,000 SPD +15, ACC +15, Swift, Knight Shield Large Shield 99 Trollish Shield 6 200 100 Thornbark Shield 7 300 101 Regnan Tournament Shield 9 400 102 Veteran Shield 12 500 103 Dragon Hunter's Shield 19 800 254 Eclipse 21 0 Of Spirit, of Body, of Mind, Cleric Buckler 104 Wooden Buckler 4 100 105 Caravaner's Small Shield 6 200 106 Calvary Shield 8 300 107 Death Head Shield 12 450 108 Eldritch Shield 18 750 255 Herondale's Lost Shield 14 30,000 PER -15, LCK -15, Immune to fear, stone, paralysis, sleep None Helm 109 Helm 2 60 110 Lizardman Helm 6 260 111 Full Helm 8 460 112 Battle Helm 10 660 113 Dragon Helm 12 860 256 Drogg's Helm 12 20,000 PER +15, INT +15, regenerates hit points Cloak 122 Traveller's Cloak 1 50 123 Moon Temple Cloak 3 150 124 Alvar Cloak 5 250 125 Necromancer Cloak 7 500 126 Vampire Cloak 9 750 260 Archangel Wings 10 20,000 Feather Falling, INT +30, +10 all magic res Gauntlets 127 Leather Gloves 3 100 128 Trollish Guantlets 6 250 129 Steel Guantlets 8 450 130 Minotaur Guantlets 10 650 131 Crusader's Guantlets 12 850 261 Fleetfingers 3 20,000 +8 to Disarm Trap, Bow and Armsmaster Boots 132 Walking Boots 2 50 133 Hardened Leather Boots 6 250 134 Regnan Boots 8 450 135 Alvarian Boots 10 650 136 Dragonning Boots 12 850 262 Herald's Boots 10 20,000 SPD +30, Swift, immunity to sleep Sometimes items will have a descriptive modifier added to its name. Below is a list of the modifiers and what they do. Armor includes armor, shields, helms, belts, capes, gauntlets and boots. Name Addition Bonus Stats Value For weapons only: Demon Slayer Double damage vs Demons X 2 Dragon Slayer Double damage vs Dragons X 2 of Acid Adds 12 points of Poison damage 2,000 of Carnage Explosive Impact! 5,000 of Cold Adds 3-4 points of Cold damage 500 of Darkness Drain HP from target and Increased Weapon speed X 3 of Fire Adds 1-6 points of Fire damage 500 of Flame Adds 2-12 points of Fire damage 1,000 of Force Increased Knockback 500 of Frost Adds 6-8 points of Cold damage 1,000 of Ice Adds 9-12 points of Cold damage 2,000 of Infernos Adds 3-18 points of Fire damage 2,000 of Lightning Adds 4-10 points of Electrical damage 1,000 of Poison Adds 5 points of Poison damage 500 of Sparks Adds 2-5 points of Electrical damage 500 of Swiftness Increased Weapon speed X 2 of The Dragon Adds 10-20 points of Fire damage and +25 Might 3,000 of Thunderbolts Adds 6-15 points of Electrical damage 2,000 of Venom Adds 8 points of Poison damage 1,000 Vampiric Drain HP from target X 2 For weapons, armor, rings and amulets: Antique Increased Value X 10 of Doom +1 to Seven Stats, HP, SP, Armor, Resistances 750 of Earth +10 to Endurance, Armor, HP 2,000 of Power +5 Level 2,500 of Recovery Increases rate of Recovery 200 of The Gods +10 to all Seven Statistics 3,000 of The Golem +15 Endurance and +5 Armor 1,500 of The Moon +10 Intellect and Luck 1,000 of The Sky +10 SP, Speed, Intellect 2,500 of The Stars +10 Endurance and Accuracy 1,000 of The Sun +10 Might and Personality 1,000 of The Troll +15 Endurance and Regenerate HP over time 1,500 of The Unicorn +15 Luck and Regenerate SP over time 1,500 Rogues +5 Speed and Accuracy 500 Warriors +5 Might and Endurance 500 Wizards +5 Intellect and Personality 500 For armor only: of Alarms Wearer resistant to Sleep 500 of Antidotes Wearer resistant to Poison 1,000 of Freedom Wearer resistant to Paralysis 2,000 of Immunity Wearer resistant to Diseases 1,000 of Life +10 HP and Regenerate HP over time 2,000 of Mana Regenerate SP over time 1,000 of Protection +10 to all Resistances 1,000 of Regeneration Regenerate HP over time 1,000 of Sanity Wearer resistant to Insanity 1,000 of Shielding Half damage from all missile attacks 1,000 of The Eclipse +10 SP and Regenerate SP over time 2,000 of The Medusa Wearer resistant to Stone 2,000 For armor, rings and amulets: of The Phoenix * +30 Fire Resistance and Regenerate HP over time 3,000 of Thievery * Increases chance of Disarming 2,000 For rings and amulets only: of Air Magic Increases effect of all Air spells 2,000 of Body Magic Increases effect of all Body spells 2,000 of Dark Magic Increases effect of all Dark spells 2,000 of Earth Magic Increases effect of all Earth spells 2,000 of Fire Magic Increases effect of all Fire spells 2,000 of Light Magic Increases effect of all Light spells 2,000 of Mind Magic Increases effect of all Mind spells 2,000 of Spirit Magic Increases effect of all Spirit spells 2,000 of Water Magic Increases effect of all Water spells 2,000 The above list of modifiers was found in the ICONS.DOD file using MM7VIEW. Additional modifiers do exist in the game. Two that have found are: of Defense Increases armor class of Items Increases identify item skill Modifiers may exist for each skill. The above information was compiled from serval sources: Might & Magic VIII (of course) The Icon # is the picture in the ICONS.LOD file which is viewable using MM7View, available here: http://uuhome.de/christoph.nahr/MM7Hints.html These Web Pages: http://members.spree.com/funNgames/rawdata/MM8/flamestrikes_mm8.html http://hem.passagen.se/mirka774/Mm8/ --- END OF MINI-FAQ ---</p>