Fountains, Shrines & More
Fountains
| Name | Location | Type | Effect |
|---|---|---|---|
| New Sorpigal Fountain (+2 Luck) | New Sorpigal | permanent | +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 Haven | permanent | +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 Cove | permanent | +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 Cove | permanent | +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) | Whitecap | permanent | +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) | Whitecap | permanent | +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) | Blackshire | permanent | +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) | Kriegspire | permanent | +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) | Dragonsand | permanent | +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) | Dragonsand | permanent | +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 Youth | Hermit's Isle (top-center of SE quadrant) | permanent | Restores Normal Age (Fountain of Youth). |
| Mist Fountain (+5 Elemental Resistance) | Mist | temporary | +5 Elemental Resistance (temporary). |
| New Sorpigal Fountain (+10 Might) | New Sorpigal | temporary | +10 Might (temporary). |
| Mist Fountain (+10 Intelligence & Personality) | Mist | temporary | +10 Intelligence & Personality (temporary). |
| Ironfist Fountain (+10 Speed) | Ironfist | temporary | +10 Speed (temporary). |
| Ironfist Fountain (+10 Accuracy) | Ironfist | temporary | +10 Accuracy (temporary). |
| Castle Stone Fountain (+10 Levels) | Castle Stone | temporary | +10 Levels (temporary). |
| Mist Fountain (+20 Luck) | Mist | temporary | +20 Luck (temporary). |
| Silver Cove Fountain (+20 Intelligence & Personality) | Silver Cove | temporary | +20 Intelligence & Personality (temporary). |
| Bootleg Bay Fountain (+20 Might) | Bootleg Bay | temporary | +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 Keep | temporary | +20 Accuracy & Speed (temporary). |
| West Island Fountain (+20 Armor) | West Island, South of Icewind Keep | temporary | +20 Armor (temporary). |
| Kriegspire Fountain (+30 Levels) | Kriegspire | temporary | +30 Levels (temporary). |
| Castle Stromgard Fountain (+30 Might) | Castle Stromgard | temporary | +30 Might (temporary). |
| Blackshire Fountain (+30 Magic Resistance & Stoned) | Blackshire | temporary | +30 Magic Resistance, but inflicts Stoned (temporary). |
| Kriegspire Castle Fountain (+40 Armor Class) | Kriegspire Castle | temporary | +40 Armor Class (temporary). |
| Sweet Water Fountain (+40 to all seven stats) | SE Sweet Water | temporary | +40 to all seven stats (temporary). |
| Blackshire Fountain (+50 Luck) | Blackshire | temporary | +50 Luck (temporary). |
| NWC Dungeon Fountain (+256 to all stats) | NWC Dungeon | temporary | +256 to all stats (temporary). |
Wells
| Name | Location | Type | Effect |
|---|---|---|---|
| New Sorpigal Well (+5 Hit Points) | New Sorpigal | refill | Refills +5 Hit Points. |
| New Sorpigal Well (+5 Spell Points) | New Sorpigal | refill | Refills +5 Spell Points. |
| Arena Well (+10 Hit Points) | Arena | refill | Refills +10 Hit Points. |
| Free Haven Well (+10 Hit Points) | Free Haven (in the Sewers) | refill | Refills +10 Hit Points (in the Sewers). |
| Mist Well (+10 Spell Points) | Mist | refill | Refills +10 Spell Points. |
| Fountain of Magic (+20 Spell Points) | Bootleg Bay | refill | Refills +20 Spell Points (Fountain of Magic). |
| Free Haven Well (+25 Hit Points) | Free Haven | refill | Refills +25 Hit Points. |
| Silver Cove Well (+25 Spell Points) | Silver Cove | refill | Refills +25 Spell Points. |
| Blackshire Well (+50 Spell Points) | Blackshire | refill | Refills +50 Spell Points. |
| Dragonsand Well (+50 Hit Points) | Dragonsand | refill | Refills +50 Hit Points. |
| Kriegspire Well (+5000 Experience, -5000 Gold) | Kriegspire | refill | Grants +5000 Experience, costs -5000 Gold. |
Shrines
| Name | Month | Stat | Location | Effect |
|---|---|---|---|---|
| January Shrine (Might) | January | Might | Bootleg Bay, NW Corner | Pilgrimage to the Might shrine at Bootleg Bay, NW corner. First visit gives +10, subsequent yearly visits give +3 more. |
| February Shrine (Intellect) | February | Intellect | Mist | Pilgrimage to the Intellect shrine at Mist. First visit gives +10, subsequent yearly visits give +3 more. |
| March Shrine (Personality) | March | Personality | Silver Cove, NW Island | Pilgrimage to the Personality shrine at Silver Cove, NW Island. First visit gives +10, subsequent yearly visits give +3 more. |
| April Shrine (Endurance) | April | Endurance | Castle White Cap | Pilgrimage to the Endurance shrine at Castle White Cap. First visit gives +10, subsequent yearly visits give +3 more. |
| May Shrine (Accuracy) | May | Accuracy | Free Haven, West of Town | Pilgrimage to the Accuracy shrine at Free Haven, just west of town. First visit gives +10, subsequent yearly visits give +3 more. |
| June Shrine (Speed) | June | Speed | Mire 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) | July | Luck | New Sorpigal, Island East of Docks | Pilgrimage 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) | August | Fire Resistance | Kriegspire, in Volcano next to Castle | Pilgrimage 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) | September | Electrical Resistance | Castle 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) | October | Cold Resistance | Kriegspire, north half center along mountains | Pilgrimage 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) | November | Poison Resistance | Island SW of Alamos | Pilgrimage to the Poison shrine on the island SW of Alamos. First visit gives +10, subsequent yearly visits give +3 more. |
| December Shrine (Magic) | December | Magic Resistance | Blackshire, NW of Town | Pilgrimage 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
| Type | Object | Location | Attribute | Boost | Condition |
|---|---|---|---|---|---|
| Refill | Fountain | New Sorpigal | HP | +5 | IF HP<MaxHP (30 times/day) |
| Refill | Fountain | New Sorpigal | SP | +5 | IF SP<MaxSP (30 times/day) |
| Refill | Fountain | Castle Ironfist | HP | +10 | IF HP<MaxHP |
| Refill | Fountain | Misty Islands | SP | +10 | IF SP<MaxSP |
| Refill | Fountain | Bootleg Bay | SP | +20 | IF SP<MaxSP |
| Refill | Fountain | Free Haven | HP | +25 | IF HP<MaxHP |
| Refill | Fountain | Silver Cove | SP | +25 | IF SP<MaxSP |
| Refill | Fountain | Blackshire | SP | +50 | IF SP<MaxSP |
| Refill | Fountain | Dragonsand | HP | +50 | IF HP<MaxHP |
| Permanent | Fountain | Paradise Valley | HP, SP | +100 | If HP&SP<Max |
| Temporary | Fountain | New Sorpigal | MGT | +10 | |
| Temporary | Fountain | Castle Ironfist | ACY | +10 | |
| Temporary | Fountain | Castle Ironfist | SPD | +10 | |
| Temporary | Fountain | Misty Islands | INT/PER | +10 | |
| Temporary | Well | Misty Islands | LCK | +20 | |
| Temporary | Fountain | Misty Islands | Elemental Resist | +5 | |
| Temporary | Well | Bootleg Bay | MGT | +20 | |
| Temporary | Well | Silver Cove | INT, PER | +20 | |
| Temporary | Fountain | Frozen Highlands | Level | +10 | |
| Temporary | Fountain | Frozen Highlands | AC | +20 | |
| Temporary | Fountain | Frozen Highlands | ACY, SPD | +20 | |
| Temporary | Fountain | Frozen Highlands | MGT | +30 | |
| Temporary | Fountain | Eel Infested Waters | Elemental Resist | +20 | |
| Temporary | Fountain | Eel Infested Waters | Ma Resist | +20 | |
| Temporary | Fountain | Blackshire | Ma Resist | +30 | STONED granted |
| Temporary | Fountain | Blackshire | LCK | +50 | |
| Temporary | Well | Kriegspire | Level | +30 | |
| Temporary | Fountain | Kriegspire | AC | +40 | |
| Temporary | Fountain | Sweet Water | All Stats | +50 | |
| Permanent | Well | New Sorpigal | LCK | +2 | IF LCK<15 (8 times) |
| Permanent | Fountain | Bootleg Bay | INT | +2 | IF INT<15 (8 times) |
| Permanent | Fountain | Bootleg Bay | PER | +2 | IF PER<15 (8 times) |
| Permanent | Well | Free Haven | MGT | +2 | IF MGT<15 |
| Permanent | Fountain | Mire of the Damned | END | +2 | IF END<15 (8 times) |
| Permanent | Fountain | Silver Cove | ACY | +2 | IF ACY<15 |
| Permanent | Fountain | Silver Cove | SPD | +2 | IF SPD<15 |
| Permanent | Fountain | Blackshire | INT, PER | +5 | DISEASED granted |
| Permanent | Well | Blackshire | Ma Resist | +5 | DISEASED granted |
| Permanent | Fountain | Frozen Highlands | END | +5 | DEAD granted |
| Permanent | Fountain | Frozen Highlands | MGT | +5 | DEAD granted |
| Permanent | Fountain | Kriegspire | Elemental Resist | +5 | Dead granted |
| Permanent | Fountain | Dragonsand | Elemental Resist | +10 | ERADICATED granted |
| Permanent | Fountain | Kriegspire | Ma Resist | +10 | ERADICATED granted |
| Permanent | Fountain | Dragonsand | All Stats | +10 | ERADICATED granted |
| Permanent | Shrine | Dragonsand | All Stats | +20 | |
| Permanent | Fountain | Hermit's Ilse | Age | Restore Natural Age | |
| Permanent | Shrine | Bootleg Bay | MGT | +10 | January Only; IF revisit, +3 |
| Permanent | Shrine | Misty Islands | INT | +10 | February Only; IF revisit, +3 |
| Permanent | Shrine | Silver Cove | PER | +10 | March Only; IF revisit, +3 |
| Permanent | Shrine | Frozen Highlands | END | +10 | April Only; IF revisit, +3 |
| Permanent | Shrine | Free Haven | ACY | +10 | May Only; IF revisit, +3 |
| Permanent | Shrine | Mire of the Damned | SPD | +10 | June Only; IF revisit, +3 |
| Permanent | Shrine | New Sorpigal | LCK | +10 | July Only; IF revisit, +3 |
| Permanent | Shrine | Kriegspire | Fire Resist | +10 | August Only; IF revisit, +3 |
| Permanent | Shrine | Castle Ironfist | Electric Resist | +10 | September Only; IF revisit, +3 |
| Permanent | Shrine | Kriegspire | Cold Resist | +10 | October Only; IF revisit, +3 |
| Permanent | Shrine | Eel Infested Waters | Poison Resist | +10 | November Only; IF revisit, +3 |
| Permanent | Shrine | Blackshire | Magic Resist | +10 | December 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
| Name | Color | Mix | Effect | Duration |
|---|---|---|---|---|
| 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) | Poppysnaps | Causes Poison (eaten raw, not bottled). | ||
| Magic | Blue | Phirna Root | +10 Spell Points. | permanent |
| Energy | Yellow | Poppysnaps | +10 Primary Statistics. | temporary |
| Cure Wounds | Red | Widoweeps Berries | +10 Hit Points. | permanent |
| Resistance | Green | Magic + Energy (1 + 2) | +10 to all Resistances. | temporary |
| Cure Poison | Purple | Magic + Cure Wounds (1 + 3) | Cures Poison. | permanent |
| Protection | Orange | Energy + Cure Wounds (2 + 3) | +10 Armor Class. | temporary |
| Super Resistance | White | Magic + Resistance (1 + 4) | +20 to all Resistances. | temporary |
| Bless | White | Magic + Cure Poison (1 + 5) | Activates Bless. | 6 hours |
| Stone Skin | White | Magic + Protection (1 + 6) | Activates Stone Skin. | 6 hours |
| Haste | White | Energy + Resistance (2 + 4) | Activates Haste. | 6 hours |
| Extreme Energy | White | Energy + Protection (2 + 6) | +20 Primary Statistics. | temporary |
| Heroism | White | Cure Wounds + Protection (3 + 6) | Activates Heroism. | 6 hours |
| Restoration | White | Resistance + Cure Poison (4 + 5) | Cures all conditions except Stoned and Dead. | permanent |
| Supreme Protection | White | Resistance + Protection (4 + 6) | +20 Armor Class. | temporary |
| Essence of Intellect | Black | Magic + Stone Skin (1 + 9) | +15 Intellect, -5 Might. | permanent (once only) |
| Essence of Personality | Black | Magic + Restoration (1 + 13) | +15 Personality, -5 Speed. | permanent (once only) |
| Essence of Accuracy | Black | Energy + Bless (2 + 8) | +15 Accuracy, -5 Luck. | permanent (once only) |
| Essence of Endurance | Black | Energy + Supreme Protection (2 + 14) | +15 Endurance, -1 to all others. | permanent (once only) |
| Essence of Speed | Black | Cure Wounds + Haste (3 + 10) | +15 Speed, -5 Personality. | permanent (once only) |
| Essence of Might | Black | Cure Wounds + Heroism (3 + 12) | +15 Might, -5 Intellect. | permanent (once only) |
| Essence of Luck | Black | Cure Poison + Super Resistance (5 + 7) | +15 Luck, -5 Accuracy. | permanent (once only) |
| Divine Magic | Black | Resistance + Super Resistance (4 + 7) | +100 Spell Points, +1 year age. | temporary |
| Rejuvenation | Black | Resistance + Extreme Energy (4 + 11) | Removes magical aging, -1 to all seven stats. | permanent |
| Divine Power | Black | Cure Poison + Extreme Energy (5 + 11) | +20 Levels, +1 year age. | temporary |
| Divine Cure | Black | Protection + Restoration (6 + 13) | +100 Hit Points, +1 year age. | temporary |
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.
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
| Name | Effect | Value |
|---|---|---|
| Antiqued | Increased value (x10). | x10 |
| Demon Slayer | Double damage vs Demons. | x2 |
| Dragon Slayer | Double damage vs Dragons. | x2 |
| of Acid | Adds 12 points of Poison damage. | 2000 |
| of Air Magic | +50% to all Air spells. | 2000 |
| of Alarms | Wearer resistant/immune to Sleep. | 500 |
| of Antidotes | Wearer resistant/immune to Poison. | 1000 |
| of Body Magic | +50% to all Body spells. | 2000 |
| of Carnage | Explosive impact / exploding arrows. | 5000 |
| of Charm | +X to Personality (value X x100). | X x100 |
| of Cold | Adds 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 Darkness | Drains 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 Fire | Adds 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 Flames | Adds Fire damage (2D6; pottsland: 2-12). | 1000 |
| of Force | Increased knockback (value x10). | x10 |
| of Freedom | Wearer resistant/immune to Paralysis. | 2000 |
| of Frost | Adds Cold damage (1D3+5; pottsland: 6-8). | 1000 |
| of Health | +X Hit Points (value X x100). | X x100 |
| of Ice | Adds Cold damage (1D4+8; pottsland: 9-12). | 2000 |
| of Imunity | Wearer resistant/immune to Diseases. | 1000 |
| of Infernos | Adds 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 Lightning | Adds 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 Mana | Regenerates Spell Points over time (1 SP / 5m). | 1000 |
| of Medusa | Wearer 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 Poison | Adds 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 Recovery | Increases rate of recovery. | 200 |
| of Regeneration | Regenerates Hit Points over time (1 HP / 5m). | 1000 |
| of Sanity | Wearer resistant/immune to Insanity. | 1000 |
| of Shielding | Half damage from all missile attacks. | 1000 |
| of Sparks | Adds 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 Swiftness | Increased weapon speed (value x2). | x2 |
| of The Dragon | Adds 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 Thievery | Increases chance of disarming (double). | 2000 |
| of Thought | +X to Intellect (value X x100). | X x100 |
| of Thunderbolts | Adds Electrical damage (3D4+3; pottsland: 6-15). | 2000 |
| of Venom | Adds 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 |
| Vampiric | Drains 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
| Stat | What it governs | Key formula | Matters most for |
|---|---|---|---|
| Might | Raw 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. |
| Intellect | Mental 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. |
| Personality | Force 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. |
| Endurance | Toughness 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. |
| Accuracy | Hand-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. |
| Speed | Quickness 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. |
| Luck | Fortune. 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
| Stat | What it is | Comes 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
| Attribute | Description |
|---|---|
| Attribute Bonus Table | Stat 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/SP | Hit Points 34 + (4 x END Bonus); +4 HP/Level. No Spell Points. |
| Cleric HP/SP | Hit Points 22 + (2 x END Bonus); +2 HP/Level. Spell Points 13 + (3 x PER Bonus); +3 SP/Level. |
| Paladin HP/SP | Hit Points 28 + (3 x END Bonus); +3 HP/Level. Spell Points 6 + (1 x PER Bonus); +1 SP/Level. |
| Sorcerer HP/SP | Hit Points 22 + (2 x END Bonus); +2 HP/Level. Spell Points 13 + (3 x INT Bonus); +3 SP/Level. |
| Archer HP/SP | Hit Points 28 + (3 x END Bonus); +3 HP/Level. Spell Points 6 + (1 x INT Bonus); +1 SP/Level. |
| Druid HP/SP | Hit Points 22 + (2 x END Bonus); +2 HP/Level. Spell Points 13 + (3 x INT Bonus); +3 SP/Level. |
| Breakpoint Chart | Stat -> 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 Equations | Might: 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
| Reputation | Effect |
|---|---|
| Reputation Ranks | From worst to best: Notorious, Monstrous, Despicable, Vile, Bad, Average, Respectable, Honorable, Glorious, Angelic, Saintly. |
| Reputation Value Thresholds | Numeric 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 Reputation | Heal 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 Reputation | Donate 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
| Obelisk | Region | Clue |
|---|---|---|
| Obelisk #1 | Sweet Water | S of town-center, East edge of lake |
| Obelisk #2 | Paradise Valley | outside-of-town to NE, S of Road |
| Obelisk #3 | Hermit's Isle | center-of-area, near Fountain |
| Obelisk #4 | Kriegspire | outside-of-town to NW, north of the snowy ridge |
| Obelisk #5 | Blackshire | outside-of-town to SE, south of the ridge |
| Obelisk #6 | Dragonsand | outside-of-town to NE, far to NE |
| Obelisk #7 | Frozen Highlands | outside-of-town to E, to E of Castle Stormgard |
| Obelisk #8 | Free Haven | outside-of-town to SW, S of river, behind Temple of Baa |
| Obelisk #9 | Mire of the Damned | outside-of-town to E, center of forest |
| Obelisk #10 | Silver Cove | outside-of-town to N, W edge of large island |
| Obelisk #11 | Bootleg Bay | outside-of-town to SE, near Hall of Fire Lord |
| Obelisk #12 | Castle Ironfist | outside-of-town to SW, in the rectangle |
| Obelisk #13 | Eel Infested Waters | 2nd Lower Island, counting from Left |
| Obelisk #14 | Misty Islands | outside-of-town to NE, on the E island |
| Obelisk #15 | New Sorpigal | outside-of-town to N, in the volcano |
| Obelisk Chest | Dragonsand | NE 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
| Group | Key | Action |
|---|---|---|
| Movement | Up | Move forward |
| Movement | Down | Move backward |
| Movement | Left | Turn left |
| Movement | Right | Turn left |
| Movement | Hold Ctrl | Side-step |
| Movement | Hold Shift | Run |
| Movement | X | Jump |
| Movement | Page Down | Look Upwards |
| Movement | Delete | Look Downwards |
| Movement | End | Center View |
| Movement | Page Up | Flight Upwards |
| Movement | Page Down | Flight Downwards |
| Movement | Home | Land to ground |
| Actions | A | Attack |
| Actions | Y | Herd Town Residents |
| Actions | S | Quickspell |
| Interface | Enter | Start turn-based mode |
| Interface | 1,2,3,4 | Selects character |
| Interface | 11,22,33,44 | Opens character detail |
| Interface | Tab | Cycles through characters |
| Interface | Q | Quest log |
| Interface | C | Spell book |
| Interface | R | Rest menu |
| Interface | N | Auto notes |
| Interface | M | Map |
| Interface | T | Calendar |
| Interface | Z | Party quick reference |
| Interface | +,- | Scale mini-map |
| Interface | F4 | Full-screen/Window toggle |
| With Item On Cursor | 1,2,3,4 | Give Item to a character |
| Right-Click | On Portrait | Use 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.