About
Enroth Atlas
Class breakdowns, skill tables, magic reference, region maps and party-building tools for the world of Enroth — currently covering Might and Magic VII: For Blood and Honor. A fan-made reference, written and maintained independently — not affiliated with the game's publishers.
Data status
Wikis are only useful if you know how far to trust them. This is where each area actually stands.
Classes & promotions
SolidAll nine base classes with their tier-2 and Light/Dark promotion names.
Hit points & spell points per level
First passThe per-level figures on each class page are approximate and unverified. Use them to compare classes against each other, not as exact numbers.
Class skill caps
First passWhich skills each class can learn, and to what mastery. A working first pass — individual caps have not been verified and should be checked before you trust them for a no-reload run.
Barrels & cauldrons
SolidWhat each barrel colour and each cauldron does — 11 permanent boosts. Nothing in the game labels them, and the effects are not stored beside the names: two of the game's lists have to be paired against each other, which is only sound because an entry appearing in both anchors the pairing at each end of the run. Where the containers actually are is NOT recorded: the floor plans mark the things you can click on a map without telling a barrel from a lever. Casks and mushrooms are left out because the same pairing does not hold for them.
Potions & recipes
SolidTwenty reagents and 51 potions, with 57 ways to mix them. This is the game's own mixing table rather than a compiled list, so it is complete by construction: a pair absent from it does nothing. The full table holds more pairs than that, but the rest are failures — a mix the game does not recognise wastes both potions and hands back a base one — so those are not listed as recipes.
Skills
SolidEvery skill with its category and per-tier effect summaries.
Magic schools
SolidAll nine schools with descriptions.
Spells
SolidAll 99 spells, read from the game's own spell table rather than compiled from a guide, so the list is complete by construction rather than as far as anyone happened to write down. Each carries its school, the level it is learned at, the lowest mastery it can be cast at, and the element a monster resists it with. Mastery is read per spell rather than derived from the level, because two spells break the usual rule: Telekinesis needs Grandmaster at level 9, and Prismatic Light needs Master at level 7. This replaced a hand-written list of 40 notable spells whose levels were flagged as approximate, and they were: 16 of the 40 were wrong, including Souldrinker and Armageddon, which had their levels swapped. One correction is ours rather than the game's — the table lists Paralyze as a level 6 Light spell, but it sits fourth in the school between spells at 3 and 5, and Day of the Gods is already the level 6, so its position is used and the discrepancy is reported when the extractor runs. The game's own spell descriptions and the TEXT of its four per-mastery columns are deliberately NOT stored — only the two facts read out of those columns, which mastery a spell first becomes castable at and which tiers the table states a change for. What that text says about a tier is not published, and the one-line summary shown under each spell is written for this site, derived from what the spell does. Two things in those columns were assessed and left alone: the per-tier effect values are too irregular to structure honestly (a third of them are one-off phrases like "Brighter light" rather than a formula), and the table's trailing flag column carries undocumented letters with no legend anywhere in the file, so guessing at them would be inventing data.
Maps & regions
First passAll the game's maps with their notable dungeons, inhabitants, access routes and Town Portal availability. Names and groupings follow published community walkthroughs. The visit ordering is a suggested progression, not a fixed sequence, and the dungeon lists cover notable locations only.
Coach & ship schedules
First passDeparture days and journey times for all 13 stables and docks, cross-checked between two independent community sources. They agree on every journey time and most departure days; where they differ, the more detailed source is followed. The Enchantress out of Bracada is the weakest entry and is flagged in place.
Travel fares
First passPart fact, part estimate, and the split matters. Every stable and dock has a known price ranking relative to the others — that part is exact and is what the ordering on the travel pages reflects. The gold figures shown alongside are DERIVED from that ranking and are not verified. Three real fares are recorded by community sources and the rule used here is consistent with all three, but no fourth fare could be found to test it. Treat the ordering as solid and the gold as indicative.
Travel map
SolidOriginal diagram on the maps index showing every region and the documented routes between them. Only sourced routes are drawn — regions whose approach the sources leave vague are labelled with their access method rather than joined up by guesswork. Positions are arranged for readability and carry no compass meaning.
Overland compass routes
First passThe N/S/E/W markers on each region map: where walking off that edge leads and how many days it takes. Not extractable from the game files — there is no adjacency table in the .odm format and no exit field in MAPSTATS.TXT, both checked directly — so this is sourced from two independent community walkthroughs, cross-checked against each other. They agreed on every route but one; a third source (a prose playthrough) resolved that one. A separate mechanism from the single scripted Harmondale-to-Land-of-the-Giants link the travel map already showed, which this does not replace. Not yet fed into the travel network diagram or journey planner.
Region relief maps
SolidAll 13 outdoor regions carry a relief map built from the game's own elevation data rather than drawn by hand, so the landforms are the game's. Rendered without smoothing: an earlier smoothing pass was measured to move individual cells by up to 47% of a map's height range, rounding real cliffs and terraces into invented rolling hills. Water and roads are identified rather than guessed at from terrain flatness. The elevation, water and roads are the game's; the palette, hillshade and contours are ours — no map here traces or reproduces anyone's drawn artwork. The monster sprites are the one place this site shows the game's own art rather than rendering its data; see that entry.
Castles & forts
SolidCastles are not single models in the game — each is assembled from many separate pieces. Those pieces are grouped back into one structure per building and named from the castle's own entrance, so a castle reads as a castle rather than as a scatter of unnamed walls and towers. Harmondale's separate fortress stays separate.
Buildings on the relief maps
SolidEvery structure on an outdoor map is drawn at its real position and footprint, and every one is numbered with a key beneath the map. Where a footprint can be matched to a known establishment it carries the building's real name, proprietor, their trade and its opening hours; ambiguous ones keep a generic label rather than being guessed at. Treasure spawn points are marked too.
Dungeon & cavern floor plans
Solid63 indoor levels carry a floor plan taken from the game's own geometry rather than anyone's drawing, north up. Plans were checked side by side against the community's hand-drawn maps and agree in shape and orientation; none of those maps is reproduced here. Shops, guilds, temples and named houses are marked on the plans that have them — 74 doors across 10 maps, including all 22 in Celeste and all 18 in Stone City — and each marker carries the real name, trade, proprietor and opening hours. The other 53 maps are barrows, caves and towers with no shops in them. All 63 mark their exits — 93 of them, each linked to the map it leads to. Those matter more than the shops: twelve of the fifteen barrows are never labelled on the Barrow Downs and are reachable only from each other, and the exits are the record of how. Chests, levers, pressure plates and other triggers are marked too — 1,021 across 61 maps — and were checked against the published dungeon guides, which agree. Secret doors are NOT marked: a door is a wall until it moves, and walls are not drawn on a floor plan. Stairs between levels and monsters are not marked either, and a multi-level dungeon projects all its floors onto one image. Read a plan as the shape of the place and what you can touch in it, not as a route through it.
Obelisks
SolidAll fourteen, with where each stands. Three of the game's own tables agree on this and are cross-checked against each other: one carries the fourteen messages tagged with an area, one carries a visited mark per area plus the final chest, and one turns an area number into a place. The eleven that stand outdoors also match, one for one, the obelisks our own region maps place. What the obelisks SAY is deliberately not published — the fourteen fragments are one sentence, and reproducing it would be republishing the game's own puzzle. Costs a reader nothing: the chest opens on the fourteen visits, not on knowing the answer. Where the chest is and when it opens are stated: the obelisk message gives both, and two independent community sources agree on where that resolves to. What it contains comes from those sources alone and is described as indicative rather than exact.
Wells, altars and obelisks
First passWhat a well does is NOT taken from the game — the effect is not in any part of its data we can read, so this is compiled from published per-region map legends and cross-checked against a second list. The important limitation is that it is recorded per REGION, never per well: Emerald Island has five wells on our map and the legend lists four effects, with nothing tying a legend entry to a particular well. So selecting a well says "one of the wells here does this" rather than naming which. Where two sources disagree — Mount Nighon's permanent well is Personality in one and Perception in the other, Tatalia's Speed well appears in one and not the other — both readings are shown rather than one being picked silently. The Land of the Giants is a different case: its pedestals cast a spell rather than raising a statistic, and the source names every one without ever saying how long they last, so the duration is left unrecorded. Harmondale and the Shoals have water features and no legend describes them, which the maps say plainly instead of guessing.
What each place teaches
SolidMagic guilds state their teaching tier in their name — Initiate, Adept, Master and Paramount guilds exist for each of the seven schools, mapping to Normal, Expert, Master and Grandmaster. So the site can say that Harmondale's Adept Guild of Spirit teaches Expert Spirit Magic. 42 places teach something; all of it is searchable.
Quests
First passThe quest list is complete: all 76 quests that carry a quest-log entry are covered. The game's own quest-log prose is not reproduced, and neither is anyone's walkthrough — the objectives, steps and ordering here are written for this site. Who starts a quest, what it pays, which promotion it grants and how to actually do it are taken from THREE independent community sources and cross-checked between them. Using more than one mattered: the second corrected six class ladders the first left ambiguous, including that the Archer promotes to Warrior Mage before Master Archer or Sniper, and that the tomb-cipher quest is the Ninja promotion rather than a Lich one. Checking the steps back against the sources also caught four cases where thin source material had been filled in with plausible-sounding invention — the contest items, freeing the petrified dwarves, when Judge Grey dies, and where Gryphonheart's Trumpet is. A later pass (Sep 2026) targeted 22 quests flagged as thin — mostly the endgame Light/Dark mirror quests, which named a dungeon but not a room — and added real navigation for most of them, sourced and cross-checked the same way. Two things that pass changed rather than just filled in: 'The tapestry' was missing an entire region (the item is in Castle Gloaming, The Pit, not just Tatalia), and 'Promotion: Archmage' had an alternate source for its book that could not be confirmed anywhere and was removed rather than kept — the same plausible-invention failure mode caught before. A few gaps remain open on purpose rather than papered over: which room in Thunderfist Mountain holds the Case of Soul Jars, and the exact interior of the Tomb of Ashwar Nog'Nogoth, are not documented in any source checked. Treat the step detail as a first pass all the same: it has not been replayed against the game.
Skill teachers
First pass140 instructors who raise a skill to Expert, Master or Grandmaster — mostly townsfolk in their own homes. NOT VERIFIED: the list is compiled rather than confirmed, then matched by name against the NPCs the game places, so 106 of the 140 attach to a specific building and the rest are listed by region. A few names are spelled inconsistently and are aliased.
NPC professions
PlannedNot available. The profession shown in-game could not be established reliably, and showing nothing beats showing a confidently wrong profession.
Shops, guilds, trainers & residents
Solid463 establishments — every shop, guild, temple, tavern, bank, stable, training hall and named residence, with proprietor, trade and opening hours — joined to the 247 placed NPCs, so each building lists who you find there. Covers indoor maps as well as outdoor ones. Searchable at /trainers and per region.
Which house is whose
SolidSolved. Harmondale names 31 of 56 footprints, every named residence included, so selecting Torrent's house shows Torrent and that he teaches Grandmaster Water Magic. Castle and dungeon exteriors are named from the map their door leads to — 43 of them. Unnamed footprints are genuinely scenery: wells, wagons, fire pits. Bridges, piers and walkways — 162 of the 676 footprints — are drawn as plain outlines rather than numbered places, because they are the pieces a map is built from rather than anywhere you can go. Buildings assembled from several parts are merged into one, and a distant claimant is rejected rather than drawn as a second copy in the wrong place.
Building-to-establishment links
First passA footprint is tied to a named establishment only when the match is unambiguous in both directions. That covers most shops and guilds; anything ambiguous keeps a generic label. Houses are never linked this way, so the roster on each region page lists residences and their NPCs separately rather than pinning them to a shape.
Hirelings
SolidAll 58 NPC professions you can hire, with the joining fee and which of the game's 76 areas each can turn up in — read from the game's own profession and distribution tables rather than compiled from a guide, so the availability is complete by construction. Seven of them cast a spell for the party (Water Walk, Fly, Town Portal, Bless, Heroism, Hour of Power and a permanent Wizard Eye), which is the only way to get those without the skill, and each spell says so on the magic page. The availability table states which regions a profession CAN appear in, not that one is standing there now: hirelings are generated on arrival, so an empty tavern is worth revisiting. Only the 13 regions are shown, because that is where you meet them, though the data holds the indoor maps too. What each profession does is written for this site — the game's own benefit, join and dismissal text is deliberately not stored — and the numbers and skills in it are the game's.
Monsters
SolidAll 276 entries from the game's own monster table, with level, hit points, armour class, experience, movement, behaviour, both physical attacks, both spell attacks and all ten resistances. That table is unusual among the game's data files in carrying no prose at all — every field is a number or a category label — so nothing had to be left behind and nothing is paraphrased. 174 of the rows are monsters; the other 102 are town peasants and the cats, dogs, rats and chickens that wander around them. Those are kept in the data and summarised on the page by race — there are goblin, dwarf, elf and human townsfolk, each in three ranks — but left out of the monster list because they are not encounters. WHERE they walk is not recorded anywhere readable: no map lists a peasant in its encounter table, the maps' own spawn arrays carry only treasure and monsters, and the placed-monster list is thirteen quest bosses. So a goblin seen wandering a town is real and is in this data; which town is not. Three tiers per family (Angel, Angel Lord, Archangel) are shown as one line. Where each is found comes from the game's per-map RANDOM ENCOUNTER table and is recorded per FAMILY, not per tier, because that is the level the game itself records — 172 references across 74 maps, every one resolving. That table is the limit of what the data says: monsters placed by hand for a quest or a set piece are not in it, so a monster you met somewhere may legitimately not list that map. Indoor maps are shown with the region they open onto where the data says which — 41 of the 63 have an outdoor exit that names one; the rest, mostly the Barrow Downs tombs, are reached only from other indoor maps and are left unqualified rather than guessed at. Exact positions are NOT available: outdoor spawn points carry a difficulty band rather than a monster, so no monster can be placed on a region map. The encounter table's difficulty figure is reproduced as the game writes it; nothing in the file documents what its 1-5 scale means, so no meaning is asserted.
Monster sprites
SolidOne of two places this site shows the game's own artwork rather than rendering its data (the other is item icons, on the Items page). 214 of the 276 monsters carry the sprite the game draws them with, decoded from its sprite and palette archives and cropped, with the original transparency kept. Nothing is redrawn, retouched or traced; they are reproduced at their original size for identification, the same way fan references have shown them for years. The three tiers of a family share one drawing and differ only by palette, which is how the game itself distinguishes them, so an Archangel is the Angel artwork in its own colours. 62 have no sprite: 59 are peasant variants and three are an unused Mega-Dragon. Where a monster asks for a palette the archive does not contain — the elementals do — it falls back to the sprite's own declared palette rather than being dropped.
Containers & spawns
First passChests and crates on the outdoor regions — 59 chests and 14 crates. Both are drawn: the community maps players use mark chests and crates together because both are lootable, and treating crates as scenery made Harmondale look short on chests. Chests are identified by their mesh rather than their name, because one of them — the chest beside Castle Harmondale — carries the name of the castle's front door and no name rule could find it. The rest of a region's chests are inside its dungeons and castles, and each region page says which maps it leads to.
Indoor region art
First passCeleste and The Pit are indoor maps with no outdoor terrain, so Celeste keeps a hand-drawn illustration and the rest fall back to a generated schematic. The illustration's landmarks are sourced but its shapes are invented, and it is captioned as such.
Walkthrough
PlannedNot started. The map pages are the scaffolding this would hang off.
Item enchantments
SolidThe 24 standard and 72 special "of X" bonuses the game can roll onto a random item, read from its own STDITEMS.TXT/SPCITEMS.TXT tables rather than compiled from a guide — complete by construction. Each carries which equipment slots it can land on; the special ones also carry a gold value and the treasure tier (A-D) they require. No table in the game's archives gives a BASE item's own name, damage or price, so this is only the suffix, not the item it lands on.
Artifacts, Relics & Magic Items
First passAll 53 unique named items the game generates outside the random-item system — sourced from two independent community references and cross-checked row by row, the same tier as the skill teachers and travel timetables. The two sources disagree on two items (Wallace's value and attack bonus, Mash's value) and both readings are shown rather than one picked silently; three items (Hero's Belt, Scholar's Cap, Mekorig's Hammer) are on only one of the two and are flagged as such. "The DeathBlade", a 666-gold test item obtainable only through a save editor, is deliberately excluded as not part of normal play. Icons are the game's own art, decoded from ICONS.LOD — each icon carries its own embedded palette, unlike the monster sprites' shared one — but only for the item's equipment TYPE, shown at its best (highest) tier: no source ties a unique item's name to its own specific icon file, and that was checked hard rather than assumed (see docs/project-notes.md) before settling for the type stand-in, which is labelled as such rather than passed off as the real thing. The much larger generic equipment catalogue (~150 ordinary weapons/armor/accessories) is not covered yet, though its first 134 icons already are. Where an item is actually found is shown for 16 of the 53 — 5 cross-referenced from quests.ts's own already-sourced quest steps, 11 more read from the RPG Gamers walkthrough already credited for in-dungeon detail elsewhere on this site. The other 37 are not a gap: MM7 places them in a random pool (any sufficiently high-level chest or monster, capped per playthrough) rather than a fixed spot, confirmed directly by MMExtension's own author, and the page says so rather than a vague 'not documented'.
Monsters
PlannedNot started.
How to read the labels
Solid — checked, and safe to rely on. Where a figure here disagrees with your game, the disagreement is worth investigating.
First pass — usable, but not verified end to end. Good enough to plan around, not good enough to bet a no-reload run on. Anything estimated rather than established says so in its entry above.
Planned — not here yet. Nothing is shown for these rather than something unreliable.
Found something wrong? Corrections are welcome, and the entries above are deliberately specific about where the weak points are so they are easy to aim at.