Fountains, Shrines & More

Fountains

NameLocationTypeEffect
New Sorpigal Fountain (+2 Luck)New Sorpigalpermanent+2 Luck. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Bootleg Bay Fountain (+2 Intelligence, NE Island)Bootleg Bay (NE Island)permanent+2 Intelligence. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Bootleg Bay Fountain (+2 Personality, SE Island)Bootleg Bay (SE Island)permanent+2 Personality. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Free Haven Fountain (+2 Might)Free Havenpermanent+2 Might (8 draws). Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Silver Cove Fountain (+2 Accuracy)Silver Covepermanent+2 Accuracy (7 draws). Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Silver Cove Fountain (+2 Speed)Silver Covepermanent+2 Speed (7 draws). Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Whitecap Fountain (+5 Might & Death)Whitecappermanent+5 Might, but inflicts Death. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Whitecap Fountain (+5 Endurance & Death)Whitecappermanent+5 Endurance, but inflicts Death. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Blackshire Fountain (+5 Magic Resistance & Diseased)Blackshirepermanent+5 Magic Resistance, but inflicts Diseased. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Kriegspire Fountain (+5 Elemental Resistance & Death)Kriegspire (North of the Temple of Baa)permanent+5 Elemental Resistance, but inflicts Death. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Bootleg Bay Mainland Fountain (+5 Intelligence & Personality, & Diseased)Bootleg Bay (mainland)permanent+5 Intelligence & Personality, but inflicts Diseased. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Kriegspire Fountain (+10 Magic Resistance & Eradication)Kriegspirepermanent+10 Magic Resistance, but inflicts Eradication. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Dragonsand Fountain (+10 to All 7 Stats & Eradication)Dragonsandpermanent+10 to all 7 stats, but inflicts Eradication. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Dragonsand Fountain (+10 Elemental Resistance & Eradication)Dragonsandpermanent+10 Elemental Resistance, but inflicts Eradication. Permanent. Stat must be below 14 and you must NOT have used the Shrine to enhance that stat first. Max 8 draws at once (replenishes after a few days).
Fountain of YouthHermit's Isle (top-center of SE quadrant)permanentRestores Normal Age (Fountain of Youth).
Mist Fountain (+5 Elemental Resistance)Misttemporary+5 Elemental Resistance (temporary).
New Sorpigal Fountain (+10 Might)New Sorpigaltemporary+10 Might (temporary).
Mist Fountain (+10 Intelligence & Personality)Misttemporary+10 Intelligence & Personality (temporary).
Ironfist Fountain (+10 Speed)Ironfisttemporary+10 Speed (temporary).
Ironfist Fountain (+10 Accuracy)Ironfisttemporary+10 Accuracy (temporary).
Castle Stone Fountain (+10 Levels)Castle Stonetemporary+10 Levels (temporary).
Mist Fountain (+20 Luck)Misttemporary+20 Luck (temporary).
Silver Cove Fountain (+20 Intelligence & Personality)Silver Covetemporary+20 Intelligence & Personality (temporary).
Bootleg Bay Fountain (+20 Might)Bootleg Baytemporary+20 Might (temporary).
Eel Infested Waters Fountain (+20 Elemental Resistance, SW Island)Eel Infested Waters (SW Island)temporary+20 Elemental Resistance (temporary).
Eel Infested Waters Fountain (+20 Magic Resistance, SE Island)Eel Infested Waters (SE Island)temporary+20 Magic Resistance (temporary).
West Island Fountain (+20 Accuracy & Speed)West Island, South of Icewind Keeptemporary+20 Accuracy & Speed (temporary).
West Island Fountain (+20 Armor)West Island, South of Icewind Keeptemporary+20 Armor (temporary).
Kriegspire Fountain (+30 Levels)Kriegspiretemporary+30 Levels (temporary).
Castle Stromgard Fountain (+30 Might)Castle Stromgardtemporary+30 Might (temporary).
Blackshire Fountain (+30 Magic Resistance & Stoned)Blackshiretemporary+30 Magic Resistance, but inflicts Stoned (temporary).
Kriegspire Castle Fountain (+40 Armor Class)Kriegspire Castletemporary+40 Armor Class (temporary).
Sweet Water Fountain (+40 to all seven stats)SE Sweet Watertemporary+40 to all seven stats (temporary).
Blackshire Fountain (+50 Luck)Blackshiretemporary+50 Luck (temporary).
NWC Dungeon Fountain (+256 to all stats)NWC Dungeontemporary+256 to all stats (temporary).

Wells

NameLocationTypeEffect
New Sorpigal Well (+5 Hit Points)New SorpigalrefillRefills +5 Hit Points.
New Sorpigal Well (+5 Spell Points)New SorpigalrefillRefills +5 Spell Points.
Arena Well (+10 Hit Points)ArenarefillRefills +10 Hit Points.
Free Haven Well (+10 Hit Points)Free Haven (in the Sewers)refillRefills +10 Hit Points (in the Sewers).
Mist Well (+10 Spell Points)MistrefillRefills +10 Spell Points.
Fountain of Magic (+20 Spell Points)Bootleg BayrefillRefills +20 Spell Points (Fountain of Magic).
Free Haven Well (+25 Hit Points)Free HavenrefillRefills +25 Hit Points.
Silver Cove Well (+25 Spell Points)Silver CoverefillRefills +25 Spell Points.
Blackshire Well (+50 Spell Points)BlackshirerefillRefills +50 Spell Points.
Dragonsand Well (+50 Hit Points)DragonsandrefillRefills +50 Hit Points.
Kriegspire Well (+5000 Experience, -5000 Gold)KriegspirerefillGrants +5000 Experience, costs -5000 Gold.

Shrines

NameMonthStatLocationEffect
January Shrine (Might)JanuaryMightBootleg Bay, NW CornerPilgrimage to the Might shrine at Bootleg Bay, NW corner. First visit gives +10, subsequent yearly visits give +3 more.
February Shrine (Intellect)FebruaryIntellectMistPilgrimage to the Intellect shrine at Mist. First visit gives +10, subsequent yearly visits give +3 more.
March Shrine (Personality)MarchPersonalitySilver Cove, NW IslandPilgrimage to the Personality shrine at Silver Cove, NW Island. First visit gives +10, subsequent yearly visits give +3 more.
April Shrine (Endurance)AprilEnduranceCastle White CapPilgrimage to the Endurance shrine at Castle White Cap. First visit gives +10, subsequent yearly visits give +3 more.
May Shrine (Accuracy)MayAccuracyFree Haven, West of TownPilgrimage to the Accuracy shrine at Free Haven, just west of town. First visit gives +10, subsequent yearly visits give +3 more.
June Shrine (Speed)JuneSpeedMire of the Damned (East of Town)Pilgrimage to the Speed shrine at Mire of the Damned. First visit gives +10, subsequent yearly visits give +3 more.
July Shrine (Luck)JulyLuckNew Sorpigal, Island East of DocksPilgrimage to the Luck shrine on the island east of New Sorpigal's docks. First visit gives +10, subsequent yearly visits give +3 more.
August Shrine (Fire)AugustFire ResistanceKriegspire, in Volcano next to CastlePilgrimage to the Fire shrine at Kriegspire, in the volcano next to the castle. First visit gives +10, subsequent yearly visits give +3 more.
September Shrine (Electricity)SeptemberElectrical ResistanceCastle Ironfist (center west)Pilgrimage to the Electricity shrine, center west in Castle Ironfist. First visit gives +10, subsequent yearly visits give +3 more.
October Shrine (Cold)OctoberCold ResistanceKriegspire, north half center along mountainsPilgrimage to the Cold shrine at Kriegspire, north half center along the mountains. First visit gives +10, subsequent yearly visits give +3 more.
November Shrine (Poison)NovemberPoison ResistanceIsland SW of AlamosPilgrimage to the Poison shrine on the island SW of Alamos. First visit gives +10, subsequent yearly visits give +3 more.
December Shrine (Magic)DecemberMagic ResistanceBlackshire, NW of TownPilgrimage to the Magic shrine at Blackshire, NW of town. First visit gives +10, subsequent yearly visits give +3 more.

You must visit the Seer (Castle Ironfist, north up the hill) each month to receive the pilgrimage assignment before the shrine becomes active.

Permanent & temporary boosts

TypeObjectLocationAttributeBoostCondition
RefillFountainNew SorpigalHP+5IF HP<MaxHP (30 times/day)
RefillFountainNew SorpigalSP+5IF SP<MaxSP (30 times/day)
RefillFountainCastle IronfistHP+10IF HP<MaxHP
RefillFountainMisty IslandsSP+10IF SP<MaxSP
RefillFountainBootleg BaySP+20IF SP<MaxSP
RefillFountainFree HavenHP+25IF HP<MaxHP
RefillFountainSilver CoveSP+25IF SP<MaxSP
RefillFountainBlackshireSP+50IF SP<MaxSP
RefillFountainDragonsandHP+50IF HP<MaxHP
PermanentFountainParadise ValleyHP, SP+100If HP&SP<Max
TemporaryFountainNew SorpigalMGT+10
TemporaryFountainCastle IronfistACY+10
TemporaryFountainCastle IronfistSPD+10
TemporaryFountainMisty IslandsINT/PER+10
TemporaryWellMisty IslandsLCK+20
TemporaryFountainMisty IslandsElemental Resist+5
TemporaryWellBootleg BayMGT+20
TemporaryWellSilver CoveINT, PER+20
TemporaryFountainFrozen HighlandsLevel+10
TemporaryFountainFrozen HighlandsAC+20
TemporaryFountainFrozen HighlandsACY, SPD+20
TemporaryFountainFrozen HighlandsMGT+30
TemporaryFountainEel Infested WatersElemental Resist+20
TemporaryFountainEel Infested WatersMa Resist+20
TemporaryFountainBlackshireMa Resist+30STONED granted
TemporaryFountainBlackshireLCK+50
TemporaryWellKriegspireLevel+30
TemporaryFountainKriegspireAC+40
TemporaryFountainSweet WaterAll Stats+50
PermanentWellNew SorpigalLCK+2IF LCK<15 (8 times)
PermanentFountainBootleg BayINT+2IF INT<15 (8 times)
PermanentFountainBootleg BayPER+2IF PER<15 (8 times)
PermanentWellFree HavenMGT+2IF MGT<15
PermanentFountainMire of the DamnedEND+2IF END<15 (8 times)
PermanentFountainSilver CoveACY+2IF ACY<15
PermanentFountainSilver CoveSPD+2IF SPD<15
PermanentFountainBlackshireINT, PER+5DISEASED granted
PermanentWellBlackshireMa Resist+5DISEASED granted
PermanentFountainFrozen HighlandsEND+5DEAD granted
PermanentFountainFrozen HighlandsMGT+5DEAD granted
PermanentFountainKriegspireElemental Resist+5Dead granted
PermanentFountainDragonsandElemental Resist+10ERADICATED granted
PermanentFountainKriegspireMa Resist+10ERADICATED granted
PermanentFountainDragonsandAll Stats+10ERADICATED granted
PermanentShrineDragonsandAll Stats+20
PermanentFountainHermit's IlseAgeRestore Natural Age
PermanentShrineBootleg BayMGT+10January Only; IF revisit, +3
PermanentShrineMisty IslandsINT+10February Only; IF revisit, +3
PermanentShrineSilver CovePER+10March Only; IF revisit, +3
PermanentShrineFrozen HighlandsEND+10April Only; IF revisit, +3
PermanentShrineFree HavenACY+10May Only; IF revisit, +3
PermanentShrineMire of the DamnedSPD+10June Only; IF revisit, +3
PermanentShrineNew SorpigalLCK+10July Only; IF revisit, +3
PermanentShrineKriegspireFire Resist+10August Only; IF revisit, +3
PermanentShrineCastle IronfistElectric Resist+10September Only; IF revisit, +3
PermanentShrineKriegspireCold Resist+10October Only; IF revisit, +3
PermanentShrineEel Infested WatersPoison Resist+10November Only; IF revisit, +3
PermanentShrineBlackshireMagic Resist+10December Only; IF revisit, +3

Refill fountains restore HP/SP for free; temporary fountains grant a large stat bonus until you rest; permanent wells, fountains and monthly shrines raise a stat or resistance for good (often gated by a cap or a side effect such as Disease). Drink the permanent ones as early as you can.

Potions

NameColorMixEffectDuration
Phirna Root (raw)Phirna Root+2 Hit Points (eaten raw, not bottled).
Widoweeps Berries (raw)Widoweeps Berries+2 Spell Points (eaten raw, not bottled).
Poppysnaps (raw)PoppysnapsCauses Poison (eaten raw, not bottled).
MagicBluePhirna Root+10 Spell Points.permanent
EnergyYellowPoppysnaps+10 Primary Statistics.temporary
Cure WoundsRedWidoweeps Berries+10 Hit Points.permanent
ResistanceGreenMagic + Energy (1 + 2)+10 to all Resistances.temporary
Cure PoisonPurpleMagic + Cure Wounds (1 + 3)Cures Poison.permanent
ProtectionOrangeEnergy + Cure Wounds (2 + 3)+10 Armor Class.temporary
Super ResistanceWhiteMagic + Resistance (1 + 4)+20 to all Resistances.temporary
BlessWhiteMagic + Cure Poison (1 + 5)Activates Bless.6 hours
Stone SkinWhiteMagic + Protection (1 + 6)Activates Stone Skin.6 hours
HasteWhiteEnergy + Resistance (2 + 4)Activates Haste.6 hours
Extreme EnergyWhiteEnergy + Protection (2 + 6)+20 Primary Statistics.temporary
HeroismWhiteCure Wounds + Protection (3 + 6)Activates Heroism.6 hours
RestorationWhiteResistance + Cure Poison (4 + 5)Cures all conditions except Stoned and Dead.permanent
Supreme ProtectionWhiteResistance + Protection (4 + 6)+20 Armor Class.temporary
Essence of IntellectBlackMagic + Stone Skin (1 + 9)+15 Intellect, -5 Might.permanent (once only)
Essence of PersonalityBlackMagic + Restoration (1 + 13)+15 Personality, -5 Speed.permanent (once only)
Essence of AccuracyBlackEnergy + Bless (2 + 8)+15 Accuracy, -5 Luck.permanent (once only)
Essence of EnduranceBlackEnergy + Supreme Protection (2 + 14)+15 Endurance, -1 to all others.permanent (once only)
Essence of SpeedBlackCure Wounds + Haste (3 + 10)+15 Speed, -5 Personality.permanent (once only)
Essence of MightBlackCure Wounds + Heroism (3 + 12)+15 Might, -5 Intellect.permanent (once only)
Essence of LuckBlackCure Poison + Super Resistance (5 + 7)+15 Luck, -5 Accuracy.permanent (once only)
Divine MagicBlackResistance + Super Resistance (4 + 7)+100 Spell Points, +1 year age.temporary
RejuvenationBlackResistance + Extreme Energy (4 + 11)Removes magical aging, -1 to all seven stats.permanent
Divine PowerBlackCure Poison + Extreme Energy (5 + 11)+20 Levels, +1 year age.temporary
Divine CureBlackProtection + Restoration (6 + 13)+100 Hit Points, +1 year age.temporary
Liquid Colors & Meanings

Single-color liquid meanings: White = Luck; Black = Poison; Red = Might; Orange = Intelligence; Purple = Speed; Yellow = Accuracy; Green = Endurance; Blue = Personality; Steaming = Fire Resistance; Magical = Magic Resistance.

Potion Mixing Rules

Types/colors are only used for mixing - you cannot mix like type with like type. There are 216 possible combinations, so most just blow up. Damage from a failed mix is proportional to the power of the reactants. Exploding a third- and fourth-generation potion ERADICATES the character. Permanent stat potions can be used only ONCE each. Potion pairs 15 & 20, 16 & 19, and 17 & 23 are complimentary: feeding a character both of a pair gives +10 to each affected stat. All age effects are magical aging.

Enchantments

NameEffectValue
AntiquedIncreased value (x10).x10
Demon SlayerDouble damage vs Demons.x2
Dragon SlayerDouble damage vs Dragons.x2
of AcidAdds 12 points of Poison damage.2000
of Air Magic+50% to all Air spells.2000
of AlarmsWearer resistant/immune to Sleep.500
of AntidotesWearer resistant/immune to Poison.1000
of Body Magic+50% to all Body spells.2000
of CarnageExplosive impact / exploding arrows.5000
of Charm+X to Personality (value X x100).X x100
of ColdAdds Cold damage (1D2+2; pottsland: 3-4).500
of Cold Resistance+X to Cold Resistance (value X x100).X x100
of Dark Magic+50% to all Dark spells.2000
of DarknessDrains HP (20% of damage to wielder) and increases weapon speed.x3
of Defense+X to Armor Class (value X x100).X x100
of Doom+1 to every value (7 stats, HP, SP, Armor, Resistances).750
of Earth+10 Endurance, Armor, Hit Points.2000
of Earth Magic+50% to all Earth spells.2000
of Elec Resistance+X to Electrical Resistance (value X x100).X x100
of FireAdds Fire damage (1D6; pottsland: 1-6).500
of Fire Magic+50% to all Fire spells.2000
of Fire Resistance+X to Fire Resistance (value X x100).X x100
of FlamesAdds Fire damage (2D6; pottsland: 2-12).1000
of ForceIncreased knockback (value x10).x10
of FreedomWearer resistant/immune to Paralysis.2000
of FrostAdds Cold damage (1D3+5; pottsland: 6-8).1000
of Health+X Hit Points (value X x100).X x100
of IceAdds Cold damage (1D4+8; pottsland: 9-12).2000
of ImunityWearer resistant/immune to Diseases.1000
of InfernosAdds Fire damage (3D6; pottsland: 3-18).2000
of Life+10 Hit Points and regenerates Hit Points over time.2000
of Light Magic+50% to all Light spells.2000
of LightningAdds Electrical damage (2D4+2; pottsland: 4-10).1000
of Luck+X to Luck (value X x100).X x100
of Magic+X Spell Points (value X x100).X x100
of ManaRegenerates Spell Points over time (1 SP / 5m).1000
of MedusaWearer resistant/immune to Stone.2000
of Might+X to Might (value X x100).X x100
of Mind Magic+50% to all Mind spells.2000
of PoisonAdds 5 points of Poison damage.500
of Poison Resistance+X to Poison Resistance (value X x100).X x100
of Power+5 Level.2500
of Precision+X to Accuracy (value X x100).X x100
of Protection+10 to all Resistances.1000
of RecoveryIncreases rate of recovery.200
of RegenerationRegenerates Hit Points over time (1 HP / 5m).1000
of SanityWearer resistant/immune to Insanity.1000
of ShieldingHalf damage from all missile attacks.1000
of SparksAdds Electrical damage (1D4+1; pottsland: 2-5).500
of Speed+X to Speed (value X x100).X x100
of Spirit Magic+50% to all Spirit spells.2000
of SwiftnessIncreased weapon speed (value x2).x2
of The DragonAdds Fire damage (10D2; pottsland: 10-20) and +25 Might.3000
of The Eclips+10 Spell Points and regenerates Spell Points over time.2000
of the Gods+10 to all seven statistics.3000
of The Golum+15 Endurance and +5 Armor.1500
of The Moon+10 Intellect and Luck.1000
of The Pheonix+30 Fire Resistance and regenerates Hit Points over time.3000
of The Rogues+5 Speed and Accuracy.500
of The Sky+10 Spell Points, Speed, Intellect.2500
of The Stars+10 Endurance and Accuracy.1000
of The Sun+10 Might and Personality.1000
of The Troll+15 Endurance and regenerates Hit Points over time.1500
of The Unicorn+15 Luck and regenerates Spell Points over time.1500
of ThieveryIncreases chance of disarming (double).2000
of Thought+X to Intellect (value X x100).X x100
of ThunderboltsAdds Electrical damage (3D4+3; pottsland: 6-15).2000
of VenomAdds 8 points of Poison damage.1000
of Vigor+X to Endurance (value X x100).X x100
of Water Magic+50% to all Water spells.2000
VampiricDrains Hit Points from target (20% of caused damage to wielder's HP).x2
Warriors+5 Might and Endurance.500
Wizards+5 Intellect and Personality.500

Statistics β€” what each does

StatWhat it governsKey formulaMatters most for
MightRaw physical strength. Adds a damage bonus to every melee and thrown-weapon hit. It does NOT boost bow damage or spell damage.Melee damage bonus = n - 6 (minimum 1).Front-line melee: Knight, Paladin, Archer.
IntellectMental power. Sets the Spell Point pool for the Intellect casters, and is half of the Druid's SP base.Spell Points = (n + lvl - 1 + Meditation) x s, minus 5 for the Sorcerer.Sorcerer, Archer, and (with Personality) the Druid. Useless to Knight, Cleric, Paladin.
PersonalityForce of will / spirit. Sets the Spell Point pool for the Personality casters, and is the Druid's other SP source.Spell Points = (n + lvl - 1 + Meditation) x s, minus 5 for the Cleric.Cleric, Paladin, and (with Intellect) the Druid. Useless to Knight, Sorcerer, Archer.
EnduranceToughness and stamina. Drives Hit Points for EVERY class, so no one wants it low. The Body Building skill multiplies the HP it grants.Hit Points = (n + lvl - 1 + Body Building) x h + 10.Everyone.
AccuracyHand-eye coordination. Raises your chance to land a hit in both melee and ranged combat.Attack (to-hit) bonus = n - 6.Every attacker, especially the bow-focused Archer.
SpeedQuickness and reflexes. Adds to Armor Class (how often enemies miss you) and improves your recovery / turn order in combat. Only the bonus ever applies to AC; a low-Speed penalty counts as zero.Armor Class bonus = n - 5 (minimum 1; penalties treated as 0).Everyone: survival (AC) and acting first.
LuckFortune. Improves the odds on the game's hidden rolls: resisting attacks and harmful conditions, and other chance outcomes. The only attribute with no published formula (Pottsland assumes it uses the same breakpoints).No documented equation; best treated as a cheap top-up from spare points.Everyone, a little. Good filler when key stats already sit on a breakpoint.

Hit Points, Spell Points, Armor & Resistances

StatWhat it isComes from
Hit Points (HP)How much damage you absorb before falling unconscious, then dying. Run out and the character drops; the whole party dying is game over.Endurance + class + character level + the Body Building skill.
Spell Points (SP)The fuel spent to cast spells. Each spell costs SP; run dry and you cannot cast until you rest or refill at a well. Knights have none.Your casting stat (Intellect or Personality, or both for the Druid) + class + level + the Meditation skill.
Armor Class (AC)How hard you are to hit. The higher your AC, the more enemy attacks miss outright.Speed bonus + the armor and shield you wear + spells like Stone Skin / Shield.
Resistances (Fire / Electricity / Cold / Poison / Magic)Five separate ratings that cut the damage and lower the chance of the matching element or status condition landing on the character.The monthly resistance Shrines, permanent fountains, gear enchantments, and Protection-type spells/potions.

Attribute tables & formulas

AttributeDescription
Attribute Bonus TableStat value -> bonus: 5-6 = -4; 7-8 = -3; 9-10 = -2; 11-12 = -1; 13-14 = 0; 15-16 = +1; 17-18 = +2; 19-20 = +3; 21-24 = +4; 25 = +5. For the Speed attribute (which modifies base Armor Class), negative bonuses are treated as zero.
Knight HP/SPHit Points 34 + (4 x END Bonus); +4 HP/Level. No Spell Points.
Cleric HP/SPHit Points 22 + (2 x END Bonus); +2 HP/Level. Spell Points 13 + (3 x PER Bonus); +3 SP/Level.
Paladin HP/SPHit Points 28 + (3 x END Bonus); +3 HP/Level. Spell Points 6 + (1 x PER Bonus); +1 SP/Level.
Sorcerer HP/SPHit Points 22 + (2 x END Bonus); +2 HP/Level. Spell Points 13 + (3 x INT Bonus); +3 SP/Level.
Archer HP/SPHit Points 28 + (3 x END Bonus); +3 HP/Level. Spell Points 6 + (1 x INT Bonus); +1 SP/Level.
Druid HP/SPHit Points 22 + (2 x END Bonus); +2 HP/Level. Spell Points 13 + (3 x INT Bonus); +3 SP/Level.
Breakpoint ChartStat -> breakpoint n: 1=0; 3=1; 5=2; 7=3; 9=4; 11=5; 13=6; 15=7; 17=8; 19=9; 21=10; 25=11; 30=12; 35=13; 40=14; 50=15; 75=16; 100=17; 125=18. A breakpoint is the number used to calculate a stat's effect; adding points between breakpoints has no effect, so a stat is best kept just above a breakpoint.
Class HP/SP Modifiers (h/s)Hit-Point (h) and Spell-Point (s) modifiers per class/rank: Knight 4/0, Cavalier 6/0, Champion 8/0; Cleric 2/3, Priest 3/4, High Priest 4/5; Sorcerer 2/3, Wizard 3/4, Archmage 4/5; Paladin 3/1, Crusader 4/2, Hero 5/3; Archer 3/1, Battle Mage 4/2, Warrior Mage 5/3; Druid 2/3, Great Druid 3/4, Arch Druid 4/5.
Stat Effect EquationsMight: Damage Bonus = n - 6 (minimum 1). Accuracy: Attack Bonus = n - 6. Speed: AC Bonus = n - 5 (minimum 1). Endurance: Hit Points = (n + (lv - 1) + b) * h + 10. Intelligence: Spell Points = (n + lv - 1 + m) * s (Archer), or - 5 (Sorcerer). Personality: Spell Points = (n + lv - 1 + m) * s (Paladin), or - 5 (Cleric). Druid Spell Points = (ni + np + lv - 1 + m) * s - 23 (ni = Int breakpoint, np = Per breakpoint). Where n = breakpoint, lv = level, h/s = class modifiers, b = Body Building level (x2 Expert, x3 Master), m = Meditation level (x2 Expert, x3 Master).

Reputation

ReputationEffect
Reputation RanksFrom worst to best: Notorious, Monstrous, Despicable, Vile, Bad, Average, Respectable, Honorable, Glorious, Angelic, Saintly.
Reputation Value ThresholdsNumeric value -> rank. Positive (good): 0 to 199 = Average; 200 to 399 = Respectable; 400 to 599 = Honorable; 600 to 799 = Glorious; 800 to 999 = Angelic; >999 = Saintly. Negative (bad): -1 to -299 = Bad; -300 to -599 = Vile; -600 to -799 = Despicable; -800 to -999 = Monstrous; < -999 = Notorious.
How to Lower ReputationHeal at any Temple of Baa; donate to any Temple of Baa; pick up any Bones; sell Bones; kill any Peasants; hire certain NPCs (Burglars, Dupers, Gypsies, Pirates); finishing some quests also lowers your rep.
How to Raise ReputationDonate to any NON-Temple-of-Baa temple (brings you up to Respectable); hire certain NPCs (Bards); finish quests that don't lower your rep. If you are Notorious, visiting a castle sentences you to a year in jail but you emerge with an Average reputation.

Obelisks

ObeliskRegionClue
Obelisk #1Sweet WaterS of town-center, East edge of lake
Obelisk #2Paradise Valleyoutside-of-town to NE, S of Road
Obelisk #3Hermit's Islecenter-of-area, near Fountain
Obelisk #4Kriegspireoutside-of-town to NW, north of the snowy ridge
Obelisk #5Blackshireoutside-of-town to SE, south of the ridge
Obelisk #6Dragonsandoutside-of-town to NE, far to NE
Obelisk #7Frozen Highlandsoutside-of-town to E, to E of Castle Stormgard
Obelisk #8Free Havenoutside-of-town to SW, S of river, behind Temple of Baa
Obelisk #9Mire of the Damnedoutside-of-town to E, center of forest
Obelisk #10Silver Coveoutside-of-town to N, W edge of large island
Obelisk #11Bootleg Bayoutside-of-town to SE, near Hall of Fire Lord
Obelisk #12Castle Ironfistoutside-of-town to SW, in the rectangle
Obelisk #13Eel Infested Waters2nd Lower Island, counting from Left
Obelisk #14Misty Islandsoutside-of-town to NE, on the E island
Obelisk #15New Sorpigaloutside-of-town to N, in the volcano
Obelisk ChestDragonsandNE of pyramid

Standing stones scattered across Enroth. Reading all of them spells out a riddle that points to a buried treasure cache in Dragonsand β€” see the walkthrough's obelisk stage.

Controls & keybindings

GroupKeyAction
MovementUpMove forward
MovementDownMove backward
MovementLeftTurn left
MovementRightTurn left
MovementHold CtrlSide-step
MovementHold ShiftRun
MovementXJump
MovementPage DownLook Upwards
MovementDeleteLook Downwards
MovementEndCenter View
MovementPage UpFlight Upwards
MovementPage DownFlight Downwards
MovementHomeLand to ground
ActionsAAttack
ActionsYHerd Town Residents
ActionsSQuickspell
InterfaceEnterStart turn-based mode
Interface1,2,3,4Selects character
Interface11,22,33,44Opens character detail
InterfaceTabCycles through characters
InterfaceQQuest log
InterfaceCSpell book
InterfaceRRest menu
InterfaceNAuto notes
InterfaceMMap
InterfaceTCalendar
InterfaceZParty quick reference
Interface+,-Scale mini-map
InterfaceF4Full-screen/Window toggle
With Item On Cursor1,2,3,4Give Item to a character
Right-ClickOn PortraitUse Item on a character (Spell Books, Potions)

MM6 needs a mouse β€” there is no keyboard-only way to use the inventory. Press Enter for turn-based combat; right-click an enemy to read its HP.