Might & Magic 1Might and Magic I FAQ/Walkthrough including Items/Monsters/Spells 
listing
(formerly monsters/items/spells listing)
(from Apple IIe version)

Version 0.6.1

Copyright 2000 Andrew Schultz schultza@earthlink.net.

Please do not redistribute for profit without my consent.  This took 
time to write and would have taken more without a lot of experience 
parsing Apple disk data.  However, if you contact me with a *SPECIFIC* 
query to post this FAQ on your site I will, after performing a certain 
amount of research, probably be in an agreeable mood.

This document does reveal the special abilities(not including puzzles) 
of every item in the game, so there is a potential for spoiling aside 
from walkthroughs.  As MM1 doesn't tell you these things 
specifically(well, there's a lot it doesn't tell you, which adds to the 
challenge in some ways,) perhaps people who still enjoy poking around in 
this game(or who wondered about certain things in the game) will enjoy 
this chart.

Disclaimer:  This FAQ is not associated with 3DO/New World Computing in 
any way.  The ideas for monster names, items, etc. are originally New 
World's and this document is intended as analysis.  If any relevant 
parties wish me to take down this document I have no problem with it.  
This FAQ also contains material taken with permission from 
project64.c64.org.

****AD SPACE****

My home page:
http://www.geocities.com/SoHo/Exhibit/2762
My games page:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm

------------------------------
Outline:

FAQ stuff
  QUICK START
  DRAGONS

ITEMS

MONSTERS

SPELLS

QUICK WALKTHROUGH[NECESSARY STUFF]

SIDE QUESTS

CHEATS

BUGS
------------------------------

FAQ stuff

  This is woefully underdeveloped right now.  The only info currently 
here is:
  QUICK START:  Get one character with each trait.  It helps if they are 
all women(see Portsmith) but as that is later in the game and not really 
necessary(and can be switched!) don't worry about it too much.
  To get the best possible non-magic items, I recommend that you create 
a bunch of characters that will get deleted--but first rip off the 200 
gold each one gets!  Plate mail for all who can....
  DRAGONS: who breathes what?
BLACK-ACID
BLUE-LIGHTNING
GOLD-ENERGY
GRAY-SPIKES
GREEN-POISON
RED-FIRE
SILVER-ENERGY
WHITE-COLD

ITEMS(all 256 including "Useless item" which occurs when a person uses 
an unequippable item and its charges run out)

The reason so much of the charts is in ALL CAPS is because I derived the 
info.
directly from byte codes on the disk.  Future versions may be able to 
modify
this with a stub function, but for now I just wanted to be able to get 
it out
there--when I do so, I'm more motivated to update/revise.  I suspect the 
current version is more than functional enough.

Here's a rough key:  "Used by" contains class abbreviations, R for 
robber, S
for sorceror, C for cleric, A for archer, P for paladin, and K for 
knight.  E/G
denotes which alignment can use it.  "EG" means that neutrals can use 
it, too.

SPECIAL determines if the item has special features, increases 
protection or
attributes.  EQUIP means it can be equipped, NONE means it can't be, and 
anything else means it is equippable and either provides protection 
against something or adds to an attribute.
AMT says how much those attributes are increased by.  For instance, 
COLD/50 increases cold resistance by 50 per cent.
MAGIC indicates if the item can cast magic spells--if so, the number of 
charges is indicated.
COST means the cost in gold.
DMG gives the item's maximum base damage.  This is only relevant for 
weapons.  A club, for instance, would do 1-3 damage, notwithstanding 
calculations regarding the character's might.
AC/DMG tells of the armor class bonus to the character if the item is 
armor, or extra damage added to DMG.  For instance, a spear +1 would do 
1-6 damage PLUS 1.

General observations:  a lot of these items have arbitrary evil/good 
alignments, and the cursed "Bracers AC 8" and "Large Shield +2" are 
nasty tricks, although some of the other cursed items are funny.  In 
Might and Magic II, the magic pluses were not part of the item, which 
made the item list more flexible and allowed for more items(Chain Mail 
+1 and Chain Mail have the same item number in the sequel.)  Also, the 
extra attributes added by magic items are arbitrary.  And some items 
which are useless for combat and spell purpose are critical to solve the 
game.

Note that many columns do not apply for many items.

ITEM NAME     |USED BY |SPECIAL|AMT|MAGIC|COST |DMG|AC/DMG|
--------------+--------+-------+---+-----+-----+---+------+
CLUB          |RSCAPKEG|EQUIP  |0  |N 0  |1    |3  |0     |
DAGGER        |RS APKEG|EQUIP  |0  |N 0  |5    |4  |0     |
HAND AXE      |R  APKEG|EQUIP  |0  |N 0  |10   |5  |0     |
SPEAR         |   APKEG|EQUIP  |0  |N 0  |15   |6  |0     |
SHORT SWORD   |R  APKEG|EQUIP  |0  |N 0  |20   |6  |0     |
MACE          |R CAPKEG|EQUIP  |0  |N 0  |25   |6  |0     |
FLAIL         |R CAPKEG|EQUIP  |0  |N 0  |40   |7  |0     |
SCIMITAR      |R  APKEG|EQUIP  |0  |N 0  |40   |7  |0     |
BROAD SWORD   |R  APKEG|EQUIP  |0  |N 0  |50   |7  |0     |
BATTLE AXE    |R  APKEG|EQUIP  |0  |N 0  |60   |0  |0     |
LONG SWORD    |R  APKEG|EQUIP  |0  |N 0  |60   |8  |0     |
CLUB +1       |RSCAPKEG|EQUIP  |0  |N 0  |30   |3  |1     |
CLUB +2       |RSCAPKEG|EQUIP  |0  |N 0  |100  |3  |2     |
DAGGER +1     |RS APKEG|EQUIP  |0  |N 0  |50   |4  |1     |
HAND AXE +1   |R  APKE |LUCK   |1  |N 0  |75   |5  |1     |
SPEAR +1      |   APK G|LUCK   |1  |N 0  |100  |6  |1     |
SHORT SWORD +1|R  APKEG|EQUIP  |0  |N 0  |100  |6  |1     |
MACE +1       |R CAPKEG|EQUIP  |0  |N 0  |125  |6  |1     |
FLAIL +1      |R CAPKEG|EQUIP  |0  |N 0  |200  |7  |1     |
SCIMITAR +1   |R  APK G|LUCK   |2  |N 0  |250  |7  |1     |
BROAD SWORD +1|R  APKE |LUCK   |2  |N 0  |300  |7  |1     |
BATTLE AXE +1 |R  APKEG|EQUIP  |0  |N 0  |300  |8  |1     |
LONG SWORD +1 |R  APKEG|EQUIP  |0  |N 0  |300  |8  |1     |
FLAMING CLUB  |RSCAPKEG|FIRE   |20 |Y 30 |500  |3  |3     |
CLUB OF NOISE |RSCAPKEG|CURSE  |0  |N 0  |100  |3  |0     |
DAGGER +2     |RS APKEG|EQUIP  |0  |Y 25 |200  |4  |2     |
HAND AXE +2   |R  APK G|LUCK   |2  |N 0  |225  |5  |2     |
SPEAR +2      |   APKE |LUCK   |2  |N 0  |250  |6  |2     |
SHORT SWORD +2|R  APKEG|EQUIP  |0  |Y 15 |300  |6  |2     |
MACE +2       |R CAPKEG|PERS   |1  |Y 10 |325  |6  |2     |
FLAIL +2      |R CAPKEG|PERS   |1  |Y 15 |350  |7  |2     |
SCIMITAR +2   |R  APKE |MIGHT  |1  |N 0  |400  |7  |2     |
BROAD SWORD +2|R  APK G|MIGHT  |1  |N 0  |400  |7  |2     |
BATTLE AXE +2 |R  APKEG|FIRE   |20 |Y 10 |500  |8  |2     |
LONG SWORD +2 |R  APKEG|ELEM   |20 |Y 10 |550  |8  |2     |
ROYAL DAGGER  |RS APK  |EQUIP  |0  |N 0  |2500 |4  |0     |
DAGGER OF MIND| S    EG|INT    |3  |Y 20 |750  |4  |3     |
DIAMOND DAGGER| S    EG|MIGHT  |4  |N 0  |800  |160|4     |
ELECTRIC SPEAR|   APKEG|ELEC   |40 |Y 16 |1200 |6  |3     |
HOLY MACE     |  C    G|PERS   |3  |Y 5  |2000 |6  |4     |
UN-HOLY MACE  |  C   E |PERS   |3  |Y 5  |2000 |6  |4     |
DARK FLAIL    |  CAPKE |CURSE  |0  |Y 10 |600  |3  |0     |
FLAIL OF FEAR |  C   EG|FEAR   |40 |Y 8  |1600 |7  |3     |
LUCKY SCIMITAR|R  APKEG|LUCK   |5  |N 0  |2200 |7  |4     |
MACE OF UNDEAD|  CAPK G|CURSE  |0  |Y 5  |500  |6  |0     |
COLD AXE      |    PKEG|COLD   |40 |Y 10 |2500 |8  |3     |
ELECTRIC SWORD|   APKEG|ELEC   |40 |Y 10 |2200 |8  |3     |
FLAMING SWORD |   APKEG|FIRE   |50 |Y 10 |2200 |8  |3     |
SWORD OF MIGHT|     KEG|MIGHT  |6  |Y 30 |8000 |8  |5     |
SWORD OF SPEED|   APKEG|SPEED  |6  |Y 20 |7000 |8  |5     |
SHARP SWORD   |    PKE |MAGIC  |21 |Y 5  |6500 |10 |4     |
ACCURATE SWORD|   APK G|ACCY   |6  |Y 10 |6500 |8  |6     |
SWORD OF MAGIC|R  APKEG|MAGIC  |30 |Y 15 |10000|8  |5     |
IMMORTAL SWORD|R  APK G|LUCK   |5  |Y 25 |7000 |8  |4     |
AXE PROTECTOR |   APKEG|MAGIC  |25 |Y 15 |8013 |8  |5     |
AXE DESTROYER |    PKE |MIGHT  |4  |Y 6  |8000 |8  |5     |
X!XX!X'S SWORD|R  APK  |LUCK   |15 |Y 10 |6000 |8  |4     |
ADAMANTINE AXE|   APKEG|LUCK   |8  |Y 5  |12000|8  |5     |
ULTIMATE SWORD|R  APKEG|MIGHT  |10 |Y 20 |15000|20 |6     |
ELEMENT SWORD |R  APKEG|MAGIC  |25 |Y 10 |12000|8  |5     |
SLING         |R  APKEG|EQUIP  |0  |N 0  |10   |4  |0     |
CROSSBOW      |R  APKEG|EQUIP  |0  |N 0  |50   |6  |0     |
SHORT BOW     |   APKEG|EQUIP  |0  |N 0  |75   |8  |0     |
LONG BOW      |   APKEG|EQUIP  |0  |N 0  |100  |10 |0     |
GREAT BOW     |   APKEG|EQUIP  |0  |N 0  |250  |12 |0     |
SLING +1      |R  APKEG|EQUIP  |0  |N 0  |50   |4  |1     |
CROSSBOW +1   |R  APKEG|EQUIP  |0  |N 0  |250  |6  |1     |
SHORT BOW +1  |   APKEG|EQUIP  |0  |N 0  |375  |8  |1     |
LONG BOW +1   |   APKEG|EQUIP  |0  |N 0  |500  |10 |1     |
GREAT BOW +1  |   APKEG|EQUIP  |0  |N 0  |1250 |12 |1     |
MAGIC SLING   |R  APKEG|MAGIC  |10 |Y 10 |800  |4  |3     |
CROSSBOW +2   |R  A  EG|ACCY   |2  |N 0  |1003 |6  |2     |
SHORT BOW +2  |   APKE |HOLY   |10 |N 0  |1000 |8  |2     |
LONG BOW +2   |   APK G|HOLY   |10 |N 0  |1200 |10 |2     |
GREAT BOW +2  |   APKEG|FEAR   |30 |N 0  |2000 |12 |2     |
CROSSBOW LUCK |R  A  EG|LUCK   |3  |Y 20 |2000 |6  |3     |
CROSSBOW SPEED|R  APKEG|SPEED  |4  |Y 10 |2000 |6  |3     |
LIGHTNING BOW |   APK G|ELEC   |20 |Y 10 |3000 |10 |3     |
FLAMING BOW   |   APKE |FIRE   |20 |Y 10 |3000 |10 |3     |
GIANT'S BOW   |   APKEG|EQUIP  |0  |N 0  |2000 |20 |3     |
THE MAGIC BOW |   APK G|MAGIC  |20 |Y 5  |6000 |16 |4     |
BOW OF POWER  |   APKE |FEAR   |40 |Y 15 |6000 |16 |4     |
ROBBER'S X-BOW|R     EG|SPEED  |4  |Y 10 |8000 |10 |5     |
ARCHER'S BOW  |   A  EG|ACCY   |5  |Y 10 |12000|20 |5     |
STAFF         | SCAPKEG|EQUIP  |0  |N 0  |30   |8  |0     |
GLAIVE        |   APKEG|EQUIP  |0  |N 0  |80   |10 |0     |
BARDICHE      |   APKEG|EQUIP  |0  |N 0  |80   |10 |0     |
HALBERD       |   APKEG|EQUIP  |0  |N 0  |100  |12 |0     |
GREAT HAMMER  |  CAPKEG|EQUIP  |0  |N 0  |150  |12 |0     |
GREAT AXE     |   APKEG|EQUIP  |0  |N 0  |150  |12 |0     |
FLAMBERGE     |   APKEG|EQUIP  |0  |N 0  |250  |14 |0     |
STAFF +1      | SCAPKEG|INT    |1  |N 0  |200  |8  |1     |
GLAIVE +1     |   APKE |SPEED  |1  |N 0  |350  |10 |1     |
BARDICHE +1   |   APK G|SPEED  |1  |N 0  |350  |10 |1     |
HALBERD +1    |   APKEG|EQUIP  |0  |N 0  |500  |12 |1     |
GREAT HAMMER+1|  CAPKEG|PERS   |1  |N 0  |550  |12 |1     |
GREAT AXE +1  |   APKEG|EQUIP  |0  |N 0  |500  |12 |1     |
FLAMBERGE +1  |   APKEG|EQUIP  |0  |N 0  |600  |14 |1     |
STAFF +2      | SCAPKEG|LUCK   |2  |Y 10 |600  |8  |2     |
GLAIVE +2     |   APKE |SPEED  |2  |N 0  |900  |10 |2     |
BARDICHE +2   |   APK G|SPEED  |2  |N 0  |900  |10 |2     |
HALBERD +2    |   APKEG|SPEED  |3  |Y 20 |1200 |12 |2     |
GREAT HAMMER+2|  CAPKEG|PERS   |2  |Y 20 |1200 |12 |2     |
GREAT AXE +2  |   APKEG|MIGHT  |2  |Y 10 |1200 |12 |2     |
FLAMBERGE +2  |   APKEG|MIGHT  |2  |Y 10 |2000 |14 |2     |
STAFF OF LIGHT| SCAPKEG|HOLY   |40 |Y 20 |1500 |8  |3     |
COLD GLAIVE   |   APKE |COLD   |40 |Y 20 |2500 |10 |3     |
CURING STAFF  | SC    G|POISN  |30 |Y 12 |2500 |8  |3     |
MINOTAUR'S AXE|   APKEG|CURSE  |0  |N 0  |2000 |3  |0     |
THUNDER HAMMER|  C   EG|ELEC   |40 |Y 15 |3500 |12 |4     |
GREAT AXE +3  |   APKEG|MIGHT  |4  |Y 10 |3500 |12 |3     |
FLAMBERGE +3  |   APKEG|MIGHT  |4  |Y 10 |5000 |14 |3     |
SORCERER STAFF| S    EG|INT    |4  |Y 10 |8000 |8  |5     |
STAFF OF MAGIC| SCAPKEG|MAGIC  |25 |Y 10 |5000 |8  |4     |
DEMON'S GLAIVE|   A K  |ELEM   |50 |Y 40 |10000|10 |5     |
DEVIL'S GLAIVE|   A K  |COLD   |50 |Y 40 |10000|10 |5     |
THE FLAMBERGE |   APKEG|MIGHT  |10 |Y 10 |15000|30 |6     |
HOLY FLAMBERGE|    P  G|MAGIC  |50 |Y 15 |20000|20 |6     |
EVIL FLAMBERGE|    P E |MAGIC  |50 |Y 15 |20000|20 |6     |
PADDED ARMOR  |RSCAPKEG|EQUIP  |0  |N 0  |10   |0  |1     |
LEATHER ARMOR |R CAPKEG|EQUIP  |0  |N 0  |20   |0  |2     |
SCALE ARMOR   |R CAPKEG|EQUIP  |0  |N 0  |50   |0  |3     |
RING MAIL     |R CAPKEG|EQUIP  |0  |N 0  |100  |0  |4     |
CHAIN MAIL    |  CAPKEG|EQUIP  |0  |N 0  |200  |0  |5     |
SPLINT MAIL   |    PKEG|EQUIP  |0  |N 0  |400  |0  |6     |
PLATE MAIL    |    PKEG|EQUIP  |0  |N 0  |1000 |0  |7     |
PADDED +1     |RSCAPKEG|EQUIP  |0  |N 0  |25   |0  |2     |
LEATHER +1    |R CAPKEG|EQUIP  |0  |N 0  |60   |0  |3     |
SCALE +1      |R CAPKEG|EQUIP  |0  |N 0  |120  |0  |4     |
RING MAIL +1  |R CAPKEG|FIRE   |5  |N 0  |250  |0  |5     |
CHAIN MAIL +1 |  CAPKEG|FIRE   |5  |N 0  |500  |0  |6     |
SPLINT MAIL +1|    PKEG|FIRE   |10 |N 0  |1000 |0  |7     |
PLATE MAIL +1 |    PKEG|FIRE   |10 |N 0  |2500 |0  |8     |
LEATHER +2    |R CAPKEG|ELEC   |10 |N 0  |150  |0  |4     |
SCALE +2      |R CAPKEG|COLD   |10 |N 0  |300  |0  |5     |
RING MAIL +2  |R CAPKEG|FIRE   |15 |N 0  |750  |0  |6     |
CHAIN MAIL +2 |  CAPKEG|FIRE   |15 |N 0  |1500 |0  |7     |
SPLINT MAIL +2|    PKEG|FIRE   |20 |N 0  |2500 |0  |8     |
PLATE MAIL +2 |    PKEG|FIRE   |20 |N 0  |7500 |0  |9     |
BRACERS AC 4  |RS A  EG|EQUIP  |0  |N 0  |1000 |0  |4     |
RING MAIL +3  |R CAPKEG|SPEED  |2  |N 0  |2000 |0  |7     |
CHAIN MAIL +3 |  CAPKEG|LUCK   |4  |N 0  |4500 |0  |8     |
SPLINT MAIL +3|    PKEG|MIGHT  |2  |N 0  |7500 |0  |9     |
PLATE MAIL +3 |    PKEG|FIRE   |50 |N 0  |15000|0  |10    |
BRACERS AC 6  |RS A  EG|FEAR   |20 |Y 20 |2500 |0  |6     |
CHAIN MAIL +3 |  CAPKEG|CURSE  |0  |N 0  |4500 |0  |0     |
BRACERS AC 8  |RSCAPKEG|CURSE  |0  |N 0  |7500 |0  |0     |
BLUE RING MAIL|R CAPKEG|ELEC   |60 |Y 30 |10000|0  |9     |
RED CHAIN MAIL|  CAPKEG|FIRE   |60 |Y 30 |15000|0  |10    |
X!XX!X'S PLATE|    PK  |LUCK   |10 |Y 10 |18000|0  |11    |
HOLY PLATE    |    P  G|MAGIC  |40 |Y 30 |25000|0  |12    |
UN-HOLY PLATE |    P E |MAGIC  |40 |Y 30 |25000|0  |12    |
ULTIMATE PLATE| S A KEG|MAGIC  |40 |Y 30 |30000|0  |13    |
BRACERS AC 8  |RS A  EG|FEAR   |60 |Y 40 |7500 |0  |8     |
SMALL SHIELD  |R C PKEG|EQUIP  |0  |N 0  |10   |0  |1     |
LARGE SHIELD  |R C PKEG|EQUIP  |0  |N 0  |50   |0  |2     |
SILVER SHIELD |R C PKEG|HOLY   |20 |N 0  |100  |0  |2     |
SMALL SHIELD+1|R C PKEG|EQUIP  |0  |N 0  |100  |0  |2     |
LARGE SHIELD+1|R C PKEG|EQUIP  |0  |N 0  |200  |0  |3     |
LARGE SHIELD+1|R C PKEG|CURSE  |0  |N 0  |200  |0  |0     |
SMALL SHIELD+2|R C PKEG|EQUIP  |0  |N 0  |400  |0  |3     |
LARGE SHIELD+2|R C PKEG|EQUIP  |0  |N 0  |800  |0  |4     |
LARGE SHIELD+2|R C PKEG|CURSE  |0  |N 0  |800  |0  |0     |
FIRE SHIELD   |R C PKEG|FIRE   |20 |N 0  |2500 |0  |5     |
COLD SHIELD   |R C PKEG|COLD   |20 |N 0  |2500 |0  |5     |
ELEC SHIELD   |R C PKEG|ELEC   |20 |N 0  |2500 |0  |5     |
ACID SHIELD   |R C PKEG|ELEM   |20 |N 0  |2500 |0  |5     |
MAGIC SHIELD  |R C PKEG|MAGIC  |20 |Y 20 |5000 |0  |6     |
DRAGON SHIELD |R C PKEG|MAGIC  |10 |Y 20 |8000 |0  |7     |
ROPE & HOOKS  |RSCAPKEG|NONE   |0  |N 0  |10   |0  |0     |
TORCH         |RSCAPKEG|NONE   |0  |Y 1  |2    |0  |0     |
LANTERN       |RSCAPKEG|NONE   |0  |Y 10 |20   |0  |0     |
10 FOOT POLE  |RSCAPKEG|NONE   |0  |N 0  |10   |0  |0     |
GARLIC        |RSCAPKEG|NONE   |0  |N 0  |5    |0  |0     |
WOLFSBANE     |RSCAPKEG|NONE   |0  |N 0  |10   |0  |0     |
BELLADONNA    |RSCAPKEG|NONE   |0  |N 0  |25   |0  |0     |
MAGIC HERBS   |RSCAPKEG|NONE   |0  |Y 3  |50   |0  |0     |
DRIED BEEF    |RSCAPKEG|NONE   |0  |Y 3  |40   |0  |0     |
ROBBER'S TOOLS|R     EG|THIEF  |20 |N 0  |150  |0  |0     |
BAG OF SILVER |RSCAPKEG|EQUIP  |0  |N 0  |300  |0  |0     |
AMBER GEM     |RSCAPKEG|EQUIP  |0  |N 0  |500  |0  |0     |
SMELLING SALT |RSCAPKEG|NONE   |0  |Y 3  |50   |0  |0     |
BAG OF SAND   |RSCAPKEG|NONE   |0  |Y 5  |100  |0  |0     |
MIGHT POTION  |RSCAPKEG|NONE   |0  |Y 3  |200  |0  |0     |
SPEED POTION  |RSCAPKEG|EQUIP  |0  |Y 3  |200  |0  |0     |
SUNDIAL       |RSCAPKEG|NONE   |0  |Y 50 |500  |0  |0     |
CURING POTION |RSCAPKEG|NONE   |0  |Y 4  |350  |0  |0     |
MAGIC POTION  |RSCAPKEG|NONE   |0  |Y 2  |500  |0  |0     |
DEFENSE RING  |RSCAPKEG|AC+    |1  |Y 30 |500  |0  |0     |
BAG OF GARBAGE|RSCAPKEG|CURSE  |0  |N 0  |100  |0  |0     |
SCROLL OF FIRE|RSCAPKEG|NONE   |0  |Y 1  |300  |0  |0     |
FLYING CARPET | S    EG|AC+    |2  |Y 10 |500  |0  |0     |
JADE AMULET   |        |?????  |5  |N 0  |600  |0  |0     |
ANTIDOTE BREW |RSCAPKEG|NONE   |0  |Y 2  |500  |0  |0     |
SKILL POTION  |RSCAPKEG|NONE   |0  |Y 5  |600  |0  |0     |
BOOTS OF SPEED|RSCAPKEG|SPEED  |5  |Y 10 |800  |0  |0     |
LUCKY CHARM   |RSCAPKEG|LUCK   |5  |Y 20 |800  |0  |0     |
WAND OF FIRE  | S A  EG|FIRE   |15 |Y 10 |1000 |0  |0     |
UNDEAD AMULET |RSCAPKEG|FEAR   |50 |Y 20 |800  |0  |0     |
SILENT CHIME  |RSCAPKEG|NONE   |0  |Y 20 |400  |0  |0     |
BELT OF POWER |R   PKEG|MIGHT  |5  |N 0  |600  |0  |0     |
MODEL BOAT    |RSCAPKEG|NONE   |0  |Y 15 |400  |0  |0     |
DEFENSE CLOAK |RSCAPKEG|AC+    |2  |N 0  |700  |0  |0     |
KNOWLEDGE BOOK| SCAP EG|INT    |2  |Y 4  |1000 |0  |0     |
RUBY IDOL     |RSCAPKEG|NONE   |0  |N 0  |3000 |0  |0     |
SORCERER ROBE | S    EG|INT    |5  |Y 20 |2500 |0  |0     |
POWER GAUNTLET|R CAPKEG|MIGHT  |5  |N 0  |3000 |0  |0     |
CLERIC'S BEADS|  C   EG|PERS   |5  |Y 50 |3000 |0  |0     |
HORN OF DEATH |RSCAPKEG|NONE   |0  |Y 10 |2500 |0  |0     |
POTION OF LIFE|RSCAPKEG|NONE   |0  |Y 2  |1500 |0  |0     |
SHINY PENDANT |RSCAPKEG|HOLY   |30 |Y 10 |2000 |0  |0     |
LIGHTNING WAND|R CA  EG|ELEC   |20 |Y 10 |1500 |0  |0     |
PRECISION RING|RSCAPKEG|ACCY   |5  |N 0  |3000 |0  |0     |
RETURN SCROLL |RSCAPKEG|NONE   |0  |Y 1  |2000 |0  |0     |
TELEPORT HELM |RSCAPKEG|MAGIC  |10 |Y 20 |5000 |0  |0     |
YOUTH POTION  |RSCAPKEG|NONE   |0  |Y 2  |4000 |0  |0     |
BELLS OF TIME |RSCAPKEG|NONE   |0  |Y 50 |1000 |0  |0     |
MAGIC OIL     |RSCAPKEG|NONE   |0  |Y 1  |1000 |0  |0     |
MAGIC VEST    |RSCAPKEG|MAGIC  |20 |Y 10 |6000 |0  |0     |
DESTROYER WAND| S A  EG|MAGIC  |10 |Y 10 |7000 |0  |0     |
ELEMENT SCARAB|RSCAPKEG|PERS   |5  |Y 20 |6000 |0  |0     |
SUN SCROLL    |RSCAPKEG|NONE   |0  |Y 1  |3000 |0  |0     |
STAR RUBY     |RSCAPKEG|LUCK   |10 |Y 30 |6000 |0  |0     |
STAR SAPPHIRE |RSCAPKEG|MAGIC  |30 |Y 10 |6000 |0  |0     |
WEALTH CHEST  |RSCAPKEG|NONE   |0  |Y 5  |6000 |0  |0     |
GEM SACK      |RSCAPKEG|NONE   |0  |Y 10 |10000|0  |0     |
DIAMOND COLLAR|RSCAPKEG|?????  |80 |Y 10 |10000|0  |0     |
FIRE OPAL     |RSCAPKEG|?????  |80 |Y 10 |10000|0  |0     |
UNOBTAINIUM   |        |?????  |5  |N 0  |50000|0  |0     |
VELLUM SCROLL |RSCAPKEG|NONE   |0  |N 0  |10   |0  |0     |
RUBY WHISTLE  |RSCAPKEG|LUCK   |2  |Y 200|500  |0  |0     |
KINGS PASS    |RSCAPKEG|NONE   |0  |N 0  |0    |0  |0     |
MERCHANTS PASS|RSCAPKEG|NONE   |0  |N 0  |0    |0  |0     |
CRYSTAL KEY   |RSCAPKEG|NONE   |0  |Y 10 |1000 |0  |0     |
CORAL KEY     |RSCAPKEG|NONE   |0  |Y 10 |300  |0  |0     |
BRONZE KEY    |RSCAPKEG|NONE   |0  |Y 20 |500  |0  |0     |
SILVER KEY    |RSCAPKEG|NONE   |0  |Y 30 |600  |0  |0     |
GOLD KEY      |RSCAPKEG|NONE   |0  |Y 15 |800  |0  |0     |
DIAMOND KEY   |RSCAPKEG|NONE   |0  |Y 20 |2000 |0  |0     |
CACTUS NECTAR |RSCAPKEG|NONE   |0  |Y 10 |400  |0  |0     |
MAP OF DESERT |RSCAPKEG|NONE   |0  |Y 20 |400  |0  |0     |
LASER BLASTER |RSCAPKEG|ACCY   |5  |Y 10 |2000 |0  |0     |
DRAGONS TOOTH |RSCAPKEG|NONE   |0  |Y 10 |1500 |0  |0     |
WYVERN EYE    |RSCAPKEG|NONE   |0  |Y 20 |1000 |0  |0     |
MEDUSA HEAD   |RSCAPKEG|CURSE  |0  |N 0  |0    |0  |0     |
RING OF OKRIM |RSCAPKEG|LUCK   |10 |Y 20 |3000 |0  |0     |
B QUEEN IDOL  |RSCAPKEG|NONE   |0  |N 0  |0    |0  |0     |
W QUEEN IDOL  |RSCAPKEG|NONE   |0  |N 0  |0    |0  |0     |
PIRATES MAP A |RSCAPKEG|NONE   |0  |N 0  |1000 |0  |0     |
PIRATES MAP B |RSCAPKEG|NONE   |0  |N 0  |2000 |0  |0     |
THUNDRANIUM   |RSCAPKEG|NONE   |0  |Y 250|10000|0  |0     |
KEY CARD      |RSCAPKEG|NONE   |0  |N 0  |0    |0  |0     |
EYE OF GOROS  |RSCAPKEG|NONE   |0  |Y 20 |10000|0  |0     |
(USELESS ITEM)|RSCAPKEG|NONE   |0  |N 0  |0    |0  |0     |

Below, AC=monster's armor class, DMG=maximum damage monster can do, 
ATT=# of attacks, SPD = monster's speed, EXP=experience split among 
party members for each monster killed, and ICO=the icon number of the 
monster(what you see on the screen).  There is more information, but 
this is the major stuff, made clear by the Identify Monster 
spell(sorcerer 2-3.)

MONSTER NAME   |AC |DMG|ATT|SPD|EXP    |ICO|
---------------+---+---+---+---+-------+---+
FLESH EATER    |2  |6  |1  |7  |20     |2  |
BATTLE RAT     |3  |3  |1  |12 |20     |2  |
SLITHER BEAST  |4  |8  |1  |10 |50     |13 |
GNOME          |5  |6  |1  |12 |50     |3  |
GOBLIN         |4  |6  |1  |10 |20     |3  |
GREMLIN        |3  |3  |2  |4  |50     |3  |
GUARDSMAN      |2  |6  |1  |14 |30     |20 |
KOBOLD         |4  |4  |1  |6  |20     |2  |
MUTANT LARVA   |0  |3  |1  |2  |20     |7  |
ORC            |4  |6  |1  |11 |30     |5  |
POLTERGEIST    |0  |2  |2  |16 |60     |22 |
RABID JACKAL   |3  |2  |1  |15 |20     |11 |
SKELETON       |3  |6  |1  |9  |20     |23 |
SNAKE          |2  |3  |1  |17 |50     |13 |
SPRITE         |10 |2  |1  |20 |100    |3  |
VAMPIRE BAT    |2  |3  |1  |14 |50     |9  |
MINOR DEMON    |5  |8  |2  |16 |200    |4  |
DEMON DOG      |3  |10 |2  |14 |100    |11 |
DUNG BEETLE    |6  |8  |1  |8  |50     |0  |
FIRE ANT       |5  |6  |1  |7  |50     |0  |
GHOUL          |4  |5  |3  |13 |200    |21 |
GNOLL          |5  |8  |1  |10 |50     |5  |
HAG            |1  |4  |2  |8  |50     |4  |
LOCUST PLAGUE  |5  |1  |10 |17 |200    |1  |
ORC LEADER     |5  |8  |1  |14 |60     |5  |
RABID LEPER    |0  |3  |1  |11 |50     |2  |
ROTTING CORPSE |2  |4  |2  |3  |60     |21 |
SAVAGE SHREW   |3  |5  |3  |13 |150    |0  |
STRANGLING VINE|3  |3  |4  |6  |100    |17 |
THIEF          |3  |8  |1  |16 |50     |18 |
TROGLODYTE     |5  |4  |3  |11 |60     |13 |
ZOMBIE         |2  |8  |1  |2  |50     |21 |
ACIDIC BLOB    |1  |8  |2  |8  |300    |7  |
CENTAUR        |4  |4  |4  |12 |200    |14 |
CLERIC         |5  |8  |1  |12 |300    |19 |
MINOR DEVIL    |4  |4  |2  |15 |250    |4  |
FIRE BEETLE    |7  |15 |1  |6  |150    |0  |
GARGOYLE       |5  |4  |4  |12 |300    |4  |
GARGANTU ANT   |8  |12 |1  |9  |100    |0  |
DINOLIZARD     |5  |10 |1  |11 |120    |13 |
GIANT SPIDER   |5  |8  |1  |18 |150    |0  |
HARPY          |3  |5  |3  |15 |200    |9  |
HIPPOGRIFF     |5  |8  |3  |14 |200    |14 |
KILLER BEES    |10 |2  |10 |16 |300    |1  |
PEGASUS        |4  |8  |3  |20 |250    |14 |
SHADOW BEAST   |3  |5  |1  |18 |150    |22 |
WILD BOAR      |3  |12 |1  |14 |120    |12 |
WOLVERINE      |5  |5  |3  |12 |250    |12 |
BARBARIAN      |8  |12 |2  |15 |400    |18 |
CARYATID GUARD |5  |10 |1  |15 |400    |20 |
COCKATRICE     |4  |8  |1  |8  |500    |10 |
CYCLOPS        |6  |15 |2  |10 |400    |8  |
DRUID          |4  |8  |2  |14 |400    |19 |
RHINO BEETLE   |7  |20 |1  |7  |500    |0  |
GIANT CENTIPEDE|5  |4  |8  |9  |500    |0  |
MAGICIAN       |5  |8  |1  |15 |600    |19 |
MILITIAMAN     |9  |10 |2  |9  |300    |20 |
ORC CHIEFTAIN  |10 |12 |2  |15 |500    |20 |
OGRE           |7  |10 |2  |12 |350    |5  |
SATYR          |5  |8  |2  |10 |300    |6  |
SWARMING WASPS |4  |2  |10 |17 |400    |1  |
UNICORN        |8  |10 |3  |22 |500    |14 |
WEREWOLF       |7  |8  |2  |14 |400    |11 |
WIGHT          |6  |10 |1  |12 |500    |22 |
BARBARIAN CHIEF|10 |12 |3  |18 |800    |18 |
BASILISK       |5  |15 |1  |14 |1000   |16 |
CELESTIAL STAG |14 |10 |3  |19 |700    |14 |
DUST DEMON     |9  |12 |3  |15 |600    |4  |
GIANT SCORPION |7  |8  |3  |13 |600    |0  |
5 HEADED HYDRA |7  |8  |5  |12 |1500   |16 |
WARRIOR CAT    |6  |6  |4  |17 |600    |12 |
MINOTAUR       |7  |35 |1  |15 |1500   |14 |
OGRE CHIEF     |9  |15 |2  |15 |750    |5  |
PANTHRO MIST   |7  |8  |4  |18 |600    |12 |
PHANTOM        |7  |8  |2  |10 |600    |23 |
SWORDSMAN      |6  |10 |2  |18 |600    |20 |
TROLL          |6  |9  |3  |12 |600    |6  |
WOOD GOLEM     |5  |15 |2  |5  |800    |8  |
WRAITH         |6  |6  |2  |9  |800    |22 |
YETI           |4  |10 |2  |13 |600    |8  |
DEADLY SPORES  |2  |1  |1  |10 |600    |17 |
ENCHANTRESS    |6  |6  |2  |15 |1000   |19 |
FIRE LIZARD    |7  |10 |3  |12 |800    |13 |
GIANT SLOTH    |5  |8  |4  |14 |750    |11 |
GRIFFIN        |7  |8  |3  |14 |700    |10 |
PYRO HYDRA     |7  |8  |5  |12 |2000   |16 |
MAN EATING MARE|6  |8  |3  |14 |600    |14 |
MANTICORE      |6  |6  |4  |12 |600    |10 |
MEDUSA         |5  |4  |1  |9  |1000   |4  |
RAKSHASHA      |14 |5  |3  |14 |3000   |4  |
STONE GOLEM    |7  |40 |1  |6  |1500   |8  |
CAVE TROLL     |7  |11 |3  |10 |900    |6  |
HILL TROLL     |8  |12 |3  |11 |1100   |6  |
WARLOCK        |8  |8  |1  |16 |800    |19 |
WEREBEAR       |8  |8  |4  |14 |800    |11 |
WICKED WITCH   |4  |6  |2  |14 |1000   |4  |
ASSASSIN       |6  |8  |1  |19 |2000   |18 |
BANSHEE        |10 |10 |1  |12 |3000   |22 |
CAVE GIANT     |10 |16 |3  |12 |2000   |8  |
CHIMERA        |8  |5  |6  |14 |5000   |10 |
AIR ELEMENTAL  |7  |15 |1  |20 |4000   |22 |
EXECUTIONER    |8  |12 |2  |14 |4000   |20 |
GORGON         |8  |12 |1  |12 |6000   |14 |
LESSER DEMON   |10 |8  |4  |16 |2500   |4  |
LESSER DEVIL   |8  |6  |5  |16 |2500   |4  |
MUMMY          |7  |20 |2  |7  |2000   |21 |
NECROMANCER    |7  |8  |2  |17 |2000   |19 |
SPECTER        |8  |12 |1  |12 |3000   |22 |
WHITE WOLF     |10 |12 |3  |14 |2500   |11 |
WYVERN         |7  |18 |2  |12 |2000   |16 |
GREEN DRAGON   |8  |8  |3  |12 |6000   |15 |
BLUE DRAGON    |8  |10 |3  |13 |6000   |15 |
EVIL EYE       |10 |10 |2  |10 |5000   |7  |
EARTH ELEMENTAL|8  |20 |1  |18 |4000   |22 |
GHOST          |10 |10 |1  |10 |4000   |22 |
FROST GIANT    |10 |24 |1  |12 |5000   |8  |
STONE GIANT    |10 |10 |4  |12 |4000   |8  |
8 HEADED HYDRA |10 |8  |8  |13 |7500   |16 |
LAVA BEAST     |5  |12 |2  |9  |4000   |7  |
MANTIS WARRIOR |8  |12 |4  |16 |4000   |1  |
NAGA           |8  |8  |1  |15 |4000   |13 |
DINOBEETLE     |10 |50 |1  |8  |6000   |0  |
SPHINX         |11 |10 |3  |18 |5000   |12 |
VAMPIRE        |9  |12 |2  |14 |5000   |21 |
WARRIOR        |12 |12 |2  |14 |4000   |20 |
WIZARD         |8  |6  |2  |18 |7000   |19 |
WHITE DRAGON   |8  |12 |3  |15 |10000  |15 |
GRAY DRAGON    |8  |15 |3  |16 |10000  |15 |
ARCH DRUID     |10 |8  |2  |18 |15000  |19 |
CHAOTIC KNIGHT |14 |15 |3  |18 |7000   |20 |
GREATER DEMON  |15 |8  |7  |19 |10000  |4  |
GREATER DEVIL  |12 |15 |4  |19 |10000  |4  |
FIRE ELEMENTAL |9  |30 |1  |20 |8000   |22 |
GUARDIAN SPIRIT|8  |6  |6  |16 |6000   |23 |
STORM GIANT    |9  |30 |2  |14 |10000  |8  |
12 HEADED HYDRA|10 |10 |12 |16 |12000  |16 |
INVISIBLE THING|14 |10 |3  |25 |6000   |23 |
MAGE           |10 |6  |3  |20 |8000   |19 |
MASTER THIEF   |12 |8  |2  |20 |5000   |18 |
STEEL GOLEM    |15 |25 |2  |10 |7500   |8  |
WEREPHASE MUMMY|20 |20 |2  |35 |8000   |21 |
BLACK DRAGON   |12 |18 |3  |16 |15000  |15 |
RED DRAGON     |12 |20 |3  |15 |15000  |15 |
XX!XX!XX!XX!XX |20 |1  |1  |18 |15000  |22 |
BLACK KNIGHT   |16 |50 |3  |20 |10000  |20 |
DEMON LORD     |20 |50 |2  |30 |60000  |4  |
ARCH DEVIL     |16 |100|1  |30 |60000  |4  |
GOLD DRAGON    |10 |20 |5  |16 |50000  |15 |
SILVER DRAGON  |8  |16 |4  |16 |20000  |15 |
DIAMOND GOLEM  |15 |60 |3  |12 |15000  |8  |
16 HEADED HYDRA|15 |12 |16 |12 |20000  |16 |
HIGH CLERIC    |14 |16 |3  |18 |10000  |19 |
KIRIN          |15 |40 |4  |22 |14000  |10 |
LICH           |10 |10 |2  |20 |20000  |23 |
ARCH MAGE      |12 |8  |2  |25 |25000  |19 |
MASTER ARCHER  |10 |16 |8  |18 |25000  |18 |
PHOENIX        |13 |8  |3  |24 |15000  |10 |
ROC            |10 |50 |3  |14 |15000  |10 |
SAND WORM      |7  |200|1  |8  |15000  |16 |
TITAN          |13 |60 |2  |30 |20000  |8  |
ALGAE BEAST    |0  |6  |1  |1  |50     |24 |
WATER RAT      |1  |6  |1  |6  |100    |24 |
LAMPREY        |2  |8  |1  |15 |200    |24 |
GIANT LEECH    |2  |8  |1  |3  |250    |24 |
CROCODILE      |5  |10 |2  |12 |300    |24 |
GIANT CRAB     |9  |10 |2  |12 |300    |24 |
BARRACUDA      |5  |20 |1  |16 |350    |24 |
GIANT SQUID    |5  |6  |8  |14 |400    |24 |
ELECTRIC EEL   |5  |8  |1  |15 |500    |24 |
SEA HAG        |8  |6  |3  |12 |500    |24 |
HIPPOCAMPUS    |12 |10 |4  |18 |600    |24 |
SHARK          |6  |30 |2  |24 |700    |24 |
SIREN          |8  |8  |2  |13 |700    |24 |
WATER ELEMENTAL|12 |50 |1  |30 |1200   |24 |
SEA SERPENT    |10 |100|1  |20 |3000   |24 |
SEA DRAGON     |15 |50 |4  |32 |20000  |24 |
SCORPION       |12 |60 |2  |20 |12000  |0  |
DARK RIDER     |15 |50 |4  |30 |12000  |20 |
WINGED BEAST   |12 |120|1  |30 |12000  |15 |
GREAT SEA BEAST|12 |100|1  |30 |12000  |24 |
DEMON KING     |30 |50 |5  |35 |50000  |24 |
SUCCUBUS QUEEN |20 |30 |3  |20 |10000  |24 |
TYRANNOSAURUS  |10 |200|1  |12 |5000   |16 |
ALIEN          |15 |20 |2  |15 |1000   |22 |
NATIVES        |6  |10 |2  |10 |200    |21 |
VOLCANO GOD    |30 |40 |6  |32 |60000  |7  |
PAUL PEAD      |10 |30 |1  |19 |2000   |18 |
PIRATE         |8  |20 |1  |17 |500    |23 |
PIRATE CAPTAIN |10 |20 |3  |18 |1000   |23 |
GRAY MINOTAUR  |13 |30 |4  |20 |15000  |14 |
LORD ARCHER    |15 |80 |3  |21 |20000  |18 |
BRONTASAURUS   |8  |150|1  |6  |5000   |16 |
STEGOSAURUS    |15 |200|1  |6  |5000   |16 |
KILLER CADAVER |8  |12 |3  |15 |1500   |21 |
OKRIM          |11 |6  |4  |18 |20000  |19 |

SPELLS

There are two spell classes in the game, Cleric and Sorcerer.  Each one 
has seven spell levels, attainable at experience level 2x-1(i.e. spell 
level 5 is achieved at level 9).  Also, Paladins and Archers may attain 
Cleric and Sorcerer spells, respectively, up to level 4.  They gain 
spell knowledge at experience level 2x+5.  All spells are automatically 
learned on achieving the new level.

The spell cost equals the spell level, except in cases I have noted 
where the cost is equal to the spellcaster's level.

I have tried to indicate how useful spells are.  For damage spells, the 
effectiveness depends on the type of monster.  For incstance A fire 
spell will be more effective on a Red Dragon(fire breathing) than a 
White Dragon(frost breathing.)

Note:  monsters can cast these spells on you, too.

The following list of spells is cut and pasted, with generous 
permission, from project64.c64.org.

------------------------------------------------------------------------
Clerical Spells
------------------------------------------------------------------------

Level 1

1. NAME: Awaken
   COST: 1 SP
   TYPE: Combat
   OBJECT: All sleeping party members
   DESCRIPTION: Awakens all sleeping members of the party,
      instantaneously cancelling the sleep condition.  May be critical 
if
      party is attacked during rest.


2. NAME: Bless
   COST: 1 SP
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Increases the accuracy with which all characters fight,
      for the duration of combat.


3. NAME: Blind
   COST: 1 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Blinds the affected monster for the duration of combat 
or
      until it overcomes the spell.  Forced to rely on other senses, the
      monster's chances of landing a blow are diminished.


4. NAME: First Aid
   COST: 1 SP
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Heals minor battle wounds, restoring 8 Hit Points to 
that
      character.


5. NAME: Light
   COST: 1 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Gives the party 1 light factor, which is sufficient to
      light up 1 dark area.  Multiple light spells can be cast to
      accumulate multiple light factors.


6. NAME: Power Cure
   COST: 1 SP per experience level of caster + 1 Gem
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Restores character's health and 1-10 Hit Points per
      experience level of caster.


7. NAME: Protection From Fear
   COST: 1 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to fear and spells
      of intimidation.  Amount of the increase depends on experience
      level of the caster.  Spell lasts 1 day.


8. NAME: Turn Undead
   COST: 1 SP
   TYPE: Combat
   OBJECT: All undead monsters
   DESCRIPTION: Destroys some or all undead monsters, depending on
      caster's experience level and monster's power level.



Level 2


1. NAME: Cure Wounds
   COST: 2 SP
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Cures more serious wounds, restoring 15 Hit Points to 
the
      character.


2. NAME: Heroism
   COST: 2 SP+ 1 Gem
   TYPE: Combat
   OBJECT: 1 character of same alignment as caster
   DESCRIPTION: Bestows 6 additional Hit Points and temporarily elevates
      character 2 levels of experience.  Spell lasts for the duration of
      combat.


3. NAME: Pain
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster, not undead
   DESCRIPTION: Cripples monster with pain, inflicting 2-12 damage
      points, unless the monster is immune to pain.


4. NAME: Protection From Cold
   COST: 2 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all character's resistance to cold or freezing
      spells.  Amount of the increase depends on the caster's experience
      level.  Spell lasts 1 day.


5. NAME: Protection From Fire
   COST: 2 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all character's resistance to fire or heat
      spells.  Amount of the increase depends on the caster's experience
      level.  Spell lasts 1 day.


6. NAME: Protection From Poison
   COST: 2 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to poison and
      poisonous spells.  Amount of the increase depends on the caster's
      experience level.  Spell lasts 1 day.


7. NAME: Silence
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Prevents the monster from casting spells for the
      duration of combat, or until it overcomes the spell.


8. NAME: Suggestion
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Coerces monster into refraining from attack, unless it 
is
      attacked.  Lasts for the duration of combat, or until the monster
      overcomes the spell.



 Level 3


1. NAME: Create Food
   COST: 3 SP+l Gem
   TYPE: Non-combat
   OBJECT: Spell caster
   DESCRIPTION: Adds 6 food units to caster's food supply.  Caster may
      then distribute food among other party members, if he/she desires.


2. NAME: Cure Blindness
   COST: 3 SP
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Restores sight to that character, instantaneously
      removing the blinded condition.


3. NAME: Cure Paralysis
   COST: 3 SP
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Restores movement to that character, instantaneously
      removing the paralyzed condition.


4. NAME: Lasting Light
   COST: 3 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Bestows 20 light factors on the party, for use in
      dispelling darkness.


5. NAME: Produce Flame
   COST: 3 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Attacks monster with a jet of flame that inflicts 3-18
      damage points, providing monster is not immune to fire.


6. NAME: Produce Frost
   COST: 3 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Inflicts severe frostbite on monster, doing 3-18 points
      of damage, unless monster is immune to cold.


7. NAME: Remove Quest
   COST: 3 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Releases party from its commitment to a quest.


8. NAME: Walk On Water
   COST: 3 SP+l Gem
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Creates a floating sand dune upon which the party may
      walk on.  Lasts 1 day.



 Level 4


1. NAME: Cure Disease
   COST: 4 SP
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: Restores full health to sick character, instantaneously
      removing the diseased condition.


2. NAME: Neutralize Poison
   COST: 4 SP
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: Flushes poison out of character's system, 
instantaneously
      removing the poisoned condition.


3. NAME: Protection From Acid
   COST: 4 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to acid attacks.
      Amount of the increase depends on the caster's experience level.
      Spell lasts 1 day.


4. NAME: Protection From Electricity
   COST: 4 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to electrical
      attacks.  Amount of the increase depends on the caster's 
experience
      level.  Spell lasts 1 day.


5. NAME: Restore Alignment
   COST: 4 SP+ 2 Gems
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: Restores a character's original alignment, after actions
      and responses have caused it to shift.


6. NAME: Summon Lightning
   COST: 4 SP
   TYPE: Combat, Outdoors
   OBJECT: Up to 3 monsters not in hand-to-hand combat
   DESCRIPTION: Zaps monsters with lightning bolts, inflicting 4-32
      damage points on each monster not immune to lightning.


7. NAME: Super Heroism
   COST: 4 SP+ 2 Gem
   TYPE: Combat
   OBJECT: 1 character
   DESCRIPTION: Temporarily bestows 10 additional Hit Points and 3
      additional experience levels on character.  Lasts for the duration
      of combat.


8. NAME: Surface
   COST: 4 SP+ 2 Gems
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Instantly transports all party members from an
      underground location to ground surface.



Level 5


1. NAME: Deadly Swarm
   COST: 5 SP
   TYPE: Combat, Outdoor
   OBJECT: All monsters
   DESCRIPTION: Sends a swarm of killer insects against the monsters,
      inflicting 2-20 damage points against each monster.

2. NAME: Dispell Magic
   COST: 5 SP
   TYPE: Anytime
   OBJECT: All characters and monsters
   DESCRIPTION: Cancels all magic spells currently active both for
      characters and monsters.

3. NAME: Paralyze
   COST: 5 SP
   TYPE: Combat
   OBJECT: All monsters in hand-to-hand combat
   DESCRIPTION: Attempts to immobilize all monsters and prevent them 
from
      fighting.  May be partially or completely ineffective on some or
      all monsters.


4. NAME: Remove Condition
   COST: 5 SP+ 3 Gems
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Releases character from all undesirable conditions 
except
      dead, stoned or eradicated.


5. NAME: Restore Energy
   COST: 5 SP+ 3 Gems
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Replaces 1-5 experience levels that have been lost or
      drained from character, up to his/her former level.



Level 6


1. NAME: Moon Ray
   COST: 6 SP+ 4 Gems
   TYPE: Combat, Outdoors
   OBJECT: All characters and monsters
   DESCRIPTION: Bathes all combatants in a beneficent ray that bestows
      3-30 Hit Points on each character and removes 3-30 Hit Points from
      each monster.


2. NAME: Raise Dead
   COST: 6 SP+ 4 Gems
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Brings the character back to life, removing the dead
      condition.  Spell carries a moderate chance of failure and a 
remote
      chance of eradicating the character.


3. NAME: Rejuvenate
   COST: 6 SP+ 4 Gems
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: A fountain of youth that trims 1-10 years off a
      character's age, restoring his/her abilities to the younger level.
      Spell carries some risk of producing the opposite effect.


4. NAME: Stone to Flesh
   COST: 6 SP+ 4 Gems
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Re-animates a character who has been turned to stone,
      removing the stoned condition.


5. NAME: Town Portal
   COST: 6 SP+ 4 Gems
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Opens a temporary portal to any town and moves the party
      through the portal to that town.



Level 7


1. NAME: Divine Intervention
   COST: 7 SP+ 10 Gems
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Intercedes with supernatural forces to restore all
      characters' Hit Points and remove all undesirable conditions,
      except eradicated.


2. NAME: Holy Word
   COST: 7 SP+ 5 Gems
   TYPE: Combat
   OBJECT: All undead monsters
   DESCRIPTION: Utters a single word of devastating power, that totally
      destroys all undead monsters.


3. NAME: Protection From Elements
   COST: 7 SP+ 5 Gems
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to fear, cold, 
fire,
      poison, acid and electricity.  Amount of the increase depends on
      the caster's experience level.  Spell lasts 1 day.


4. NAME: Resurrection
   COST: 7 SP+ 5 Gems
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: Removes the eradicated condition from the character,
      adding 10 years to his/her age and subtracting 1 endurance point
      from his/her vital statistics.  There is a chance that the spell
      will fail.


5. NAME: Sun Ray
   COST: 7 SP+ 5 Gems
   TYPE: Combat, Outdoors
   OBJECT: 1 monster
   DESCRIPTION: Sears the monster with a focused ray of deadly light,
      inflicting 50-100 damage points.


------------------------------------------------------------------------
Sorcerer Spells
------------------------------------------------------------------------


Level 1


1. NAME: Awaken
   COST: 1 SP
   TYPE: Combat
   OBJECT: All sleeping party members
   DESCRIPTION: Awakens all sleeping members of the party,
      instantaneously cancelling the sleep condition.  May be critical 
if
      party is attacked during rest.


2. NAME: Detect Magic
   COST: 1 SP
   TYPE: Non-combat
   OBJECT: Spell caster
   DESCRIPTION: Reveals any magical items in caster's back pack, and
      notes the number of magical charges remaining in any item which
      must be charged for use.  Also detects any magic surrounding or
      inside a chest, sack, box, etc.


3. NAME: Energy Blast
   COST: 1 SP per experience level of caster +1 Gem
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Zaps the monster with a blast of pure energy, inflicting
      1-4 damage points per experience level of caster.


4. NAME: Flame Arrow
   COST: 1 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Sends a burning shaft into the monster, inflicting 1-6
      points of fire damage, unless monster is immune to fire.


5. NAME: Leather Skin
   COST: 1 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Toughens all characters' skin, so that attacks from
       monsters bounce off rather than hitting.


6. NAME: Light
   COST: 1 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Gives the party 1 light factor, sufficient to light a
      single darkened square.  Multiple light spells can be cast, to
      accumulate light factors.


7. NAME: Location
   COST: 1 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Gives precise information on party's location.  May be
      critical when party is lost or magically transported.  In general,
      this spell is the key to successful mapping.


8. NAME: Sleep
   COST: 1 SP
   TYPE: Combat
   OBJECT: Up to 5 monsters
   DESCRIPTION: Casts monsters into a deep sleep, preventing them from
      attacking.  Effective until monster is damaged or overcomes the
      spell.



Level 2

1. NAME: Electric Arrow
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Electrocutes a monster, inflicting 2-12 damage points,
      unless monster is immune to electrical attack.

2. NAME: Hypnotize
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Uses the power of suggestion to prevent a monster from
      attacking.  Effective until monster is attacked or overcomes the
      spell.


3. NAME: Identify Monster
   COST: 2 SP+1 Gem
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Informs caster of the nature of any one monster during
      combat.


4. NAME: Jump
   COST: 2 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Gives all characters super strength, enabling them to
      jump 2 squares forward, providing there are no magical 
obstructions
      (force fields, etc.) in the way.


5. NAME: Levitate
    COST: 2 SP
    TYPE: Non-combat
    OBJECT: Entire party
    DESCRIPTION: Raises all characters above ground level, protecting
       them from various dangers for 1 day.


6. NAME: Power
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 character
   DESCRIPTION: Boosts that character's Might by 1-4 points for the
      duration of combat.  Increases the potency of character's attacks
      on monsters.


7. NAME: Quickness
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 character
   DESCRIPTION: Boosts character's Speed by 1-4 points for the duration
      of combat, moving him/her further forward in order of combat.


8. NAME: Scare
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Strikes fear into the  monster's heart, decreasing its
      probability of hitting a character during combat.



Level 3


1. NAME: Fire Ball
   COST: 1 SP per experience level of caster + 1 Gem
   TYPE: Combat
   OBJECT: 1-5 monsters not in hand-to-hand combat
   DESCRIPTION: Rolls a deadly ball of fire into the monsters' midst,
      inflicting 1-6 damage points per level of experience on each
      monster.


2. NAME: Fly
   COST: 3 SP
   TYPE: Non-combat, Outdoors
   OBJECT: Entire party
   DESCRIPTION: Grants magical flight to all characters, allowing the
      party as a whole to move to any other outdoor area.  The party 
will
      land in the safest square in that area.


3. NAME: Invisibility
   COST: 3 SP+ 1 Gem
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Drops a cloak of invisibility over all characters,
      greatly decreasing the monsters' chances of hitting them.


4. NAME: Lightning Bolt
   COST: 1 SP per experience level of caster + 1 Gem
   TYPE: Combat
   OBJECT: 1-3 monsters
   DESCRIPTION: Blasts the monsters with a gigantic lightning bolt that
      inflicts 1-6 damage points per level of experience on each 
monster.


5. NAME: Make Room
   COST: 3 SP
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Expands a narrow corridor or area during combat,
      allowing the first 5 characters in the party to engage in hand-to-
      hand combat.


6. NAME: Slow
   COST: 3 SP
   TYPE: Combat
   OBJECT: All monsters
   DESCRIPTION: Places an invisible  force field around all monsters'
      feet, slowing them down to 1/2 their original speed and putting
      them farther back in order of combat.


7. NAME: Weaken
   COST: 3 SP+ 1 Gem
   TYPE: Combat
   OBJECT: All monsters
   DESCRIPTION: Drains power from all monsters, reducing each monster's
      Hit Points by 2 and Armor Class by 1.


8. NAME: Web
   COST: 3 SP
   TYPE: Combat
   OBJECT: 1-5 monsters not in hand-to-hand combat
   DESCRIPTION: Wraps 1-5 monsters in a supernatural web, preventing
      them from fighting for the duration of combat or until they 
escape.



Level 4


1. NAME: Acid Arrow
   COST: 4 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Attacks with corrosive acid that inflicts 3-30 damage
      points, unless the monster is immune to acid.


2. NAME: Cold Beam
   COST: 4 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Attacks with a beam of intense cold that penetrates to
      the monster's heart and inflicts 4-40 damage points, unless the
      monster is immune to cold.


3. NAME: Feeble Mind
   COST: 4 SP+ 2 Gems
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Erases the monsters brain, removing all its abilities 
for
      the duration of combat or until the monster overcomes the spell.


4. NAME: Freeze
   COST: 4 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Immobilizes the monster, preventing it from attacking
      for the duration of combat.  Monster's chance of overcoming this
      spell is very small.


5. NAME: Guard Dog
   COST: 4 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Places a supernatural guard over party, preventing
      surprise attacks for 1 day.


6. NAME: Psychic Protection
   COST: 4 SP+ 2 Gems
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Grants all characters immunity from mind influencing
      spells for 1 day.


7. NAME: Shield
   COST: 4 SP+ 2 Gems
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Creates an invisible shield which surrounds the party 
and
      protects all characters from most missile weapons for the duration
      of combat.


 8. NAME: Time Distortion
    COST: 4 SP+ 2 Gems
    TYPE: Combat
    OBJECT: Entire party
    DESCRIPTION: Creates a warp in time that enables the party to 
retreat
       safely from most battles.



Level 5


1. NAME: Acid Rain
   COST: 5 SP
   TYPE: Combat, Outdoor
   OBJECT: All monsters not in hand-to-hand combat
   DESCRIPTION: Unleashes a torrent of acid rain that inflicts 5-50
      damage points on each monster, unless immune to acid.


2. NAME: Dispell Magic
   COST: 5 SP
   TYPE: Anytime
   OBJECT: All characters and monsters
   DESCRIPTION: Cancels all magic spells currently active, both for
      characters and monsters.


3. NAME: Finger of Death
   COST: 5 SP+ 3 Gems
   TYPE: Combat
   OBJECT: 1 monster not undead
   DESCRIPTION: Channels the ancient power of all dead sorcerers through
      the caster, resulting in death to the monster at whom the caster
      points a finger.


4. NAME: Shelter
   COST: 5 SP+ 3 Gems
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Provides' 1 day's rest free of the danger of encounter.


 5. NAME: Teleport
    COST: 5 SP+ 3 Gems
    TYPE: Non-combat
    OBJECT: Entire party
    DESCRIPTION: Instantly moves the party from its present position, up
       to 9 squares in any direction.



Level 6


1. NAME: Dancing Sword
   COST: 6 SP+ 4 Gems
   TYPE: Combat
   OBJECT: All monsters
   DESCRIPTION: A magical sword that moves with lightning speed,
      inflicting 1-30 damage points on each monster. The sword cannot be
      avoided, nor can the damage from it be minimized.


2. NAME: Disintegration
   COST: 6 SP+ 4 Gems
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Reduces the monster to a pile of dust, utterly 
destroying
      it.


3. NAME: Etherealize
   COST: 6 SP+ 4 Gems
   TYPE: Non-Combat
   OBJECT: Entire party
   DESCRIPTION: Alters all characters' molecular structure long enough 
to
      allow them to move 1 square forward through any special barrier
      (force field. etc.).


4. NAME: Protection From Magic
   COST: 6 SP+ 4 Gems
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to magic.  Amount
      of the increase depends on experience level of caster.  Spell 
lasts
      1 day.


5. NAME: Recharge Item
   COST: 6 SP+ 4 Gems
   TYPE: Non-combat
   OBJECT: Spell caster
   DESCRIPTION: Restores 1-4 charges to any item in caster's back pack
      that still has 1 magical charge remaining.  Some risk that the
      spell will fail and destroy the item.



Level 7


1. NAME: Astral Spell
   COST: 7 SP+ 5 Gems
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Transports all characters' to the astral plane.  This
      highly dangerous and unpredictable area is otherwise impossible to
      reach.


2. NAME: Duplication
   COST: 7 SP+ 100 Gems
   TYPE: Non-combat
   OBJECT: Spell caster
   DESCRIPTION: Allows the caster to exactly duplicate any 1 item in
      his/her back pack, provided that there is room in the caster's 
pack
      for the new item.  Small chance that the spell will fail and
      destroy the original item.


3. NAME: Meteor Shower
   COST: 7 SP+ 5 Gems
   TYPE: Combat, Outdoors
   OBJECT: All monsters
   DESCRIPTION: Buries all monsters under a hail of meteors, inflicting
      1-120 damage points on each monster.


4. NAME: Power Shield
   COST: 7 SP+ 5 Gems
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Reduces the damage inflicted on all characters by any
      attack, by 1/2.  Lasts for the duration of combat.


5. NAME: Prismatic Light
   COST: 7 SP+ 5 Gems
   TYPE: Combat
   OBJECT: All monsters
   DESCRIPTION: A powerful, but erratic spell that has completely
      unpredictable effects on all monsters.

QUICK WALKTHROUGH[NECESSARY STUFF]







As this is a bit of a spoiler, I threw in a few carriage returns before 
going on with it.  This contains only the quests needed to get to the 
end of the game.  It doesn't tell how to improve your characters so that 
they can win certain critical fights.  It just tells the items and where 
to get them.

I.   FIVE TOWNS QUEST
  A.  Sorpigal (1,2) dungeon under, get scroll--from entrance go west, 
north, west.
  B.  Erliquin (3,4) behind inn, say "N" when asked to sign in, go 
forward to see Agar.  +500 Exp.
  C.  Dusk (8,0) in maze,  SWSSESSSS from the entry gets you to 
Telgoran.  +1000 Exp, +500 gold.
  D.  See Zam in Portsmith (12,2)--here the jump or teleport spells will 
be useful.  If your characters are male be sure to rest after passing 
through intersections.  From the entry (1,15) you can go SSSSS jump 
SSSSSE rest EE jump EE jump ESSSENN.
  E.  See Zom in Algary (1,1) west from the inn, south through the 
docks, all the way west, 1n, 1e.
  F.  Go to C-1 (15,15) to find treasure including a ruby whistle.  It 
won't be there unless you've gotten the twins' clues.
II.  DIAMOND KEY
  A.  Go to B1(4,4) and answer "love" to get the bronze key.
  B.  Do it again to get the diamond key.  From Erliquin you can go 
WSWWWSSSWWWSSW[secret door in mountain]SSWSSSSESSWWNE.
III. GOLD KEY
  A.  Go to the Minotaur's stronghold.  From (15,8) go SSSSWWWWSEEE and 
blow the whistle twice as previously instructed(the game will prompt you 
to blow the whistle 0-9 times.)
  B.  Go west to an intersection, north, and west.  Descend at (1,12).  
Go west, south through the door, and go to the grate east at (1,4).  
Follow the spiral and don't desecrate the doggie.  Search for the gold 
key.
IV.  CORAL KEY
  A.  Go to the one-eyed gypsy at C2 (9,11) and learn each player's 
sign.
  B.  Fly to A4 and you will be at (14,14).  Go 9W, 6S.  
WSEE(encounter)SWW will get you to a place where you are asked your 
signs.  If you do well you are teleported to (4,2) where you will search 
and find the coral key.
V.   KEY CARD
  A.  South from (7,13) you'll find the Volcano God's island.  The Coral 
Key should fit in the slab.
  B.  The virgin at (5,0) will tell you where to set the stabilization 
dials if you kiss her(release her, and the Volcano God fights you.  He's 
tough.)
  C.  (6,3) at stabilization dial 1, type B.
  D.  (8,3) at stabilization dial 2, type J.
  E.  Teleport at (6,0)--you will go to (11,7).
  F.  Ask the Volcano God for a riddle(a clue first is OK too--it tells 
you about the Og quest.)  "Who was brave but failed?"  GALA (remember 
the statues in Sorpigal!)
  G.  Search to get the key card.
VI.  Rescue King Alamar
  A.  Enter Doom at (7,14) by the secret passage.  The "quick way" is to 
fly to A1 and go north, etherealize, and follow the passage to the 
north.  It avoids automatic encounters on some squares, too.
  B.  Teleports are at (8,5) (6,6) and (7,10).  Jump over them.
  C.  The gold door is at (7,7) so you need the gold key.  At (7,8) you 
will get the Eye of Goros to confront the false Alamar.
VII. Destroy false Alamar
  A.  Go to C1(5,7) and search to get Merchants Pass.  It's not strictly 
necessary but easier than going to Ranalou's and teleporting to Castle 
Alamar and etherealizing.
  B.  Go to A2(0,15) to get Kings Pass.  Etherealize may be your best 
bet if you can't find secret doors.
  C.  Go to E3(9,2) to find "password for today" from Heratio Harper.
  D.  Go to E3(12,6) and give the password to the lion.  NEE and you 
enter the castle.  From there go east until the false Alamar is 
revealed.
VIII.Soul Maze
  A.  The answer is in the orange walls in the maze: "My name is 
SHELTEM"
IX.  Astral Plane
  A.  Cast S7-1 to get there or go to the diamond door--E3(1,4) is an 
odd square, with ice surrounding it.  The door is one-way.
  B.  Visit the astral transporters in order.  Their coordinates are 
(4,6) (4,10) (7,14) (10,10) (10,6) and the Key Card to the Inner Sanctum 
is at (7,10).  Don't be shy about etherealizing, although mapping will 
also do the trick.
X.   Finale
  A.  Go to B1(4,15) for a message.  Congratulations, you've won!

SIDE QUESTS

Og's quest is one of the most inexplicable and incomprehensible I've 
ever seen.  However, I got a sense of accomplishment when I finally 
figured out why you were able to solve it, so here it is.  You need to 
find the white and black idols.  When you do, and you visit Og, he says 
"Queen to Queen's Level 4."  Your reply should be "Queen to King's Level 
1."
  A.  The Black Idol is at (0,15) in the Wizard's Lair level 1 B1 (13,5)
  B.  The White Idol is at (0,15) in the City of Gold level 4 E4 (10,5)
  C.  C3 (8,0) says the first part is female--the only female chess 
piece is the QUEEN.
  D.  Volcano God's dungeon (0,5) says the second part is the most 
valuable--the KING, the object of the game.
  E.  Dragadune level 2 E1 (12,12) at 20 feet below (9,13) says that the 
last part is the first--1.
  F.  You must respond in kind.  Slip the words "to" and "level" in to 
solve the quest.

CHEATS

In the fountains in C2, after drinking, go forward and you will be 
prompted to drink again.  This doesn't happen if you turn left and then 
right.  This way you can get stats of all 30 for one fight.  A useful 
way to start your party improving!

BUGS

If you get in combat and teleport/jump/flee you can still search for 
treasure.
The game never tells you if backpacks are full, but you can drop items 
and re-search.

------------------------------------

Credits:
New World Computing(now 3DO) for making the "original" Might & Magic
mirror.apple.asimov.net--for the original!
project64.c64.org for the FULL Might and Magic I manual, from which I 
extracted the spells.  This was a big help and I am grateful to them!
Jennifer King, e-mail unknown, whose walkthrough that I saw on 
Gamefaqs.com made this much easier.

Versions:
0.6.1 added rudimentary FAQ info including brief quick walkthrough.
0.6.0 released 10/10/2000 completed item info and also has more detailed 
monster info.  Spell info is also included.  This should pave the way 
for a full-blown FAQ.
0.4.0 released 6/14/2000 has complete item info. minus some 
miscellaneous ones.
 Monster names have been extracted, but I haven't decoded the bytes yet.

Questions/comments, mail me at schultza@earthlink.net.

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