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Might and Magic 4 - Clouds of Xeen (e)

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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