Professional Documents
Culture Documents
Might and Magic 2-Manual
Might and Magic 2-Manual
Corak has always held many dire secrets, but recently he had shown signs of being outwardly distressed. This
troubled me greatly as what could disturb 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. He once
even mentioned that he came from another world. I thought his stories mere fables or myths meant to entertain
me. Little did I know that he spoke the truth and that a problem would arise from this truth that would drive
him mad.
One day while I was working on translations 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 proceeded 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 destructive alien
being named Sheltem, and of an anointed champion who could realign CRON before a horrific wave of fiery
destruction would sweep across and destroy 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 eaten in
days. Other times he would be wan and pale from long hours of intensive research 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 then 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 energy, 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 without a master to tell me if I am right
or wrong.
A week later, Lord Pinehurst visited and went into Corak's study. The strange, eerie noises started again and
Lord Pinehurst was gone. I entered the study and noticed 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 studies. I go now and hope that this growing
chaos in my life will soon end.
2
History of CRON
This being a synopsis of the histories of CRON as gathered by Corak the Mysterious and found in his study in the
Luxus Palace Royale by Gwyndon the Young:
I, Corak, called the Mysterious, have gathered these histories of the world aptly called CRON through personal
experiences gained by the use of a magical artifact which allows travel through the very fabric of time itself.
At first, there was only void. Yet, in the nothing something arose. An ethereal substance capable of supporting
life came into existence. From the time of this forming shall I, as do all in CRON, reckon time. The shaping of
this etherealness took well-nigh one century to occur and develop into recognizable form.
Next, water in vast amounts came from disorder and remained to mix with the ether. Strange beings arose out
of this chaotic union. Elemental lords of great power warred for control of the waters. The greatest of these was
powerful Acwalandar, mightiest and most majestic of all the Water Kings. Preternatural fierceness combined
with uncanny intelligence allowed him to hold unquestionable dominion over all of the other elementals. He
reigned supreme for three score and a generation of years, then turmoil erupted.
Potent creatures from an unknown, mystical land charged into CRON with conquest of the brutal Water Lords
as their goal. A battle which would last centuries began. Acwalandar and his minions were taken by surprise
and the strange beings gained a foothold which they would not release. Puzzlement and fear of the unknown
swept through the ranks of the normally stolid water elementals. Who were these warriors who suddenly came
from nowhere? They were Spirits of the Air come from afar to expand their empire. Their lord was terrible
indeed, a creature of tumultuous air named Shalwend who could call upon tremendous legions of vicious air
elementals to blow back the shocked Water Lords. Air fought with Water for over a century, until reaching a
level of equilibrium which neither side could change.
Seeking to upset the deadlock and gain the momentum in the war against the air elementals, Acwalandar
charged his servitors to create an ultimate weapon. He received much more than he wanted. His vassals
summoned forth incredibly powerful creatures of destruction that would remain under the Water Lords total
dominance. Fire elementals were issued forth. These hateful monsters sole purpose in life was to destroy, and
at destruction their like will never be approached. They sucked the life out of the Air Spirits without mercy,
forcing them to endure a slow, consuming burn until there was nothing left. However, the Fire Lords were few
in number and could not totally destroy the Masters of the Wind.
The leader of the burning horde, Pyrannaste, Master of Flame, disliked the iron-fisted rule of Acwalandar and
the Water Lords. Any hesitation of a fire elemental in carrying out an order issued by a Water Lord would
result in extinguishment. Pyrannaste waited, for he was patient, and even though he and his vassals chafed
under the rule of the water elementals they hated Shalwend and the air elementals even more.
Eighty years of servitude and war passed for the Fire Lords until Pyrannaste deemed the time proper for
rebellion against Acwalandar. Wanting only to escape servitude while still being able to crush the ranks of the
despised Shalwend, the Master of Flame attempted to break away peacefully from the air elementals. At first
they succeeded, but resentment and overconfidence built up in the Legions of Water, Are not the fire
elementals our servants, brought forth by us to serve our Heeds? Can we not crush them as we crushed the
Masters of the Winds? This the armies of Acwalandar thought, forgetting that the might of the air horde must
be fought once again without aid. Also forgetting that in order to extinguish a fire elemental, a Water Lord
loses much of himself in the struggle that ensues.
Shrewd Acwalandar realized that the Water Lords could not hope to end victorious in a war against both the
air and the fire elementals. However, his counsel fell upon deaf ears. What good is the voice of reason to an
angry mob? For fifty years Water fought Air and Fire, Fire fought Water and Air, and Air fought Fire and
Water. Battles were bloodthirsty; and allies were nonexistent. CRON had transformed into a chaotic battlefield
with no one group able to assert itself over the others.
3
And then came disaster. From places vaguely rumored to exist came the most fearsome creatures yet.
Emperors of Earth they called themselves. They were led by Gralkor the Cruel. In one fell stroke they invaded
CRON and caused the petty struggles between Water, Air, and Fire to come to an utter halt. Ancient enemies
were forced to unite for survival against the new, common enemy. At first, the earth elementals appeared
invulnerable. Eighty years and innumerable battles later, a method was found to stop them. Acwalandar and
the Water Lords would soak the earth elementals with a flood of water. Then, Pyrannaste and the Fire Lords
would bake the dissipated creatures into dry silt. Finally, Shalwend and the Air Spirits would lift the silt into
the sky and spread all of the particles across the world, leaving the earth elemental utterly eradicated.
Alas, the effort by the three elemental tribes was too late to stop Gralkor the Cruel and the Emperors of Earth.
They had pooled together and formed a giant mass of earthen matter which floated upon water, was immune to
fire, and which would not scatter as leaves upon the wind. For twenty more years the elementals attempted to
overcome the earthen landmass of Gralkor the Cruel. They failed miserably and the Emperors of Earth assumed
command of what would become CRON.
By the year 500, Gralkor and the earth elementals were busily constructing a fixed land area with the toil of
their slaves. For almost one hundred years all of the elementals, Water, Air, Fire, and Earth, struggled to
perfect the landmass. What they tame up with is what we know as the physical land of CRON.
Rumor of CRON spread to other worlds somehow and an inexorable flow, of what were to the elementals,
small, pitiful creatures began to populate the world of Gralkor in the seventh century. The creatures were of
many different humanoid types, but they all had basic similarities and resistances which enabled them to
survive in CRON. Water beaded off them, air swirled past them, fire did burn them, but only under extremes,
and mighty earth they trod upon. The humanoids were able to extract properties from each of the four element's
features and use it for their own benefit. But perhaps most important of all, they could weave magic. At first,
there were few of these pathetic creatures, but they multiplied rapidly and spread across the landmass. The
humanoids strengthened after years of toil and pain. Ambitions grew and they attempted to make CRON their
own. This aroused the attention of Gralkor the Cruel and forced him into action.
Unfortunately for the elementals, Gralkor acted too late. The humanoids had been in CRON for over seventy
years and had acclimated themselves to all the difficulties which the elementals could produce. They had
weapons and spells which could immobilize all but the most powerful elemental lords.
Gralkor did not realize this and made a most fatal error, he attacked. He marshaled his forces for the
obliteration of the feeble humanoids. The humanoids knew what to expect and lay a trap for the elemental
forces.
All of the most powerful spell-casters gathered on the isle of the Ancients and combined their efforts to create
an orb of power. This orb had a mystic receptacle, a four taloned claw. There was a talon for each elemental
force, and alone that talon could control the elemental creatures it represented. The four talons could be
combined to form a holder for the orb. This formed a weapon of incomparable power which could guarantee the
complete submission or destruction of any and all elemental creatures. Many tests were made in order to
perfect this weapon. Gross mutilations and horrible deaths were the results of most of these. In the latter part of
the eighth century there was a human male weak in magic but strong in courage named Kalohn who tested the
orb and survived unmolested. Many humanoids died before this because of Gralkor’s attack and the testing of
the orb. Kalohn resolved to end it all immediately.
He went to the tallest mountain in all of CRON alone. He then challenged the four elemental lords to do
battle. Much damage to the land followed, including the transformation of the mountain into the crater we
know as The Dead Zone. Kalohn, armed with the orange, glowing orb emerged victorious and then banished
each of the four elemental tribes to a separate corner of CRON and formed barriers to keep them imprisoned.
Within each elemental zone he placed the corresponding talon of the mighty claw in the order of the
elementals' appearance, water, air, fire, and earth. He kept the orb for himself.
4
With the elemental forces banished from direct interaction with the humanoids of CRON, civilization evolved
and everyone prospered. Kalohn gained much magic power due to his battle with the elementals and his
frequent use of the orb. He became King Kalohn the Conjurer and ruled wisely for thirty or more years. Peace
spread throughout the land. Education began of the young and living conditions improved. Communities formed
and trade developed. People were happy and content.
Then in the mid ninth century, the elementals struck back. Unable to physically enter CRON and maddened at
the elementals' defeat at the hands of a single, puny human, Acwalandar studied that which defeated him,
magic. He had a great aptitude for sorcery and learned quickly by studying the humanoids who ventured near
his realm. He gained particular skill in forming and summoning. Using this skill, Acwalandar formed a fell
creature of enormous girth and power. He filled it with life from many of his followers and endowed it with the
most fearsome of weapons known to him, fire. He had created the first dragon, a creature of mindless
destruction and incredible strength. This dragon was formed just outside of the water barrier and left
Acwalandar with the intent to destroy Kalohn and then CRON.
King Kalohn the Conjurer sensed the dragon's creation and the threat it posed. He sought it out to vanquish it
and quell the elemental lords forever. He met the dark creature in the beautiful Savannah of Plenty.
Unfortunately, mighty as he was, Kalohn had only the power of the now faintly glowing orb with him and
perished after a disappointingly quick battle. The dragon breathed barrels of flame and engulfed Kalohn
entirely, consuming him in a bath of fiery death. Kalohn had attempted to cast a spell which would form a
shield of water to protect himself, but the spell was changed as a last minute surge of power from the orb went
through Kalohn's body and caused a flood to ravage the Savannah. For all the might of the dragon, he could
not fly without wings and was too heavy to swim. He died a slow death, powerless against the natural habitat
of his master.
Aftereffects of the battle were numerous and disastrous. The Savannah of Plenty was destroyed and became
the Quagmire of Doom, an area of great evil. However, it is rumored that the orb still exists somewhere in the
Quagmire, though no one has ever found it. Dragons entered CRON through once closed corridors and wreaked
havoc among the populace. Princess Lamanda, Kalohn's daughter, assumed a tentative command of the land.
All of these factors led to regression and the ultimate downfall of the level of civilization which had been
achieved.
Now it is the tenth century and chaos reigns. Swords and sorcery have replaced law and order as the way of
life. Monsters roam the lands of CRON freely and do as they please. Isolated areas hold out against barbarism,
but are doomed to fall. All that remains of CRON's glorious past are old wives' tales of mighty warriors and
wizards doing battle against evil hordes and of a tragic lord, King Kalohn the Vanquished.
5
Table of Contents
CHAPTER ONE
Main Options Menu ................................................................7
Create New Characters .............................................................7
View All Characters . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Hirelings . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Character Profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Delete a Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Rename a Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Transfer Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Go To Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Set Up Your Party . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
CHAPTER TWO
Moving & Mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Game Commands While Marching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
CHAPTER THREE
Encounter Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Saving Your Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
CHAPTER FOUR
The World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Your Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Weapons & Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
APPENDIX A
Character Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Character Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Character Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Sex of Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Character Status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Secondary Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Armor, Weapons & Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Time Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Auto-Mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
APPENDIX B
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Clerical Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Sorcerer Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
6
Gates to Another World
Might and Magic II 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 first steps of your journey. If you are new to fantasy games, Chapter 4 will
help acquaint you with the terms and conventions of this new world. As you gain in experience, your primary
guide will become your computer screen. Even then you will find important reference information, on game
options and spells, in the appendices of this book. Might and Magic One players should skim through the
manual for new features.
CHAPTER ONE
Opening Options Menu
Start Game Allows you to proceed with the Game. It is recommended that you copy your disks before selecting
this option.
Demo Demonstrates features of the game, i.e. walking around, encounters, 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 dish 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.
To create a new character, display 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 ratings, press RETURN (or SPACE BAR for animation).
Exchange Statistic
You may exchange any of the 7 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
7
ARCHER
CLERIC
SORCERER
ROBBER
NINJA
BARBARIAN
To the right of the statistics 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
Your choice 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. Reselect class,
then try a different race. Different races offer different bonuses:
HUMAN
no additional modifiers
GNOME
+2 Luck
-1 Speed
-1 Accuracy
ELF
+1 Intellect
+1 Accuracy
-1 Might
-1 Endurance
HALF-ORC
+1 Might
+1 Endurance
-1 Intellect
-1 Personality
-1 Luck
DWARF
+1 Endurance
+1 Luck
-1 Intellect
-1 Speed
8
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.
Hirelings
Hirelings 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 completing various quests, deeds, etc.
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 in which they were last saved.
3) hirelings may be dismissed at any time and will return to the last Inn at which they stayed (see Dismiss
command).
4) When viewing a gnarling, instead of gold being displayed their cost per day will be shown.
5) Hirelings are not included in the process 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.
9
Caution: Abuse of Hirelings i.e. always placing them in the first position, removing their items and not
replacing them with comparable items, etc.) may lead to a disgruntled hireling, consequently increasing their
cost per day.
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, vulnerability, 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 dish. All information on the Character Profile
screen is in abbreviated form. A detailed description of each item on the screen is provided in Appendix A.
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 press n. Then
type 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 I to Might and Magic II. Be warned, certain restrictions
apply The transfer feature copies the entire 18 member roster, including empty spaces, from Book I 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 follows:
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, your party of adventurers sets out from the inn in one of five towns:
1 MIDDLEGATE
10
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 Towns 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.
When you have marked 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.
11
CHAPTER TWO
The Adventure Begins
Moving & Mapping
After you give the 2 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's perspective, 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 ARROW) 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 left or right
arrow keys, the entire party turn 90 degrees 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 UNLOCK or BASH command...or find a way around it. (Warning: many
locked doors 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 a wall or mountain, a message will appear (i.e., SOLID,
IMPASSABLE, etc.) 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. Doors may lock
behind you. Areas may be darkened by spells, requiring you to "feel" your way through them.
Certain squares may teleport you across vast distances, into unmapped areas. And of course, any square may
contain treasure or monsters.
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. Mark 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
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.
12
RIGHT ARROW Turn entire party 90 degrees right.
BASH B Attempts to knock down a locked 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. novice players should set their disposition
to Inconspicuous until they become more familiar with the game. When seeking more challenging encounters
and more valuable treasure, the Aggressive or Thrill Seeker options may be 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 exchange 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 anduses 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 their condition
listed as asleep. If the area 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, page 59, for more
details.
SEARCH S rinds 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 search immediately after combat. You may want to rest, cure wounds, etc. first.
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 disarmed, 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.
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 Red (press &) 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 noncombat spell, providing the character may cast spells at that level and has
13
the required number of spell points and magical gems. Prompts ash for spell level and number, and
other information if needed. See Appendix B for spell descriptions.
Discard (press D). permanently removes item from character's backpack. follow screen prompts.
Equip (press E). Shifts an item from character's backpack to equipped area so character 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 potion may be used from the backpack).
Items which must be equipped include armor and other clothing, weapons, and shields. Restrictions
follow the laws of logic. A character can only wear one suit of armor at a time; can only be equipped
with one hand-to hand weapon and one missile weapon simultaneously; 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 amount 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 remaining. See Appendix B for spell descriptions.
PROTECT P Displays 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 automatically used when the party steps into a darkened square. Magic
shows the percentage of magic resistance of the party. forces shows the percentage of elemental forces
resistance. Levitate, 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
5x5 overhead view of the party's location and facing by an arrow at the center.
MAP/LOCATION M This option 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, page 59, for more details.)
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 relevant events like
encounters, solid walls, locked doors, etc.
The character window at the bottom of the screen displays the characters names in their marching order along
with their current hit points. Other text may also temporarily appear in this window.
14
CHAPTER THREE
Encounter 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, etc.
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) surprises 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, beginning on page 25.
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
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 ash 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 immediately go to combat.
HIDE H This is similar to Run except the percentage of failing 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 16x16 square area. (You may need to cast a spell to discover your exact
location.) If the retreat fails, combat will begin.
15
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 monster 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 attacks 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 current combat round.
The character'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 I 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 initiative 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 DELAY command or by default.
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-tohand battle position, with whatever weapon he/she has
equipped. A prompt asks 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 a 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 casts 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 command 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
character's possession and asks which is to be used. Press ESC before selecting an item to abort the command
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.
16
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 exchange party member to
abort the command and return to the combat options list for another selection.
VIEW V View a characters profile.
Other Options:
DELAY D Allows you to set the duration of on-screen messages to any number between 0 and 9.
(0 is the shortest duration, 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 & to return to the Quickref screen, or press ESC
to return to combat.
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 stoke 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 marching 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, etc.) before you search the square.
17
CHAPTER FOUR
The World
When you begin, 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 traveling through it.
Throughout the world of CRON you will explore various towns, mysterious caverns, dangerous dungeons,
majestic castles, and treacherous outdoor terrains.
In general, the more dangerous an area is, the more treasure you can expect to find there...if you survive.
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 adventuring 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 more damage from physical attack. A character rises to the next experience level only when he/she
has accumulated the required number of experience points, from defeating monsters in battle, completing
quests, or performing other deeds 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.
18
Weapons & Equipment
Different classes of characters are permitted to wear different types of armor and use different weapons.
Weapon and armor restrictions are described in detail in Appendix A. Other equipment items (compass, ropes,
lanterns, etc.) 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 discarding 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 restrictions regarding the number and types of armor and weapons which may be
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.
Others 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 assistance 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. Most quests
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 CLERIC and SORCERER spells, with 9 SPELL LEVELS in each division. Characters who may cast
cleric spells may not cast sorcerer spells, 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 also 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.
19
APPENDIX A
Details & Options
Character Statistics
Each character receives a random rating from 5 to 21, in each of 7 vital statistics. Because these ratings
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.
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.
20
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 shield. 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.
In selecting characters to make up a party of adventurers, it is a good idea t(b 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:
Although racial resistances are never noted during the game, they may be important in overcoming the effects
of various forms of magical attach. It is therefore a good idea to strive for a racially mixed group, when
creating a party.
21
Character Alignment
In Might and Magic II, good 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 occasionally 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 restricted 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 statistics, 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 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 number 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 tie. a knight will attach 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 results in death. Shown are the current number of points/the maximum number which
can be accumulated.
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 attach. normally ranges from 0 to 50,
depending on such things as armor, shields, speed, spells, etc.
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 ratings 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 all points gained from defeating monsters, completing quests, etc.
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 level 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, etc.).
Certain items, as well as training can modify this statistic.
22
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 - increases 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 gems 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, etc. tin general, any item which must
be carried, worn or prepared for use). Up to 6 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: Lists items being carried in character's backpack. Items in backpack are not land 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.
When you enter a shop, you will be presented with a list of available items and prices. As a rule, the more
expensive articles are more powerful, offer greater protection, etc.
A WORD TO THE WISE: Don't waste money purchasing items which your character cannot equip due to class
restrictions.
23
Time Travel
During the course of play it will become necessary 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 equipped 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
16x16 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 onto the mapping paper.
24
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 Level: 1 2 5 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 towns (Temples for clerics, 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 left hand column. A √ indicates that the spell is available.
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 tie.
not in hand-to-hand monsters) and any characters caught in this area will also be affected.
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.
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Cleric Spells Level 1
1. NAME: Apparition
COST: 1 SP
TYPE: Combat
OBJECT: 10 monsters
DESCRIPTION: Creates a frightening apparition in the monsters memory causing them to be afraid, reducing
their chance to hit.
2. NAME: Awaken
COST: 1 SP
TYPE: Anytime
OBJECT: All sleeping party members
DESCRIPTION: Awakens all sleeping members of the party, instantaneously canceling the sleep condition.
May be critical if party is attacked during rest.
3. NAME: Bless
COST: 1 SP
TYPE: Combat
OBJECT: Entire party
DESCRIPTION: Increases the accuracy with which all characters fight, for the duration of combat.
5. NAME: Light
COST: 1 SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Gives the party 1 light factor, which is sufficient to light up 1 dark area. Multiple light spells
can be cast to accumulate multiple light factors.
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Cleric Spells Level 2
2. NAME: Heroism
COST: 2 SP+1 Gem
TYPE: Combat
OBJECT: 1 character
DESCRIPTION: Temporarily elevates a character 6 levels of experience. Spell lasts for the duration of
combat.
4. NAME: Pain
COST: 2 SP
TYPE: Combat
OBJECT: 1 monster, not undead
DESCRIPTION: Cripples monster with pain, inflicting 2-16 damage points, unless the monster is immune to
pain.
6. NAME: Silence
COST: 2 SP
TYPE: Combat
OBJECT: 4 monsters +1 per level
DESCRIPTION: Prevents the monsters from casting spells for the duration of combat, or until they overcome
the spell.
7. NAME: Weaken
COST: 2 SP+1 Gem
TYPE: Combat
OBJECT: 10 monsters
DESCRIPTION: Weakens all monsters affected, reducing their physical damage by half until the spell is
overcome.
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Cleric Spells Level 3
4. NAME: Immobilize
COST: 3 SP
TYPE: Combat
OBJECT: 5 monsters
DESCRIPTION: Immobilizes any monster affected.
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Cleric Spells Level 4
5. NAME: Surface
COST: 4. SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Instantly transports all party members from an underground location to grounds surface.
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Cleric Spells Level 5
3. NAME: Frenzy
COST: 5 SP+5 Gems
TYPE: Combat
OBJECT: 1 character, once per character
DESCRIPTION: Sends one party member into a frenzy, allowing him/her to attack all the monsters on the
screen. Drained from the experience, the character loses 1 point of endurance and is then rendered
unconscious.
4. NAME: Paralyze
COST: 5 SP+5 Gems
TYPE: Combat
OBJECT: 10 monsters
DESCRIPTION: Attempts to immobilize all monsters and prevent them from fighting.
May be partially or completely effective on some or all monsters.
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Cleric Spells Level 6
2. NAME: Rejuvenate
COST: 6 SP+6 Gems
TYPE: Non-combat
OBJECT: 1 character
DESCRIPTION: A fountain of youth that trims 1-10 years off a character's age, restoring his/her abilities to the
younger level. Spell carries some risk of producing the opposite effect.
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Cleric Spells Level 7
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Cleric Spells Level 8
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Cleric Spells Level 9
3. NAME: Resurrection
COST: 10 SP+10 Gems
TYPE: Non-combat
OBJECT: 1 character
DESCRIPTION: Removes the eradicated condition from 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.)
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Sorcerer Spells Level 1
NAME: Awaken
COST: 1 SP
TYPE: Anytime
OBJECT: All sleeping party members
DESCRIPTION: Awakens all sleeping members of the party, instantaneously canceling the sleep condition.
May be critical if party is attacked during rest.
5. NAME: Light
COST: 1 SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Gives the party 1 light factor, sufficient to light a single darkened square. Multiple light spells
can be cast, to accumulate light factors.
6. NAME: Location
COST: 1 SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: GIVES precise information on party's location.
Shows a map of the current
16x16 area that the party has mapped and shows your present location on that map. May be critical when party
is lost or magically transported. In general, this spell is the key to successful 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 attaching. Effective until monster is
damaged or overcomes the spell.
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Sorcerer Spells Level 2
4. NAME: Jump
COST: 2 SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Moves the party 2 squares forward, providing there are no magical obstructions
(force fields, etc.) in the way.
5. NAME: Levitate
COST: 2 SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Raises all characters above ground level, protecting them from various dangers for 1 day.
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Sorcerer Spells Level 3
2. NAME: Fly
COST: 3 SP
TYPE: Non-combat, Outdoors
OBJECT: Entire party
DESCRIPTION: Grants magical flight to all characters, allowing the party as a whole to move to any other
outdoor area. The party will land in the safest square in that area.
3. NAME: Invisibility
COST: 3 SP
TYPE: Combat
OBJECT: Entire party
DESCRIPTION: Drops a cloak of invisibility over all characters, greatly decreasing the monsters' chances of
hitting them.
5. NAME: Web
COST: 3 SP+3 Gems
TYPE: Combat, not in hand to hand
OBJECT: 4 monsters +1 monster/L of caster
DESCRIPTION: Wraps monsters in a supernatural web, preventing them from fighting for the duration of
combat or until they escape.
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Sorcerer Spells Level 4
5. NAME: Shield
COST: 4 SP
TYPE: Combat
OBJECT: Entire party
DESCRIPTION: Creates an invisible shield which surrounds the party and protects all characters from most
missile weapons for the duration of combat.
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Sorcerer Spells Level 5
1. NAME: Disrupt
COST: 5 SP+5 Gems
TYPE: Combat, not in hand to hand
OBJECT: 1 monster
DESCRIPTION: Creates a powerful energy field that disrupts the molecular bonds of the target, inflicting 100
points of damage.
4. NAME: Shelter
COST: 5 SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Provides 1 day's rest free of the danger of encounter.
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.
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Sorcerer Spells Level 6
1. NAME: Disintegration
COST: 6 SP+6 Gems
TYPE: Combat
OBJECT: 3 monsters
DESCRIPTION: Inflicts 50 damage points while disintegrating parts or all of the target.
2. NAME: Entrapment
COST: 6 SP+6 Gems
TYPE: Combat
OBJECT: All
DESCRIPTION: Surrounds the battle with a magical energy field preventing all from escaping.
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Sorcerer Spells Level 7
2. NAME: Duplication
COST: 7 SP+l00 Gems
TYPE: Non-combat
OBJECT: Spell caster
DESCRIPTION: Allows the caster to exactly duplicate any 1 item in his/her backpack, provided that there is
room in the caster's pack for the new item. Small chance that the spell will fail and destroy the original item.
3. NAME: Etherealize
COST: 7 SP+7 Gems
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Alters all characters' molecular structure long enough to allow them to move 1 square forward
through any barrier (force field, wall, mountain, etc.).
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Sorcerer Spells Level 8
1 NAME: Incinerate
COST: 5/L+8 Gems
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Engulfs a monster with the heat of a thousand fires doing 20-40 damage points per level of
caster.
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Sorcerer Spells Level 9
1. NAME: Implosion
COST: 10 SP+l0 Gems
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Creates a hole in space, at the center of the target creature, sucking it into nothingness.
2. NAME: Inferno
COST: 3/L+10 Gems
TYPE: Combat
OBJECT: 10 monsters
DESCRIPTION: Unleashes the heat of the sun on all monsters shown, doing 1-20 points damage per level of
caster.
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