Enroth Atlas

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

Solid

All nine base classes with their tier-2 and Light/Dark promotion names.

Hit points & spell points per level

First pass

The 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 pass

Which 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.

Skills

Solid

Every skill with its category and per-tier effect summaries.

Magic schools

Solid

All nine schools with descriptions.

Spells

First pass

A curated set of notable spells, not the full 99-spell table. Levels are approximate for some entries.

Maps & regions

First pass

All 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 pass

Departure 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 pass

Part 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

Solid

Original 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.

Region relief maps

Solid

All 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.

Castles & forts

Solid

Castles 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

Solid

Every 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

Solid

63 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.

Wells, altars and obelisks

First pass

What a well does is NOT taken from the game — it comes from published per-region map legends, checked against a community permanent-boost list. The important limitation is that the effect 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 the 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. Harmondale has four wells and no legend records any of them, which the map says plainly instead of guessing.

What each place teaches

Solid

Magic 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 pass

The 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. Treat the step detail as a first pass all the same: it has not been replayed against the game.

Skill teachers

First pass

140 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

Planned

Not available. The profession shown in-game could not be established reliably, and showing nothing beats showing a confidently wrong profession.

Shops, guilds, trainers & residents

Solid

463 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

Solid

Solved. Harmondale names 31 of 55 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 675 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 pass

A 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.

Containers & spawns

First pass

Chests and crates on the outdoor regions — 58 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. 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 pass

Celeste 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

Planned

Not started. The map pages are the scaffolding this would hang off.

Items & artifacts

Planned

Not started.

Monsters

Planned

Not 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.