Might and Magic I Mini-Manual Note: File references are to files included in MightAndMagic1.zip. Set Up This game saves player information on Disk B (file MM1bPlayer.dsk). In order to retain a fresh Disk B for use by other players, make a copy of Disk B (e.g. call it MM1bPlayerOrig.dsk) before starting the adventure. Disk Muncher or any other 5.25" whole-disk copier can be used to copy Disk B or any other disk in this set. The other disks (the .dsk files) are write-protected and may be used without making any backups. If using diskettes on a real Apple II, place write-protect tabs on Disks A, C, and D. For mapping, it's a good idea to have some copies of the blank MM1 map sheets (see MM1BlankMap.jpg) or large-grid graphing paper marked off in 16x16 sections (labeled 0-15 from bottom to top and 0-15 left to right). ______________________________________ Starting Boot Disk A and follow game prompts to create a party of characters. Your party can have six members. Information presented below will help with deciding which characters to create and include in your party. ______________________________________ Character Statistics Each character receives a random rating from 3 to 18, in each of 7 vital statistics. Because these ratings establish acharacter's strengths, weaknesses and abilities, they also determine his/her class {knight, paladin, archer, cleric, sorcerer, robber). 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 18. If, however, any vital statistic drops to 0, the result is death for the character. INTELLECT. Any character's general knowledge. Of particular importance to sorcerers and archers, as it affects sorcerer spell points. MIGHT. Any character's strength. Of particular importance to knights and paladins, as it affects the damage done by a character in battle. PERSONALITY. Any character's general charisma. Of particular importance to paladins and clerics, as it affects cleric spell points. ENDURANCE. Any character's stamina in battle. Of particular importance to knights and paladins, as it affects Hit Points {the amou t of damage that can be sustained before death). SPEED. Any character's quickness and agility. Higher speeds increase a character's Armor Class. Speed also determines the order of combat during battle, with the fastest character or monster going first. ACCURACY. Any character's ability to land a blow on the enemy during combat. Of particular importance to archers. LUCK. Any character's chance of succeeding, when all else fails. A random element whose effects cannot be predicted. Might and Magic Character Classes KNIGHT. Prime statistic: MIGHL Hit poiI:lts gained per experience level: 1-12 * Spell skills: None A knight begins with the greatest number of Hit Points and 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. At higher experience levels a knight gains the ability to attack more than once in each combat round. PALADIN. Prime statistics: MIGHl: 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 statistics: 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: PERSONALITY. Hit points gained per experience level: 1-8 * Spell skills: Cleric (defensive, healing) A cleric can use chain mail or any lighter armor, and can carry a shield. Weapons are restricted to club, mace, flail, staff and/or great hammer. A cleric may not use missile weapons. At higher experience levels, a cleric gains the ability to use higher level spells. SORCERER. Prime statistic: 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 limited to club, dagger and/or staff. As a sorcerer advances in experience level, he/she gains the ability to use more powerful, high ROBBER. Prime statistic: NONE Hit points gained per experience level: 1-8 * Spell skills: None A robber's armor is limited to ring 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. A robber's fighting abilities equal those of a cleric. *NOTE: 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. 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. 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 fear. Some resistance to sleep spells. ELE Strong resistance to fear. DWARE Some resistance to poison. GNOME. Some resistance to magic spells. HALF.ORC. Moderate resistance to sleep spells. Although racial resistances are never noted during the game, they may be important in overcoming the effects of various forms of magical attack. It is therefore a good idea to strive for a racially mixed group, when creating a party. Character Alignment In Might and Magic, good and evil are not absolutes, but rather a measure of the character's inclinations when confronted by the unknown. Throughout the game, a character's responses to encounters and combat can shift his/her alignment, as can certain spells. A character's alignment will occasionally restrict his/her activities while adventUring. Certain places, items and weapons are designated good or evil. These cannot be entered or used by a character of opposite alignment. A neutral character can enter an alignment restricted place, but cannot use a restricted item. Sex Of Character Sex in Might and Magic means gender. Any character may be either male or female. Sex does not affect a character's vital statistics, or normally restrict his/her activities during the game. However, it is still advisable to include both male and female characters in your party, since you may encounter items, places and and/or activities that are available only to members of one sex or the other. Character Status On the Character Profile Screen you will find abbreviated information about an individual character's status, in a number of different areas. These include: CHARACTER OPTIONS: Assigned when you created the character. These include name, sex, alignment, race and class. LEVEL: The experience level which the character has achieved. This starts at 1 and rises as the character gains experience through combat and training. At higher levels, a character gains in abilities and power according to his/her class. 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. In parentheses is the highest level of spell which that character can cast. 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. ARMOR CLASS: This number denotes a character's vulnerability to physical attack in combat. The higher the number, the less chance that a character ill sustain damage from an attack. Normally ranges from 0 to 30, depending on such things as armor, shields, speed, spells, etc. 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! to level 2. Point requirements generally double with each subsequent level. ______________________________________ MOVING & MAPPING The screen shows a 3D view of your present position, a list of possible commands, and a list of characters in your party, shown in marching order. (An * beside a character's name indicates a condition other than good.) Since your view of the world is from your party's perspective, you do not see the members of your party. You start out 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 foward (DOWN ARROW) or / 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 degrees in that direction. Unlocked doors open automatically as you move your party forward through them. However, if a door is locked, you must unlock it with the UNLOCK or BASH command. ..or find a way around it. (Warning: Many locked doors are also booby-trapped, with the traps set to go off when you unlock or bash in the door.) When you come up against an obstacle, such as a wall or mountain, a message will appear (i.e., SOLID, IMPASSABLE, etc.). These messages are particularly useful when traveling in the dark or testing for secret passageways. Remember that you are now in a world of magic and danger, where all is not as it seems. Doors may lock behind you. Rivers may flood. Landslides may block mountain passes. 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. Each area can be mapped on a 16x16 grid. Good maps and notes will be a great help in successfully completing the many quests you will undertake in Might and Magic. ______________________________________ Might and Magic Combat Combat is the heart of Might and Magic. 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. Combat is divided into ROUNDS, in which each character and monster in good condition may perform one action. 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. When you go into combat, the screen changes to the combat screen. The battle arrangement for your party appears below the Round prompt. Characters here are listed by number only. The numbers correspond to those on the character list at the bottom of the screen. On the right side of the screen is a list of monsters, in the order in which your party encounters them. A + in front of a character number or monster letter indicates that the character or monster may engage in hand-to-hand combat. With the exception of archers, characters who can engagein hand-to-hand combat cannot use missile weapons. When a character number or monster letter is HIGHLIGHTED, it is that character's or monster's turn to act in the current round of combat. This is known as having the combat initiative. The character list at the bottom of the screen can be used to determine which character is in which battle position. An * in front of a character number on this list indicates that the character's condition is other than good. Non-Combat Commands Below your party's battle arrangement is a list of commands which can be used only when one of your party members has the combat initiative. Giving one of these commands does not use up a character's turn in battle. He/she may still give a combat command: DELAY (press 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 (press P) Allows you to see all currently active spells which cover your entire party. QUICKREF (press 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 (press #) Displays the Character Profile for that character. (See Chapter 2 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. Handicap The Handicap prompt indicates whether monsters or party members have been given a speed handicap for the current round of combat. If monsters have been given a handicap, the prompt will show MONSTER +the number by which all party members' speed has been increased. If party members have been given a handicap, the prompt will show PARTY+the number by which all party members' speed has been increased. If neither monsters nor party members have been given a speed handicap, the prompt will show EVEN. List Of Characters Battle Over Combat continues until either side retreats or is completely destroyed. At the end of the battle, a message indicate 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. 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. After combat, your party will return to its original marching order, regardless of any position changes made during combat. ______________________________________ Saving Your Game If you want 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. 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. ______________________________________ Might and Magic I Spell List General notes: Spells cost 1 SP x level plus extras. Some monsters are immune to various spells. In combat screen, speeds up combat by: Attack monster in position A if hand-to-hand Shoot " " " " " have missile weapon Block if neither of the above. Game is saved when entering the inn at any town. Cleric Spells Level/# Name Extra Cost Description 1/1 Awaken Awakens sleeping party members 1/2 Bless Increases fighting accuracy 1/3 Blind Blinds a monster 1/4 First Aid Heals character up to 8 HP 1/5 Light Lights up dark areas, can be used in multiples 1/6 Power Cure 1 gem Heals from 1-10HP per exp level 1/7 Protection From Fear Protects from fear 1/8 Turn Undead Destroys some or all undead 2/1 Cure Wounds Heals character up to 15 HP 2/2 Heroism 1 gem Temporarily gives 6HP+2 exp levels to character 2/3 Pain Takes 2-12HP from monster 2/4 Protection From Cold Increases cold resistance 2/5 Protection From Fire Increases fire resistance 2/6 Protection From Poison Increases poison resistance 2/7 Silence Prevents monster spell cast 2/8 Suggestion Stops monster from attacking 3/1 Create Food 1 gem Creates 6 food units 3/2 Cure Blindness Cures blindness 3/3 Cure Paralysis Cures paralysis 3/4 Lasting Light Lights up areas (20 factor) 3/5 Produce Flame Torches monster 3-18 HP 3/6 Produce Frost Freezes monster 3-18 HP 3/7 Remove Quest Releases party from quest 3/8 Walk On Water 1 gem Creates floating sand dune 4/1 Cure Disease Cures disease 4/2 Neutralize Poison Cures poison 4/3 Protection From Acid Increases acid resistance 4/4 Protection From Electricity Increases electrical resistance 4/5 Restore Alignment 2 gems Restores char original alignment 4/6 Summon Lightning Zaps up to 3 monsters 4-32 HP 4/7 Super Heroism 2 gems Temporarily gives 10HP+ 3 exp levels to character 4/8 Surface 2 gems Party transports to surface 5/1 Deadly Swarm Sends killer insects 2-20 HP 5/2 Dispell Magic Cancels magic spells 5/3 Paralyze Paralyzes monsters 5/4 Remove Condition 3 gems Removes undesirable conditions 5/5 Restore Energy 3 gems Restores 1-5 exp levels 6/1 Moon Ray 4 gems Gives 3-30HP each character, removes 3-30HP from monsters 6/2 Raise Dead 4 gems Raises dead character (may not work) 6/3 Rejuvenate 4 gems Character gets 1-10yrs younger 6/4 Stone To Flesh 4 gems Reanimates stoned character 6/5 Town Portal 4 gems Transports party to town 7/1 Divine Intervention 10 gems Restore all chars HP & heals 7/2 Holy Word 5 gems Destroys all undead 7/3 Protection From 5 gems Protects from fear, cold, etc. Elements listed above 7/4 Resurrection 5 gems Fixes eradicated characters but adds 10 yrs and -1 stats 7/5 Sun Ray 5 gems Burns monster 50-100 HP Sorcerer Spells Level/# Name Extra Cost Description 1/1 Awaken Awakens characters 1/2 Detect Magic Detects magic items & auras 1/3 Energy Blast 1 gem Zaps monster 1-4HP times spell caster's level 1/4 Flame Arrow Zaps monster 1-6HP from fire 1/5 Leather Skin Toughens all characters 1/6 Light Light (see Cleric 1/5 spell) 1/7 Location Gives party location 1/8 Sleep Lulls monsters to sleep 2/1 Electric Arrow Electrocutes monster 2-12 HP 2/2 Hypnotize Prevents monster from attacking 2/3 Identify Monster 1 gem Identifies monster 2/4 Jump Party can jump 2 squares forward 2/5 Levitate Raises party above ground 2/6 Power Character's might raised 1-4 pts 2/7 Quickness Character's speed raised 1-4 pts 2/8 Scare Puts fear in monster 3/1 Fire Ball 1 gem Zaps monsters 1-6HP x caster lvl 3/2 Fly Party flies in outdoor areas 3/3 Invisibility 1 gem Party becomes invisible 3/4 Lightning Bolt 1 gem Zaps monsters 1-6HP x caster lvl 3/5 Make Room Enables 5 characters to engage in hand combat 3/6 Slow Slows monsters 3/7 Weaken 1 gem Weakens all monsters by 2HP & 1AC 3/8 Web Wraps 1-5 monsters & prevents them from attacking 4/1 Acid Arrow Zaps monster 3-30 HP 4/2 Cold Beam Zaps monster 4-40 HP 4/3 Feeble Mind 2 gems Erases monster's brain (!) 4/4 Freeze Freezes monster & stops attacks 4/5 Guard Dog Prevents surprise attacks 4/6 Psychic Protection 2 gems Prevents mind influencing 4/7 Shield 2 gems Shields party from missiles 4/8 Time Distortion 2 gems Allows party to retreat 5/1 Acid Rain Zaps monsters 5-50 HP 5/2 Dispell Magic Cancels all magic spells 5/3 Finger Of Death 3 gems Kills monster 5/4 Shelter 3 gems Free day without encounters 5/5 Teleport 3 gems Moves party 9 squares randomly 6/1 Dancing Sword 4 gems Zaps monsters 1-30 HP 6/2 Disintegration 4 gems Destroys monster 6/3 Etherealize 4 gems Moves party through barriers 6/4 Protection from Magic 4 gems Protects from magic 6/5 Recharge Item 4 gems Charges item 1-4 charges, Item may be destroyed 7/1 Astral Spell 5 gems Transport party to astral plane 7/2 Duplication 100 gems(!) Duplicates any item 7/3 Meteor Shower 5 gems Zaps monsters 1-120 HP 7/4 Power Shield 5 gems Reduces party damage by half 7/5 Prismatic Light 5 gems Unpredictable effect on monsters