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Do not accept a wand from this man standing in front of the Alchemy Shop
This strategy guide will help players who wish to create and develop a party as well as solve quests while traveling the Path of Light.

Creating A Party
We chose to play the game with the default party. It includes a Knight, Thief, Cleric, and Sorcerer. Your mileage may vary, but this is nonetheless a good group with many valuable skills. Distribute the party's bonus attribute points so that they look something like this:

Statistics
Goblin Knight
Human Thief
Dwarf Cleric
Elf Sorcerer

Might
20
14
14
10

Intellect
7
11
11
20

Personality
7
11
20
11

Endurance
11
10
11
20

Accuracy
16
14
8
16

Speed
16
11
8
16

Luck
9
9
9
9


Each character has the following preset skills:

Goblin Knight
Human Thief
Dwarf Cleric
Elf Sorcerer

Leather
Dagger
Mace
Staff

Sword
Stealing
Body Magic
Fire Magic


Add the following during creation:

Repair Item
Disarm Trap
Merchant
Identify Item

Spear
Perception
Spirit Magic
Air Magic


Click on the white globe to temporarily cast the spell Day of the Gods
Emerald Island
Important safety tip, kiddies: Do Not accept the wand from Mr. Malwick.

After your ship docks, buy the Alchemy skill for your Sorcerer. It's needed to safely combine red and yellow potions to make orange (Cure Disease) potions and to combine red and blue to make purple (Cure Poison) potions. An Alchemist may also combine yellow and blue potions to make green (Awaken) potions.

Boost your stats by clicking on the blue flame
Any non-alchemist may safely combine red, blue or yellow reagents with empty potion bottles to produce red (Cure Wounds), blue (Restore Spell Points), and yellow (Cure Weakness) potions.

Only an Expert Alchemist may create layered potions (adding a combination color to another combination). The most useful of these are:

Yellow + Green
Hardens Item (makes it more resistant to breaking)

Orange + Purple
Removes Fear

Purple + Green
Removes Curse

Orange + Green
Removes Insanity


Only a Master Alchemist may combine multiple basic and layered potions to create white potions that temporarily enhance a statistic. These potions will help you pass the attribute tests.

Purple + Red + Purple
Might (3 times potion strength)

Purple + Blue + Purple
Endurance (3 times potion strength)

Orange + Red + Orange
Speed (3 times potion strength)

Orange + Yellow + Orange
Accuracy (3 times potion strength)

Green + Yellow + Green
Intellect (3 times potion strength)

Green + Blue + Green
Personality (3 times potion strength)

Red + Purple + Blue + Purple
Luck (3 times potion strength)


Right-click on a skill to check on its advancement possibilities
Only a Grand Master may create black potions which permanently increase a statistic, but the default party does not include a class that can reach the Grand Master level. You may, however, find or buy black potions late in the game.

When there is less than 200 gold in your inventory (you also need to buy some empty potion bottles and a reagent or two), have the Knight take three sips from the well that permanently awards two Luck points per sip. Share the remaining ten luck points with the other members of your party. Then check out the well that gives you 1,000 gold.

One's castle is one's home
Boost your party's statistics by touching the Day of Gods Pedestal on top of Dragon Cave Hill, and then sip from both the healing and magic-mana wells beside the healer's tent. This boosted party can easily pick up three skill points per character by having each character touch the blue flame brazier over the crest of Waterfall Hill (the entrance to the Temple of the Moon is through the conduit on Waterfall Hill).

There are other braziers hidden in other regions, usually high on mountaintops. What attribute they test is random:

Name:
Game
Contest
Test
Challenge

Color of Flame:
Blue
Brass
Orange
White

Attribute Points:
25
50
100
200

Skill Points:
3
5
7
10


Barrels of colored liquids permanently change statistics based on color:

Red
Increases Might

Blue
Increases Personality

Yellow
Increases Accuracy

Green
Increases Endurance

Orange
Increases Intellect

Purple
Increases Speed

White
Increases Luck


Harmondale has a multitude of Goblins to obliterate
The Knight needs more Might, Accuracy, and Speed. The Thief needs more Might and Accuracy. The Cleric especially needs Personality, but can also use Might and Accuracy. The Sorcerer needs more Intellect than anything else, but certainly wouldn't sneeze at more Accuracy or Speed.

Skills are taught in the following areas on Emerald Island and throughout the game:

Location
Skills

Weapon Shop
Not all weapon skills are in every shop.

Armor Shop
Not all armor skills are in every shop.

Self Magic Guilds
Spirit, Mind, Body Magic, Learning

Elemental Magic Guilds
Fire, Water, Air, Earth, Meditation

Alchemist
Identify Monster, Alchemy

Magic Shop
Identify Item, Repair Item

Temple
Unarmed, Dodge, Merchant

Tavern
Disarm Traps, Stealing, Perception

Training Hall
Body Building, Armsmaster


You may train four levels on Emerald Isle. Buy more skills and distribute your skill points like this:

Goblin Knight
Human Thief
Dwarf Cleric
Elf Sorcerer

Leather 1
Dagger 1
Mace 2
Staff 1

Sword 2
Stealing 2
Body Magic 2
Fire Magic 2

Repair Item 4
Disarm Trap 4
Merchant 4
Identify Item 4

Spear 2
Perception 2
Spirit Magic 2
Air Magic 3

Shield 1
Shield 1
Shield 1
Leather 2

Bow 2
Leather 1
Leather 1
Alchemy 1

Sword 1
Bow 2
Identify Monster 1

Bow 3
Bow 1


The Earth Guild in Harmondale is just another hole in the wall
Harmondale and Other Environs
Once you leave Emerald Isle you can't go back. Your ship docks at Harmondale, and you get your first look at your new home.

Training: Train in Harmondale through level fifteen, in Erathia through level twenty-five and in Tatalia until you've chosen which path your party will follow. Then you'll either train in Celeste or The Pit.

There's treasure in Harmondale stables. If your Thief can see it, he can open it
Additional Skill Points: Horseshoes are worth two Skill Points each. There are at least three horseshoes in or near every stable in the game (and after you've played for some time, everything regenerates) Inside the stalls of the Harmondale stable there is also a treasure chest on a high shelf in the back and to the left of the wagon. Look up. If you can see it, your Thief can unlock it. Inside are two more horseshoes.

Genie Lamps: They are rare, but worth eight Skill Points each, but only within the first four days of the last week each October.

Ore: Three different shop owners in Erathia can turn the lumps of Ore you find into armor, weapons and other items—at no charge! The better the Ore, the more valuable the articles.

Type of Ore
Value of Articles

Iron-laced Ore
Cheap stuff

Siertal-laced Ore
Slightly better

Phylt-laced Ore
Better still

Kergar-laced Ore
Good

Erudine-laced Ore
Better

Stalt-laced Ore
Best


There's a deck of ArcoMage cards in Harmondale's White Cliff Caves
Hiring NPCs: Talk to all NPCs for information. When you can afford to hire them, get a Banker and an Instructor. They earn their pay by making you richer and more experienced.

Arbiter: Judge Grey is available for hints and lost quest items. He resides in southeast Harmondale.

Travel: You may rent a carriage to travel between regions (there is a carriage from Harmondale to The Arena on Sundays). You may also book passage on a ship, or, of course, you can just tighten up the medieval Reeboks and walk. (If you do walk, buy at least five days' worth of food from a tavern before setting out.) Town Portal is available when your Sorcerer is a Master in Water Magic and Lloyd's Beacon is available when she is a Grand Master in the skill.

Judge Grey is in the Arbiter's hut in southeast Harmondale
Spells: You must first purchase Guild memberships to enter shops. All Guilds and memberships are available in Harmondale or its southern suburb (just follow the road south).

Not all spells are available in any given shop at any given time. To see what else may be available, save your game, enter the shop for a look, and then reload your game to see additional spells (the same technique works to look at a new group of NPCs).

Shrines: The following shrines permanently change a character's statistics once per character.

Location
Permanent Effect

Erathia, southeast section
+10 Luck

Tularean Forest, south of the village
+10 Fire and Air Resistance

Deyja, southeast section
+10 Mind and Earth Resistance

Barrow Downs, southwest section
+10 Might and Endurance

Evenmorn Island, southern tip main isle
+10 Accuracy and Speed

Nighon, southwest section
+10 Personality and Intellect


Wells: Some wells permanently change a statistic once per character.

Locations
Wells

Erathia
+2 Might

Tatalia
+2 Speed

Avlee
+2 Endurance

Deyja
+2 Intellect

Deyja
+5 Fire Resistance

Nighon
+2 Personality


This is the entrance to the Hall Under the Hill in Avlee
The easiest way of keeping track of whether or not a character can advance a skill to Expert, Master or Grand Master levels is to double click on a character's portrait, select Skills and then right click on the skill in question. White text indicates that the advancement is available. Yellow text indicates that the advancement is not available until after a promotion quest is completed. Red text indicates that advancement to that level is not possible.

Give four points to the skills that can advance to Expert. A character may seek Master training with seven points in the skills and after having completed a promotion quest. It takes a second promotion quest and ten skill points to become a Grand Master.

Expert Skill instructors are in the following locations:

Harmondale
Expert

Withersmythe
Staff, Leather

Krewlen
Identify Item, Repair

Mist Manor
Dodging , Unarmed

Hillsman
Body Magic

Stillwater
Spirit Magic

Skinner
Stealing

Kern
Earth Magic

Weider
Perception

Chadric
Axe

Erathia

Dirthmoore
Mace

Heartsworn
Body Magic

Julian
Mind Magic

Havest
Mace

Ravenhill
Sword

Wolverton
Shield

Tatalia

Riverstone
Spirit

Stormeye
Air

Greydawn
Spear

Redding
Fire Magic

Arin
Sword

Taren
Disarm Trap

Tricia
Chain

Steele
Armsmaster

Weldric
Plate

Tularean Forest

Suretrail
Bow

Bith
Chain

Weatherson
Merchant

Black
Identify Monster

Ottin
Dagger

Willowbark
Alchemy

Fiddlebone
Disarm Trap

Whitecap
Water Magic

Windsong
Air Magic

Treasurestone
Fire Magic

Avlee

Ravenhair
Water Magic

Featherwind
Mind Magic

Deerhunter
Axe, Leather

Swiftfoot
Identify Monster

Holden
Spear, Perception

Bracada Desert

Applebee
Learning

Lightsworn
Light Magic

Hollyfield
Body Building

Stone
Dodging, Unarmed

Watershed
Alchemy

Deyja

Wiseman
Meditation

Nightcrawler
Dark Magic

Putnam
Learning

Botham
Armsmaster

Stone City

Gizmo
Repair Item

Thorinson
Body Building

Thain
Merchant

Welman
Earth Magic

Mount Nighon

Hollis
Identify Item, Identify Monster

Whitesky
Mind Magic, Meditation

Elmo
Stealing

Hawthorne
Staff

Celeste

Sir Caneghem
Blaster


Use your Auto Notes to enter and locate Master and Grand Master teachers

mmorphon00@yahoo.com

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