Might and Magic II: Gates to Another World (mam210.txt)

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The Project 64 etext of the ~Might & Magic II: Gates to Another World
manual~, converted to etext by Ike Miller <kylearan@hotmail.com>,
Jeffrey S. Fabrizio <jethro@accessus.net>, and Cris Berneburg
<pcgeek@compuserve.com>.

MAM210.TXT, April 1998, etext #348#

Page-based table of contents was converted to sectioned TOC.

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Might & Magic II: Gates to Another World
Special Instructions for the Commodore 64/128

Getting Started:
To run Might and Magic II on the Commodore 64/128, insert the original
Disk A, then type: Load "*" 8,1
Commodore 128 users must be in 64 mode [GO 64]

Note: Might & Magic II supports only one drive.
Copying Disks: Before playing the game, you must copy side B onto a
blank 5 1/4" disk. Use the Copy Disks feature in the opening options
menu to make the copies. This will enable you to save your party when
signing into an inn. It is recommended, but not required, that you
also make copies of sides C, D, E, and F, which are used extensively
throughout the game. Note: Side A is copy protected. If a copy of Side
A is used to start up the game, it will prevent the game from being
saved. Do not copy it.

Transfer Characters: In the main options menu, there is a Transfer
Character option. All you will need is a copy of your character disk
from Might & Magic 1. As stated in the manual, all current Might &
Magic II characters will be eliminated during transfer. So, if you
intend to create new characters and transfer old characters, transfer
your characters in first. See the manual for further information.

About Might & Magic II:
In the Commodore version, the Demo option shown in the manual has been
replaced by About Book Two. Press A to view the creators of Might &
Magic II as well as the version number.

Moving around in CRON: To move around in Might & Magic II use the
following keys:

 I -> Forward
 Turn Left <-J
 L -> Turn Right
 K -> Back

Note: Save your party in one of the inns frequently. Anything gained
after the party leaves the inn will be lost if the party dies. Do not
turn off the computer unless you are in an inn or your progress will
not be saved.

If you have any questions about the game, call New World Computing,
Inc. at (818) 785-0519 between 9am and 5pm (Pacific Standard Time)
Monday through Friday.

Look for these new and exciting games from New World Computing to be
released in the upcoming year:

King's Bounty - Raise mighty armies, scour the land of nefarious
criminals, siege grim castles, and find the King's Bounty in this
strategy action adventure game.

Nuclear War - Outwit comical world leaders and survive nuclear
amageddon in this fast-paced, hilarious strategy action game based
upon the popular board game.

Tunnels and Trolls - Save the ancient Khazani Empire and humanity from
the dark powers of Empress Lerotra'hh and her evil ally Khara Kang in
this all new fantasy role-playing game.

*********

Gates to Another World
A Fantasy Role-Playing Simulation By Jon Van Caneghem
New World Computing, Inc.
Entertainment Software
(c) 1988 NEW WORLD COMPUTING, INC.
FIRST EDITION

The enclosed software program and this book are copyrighted. All
rights are reserved. This book may not be copied, photographed,
reproduced, or translated or reduced to any electrical medium or
machine-readable form, in whole or in part, without prior written
consent from New World Computing, Inc. Portions of the program
accompanying this book may be copied, by the original purchaser only,
as necessary for use on the computer for which it was purchased.

CREDITS
Designed and Created by: Jon and Michaela Van Caneghem
Programming: Jon Van Caneghem, Stephen L. Cox, Mark Caldwell
Computer Graphics: Avril Harisson and Jeff Griffeath
Manual Illustrations: Ken Mayfield
Map Illustration: Jim Krogel
Art Coordinator: Vincent DeQuattro, Jr.
Manual: Mark Caldwell and Michaela Van Caneghem
Introduction and Various Special Events: Nicholas Beliaeff
Design Studio: Focus On Design
Special thanks to the New World Computing staff and everyone else who
made this project possible.

90-DAY LIMITED WARRANTY New World Computing, Inc. warrants the
original diskette on which this program is recorded to be free from
defects in materials and workmanship under normal use and service for
a period of ninety (90) days from the date of purchase. If such a
defect should occur during this 90-day period, you may return the
diskette to New World Computing, Inc. for a free replacement diskette.
After 90 days, enclose $5.00 to cover costs of media replacement and
shipping charges.

This warranty is only effective if you have previously returned the
Product Registration Card for this program or include a copy of your
receipt for the program.

NEW WORLD COMPUTING, INC.  MAKES NO WARRANTIES, EITHER EXPRESS OR
IMPLIED, WITH RESPECT TO THIS MANUAL OR WITH RESPECT TO THE SOFTWARE
DESCRIBED IN THIS MANUAL, & QUALITY, PERFORMANCE, MERCHATABILITY OR
FITNESS FOR ANY PARTICULAR PURPOSE.  NEW WORLD COMPUTING, INC. SHALL
NOT BE LIABLE FOR ANY LOSS OR DAMAGE, DIRECT OR INDIRECT (INCLUDING
BUT NOT LIMITED TO ANY INTERRUPTION OF SERVICE, LOSS OF BUSINESS AND
ANTICIPATOKY PROFITS OR CONSEQUENTIAL DAMACIES), RESULTING FROM THE
USE OR OPERATION OF THIS PRODUCT.  (SOME STATES DO NOT ALLOW THESE
EXCLUSIONS, SO THEY MAY NOT APPLY TO YOU.)

New World Computing, Inc., P.O. Box 2068, Van Nuys, CA 91404

[0.0] 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 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.

[ Graphic omitted: Bald sorcerer with mustache raising arms over a
seething cauldron. A transparent image of a dragon-like being appears
to be rising out of the right side. ]


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 1, 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
needs? 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.

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 came 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 work 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 marshalled 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.

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 througb 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.

[ Graphic of two fighters omitted. ]

Table of Contents

INTRODUCTION ............................... [0.0]

CHAPTER ONE: THE OPENING OPTIONS MENU ...... [1.0]
Main Options Menu .......................... [1.1]
Create New Characters ...................... [1.2]
View All Characters ........................ [1.3]
   Hirelings .................................. [1.3.1]
   Character Profile .......................... [1.3.2]
   Delete a Character ......................... [1.3.3]
   Rename a Character ......................... [1.3.4]
Transfer Characters ........................ [1.4]
Go To Town ................................. [1.5]
   Set Up Your Party .......................... [1.5.1]

CHAPTER TWO: THE ADVENTURE BEGINS .......... [2.0]
Moving & Mapping ........................... [2.1]
Game Commands While Marching ............... [2.2]

CHAPTER THREE: ENCOUNTER WITH DANGER ....... [3.0]
Encounter Commands ......................... [3.1]
Combat ..................................... [3.2]
Saving Your Game ........................... [3.3]

CHAPTER FOUR: BEGINNERS GUIDE TO ADVENTURE . [4.0]
The World .................................. [4.1]
Your Characters ............................ [4.2]
Weapons & Armor ............................ [4.3]
Monsters ................................... [4.4]
Quests ..................................... [4.5]
Spells ..................................... [4.6]

APPENDIX A: DETAILS & OPTIONS .............. [5.0]
Character Statistics ....................... [5.01]
Character Classes .......................... [5.02]
Character Race ............................. [5.03]
Character Alignment ........................ [5.04]
Sex of Character ........................... [5.05]
Character Status ........................... [5.06]
Secondary Skills ........................... [5.07]
Armor, Weapons & Equipment ................. [5.08]
Time Travel ................................ [5.09]
Auto-Mapping ............................... [5.10]

APPENDIX B: SPELLS ......................... [6.0]
Clerical Spells ............................ [6.1]
Sorcerer Spells ............................ [6.2]

EXAMPLE OF TOWN 1 .......................... [7.0]

MAPPING PAGES (Blank) ...................... [ Omitted ]

[ SPELL TABLES from back page .............. 8.0 ]
[ Clerical Spells .......................... 8.1 ]
[ Sorcerer Spells .......................... 8.2 ]


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 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.

[ Graphic omitted: Iron gate in stone wall open to a path leading to
the mountains. ]

Happy Adventuring!


[1.0] 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, ie. 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 disk 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.

[1.1] Main Options Menu

[1.2] Create New Characters
If you decide to piay 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
character options, 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 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).

[ Graphic omitted: Different classes of humanoids with armor and
weapons. ]

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
 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

To select race, type the NUMBER next to the desired race.

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. Re-select class, then try a different race.

Different races offer different bonuses:

All statistics will return to the last ratings shown before you
selected a class.

Race Statistic Modifiers

Human
 No additional modifiers

Elf
 +1 Intellect
 +1 Accuracy
 -1 Might
 -1 Endurance

Dwarf
 +1 Endurance
 +1 Luck
 -1 Intellect
 -1 Speed

Gnome
 +2 Luck
 -1 Speed
 -1 Accuracy

Half-Orc
 +1 Might
 +1 Endurance
 -1 Intellect
 -1 Personality
 -1 Luck


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 Character's Sex
Your choices are MALE or FEMALE. Sex does not affect a character's
vital statistics, but may restrict certain 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 Character
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.

[1.3] 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.

[ Graphic omitted: Screen shot of View All Characters. ]

The View All list includes:

* 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) Fress 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 Characters and Hirelings.

[1.3.1] 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 completeing 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 Hireling, 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.

Caution: Abuse of Hirelings (ie. 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.

[1.3.2] 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 disk. 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. Below is a brief
overview of the screen.

[ Graphic omitted: Screen shot of character statistics profile. ]

 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

[1.3.3] Delete A Character
To delete the character displayed by the Character Frofile, 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.

[1.3.4] 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.

[1.4] TRANSFER CHARACTERS
You may transfer characters from Might and Magic I to Might and Magic
11. 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 11, 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.

[1.5] GO TO TOWN
Each time you play Might and Magic 11, your party of adventurers sets
out from the inn in 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
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.

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 and Hirelings.
3) Return to the Main Options Menu by pressing ESC.
4) Add or remove Characters or Hirelings from the party.

[1.5.1] Set Up Your Party
To add a character to your party, hold down C0NTROL and press the KEY
LETTER next to the character's name on the list of available
characters. A [check mark] 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 combination 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.

Example: A standard party consists of 6 created Characters and 2
Hirelings. Experimentation with other combinations may prove more
valuable.

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 [check mark] 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.

[ Graphic omitted: Archer writes script in a book with a quill pen
under the light of candles. ]


[2.0] CHAPTER TWO
The Adventure Begins

[2.1] 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's perspective, you do not see the members of your party.

[ Graphic omitted: Screen shot of 3-D view in a hall looking toward a
closed door. ]

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 <- 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 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.

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 squares. A 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, treasures 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.

[ Graphic omitted: Screen shot of 3-D view in a hall looking toward a
closed door. ]

The same section as seen on the screen, with your party facing north.

[ Graphic omitted: Screen shot of 3-D view in a hall looking toward a
dead end. ]

The same section as seen on the screen, after a 90 degree turn to the
right. Your party is facing east.

[ Graphic omitted: Simple map with walls and doors. ]

You are here.  Section of Middlegate map.

By following the map as you move through Middlegate, you will become
familiar with the 3-D perspective and gain valuable insight into the
process of mapping. After you move out of Middlegate, you will need to
create your own maps of subsequent towns, outdoor 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. 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 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.

[ Graphic omitted: Two characters stand in an archway of a tunnel. One
holds a torch, the other a map. ]

[2.2] GAME COMMANDS WHILE MARCHING
While your party moves through the 3-D view of the world, you may use
any of the commands shown on the screen. The key used to give the
command appears to the left of the command. When the # sign is given,
type the CHARACTER NUMBER from the character list at the bottom of the
screen.

COMMAND PRESS DESCRIPTION

FORWARD [Up Arrow] or RET : Move entire party one square forward
BACK [Down Arrow] : Move entire party one square back
LEFT [Left Arrow] : Turn entire party 90 degrees left
RIGHT [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 and uses I 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 39, for more details.

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 search immediately after combat. You may want to rest,
cure wounds, etc. 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 - Detects whether the contents of the chest are
magical and whether or not the chest has a trap. May 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 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 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 ask 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
(ie., 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.

[ Graphic omitted: View from inside a treasure chest looking out while
three adventurers gawk at the treasure within. ]

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 currrent 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 39, 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 relevent 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.


[3.0] 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 - bribe hide run 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.

[ Graphic omitted: Five adventurers crossing a stone bridge from the
left with a dragon reDy for them on the right. Bones and weapons
litter the dragon's territory. ]

[ Graphic omitted: Giant hungry looking venus fly-trap in an open
field. ]

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.

[3.1] Encounter Commands

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 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 16xl6 square area. (You may need to cast a spell to discover
your exact location.)

If the retreat fails, combat will begin.

[ Graphic omitted: Characters beating up on a few baddies. ]

[3.2] 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.

[ Graphic omitted: Giant hungry looking venus fly-trap with one of
the traps open toward the reader. ]

On the right side of the screen is a list of monsters, in the order in
which your party encounters them.

A [check mark] 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 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.

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.

FlGHT F: Character attacks monster in any hand-to-hand 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.

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.

[ Graphic omitted: Mage blasting two armored humanoids with lightning
from each hand. ]

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 I 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
   hand-to-hand combat;
 - shoot the monster in position A, if not in
   hand-to-hand combat but in possession of a missile weapon;
 - block, if neither in hand-to-hand combat nor in possession 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 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.

[ Graphic omitted: Point of view from ground looking up at a
victorious armor-covered fighter, bloody sword in hand point-down,
arrow and axe encrusted shield in the other hand. Dead bodies litter
the landscape behind the figure. ]

[3.3] 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 quests 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 adventurers ... or start from another town
with a different party.


[4.0] 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.

[ Graphic omitted: Bust view of barbarian with sword strapped to back,
scratching head, having a quizzical expression while looking at a
book. A question mark appears in thinking bubble next his head.  Also,
his two short-horns helmet is tilting to one side as he scratches and
seems to have a propeller at the top. ]

[4.1] 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.

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 quests that can prove rewarding in experience
and gold.

The outdoor area is divided into five sections. The four elemental
zones (Water, Air, Fire, and Earth) and the 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.

[4.2] 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 a 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.

[4.3] 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.

[ Graphic omitted: Shop with various supplies and weapons. One of the
signs posted on the counter says, "Shoppelifters will be eaten!" ]

[4.4] 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.

[ Graphic omitted: Dragon blasting flame onto the shield of a plate
metal covered fighter. ]

[4.5] 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. Most quests can be
executed simultaneously, however some may require the services of a
temple to release you to accomplish other quests.

[4.6] 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.


[5.0] APPENDIX A
Details & Options

[5.01] Character Statistics

Each character receives a random rating from 3 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.

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. Affects 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.

ACCURACY. 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.


[5.02] 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 statistic (13 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 opposite
alignment or designed exclusively for another class. 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 shield. 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, hearing).

A cleric can use splint mail or any lighter armor, and can carry a
shield. Weapons are restricted to clubs, maces, cudgels, whips, mauls,
flails, staffs and hammers. A cleric may not use missile weapons. At
higher experience levels, a 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 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.

- 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 and assassinate.

A ninja's armor is limited to ring mail or lighter armor and cannot
carry a shield. 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: 1-12*
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 idea to 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.


[5.03] 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.

[5.04] 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.

[5.05] 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.

[5.06] 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 (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 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 attack. Normally ranges from 0
to 30, 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.

[5.07] 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. (in 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 (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.

[5.08] Armor, Weapons & Equipment
Various types of armor, weapons, and adventuring items (rope, torches,
etc.) 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 town shops.
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.

[5.09] 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.

[5.10] 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 16xl6 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.

[6.0] 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  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 1s 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 [check mark] 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-to-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.

[6.1] Clerical Spells

Level 1
1. NAME: Apparition
COST: 1 SP TYPE:  Combat
OBJECT: 10 monsters
DESCRIPTION: Creates a frightening apparition in the mosters 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 cancelling 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.

4. NAME: First Aid
COST: 1 SP
TYPE: Anytime
OBJECT: 1 character
DESCRIPTION: Heals minor battle wounds, restoring 8 Hit Points to that
character.

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.

6. NAME:  Power Cure
COST: 1/L+1 Gem
TYPE: Anytime
OBJECT: 1 character
DESCRIPTION: Restores character's health and 1-10 Hit Points per
experience level of caster.

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.

Clerical Spells
Level 2

1. NAME: Cure Wounds
COST: 2 SP
TYPE: Anytime
OBJECT: 1 character
DESCRIPTION: Cures more serious wounds, restoring
15 Hit Points to the character.

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.

3. NAME: Nature's Gate
COST: 2 SP
TYPE: Non-combat, Outside
OBJECT: Entire party
DESCRIPTION: Using the forces of nature, opens a portal between two
locations in the land of Cron. These locations vary with time
(days/years).

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.

5. NAME: Protection From Elements
COST: 2 SP+1 Gem
TYPE: Anytime
OBJECT: Entire party
DESCRIPTION: Increases all character's resistance to fear, cold, fire,
poison, acid and electricity. Amount of the increase depends on the
caster's experience level. Spell lasts 1 day.

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.

Clerical Spells
Level 3

1. NAME: Cold Ray
COST: 3 SP+2
Gems TYPE: Combat, not in hand to hand
OBJECT: 5 monsters
DESCRIPTION: Attacks with a ray of intensive cold that penetrates to
the monsters heart and inflicts 25 points of damage to each monster
affected.

2. NAME: Create Food
COST: 3 SP+2 Gems
TYPE: Non-combat
OBJECT: Spell caster
DESCRIPTION: Adds 8 food units to caster's food supply. Caster may
then distribute food among other party members, if he/she desires.

3. NAME: Cure Poison
COST: 3 SP
TYPE: Anytime
OBJECT: I character
DESCRIPTION: Flushes poison out of a character's system,
instantaneously removing the poisoned condition.

4. NAME: Immobilize
COST: 3 SP
TYPE: Combat
OBJECT: 5 monsters
DESCRIPTION: Immobilizes any monster affected.

5. NAME: Lasting Light
COST: 3 SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Bestows 20 light factors on the party, for use in
dispelling darkness.

6. NAME: Walk on Water
COST: 3 SP+2 Gems
TYPE: Non-combat, Outdoor
OBJECT: Entire party
DESCRIPTION: Creates a floating sand dune upon which the party may
walk on. Lasts 1 day.

Clerical Spells
Level 4

1. NAME: Acid Spray
COST: 4 SP+3 Gems
TYPE: Combat, not in hand to hand
OBJECT: 3 monsters
DESCRIPTION: Sprays a corrosive stream of acid inflicting 6-60 points
of damage, unless immune to acid.

2. NAME: Air Transmutation
COST: 4 SP+3 Gems
TYPE: Non-combat, Outdoor
OBJECT: Entire party
DESCRIPTION: Transforms the party into air, allowing the exploration
of the elemental plane of air.

3. NAME: Cure Disease
COST: 4
SP TYPE: Anytime
OBJECT: 1 character
DESCRIPTION: Restores full health to sick character, instantaneously
removing the diseased condition.

4. NAME: Restore Alignment
COST: 4 SP+3 Gems
TYPE: Non-combat
OBJECT: 1 character
DESCRIPTION: Restores a character's original alignment, after actions
and responses have caused it to shift.

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.

6. NAME: Holy Bonus
COST: 4 SP+3 Gems
TYPE: Combat
OBJECT: Entire party
DESCRIPTION: The generous forces of the cleric's deity increase the
damage done by party members by 1 point per 2 levels of the caster.

Clerical Spells
Level 5
1. NAME: Air Encasement
COST: 5 SP+S Gems
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Encases the target in a field of air, inflicting 10
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked.

NAME: Deadly Swarm
COST: 5 SP+S Gems
TYPE: Combat
OBJECT: 10 monsters
DESCRIPTION: Sends a swarm of killer insects against the monsters,
inflicting 4-40 damage points against each monster.

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+S 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.

5. NAME: Remove Condition
COST: 5 SP+S Gems
TYPE: Anytime
OBJECT: 1 character
DESCRIPTION: Releases character from all undesirable conditions except
dead, stoned or eradicated.

Clerical Spells
Level 6

1. NAME: Earth Transmutatuion
COST: 6 SP+6 Gems
TYPE: Non-combat, outdoor
OBJECT: Entire party
DESCRIPTION: Transforms the party into earth, allowing the exploration
of the elemental plane of earth.

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.

3. NAME: Stone to Flesh
COST: 6 SP+6 Gems
TYPE: Anytime
OBJECT: 1 character
DESCRIPTION: Re-animates a character who has been turned to stone,
removing the stoned condition.

4. NAME: Water Encasement
COST: 6 SP+6 Gems
TYPE: Combat
OBJECT. 1 monster
DESCRIPTION: Encases the target in a field of water, inflicting 20
points of damage per combat round and separating 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.

Clerical Spells
Level 7
1. NAME: Earth Encasement
COST: 7 SP+7 Gems
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Encases the target in a field of earth, inflicting 40
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked.

2. NAME: Fiery Flail
COST: 7 SP+7 Gems
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Creates a huge flail of fire, striking a single opponent,
inflicting 100-400 points of damage.

3. NAME: Moon Ray
COST: 7 SP+7 Gems
TYPE: Combat, outdoors
OBJECT: 10 monsters
DESCRIPTION: Bathes all combatants in a beneficent ray that bestows
10-100 Hit Points on each character and removes 10-100 Hit Points from
each monster.

4. NAME: Raise Dead
COST: 7 SF+7 Gems
TYPE: Anytime
OBJECT: 1 character
DESCRIPTION: Brings the character back to life, removing the dead
condition. Spell carries a moderate chance of failure and a remote
chance of eradicating the character. (Note: Spell-caster and recipient
age by 1 year.)

Clerical Spells
Level 8
1. NAME: Fire Encasement
COST: 8 SP+8 Gems
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Encases the target in a field of fire, inflicting 80
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked.

2. NAME: Fire Transmutation
COST: 8 SP+8 Gems
TYPE: Non-combat, outdoors
OBJECT: Entire party
DESCRIPTION: Transforms the party into fire, allowing the exploration
of the elemental plane of fire.

3. NAME: Mass Distortion
COST: 8 SP+B Gems
TYPE: Combat
OBJECT: 2 monsters
DISCRIPTION: Increases the weight of monsters causing them to fall and
subsequently lose half their hit points.

4. NAME: Town Fortal
COST: 8 SP+8 Gems
TYPE: Non-combat
OBJECT: Entire party
DISCRIPTION: Opens a temporary portal to any town and moves the party
through the portal to that town.

Clerical Spells
Level 9
1. NAME: Divine Intervention
COST: 10 SP+20 Gems
TYPE: Combat
OBJECT: Entire party
DESCRIPTION: Intercedes with supernatural forces to restore all
characters' Hit Points and remove all undesirable conditions, except
eradicated. (Note: Spell-caster ages 5 years every time this spell is
cast.)

2. NAME: Holy Word
COST: 10 SP+10 Gems
TYPE: Combat
OBJECT: All
DESCRIPTION: Utters a single word of devastating power, that destroys
all undead monsters. (Note: Ages caster 1 year.)

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.)

4. NAME: Uncurse Item
COST: 10 SP+50 Gems
TYPE: Non-combat
OBJECT: Spell caster
DESCRIPTION: Attempts to remove the curse from an item in casters
backpack.


[6.2] Sorcerer Spells
Level 1
1. NAME: Awaken
COST: 1 SP
TYPE: Anytime
OBJECT: All sleeping party members
DESCRIPTION: Awakens all sleeping members of the party,
instantaneously cancelling the sleep condition. May be critical if
party is attacked during rest.

2. NAME: Detect Magic
COST: 1 SP
TYPE: Non-combat
OBJECT: Items in spell casters backpack
DESCRIPTION: Reveals any magical items in caster's backpack, and notes
the number of magical charges remaining in any item which must be
charged for use. Also detects any magic surrounding or inside a chest.

3. NAME: Energy Blast
COST: 1/L+1 Gem
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Zaps the monster with a blast of pure energy, inflicting
1-6 damage points per experience level of caster.

4. NAME: Flame Arrow
COST: 1 SP
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Sends a burning shaft into the monster, inflicting 2-8
points of fire damage, unless monster is immune to fire.

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 16xl6 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
attacking. Effective until monster is damaged or overcomes the spell.

Sorcerer Spells
Level 2
1. NAME: Eagle Eye
COST: 2/L
TYPE: Non-combat, outdoor
OBJECT: 5 steps per level of caster
DESCRIPTION: An eagle eye view of the outdoor terrain appears on the
screen, providing a 5x5 overhead view of the area and your party's
location.

2. NAME: Electric Arrow
COST: 2 SP
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Electrocutes a monster, inflicting 4-16 damage points,
unless monster is immune to electrical attack.

3. NAME: Identify Monster
COST: 2 SP+ 1 Gem
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Informs caster of the current condition of any one
monster during combat.

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.

6.  NAME: Lloyd's Beacon
COST: 2 SP+1 Gem
TYPE: Non-combat, Dungeon
OBJECT: Entire party
DESCRIPTION: Leaves a beacon at your current location so that you may
instantaneously return to that location the next time you cast this
spell.

7. NAME: Protection from Magic
COST: 1/L+1 Gem
TYPE: Anytime
OBJECT: Entire party
DESCRIPTION: Increases all characters' resistance to magic. Amount of
the increase depends on experience level of caster. Spell lasts 1 day.

Sorcerer Spells
Level 3
1. NAME: Acid Stream
COST: I/L+2 Gems
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Sprays a burning stream of acid inflicting 2-8 points of
damage per level of caster, unless immune to acid.

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.

4. NAME: Lightning Bolt
COST: 1/L+2 Gems
TYPE: Combat
OBJECT: 4 monsters
DESCRIPTION: Blasts the monsters with a gigantic lightning bolt that
inflicts 1-6 damage points per level of caster.

5. NAME: Web
COST: 3 SP+2 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.

6. NAME: Wizard Eye
COST: 3/L+2 Gems
TYPE: Non-combat, indoors
OBJECT: 5 steps per level of caster
DESCRIPTION: Uses the magical eye of a powerful wizard to show a 5x5
overhead view of your party's location in any indoor maze.

Sorcerer Spells
Level 4
1. NAME: Cold Beam
COST: 1/L+3 Gems
TYPE: Combat
OBJECT: 1 monster
DESCRIPTION: Attacks with a beam of intense cold that penetrates to
the monster's heart and inflicts 6 damage point per level of caster,
unless the monsterimmune to cold.

2. NAME: Feeble Mind
COST: 4 SP+3 Gems
TYPE: Combat
OBJECT: 5 monsters
DESCRIPTION: Erases the monsters brain, removing all its abilities for
the duration of combat or until the monster overcomes the spell.

3. NAME: Fire Ball
COST: 1/L+3 Gems
TYPE: Combat, not in hand to hand
OBJECT: 6 monsters
DESCRIPTION: Rolls a deadly ball of fire into the monsters' midst,
inflicting 1-6 damage points per level of caster.

4. NAME: Guard Dog
COST: 4 SP
TYPE: Non-combat
OBJECT: Entire party
DESCRIPTION: Places a supernatural guard over party, preventing
surprise attacks for 1 day.

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.

6. NAME: Time Distortion
COST: 4 SP+3 Gems
TYPE: Combat
OBJECT: Entire party
DESCRIPTION: Creates a warp in time that enables the party to retreat
safely from most battles.

Sorcerer Spells
Level 5

Level 6 1. NAME: Disrupt
COST: 5 SP+S 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.

2. NAME: Fingers of Death
COST: 5 SP+S Gems
TYPE: Combat
OBJECT: 3 monsters (not undead)
DESCRIPTION: Channels the ancient power of all dead sorcerers through
the caster, resulting in death to the monsters at whom the caster
points a finger.

3. NAME: Sand Storm
COST: 2/L+5 Gems
TYPE: Combat, outdoors
OBJECT: 10 monsters
DESCRIPTION: Calls upon the forces of nature to create a violent sand
storm inflicting 1-8 points of damage per level of caster.

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.

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.

3. NAME: Fantastic Freeze
COST: 2/L+6 Gems
TYPE: Combat, not in hand to hand
OBJECT: 3 monsters
DESCRIPTION: Shoots a fantastic beam of cold at 3 monsters,
crystalizing them and inflicting 10 damage points per level of caster.

4. NAME: Recharge Item
COST: 6 SP+6 Gems
TYPE: Non-combat
OBJECT: Spell caster
DESCRIPTION: Restores 1-6 charges to any item in caster's backpack
that still has 1 magical charge remaining. Some risk that the spell
will fail and destroy the item.

5. NAME: Super Shock
CAST: 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.


Sorcerer Spells
Level 7
1. NAME: Dancing Sword
COST: 3/L+7 Gems
TYPE: Combat
OBJECT: 10 monsters
DESCRIPTION: A magical sword that moves with lightning speed and
inflicts 1-12 damage points per level of caster.

2. NAME: Duplication
COST: 7 SP+100 Gems
TYPE: Non-combat
OBJECT: Spell caster
DESCRIPTION: Allows the caster to exactly duplicate any I 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 struture long enough to
allow them to move 1 square forward through any barrier (force field,
wall, mountain, etc.).

4. NAME: Prismatic Light
COST: 7 SP+7 Gems
TYPE: Combat
OBJECT: 10 monsters
DESCRIPTION: A powerful, but erratic spell that has completely
unpredictable effects.

Sorcerer Spells
Level 8
1. NAME: Incinerate
COST: 3/L+B 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.

2. NAME: Mega Volts
COST: 3/L+8 Gems
TYPE: Combat
OBJECT: 10 monsters
DESCRIPTION: Creates a chain of electricity connecting all opponents
with the deadly voltage doing 4-16 damage points per level of caster.

3. NAME: Meteor Shower
COST: 8+1 per monster+8 Gems
TYPE: Combat, Outdoors
OBJECT: All (limited by spell points)
DESCRIPTION: Buries all monsters under a hail of meteors, inflicting
5-30 damage points on each monster.

4. NAME: Power Shield
COST: 8 SP+8 Gems
TYPE: Combat
OBJECT: Entire party
DESCRIPTION: Reduces the damage inflicted on all characters by any
attack, by 1/2. Lasts for the duration of combat.


Sorcerer Spells
Level 9
1. NAME: Implosion
COST: 10 SP+10 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.

3. NAME: Star Burst
COST: 10+1 per monster+20 Gems
TYPE: Combat, outdoor
OBJECT: All (limited by spell points)
DESCRIPTION: Showers all monsters with pieces of an exploding star,
doing 20-200 points of damage.

4. NAME: Enchant Item
COST: 50 per plus of item+50 Gems
TYPE: Non-combat
OBJECT: Spell caster
DESCRIPTION: Attempts to raise the magic ability of an item by
increasing it's '+' by 1.


[7.0] Example of Town 1 -- Middlegate

    .--+-----+-----+--+--------+--------------------.
 15 |  #     |@@@@@| G|        |                    |
    +--'     |@@@@@|  |        |  .--------.        |
 14 |        |@@@@@|  |        |  |@@@@@@@@|        |
    |        |@@+--'  `---#----'  `--+-----+        |
 13 |        |@@|                    |     |        |
    +-----.  |@@|                    |     +-----.  |
 12 |@@@@@|  |@@|                    |     |@@@@@|  |
    +-----'  `--'     .---#----.     `---#-+-----'  |
 11 |                 |        |                    |
    +-----.  .--.     `--------'     .---#-.  .-----+
 10 |     |  |@@|                    |     |  |@@@@@|
    |     |  |@@|                    |     |  +-----+
  9 |     #  |@@|                    |     |  |     |
    +-----+  +--+--.  .--------.  .--+-----+  |     |
  8 |     #  |     |  |        |  |        |  #     |
    |     |  |     |  |        |  |        |  `--+--+
  7 |     |  |     |  |   D    |  # E      |     |@@|
    +-----'  `--+  |  `---#----'  |        |     |@@|
  6 |           |C #              |        |     |@@|
    +--.        `--'              `-----+--+-#+#-+--+
  5 |  #                                |     |     |
    +--'        .--.     .-#.     .--.  |     |     |
  4 |           |B #     |  |     |@@|  |     |     |
    +-----.  .--+  +--+--+  +--+--+--+  +-#---+----#+
  3 |     |  |        |    A   |     |  |           |
    |     |  +--------+--------+     |  |           |
  2 |     |  |@@@@@@@@@@@@@@@@@|     #  |           |
    +----#.  `-----------+@@@@@|     |  |           |
  1 |                    |@@@@@|     |  |           |
    |           .-#+-#+-#+@@.--+-----+  |           |
  0 |           |  |  |  |@@| F         |           |
    `-----------+--+--+--+--+-----------+-----------'
     0˙˙1  2  3˙ 4  5  6  7  8  9  10 11 12 13 14 15

KEY:
 -- Wall
 -#- Door
 |@@| Solid

Area:
 Town #1 - Middlegate
 Map sector C-2
 Surface X = 7, Y = 3

Notes:
 A - Middlegate Inn - sign to save characters / game
 B - S.B. Blacksmith - buy / sell items
 C - Slaughtered Lamb Tavern - buy food / hear rumors
 D - Gateway Temple - clerical help
 E - Turkov's Training Grounds - increase skills
 F - Passage to natural caverns
 G - Town Exit

[ Blank map pages omitted. ]


[8.0] Spell Tables

[8.1] Clerical Spells
------------------------------------------
Level 1                       Spell Points
 *1 Apparition                 1
  2 Awaken                     1
 *3 Bless                      1
  4 First Aid                  1
 &5 Light                      1
  6 Power Cure                 1
 *7 Turn Undead                1

Level 2
  1 Cure Wounds                2
 *2 Heroism                    2+1 Gem
 &3 Nature's Gate              2
 *4 Pain                       2
  5 Protection From Elements   2+1 Gem
 *6 Silence                    2
 *7 Weaken                     2+1 Gem

Level 3
 *1 Cold Ray                   3+2 Gems
 &2 Create Food                3+2 Gems
  3 Cure Poison                3
 *4 Immobilize                 3
 &5 Lasting Light              3
 &6 Walk On Water              3+2 Gems

Level 4
 *1 Acid Spray                 4+3 Gems
 &2 Air Transmutation          4+3 Gems
  3 Cure Disease               4
 &4 Restore Alignment          4+3 Gems
 &5 Surface                    4
 *6 Holy Bonus                 4+3 Gems

Level 5
 *1 Air Encasement             5+5 Gems
 *2 Deadly Swarm               5+5 Gems
 *3 Frenzy                     5+5 Gems
 *4 Paralyze                   5+5 Gems
  5 Remove Condition           5+5 Gems

Level 6
 &1 Earth Transmutation        6+6 Gems
 &2 Rejuvenate                 6+6 Gems
  3 Stone to Flesh             6+6 Gems
 *4 Water Encasement           6+6 Gems
 &5 Water Transmutation        6+6 Gems

Level 7
 *1 Earth Encasement           7+7 Gems
 *2 Fiery Flail                7+7 Gems
 *3 Moon Ray                   7+7 Gems
  4 Raise Dead                 7+7 Gems

Level 8
 *1 Fire Encasement            8+8 Gems
 &2 Fire Transmutation         8+8 Gems
 *3 Mass Distortion            8+8 Gems
 &4 Town Portal                8+8 Gems

Level 9
 *1 Divine Intervention        10+20 Gems
 *2 Holy Word                  10+10 Gems
 &3 Resurrection               10+10 Gems
 &4 Uncurse Item               10+50 Gems


[8.2] Sorcerer Spells
------------------------------------------
Level 1                       Spell Points
  1 Awaken                     1
 &2 Detect Magic               1
 *3 Energy Blast               1/L+1 Gem
 *4 Flame Arrow                1
 &5 Light                      1
 &6 Location                   1
 *7 Sleep                      1

Level 2
 &1 Eagle Eye                  2/L
 *2 Electric Arrow             2
 *3 Identify Monster           2+1 Gem
 &4 Jump                       2
 &5 Levitate                   2
 &6 Lloyd's Beacon             2+1 Gem
  7 Protection from Magic      1/L+1 Gem

Level 3
 *1 Acid Stream                1/L+2 Gems
 &2 Fly                        3
 *3 Invisibility               3
 *4 Lightning Bolt             1/L+2 Gems
 *5 Web                        3+2 Gems
 &6 Wizard Eye                 3/L+2 Gems

Level 4
 *1 Cold Beam                  1/L+3 Gems
 *2 Feeble Mind                4+3 Gems
 *3 Fireball                   1/L+3 Gems
 &4 Guard Dog                  4
 *5 Shield                     4
 *6 Time Distortion            4+3 Gems

Level 5
 *1 Disrupt                    5+5 Gems
 *2 Fingers of Death           5+5 Gems
 *3 Sand Storm                 2/L+5 Gems
 &4 Shelter                    5
 &5 Teleport                   5

Level 6
 *1 Disintegration             6+6 Gems
 *2 Entrapment                 6+6 Gems
 *3 Fantastic Freeze           2/L+6 Gems
 &4 Recharge Item              6+6 Gems
 *5 Super Shock                2/L+6 Gems

Level 7
 *1 Dancing Sword              3/L+7 Gems
 &2 Duplication                7+100 Gems
 &3 Etherealize                7+7 Gems
 *4 Prismatic Light            7+7 Gems

Level 8
 *1 Incinerate                 3/L+8 Gems
 *2 Mega Volts                 3/L+8 Gems
 *3 Meteor Shower              (8+1/Mon)+8 Gems
 *4 Power Shield               8+8 Gems

Level 9
 *1 Implosion                  10+10 Gems
 *2 Inferno                    3/L+10 Gems
 *3 Star Burst                 (10+1/Mon)+20 Gems
 &4 Enchant Item               (50/+)+50 Gems

L = Per experience level of caster
* = Combat Spells
& = Non-Combat Spells
[No Symbol] = Anytime

*********

End Project 64 etext Might & Magic II: Gates to Another World manual.

*********

Quiz