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