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Knight:

external image sirrugnar.pngSir Rugnar

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Lady Alwyn

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Borakash

Ranger:

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Feraldan

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Silvana

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Pardah

Wizard:

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Gorlok

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Gaelabeth

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Tazatar

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SWORD
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STATISTICS
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BOW
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STATISTICS
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STAFF
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STATISTICS

Short Sword
MD: 1-5

Short Bow
RD: 1-3

Short Staff
MD: 1-2

Goblin Scimitar


Goblin Crossbow


Goblin Staff


Long Sword
MD: 2-8

Long Bow
RD: 1-5

Long Staff
MD: 1-6

Broadsword
MD: 2-10

Fine Bow
RD: 2-7

Long Oak Staff
MD: 1-6
2H: +1
AW: +1

Heavy Axe
MD: 3-12

Heavy Crossbow
RD: 3-9

Coral Staff
MD: 2-8

Narwhal Sword
MD: 5-10

Elvish Bow
RD: 3-10
2H: +3

Elvish Staff
MD: 2-8
2H: +2
AW: +1

Battle-axe
MD: 5-14

Sharkbone Bow
RD: 5-12
2H: +3

Magic Staff
MD: 3-10
2H: +3
AW: +2

Great Sword
MD: 3-12
2H: +3

Magic Bow
RD: 4-12
2H: +3

Dark Staff
MD: 5-15
2H: +2
CON: -5
AW: +3

Magic Sword
MD: 3-18
2H: +3

Dark Bow


Staff of Wisdom
MD: 5-15
2H: +5
AW: +3

Hydrosword
MD: 2-8
RD: 2-6
2H: +1

Bow of Seeking
RD: 5-20
2H: +5
AY: +2

Staff of Power
MD: 15-25
RD: 10-25
2Hit: +8
AC: +2
AY: +4
AW: +5

Dark Sword
MD: 5-25
2H: +3
CON: -5

Bow of Virtue
RD: 20-36
2H: +8
AC: +2
ST: +4
AY: +2
CON: +2

Staff of Ascension
MD: 18-30
RD: 20-32
2H: +10
AC: +3
AY: +4
AW: +5

Strengthsword
MD: 10-30
2H: +5
ST: +2

Bow of Legends
RD: 22-44
2Hit: +10
AC: +2
ST: +4
AY: +4
CON: +2




Kingsword
MD: 20-40
RD: 8-15
2H: +8
AC: +2
ST: +2
CON: +1






Daemonsword
MD: 26-50
RD: 15-25
2H: +10
AC: +3
ST: +4
AY: +4
CON: +2






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SHIELD
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STATISTICS

Leather Shield
AC: +1

Iron Shield
AC: +2

Merman Shield
AC: +3

Spiked Shield
AC: +3

Force Shield
AC: +4

Guardian Shield
AC: +5
CON: +2

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HELMET
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STATISTICS
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CLASS

Leather Helm
AC: +1
K, R

Coral Helm
AC: +2
K,R

Iron Helm
AC: +2
K

Great Helm
AC: +3
K

Elvish Helm
AC: +3
K, R

Enchanted Helm
AC: +4
K, R, W

Helm of Valor
AC: +4
K

Helm of the Magi
AC: +5
CON: +3
W

Helm of the Archers
AC: +8
ST: +2
AY: +3
CON: +1
R

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ARMOR
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STATISTICS
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CLASS
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CLOAK
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STATISTICS

Leather Armor
AC:+2
K, R

Cloak
AC: +1

Seaweed Armor
AC: +5
K, R

Elvish Cloak
AC: +2

Studded Armor
AC: +3
K, R

Seaweed Cloak
AC: +4

Chain Mail Armor
AC: +4
K

Cloak of Displacement
AC: +5

Elvish Armor
AC: +4
K, R

Serpentine Robes
AC: +6

Scale Mail Armor
AC: +5
K

Dimensional Cloak
AC: +8
ST: +2
AY: +2
CON: +2
AW: +2

Crystal Armor
AC: +6
CON: +1
K




Magic Armor
AC: +8
CON: +2
K




Mithril Armor
AC: +7
CON: +2
R




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AMULETS
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STATISTICS

Amulet of Protection
AC: +1

Amulet of Thought
AW: +2

Amulet of Precision
AY: +2

Amulet of Might
ST: +2

Amulet of Sight
AY: +4

Amulet of Life
CON: +5

War Amulet
AC: +1
ST: +4
AY: +2
CON: +1

Amulet of Shadow
AC: +2
AY: +4
CON: +1

Amulet of Light
AC: +3
CON: +1
AW: +4

Amulet of Awe
AC: +3
ST: +3
AY: +3
CON: +3
AW: +3

Amulet of Truth
AC: +3
AY: +2
CON: +1
AW: +5

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SPELLS
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POINTS
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EFFECT
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TARGET

Lifetouch
1
H: 19-23
Touch

Magic Fist
2
D: 19-22
Touch

Summon Orc
3
Summon
NA

Lifeforce
3
H: 18-24
Range

Energy Ball
3
D: 16-18
Range

Shocking Grip
5
D: 24-34
Touch

Summon Troll
6
Summon
NA

Ice Blast
6
D: 25-35
Range

Flame Chant
9
D: 20-26
Area

Void of Insanity
10
D: 48-73
Touch

Summon Golem
12
Summon
NA

Psychic Assault
12
D: 38-58
Range

Call of Armageddon
16
D: 34-44
Area





Note: Spell damage is related to the level and awareness of the Wizard.

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TALISMANS
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SUMMONS
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WANDS
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STATISTICS
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TARGET

Imp Talisman
Imp

Wand of Striking
D: 4-8
Touch

Snake Flute
Snake

Wand of Blessing
H: 4-10
Touch

Enchanted Skull
Skeleton

Wand of Blasting
D: 8-18
Range

Merman Talisman
Merman

Wand of Fire
D: 8-20
Range

Oliphant Talisman
Oliphant

Wand of Disruption
D: 25-50
Range

Ogre Talisman
Ogre

Wand of Destruction
D: 25-40
Area

Cycloptic Statue
Cyclops





Flayer Talisman
Mind Flayer





Dragonstone
Dragon





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HEALING ITEMS
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STATISTICS
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ENERGY ITEMS
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STATISTICS

Healing Salve
HP: 2-6

Energy Salve
SP: 2-6

Fish-oil Salve
HP: 5-12

Energy Potion
SP: 6-15

Healing Potion
HP: 8-18

Jewel of Energy
SP: 12-28

Jewel of Health
HP: 18-36







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ENEMY NAME
LOCATION
STATISTICS
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ENEMY NAME
LOCATION
STATISTICS

Goblin Scout
Goblin
2x Turn xp: 3

Orc
Dungeon, Desert, Savannah
xp: 9

Goblin
Goblin
xp: 4

Oliphant
Savannah
xp: 10

Goblin Swashbuckler
Goblin
xp: 5

Zombie
Undead
xp: 8

Imp
Dungeon, Overworld
xp: 5

Black Spider
Overworld, Dungeon, Desert, Savannah
xp: 9

Giant Spider
Overworld, Dungeon, Desert, Savannah
xp: 5

Kobold Fighter
Overworld, Dungeon, Desert
xp: 9

Giant Snake
Overworld, Desert, Savannah
xp: 5

Kobold Mystic
Overworld, Dungeon, Desert
xp: 10

Kobold
Overworld, Dungeon, Desert
xp: 4

Sea Snake
Water
xp: 8

Swordfish
Water
xp: 6

Goblin Shaman
Goblin
Ranged
xp: 14

Skeleton
Undead
xp: 8

Hobgoblin
Dungeon, Desert, Savannah
xp: 16

Goblin Warrior
Goblin
xp: 8

Oliphant Sentry
Savannah
xp: 18

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ENEMY NAME
LOCATION
STATISTICS
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ENEMY NAME
LOCATION
STATISTICS

Treant
Overworld
xp: 15

Lizard Gladiator
Desert
xp: 35

Skeleton Guard
Undead
xp: 16

Oliphant Charger
Savannah
xp: 40

Merman
Water
xp: 14

Kraken
Water
3x Attack xp: 35

Giant Crab
Water
xp: 15

Spider Queen
Overworld, Dungeon, Desert, Savannah
Summons: Giant Spider xp: 35

Spitting Spider
Overworld, Desert, Savannah
xp: 15

Merman Swordsman
Water
xp: 28

Orc Champion
Dungeon, Desert, Savannah
xp: 14

Merman Wizard
Water
xp: 25

Lizard Man
Desert
xp: 13

Goblin King
Goblin
xp: ~

Troll
Overworld, Dungeon, Savannah
Ranged
xp: 26

Skeleton Wizard
Undead
Ranged
xp: 45

Bugbear
Overworld, Dungeon, Desert, Savannah
xp: 30

Lizard Wizard
Desert
xp: 50

Ghoul
Undead
2x Attack
xp: 32

Oliphant Priestess
Savannah
xp: 50

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ENEMY NAME
LOCATION
STATISTICS
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ENEMY NAME
LOCATION
STATISTICS

Ogre
Overworld, Dungeon, Desert, Savannah
xp: 40

Minotaur
Dungeon, Savannah
xp: 150

Sea Monster
Water
xp: 45

Death Viper
Dungeon, Desert, Savannah
xp: 150

Mummy
Undead
xp: 40

Wyvern
Overworld
xp: ~

Fire Snake
Overworld, Dungeon, Desert, Savannah
xp: 50

Wraith
Event
Ranged
xp: 150

Spectre
Undead
Ranged
xp: 80

Beholder
Dungeon
Ranged
xp: 320

Two-Headed Troll
Overworld, Dungeon, Savannah
xp: 85

Dark Mage
Dungeon
Ranged AoE
Spell xp: 350

Clay Golem
Overworld, Dungeon
xp: 70

Iron Golem
Dungeon
xp: 300

Cyclops
Overworld, Dungeon, Desert, Savannah
xp: 65

Dominion Guard
Dungeon
2x Ranged
xp: 330

Mind Flayer
Overworld, Dungeon
xp: 160

Ravenous Slime
Dungeon
Summons Self (infinite chain)
xp: 100

Rock Golem
Overworld, Dungeon, Desert
xp: 160

Skeleton King
Undead
Ranged
xp: ~

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ENEMY NAME
LOCATION
STATISTICS

Hydra
Dungeon, Overworld
2x move, 3x Attack
xp: 600

Golem Maker
Dungeon, Overworld
AoE, Summons Clay Golems
xp: ~

Abomination
Dungeon
2x AoE Fire
xp: ~

Oliphant Immortal
Event
xp: 600

Green Dragon
Event
xp: ~

Blue Dragon
Event
xp: ~

Red Dragon
Event
xp: ~

Golden Dragon
Event
xp: ~

Daako
Event
xp: ~

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world map




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Battle

  • In combat, it is generally best to let the monsters come to you rather than running out to meet them. However, if the monster has a ranged attack, then it is often better to engage it in melee combat.
  • Ranged enemies adjacent to you are forced to use their short range attack. Send out characters with high AC & HP against them for best results.
  • The "To-Hit" bonus of an item is often just as important as the damage that it does. A high "To-Hit" bonus means that the wielder will miss less often.
  • Enemy area-of-effect spells cannot be blocked like other attacks. They will always cause damage of some kind.
  • Your area-of-effect spells WILL hurt your own characters if they are in range, and likewise, enemies can (and will) hurt other enemies.


Shops

  • Shops have different buying and selling rates, some shops give better deals when selling items, others give better deal when buying items. So keep track of the best shops!
  • Goods offered in shops change every time you leave and re-enter the town, see the item guide to get the best gear for your characters early.
  • Sometimes shops will offer items with suffixes like +1, +2 etc. make sure to check the item info as Iron Shield +5 can provide more protection than elusive Guardian Shield. These bonuses can be as high as 10+ although their cost will be extremely high.


Adventuring

  • Energy salves, potions and jewels will restore your wizard's spell points. These are very important and valuable, make sure you have plenty on hand!
  • Your characters heal a hit point and 1 spell point every 20 moves they make. So, you can walk around in a safe area (like a town) to heal up if you don't have enough gold to heal at a temple.
  • Note that you can cast healing spells even when you are not in combat. Just view your wizard character and press the "Spells" button.
  • If one of your characters dies, the only way to heal the character is to go to a temple.


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