DOS 3.3 |
Download Might And Magic II - The Document
(gzipped) |
Disk : Might_And_Magic_II_The_Document.dsk
"-" files are DELETED files | "*" files are LOCKED files
----------------------------------------------------------------------
*T A$0000 (000000) L$1C00 (007168) 028 MIGHTANDMAGICII
*T A$0000 (000000) L$9200 (037376) 146 CHAPTER.1.2
*T A$0000 (000000) L$5600 (022016) 086 CHAPTER.3.4
*T A$0000 (000000) L$3D00 (015616) 061 APPENDIX.A
*T A$0000 (000000) L$8400 (033792) 132 APPENDIX.B
*A A$0000 (000000) L$0174 (000372) 003 MM
*B A$1400 (005120) L$0400 (001024) 006 PAGE
This catalog contains 7 files. 0 were DELETED.
----------------------------------------------------------------------
------------------------------------------------------------------------------
! --------------------- MIGHT AND MAGIC
---------------------------------!
--------------------------------------------------------------------------
------------------------
! TABLE OF CONTENTS !
------------------------
CHAPTER ONE : THE OPENING OPTIONS MENU.....................
------------
-- Main options menu .......................................
-- Create new characters....................................
-- View all characters......................................
-- Hirelings................................................
-- Character profile........................................
-- Delete a character.......................................
-- Rename a characters......................................
-- Transfer characters......................................
-- Go to town...............................................
-- Set up your party........................................
CHAPTER TWO : THE ADVENTURE BEGINS..........................
------------
-- Moving & Mapping.........................................
-- Game commands while marching.............................
CHAPTER THREE : ENCOUNTER WITH DANGER.......................
-------------
-- Encounter commands.......................................
-- Combat...................................................
-- Saving your game.........................................
CHAPTER FOUR : BEGINNERS GUIDE TO ADVENTURE.................
------------
-- The world................................................
-- Your characters..........................................
-- Weapons & Armor..........................................
-- monsters.................................................
-- quests...................................................
-- spells...................................................
APPENDIX A : DETAILS & OPTIONS..............................
----------
-- Character statistics.....................................
-- Character classes........................................
-- Character race...........................................
-- Character alignment......................................
-- Sex of character.........................................
-- Character status.........................................
-- Secondary skills.........................................
-- Armor,Weapons & Equipment................................
-- Time travel..............................................
-- Auto-mapping.............................................
APPENDIX B : SPELLS.........................................
----------
-- Spells...................................................
-- Clerical spells..........................................
-- Sorcerer spells..........................................
---------
-------------------- PROLOGUE
---------------------------
---------
An account of Corak the mysterious' unsettling
disappearance as told by
his apprentice,Gwyndon the Young:
CORAK has always held many dire secrets,but
recently he had shown signs of
being outwardly distressed.This troubled me greatly as what could
distrurb one
so powerful and composed as CORAK the mysterious ? Was he not only high
priest
as well as being regarded by all as a most accomplished warrior and
being the
most powerful Archmage other than King Kalohn the Vanquished ? He was
all that
the knowledgeable strive to be and what the ignorant claim to be.
CORAK used to tell me stories of
different,wondrous worlds with hideous
monsters and mighty warriors.I thought his stories mere fables or myths
meant
to entertain me.Little did I know that he spoke the truth and a problem
would
arise from this truth that would drive him mad.
One day while I was working on translation of
a sorcerous scroll,Corak
burst into the library with a harried look on his brow.He told me of an
alien
criminal from another reality who had escaped into our beloved
CRON! Corak
then promptly forgot that I was present and procceded to curse and
mumble
profusely as he searched through the books for some lost text which
contained a
gleaming of information which might help him expel the dangerous
alien.Being
insatiably curious, I attempted to eavesdrop on the conversation he was
having
with himself.He spoke of CRON being out of alignment with other
worlds,of a
highly destrutive alien being named sheltem,and of an anointed champion
who
could realign CRON before a horrific ware of fiery destruction would
sweep
accross and detroy the land.
After his foray in the library,Corak acted
quite strangely during the next
few days.He would lock himself up in his private study for hours at a
time.Frightful noises emanated from behind the locked door and
then,suddenly,they would stop.He would emerge changed each time in some
subtle
fashion.He would enter the study after devouring almost an entire
banquet by
himself and exit with an appetite as if he had not earan in days.Other
times he
would be wan and pale from long hours of intensive reseach done in the
library.He would then go to the study and exit in a few hours with a
tan as if
he had just returned from Murray's resort Isle,basking in the sun there
for a
week.
This weird behavior continued for almost a
fortnight.One day,he left his
study after an unusually long session and immediately started screaming
about
the end of the world and how he could not stop it.Amazingly,he was
covered in
snow and yet it was mid-summer!He then looked about in desperation and
withdrew
a strange,four-taloned claw which I had never even seen before.Corak
the
uttered a spell which caused a blinding glow of sheer power to envelope
his
body.He was terrible to behold,bathed in an eerie shower of what must
of been
pure ethereal anergy,just standing there,exalting in his newfound might.
Seconds later,a clap of thunder shook the
building and Corak was gone.I
believe that he transported himself away in order to try to stop the
mystifying
doom which lay upon CRON.Unfortunately,I have my doubts.Maybe the spell
of
power was too much for Corak the Mysterious and he brought about his
own
destruction.I do not know anything for sure.After all,I am now only an
apprentice witthout a master to tell me if I am right or wrong.
A week later,pinehurst visited and went into
Corak's study.The
strange,eerie noises started again and lord pinehurst was gone.I
entered the
study and notined that one of Corak's machines was missing.Next day I
received
a sealed letter delivered by special courier from lord pinehurst.He
wrote that
he was fine,not to worry and that I should travel to Castle pinehurst
to
continue my studyes.I go now and hope that this growing chaos in my
life will
soon end .
/DOUME le 14/02/89/
!---------------------------------------------------------------------------!
! ----------------------- MIGHT AND MAGIC II
-------------------------------!
!---------------------------------------------------------------------------!
Gates to Another World
Is an ongoing journey that can last up to hundreds of hours.As
you begin,let
Chapters 1-3 of this book guide you through the firts steps of your
journey.If
you are new to fantasy games,Chapter 4 will help acquaint you with the
terms
and conventions of this newworld.As you gain in experience,your primary
guide
will become your computer screen.Then you will find important reference
information,on game optoins and spells,in the appendices of this
book.Migh and
magic one players should skim through the manual for new features.
----------------------------------------
! HAPPY ADVENTURING
!
!
----------------------------------------
---------------
' CHAPTER ONE '
---------------
Start game Allows you
proceed with the game.It is recommended that
you copy your disks before selecting this option.
Demo Demonstrates
features of the game,ie.
walking
around,encourters,combat,etc...To return from the
Demo
press " ESC ".
Copy disks Allows you
to make backup copies of your
original
disks.The Source disk is the original.The target disks is
the disk you want to copy on to .
# Of drives Lets you play
with one or two drives.This option
also
works with Copy disks.
MAIN OPTIONS MENU
-------------------
CREATE NEW CHARACTERS
°°°°°°°°°°°°°°°°°°°°°
If you decide to
play Might and magic using the
pre-programmed
characters
provided,you can skip this section.
Much of the fun
of any fantasy game,however,lies in the creation of
the characters
with whom you go adventuring.If you are
creating
characters for the
first time,or need to refresh your memory
on
characters optoins,read
appendix A before
continuing.The
information in that appendix will
help you create more varied
and
interesting characters,who have a
greater chance of succeeding
in
their quest.
To create a new
characters,diplay the main options menu and TYPE C.
A character's
class is determined by 7 vital statistics.
MIGHT
INTELLECT
PERSONALITY ENDURANCE
SPEED
ACCURACY LUCK
Each statistic
is randomly assigned a rating between 3 to 21,with 21
being the
highest.To generate a new set of random
rating,press
RETURN (or SPACE BAR
for animation).
EXCHANGE STATISTIC
°°°°°°°°°°°°°°°°°°
You may exchange any of the statistics by
pressing the letter of the
statistic you want to exchange.
SELECT A CLASS
°°°°°°°°°°°°°°
A character may belong to one of 8 classes.
KNIGHT
PALADIN
ARCHER CLERIC
SORCERER
ROBBER
NINJA BARBARIAN
To the right of the sttistics are the eligible
classes for the ratings
given .These are the classes from which you may choose.Notice how the
eligible
classes change as you generate different sets of statistic ratings.
To choose a class,type the NUMBER next to the
desired class.At any time
before selecting a class ,you can return to the main options menu by
pressing
ESC.
ASSIGN A RACE
°°°°°°°°°°°°°
After selecting a class,choose the character's
race.
HUMAN
ELF DWARF
GNOME HALF-ORC
To select race,type the NUMBER next to the
desired race.
You choise of race may change the rating given
for one or more vital
statistics.If the change is not to your liking ,press ESC .All
statistics will
return to the last ratings shown before you selected a class.Re-select
class,then try a different race.
Different races offer different bonuses:
Allstatistics will return to the last ratings shown before you selected
a
class.
RACE STATISTIC
MODIFIERS
RACE STATISTIC MODIFIERS
-----
-------------------
---- -------------------
Human no additional
modifiers Gnome +
2 luck
- 1 speed
Elf + 1
intellect
- 1 accuracy
+ 1 accuracy
- 1
might
Half-orc + 1 might
- 1
endurance
+ 1 endurance
- 1 intellect
Dwarf + 1
endurance
+ 1 personality
+ 1
luck
- 1 luck
- 1 intellect
- 1 speed
SELECT ALIGNMENT
°°°°°°°°°°°°°°°°
After assigning race,select the character's
alignment.Your choices
are:
GOOD
NEUTRAL EVIL
Select alignment by typing the NUMBER next to
the desired alignment.If you
change your mind after making your selection,press ESC .The screen will
return
to class options.Re-select class and race,then the desired alignment.
Notice that a character's alignment does not
affect any vital statistic
ratings.Alignment can be important to game play,however.For details on
alignment, refer to appendix A.
CHOOSE CHARATER'S SEX
°°°°°°°°°°°°°°°°°°°°°
Your choices are MALE or FEMALE.Sex does not
affect a charater's vital
statistics,but may restrict activities during game play.See Appendix A
for
details.
To select sex,type the NUMBER next to male or
female.If you change your
mind ,press ESC.The screen will return to class options.
NAME YOUR CHARATER
°°°°°°°°°°°°°°°°°°
The final step in creating a character is to
name him/her.Type in ANY
NAME,up to 10 characters in length.Then press RETURN to save.
It is a good idea to assign different names to
each character,to avoid
possible confusion during game play.
VIEW ALL CHARACTERS
°°°°°°°°°°°°°°°°°°°
From the main options menu you can view a list
of all characters and
Hirelings stored on your copy of disk B.
VIEW ALL
charasters
----------
A- Sir felgar
K/1 M-
B- Terwin III
P/1 N-
C- Sure valla
A/1 O-
D- Gene
Eric
C/1 P-
E-
Cassandra
S/1 Q-
F- The hermit
R/1 R-
G-
Kato-San
N/1 S-
H-
Buba
B/1 T-
I-
U-
J-
V-
K-
W-
L-
X-
" A " - " X " to view
"Space "
For Hirelings
( " ESC " To go back )
THE VIEW ALLL
°°°°°°°°°°°°°
* KEY LETTER for character
*
NAME of
character
*
CLASS of character
*
TOWN in which
character is currently located
From the view all list you can :
1) press ESC to return to the main options menu;
2) Type the LETTER (A-X) of the character to view a detailed
character
profile.
3) Press the SPACE BAR to toggle between charaters and Hirelings.
HIRELINGS
°°°°°°°°°
Hireling are characters that are not
created,but hired at various inns
throughout the game.When hired they act,and are controlled as normal
party
members except ;
1) Initially there are no Hirelings for the characters to choose
from.After
completeing various quest,deeds,ect.Hirelings will be made available to
the
party at selected inns.
NOTE: After signing into an inn,check to see if any Hirelings have
become
available for your party.
2) At the end of each day you must pay the Hirelings daily
fee.If you are
unable to pay the fee for that day they will leave your party and be
waiting at
the inn which they were last saved.
3) Hireling may be dismissed at any time and will return to the
last inn at
which they stayed (see dismiss command).
4) When viewing a Hireling,instead of gold being displayed their
cost per day
will be shown.
5) Hirelings are not included in the procced of Gathering or
Sharing gold.
6) Hirelings may train for free when gaining experience levels
and
Spells,consequently their cost per day will increase.
7) A hirelings name may not be changed nor may the Hireling be
deleted.
CHARACTER PROFILE
°°°°°°°°°°°°°°°°°
A character profile gives you all the facts
and figures on a specific
character.It is an invaluable aid in decision making , when factors of
strength
,vunerability,spells and wealth must be considered.Character profiles
are
available at most times during game play.Only from the view all
characters
list,however,can you display the profile of any character on the
disk.All
information on the character profile screen is in abbreviated from.A
detailed
description of each item on the screen is provided in Appendix A.Below
is a
brief overview of the screen.
Lvl = EXPERIENCE LEVEL
MGt = MIGHT
Int = INTELLECT
Per = PERSONALITY
End = ENDURANCE
Spd = SPEED
Acy = ACCURACY
Luc = LUCK
HP = HIT POINTS
SP = SPELL POINTS
AC = ARMOR CLASS
SL = SPELL LEVEL
Exp = EXPERIENCE POINTS
Cond = CURRENT CONDITION
DELETE A CHARACTER
°°°°°°°°°°°°°°°°°°
To delete the character displayed by the
character profile,hold down the
CONTROL (CTRL) key and press D.When asked:
" are you sure (Y/N)? "
Press Y to confirm.The character will then be deleted from the disk B
copy
which you are using.
RENAME A CHARACTER
°°°°°°°°°°°°°°°°°°
To rename the character displayed by the
character profile,hold down the
CONTROL key and N.Then the NEW NAME ,up to 10 characters ,and press
RETURN .The
new name will replace the old name.
TRANSFER CHARACTERS
°°°°°°°°°°°°°°°°°°°
You may transfer characters from Might and
Magic 1 to Might and Magic
II.Be warned ,certain restrictions apply! The transfer feature copies
the
entire 18 member roster,including empty spaces,from book 1 and places
them
after the 6 pre-rolled characters in book II,replacing any characters
made by
you in book II.To avoid any problems,transfer the old characters before
creating any new ones.The transferred characters are then modified as
folloows:
A : gold is set to 1000
B : food is set to 40
C : gems less than or equal to 100 remain the
same while gems numbering
over 100 are reduced
to 100
D : character levels less than 7 remain the
same,those 7 and above are
reset to 7 if book i
was successfully completed ,or to 6 if it was
not
If you use the transfer feature more than
once,realize that the 6 prerolled
Might and Magic II characters are always reset to their original
statistics and
that any characters you may have placed in the first 6 slots will be
replaced
by them.
GO TO TOWN
°°°°°°°°°°
Each time you play Might and Magic II ,you
party of adventurers sets out
from the inn in one of five towns:
1 MIDDLEGATE 2 ATLANTIUM 3
TUNDARA 4 VULCANIA 5 SANDSOBAR
The town from which you set out is the town
containing the characters in
your party.All characters,pre-programmed or created,first start out in
town
1,so this is where you begin the game.Later as your party travels to
and lodges
in other towns,you will set out from town 2-5.
From the main options menu ,type G to go to
the towns.The screen will show
the last town you signed into and the last characters you used will be
selected
.(to quickly continue playing,press Z to exit) If there are no
characters in
that town, no characters will appear in the list.
From the list of characters in the town,you
can:
1) VIEW THE CHARACTER PROFILE for any character on the
list.Press ESC to
return to the list of characters in the town.
2) Press SPACE BAR to switch between characters anbd Hirelings.
3) RETRURN TO THE MAIN OPTIONS MENU by pressing ESC .
4) ADD OR REMOVE CHARACTERS OR HIRELINGS from the party .
SET UP YOUR PARTY
°°°°°°°°°°°°°°°°°
TO ADD A CHARACTER to your party,hold down
CONTROL and press the KEY
LETTER next to the character's name on the list of available
characters.A will
appear next to the character's name,marking him/her as a member of your
party .
A party of adventurers may consist of a combinaison of created
characters and
Hirelings :
a. One created character minimum and six
maximum.
b. Seven Hirelings maximum.
The total of (a) and (b) may not exceed eight.
Exemple:
A standard party
consists of 6 created characters and
2 Hirelings.Experimentation with other combinaison may prove more
valuable.
When you have maked 8 party members,a message will indicate the party
is
full.To add a character at this point,you must first remove a character.
TO REMOVE A CHARACTER
from your party,hold down CONTROL and press the
KEY LETTER next to the character's name.The marking the character as a
member
of the party will disappear.
As soon as you have
marked one character as a member of your party,a
new command option - Z (exit) - will appear on the screen.Pressing Z
will take
you to the 3-D view of the inn,from which you may start out on your
adventure.
NOTE: To stop the game and save information,you must get your
party to the inn
in one of the five towns,and sign in.See chapter 3, BATTLE OVER.
---------------
! CHAPTER TWO !
---------------
THE ADVENTURE BEGINS
--------------------
MOVING & MAPPING
°°°°°°°°°°°°°°°°
After you give the Z command,you truly enter
the world of Might and Magic
II .The screen shows a 3-D view of your present position,a list of
possible
commands,and a list of characters in your party,shown in marching
order.(if a
character is highlighted it indicates a condition other than
good.)Since your
view of the world is from your party'sperspective,you do not see the
members of
your party.
You start inside the inn,facing the door.Turn
around to sign back in,or
simply move your party forward to leave the inn.To move your party,use
the
following keys:
( UP
ARROWN ) or RETURN move
forward
( DOWN
ARROW
)
move back
( LEFT
ARROW
)
turn left
( RIGHT ARROW
)
turn right
When you press a forward or back movement
key,the entire party moves one
square forward or backward.When you press the <- or -> key,the
entire party
turns 90 degress in that direction.
Unlocked doors open automatically as you move your
party forward through
them.However,if a door is locked,you must unlock it with the UNLOK or
BASH
command....or find a way around it.(Warning : many locked door are also
booby-trapped ,with the traps set to go off when you unlock or bash in
the
door.)
When you come up against an obstacle,such as
wall or mountain,a message
will appear (i.e., SOLID,IMPASSABLE,ect...)These messages are
particularly
useful when traveling in the dark or testing for secret passageways.
Remember that you are now in a world of Magic
and danger,where all is not
as it seems.dooors may lock behind you.Areas may be darkened
spells,requiring
you to " feel " your way through them .Certain squares may teleport you
across
vast distances,into unmappes areas.And of course,any square may contain
treasure or monsters.
THE MAP AS GUIDE
°°°°°°°°°°°°°°°°
Take some time to explore Middlegate (the
first town)when you start out.To
assist your party,a map of Middlegate is provided at the end of this
book.The
map is laid out in square represents the distance covered by your party
when
you press a movement key.
The map indicates the corridors,open
passageways,walls and doors of the
town.It also pinpoints key locations within the town - shops where
items may be
purchased ,the temple where characters may be healed or cured the
training
grounds where characters with sufficient experience points can advance
in
experience level,and the inn.
It does not tell you where monsters,treasure
and other chance encounters
are located.
Follow the map as you start to move through
the town and notice how it
relates to the 3-D view on the screen.The screen allows you to see an
area 3
squares wide by 4 squares deep,unless walls or other solid obstructions
block
your view.
You are here.
Section of Middlegate map.
-------------------------------------------------------
!
N
! By following the map
!
^
!
!
! ! ! as you move through
!
"
!
!
! * ! Middlegate,you will
! " !
!
!-----------**---------! ! ! become
familiar with
!
!
*
! ! the 3-D perspective
!
!-----! .
.
.
. ! ! and gain valuable
!
! insign into the
!
!-----! .
!--*---!
. ! ! process of mapping.
!
!
*
!
!
! ! After you move out of
!
! !----!------!
!--------!------! ! Middlegate,you will
!
!
! ! need to create
your
!
!
X
! ! own maps of
!
-----------!----------------------!
! subsequent town,out
!
! door areas and
!-----------------------------------------------------! underground
caverns.
TIPS ON MAPPING
°°°°°°°°°°°°°°°
1- Photocopy and use the blank maps provided
at the end of this book.Each
blank map is a dot grid,16 by 16 squares in area.Connect the dots to
indicate
walls or other obstructions.Leave dots unconnected to indicate open
passageways.The area and level being mapped.
2- Remember that the 3-D screen always shows
what your party sees,as it
looks forward.At first ,stop each time your party moves a square,and
add the
new square shown on the 3-D view to your map.
3- If you have trouble visualizing your
orientation ,turn the map when you
turn your party.If you turn your party RIGHT ,turn your map LEFT.Add
the new
view shown on the screen to your map,before you move again.
4- Mark locked doors,secret passageways,dark
areas,special features
(especially outdoors) and messages.
5- Mark areas where you can be sure of
encountering monsters(such as a
dragon's lair),but don't bother marking every square in which you
encounter
monsters or treasure.Chances are,they will appear in a different square
next
time.
6- If you want exact coordinates,are unable to
map ,or do not want to
map,see sorcerer spell: LOCATION.
7- The Sorcerer spells:Eagle Eye and Wizard
eye,will also help in mapping.
------------------------------------------
! GAME COMMANDS WHILE
MARCHING !
------------------------------------------
------------------------------------------------------------------------------
! COMMAND !
PRESS !
DESCRIPTION
!
------------------------------------------------------------------------------
! FORWARD !
Return ! Move entire party one square
forward !
!
!
!
!
! BACK
!
! Move entire party one square
back !
!
!
!
!
! LEFT !
<--- ! Turn entire party
90 degrees
left !
!
!
!
!
! RIGHT !
---> ! Turn entire party
90 degrees
right !
!
!
!
!
! BASH
! B !
Attempts to knock down a loked
door.If !
!
!
! successful,the party moves forward through !
!
!
! the door.If the attempt fails,the party
!
!
!
! does not move.In either case,bashing
a !
!
!
! trapped door is likely to set off
the !
!
!
!
trap.
!
!
!
!
!
! CONTROLS !
C ! Lets you select
sounds,party disposition !
!
!
! and message
delays.
!
!
!
! Party disposition-This is the
party's !
!
!
! outlook and adventuring style.notice players!
!
!
! should set their disposition to inconspicu- !
!
!
! -ous until they become more familiar with !
!
!
! the game.When seeking more
challenging !
!
!
! encounters and more valuable treasure ,the !
!
!
! AGGRESSIVE or THRILL Seeker options may
!
!
!
! selected.We recommend the AVERAGE setting !
!
!
! for the majority of
play.
!
!
!
!
!
! DISMISS !
D ! Lets you select a
Hireling to dismiss.When !
!
!
! you rest,you pay the Hirelings.If you do not!
!
!
! wish to pay a Hireling for the next day,you !
!
!
! must dismiss him/her.Before resting,the
!
!
!
! Hireling will return to the last inn in
!
!
!
! which they
stayed.
!
!
!
!
!
! EXCHANGE !
E ! Character changes battle
position with any !
!
!
! other member of the party.A prompt asks with!
!
!
! which party member the exchange is to take !
!
!
! place.Press ESC before selecting the excha- !
!
!
! -nge party member to abort the command and !
!
!
! return to the combat options list
for !
!
!
! another
selection.
!
!
!
!
!
! QUICK REF !
Q ! Displays a brief overview
of all party !
!
!
! member's:Hit points,Spell points,level,
!
!
!
! Spell level,Armor
Class,Age,Gems,Food, !
!
!
! Condition.To return to the 3-D
screen, !
!
!
! press ESC
.
!
!
!
!
!
! REST
! R !
Rests party overnight in square currently !
!
!
! occupied.Rest restores all
characters' !
!
!
! Hit points and/OR Spell
points,unless !
!
!
! inhibited by special
conditions.Rest !
!
!
! requires and uses 1 food unit from each
!
!
!
! character's food supply.All
protection !
!
!
! spells wear off during rest and must be re- !
!
!
! -cast upon
awakening.
!
!
!
! Party may encounter monsters during rest !
!
!
! If so,some members of the party will enter !
!
!
! the encounter with thier condition listed !
!
!
! as asleep.If the areas is too dangerous,the !
!
!
! party will not be allowed to rest in that !
!
!
! square.Time does pass in the land of Cron !
!
!
! and many events are time related.See time !
!
!
! travel section,for more details (chapter 4) !
!
!
!
!
------------------------------------------------------------------------------
! COMMAND !
PRESS !
DESCRIPTION
!
------------------------------------------------------------------------------
! SEARCH !
S ! Finds treasure or other
items hidden in !
!
!
! square occupied by party.You should ALWAYS !
!
!
! search after defeating a monster and before !
!
!
! moving off the square in which the encounter!
!
!
! occurred.However,you do not need to seach !
!
!
! immediately after combat.You may want to !
!
!
! rest,cure
wounds,ect..first.
!
!
!
! When a chest is found there are 3 options !
!
!
! available
:
!
!
!
!
!
!
!
! 1- OPEN IT--Simply opens the chest.If there !
!
!
! is a trap it will probably go
off. !
!
!
!
!
!
!
! 2- FIND/REMOVE TRAP--Opens chest carefully, !
!
!
! using the robber's thieving ability and
!
!
!
! reducing the chance of a trap being set
!
!
!
!
off.
!
!
!
! 3- DETECT MAGIC/TRAP--Detect whether the !
!
!
! contents of the chest are magical and whe- !
!
!
! -ther or not the chest has a trap.Map only !
!
!
! be selected by a character with sorcerer !
!
!
!
spells.
!
!
!
!
!
! UNLOCK !
U ! Allows one character an
attempt to pick the !
!
!
! lock on a door.Only a robber has any real !
!
!
! chance of success.If the attempt succeeds, !
!
!
! the door will be unlocked and any traps will!
!
!
! be desarmed,so the party may move forward. !
!
!
! If the attempt fails,the door will remain !
!
!
! locked and any existing traps may be set !
!
!
! off.The attempt may be made again,but each !
!
!
! subsequent failure increases the likelihood !
!
!
! of setting off
traps.
!
!
!
!
!
------------------------------------------------------------------------------
! COMMAND !
PRESS !
DESCRIPTION
!
------------------------------------------------------------------------------
! VIEW CHAR !
# ! Displays the character profile
for that !
!
!
! character.(see chapter 1 for a description !
!
!
! of character profile.)At the bottom of the !
!
!
! character profile is a set of options which !
!
!
! may be exercised only while adventuring . !
!
!
!
!
!
!
! QUICK REF (press Q)displays a brief overview !
!
!
! of all party member's Hit
points,spell !
!
!
! points,armor Class and condition.From this !
!
!
! list,you can view an individual character !
!
!
! profile,by pressing
HIS/HER
!
!
!
! CHARACTER NUMBER.To return to the original !
!
!
! screen,press
ESC.
!
!
!
!
!
!
!
! CAST (press C).Displays a characters spell !
!
!
! book which lists all known spells for that !
!
!
! character.Then prompts you to cast a non- !
!
!
! combat spell,providing the character may !
!
!
! cast spells at that level and has
the !
!
!
! required number of spell points and magical !
!
!
! gems.Prompts qsk for spell level and number,!
!
!
! and other information if
needed.See !
!
!
! Appendix B for spell
descriptions. !
!
!
!
!
!
!
! DISCARD (press D).Permanentely removes item !
!
!
! from character's backpack.Follow screen
!
!
!
!
prompts.
!
!
!
!
!
!
!
! EQUIP (press E).Shifts an item from charac- !
!
!
! -ter's backpack to equipped area so charac- !
!
!
! -ter may use it.A maximum of 6 items may be !
!
!
! equipped at any given time.Not all items !
!
!
! must be equipped in order to be used (i.e., !
!
!
! a portion may be used from the backpack). !
!
!
! Items which must be equipped include armor !
!
!
! and other clothing weapons,and shields.Res- !
!
!
! trictions follow the laws of logic.A chara- !
!
!
! cter can only wear one suit of armor at a !
!
!
! time;can only be equipped with one han-to !
!
!
! hand weapon and one missile weapon simul- !
!
!
! -taneously;cannot be equipped with a shield !
!
!
! if equipped with a two-handed weapon;and so !
!
!
! on. NOTE: Equipping a character
with !
!
!
! armor may affect HIS/HER armor
class. !
!
!
!
!
!
!
! GATHER(press G).Transfers all gold,gems and !
!
!
! food carried by other party members to that !
!
!
! character,up to the maximum amounnt of each !
!
!
! item which the character can
carry. !
!
!
!
!
!
!
! REMOVE (press R).Shifts item from equipped !
!
!
! list to backpack if there is room in the !
!
!
! character's backpack for the item .Follow !
!
!
! the screen
prompts.
!
!
!
!
!
!
!
! SHARE (press S).Evenly distributes all gems, !
!
!
! gold or food in the party's
possession !
!
!
! among all party members.Follow the screen !
!
!
!
prompts.
!
!
!
!
!
!
!
! TRADE (press T).Transfers an amount of gems, !
!
!
! gold or food,or a particular
item,from !
!
!
! viewed character to another character.follow!
!
!
! screen
prompts.
!
!
!
!
!
!
!
! USE (press U).Activates an item that has !
!
!
! special powers.Items may or may not also !
!
!
! need to be equipped for use.Follow
the !
!
!
! screen
prompts.
!
!
!
! If an item has limited power,a spell can be !
!
!
! cast to reveal the number of charges remain-!
!
!
! -ing.See Appendix B for spell descriptions. !
!
!
!
!
! PROTECT !
P ! Display currently active
spells covering the !
!
!
! entire party.Light spells also
show,in !
!
!
! parentheses,the current number of light
!
!
!
! units available to the party.one light unit !
!
!
! is needed to light up a dark square while !
!
!
! occupied by the party.Light units are auto- !
!
!
! matically used when the party steps into a !
!
!
! darkened
square.
!
!
!
! Magic shows the percentage of magic resista- !
!
!
! -nce of the party.Forces shows the percentage!
!
!
! of elemental forces resistance.Levitale,walk!
!
!
! on water,and Guard Dog appear when they are !
!
!
! active.If either of the spells Wizard Eye !
!
!
! (indoor)or Eagle Eye (outdoor)are active, !
!
!
! the upper right hand corner of the screen !
!
!
! will display a 5*5 overhead view of the
!
!
!
! party's location and facing by an arrow at !
!
!
! the
center.
!
!
!
!
!
! MAP/LOCATION!
M ! This options is not shown on
the screen.By !
!
!
! pressing M,the equivalent of casting the !
!
!
! sorcerer spell location will occur.This
!
!
!
! allows you to use the auto Mapping feature !
!
!
! more readily.(See auto Mapping,chapter four !
!
!
! for more
details.)
!
!--------------!--------------!----------------------------------------------!
! COMMAND !
PRESS !
DESCRIPTION
!
!----------------------------------------------------------------------------!
OTHER WINDOWS
°°°°°°°°°°°°°°
Across the center of the screen is the status
line which allows you to
toggle between options and the protection screen.It also displays the
current
Day,Year,Facing of the party and other relevent event like
encounters,solid
walls,locked doors,ect.....
The character window at the bottom of the
screen displays the characters
names in their marking order along with their current hit points.Other
text may
also temporarily appear in this
window.
-------------
CHAPTER THREE.
--------------
------------------------------------------------------
! MIGHT AND MAGIC -- CHAPTER
THREE
!
------------------------------------------------------
------------- ENCOUTER WITH DANGER ------------------
During your explorations,your party will
encounter many
creatures,characters and special places.Encounters,while often filled
with
danger,are necessary if your characters are to accumulate experience
points.Encounters,therefore,should not be avoided .Of course,if an
encounter
appears to be more than your party can handle,do whatever is necessary
to
survive--run,bribe,hide,ect..
Most creatures that you encounter will be
monsters.Monsters usually travel
in groups.A group may be homogenous or include a mixture of different
types.
There are hundreds of different monsters ,some
timid,some highly
dangerous.Different monsters have different powers,capabilities,speeds
and
armor classes.You will learn about each type of monster as you
encounter and
(frequently)battle it.
When an encounter occurs,the screen will
change.The command/protection
list will be replaced with a list of creatures encountered.A picture of
the
most powerful creature will appear in the center of the 3-D view.A set
of
options will appear below the monster.
Your encounter options will vary,depending on
whether the
monster(s)surprise you,you surprise them,or neither party is surprised.
IF THE MONSTER(S) SURPRISES YOUR
PARTY,you go directly into combat.
There are no other options.Combat is
covered in this chapter three
IF YOUR PARTY SURPRISES THE MONSTER(S)
you have the option to advance or not.
If you choose to avoid the monster(s),
nothing further occurs.The encounter is
over.If you do advance,you are given the
same options as when neither party is
surprised.
IF NEITHER PARTY IS SURPRISED.You have
several encounter options.Note that the
option you choose may affect your character's
alignments.
ENCOUNTER COMMANDS
°°°°°°°°°°°°°°°°°°
------------------------------------------------------------------------------
! COMMAND ! PRESS !
EFFECT
!
------------------------------------------------------------------------------
! ATTACK ! A ! This takes you
to combat.See the section on combat. !
!
!
!
!
! BRIBE ! B ! Your
party attempts to buy off the monsters with bribes!
!
! ! If the
monsters refuse your attempt,combat will begin.!
!
! ! If the
monsters accept your attempt,a prompt will ask !
!
! ! " bribe with
what : Food,Gold,Gems
".
!
!
! ! Select one of the
options and another prompt will ask !
!
! ! how much.Type
amount of bribe and press RETURN .If !
!
! ! they accept,
encounter is over and they may even !
!
! ! choose to
give you a message.If they refuse the bribe,!
!
! ! the party
will immmediately go to
combat.
!
!
!
!
!
! HIDE ! H ! This
similar to run except the percentage of failling !
!
! ! is
greater,but if you succeed you will remain in the !
!
! ! same
square.
!
!
!
!
!
! RUN ! R !
Your party attempts to flee from the monsters.If the !
!
! ! retreat
succeeds,your party will be moved to the !
!
! ! safest square
within the immediate 16*16 square area. !
!
! ! (you may need
to cast a spell to discover your exact !
!
! !
location.)
!
!
! ! If the
retreat fails,combat will
begin.
!
!---------!---------!--------------------------------------------------------!
COMBAT
°°°°°°
Combat is the heart of Might and Magic II.By
battling and defeating
monsters and other creatures,your party will gain experience points and
any
treasure which the monsters are carrying .Both are necessary for
characters to
advance in skill level and ability .
Only one character or monstyer acts at a
time.The order in which both
characters and monsters act is based on their individual speed.The
fastest
character or monster goes first,followed by the next fastest ,and so
on.Each
character or monster attcks once per round.A new round starts after all
characters and monsters have had a turn.
When a monsters name is highlighted,it is that
monsters turn to act in the
combat round.
The chara cter's name
appears below OPTIONS FOR :when it is HIS/HER
turn in the current combat round.
A character's or monster's turn in combat is
known as combat initiative.
On the right side of the screen is
a list of monsters,in the order in
which your party encounters them.
A in front of a character number
or monster letter indicates that
the character or monster may engage
in hand-to-hand combat.With the
exception of archers,characters who
can engage in hand-to-hand combat
cannot use missile weapons.
The character list at the bottom
of the screen can be used to
determine which character is in
which battle position.If a character's name is highlighted it
indicates a condition other than
good.
BATTLE OPTIONS
°°°°°°°°°°°°°°
When a party member has the combat innitiative
there are 9 battle options
available.
Once you complete a battle option,the results
of your action appear on the
screen almost immediately.The message remains for the duration set by
the DELAI
command or by default.
------------------------------------------------------------------------------
! COMMAND ! PRESS !
EFFECT
!
------------------------------------------------------------------------------
!
!
!
!
! ATTACK ! A ! Character
attacks monster in the A position .With !
!
! ! whatever
weapon HE/SHE has equipped.If the monster in !
!
! ! the A
position dies as a result of the attack,all !
!
! ! other
monsters move up one
position.
!
!
!
!
!
! FIGHT ! F ! Character
attacks monster in any hand-to-hand battle !
!
! ! position,with
whatever weapon he/she has equipped.A !
!
! ! prompt ask
which monster is being attacked.Abort the !
!
! ! command by
pressing ESC before selecting a monster. !
!
! ! You will
return to the combat options list for another!
!
! !
selection.
!
!
!
!
!
! SHOOT ! S ! Character
fires missile weapon.This command appears for!
!
! ! any party
member who has missile weapon equipped and !
!
! ! is not
engaged in hand-to-hand combat.It also appears !
!
! ! for an
archer,even if engaged in hand-to-hand combat. !
!
! ! A prompt asks
at which monster the character is !
!
! !
shooting.Press ESC before selecting a monster,to abort!
!
! ! the command
and return to the combat options list. !
!
!
!
!
! CAST ! C !
Character cast a combat spell.This command only appears!
!
! ! for spell
casters.prompts ask for spell level,spell !
!
! ! number,and
any other information required.Press ESC !
!
! ! before
entering final spell information,to abort com- !
!
! ! mand and
return to the combat options
list. !
!
!
!
!
! USE ! U !
Character activates special power for any item
in !
!
! ! his/her
possession.A prompt shows all items in char- !
!
! ! -acter's
possession and asks which is to be used. !
!
! ! Press ESC
before selecting an item to abort the com- !
!
! ! mand and
return to the combat options
list. !
!
!
!
!
! BLOCK ! B ! Character
increases his/her Armor Class for that round !
!
! !
only.
!
!
!
!
!
! RUN ! R !
Character attempts to run away and seek safety.If the !
!
! ! character
gets
away.......
!
!
! ! A) and the party
wins,he/she will rendezvous with party!
!
! !
after
combat.
!
!
! ! B) and the party
dies,he/she can attempt to return to !
!
! !
an inn and revive the
party.
!
!
! ! C) and the rest of
the party succeeds in running,all !
!
! !
will regroup immediately after
combat.
!
!
!
!
!
! EXCHANGE! E ! Character changes
battle position with any other member!
!
! ! of the
party.A prompt asks wich party member the exc- !
!
! ! -hange is to
take place.Press ESC before selecting the!
!
! ! exchange
party member to abort the command and return !
!
! ! to the combat
options list for another selection. !
!
!
!
!
! VIEW ! V ! View
a characters
profile.
!
!
!
!
!
------------------------------------------------------------------------------
! COMMAND ! PRESS !
EFFECT
!
------------------------------------------------------------------------------
! OTHER
OPTIONS:
!
!
!
!
!
! DELAY ! D ! Allows
you to set the duration of on-screen messages !
!
! ! to any
member between 0 and 9.(0 is the shortest dura-!
!
! ! toin,5
is the
default.)
!
!
!
!
!
! PROTECT! P ! Allows you to
see all currently active spells which !
!
! ! cover
your entire
party.
!
!
!
!
!
!QUICKREF! Q ! Displays the
QUICKREF list of characters in your party,!
!
! !
including Hit points,spell points,Armor Class
and !
!
! !
condition.From this list you can view an individual !
!
! !
character profile,by pressing the CHARACTER NUMBER .To!
!
! ! return
to the combat screen,press
ESC.
!
!
!
!
!
!VIEW CHAR # ! Displays the
character profile for that character.(See !
!
! ! chapter
1 for a description of the character profile.)!
!
! ! From
the character profile,you may type Q to return to!
!
! ! the
quickref screen,or press ESC to return to combat. !
!
!
!
!
!--------!----------!--------------------------------------------------------!
FOR ADVANCED PLAYERS
°°°°°°°°°°°°°°°°°°°°
To speed up combat,hold down CTRL and A
together.The character with the
combat initiative will:
* attack the
monster in position A,if engaged in han-to-hand
combat;
* shoot the
monster in position A,if not in hand-to-hand combat but
in possission of a missile weapon;
* block,if
neither in hand-to-hand combat nor in possission of a
missile weapon.
BATTLE OVER
°°°°°°°°°°°
Combat continues until either side retreats or
is completely destroyed.At
the end of the battle,a message indicates the number of experience
points
gained in combat for each surviving member of your party.Party members
who are
dead,eradicated or turned to stone do not receive experience points.
After combat,the screen returns to the 3-D
view of the world,your journey
continues,and your party will return to its original marking
order,regardless
of any position changes made during combat.
IMPORTANT: Before moving your party off the
square within which combat
occurred,SEARCH the square for treasure.Most monsters carry treasure of
some
sort with them.
You may,of course,take care of other business
(healing wounds,
resting,ect....)before you seach the square.
SAVING YOUR GAME
°°°°°°°°°°°°°°°°
If you need to interrupt the game,but save the
experience points and other
abilities gained by your characters during the most recent game
session,you
must take your party to the inn in one of the five towns and SIGN
IN.When you
enter the inn,you will be asked if you want to sign in.By answering Y
(yes) you
will save your character's current statistics and status on your disk B
copy.Should your party die,all gold,items,and information gained since
you last
visited an inn (saved the game)will be lost.Any important quest or
clues found
during this time should be reaccomplished.
The next time you play,you may resume the game
from the inn and town
containing your party of advanturees...or start from another town with
a
different party.
----------------
' CHAPTER FOUR '
---------------
---------------------------------
! BEGINNERS GUIDE TO ADVENTURE !
---------------------------------
The object of an adventure game is the game
itself, rather than a
particular goal.During the game,you assume the roles of the characters
in your
party,sharing their uncertainties and adventures.
There are certain conventions to most
adventure games,which may vary in
detail but are essentially similar.These conventions are the subject of
this
chapter.The details are covered in the following chapters and the
appendixes of
this book.
THE WORLD
°°°°°°°°°
When you brgin,the uncharted world of Might
and Magic II is as strange and
unfamiliar to you as it is to your characters.It is up to you to map
the world
while treaveling through it.
Throughout the world of Cron you will exoplore
various townw,mysterious
caverns,dangerous dungeons,majestic castle,and treacherous outdoor
terrains.
In general,the more dangerous an areas
is,themore treasure you can expect
to find there.....If you survive.
Towns are important because they contain:
* SHOPS where
food,weapons,armor and other equipment may be
purchased.
* TEMPLES where
sick or injured characters may be healed.
* TRAINING
GROUNDS where characters may advance to higher experience
levels,provided they have the required number of
experience
points.
* INNS where
characters must be taken for safe harbor at the end of
each game session,if the game information is to be saved .
Underground caverns and dungeons contain
multiple levels,with the
danger(and possible gains) increasing at each lower level.
Castles offer numerous quest that can prove
rewarding in experience and
gold.
The outdoor area is divided into five
sections.The four elemental zones(
Water,Fire,Air,and Earth) and central world.
While detailed maps of the world provide you
with a certain measure of
security,they by no means guarantee your safety.Monsters may take up
residence
at any time in areas that were once free of danger.Magical portals may
appear
and disappear at random.Follow your maps,but be prepared to improvise.
YOUR CHARACTERS
°°°°°°°°°°°°°°°
Any character that you create --regardless of
class,race,alignment or
sex--starts out a little wet behind the ears.He/she is 18 years old and
is at
experience level 1.
EXPERIENCE POINTS reflect the amount of
adventuring and combat experience
which the character has gained.
A character's EXPERIENCE LEVEL is a measure of
that character's power and
abilities.It reflects the amount of advanturing and combat experience
which the
character has gained while traveling.At higher experience levels,a
character is
able to cast more powerful spells,is able to inflict greater damage in
battle,and is able to sustain moredamage from physical attack.A
character rises
to the nextexperience level only when he/she has accumulated the
required
number of experience points,from defeating monsters in
battle,completing
quests,or performing other dees of heroism.
A character is defined by CLASS,RACE,ALIGNMENT
and SEX,with class being
the most significant characteristic.
It is important to note that while all
characters of a particular class
share certain abilities and limitations they are not all
identical....particularly as the game progresses and they gain in
experience at
different rates.Other vital statistics,as well as the character's
race,also
subtly affect a character's abilities.
All characteristics are explained fully in
Appendix A,and must be chosen
by you when you create a character.
WEAPONS & EQUIPMENT
°°°°°°°°°°°°°°°°°°°
Different classes of characters are permitted
to wear different types of
armor and use different weapons.Weapon and armor restrictions are
describeed in
detail in Appendix A.
Other equipment
items(compass,ropes,lanterns,ect..)are also available,and
may be purchased in town shops or found along the way.However,it is
necessary
to choose carefully the articles which a character purchases or picks
up.
Each character has a BACKPACK,in which he/she
may carry up to 6 items.Once
the pack is full,new items can be added only after discarting another
item or
shifting it to another character's pack.
In addition to the backpack,each character can
wear or carry another 6
items which are EQUIPPED or readied for use.Items such as armor and
most
weapons must be equipped in order to use them if a character goes into
combat
with armor and weapons safely stashed in his/her pack,they will be of
no use
whatsoever.There are restriction regarding the number and types of
armor and
weapons which may simultaneously equipped.These restrictions are
explained in
Appendix A.
MONSTERS
°°°°°°°°
The term MONSTER is a little misleading,for it
implies danger and
evil.There are over 250 types of monsters in the world of Might and
Magic II
and each one is different.Some are highly dangerous and extremely
difficult to
defeat.Some would rather be bribed than fight.Other are relatively
timid and
will run away when you approach them.A few may even help you.
In general,the monsters you encounter will be
proportionate with the
overall experience level of your party.As your characters advance to
higher
experience levels,they will encounter more dangerous monsters.Since
monsters
usually guard treasure of one sort or another,more advanced characters
will
also have greater opportunities to increase their wealth .
QUESTS
°°°°°°
As you journey,you will meet various
inhabitants of the world (other than
monsters)who may offer you quests,or seek your assitance on their own
quests.You will always have the option of accepting or refusing any
quest
offered.However,if you accept,you must complete the quest in order to
gain
experience points.Mostquests can be executed simultaneously,however
some may
require the services of a temple to release you to accomplish other
quests.
SPELLS
°°°°°°
Only certain classes of characters may cast
spells.(See Appendix A.)THere
are 96 different spells,divided into CLRIC and SORCERER spells,with 9
SPELL
LEVELS in each division.Characters who may cast cleric spells may not
cast
sorcerer spellls,and vice versa.
The level of spell which a character may cast
is determined by his/her
experience level.
All spells cost a certain number of SPELL
POINTS .Higher level spells may
amso cost a number of magical GEMS.Most spell casting characters begin
with a
small number of spell points and gain additional points with each
experience
level reached.Gems must be found along the way.
All spells are completely described in
Appendix B of this book.
APPENDIX A
--------------------------
DETAILS & OPTIONS
+++++++++++++++++
CHARACTER STATISTICS
°°°°°°°°°°°°°°°°°°°°
Each character receives a random rating from 3
to 21,in each of 7 vital
statistics.Because these rating establish a character's
strengths,weaknesses
and abilities,they also determine his/her class
(knight,paladin,archer,cleric,sorcerer,robber,ninja,barbarian).
Throughout the game,a character's
actions,discoveries and battles may
affect one or more of his/her vital statistics.Certain spells may even
cause a
vital statistic to exceed the normal maximum rating of
21.If,however,any vital
statistic drops to 0,the result is death for the character.
MIGHT.
a character's strength.It affects damage
done by a character
in battle.
INTELLECT.
A character's
general knowledge.Affects sorcerer spell
points.
PERSONALITY.
A
character's general charisma.Affects cleric spell
points.
ENDURANCE.
A character's
stamina in battle.Affect Hit points(the amount
of
damage
that can be sustained before death.)
SPEED.
A character's quickness and
agility.Higher speeds increase a character's
Armor Class.Speed also determines
the order of combat during
the
battle,with the fastest character or
monster going first.
ACCURARY.
A character's ability
to land a blow on the enemy during
combat.
LUCK.
A character's chance of succeeding,when all
else fails.A random element
whose effects cannot be predicted.
CHARACTER CLASSES
°°°°°°°°°°°°°°°°°
KNIGHT.
Prime statistic (15 or greater):
MIGHT.
Hit points gained per experience
level :1-12*.
spell skills :None.
A knight begins with the best
all-around fighting skills of
any
character.He/she can use any
weapon or item of armor,unless of
opposite alignment or
designed exclusively for another class.
PALADIN.
Prime statistic513 or
greater):MIGHT,PERSONALITY,ENDURANCE
Hit points gained per
experience level : 1-10*.
spell skills:clerical,at
higher experience levels.
A paladin can use any weapon
or item of armor,unless of
general
fighting skills are
equal to an archer's except that a paladin
cannot use
missile weapons during hand-to-hand combat.
ARCHER.
Prime statistic (13 or
greater):INTELLECT,ACCURACY.
Hit points gained per experience
level: 1-10*.
Spell skills:sorcerer,at higher
experience levels.
An archer can use any
weapon,unless of opposite alignment or designed
exclusively for
another class.An archer can wear only chain mail or
lighter armor,and
cannot carry a shiel.An archer can use
any
missile weapon,even during
hand-to-hand combat.
CLERIC.
Prime statistic (13 or
greater):PERSONALITY.
HIt points gained per experience
level:1-8*.
Spell
skills:cleric(defensive,healing).
A cleric can use splint mail or
lighter armor,and can carry a shiel .
Weapons are
restrictedtoclubs,maces,cudgels,whips,mauls,flails,staffs
and hammers.A cleric may not use
missile weapons.At higher experience
levels,cleric gains the ability to use
higher level spells.
SORCERER.
Prime statistic (13 or
greater):INTELLECT.
Hit points gained per
experience level: 1-6*.
Spell skills:sorcerer
(offensive,combative).
A sorcerer may wear
only padded armor and may not carry
a
shiel.Weapons are restricted to clubs,whips,pipes,staffs,knives
and
daggers.As a sorcerer advances in experience level,he/she gains
the
ability to use more powerful,high level spells.
ROBBER.
Prime statistic (13 or
greater):LUCK.
Hit points gained per experience
level: 1-8*.
Spell skills:pick locks,find
traps,backstab.
A robber's armor is limited to
chain mail and shield.Weapons include
sling,crossbow and all
one-handed weapons,such as a short sword
or
dagger.As experience levels
increase,the robber increases
his/her
ability to pick locks and disarm traps
and successufully
backstab
during combat.A robber's fighting abilities
equal those of a cleric.
Robbers have the best
chance to pick locks,find traps,as well
as
having a special
attack-backstab.A robbers first
attack,if
possible,will automatically attempt to be a backstab.A
successful
result will be displayed,incurring extra damage.
NINJA.
Prime statistic (13 or greater):ALL
Hit points gained per experience
level:1-8*.
Special skills:pick locks,find
traps,backstab andassassinate.
A ninja's armor is limited to ring mail
or lighter armor and cannot
carry a shiel.A ninja can use most
one handed weapons but
only
swords specifically designed for a
ninja.two handed weapons
are
limited to staff and naginata.Most missile
weapons can be used
.
Ninja's have the same abilities as robbers except to
a lesser degree.
A ninja's first attack,if
possible,will automatically attempt to be
an assassination.A
successful result will be displayed,incurring extra
damage.
BARBARIAN.
Prime statistic
(15 or greater):ENDURANCE
Hit points
gained per experience level: 1-2*.
Special
skills:None
A barbarian
begins with the greatest number of Hit points.Barbarians
are limited to
scale and lighter armor and can use most shields.
A barbarian can
use most weapons except swords.Missile weapons are
limited to slings and
blowpipes.
In selecting
characters to make up a party of adventurers,it is
a
good ideato start with
one member from each class.This allows you
to avail
yourself of the special skills and abilities offered by
each class.
* The number of
Hit points gained per experience level may
be
increased by a
character's endurance rating.The number of Hit points
with which each character
starts the game is equal to the maximum
number of points
which each can gain per level,modified by
endurance rating.
CHARACTER RACE.
Although there are no restrictions on the race to which
any
character may belong,selection of certain races may change
the
rating on one or more of a character's vital
statistics.In
addition,different races have different hidden strengths,which
do not show up in a character profile.In general,these
are:
HUMAN.strong resistance to sleep spells and poison.
ELF. Some resistance to sleep spells.
DWARF.Strong resistance to poison.
GNOME.Some resistance to magic spells.
HALF-ORC.Some resistance to sleep spells and poison.
Although racial resistances are never noted during
the
game,they may be important in overcoming the effects of
various forms of magical attack.It is therefore a good
idea to strive for a racially mixed group,when creating
a
party.
CHARACTER ALIGNMENT
°°°°°°°°°°°°°°°°°°°°
In Might and Magic II,and evil are not
absolute,but rather a measure of
the character's inclinations when confronted by the unknown.Throughout
the
game,a character's responses to encounters and combat can shift his/her
alignment,as can certain spells.
A character's alignment will occqsionally
restrict his/her activities
while adventuring.Certain places,items and weapons are designated good
or
evil.These cannot be entered or used by a character of opposite
alignment.A
neutral character can enter an alignment restricted place,but cannot
use a
restrited item.
SEX OF CHARACTER
°°°°°°°°°°°°°°°°
Sex in Might and Magic II means gender.Any
character may be either male or
female.Sex does not affect a character's vital statistic,or normally
restrict
his/her activities during the game.However,it is still advisable to
include
both male and female characters in your party,since you may encounter
items,places and/or activities that are available only to members of
one sex or
the other.
CHARACTER STATUS
°°°°°°°°°°°°°°°
On the character profile screen you will find
abbreviated information
about an individual character's status,in a member of different
areas.these
include:
CHARACTER OPTIONS: Assigned when you created the character.These
include
name,sex,alignment,race and class.
LEVEL: THe experience level which the character has achieved.This
starts at 1
and rises as the character gains experience through combat and
training.At
higher levels,a character gains in abilities and power according to
his/her
class (ie. a knight will attack more than once as his/her levels
increase).
HIT POINTS: Number of damage points which the character can sustain in
combat.At 0 unconsciousness sets in.Any damage after that result in
death.Shown
are the current number of points/the maximum number which can be
accumlated.
SPELL POINTS: Number of points available for use in casting spells.Each
spell
costs a certain number of spell points,usually equal to the level of
the
spell.Shown are the current accumulation of points/the maximum
accumulation of
points.
ARMOR CLASS: This number denotes a character's vulnerability to
physical attack
in combat.The higher the number,the less chance that a character will
sustain
damage from an attack.Normally ranges from 0 to 30,depending on such
things as
armor,shields speed,spells,ect.....
SPELL LEVEL: Shows the highest spell level that can be cast.
AGE: Starts at 18 and grows older as the game progresses.As a character
ages,his/her skills begin to deteriorate as vital statistic rating
drop.After
about age 80,a character can die while resting overnight,from old
age.Age can
be delayed or reversed by a rejuvenation spell.
EXPERIENCE POINTS: A running total of points gained from defeating
monsters,completing quests,ect...Experience points determine a
character's
eligibility for various types of training and for advancement to the
next
experience level.Approximately 2000 points are needed to advance from
level 1
to 2.Point requirements generally double with each subsequent level.
THIEVERY: This is a measure of a character's ability to perform
thieving skills
(pick locks,find traps,ect....).Certain items,as well as training can
modify
this statistic.
SECONDARY SKILLS: characters may learn secondary skills while
adventuring.A
character may only have two such skills at any one time.These skills
provide
many benefits including the ones listed below:
ARMS MASTER -
increases accuracy with weapons
ATHLETE -
increases speed
CARTOGRAPHER -
enables the auto-mapping feature.
CRUSADER -
allows the character/party to be bestowed quests.
DIPLOMAT -
increases personality
GAMBLER -
increases luck
GLADIATOR -
increases might
HERO/HEROINE -
all stats are raised
LINGUIST -
increases intellect
MERCHANT -
receives most favorable price when buying or selling.
MOUNTAINEER -
allows passage over any mountain range if at least two
party members retain this skill.
NAVIGATOR -
keeps party from becoming lost in large,open spaces.
PATHFINDER -
allows passage through any forest area if at least two
party members retain this skill.
PICKPOCKET -
nicreases thievery
SOLDIER -
increases endurance
GOLD: Number of gold pieces which the character is carrying.Gold is
needed to
purchase armor.weapons,food and other useful items.Gold must be
acquired along
the way.
GEMS: Number of magical gem which the character is carrying.Gems,which
must be
found,are required to cast many higher spells.
FOOD: The number of food units which a character is carrying.One unit
equals a
one-day supply of food.One food unit is needed to regain Hit points
and/or
spell points during rest.Each character starts with 10 food units and
may carry
a maximum of 40 food units.
CONDITION: character's overall state;
i.e.,good,poisoned,asleep,unconscious,
dead,etc...More than one condition (other than good) may exist
simultaneously.
Any condition other than good should be remedied as soon as possible.
EQUIPPED: Displays items in character's possession which have been
equipped for
use.Items which must be equipped before they can be used include
armor,shield,weapons,cloak,ect...(in general,any items may be equipped
at a
time.Items are restricted by the laws of logic;i.e.,only one suit of
armor at a
time,only one 2 handed weapon,and so forth.
BACKPACK: List items being carried in character's backpack.Items in
backpack
are not(and may not need to be) equipped for use.Up to 6 items may be
carried
in a backpack at a time.Items can be discarded,added or shifted while
adventuring.
ARMOR,WEAPONS & EQUIPMENT
°°°°°°°°°°°°°°°°°°°°°°°°°
Various types of armor,weapons,and adventuring
items
(rope,torches,ect....)are available for purchase,to help your
party.Hundreds of
magical items,weapons and armor can also be found.
Most standard articles,can be purchased in the
various twon shops.When you
enter a shop,you will be presented with a list of available items and
prices.As
a tule,the more expensive articles are more powerful,offer greater
protection,ect...
A WORD TO THE WISE: don't waste money
purchasing items which your
character cannot equip due to class restrictions.
TIME TRAVEL
°°°°°°°°°°°
During the course of play it will become
neccessary for your party to
travel through time.You begin the game in the 10th century (the year
900).This
is the true time and visits to the past are merely temporary.Each
century is
unique unto itself,therefore,places,people and things may not be
present in all
centuries.While traveling in time,your stay in any century is limited
to a
random amount of time.Consequently,while resting,you may be transported
back to
the 10th century to the moment at which you left.
AUTO-MAPPING
°°°°°°°°°°°°
Might and Magic II is equiped with a complete
auto-mapping function.Every
square or location in which the party stands is remembered by the game.
NOTE: You must have a character with
cartographer secondary skills for
auto-mapping to
work.
When
viewing the map from the location spell all the locations that
the party has been in for the current 16 * 16 area are shown.
NOTE: You may only view the map of the area in
which you
are
in,therefore,it may become desirable to copy the maps on to
the
mapping paper.
! APPENDIX B !
-------------------------
SPELLS
++++++
There are 96 spells-48 clerical and 48
sorcerer-with 9 levels in each
division.A spell-caster may cast spells at any level up to the MAXIMUM
level
shown on his/her character profile.The LEVEL NUMBER must be entered at
the
LEVEL: prompt when casting a spell.
ACQUIRING SPELLS
°°°°°°°°°°°°°°°°
Spell levels are gained from the following
table according to the level of
the caster.
SPELL :
1 2 3 4 5 6 7 8 9
LEVEL OF
CASTER:
1 3 5 7 9 11 13 15 17
Initially,when a new spell level is gained
only some of the spells are
inscribed into the character's spell book.The remainder of the missing
spells
must be purchased in twons(temples for cleric,Mage Guilds for
sorcerers) or
found throughout the game.
SPELL BOOK
°°°°°°°°°°
Each spell-casting character has a spell book
which can be seen at an inn
while viewing a character or when casting a spell.The spell book will
appear on
the screen with the spell number on top and the spell level at the hand
coliumn.A indicates that the spell is available.
The spell descriptions in this appendix
include:
NUMBER: The number preceding the spell
name.enter this number at the
NUMBER: Prompt when casting a spell.
NAME: Generally descriptive of what the spell
does.
COST: The number of spell points(SP)and,in
some cases,gems required and
used up in
casting the spell.A spell point followed by /L
means
per experience
level of caster.
TYPE: When and where the spell may be
cast.Some spells may only be cast
during
combat,some only in non-combat situations,some
anytime.Most
spells may be cast
anywhere,so this may be assumed unless a
spell
is marked specifically
indoor or outdoor.
OBJECT: Character(s) or monster(s) affected by
the spell.If a spell
affects a single character or monster,a prompt will ask
which
character or monster,when you cast the spell.Some spells have
an
area of
effect (ie.not in hand-ti-hand monsters) and
any
characters
caught in this area will also be affected.
DESCRIPTION: Additional information about the
spell.
NOTE: Most monsters have some type of defense
against magic.There is no
guarantee that a spell cast against a monster will succeed,or inflict
the full
damage intended.Spells which are cast for the duration of combat may be
undone
by the monster before combat is over.after each round, a monster will
attempt
to overcome any spell against him...and may succeed .Some monsters may
even
cast a " dispel " removing all existing spell against both monsters and
characters.
A quick
reference spell chart can be found on the back of this
manual.
------------------------------------------------------------------------------
CLERICAL SPELLS
------------------------------------------------------------------------------
LEVEL 1 !
--------
1. NAME:
APPARITION
2. NAME: AWAKEN
COST : 1
sp
COST : 1 sp
TYPE :
Combat
TYPE : Anytime
OBJECT : 10
monsters
OBJECT : All sleeping party
DESCRIPTION : creates
a
DESCRIPTION : Awakens all sleeping members
frightening apparition
in of the
party,instantaneously cancelling
the mosters memory
causing the sleep
condition.May be critical if
them to be
afraid,reducing party
is attacked during rest.
their chance to hit.
-----------------------------------
3. NAME :
BLESS
4. NAME : FIRST AID
COST : 1
sp
COST : 1 sp
TYPE :
Combat
TYPE : Anytime
OBJECT : Entire
party
OBJECT : 1 character
DESCRIPTION : Increases
the DESCRIPTION : Heals minor
battle wounds,
accuracy with which
all
restoring 8 hit points to that
characters fight,for
the
characters.
duration ot combat.
-----------------------------------
5. NAME :
LIGHT
6. NAME : POWER CURE
COST : 1
sp
COST : 1/L+1 GEM
TYPE :
Non-combat
TYPE : Anytime
OBJECT : Entire
party
OBJECT : 1 character
DESCRIPTION : Gives the 1 light DESCRIPTION :
Restores character's
factor,which is sufficient to
health and-1-10 hit points per
light up 1 dark area.Multiple
experience level of caster.
light spells can be cast to
accumulate multiple light
factors.
-----------------------------------
7. NAME : TURN UNDEAD
COST : 1 sp
TYPE : Combat
OBJECT : All undead monsters
DESCRIPTION : Destroys some or all
undead monsters,depending on caster's
experience level and monster's power level.
------------------------------------------------------------------------------
LEVEL 2 !
--------
1. NAME : CURE
WOUNDS
2. NAME : HEROISM
COST : 2
sp
COST : 2 sp+ 1 GEM
TYPE :
Anytime
TYPE : Combat
OBJECT : 1
character
OBJECT : 1 character
DESCRIPTION : Cures more serious DESCRIPTION :
Temporarily elevates a
wounds,restoring 15 hit points character
6 levels of experience.spell
to the
character.
lasts for the duration of combat.
-----------------------------------
3. NAME : NATURE'S
GATE
4. NAME : PAIN
COST : 2
sp
COST : 2 sp
TYPE :
Non-combat
TYPE : Combat
OBJECT : Entire
party
OBJECT : 1 monster,not undead
DESCRIPTION : Using the forces
DESCRIPTION : Cripples monster with pain
of nature,opens a
portal
inflicting 2-16 damage points,unless the
between two locations in the
monster is immune to pain.
land of Cron?These locations
vary with time(days/years).
-----------------------------------
5. NAME : PROTECTION
FROM 6. NAME :
SILENCE
ELEMENTS
COST : 2 sp
COST : 2 sp+1
GEM
TYPE : Combat
TYPE :
Anytime
OBJECT : 4 monsters+1 per level
OBJECT : Entire
party DESCRIPTION :
Prevents the monsters from
DESCRIPTION : Increases
all casting spells for
the duration of combat
character's resistance
to or until they
overcome the spell.
fear, clod,fire,poison,acid
and electricity.Amount of the
increase depends on the caster's
experience level.Spell lasts 1day.
-----------------------------------
7. NAME : WEAKEN
COST : 2 sp+1 GEM
TYPE : Combat
OBJECT : 10 monsters
DESCRIPTION : Weakens all monsters affected,
reduring their physical damage by half until
the spell is overcome.
------------------------------------------------------------------------------
LEVEL 3 !
---------
1. NAME : COLD
RAY
2. NAME : CREATE FOOD
COST : 3 sp+2
GEMS
COST : 3 sp+2 GEMS
TYPE : Combat,not in
hand TYPE :
Non-combat
to
hand
OBJECT : Spell caster
OBJECT : 5
monsters
DESCRIPTION : Adds 8 food units to
DESCRIPTION : Attacks with
a caster's food supply.Caster
may then
ray of intensive cold
that distribute food
among other party
penetrates to the
monsters members,if
he/she desires.
heart and inflicts 25 points
of damage to each monster affected.
-----------------------------------
3. NAME : CURE
POISON
4. NAME : IMMOBILIZE
COST : 3
sp
COST : 3 sp
TYPE :
Anytime
TYPE : Combat
OBJECT : 1
character
OBJECT : 5 monsters
DECRIPTION : Flushes poison
DESCRIPTION : Immobilize any monster
out of a character's system,
affected.
instantaneously removing the
poisoned condition.
-----------------------------------
5. NAME : LASTING
LIGHT
6. NAME : WALK ON WATER
COST : 3
sp
COST : 3 sp+ 2 GEMS
TYPE :
Non-combat
TYPE : Non-combat,outdoor
OBJECT : Entire
party
OBJECT : Entire party
DESCRIPTION : Bestows 20 light
DESCRIPTION : Creates a floating sand
factors on the party,for use
dune upon which the party may walk
in dispelling
darkness.
on.Lasts 1 day.
------------------------------------------------------------------------------
LEVEL 4 !
--------
1. NAME : ACID
SPRAY
2. NAME : AIR TRANSMUTATION
COST : 4 sp+ 3
GEMS
COST : 4 sp+ 3 GEMS
TYPE : Combat,not in hand
to TYPE : Non-combat,outdoor
hand
OBJECT : Entire party
OBJECT : 3
monsters
DESCRIPTION : Transforms the party into
DESCRIPTION : Sprays a corrosive air,allowing
the exploration of the
stream of acid inflicting 6-60 elemental
plane of air .
points of damage,unless
immune to acid.
-----------------------------------
3. NAME : CURE
DISEASE
4. NAME : RESTORE ALIGNMENT
COST : 4
sp
COST : 4 sp+ 3 GEMS
TYPE :
Anytime
TYPE : Non-combat
OBJECT : 1
character
OBJECT : 1 character
DESCRIPTION : Restores
full DESCRIPTION : Restores a
character's
health to sick
character
original alignment,after actions and
instantaneously removing the
responses have caused it to shift.
diseased condition.
-----------------------------------
5. NAME :
SURFACE
6. NAME : HOLY BONUS
COST : 4
sp
COST : 4 sp+ 3 GEMS
TYPE :
Non-combat
TYPE : Combat
OBJECT : Entire
party
OBJECT : Entire party
DESCRIPTION : Instantly transports DESCRIPTION : THE generous
forces of the
all party members from
an deity increase
the damage done by party
underground location
to
members by 1 points per 2 levels of the
grounds
surface.
caster.
------------------------------------------------------------------------------
LEVEL 5 !
--------
1. NAME : AIR
ENCASEMENT
2. NAME : DEADLY SWARM
COST : 5 sp+5
GEMS
COST : 5 sp+ 5 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : 1
monster
OBJECT : 10 monsters
DESCRIPTION : Encases the target DESCRIPTION : Send a
swarm of killer
in a field of air,inflicting 10 insects
against the monsters,inflicting
points of damage per
combat 4-40 damage points
against each monster.
round and separating it from
the battle until the spell is
overcome or the monster is aatacked.
-----------------------------------
3. NAME :
FRENZY
4. NAME : PARALYZE
COST : 5 sp+5
GEMS
COST : 5 sp+5 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : 1 character,once
per OBJECT : 10 monsters
character.
DESCRIPTION : Attempts to immobilize al!
DESCRIPTION : Send one
party monsters and
prevent them from fighting
member into a
frenzy,allowing May be partially or
completely effective
him/her to attack all
the on some
or all monsters.
monsters on the screen.Drained
from the experience the character
loses 1 point of endurance and
is then rendered unconscious.
-----------------------------------
5. NAME : REMOVE CONDITION
COST : 5 sp+5 GEMs
TYPE : Anytime
OBJECT : 1 character
DESCRIPTION : Releases character
from all undesirable conditions
except dead,stoned or eradicated.
------------------------------------------------------------------------------
LEVEL 6 !
--------
1. NAME : EARTH
TRANSMUTATION 2. NAME : REJUVENATE
COST : 6 sp+6
GEMS
COST : 6 sp+6 GEMS
TYPE :
Non-combat
TYPE : Non-combat
OBJECT : Entire
party
OBJECT : 1 character
DESCRIPTION : Transforms the
DESCRIPTION : A fountain of youth that
party into earth
,allowing trims 1-10
years off a character's age,
the exploration of
the
restoring his/her abilities to the younger
elemental plane of
earth. level.Spell
carries some risk of producing
the opposite effect.
-----------------------------------
3. NAME : STONE TO
FLESH 4.
NAME : WATER ENCASEMENT
COST : 6 sp+6
GEMS
COST : 6 sp+6 GEMS
TYPE :
Anytime
TYPE : Combat
OBJECT : 1
character
OBJECT : 1 monster
DESCRIPTION : Re-animates
a DESCRIPTION : Encases the
target in a
character who has been turned
field of water,inflicting 20 points of
to stone,removing the stoned
damage per combat round and separating
condition.
it from the battle until the spell is
overcome or the monster is attacked.
-----------------------------------
5. NAME : WATER TRANSMUTATION
COST : 6 sp+6 GEMS
TYPE : Non-combat,outdoor
OBJECT : Entire party
DESCRIPTION : Transforms the party into
water,allowing the exploration of the
elemental plane of water.
------------------------------------------------------------------------------
LEVEL 7 !
--------
1. NAME : EARTH
ENCASEMENT 2. NAME :
FIERY FLAIL
COST : 7 sp+ 7
GEMS
COST : 7 sp+7 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : 1
monster
OBJECT : 1 monster
DESCRIPTION : Encases the target DESCRIPTION :
Creates a huge flail of fire
in a field of earth,inflicting striking
a single opponent,inflicting
40 points of damage per combat 100-400
points of damage.
round and separating it from
the battle until the spell is
overcome or monster is attacked.
-----------------------------------
3. NAME : MOON
RAY
4. NAME : RAISE DEAD
COST : 7 sp+7
GEMS
COST : 7 sp+7 GEMS
TYPE :
Combat,outdoor
TYPE : Anytime
OBJECT : 10
monsters
OBJECT : 1 character
DESCRIPTION : Bathes
all
DESCRIPTION : Brings the character back to
combatants in a
beneficent
life,removing the dead condition.Spell
ray that bestows 10-100
hit carries a moderate chance
of failure and
points from each
monster. a remote
chance of eradirating the
character.(NOTE:speell-caster and reci-
pient age by 1 year.)
------------------------------------------------------------------------------
LEVEL 8 !
--------
1. NAME : FIRE
ENCASEMENT 2.
NAME : FIRE TRANSMUTATION
COST : 8 sp+8
GEMs
COST : 8 sp+8 GEMS
TYPE :
Combat
TYPE : Non-combat,outdoor
OBJECT : 1
monster
OBJECT : Entire party
DESCRIPTION : Encases the target DESCRIPTION :
Transforms the party into
in a field of fire,inflicting
allowing the exploration of the
80 points of damage per combat elemental
plane of fire.
round and separating it from
the battle until the spell is
overcome or the monster is attacked.
-----------------------------------
3. NAME : MASS
DISTORTION 4.
NAME : TOWN PORTAL
COST : 8 sp+8
GEMS
COST : 8 sp+8 GEMS
TYPE :
Combat
TYPE : Non-combat
OBJECT : 2
monsters
OBJECT : Entiree party
DESCRIPTION : Increases
the DESCRIPTION : Opens a
temporary portal to
weight of monsters
causing any town and
moves the party through the
them to fall and subsequently
portal to that town.
lose half their hit points.
------------------------------------------------------------------------------
LEVEL 9 !
--------
1. NAME : DIVINE
INTERVENTION 2. NAME : HOLY WORD
COST : 10 sp+20
GEMS
COST : 10 sp+10 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : Entire
party
OBJECT : All
DESCRIPTION : Intercedes with
DESCRIPTION : Utters a single word of
supernatural forces to restore
devastating power,that destroys all
all character's hit points and undead
monsters.
remove all undesirable condition ( NOTE: ages
caster 1 year.)
except eradicated.
(NOTE: spell-caster ages 5 years
every time this
spell is cast)
-----------------------------------
3. NAME :
RESURRECTION
4. NAME : UNCURSE ITEM
COST : 10 sp+10
GEMS
COST : 10 sp+50 GEMS
TYPE :
Non-combat
TYPE : Non-combat
OBJECT : 1
character
OBJECT : Spell caster
DESCRIPTION : Remove
the
DESCRIPTION : Attempt to remove the curse
eradicated condition
from from an item
in casters backpack.
the character,adding 5 years
to his/her age and subtracting
1 endurance point from his/her
vital statistics.There is a
chance that the spell will fail.
(NOTE: Ages caster 1 year.)
------------------------------------------------------------------------------
SORCERER SPELLS
-------------------------------------------------------------------------------
LEVEL 1 !
--------
1. NAME :
AWAKEN
2. NAME : DETECT MAGIC
COST : 1
sp
COST : 1 sp
TYPE :
Anytime
TYPE : Non-combat
OBJECT : All
sleeping
OBJECT : Items in spell casters
party
members
backpack
DESCRIPTION : Awakens
all DESCRIPTION :
Reveals any magical items in
sleeping members of
the
caster's backpack,and notes the member of
party,instantaneously
magical charges remaining in any item
cancelling the sleep condition which
must be charged for use.Also
May be critical if party
is detects any magic
surrounding or inside
attacked during
rest.
a chest.
-----------------------------------
3. NAME : ENERGY
BLAST
4. NAME : FLAME ARROW
COST : 1/L+1
GEM
COST : 1 sp
TYPE :
Combat
TYPE : Combat
OBJECT : 1
monster
OBJECT : 1 monster
DESCRIPTION : Zaps the monster
DESCRIPTION : Sends a burding shaft into
with a blast of pure energy,
the monster,inflicting 2-8 points of fire
inflicting 1-6 damage points
damage,unless monster is immune to fire.
per experience level of caster.
-----------------------------------
5. NAME :
LIGHT
6. NAME : LOCATION
COST : 1
sp
COST : 1 sp
TYPE :
Non-combat
TYPE : Non-combat
OBJECT : Entire
party
OBJECT : Entire party
DESCRIPTION : Gives the party
DESCRIPTION : Gives precise information on
1 light factor,sufficient to
party's location.Shows a map of the
light a single darkened square current
16 *16 area that the party has
Multiple light spells can be
mapped and shows your present location
cast,to accumulate
light on
that map.May be critical when party
spells can be
cast,to
is lost or magically transported.In
accumulate light
factors.
general,this spell is the key to succes-
sful mapping.
-----------------------------------
7. NAME : SLEEP
COST : 1 sp
TYPE : Combat
OBJECT : 4 monsters +1 monster/L of
caster
DESCRIPTION : Sends monsters into a deep
sleep,preventing them from attacking.
Effective until monster is damaged or
overcomes the spell.
------------------------------------------------------------------------------
LEVEL 2 !
--------
1. NAME : EAGLE
EYE
2. NAME : ELECTRIC ARROW
COST :
2/L
COST : 2 sp
TYPE :
Non-combat,outdoor
TYPE : Combat
OBJECT : 5 steps per
level OBJECT : 1 monster
of caster.
DESCRIPTION : Electrocutes a monster,
DESCRIPTION : An eagle eye view
inflicting 4-16 damage points,unless
of the outdoor terrain appears
monster is immune to electrical attack.
on the screen,providing a 5*5
overhead view of the area and
your party's location.
-----------------------------------
3. NAME : IDENTIFY
MONSTER 4. NAME : JUMP
COST : 2 sp+1
GEM
COST : 2
sp
TYPE :
Combat
TYPE : Non-combat
OBJECT : 1
monster
OBJECT : Entire party
DESCRIPTION : Informs caster
DESCRIPTION : Moves the party 2 squares
of the current condition
of forward,providing there
are no magical
any one monster
during
obstructions (force fields,ect...)
combat.
in the way.
-----------------------------------
5. NAME :
LEVITATE
6. NAME : LLOYD'S BEACON
COST :2
sp
COST : 2 sp+1 GEM
TYPE
:Non-combat
TYPE : Non-combat,dungeon
OBJECT : Entire
party
OBJECT : Entire party
DESCRIPTION : Raises
all
DESCRIPTION : Leaves a beacon at your
characters above
ground
current location so that you may
level,protecting
them
instantaneously return to that location
from various dangers for 1 day the next
time you cast this spell.
-----------------------------------
7. NAME : PROTECTION FROM MAGIC
COST : 1/L+1 GEM
TYPE : Entire party
DESCRIPTION : Increases all character's
resistance to magic.Amount of the
increase depends on experience level of
caster.Spell lasts 1 day.
------------------------------------------------------------------------------
LEVEL 3 !
--------
1. NAME : ACID
STREAM
2. NAME : FLY
COST : 1/L+2
GEMS
COST : 3 sp
TYPE :
Combat
TYPE : Non-combat,outdoor
OBJECT : 1
monster
OBJECT : Entire party
DESCRIPTION : Sprays a burning
DESCRIPTION : Grants magical flight to all
stream of acid inflicting 2-8
characters,allowing the party as a whole
points of damage per level of to
move to any other outdoor area.The
caster,unless immune to acid.
party will land in the safest square in
that area.
-----------------------------------
3. NAME :
INVISIBILITY
4. NAME : LIGHTNING
COST : 3
sp
COST : 1/L+2 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : Entire
party
OBJECT : 4 monsters
DESCRIPTION : Drops a cloak of
DESCRIPTION : Blasts the monsters with a
invisibility over all characters gigantic lightning
bolt that inflicts 1-6
greatly decreasing the monsters damage points
per level of caster.
chance of hitting them.
-----------------------------------
5. NAME :
WEB
6. NAME : WIZARD EYE
COST : 3 sp+2
GEMS
COST : 3/L+2 GEMS
TYPE : Combat,not in
hand TYPE :
Non-combat,indoor
to
hand
OBJECT : 5 steps per level of caster
OBJECT : 4 monsters
+1 DESCRIPTION : Uses the
magical eye of a
DESCRIPTION : Wraps monsters in powerful
wizard to show a 5*5 overhead
a supernatural web,preventing view
of your party's location in any
them from fighting for
the indoor maze.
duration of combat or until
they escape.
------------------------------------------------------------------------------
LEVEL 4 !
--------
1. NAME : COLD
BEAM
2. NAME : FEEBLE MIND
COST : 1/L+3
GEMS
COST : 4 sp+3 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : 1
monster
OBJECT : 5 monsters
DESCRIPTION : Attacks wich a
DESCRIPTION : Erases the monsters brain
beam of intense cold
that removing all
its abilities for the
penetrates to the
monster's duration of combat
or until the monster
heart and inflicts 6
damage overcome the spell.
point monster is immune to cold.
-----------------------------------
3. NAME : FIRE
BALL
4. NAME : GUARD DOG
COST : 1/L+3
GEMS
COST : 4 sp
TYPE : Combat,not in hand
to TYPE : Non-combat
hand
OBJECT : 6
monsters
OBJECT : Entire party
DESCRIPTION : Rolls a deadly ball DESCRIPTION : Places a
supernatural guard
of fire into the monster's midst over
party,preventing surprise attacks
inflicting 1-6 damage points per for 1 day.
level of caster.
-----------------------------------
5. NAME :
SHIELD
6. NAME : TIME DISTORTION
COST : 4
sp
COST : 4 sp+3 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : Entire
party
OBJECT : Entire party
DESCRIPTION : Creates
an
DESCRIPTION : Creates a warp in time that
invisible shield
which
enables the party to retreat safely from
surrounds the party
and
most battles.
protects all characters
from most missile weapons
for the duration of combat.
------------------------------------------------------------------------------
LEVEL 5 !
--------
1. NAME :
DISRUPT
2. NAME : FINGERS OF DEATH
COST : 5 sp+5
GEMS
COST : 5 sp+5 GEMS
TYPE : Combat,not in
hand TYPE : Combat
to hand
OBJECT : 1
monster
OBJECT : 3 monsters(not undead)
DESCRIPTION : Creates
a
DESCRIPTION : Channels the ancient power
powerful energy field
that of all dead
sorcerers through the caster,
disrupts the molecular bonds
resulting in death to the monsters at
of the target,inflicting 100
whom the caster points a finger.
points of damage.
-----------------------------------
3. NAME : SAND
STORM
4. NAME : SHELTER
COST : 2/L+5
GEMS
COST : 5 sp
TYPE :
Combat,outdoor
TYPE : Non-combat
OBJECT : 10
monsters
OBJECT : Entire party
DESCRIPTION : Calls upon the
DESCRIPTION : Provides 1 day's rest free
forces of nature to create a
of the danger of encounter.
violent sand storm inflicting
1-8 points of damage per level of caster.
-----------------------------------
5. NAME : TELEPORT
COST : 5 sp
TYPE : Non-combat
OBJECT : Entire party
DESCRIPTION : Instantly moves the
party from its present position,up to 9
squares in any
direction.
-------------------------------------------------------------------------------
LEVEL 6 !
--------
1. NAME :
DISINTEGRATION
2. NAME : ENTRAPMENT
COST : 6 sp+6
GEMS
COST : 6 sp+6 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : 3
monsters
OBJECT : All
DESCRIPTION : Inflicts
50 DESCRIPTION :
surrounds the battle with
damage points while
desin- a magical energy
field preventing all
tegrating parts or all of the from
escaping.
target.
-----------------------------------
3. NAME : FANTASTIC
FREEZE 4. NAME :
RECHARGE ITEM
COST : 2/L+6
GEMS
COST : 6 sp+6 GEMS
TYPE : Combat,not in
hand TYPE :
Non-combat
to hand
OBJECT : 3
monsters
OBJECT : spell caster
DESCRIPTION : Shoots a fantastic DESCRIPTION :
Restore 1-6 charges to any
beam of cold at 3
monsters, item in caster's
backpack that still has
crystalizing them and inflicting 1 magical charge
remaining some risk that
10 damage points per level of the
spell will fail and destroy the
caster.
item.
-----------------------------------
5. NAME : SUPER SHOCK
COST : 2/L+6 GEMS
TYPE : Combat
OBJECT : 1 monster
DESCRIPTION : Shoots an intense beam
of electricity,shocking a monster
with 20 damage points per level of caster.
------------------------------------------------------------------------------
LEVEL 7 !
--------
1. NAME : DANCING
SWORD
2. NAME : DUPLICATION
COST : 3/L+7
GEMS
COST : 7 sp+100 GEMS
TYPE :
Combat
TYPE : Non-combat
OBJECT : 10
monsters
OBJECT : Spell caster
DESCRIPTION : A magical sword
DESCRIPTION : Allows the caster to exactly
that moves with
lightning
duplicate any 1 item in his/her backpack
speed and inflicts
1-12
provided that there is room in the
damage points per level
of caster's pack for
the new item.Small
caster.
chance that the spell will fail and
destroy the original item.
-----------------------------------
3. NAME :
ETHEREALIZE
4. NAME : PRISMATIC LIGHT
COST : 7 sp+7
GEMS
COST : 7 sp+7 gems
TYPE :
Non-combat
TYPE : Combat
OBJECT : Entire
party
OBJECT : 10 monsters
DESCRIPTION : Alters
all
DESCRIPTION : A powerful,but erratic spell
character's molecular struture that has
completely unpredictable
long enough to allow them to
effects.
move 1 square forward through
any barrier(force field,wall,
mountain,ect....).
-----------------------------------------------------------------------------
LEVEL 8 !
--------
1. NAME :
INCINERATE
2. NAME : MEGA
VOLTS
COST : 3/L+8
GEMS
COST : 3/L+8 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : 1
monster
OBJECT : 10 monsters
DESCRIPTION : Engulfs a monster DESCRIPTION :
Creates a chain of electri-
with the heat of a
thousand city connecting all
opponents with the
fires doing 20-40 damage points deadly voltage
doing 4-16 damage points
per level of
caster.
per level of caster.
-----------------------------------
3. NAME : METEOR
SHOWER
4. NAME : POWER SHIELD
COST : 8+1 per
monster+8GEMS COST : 8 sp+8 GEMS
TYPE :
Combat,outdoor
TYPE : Combat
OBJECT : All(limited
by
OBJECT : Entire party
spell points)
DESCRIPTION : Buries
all
DESCRIPTION : Reduces the damage inflicted
monsters under a hail
of on all
characters by any attack,by 1/2.
meteors,inflicting
5-50
Lasts for the duration of combat.
damage points on each monster.
----------------------------------------------------------------------------
LEVEL 9 !
--------
1. NAME :
IMPLOSION
2. NAME : INFERNO
COST : 10 sp+10
GEMS
COST : 3/L+10 GEMS
TYPE :
Combat
TYPE : Combat
OBJECT : 1
monster
OBJECT : 10 monsters
DESCRIPTION : Creates a hole in DESCRIPTION :
Unleashes the heat of the
space,at the center of target sun
on all monsters shown,doing 1-20
creature,sucking it
into points
damage per level of caster.
nothingness.
-----------------------------------
3. NAME : STAR
BURST
4. NAME : ENCHANT ITEM
COST : 10+1 per
monster
COST : 50 per plus of item
+ 20
GEMS
+ 50 GEMS
TYPE :
Combat,outdoor
TYPE : Non-combat
OBJECT : All(limited by
spell OBJECT : Spell caster
points)
DESCRIPTION : Showers
all DESCRIPTION :
Attempts to raise the magic
with pieces of an
exploding ability of an item
by increasing it's
star,doing 20-200 points
of '+' by 1.
damage.