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-
-
- 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
-
-
-
-