General Hints for Might and Magic - Clouds of Xeen ---------------------------------------------------
Characters: -----------
You can very well solve the game with the default party. They are almost per- fectly fitted for this. If you like to create a party of your own, observe the following:
First you need at least one good fighter (a Knight or a Paladin, because they can use all weapons/armors). I always had one of each, the Paladin can also cast minor cleric spells (useful to save spell points of the Cleric).
Very important is also a Robber, because he can open doors and chests (you will not do very well without him). He is also a fairly good fighter and archer.
The next two characters must be a Cleric and a Sorcerer, so you can use all the spells available (the further you go, the more important they become, because they will cast the combat spells against the strong monsters).
For the last character you may choose an Archer or Ranger. They both make good fighters and can cast minor Cleric and Sorcerer spells (very useful for Lloyd's Beacon, see below).
Spells: -------
Perhaps the two most important spells are Day of Sorcery and Day of Protection. Combined they will improve your might and protect you against traps as well as blows from the monsters, you have light and clairvoyance. As soon as you have learned them and have enough spell points, cast them all the time.
Very important are Cure Disease, Cure Poison and Raise Dead (you don't need to return to a temple if Poisoned/Diseased/Dead).
To quickly move around you need Town Portal and Lloyd's Beacon (if you have two characters that can cast Lloyd's Beacon, set one beacon directly in front of a mirror, then you can reach any place in an instant). When you have cleared up a dungeon, cast Town Portal to return, you can spare yourself the way back.
Two important Sorcerer spells: Jump and Teleport (you can't solve the game without them).
You don't necessarily need Protection from Elements, Holy Bonus, Heroism, Bless (they are all included in Day of Protection, and it would take much too long to cast them all one after the other) as well as Clairvoyance, Levitate, Power Shield (same for Day of Sorcery).
As for the combat spells: You don't need to learn all the minor combat spells, a few of them are enough for the beginning. Forget about Hypnotize, Sleep, Dragon Sleep, Finger of Death: I never experienced any effect with them. The most important spells, once you have enough spell points: Fiery Flail and Sun Ray (strongest combat spells of the Cleric), Mass Distortion (removes half of the hit points of a monster), Incinerate (against one monster), Inferno, Mega Volts (against a group), Implosion (kills almost any monster for 200 spell points), Star Burst (same against a group).
Spell Points and Hit Points: ----------------------------
They will increase with your level. Remember that you can always restore them by sleeping, so once you have the 'Cure'-Spells, you do not need to return to the temples (except for INSANE, a very nasty thing). The only reason to return to the towns is to repair your armor and sell the loot.
You can do very well without them, except for some occasions when you need Might or Intelligence to accomplish one single task. In this case, set Lloyd's Beacon, go to the right well (fountain, shrine) and return afterwards. In general it takes too much time to let all the characters drink/pray, it's not worth it. What's more: Once you sleep, all improvements are lost.
General Tips: -------------
Search everything you find (chests, beds, crates, even trees). You will often find weapons or armor that you can sell if you don't need them.
When you have the opportunity to increase your statistics (liquids, books etc.), put all the Intellect into your Sorcerer, the Personality into the Cleric (that increases their spell points). You can divide the Might and Speed points between your two fighters, so that the mightiest will strike first. The Robber gets all the Luck Points. The Endurance points go to the weaker characters, the Accuracy points to the archers (evenly divided).
The Taverns offer tips (first drink something, then click on tip) and rumours. You may also listen to the people at the tables.
You can use the Mirrors to travel around easily, they accept many different places (the Towers, Castles and Towns and the Dwarf Mines).
Strategy: ---------
The first thing to do in Vertigo is to visit the mayor and explore and clear up Vertigo. This will give you gold to buy spells and weapons. Don't hesitate to spend all your gold, you will get much more later (the only thing you really need is food, and that's cheap). You will also get enough experience to leave Vertigo. Don't forget to visit Tylon's Training to improve the levels of your characters. You will also need two characters with the Pathfinding Skill to go through the forests.
Once you left Vertigo, proceed directly to the Mines of the Dwarves. There you will find lots of gold and can improve the statistics of your characters (watch out for the barrels). After the first three or four mines you may also enter the Witch Tower in Toad Meadow or try to free Celia in the Forest of the Wal- king Dead. I recommend to complete those three tasks (kill Dwarf King, find Alacorn, free Celia) before proceeding to Rivercity, the next stage in the game.
In Rivercity you may try to defeat the sorceress' (beware, they are really tough). If you are not strong enough, you may return later. As you now have enough gold from the Dwarf mines (they contain about 90000, including the weapons), you can buy the skills Swimming (for all characters) and Mountainee- ring (for two), so you can cross rivers and mountains. The Navigation skill will be important once you enter the desert. Don't try to conquer the Yang Knights, they are too tough in this stage. In Rivercity you can train your characters up to level 15 (but that will take a while).
It is then a good idea to visit the three remaining towns to obtain all the important spells available there.
Now you should be strong enough to walk through the wilderness and most of the dungeons without much difficulty. You can now solve the 'small' quests that you are charged with everywhere (experience without much effort - to increase your level).
If you have not done it until now, you can get the Elixir of Restoration from the Yak temple (fairly easy now). Other Locations: Castle Basenji, Northern Sphinx, Tomb of a Thousand Terrors, Golem Dungeon, Darzog's Tower, Cave of Illusion, Volcano Cave, Tower of High Magic, Dragon Cave, Castle Burlock, Newcastle (no hints yet about the order to visit them, that's part of the solution). Beware of the Dragon Cave: Only the Strongest will Survive (just one little hint: once you see a dragon in the distance, use Teleport to reach him, he won't be able to spit fire (or ice etc.) on you, because dragons are strong but slow).
Once you have slain Lord Xeen, you can still walk around and accomplish the quests not yet solved, or you can finish the game (attention: the last saved game is overwritten!).
Armors ------ Price Armor Armor Class sell buy Kn Pa Ar Cl So Ro Ni Ba Dr Ra --------------------------------------------------------------------Plate Armor +10 1000 2000 x x
Plate Mail +8 500 1000 x x
Splint Mail +7 300 600 x x x x
Chain Mail +6 200 400 x x x x x x
Ring Mail +5 100 200 x x x x x x x
Scale Armor +4 50 100 x x x x
Robes +2 10 20 x x x x x x x x x x
Shield +4 50 100 x x x x x x
Gauntlets +1 50 100 x x x x x x x x x x
Helm +2 30 60 x x x x x x x x x x
Boots +1 20 40 x x x x x x x x x x
Cape +1 100 200 x x x x x x x x x x Cloak +1 125 250 x x x x x x x x x x
1-Hand-Weapons: ---------------
Price Weapon sell buy Hit Points Kn Pa Ar Cl So Ro Ni Ba Dr Ra ----------------------------------------------------------------------------- Club 0,5 1 1-3 x x x x x x x x x x
Dagger 4 8 2-4 x x x x x x x x x
Hand Axe 5 10 2-6 x x x x x x x x
Cudgel 7,5 15 1-6 x x x x x x x x x
Short Sword 7,5 15 2-6 x x x x x x
Spear 7,5 15 1-9 x x x x x x x x
Maul 15 30 1-8 x x x x x x x x x
Nunchakas 15 30 2-6 x x x
Cutlass 20 40 2-8 x x x x x x
Long Sword 25 50 3-9 x x x x x x
Mace 25 50 2-8 x x x x x x x x x
Sabre 30 60 4-8 x x x x x x
Wakazashi 30 60 3-9 x x x
Scimitar 40 80 2-10 x x x x x x
Broad Sword 50 100 3-12 x x x x x x
Flail 50 100 1-10 x x x x x x x x x
Katana 75 150 4-12 x x x
2-Hand-Weapons: ---------------
Weapon sell buy Hit Points Kn Pa Ar Cl So Ro Ni Ba Dr Ra --------------------------------------------------------------------Staff 20 40 2-8 x x x x x x x x x x
Glaive 40 80 4-12 x x x x x x x
Battle Axe 50 100 3-15 x x x x x x
Trident 50 100 2-12 x x x x x x x
Hammer 60 120 2-10 x x x x x x x x x
Pike 75 150 2-16 x x x x x x x
Bardiche 100 200 4-16 x x x x x x x
Grand Axe 100 200 3-19 x x x x x x
Halberd 125 250 3-18 x x x x x x x
Great Axe 150 300 3-21 x x x x x x
Naginata 150 300 5-15 x x x
Flamberge 200 400 4-20 x x x x x
Missile Weapons: ----------------
Weapon sell buy Hit Points Kn Pa Ar Cl So Ro Ni Ba Dr Ra --------------------------------------------------------------------Sling 7,5 15 2-4 x x x x x x x
Short Bow 12,5 25 3-6 x x x x x x x
Crossbow 25 50 4-8 x x x x x x x
Long Bow 50 100 5-10 x x x x x x x
Accessories -----------
Price Accessory Type Number sell buy ---------------------------------------------------
Broach Medal 2 125 250
Cameo Medal 2 150 300
Charm Medal 2 25 50
Medal Medal 2 50 100
Scarab Medal 2 100 200
Belt Belt 1 50 100
Ring Ring 2 50 100
Necklace Necklace 1 500 1000
Pendant Necklace 1 250 500
Amulet Necklace 1 1000 2000
Materials for Armor/Weapons ---------------------------
Armor Weapons Material Price Factor Armor Class Physical Damage Hit Modifier ----------------------------------------------------------------------------
Spells to Learn in the Land of Xeen -----------------------------------
Spell Where to learn ----------------------------------------------------------- Acid Spray Ancient Temple of Yak, 4, 5 Beast Master Witch Tower Level 3, 4, 6 Cure Disease F3, 12, 2 Cure Poison F3, 12, 8 Divine Intervention Sphinx Head, 2, 8 Hypnotize Ancient Temple of Yak, 30, 3 Light Ancient Temple of Yak, 6, 11 Moon Ray C2, 10, 6 Pain Witch Tower Level 3, 4, 10 Sparks Ancient Temple of Yak, 0, 5 Clairvoyance Witch Tower Level 3, 5, 5 Enchant Item Rivercity, 25, 20 Item to Gold Sphinx Dungeon, 14, 2 Lightning Bolt Witch Tower Level 3, 10, 6 Mega Volts C2, 8, 11 Prismatic Light Tower of High Magic Level 4, 7, 7 Recharge Item D3, 12, 8 Sleep Witch Tower Level 3, 5, 11 Star Burst Sphinx Head, 12, 8 Super Shelter B3, 6, 3 Teleport Sphinx Dungeon, 0, 15 Toxic Cloud Witch Tower Level 3, 9, 5
Cleric Spells -------------
Acid Spray Caster sprays a fine acid mist on all the monsters in front of him, inflicting 15 points of Poison damage on each monster. Awaken Pulls all sleeping party members from their slumber, cancelling the SLEEP condition. Beast Master Hypnotizes a group of monsters into stillness until they overcome the spell. Bless Improves the armor class of a character by 1 per level of the caster. Cold Ray A cone of absolute zero springs from the caster's hand momentarily, inflicting 2 - 4 points of Cold damage per level of the caster on all visible monsters. Create Food Creates one unit of food for each living party member. Cure Disease Removes the DISEASED condition from a character. Cure Paralysis Removes the PARALYZED condition from a character. Cure Poison Removes the POISONED condition from a character. Cure Wounds Magically cures one character of 15 points of damage. Day of Protection Simultaneously casts Light, Protection from all ele- ments, Heroism, Holy Bonus, and Bless for the bargain basement price of 75 spell points. Deadly Swarm Covers a group of monsters with biting, stinging, burrowing insects, inflicting 25 points of Physical damage to each monster. Divine Intervention Heals the entire party of all damage short of ERADICATION. Fiery Flail Caster fires a jet of flame at one monster, inflicting 100 points of Fire damage. First Aid Magically cures one character of 6 points of damage. Flying Fist Deals a light blow to a monster, inflicting 6 points of Physical damage. Frost Bite Draws the body heat out of a monster, inflicting 35 points of Cold damage. Heroism Increases the temporary level of a character by 1 per level of the caster. Holy Bonus Increases the damage inflicted by a character when fighting by 1 point per level of the caster. Holy Word Completely removes the animating magic of the Undead, returning them to the dust from whence they came. Hypnotize Like Beast Master, this spell hypnotizes a group of monsters into stillness until they overcome the spell, except that it works on monsters other than animals. Light Fills a dungeon with a steady, soft light until the party rests. Mass Distortion Increases the weight of your opponents, effectively removing half their hit points. Moon Ray Inflicts 30 points of Energy damage to each monster in sight and cures each party member of 30 points of damage. Nature's Cure Heals a character of 25 points of damage. Pain Stimulates the pain centers of your opponent's brains, inflicting 8 points of Physical damage. Power Cure Heals a character of 2 - 12 points of damage per level of the caster. Prot. from Elements Reduces the damage the party receives from the elements. The caster can choose which element this applies to when the spell is cast. Raise Dead Removes the DEAD condition from a character. Resurrect Removes the ERADICATED condition from a character. Revitalize Removes the WEAK condition from a character. Sparks Envelopes the monsters in an electrically charged gas cloud, inflicting 2 points of Electrical damage per level of the caster. Stone to Flesh Removes the STONED condition from a character. Sun Ray Shines the intensified light of the sun into all mon- sters in front of the caster, inflicting 200 points of Energy damage on each monster. Suppress Disease Slows the effect of disease on a character, but does not remove the DISEASED condition. Suppress Poison Slows the effect of poison on a character, but does not remove the POISONED condition. Town Portal Teleports the party to the town of your choice. Turn Undead Weakens the evil magic that animates the Undead, in- flicting 25 points of damage. Walk on Water Allows the party to walk over both shallow and deep water.
Sorcerer Spells ---------------
Awaken Pulls all sleeping party members from their slumber, cancelling the SLEEP condition. Clairvoyance Cases the two gargoyle heads on the screen to animate and give advice for certain yes/no decisions, usually chests. Dancing Sword The Dancing Sword spell creates hundreds of razor sharp blades that strip the flesh from your foes. Dancing Sword inflicts 6 to 14 points of Physical damage per level of the caster. Day of Sorcery This spell is a super saver plan that simultaneously casts Light, Levitate, Wizard Eye, Clairvoyance, and Power Shield on all party members. Detect Monster Shows the location of all the monsters near the party. Dragon Sleep Puts a dragon to sleep, much the way the Sleep spell puts a human to sleep. Elemental Storm Pounds all the monsters in front of the party with a storm of magical energy, inflicting 150 points of a random damage type to each monster. Enchant Item Bestows magical power to an item that has none. The more powerful the spell caster, the better the chance for a powerful item. Energy Blast A bolt of pure energy is fired from the caster's clen- ched fist, inflicting 2 to 6 points of Energy damage per level of the caster. Etherealize Moves the party one square forward, regardless of barriers. This spell may succeed in areas where the Teleport spell fails. Fantastic Freeze Reduces the temperature of the air around a group of monsters to absolute zero for a moment, inflicting 40 points of Cold damage on each monster. Finger of Death Bloodlessly slays the opponents the caster points to. Fire Ball Sets off a fiery explosion within a group of monsters, inflicting 3 to 7 points of Fire damage per level of the caster. Golem Stopper Golem Stopper deprives a golem of the magic that ani- mates it, inflicting 100 points of damage. Identify Monster Reveals the condition of the monsters the party is fighting. Implosion Implosion concentrates local gravity inside the targe- ted monster, annihilating all but the most powerful opponents. Implosion inflicts 1000 points of Energy damage. Incinerate Shoots a stream of fire at one monster, inflicting 250 points of Fire damage. Inferno Engulfs one group of monsters in magical fire, inflic- ting 250 points of Fire damage on one group. Insect Spray Coats a group of monsters with a poison specially de- signed to kill insects. Item to gold Converts an item into an amount of gold pieces equal to the value of the item (merchant skill not included). Jump Puts enough strength into the legs of the party to jump over one square, provided there are no walls of matter or magic. This spell cannot be used in combat. Levitate Imparts weightlessness to the party members, preven- ting them from falling into pit traps, quagmires, holes in clouds, etc. Light Fills a dungeon with a steady, soft light until the party rests. Lightning Bolt Lightning flashes from the caster's hand, electrocuting monsters for 4 to 6 points of damage per level of the caster. Lloyd's Beacon This spell allows you to magically return to a place you have already been. Cast this spell once to set the beacon, and again when you wish to return. Each party member may have their own beacon. Magic Arrow Fires a magical bolt at one opponent, inflicting 8 points of Magical damage. Mega Volts Mega Volts is an improved version of Lightning Bolt, inflicting 150 points of Electrical damage on a group of monsters. Poison Volley Fires 6 poison arrows into each square in front of the party. The arrows do 10 points of Poison damage each. Power Shield Reduces the damage inflicted on a party member by a number equal to the level of the caster. Prismatic Light Mysterious Light springs from the caster's palm, in- flicting 80 points of a random damage type depending on which ray hits a monster. The damage type is unpredic- table. Recharge Item Restores 1 to 6 charges to an item that has at least one charge remaining. There is a slight risk the spell will destroy the item. Shrapmetal Sprays a group of monsters with sharp metal fragments, inflicting 2 points of Physical damage per level of the caster. Sleep Puts a group of monsters to sleep until they overcome the spell or are damaged. Star Burst Includes all monsters in front of the party in a mas- sive explosion, inflicting 500 points of Physical damage on each monster. Super Shelter Hides the party from the monsters in unsafe places, permitting them to rest without incident. Teleport Sends the party up to 9 squares in the direction the party is facing, regardless of obstacles. Time Distortion Warps time, giving the party just enough time to run away from a combat. Toxic Cloud Surrounds a group of monsters with noxious gasses, in- flicting 10 points of Poison damage. Wizard Eye Wizard Eye gives the party a bird's eye view of their surroundings. The view will appear in the upper right corner of the games scr
een.
Where are taught which spells? ------------------------------
Vertigo Rivercity Winterkill Asp Nightshadow ------------------------------------------------------------------------------- Awaken Cure Paralysis Create Food Create Food Bless Cure Wounds Cure Poison Cure Disease Cure Disease Cold Ray First Aid Day of Prot. Cure Poison Cure Poison Deadly Swarm Flying Fist Fiery Flail Day of Prot. Day of Prot. Heroism Light Frost Bite Holy Word Raise Dead Holy Bonus Pain Power Cure Mass Distortion Resurrect Nature's Cure Prot. Elements Turn Undead Raise Dead Stone to Flesh Suppr. Disease Revitalize Walk on Water Resurrect Town Portal Turn Undead Sparks Suppr. Poison
Awaken Clairvoyance Dancing Sword Dancing Sword Clairvoyance Energy Blast Day of Sorcery Day of Sorcery Day of Sorcery Detect Monster Insect Spray Fantast. Freeze Elemental Storm Dragon Sleep Fire Ball Jump Finger of Death Etherealize Etherealize Ident. Monster Light Ident. Monster Golem Stopper Fantast. Freeze Levitate Magic Arrow Levitate Incinerate Finger of Death Poison Volley Shrapmetal Lloyd's Beacon Inferno Golem Stopper Power Shield Sleep Time Distortion Poison Volley Incinerate Wizard Eye Toxic Cloud Teleport Wizard Eye
Magical Wells, Fountains and Shrines ------------------------------------