Might and Magic 8 [strategy]

Might and Magic 8 [strategy]

Submitted by: kumayl hassan
E-mail: goldiman2002@yahoo.com

hello, here is a complete strategy guide of might and
magic 8 enjoy.

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 help.or 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:
 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 ---

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