Poradniki do gier Kody i trainery Nowe poradniki Popularne Współpraca Nielimitowany dostęp
Pobierz Poradnik do Gry PDF, ePUB lub iBooks

Might & Magic VII: For Blood and Honor - poradnik do gry

Might & Magic VII: For Blood and Honor - poradnik do gry

Pobierz Poradnik do Gry PDF, ePUB lub iBooks
SPIS TREŚCI

Items: Special | Might & Magic VII For Blood and Honor poradnik Might & Magic VII: For Blood and Honor

Ostatnia aktualizacja: 3 września 2019

ARTIFACTS

Charele

Spear

3d9+18

"Built at the behest of Hareck I during the formation of the Regnan ""Empire"", Charele was named after his wife, Queen Charele. It was left in Regna's only Erathian outpost during the chaos following Hareck's poisoning death in 590 A.S."

Corsair

Sword

2d4+13

"(Stealing skill +5, Disarm skill +5, Luck +40) Corsair is one of the finest weapons ever turned out by the Regnan armories. Ever true to their nature, Regna's smiths fashioned a weapon that would aid their imperial ""tax collection"" efforts on the high seas and coastal towns. To this date, Regna has not forged a weapon that didn't advance their selfish goals at the expense of others."

Ghoulsbane

Halberd

1d9+15

"(Undead slaying, Immunity to paralysis, 3-18 fire damage) Ghoulsbane was commissioned by the Church of the Sun more than 150 years ago as part of their effort to destroy the ever growing population of undead created by the Church of the Moon. Though powerful, it is only one weapon, and the undead are legion. The Church of the Sun fell in 1083 A.S."

Gibbet

Spear

3d6+12

"(Undead slaying, Dragon slaying, Demon slaying) A humorless weapon, to say the least, Gibbet was forged by Mekorig the Blind to help end the Age of Monsters, and promote the Age of Man. A noble idea, but one that hasn't worked out very well. Gibbet often goes missing for years, only to be rediscovered in some dragon's hoard by ambitious adventurers. The power of the weapon often inspires such adventurers to move the weapon to another dragon hoard, where it once again goes missing for years."

Governor's Armor

Chain

AR36

"(Half damage from missile attacks, +10 to all statistics) Owned by Colonial Governor Padish at the Time of the Silence, this fantastic armor has resurfaced in many of the great treasure hoardes throughout history. Like most creations turned out by the Heavenly Forge, it is nearly indestructible, and its like can no longer be made by any forge in the land."

Hands of the Master

-

AR12

"(Unarmed skill +10, Dodging skill +10) The Hands of the Master are meant for Monks, but a few Thieves have put them to use with excellent results. Most of the owners have gone on to fame and fortune, but the last one obviously didn't do so well."

Hero's Belt

-

-

"(+5 Armsmaster skill, +15 Might, Regenerate HP, Male) Designed for Saint Perci, this belt confers martial prowess, exceptional strength, and regeneration. Saint Perci used the belt quite extensively, but even with its help he wasn't able to stave off death at the hands of the Wromthrax the dragon."

Iron Feather

2H Sword

4d5+10

"(Might +40, 6-15 points of Electrical damage) An impossibly light two-handed sword, the Iron Feather boosts the Might of its owner to make wielding the huge weapon even easier. The combination almost makes it possible to use the sword in one hand--the huge size of the blade being the only problem. "

Lady's Escort

Ring

-

"(Water walking, Feather falling, of Protection, Female) A magical 'escort' designed by the mage Terrax for one of his female friends who had to travel quite far to reach him. The ring protects the wearer from elements, falling, and drowning. Unfortunately, she traveled to Erathia and the ring disappeared soon after."

Puck

Sword

3d3+14

"(Speed +40, Swift) Ancient and fey, Puck's enchantments cause it to practically fly for enemy's throats. No one knows when or where Puck was forged, but the Faerie origins are unmistakable."

Ruler's Ring

-

-

"(Of Mind Magic, of Dark Magic) The Ruler's Ring was made in 744 A.S. by Joshua Stom, chief alchemist for the Warlocks of Nighon. Although not an inheritly evil artifact, the ring was created to control and conquer, nothing more."

Seven League Boots

-

AR15

"(Speed +40, of Water Magic) So named for their boost to their wearer's reflexes and pace, the Boots true function is to ease the use of Water Magic in order to speed travel. Anyone using the boots is destined for greatness, but not necessarily honor. Much mischief can be attributed to previous owners of these boots."

Splitter

Axe

4d2+11

"(Explosive impact, Fire Resistance +50) Though powerful, Splitter is never wielded by a single owner for long. The blade gives off great blasts of fire when struck, and the magical protection against fire the weapon offers isn't enough to completely shield a user from the blast."

Ullyses

Bow

5d2+10

"(Accuracy +50, 9-12 water damage) The Archer's dream. Ullyses requires no arrows, firing bolts of ice formed when the string is drawn back. Its origins are unknown, but the style suggests Elvish make."

Wallace

Sword

3d4+12

"(Armsmaster skill +10, Personality +40) Wallace has somehow found its way into the hands of rebels and rabble rousers for centuries. The weapon magnifies both the ability and the confidence of its wielder, frequently leading its owners to take risks they might otherwise have avoided. Though none of its owner's ambitions have been fulfilled, no one has ever declined to carry Wallace once they have heard its siren song."

Winged Sandals

-

-

"(+100 Speed, +50 Accuracy, +50 Air Resistance, Regenerate SP and HP over time, and Feather Falling) Rumored to be the footwear of a god, the winged sandals confer enormous power on the wearer."

Yoruba

Plate

60

"(Immunity to disease, insanity, paralysis, poison, sleep, and stone conditions, Endurance +25) Named after its owner and creator, Yoruba is an extremely tough, magic resistant suit of plate mail. Because of the armor's prohibitive expense, it was built in piecemeal fashion--and it shows. Different pieces are made of different materials, with the most expensive ones in the breastplate. There are two puncture holes in the breastplate that the original owner never repaired, possibly for sentimental reasons."

RELICS

Amuck

Axe

3d7+11

"(Might +100, Endurance +100, Armor Class -15) The original name of Amuck has been lost in time, but the blade retains a magically keen edge and all of its original power. Fantastic strength and vitality are conferred upon the owner at the expense of a proper sense of fear. Wielders of Amuck don't much bother dodging blows in battle."

Ania Selving

Crossbow

4d2+9

"(Accuracy +150, Bow skill +5, Armor Class -25) Master smith Ivan Selving named this crossbow after his only daughter Ania, calling it his second best creation ever. Archers using this crossbow rarely miss their targets, but their concentration and slow, careful movements make them easy targets in turn."

Ethric's Staff

Of Dark Magic

2d4+9

"(Of Dark Magic, Meditation skill +15, Decrease Hit Points over time, Evil) Much more a tool than a weapon, Ethric's Staff was fashioned by the world's first lich--Ethric the Mad. The staff magnifies Dark magic, drawing from the life force of its user. Since Ethric's life force was magically sustained, this wasn't a problem for him. Mortals, however, will slowly feel their life force drain away while they hold the staff."

Glory Shield

Of Spirit Magic

AC24

"(Of Spirit Magic, Shield skill +5, Body Resistance -10, Mind Resistance -10) One of five such shields known to exist, the Glory Shield was built during the Time of Wonders. It was especially tuned to promote Spirit magic, but that same attunement leaves the wielder somewhat open to Mind and Body based attacks."

Hareck's Leather

All Resist -10

AC30

"(Stealing skill +5, Disarm skill +5, Water Walking, Luck +50, All Resistances -10)This leather armor was specially built by the Regnan armory for Hareck the First, Lord of Regna, and Emperor of the Endless Ocean. The armor did everything a glorified pirate like Hareck could hope for, except protect him from poison. The mighty first Emperor of Regna died just after dinner while wearing the armor, poisoned by his wife's hand. "

Justice

Mace, Good

2d4+14

"(Undead slaying, of Mind magic, of Body magic, -40 Speed, Good) Forged in the halcyon days at the beginning of the Church of the Sun, Justice is a powerful weapon for Good. At the cost of a speed, Justice is one of the mightiest relics a Paladin or Cleric can wield for the Path of Light."

Kelebrim

Shield, Immune to stone

AC20

"(Immunity to stone condition, Half damage from missile attacks, Endurance +50, Earth Resistance -30) One of the first shields to issue from the Kelebrim Foundry, this one bears the simple stamp ""Kelebrim"" on the inside under the hand strap. It has very powerful enchantments meant to protect from Medusa gazes, but like many grand enchantments, it comes with a flaw. Kelebrim weakens it's owners resistance to Earth magic."

Mash

Mace

1d3+15

"(Might +150, Intellect -40, Personality -40, Speed -40) It is said that Mash was the answer to the First Ogre's prayer to the Gods for a weapon that would make it stronger than anything else. Annoyed, the Gods cursed the First Ogre with Mash, and all Ogres have since borne the mark of that act--strong, but slow, dull, and stupid. In any event, Mash is yours now."

Mekorig's Hammer

-

2d5+13

"(Of Spirit magic, Might +75, Air Resistance -50) This is the very hammer the great Mekorig the Blind used to turn out so much of the world's finest enchanted equipment during his many years as Master of the Mekorig Foundry. The hammer's connection to the elements leaves the wielder vulnerable to elemental magic, but it is a small price to pay for the enhanced Self ability and Might the hammer provides."

Old Nick

Dagger, Evil

2d2+8

"(Disarm Skill +5, 8 points of Poison damage, Elf Slaying, Evil) Secretly passed from one Assassin to another for centuries, Old Nick happily vanished from history's sight during the Battle for Morning--a joint Human-Elvish attack on the Assassin's guild nearly 200 years ago. It is said that Old Nick has killed more people than the Plague. Now that you've found this evil weapon, you're going to throw it down a well...aren't you?"

Phynaxian Crown

Of Fire Magic

-

"(Of Fire Magic, Water Resistance +50, Personality +30, Armor Class -20) This is the lost (WAS the lost) crown of the short lived Empire of Phynax. When worn, the crown's jewels smolder with barely restrained Fire magic, and cast reddish light upon the face of the wearer. The crown amplifies any skill in Fire magic the wearer may have, and fiercely resists water based attacks."

Scholar's Cap

-

AC2

"(Learning skill +15, Endurance -50) The Scholar's Cap vastly improves the ability of the mind to absorb and retain experiences. The effect is so intense that wearers frequently forget to care for their bodies while swimming in the sea of their thoughts. "

Taledon's Helm

Of Light Magic

AC14

"(Of Light Magic, Personality +15, Might +15, Luck -40, Good)Owned by Taledon, Divine High Priest and High Holy Conduit of the Church of the Sun from 870 A.S., this powerful helm probably contributed to his untimely death in 881. It is said that an object may take so much enchantment--try to put too much in, and something negative squeezes out. In this case, the negative made the wearer profoundly unlucky. Taledon, arguably the most powerful figure of his time, veteran diplomat, soldier, and priest, was crushed beneath the wheels of a runaway peasant's wagon while crossing the street in Steadwick."

Titan's Belt

-

-

"(Might +75, Speed -40) Like so many similar items, the Titan's Belt increases the might of its wearer at the expense of speed. The only difference with this relic is the magnitude of the trade off."

Twilight

Cloack

AC13

"(Speed +50, Luck +50, All resistances -15, Evil) The sinister Twilight Cloak has been used by spies and assassins for centuries. The nature of the enchantment is so beneficial to those professions that the loss of magical resistance is easily overlooked."

SPECIALS ITEMS

Clanker's Amulet

Of Alchemy

-

"A mighty tool for alchemists, this amulet was the secret to Clanker's success. "

Cloak of the Sheep

-

AR10

"(Immunity to disease, insanity, paralysis, poison, sleep, and stone conditions, Intellect -20, Personality -20) The cloak worn by the High Priest of Baa, though useful it seems to sap the will of the wearer slowly away."

Elfbane

2H Sword

4d6+12

"(Of Shielding, Elf Slayer, Goblin) This sword was created by the goblins for their Chief at the time, Grogar. Unfortunately, the goblins lost the war and Elfbane was lost for quite some time. Enchanted to both slay elves, and protect its wielder from arrows, Elfbane truly lives up to its name. A curious side effect of the enchantment renders the weapon unusable by all but a goblin."

Elven Chainmail

Chain

AR30

"(of Recovery, +15 Speed, +15 Accuracy, Elven) Elven chainmail was more common before the wars against the humans and the goblins. Centuries of combat combined with the degradation of armorsmithing skills have reduced the number of sets of Elven Chainmail to almost none. The effect of using lighter materials and custom designing the armor to only fit elves grants the wearer more freedom of movement, allowing faster, more accurate attacks."

Faerie Ring

Of Air Magic

-

A rare and very powerful ring made by Faeries. Few mortals ever see such as this!

Forge Gauntlets

-

AR10

"(+30 Fire Resistance, +15 Might, +15 Endurance, Dwarven) Forge Gauntlets were created by Mekorig for his assistants to aid them in helping him. Extending the already amazing dwarven might and endurance, the gauntlets also grant exceptional resistance to fire-- necessary in a forge as hot as Mekorig's."

Ghost Ring

Of Spirit Magic

-

An odd ring that feels strangely warm to the touch. It enhances the wearers connection to the spirit.

Grognard's Cutlass

Of Elf Slaying

3d4+6

"A finely crafted and specially enchanted goblin weapon. Though originally crafted to slay elves, this weapon does a perfectly good job on members of the other races."

Hermes' Sandals

-

AR20

"(+100 Speed, +50 Accuracy, +50 Air Resistance, Regenerate HP, Regenerate SP, Feather Falling) Rumored to be the footwear of a god, the winged sandals confer enormous power on the wearer."

Lady Carmine's Dagger

Of Assassins'

2d2+4

Nicks and scratches on this nasty blade show that it has seen plenty of action.

Lieutenant's Cutlass

The Dragon

3d5 +10

"A fine steel weapon, this cutlass is sharpened and ready for action."

Medusa's Mirror

The Medusa

-

The user of this mirror is completely immune to stoning effects. Would have been nice to have this earlier.

Mind's Eye

Helm

AR10

"(+15 Intellect, +15 Personality, Regenerate SP, Human) Mind's Eye was created by Mekorig for the Great Druid, Larette Weisman. While enhancing both intellect and personality, Mind's Eye regenerates the wearer's mana and also provides head protection. Unfortunately, Mind's Eye will only fit on the head of a human."

Minotaur's Axe

Of Might

4d3+12

"A fine trophy! The axe is made for a Minotaur and is very heavy, but the magical strength it imparts makes it easy to use for anyone."

Moon Cloak

Of Dark Magic

AR11

This cloak signifies the highest rank attainable by a Priest of the Moon. No more than nine of these cloaks were ever made--one for each member of the High Council of the Moon.

Shadow's Mask

Of Thieves

AR12

"A mask designed to hide the identity of the wearer, it has also been magically enhanced to offer good protection and to aid thiefly pursuits."

Sun Cloak

Of Light Magic

AR11

This cloak signifies the highest rank attainable by a Priest of the Sun. No more than nine of these cloaks were ever made--one for each member of the High Council of the Sun.

The Perfect Bow

-

5d2+12

"This bow seems to know its wielder's strength and adjusts itself accordingly. You never have to struggle to pull the string back, and it's always easy to hold your shot until you're ready to fire. Dozens of small advantages like this in the design of the bow make for the finest weapon of its type you have ever seen."

Vampire's Cape

Of the Moon

AR9

"Small wonder such a cloak as this would be found on a vampire. The cloak prevents sunlight from reaching the body, but is unable to protect the face."

Villain's Blade

Vampiric

3d4+12

"William Setag would frequently slay prisoners with this blade to heal his own minor cuts and bruises. The weapon is cold to the touch, and tingles in your hand."

Zokarr's Axe

Earth Magic

3d7+13

The family heirloom of the Zokarr monarchs. This weapon grants the wielder a greater affinity with earth magic.