*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* = MIGHT & MAGIC VI: THE MANDATE OF HEAVEN = * * = ITEM LIST = *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* Author: Sashanan Date: 26 September 2005 Version: 1.5 DISCLAIMER This document is a copyright of Peter "Sashanan" Butter, 2001-2005. All rights reserved. You are granted permission to make copies of this FAQ (electronical or physical) for your own, personal use. Furthermore, non-commercial, freely accessible websites are allowed to upload a copy of this FAQ as long as it is posted in its full, original form (including this disclaimer) and credited to Sashanan. You are not authorized to upload this FAQ on a commercial website and/or charge for its viewing, or make money off it in any other imaginable way, without my explicit written permission. Furthermore, you are not allowed to edit this guide in any way, use it as a basis for your own guide, or post it without giving proper credit. This is considered plagiarism. This FAQ is protected by international copyright laws and failure to comply with the terms in this disclaimer will result in legal prosecution. ================= TABLE OF CONTENTS ================= - About this FAQ - Weapon and armor tables - Item list - Revision history - Final words =============================================================================== ABOUT THIS FAQ =============================================================================== This FAQ was started on 29 December 2000. I had already planned to do an item list for Might & Magic VI for some time, but had never seriously invested any time in it. Now, however, I felt like playing the game again, and decided I might as well start the item list at the same time. The bulk of the FAQ is divided into two parts. First, I list all weapons and armor in tables. These tables are meant to help you find the statistics of a particular item quickly. The second part of the FAQ is a complete item list, which has other items besides weapons and armor, and includes descriptions of each item. Although the information given here is more complete, it's also harder to look up a particular item here. This guide will not help you much in completing Might & Magic VI and is not intended as such. It is aimed at those people who are interested in what items are available, which ones they may have missed during play, or those who, like me, just enjoy browsing through lists like these. Whatever category you fall in, I hope you'll enjoy the FAQ! =============================================================================== WEAPONS AND ARMOR TABLES =============================================================================== Here I have sorted all listed weapons and armor in tables for easy reference. Artifacts are indicated with a * behind the item's name. Weapon Category Attack Damage Value =============================================================================== Poleax 2h Axe +0 3-21 225 Heavy Poleax 2h Axe +3 6-24 450 Grand Poleax 2h Axe +9 12-30 900 Two-handed Sword 2h Sword +0 4-20 400 Great Sword 2h Sword +2 6-22 500 Hand Axe Axe 0 4-8 30 Battle Axe Axe +2 6-10 100 War Axe Axe +5 9-13 250 Dwarven Axe Axe +8 12-16 400 Supreme Axe Axe +11 15-19 550 Broadsword Broadsword +0 3-12 100 Steel Broadsword Broadsword +4 7-16 300 Mighty Broadsword Broadsword +10 13-22 600 Club Club +0 1-3 1 Spiked Club Club +3 4-6 40 Killer Club Club +5 6-8 100 Crossbow Crossbow +0 4-8 50 Accurate Crossbow Crossbow +3 7-11 200 True Crossbow Crossbow +7 11-15 400 Cutlass Cutlass +0 2-8 40 Pirate Cutlass Cutlass +5 7-13 290 Master Cutlass Cutlass +11 13-19 590 Dagger Dagger +0 2-4 8 Blood Dagger Dagger +2 4-6 100 Shadow Dagger Dagger +3 5-7 150 Halberd Halberd +0 3-18/4-24 200 Massive Halberd Halberd +4 4-22/5-28 400 Hammer Hammer +0 2-10 120 Dark Hammer Hammer +3 5-13 300 Holy Hammer Hammer +9 11-19 600 Longbow Longbow +0 5-10 100 Elven Bow Longbow +2 7-12 200 Precision Bow Longbow +4 9-14 300 Magic Bow Longbow +6 11-16 400 Stellar Bow Longbow +8 13-18 500 Long Dagger Long Dagger +0 2-6 15 Piercing Dagger Long Dagger +4 6-10 200 Mordred * Long Dagger +8 10-14 20000 Longsword Longsword +0 3-9 50 Warrior Sword Longsword +3 6-12 200 Crusader Sword Longsword +6 9-15 350 Champion Sword Longsword +9 12-18 500 Lionheart Sword Longsword +12 15-21 650 Mace Mace +0 2-8 50 Wicked Mace Mace +2 4-10 150 Thunder Mace Mace +5 7-13 300 Wonder Mace Mace +8 10-16 450 Death Mace Mace +11 13-19 600 Spear Spear +0 1-9/2-18 15 Stout Spear Spear +1 2-10/3-19 50 Serpent Spear Spear +5 6-14/7-23 250 Savage Spear Spear +9 10-18/11-27 450 Staff Staff +0 2-8 40 Emerald Staff Staff +3 5-11 250 Power Staff Staff +7 9-15 500 Trident Trident +0 2-12/3-18 100 Ornate Trident Trident +6 8-18/9-24 400 Titanic Trident Trident +12 14-24/15-30 700 Armor Category Armor Rating Value =============================================================================== Leather Boots Boots +2 50 Steel Boots Boots +6 250 Armored Boots Boots +8 450 Sterling Boots Boots +10 650 Ultimate Boots Boots +12 850 Chain Mail Chain +8 400 Steel Chain Mail Chain +12 600 Noble Chain Mail Chain +18 900 Royal Chain Mail Chain +26 1300 Majestic Chain Mail Chain +36 1800? Leather Cloak Cloak +1 50 Phantom Cloak Cloak +3 150 Elven Cloak Cloak +5 250 Cardinal Cloak Cloak +7 450 Doom's Day Cloak Cloak +9 750 Gauntlets Gauntlets +3 100 Knight Gauntlets Gauntlets +6 250 Paladin Gauntlets Gauntlets +8 450 Cavalier Gauntlets Gauntlets +10 650 Ultimate Gauntlets Gauntlets +12 850 Helm Helm +2 60 Steel Helm Helm +6 260 Guardian Helm Helm +8 460 Defender Helm Helm +10 660 Angelic Helm Helm +12 860 Leather Armor Leather +4 150 Studded Leather Leather +6 250 Enchanted Leather Leather +10 450 Dragon Leather Leather +16 750 Imperial Leather Leather +24 1150 Plate Armor Plate +20 1000 Steel Plate Armor Plate +28 1400 Golden Plate Armor Plate +54 ? Kite Shield Shield, Large +6 200 Tower Shield Shield, Large +7 300 Castle Shield Shield, Large +9 400 Celestial Shield Shield, Large +13 500 Olympian Shield Shield, Large +19 800 Aegis * Shield, Large +29 30000 Wooden Shield Shield, Small +4 100 Bronze Shield Shield, Small +6 200 Steel Shield Shield, Small +8 300 Spirit Shield Shield, Small +12 450 Astral Shield Shield, Small +18 600? =============================================================================== ITEM LIST =============================================================================== This list will contain all items in the game, except for quest items. Weapons, armor and miscellaneous items are are listed, complete with descriptions. I've sorted all items by type. Within each category, I have sorted the items by value rather than alphabetically. For example, in the category Gauntlets, the basic Gauntlet comes first, followed by one that is slightly stronger (Knight Gauntlets), and so forth. Values are based on basic, non-enchanted items. Descriptions are directly from the game. Occasionally, you may find an "Editor's note". These are comments I added myself, usually correcting or elaborating on the information the game supplies about a particular item. If a value is said to be 'unverified', that means I have never found an unenchanted item of this type, so I could not determine the base value (although in some cases, I did my best guess based on the values of similar items). If an artifact's location is said to be unverified, that means I have only found that artifact once in that spot, so I can't be sure if it is always there (many artifacts turn up randomly). -------------------- - AMULET - -------------------- You can equip one amulet on every character. Normal amulets do nothing, but many are enchanted in one way or another. Those that aren't can still be sold for a good price. TURQUOISE AMULET Value: 500 A turquoise stone bracketed by a bronze chain and clasp makes for an inexpensive, yet charming amulet. GOTHIC AMULET Value: 750 This bizarre amulet was probably created by some alchemist with a distorted understanding of magic. The shape and symmetry help to maintain whatever enchantment he put in it. CLAW AMULET Value: 1000 The ossified foot of some unknown beast or monster has been inset with a huge, imperfect purple topaz. It's not pretty, but it's certainly magical. ANCIENT AMULET Value: 1250 This amulet is composed of two pieces: the front piece is an ancient, perfectly cut rectangle of a strong, stainless metal. The backing is a much more recent gold chain and clasp. Careful inspection of the front piece reveals it to be a plaque displaying the name of some long dead soldier or worker. Symbols on the front probably indicate status and rank. RUBY STAR AMULET Value: 1500 A perfect ruby cut in a star shape and bracketed by a golden clasp give this amulet its name. When viewed in dim light, a fiery spark can be seen dancing in the center of the gem. -------------------- - AXES - -------------------- All one-handed axes fall into this category. They may be wielded by any character with the Axe skill. HAND AXE Attack: +0 Damage: 4d2 (4-8) Value: 30 More of a tool than a weapon, this simple axe will work in a pinch. But don't expect much. BATTLE AXE Attack: +2 Damage: 4d2+2 (6-10) Value: 100 Made as a weapon of war instead of a tool, the battle axe is usually employed by barbarians and undisciplined armies. WAR AXE Attack: +5 Damage: 4d2+5 (9-13) Value: 250 This War Axe appears to be one of a large shipment of such axes seized by Roland during the Succession War. It was manufactured in Karigor by order of Archibald Ironfist to be used against his brother in their struggle for the throne of Enroth. DWARVEN AXE Attack: +8 Damage: 4d2+8 (12-16) Value: 400 An example of the high quality work done by the dwarves of the Red Mountains, the blade is sharp and the balance perfect. SUPREME AXE Attack: +11 Damage: 4d2+11 (15-19) Value: 550 This weapon surely has a dark history. An axe of this quality is only forged as the personal weapon of a noble Dwarf, and it is never sold or traded away... -------------------- - BELTS - -------------------- Every character can equip one belt. Normal belts do nothing, but they may carry enchantments. LEATHER BELT Value: 40 A common strip of leather used to hold up your pants. MERCENARY BELT Value: 100 A wide leather belt with a big, flashy buckle of a kind favored by bandits and mercenaries. Both mercenaries and bandits like to have charms or minor enchantments placed on them as battle aids. VANGUARD BELT Value: 225 Cured dragonhide and polished bronze are fastened together to form a belt of unusual strength and resistance to magic. Although difficult to work with, these belts can offer excellent protection against magic once an enchantment is successfully laid on them. WARLORD BELT Value: 450 Made of silver and the hide of some unknown creature, this belt is studded with vertical strips of a golden alloy. The buckle is a single, large opal inset in a platinum base. SOVEREIGN BELT Value: 650 Though soft and flexible, the material of this belt is made up of extremely fine strands of white gold. The white gold is braided together by a process too exacting for human hands, and the ruby set into the buckle was perfectly cut by a process long lost in time. -------------------- - BOOTS - -------------------- Every character can equip a pair of boots. Boots count as armor and add to the character's armor class. LEATHER BOOTS Armor: +2 Value: 50 Common traveler's boots made with leather and hobnailed. STEEL BOOTS Armor: +6 Value: 250 Heavy steel boots made for solid foot protection in battle. They are uncomfortable to walk in and have a tendency to rust on the inside. ARMORED BOOTS Armor: +8 Value: 450 The interior of these steel plated boots is made of leather and cloth to soften the sharp edges on the metal plates. They are a bit heavy and exhausting to wear for extended periods. STERLING BOOTS Armor: +10 Value: 650 Polished silver boots with velvet interiors, these boots are lighter than steel boots and far more comfortable. They look pretty snappy, too. ULTIMATE BOOTS Armor: +12 Value: 850 Dragonhide boots reinforced with molded horn strips and stalt metal rivets. Soft and light, they provide unparalleled foot protection. -------------------- - BROADSWORDS - -------------------- Broadswords are one of the many kinds of swords that fall under the Sword category. Any character with Sword skill may wield these one-handed weapons. They tend to be the strongest of all one-handed sword types. BROADSWORD Attack: +0 Damage: 3d4 (3-12) Value: 100 A common broadsword. These blades can be found throughout the land in the hands of both heroes and villains. STEEL BROADSWORD Attack: +4 Damage: 3d4+4 (7-16) Value: 300 A fine Erathian steel broadsword of excellent quality and edge. MIGHTY BROADSWORD Attack: +10 Damage: 3d4+10 (13-22) Value: 600 This broadsword's edge and beauty are enchanted and untouched by time. The blade looks as though it was forged yesterday. -------------------- - CHAIN MAIL - -------------------- Chain Mail can be worn by any character with the Chain skill. It is the 'medium class' armor of the game - stronger and heavier than leather, and weaker and lighter than plate. It is typically worn by Archers and Clerics, for whom it is the strongest armor they can use. CHAIN MAIL Armor: +8 Value: 400 Chain mail is an armor formed of small, interlocking loops of metal. This suit is low quality: the metal used is plain iron, there are only two layers of rings, and it is heavy and stiff for its size. STEEL CHAIN MAIL Armor: +12 Value: 600 A superior suit of chain mail, the metal used in this suit is steel, and the former owner was careful to keep the suit well oiled and free of rust. NOBLE CHAIN MAIL Armor: +18 Value: 900 Cavalry officer's chain mail from the reign of Taledon V of Karigor, Divine High Priest and High Holy Conduit of the Church of the Sun, circa 870 A.S. The armor is high quality chain, enchanted to lighten and strengthen the metal. ROYAL CHAIN MAIL Armor: +26 Value: 1300 Highly enchanted armor worn by elvish nobility and royalty during the Timber Wars of the seventh and eighth centuries. MAJESTIC CHAIN MAIL Armor: +36 Value: 1800 (unverified) A very rare suit of armor turned out by the Heavenly Forges of Governor Padish before the Silence. The armor was originally worn strictly by the Governor and his highest military officers as a badge of office. It is not just for show; this chain mail is lighter, stronger, and more supple than any other chain in the world. -------------------- - CLOAKS - -------------------- Every character can equip a cloak. Cloaks add to the wearer's armor class. LEATHER CLOAK Armor: +1 Value: 50 A used leather cloak. It smells fainlty of mothballs and dust. PHANTOM CLOAK Armor: +3 Value: 150 Indigo dye from the Regnan Archipelago was used to stain this wool cloak the color of a summer night's sky. ELVEN CLOAK Armor: +5 Value: 250 Woven from plant fibers found in the forests of Erathia, these cloaks are the traditional garb of the Elven Rangers. CARDINAL CLOAK Armor: +7 Value: 450 A cloak formerly worn by high officials of the Church of the Sun of Karigor prior to the dissolution of the Church in 1083 A.S. Nearly all these cloaks were enchanted in one way or another. (Editor's note: the red colour of these cloaks is annoying, as it is never readily apparent whether or not they need to be repaired. Pay close attention when fighting monsters that can break your armor.) DOOM'S DAY CLOAK Armor: +9 Value: 750 A cloak formerly worn by high officials of the Church of the Moon of Karigor prior to the dissolution of the Church in 1083 A.S. Nearly all these cloaks were enchanted in one way or another. (Editor's note: the superior quality of their cloaks apparently did not save the Church of the Moon of being dissolved at the same time their rival church was.) -------------------- - CLUBS - -------------------- Clubs are generally weak weapons that do not need any weapon skill. Any character can wield a club. However, this also means that there is no way to improve your skill with a club. (Note: Mace skill might count towards clubs as well, but I'm not sure about this. At any rate, you can use a club even without any Mace skill.) CLUB Attack: +0 Damage: 1d3 (1-3) Value: 1 A primitive weapon usable by even the stupidest of monsters. You're not thinking of using this, are you? SPIKED CLUB Attack: +3 Damage: 1d3+3 (4-6) Value: 40 An improvement over the simple club, this spiked club will inflict nastier wounds. KILLER CLUB Attack: +5 Damage: 1d3+5 (6-8) Value: 100 King of the club family. If this weapon had a knob or ball on the end, it would be a mace. There is evidence of real craftsmanship in this club, but you can see no true identifying marks that would indicate who created it. -------------------- - CROSSBOWS - -------------------- Crossbows are ranged weapons that can be used by any character with the Bow skill. They tend to be weaker than Longbows. CROSSBOW Shoot: +0 Damage: 4d2 (4-8) Value: 50 Crossbows are the deadliest ranged weapons made since the Time of Wonders. This crossbow is made of stout Yew wood and metal fixtures, but is otherwise rather ordinary. ACCURATE CROSSBOW Shoot: +3 Damage: 4d2+3 (7-11) Value: 200 These crossbows were stockpiled by Archibald just prior to the Succession War for use against his brother. As with most decisions involving death, Archibald chose wisely. These crossbows are amongst the best in the land. TRUE CROSSBOW Shoot: +7 Damage: 4d2+7 (11-15) Value: 400 Equipped with a hand crank and shaft sights, these exceptional crossbows are superior to all that have come before. Just where they are coming from is a mystery at this time... -------------------- - CROWNS - -------------------- Crowns can be worn instead of Helms. They do not offer any armor class bonus, but are commonly enchanted. Especially the expensive crowns can carry powerful enchantments. Unenchanted crowns can still fetch a good price. CROWN Value: 250 This is a poorly wrought crown, the kind that goblins or low budget actors might create to mock royalty. It offers no real head protection, although it may carry some small enchantment. REGAL CROWN Value: 450 A large, imperfect sapphire is inset in the center of this delicate silver crown. Extremely fine hammer marks suggest this crown was made by dwarven hands. ALMIGHTY CROWN Value: 650 Crowns of this sort are typically created with the use of magic to enhance their susceptibility to magic. If found with no enchantments whatsoever, the crown was probably left unfinished for some reason. -------------------- - CUTLASSES - -------------------- Cutlasses count as Swords, and can be wielded by anyone with the Sword skill. They are, however, the weakest sword type. CUTLASS Attack: +0 Damage: 2d4 (2-8) Value: 40 A cutlass of Goblin manufacture, this blade is as deadly as it is ugly. PIRATE CUTLASS Attack: +5 Damage: 2d4+5 (7-13) Value: 290 The traditional back-up weapon of the Regnan pirates living on the countless islands east of the island of Mist. These cutlasses were forged by one of a long line of smiths native to those islands. (Editor's note: the statement that the Regnans come from many islands is later proven untrue in Might & Magic 8, where you get to visit the island known as Regna. All Regnan pirates seem to come from here.) MASTER CUTLASS Attack: +11 Damage: 2d4+11 (13-19) Value: 590 Cleverly concealed initials near the pommel of this cutlass prove this beautiful weapon to be the work of Alec Teling, master smith to Hareck IX, Lord of Regna, and emperor of the Endless Ocean. -------------------- - DAGGERS - -------------------- Daggers are weapons with little punch, but high speed. A skilled fighter can attack more often with a Dagger than a Sword or Axe, and as such, do similar damage over the same period of time. Daggers may be used by anyone with the Dagger skill, and are the favorite of Mages, who have limited weapon choices. DAGGER Attack: +0 Damage: 2d2 (2-4) Value: 8 A common dagger, favorite of thieves and assassins the world over. BLOOD DAGGER Attack: +2 Damage: 2d2+2 (4-6) Value: 100 Blood Daggers are ceremonial weaopns worn by the nobility of Regna. Their popularity has spread in recent years to the nobility of Enroth, and now they can be found throughout the land. Though ceremonial, they are sharp and reliable blades. SHADOW DAGGER Attack: +3 Damage: 2d2+3 (5-7) Value: 150 Commissioned by Ethric the Mad while still a human, it is said these daggers have a link to the Land of the Dead. They are used in certain magical rituals designed to extend life to unnatural lengths. -------------------- - GAUNTLETS - -------------------- Gauntlets are protective metal gloves. Every character can equip one pair of these to boost their armor class, and take advantage of any enchantments. GAUNTLETS Armor: +3 Value: 100 A steel plated gauntlet of simple make and design. KNIGHT GAUNTLETS Armor: +6 Value: 250 This gauntlet is an improvement over the simple, inflexible steel gauntlets commonly worn by goblins and brigands. The back of the hand and the wrist are solid, while the jointing around the fingers is made of chain links to improve dexterity. PALADIN GAUNTLETS Armor: +8 Value: 450 While lacking in flexibility, this gauntlet has reinforced joints over the knuckles and at the base of the wrist. CAVALIER GAUNTLETS Armor: +10 Value: 650 A high quality gauntlet, it offers both flexibility and protection. The joints are reinforced, yet are 'soft' enough to permit nearly normal hand motion. ULTIMATE GAUNTLETS Armor: +12 Value: 850 Dwarven smiths created this masterpiece of gauntlet design. Except for the extra bulk, there seems little difference between this gauntlet and a velvet glove. Clever sliding and rotating plates at the joints and wrist permit full normal hand motion while providing continuous protection at all times. -------------------- - GEMS - -------------------- Gemstones may sometimes be found in chests or on the bodies of certain monsters. They serve no purpose, and are purely intended to be sold. MOONSTONE Value: 1000 A moonstone. TOPAZ Value: 1200 A sculpted piece of amber. RUBY Value: 2200 A ruby with a simple, efficient cut. EMERALD Value: 2500 A pale emerald. -------------------- - HALBERDS - -------------------- Halbers are the most powerful weapon type in the Spear category. It takes Spear skill to wield them. Axe skill, despite what some of the Halberds' descriptions imply, does not allow you to wield Halbers, nor does it increase their effectiveness in any way. HALBERD Attack: +0 Damage: 3d6 (3-18) / 4d6 (4-24) Value: 200 Combination poleax and spear, the halberd can inflict terrible wounds, but recovers slowly from swings. This one is of average quality and workmanship. MASSIVE HALBERD Attack: +4 Damage: 3d6+4 (7-22) / 4d6+4 (8-28) Value: 400 Of solid construction, this halberd has a particularly heavy blade. Wielded by a mighty warrior, it could surely be used to slay the toughest of monsters. -------------------- - HAMMERS - -------------------- Hammers are much like Maces, and can be wielded by anyone with the Mace skill. They are one-handed weapons, and although they tend to be a little slower than Maces, they typically cause more damage. HAMMER Attack: +0 Damage: 2d5 (2-10) Value: 120 A graceless and unimaginative weapon, hammers are slow, but hit very hard. This one is of common construction and materials. DARK HAMMER Attack: +3 Damage: 2d5+3 (5-13) Value: 300 A step up in construction quality, these hammers are commonly wielded by humanoid monsters. Since everyone knows most monsters don't make weapons, the question 'from where are they getting them?' arises... HOLY HAMMER Attack: +9 Damage: 2d5+9 (11-19) Value: 600 Magically constructed, these hammers are the property of the Church of the Moon in Karigor. -------------------- - HATS - -------------------- Hats are an alternative to Helms or Crowns. Like Crowns, they do not add to a character's armor class, but are often enchanted. However, the enchantments on Hats tend to be weaker than those found on Crowns. CLOTH HAT Value: 20 A common hat. The material is a blend of cotton and wool, and the feather is from a duck. FANCY HAT Value: 100 Quite fashionable and stylish, these hats are in vogue amongst the upper classes and those seeking to emulate them. WIZARD CAP Value: 200 Don't laugh - while silly - even ridiculous - in appearance, many sorcerers spend quite a bit of time enchanting hats like this with powerful magics. The conical shape and 'eyes' in the front of the hat are peculiarly attractive to creatures of the spirit world, and that property makes the hat easier to enchant. -------------------- - HELMS - -------------------- Helms are the only type of headgear that add directly to your armor class. In addition, they may be enchanted, though usually not as well as Crowns. Any character can wear a Helm. HELM Armor: +2 Value: 60 An ordinary helm. This one is made of hides stretched over wood. There's no fur or padding on the inside, so your head will probably ring like a bell when struck a solid blow. STEEL HELM Armor: +6 Value: 260 This is a common steel helm. The design is a good one and has been used for centuries by warriors all around the world. Best guess is this helm is 50-75 years old. GUARDIAN HELM Armor: +8 Value: 460 This helm design has been used by the Elves of Erathia since before the Silence. It is composed of silver and steel and is very strong. DEFENDER HELM Armor: +10 Value: 660 Half made from the skull of the ferocious Mogred beast in Karigor, these helms grow more uncommon every year as the Mogreds approach extinction. The red stripes around the horns of the helm are highly receptive to enchantment. ANGELIC HELM Armor: +12 Value: 860 These helms are extremely rare and no one knows where they originate, but they almost certainly come from the Time of Wonders. An extremely fine inscription inside the helm says 'Property of Ship's Store, VARN MCMIV'. -------------------- - HERBS - -------------------- Herbs are used to mix potions. By picking up a herb and right-clicking it over an empty potion bottle, a basic red, yellow or blue potion may be mixed. More complicated potion are made by mixing individual potions with each other, but wrong combinations will result in explosions which will cause damage to whoever was trying to mix them. The more powerful the potions were, the more damage the explosion does - trying to mix the most powerful potions in the game with each other will result in eradication! PHIRNA ROOT Value: 3 A magical herb of unusual properties. Phirna Root can be used to make potions. (Editor's Note: Phirna Root makes blue potions, which restore 10 spell points when consumed. Eating a Phirna Root directly will only poison the character.) POPPYSNAPS Value: 2 A magical herb of unusual properties. Poppysnaps can be used to make potions. (Editor's Note: the game misspells Poppysnaps in the item's description. Poppysnaps makes yellow potions, which temporarily raise all of a character's attributes by 10. Eating Poppysnaps directly will only poison the character.) WIDOWEEPS BERRIES Value: 4 A magical herb of unusual properties. Widoweeps Berries can be used to make potions. (Editor's Note: this herb was renamed Widowsweeps Berries in Might & Magic 7, and this name was retained in M&M8. Widoweeps Berries makes red potions, which restore 10 hit points and are great for reviving unconscious characters. Widoweeps Berries is also the only herb which is slightly beneficial if eaten directly - this will restore 2 hit points.) -------------------- - LARGE SHIELDS - -------------------- Large Shields are, as the name implies, bigger than Small Shields. They add directly to a character's armor class, and tend to have higher armor bonuses than small shields. However, you pay a price for this: wielding a Large Shield slows your character down in combat. Only characters with the Shield skill may equip one, and only if they are using a one-handed weapon. KITE SHIELD Armor: +6 Value: 200 Formed of stretched hides over a wooden frame, this simple shield provides basic protection against physical attacks. TOWER SHIELD Armor: +7 Value: 300 The simplicity of the heraldic design on this shield leads one to believe it was created either by barbarians or goblins. It is made of sturdy materials and should stand up reasonably well in combat. CASTLE SHIELD Armor: +9 Value: 400 This shield is made of wood framed by iron. It is somewhat heavy for its size, but it should see you through a battle safely - as long as you're not backstabbed. CELESTIAL SHIELD Armor: +13 Value: 500 Made of a lightweight metal, this shield has a foundray stamp from the Kelebrim armory. Though light, the material is very strong, and the metal is welded almost seemlessly. OLYMPIAN SHIELD Armor: +19 Value: 800 These shields were forged by the Phynaxian empire during its brief rise to power on the steppes of southern Erathia (790-864). They are made of stalt, a metal that takes well to enchantment, and contributed heaily to Phynaxian military might. Unfortunately, very little of the metal could be mined, and Phynaxia fell in 864 A.S. to an Elvish offensive. AEGIS (artifact) Attack: +29 Value: 30000 Location: Lair of the Wolf, Blackshire (unverified) Legend has it this shield was given as a gift from the Gods to a man wishing to fight the terrible medusas in their stronghold. The shield is reflective and prevents the wielder from being frozen by the stoning gaze of the medusa. It also carries an enchantment that helps protect against arrows, but the shield is very heavy and will slow the user down a bit. (Special powers: Immune to Flesh to Stone effects, Shielding, +20 Luck, and -20 Speed) (Editor's note: The speed penalty is well worth the awesome power of this shield. Just find some speed-boosting equipment to offset it.) -------------------- - LEATHER ARMOR - -------------------- Leather armor is the weakest kind of armor, and tends to be less protective than chain or plate. Fortunately, it is also cheaper, and restricts your movements less. It is most often used by Mages and Druids, who cannot wear any other armor. Any character with Leather skill may wear this armor. LEATHER ARMOR Armor: +4 Value: 150 Lightest and most easily made among the armors, leather armor offers the least protection. This particular suit is of average quality. STUDDED LEATHER Armor: +6 Value: 250 Studded leather offers more protection than regular leather armor at the expense of being stiffer and weighing more. This particular suit is well made. (Editor's note: This is actually incorrect. Studded leather armor is made of a lighter and more supple sort of leather, but lined with metal studs. It is these studs that form the bulk of the armor, the leather just holds them in place.) ENCHANTED LEATHER Armor: +10 Value: 450 An otherwise ordinary suit of leather armor, this suit is imbued with a subtle enchantment that strengthens the material against blows without increasing weight. DRAGON LEATHER Armor: +16 Value: 750 Standard issue leather armor for officers in the Regnan Navy. all such leather armor receives enchantments to strengthen and lighten it during its creation in the Regnan Armories. IMPERIAL LEATHER Armor: +24 Value: 1150 An extremely rare suit of leather armor created during the conflicts between the Church of the Moon and the Church of the Sun roughly 80 years ago. These suits provide the finest protection available with leather armor. -------------------- - LONGBOW - -------------------- Longbows are ranged weapons usable by any character with the Bow skill. They tend to be more powerful than Crossbows. LONGBOW Shoot: +0 Damage: 5d2 (5-10) Value: 100 A simple longbow constructed of common materials and uninspired design. ELVEN BOW Shoot: +2 Damage: 5d2+2 (7-12) Value: 200 A weapon only made by the Elves of the great Erathian forests. This one reflects the same high quality workmanship found in all Elvish artifacts. PRECISION BOW Shoot: +4 Damage: 5d2+4 (9-14) Value: 300 Etched initials at the base of the bow indicate this bow was made by master bowyer Ivan Selving's workshop during the Timber Wars against the Elves of Erathia in the late 600's. MAGIC BOW Shoot: +6 Damage: 5d2+6 (11-16) Value: 400 This bow is composed of strange materials and bound together by subtle enchantments. It is extremely light and accurate. STELLAR BOW Shoot: +8 Damage: 5d2+8 (13-18) Value: 500 Created by stripping the Heavenly Forges of their enchanted parts when they became useless some years after the Silence, very few of these bows have survived the passage of time. What few remain are hoarded by the Elves and individual collectors. -------------------- - LONG DAGGER - -------------------- Long Daggers may be wielded by anyone with the Dagger skill, and are usually more powerful than standard Daggers. LONG DAGGER Attack: +0 Damage: 2d3 (2-6) Value: 15 The common long dagger. Bordering on swords, these long daggers are favored by assassins who want a weapon that is both concealable yet has a longer reach than the traditional dagger. PIERCING DAGGER Attack: +4 Damage: 2d3+4 (6-10) Value: 200 Really more of a short sword than a dagger, the narrow blade belies an unusual strength and a possibly enchanted edge. MORDRED (artifact) Attack: +8 Damage: 2d3+8 (10-14) Value: 20000 Location: Dragoons' Keep, Free Haven One of nine such blades in the world, Mordred was made by the Brotherhood in 428 A.S. as part of their first experiments in the development of Dark Magic. Their hope was to find a way to extend one person's life at the expense of another's, but instead of reversing ages, they merely fond a way to steal health. (Special Powers: Vampiric) (Editor's note: Whenever a character scores a hit with Mordred, part of the damage done is added to his own health, up to his maximum normal hit points. I'm not sure what the conversion rate is, but it's below 100%.) -------------------- - LONGSWORD - -------------------- Longswords are the 'main' kind of swords, doing more damage than Cutlasses but less than Broadswords. They may be wielded by anyone with the Sword skill, and are one-handed. LONGSWORD Attack: +0 Damage: 3d3 (3-9) Value: 50 Of simple make and design, this longsword is deadly nonetheless. WARRIOR SWORD Attack: +3 Damage: 3d3+3 (6-12) Value: 200 A longsword of superior strength and edge. CRUSADER SWORD Attack: +6 Damage: 3d3+6 (9-15) Value: 350 Hammered metal patterns on the blade of this longsword suggest high quality Dwarven manufacture. CHAMPION SWORD Attack: +9 Damage: 3d3+9 (12-18) Value: 500 An extremely high quality longsword, this weapon is one of no more than one thousand of its kind forged by master weaponsmith Mekorig the Blind circa 780-800. LIONHEART SWORD Attack: +12 Damage: 3d3+12 (15-21) Value: 650 A weapon as rare as it is ancient, this longsword was forged during the Time of Wonders. The process used to forge steel of this quality was lost sometime just after the Silence. -------------------- - MACE - -------------------- Maces are typically wielded by Clerics, whose faith prevents them from using edged weapons (although in Might & Magic 6, that does not seem to restrict bows). Any character with Mace skill can wield these weapons. They are not as powerful as Hammers, but are a little quicker. MACE Attack: +0 Damage: 2d4 (2-8) Value: 50 Little more than a glorified club, this common mace is made of ordinary materials and unexceptional craftsmanship. WICKED MACE Attack: +2 Damage: 2d4+2 (4-10) Value: 150 Solidly designed to inflict fatal injuries, even through armor. The balance is a little top heavy, but the craftsmanship is good. THUNDER MACE Attack: +5 Damage: 2d4+5 (7-13) Value: 300 This mace is one of thousands turned out by the Heavenly Forges before the Silence. But that was more than a thousand years ago, and not many remain. WONDER MACE Attack: +8 Damage: 2d4+8 (10-16) Value: 450 Only magic could make such an ungainly weapon so light and yet hit so hard. DEATH MACE Attack: +11 Damage: 2d4+11 (13-19) Value: 600 Constructed by the Necromancer's guild just prior to their fall during the Succession War, these unusual weapons are almost always enchanted with powerful magics. -------------------- - PLATE ARMOR - -------------------- Plate armor is the best, most expensive and heaviest armor around. It can only be worn by characters with plate skill, and only the Knight and the Paladin can ever learn that skill. Plate armor tends to boost your armor class significantly, but slows your character down as well. PLATE ARMOR Armor: +20 Value: 1000 Composed of interlocking plates and joints, plate armor is the best unenchanted armor available. It is, however, heavy and slows the movements of the wearer. This particular suit is of average quality and the smith unknown. STEEL PLATE ARMOR Armor: +28 Value: 1400 Well constructed plates of steel work together to form an overall excellent suit of armor. A foundry stamp under the right arm indicates it was forged recently in Kelebrim. GOLDEN PLATE ARMOR Armor: +54 Value: unverified This suit of plate armor was forged in the Mekorig foundry eighteen years after the death of Mekorig the Blind. A masterwork, the armor is almost as easy to wear as ordinary clothes, and is probably the best armor available in the world. -------------------- - RINGS - -------------------- Rings are the main carriers of enchantments in Might & Magic 6. Just about any enchantment may be placed on a ring, but the quality of the ring normally determines the quality of the enchantment. Any character may wear up to six rings, and the effects of any enchantments on them are cumulative. Unenchanted rings are typically worth a bit of coin in town, and you can fit a lot of them in your backpack. The most expensive rings are tough to identify, however. FINE RING Value: 100 A small golden ring with a quarter carat diamond. The style is simple and elegant. SPARKLING RING Value: 300 Two amethysts adorn this plain platinum ring. LUNAR RING Value: 500 A gold ring with a large moonstone set in the center. These rings typically carry an enchantment. WITCH RING Value: 700 Rings such as this one were worn by the Witch's guild to signify membership during their heyday between 550-800 A.S. BLESSED RING Value: 900 The three pearls mounted on a gold base glimmer a faint blue when held out in the sun, offering insight as to the source of their magic. VALUABLE RING Value: 1100 A large star sapphire flanked by two smaller rubies decorate an otherwise plain gold band. PRECIOUS RING Value: 1300 Three gems, symmetrically equal in size and quality adorn a hammered gold band. The center gem is a ruby, and the two flanking gems are purple topazes. ETHEREAL RING Value: 1500 A hammered white gold ring with a large central diamond and two small pearls, light doesn't fall upon it normally. The ring glitters and fades unpredictably, as though it were lit by an invisible sun shining in an unseen, yet parallel world. EXQUISITE RING Value: 1700 Three opals rimmed with a strange red metal are set in a perfect ring of stalt - a very rare metal found only in southern Erathia. SCARAB RING Value: 1900 (unverified) A gold band adorned with the shell of a rare beetle found only in the deserts of Enroth. Treated properly by an alchemist, these shells can be made to hold the mightiest of enchantments. -------------------- - SMALL SHIELDS - -------------------- Small Shields may be wielded by anyone with the Shield skill, assuming he/she has a free hand to spare. Although they do not boost your armor class as much as Large shields would, they do not slow you down as much, either. WOODEN SHIELD Armor: +4 Value: 100 A small wooden shield designed to protect mostly against arrows. BRONZE SHIELD Armor: +6 Value: 200 Bronze shields are lighter than iron shields of the same size, but aren't nearly as strong. STEEL SHIELD Armor: +8 Value: 300 Since this shield is made of tempered steel, it should resist all but the most unusual of enchanted weapons. SPIRIT SHIELD Armor: +12 Value: 450 Spirit shields are ordinary steel shields enchanted through a ritualistic process that can have powerful, albeit unpredictable results. The process is time consuming and requires the undivided attention of at least three masters of Spirit magic. ASTRAL SHIELD Armor: +18 Value: 600 (unverified) These rare shields were turned out by the hundreds with the aid of the Heavenly Forges to combat rebel forces in the endless string of skirmishes and supply raids that tested (and finally overcame) the Governor's forces in the first century A.S. As with all such equipment, it is light, tough, and is capable of holding the most powerful enchantments. -------------------- - SPEARS - -------------------- Spears are long range weapons. Although they cannot be thrown, you can still stab monsters with them just before they are in range for Sword, Axe, Mace or Dagger attacks. Spears can be wielded with either one or two hands (depending on whether you have a shield equipped). Wielding a spear with two hands boosts the damage done, adding 1d9 (1-9) to every hit. You need the Spear skill to wield a Spear. Some characters in the game suggest that Spears make good underwater weapons. However, since there are no underwater scenes in Might & Magic 6, that is pretty useless information. SPEAR Attack: 0 Damage: 1d9 / 2d9 (1-9 / 2-18) Value: 15 Barely more than a sharpened stick, this spear is still quite deadly. Like all spears, it can be used in one or both hands. STOUT SPEAR Attack: +1 Damage: 1d9+1 / 2d9+1 (2-10 / 3-19) Value: 50 This spear has a reinforced steel tip to help it penetrate tough armor and hides. Like all spears, it can be used in one or both hands. SERPENT SPEAR Attack: +5 Damage: 1d9+5 / 2d9+5 (6-14 / 7-23) Value: 250 Decorated with carved serpents running along the shaft, this spear comes equipped with a cross piece designed to prevent impaled foes from sliding along the shaft of the spear and striking a blow at you as they die. Like all spears, it can be used in one or both hands. SAVAGE SPEAR Attack: +9 Damage: 1d9+9 / 2d9+9 (10-18 / 11-27) Value: 450 Composed entirely of a rare, bluish metal, the lower half of this spear is wrapped in an expensive leather. A collector's item! Like all spears, it can be used in one or both hands. -------------------- - STAVES - -------------------- Staves are commonly wielded by either Mages or Druids, but anyone with the Staff skill can use one. These weapons are two-handed and not very powerful. However, they do seem to carry enchantments more often than other weapon types, but perhaps that's my imagination. STAFF Attack: +0 Damage: 2d4 (2-8) Value: 40 The staff is the traditional weapon of the oppressed. This one is unremarkable, and the ruby at the end of it is actually just colored glass. EMERALD STAFF Attack: +3 Damage: 2d4+3 (5-11) Value: 250 Magically light hard, this staff is made of a rare wood stripped from the Elves during the Timber War in 600 A.S. The emerald at the end of it is real, and probably serves as a magical reservoir from which the staff draws its strength. POWER STAFF Attack: +7 Damage: 2d4+7 (9-15) Value: 500 This staff, along with others of its kind, was found in the treasure room of the Necromancer's guild after their disastrous defeat by Roland at the end of the Succession War. -------------------- - TRIDENTS - -------------------- Tridents fall under the Spear skill, and can be wielded by anyone with that skill. They tend to do more damage than Spears, and are often a better choice. TRIDENT Attack: +0 Damage: 2d6 / 3d6 (2-12 / 3-18) Value: 100 Common war tridents, like this one, are good quality weapons issued by the Imperial Regnan Navy to facilitate the collection of Imperial tariffs on the high seas. Most merchants and other governments refer to this activity as piracy... ORNATE TRIDENT Attack: +6 Damage: 2d6+6 / 3d6+6 (8-18 / 9-24) Value: 400 A high quality war trident of the style given to officers of the Imperial Regnan Navy. This one was probably taken from the officer during an Imperial Taxation battle that went poorly for the Navy. TITANIC TRIDENT Attack: +12 Damage: 2d6+12 / 3d6+12 (14-24 / 15-30) Value: 700 This beautiful trident is mostly made of Kergar, a rare, bluish metal that does not rust or lose its edge over time. -------------------- - TWO-HANDED AXES - -------------------- Two-handed axes can be wielded by anyone with the Axe skill. Naturally, wielding one of these means there's no room for a shield. They are therefore often used by Archers, who have no Shield skill. Two-handed axes are among the most powerful melee weapons in the game, but also very slow to swing. POLEAX Attack: +0 Damage: 3d7 (3-21) Value: 225 This style of long hafted axe is typically used to deadly effect by Eastern tribes and the elite guard of some members of the nobility. HEAVY POLEAX Attack: +3 Damage: 3d7+3 (6-24) Value: 450 A stronger version of the basic Poleax, this weapon is frequently used by city guards and other fighters who don't expect to do battle in large, coordinated groups (like armies). GRAND POLEAX Attack: +9 Damage: 3d7+9 (12-30) Value: 900 The blade head of this weapon was obviously created with the aid of magic. It is both unusually sharp and light at the same time. -------------------- -TWO-HANDED SWORDS - -------------------- Two-handed swords are the only kind of sword that must be wielded with two hands. They do a lot of damage, and are among the favorites of Archers (who cannot learn the Shield skill anyway). TWO-HANDED SWORD Attack: +0 Damage: 4d5 (4-20) Value: 400 A basic two-handed sword. Thousands of these low quality weapons can be found throughout Enroth. GREAT SWORD Attack: +2 Damage: 4d5+2 (6-22) Value: 500 Yet another simple two-handed sword, this barbarian's weapon sports a wavy blade and an extra cross piece. Its construction is sturdy and the blade is sharp. -------------------- - WANDS - -------------------- Wands always contain a certain spell. Which spells they can cast depends on the type of wand. To use a wand, you equip it as if it were a weapon. With every attack, one charge is used and the appropriate spell is launched at the target. Once a wand is out of charges, it can no longer be used - however, you can still sell it. Wands tend to cast the spells that come from them at a high skill level, regardless of who wields them. Therefore, they are more powerful than they may look. Do not sell them off too quickly, but do not be afraid to use them, either. WAND Contains level 1 spells Value: 1000 A rod of blue metal and wood capped with a blue headstone. To use this wand, you must equip it as though you were equipping a weapon. FAIRY WAND Contains level 2 spells Value: 1500 More a staff than a wand, this fairy wand is inexplicably alive, even though it was cut from its parent tree many years ago. To use this wand, you must equip it as though you were equipping a weapon. ALACORN WAND Contains level 3 spells Value: 2000 Made from the hollowed out horn of a unicorn and spiited on a piece of polished wood, wands like these are born of cruelty and evil. The enchantment it holds is useful; the only real question is whether you believe your cause justifies the use of an item so wickedly created. To use this wand, you must equip it as though you were equipped a weapon. ARCANE WAND Contains level 4 spells Value: 2500 Made of a reddish metal, the egg of a cockatrice fixed to the business end caps a wand containing a mighty enchantment. To use this wand, you must equip it as though you were equipping a weapon. (Editor's Note: These wands tend to contain useful combat spells, and you should not be shy about using them to get through sticky situations. Those charges are there to be spent.) MYSTIC WAND Contains level 5 spells Value: 3000 Formed of the clawed forepaw of a baby dragon, wands like this one can hold the strongest of spells. To use this wand, you must equip it as though you were equipped a weapon. (Editor's Note: Value these wands! The damage you can do with them is far more important than the money you can get from selling them. Just don't let them rot in your inventory, but use them when an opportunity arises.) -------------------- - OTHER ITEMS - -------------------- These are all the items that do not fall into any other categories. Quest items are not listed, all other miscellaneous items I have come across are. CRYSTAL SKULL Value: 0 Location: Hall of the Fire Lord, Tomb of VARN A single piece of bluish crystal, carved into the shape of a human skull. (Editor's Note: This item absorbs radiation damage for the character who has it in his backpack. This is helpful in one of the last dungeons of the game.) FLUTE Value: 0 Location: Dragoons' Caverns A simple wood flute rimmed with silver. (Editor's note: you can play the flute by clicking it over a character in the inventory screen. Other than that, I've never found a use for this thing.) MESSAGE SCROLL Value: 0 A message scroll. To read this message, pick the scroll up and left-click over the character picture in the inventory screen. (Editor's note: with a few exceptions, most scrolls have no use except for reading them once. You do not need to carry them around for the rest of the game. Others are used to complete a quest, after which they may or may not be removed from your inventory. If they aren't, you can safely discard them. Sulman's Letter is the only message scroll which is used to complete two different quest - it is removed from your inventory after the second one.) TEMPLE GONG Value: 0 A small gong, used during temple services. (Editor's note: A man in the eastern part of Free Haven will buy any Temple Gongs from you for 2000 gold each. They have no other use.) =============================================================================== REVISION HISTORY =============================================================================== NOTE: The latest version of this FAQ can always be found at GameFAQs (www.gamefaqs.com). If you found this guide somewhere else and you are looking for an update, I recommend you check GameFAQs to see if a newer version exists than the one you have. v1.0: (31 Dec '00) First release of the FAQ, with 69 items listed. More will be added in the near future. v1.1: (4 Jan '01) More items added, the FAQ now has information on precisely 100 items. v1.2: (5 Jan '01) Made weapon and armor tables for easy reference. Also added 2 items, including the first artifact in the list. Now at 102 items. v1.3: (7 Jan '01) Been keeping busy discovering new items - there are now 123 in the FAQ. v1.4: (14 Jan '01) A handful of gems and powerful items in this update, found all over Enroth, in some of the more dangerous dungeons around. Now at 144 items. New items are getting harder to find, so the next update may be some time from now. v1.5: (26 Sep '05) Updated contact info and nothing else just yet. See, I wasn't kidding when I said the next update would take some time. :) =============================================================================== FINAL WORDS =============================================================================== For questions, comments, suggestions, praise and criticism, please contact the author, Sashanan, at firstname.lastname@example.org. This e-mail address is for FAQ feedback only. Whatever you wish to share about this document or Gandalf the Sorcerer, chances are I'll want to hear it. Any serious mail will be answered. If you wish to do anything with this FAQ except for just reading it, check the Disclaimer section at the top of the FAQ to find out what you can and can't do. When in doubt, you can always mail me. This document is a copyright of Peter "Sashanan" Butter, 2001-2005. All rights reserved. Disclaimer at top of document.