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Might and Magic II FAQ 1.0.0
Copyright 2000-2001 Andrew Schultz
Might and Magic II is copyright 1988 New World Computing. I am not
associated with them in any way. Rather, this is a part of my efforts
to help preserve the memory of some great old games.
This FAQ is meant to go hand-in-hand with my script. The FAQ addresses
formuale, etc., used to figure out characters' statistics, as well as
the most important aspects of the game. It also discusses how much you
can pay for various things. It doesn't tell much of dialogues unless
they are critical to the game. That sort of detail info is in the
script. Look there for, for instance, the statues that tell you of the
class-specific quests.
This version may not be redistributed for profit in any way without my
consent. Although I appreciate the publicity, this took a *lot* of time
so please request permission to post this politely and refer to me by
name(don't, like, depersonalize me, man :) ) in doing so. Thanks!
Any feedback can be sent to schultza@earthlink.net
My home page is at:
http://www.geocities.com/SoHo/Exhibit/2762/
My games page is at:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
Might and Magic II page is at:
http://www.geocities.com/SoHo/Exhibit/2762/mm2/main.htm
This page has maps of all MM2 dungeons. The surface maps are being
revamped.
To-do: proofread, find level 5 sorcerer spells.
Basic questions:
WHAT SHORTHAND IS USED IN THIS FAQ?
HOW DO YOU GET LEVELS?
HOW ARE HIT POINTS/SPELL POINTS AND OTHER THINGS CALCULATED FROM BASIC
STATS?
WHERE DO YOU FIND SECONDARY SKILLS?
HOW MUCH DO YOU PAY FOR HEALING?
HOW MANY HIT POINTS DO YOU GET PER LEVEL?
WHO ARE THE HIRELINGS?
WHAT ARE THE SPELLS?
WHAT ITEMS ARE THERE?
HOW DO THE TOWN PORTALS WORK?
WHERE DO I IMPROVE MY STATISTICS?
HOW DO I TRANSLATE THE MESSAGES?
WHO SENDS YOU ON QUESTS?
WHERE'S THE PEGASUS, AND WHAT'S HIS NAME?
IS THERE A SUPER-CONDENSED WALKTHROUGH?
DOES THIS GAME HAVE ANY JOKES?
ARE THERE ANY MM1/MM2 LINKS?
ARE THERE ANY BUGS/CHEATS IN THE GAME(APPLE VERSION)?
---------------------------------------------------------
WHAT SHORTHAND IS USED IN THIS FAQ?
MM1=Might and Magic I
MM2(or MM][ or MMII)=Might and Magic II
Kt, Pa, Ar, Cl, Ro, So, Ni, Ba: Shorthand for the classes.
Knight, Paladin, Archer, Cleric, Robber, Sorceror, Ninja, Barbarian.
M/F: Male/Female
G/N/E: Good/neutral/evil
Mig/Int/Per/End/Spe/Acc/Luc: Shorthand for rolled attributes.
Might, Intelligence, Personality, Endurance, Speed, Accuracy, Luck
HP, SP=hit points, spell points.
FAQ = Frequently Asked Questions :).
HOW DO YOU GET LEVELS?
Table of experience points needed for next level.
For the levels below 70, I divide classes into two groups, A and B.
Classes in A: Barbarian, Knight, Robber, and Cleric.
Classes in B: Paladin, Archer, Ninja and Sorceror.
In general A needs 25% less experience to get to a level than B.
Here is a list of levels and experience needed for each class(in
thousands):
Differences between levels double, but less frequently as levels
increase.
Otherwise, they stay the same.
Lvl|A |B |Doubled?
---+---------+---------+--------
2 |1.5 |2 |N
3 |3 |4 |Y
4 |6 |8 |Y
5 |12 |16 |Y
6 |24 |32 |Y
7 |48 |64 |Y
8 |96 |128 |Y
9 |192 |256 |Y
10 |384 |512 |Y
11 |576 |768 |N
12 |768 |1024 |N
13 |960 |1280 |N
14 |1344 |1728 |Y
15 |1728 |2304 |N
16 |2496 |3328 |Y
17 |3264 |4352 |N
18 |4032 |5376 |N
19 |4800 |6400 |N
20 |5568 |7424 |N
21 |7104 |9472 |N
22 |8640 |11520 |N
23 |10276 |13568 |N
24 |11712 |15616 |N
25 |13248 |17664 |N
26 |14784 |19712 |N
27 |16320 |21760 |N
28 |17856 |23808 |N
29 |19392 |25832 |N
30 |20928 |27856 |N
31 |24000 |32000 |Y
32 |27072 |36096 |N
33 |30144 |40192 |N
34 |33216 |44288 |N
35 |36288 |48384 |N
36 |39360 |52480 |N
37 |42432 |56576 |N
38 |45504 |60672 |N
39 |48576 |64768 |N
40 |51648 |68864 |N
41 |54720 |72960 |N
42 |57792 |77056 |N
43 |60864 |81152 |N
44 |63936 |85248 |N
45 |67008 |89344 |N
46 |70080 |93440 |N
47 |73152 |97536 |N
48 |76224 |101632 |N
49 |79296 |105728 |N
50 |82368 |109824 |N
51 |88512 |118016 |Y
52 |94656 |126208 |N
53 |100800 |134400 |N
54 |106944 |142592 |N
55 |113088 |150784 |N
56 |119232 |158976 |N
57 |125376 |167168 |N
58 |131520 |175360 |N
59 |137664 |183552 |N
60 |143808 |191744 |N
61 |149952 |199936 |N
62 |156096 |208128 |N
63 |162240 |216320 |N
64 |168384 |224512 |N
65 |174428 |232704 |N
66 |180672 |240896 |N
67 |186816 |249088 |N
68 |192960 |257280 |N
69 |199104 |265472 |N
70 |205248 |273664 |N
71 |211392 |281856 |N
72 |217536 |290048 |N
73 |223680 |298240 |N
74 |229824 |306432 |N
75 |235968 |314624 |N
76 |252352 |331008 |Y*(cleric=sorcerer=16384 from here)
77 |268736 |347392 |Y
And so on....I have omitted the rest, because it becomes a matter of
addition from here, and I never got around to developing over level 80
characters, or editing things so I had them.
HOW ARE HIT POINTS/SPELL POINTS AND OTHER THINGS CALCULATED FROM BASIC
STATS?
Rolled stats:might, intelligence, personality, speed, endurance,
accuracy, luck
We will only discuss intelligence, personality, speed, and endurance
here.
Attrubite value |INT/PER: |SPD: |END: |
|Spell points/level|AC Bonus|HP Bonus|
----------------+------------------+--------+--------+
13-14 | 4 | 1 | 1 |
15-16 | 5 | 2 | 2 |
17-18 | 6 | 3 | 3 |
19-21 | 7 | 4 | 4 |
22-25 | 8 | 5 | 5 |
26-29 | 9 | 6 | 6 |
30-44 | 10 | 7 | 7 |
45-59 | 11 | 8 | 8 |
60-74 | 12 | 9 | 9 |
75-89 | 13 | 10 | 10 |
90-??? | 14 | 11 | 11 |
----------------+------------------+--------+--------+
From sixty up is a calculated guess. Mr. Wizard has 90 intelligence and
gains 14 spell points per level. If you get rid of his skills, his
intelligence drops to 85, and he has only 13 spell points per level.
From there I assumed that the range of attribute values could never
decrease, which implied that the ranges are fixed at 15. I guess if you
got 105 personality you'd get 15 spell points, but I'd have to get 1)a
hero medal and 2)one of those places beneath the castles where you can
swap one attribute for another and, to make things quicker, 3)an item
that increases the ability you can trade for personality.
Similar spell point formulas work for archers and paladins, too, only
just after they
are promoted, max points = points per level * (level - 6). Looks like a
bug but makes sense, since fighter/spellcasters start late.
(That was how MM1 calculated it)
You'll want to put high priority on finding an item that can raise your
intelligence/personality. If you raise your endurance, you can get a
few hit points next time you gain a level. Since spell points are a
DIRECT MULTIPLE of your level and another factor, one item can make your
spellcaster quite a bit more powerful.
Here is the max. hit points/level for classes, if their endurance is 11-
12(no bonus):
Knights 12
Paladins 10
Archers 10
Clerics 8
Sorcerors 6
Robbers 8
Barbarians 15
Ninjas 10
So a sorceror with endurance 20 would be capable of 6(basic)+4(bonus)=10
points per level if he trained at Atlantium. By the way, it's a good
idea to do so. Sir Hyron, the first hireling, gained the following
range of hit points:
8 at Middlegate, 10 at Sandsobar, 10 at Tundara, 11 at Vulcania, 14 at
Atlantium. It's a bit too complicated to make a formula of this, but if
you have the extra cash, give your players a few more hit points.
Also, robbers start out with 15% thieving, and ninjas start out with
Copyright 2000-2001 Andrew Schultz
Might and Magic II is copyright 1988 New World Computing. I am not
associated with them in any way. Rather, this is a part of my efforts
to help preserve the memory of some great old games.
This FAQ is meant to go hand-in-hand with my script. The FAQ addresses
formuale, etc., used to figure out characters' statistics, as well as
the most important aspects of the game. It also discusses how much you
can pay for various things. It doesn't tell much of dialogues unless
they are critical to the game. That sort of detail info is in the
script. Look there for, for instance, the statues that tell you of the
class-specific quests.
This version may not be redistributed for profit in any way without my
consent. Although I appreciate the publicity, this took a *lot* of time
so please request permission to post this politely and refer to me by
name(don't, like, depersonalize me, man :) ) in doing so. Thanks!
Any feedback can be sent to schultza@earthlink.net
My home page is at:
http://www.geocities.com/SoHo/Exhibit/2762/
My games page is at:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
Might and Magic II page is at:
http://www.geocities.com/SoHo/Exhibit/2762/mm2/main.htm
This page has maps of all MM2 dungeons. The surface maps are being
revamped.
To-do: proofread, find level 5 sorcerer spells.
Basic questions:
WHAT SHORTHAND IS USED IN THIS FAQ?
HOW DO YOU GET LEVELS?
HOW ARE HIT POINTS/SPELL POINTS AND OTHER THINGS CALCULATED FROM BASIC
STATS?
WHERE DO YOU FIND SECONDARY SKILLS?
HOW MUCH DO YOU PAY FOR HEALING?
HOW MANY HIT POINTS DO YOU GET PER LEVEL?
WHO ARE THE HIRELINGS?
WHAT ARE THE SPELLS?
WHAT ITEMS ARE THERE?
HOW DO THE TOWN PORTALS WORK?
WHERE DO I IMPROVE MY STATISTICS?
HOW DO I TRANSLATE THE MESSAGES?
WHO SENDS YOU ON QUESTS?
WHERE'S THE PEGASUS, AND WHAT'S HIS NAME?
IS THERE A SUPER-CONDENSED WALKTHROUGH?
DOES THIS GAME HAVE ANY JOKES?
ARE THERE ANY MM1/MM2 LINKS?
ARE THERE ANY BUGS/CHEATS IN THE GAME(APPLE VERSION)?
---------------------------------------------------------
WHAT SHORTHAND IS USED IN THIS FAQ?
MM1=Might and Magic I
MM2(or MM][ or MMII)=Might and Magic II
Kt, Pa, Ar, Cl, Ro, So, Ni, Ba: Shorthand for the classes.
Knight, Paladin, Archer, Cleric, Robber, Sorceror, Ninja, Barbarian.
M/F: Male/Female
G/N/E: Good/neutral/evil
Mig/Int/Per/End/Spe/Acc/Luc: Shorthand for rolled attributes.
Might, Intelligence, Personality, Endurance, Speed, Accuracy, Luck
HP, SP=hit points, spell points.
FAQ = Frequently Asked Questions :).
HOW DO YOU GET LEVELS?
Table of experience points needed for next level.
For the levels below 70, I divide classes into two groups, A and B.
Classes in A: Barbarian, Knight, Robber, and Cleric.
Classes in B: Paladin, Archer, Ninja and Sorceror.
In general A needs 25% less experience to get to a level than B.
Here is a list of levels and experience needed for each class(in
thousands):
Differences between levels double, but less frequently as levels
increase.
Otherwise, they stay the same.
Lvl|A |B |Doubled?
---+---------+---------+--------
2 |1.5 |2 |N
3 |3 |4 |Y
4 |6 |8 |Y
5 |12 |16 |Y
6 |24 |32 |Y
7 |48 |64 |Y
8 |96 |128 |Y
9 |192 |256 |Y
10 |384 |512 |Y
11 |576 |768 |N
12 |768 |1024 |N
13 |960 |1280 |N
14 |1344 |1728 |Y
15 |1728 |2304 |N
16 |2496 |3328 |Y
17 |3264 |4352 |N
18 |4032 |5376 |N
19 |4800 |6400 |N
20 |5568 |7424 |N
21 |7104 |9472 |N
22 |8640 |11520 |N
23 |10276 |13568 |N
24 |11712 |15616 |N
25 |13248 |17664 |N
26 |14784 |19712 |N
27 |16320 |21760 |N
28 |17856 |23808 |N
29 |19392 |25832 |N
30 |20928 |27856 |N
31 |24000 |32000 |Y
32 |27072 |36096 |N
33 |30144 |40192 |N
34 |33216 |44288 |N
35 |36288 |48384 |N
36 |39360 |52480 |N
37 |42432 |56576 |N
38 |45504 |60672 |N
39 |48576 |64768 |N
40 |51648 |68864 |N
41 |54720 |72960 |N
42 |57792 |77056 |N
43 |60864 |81152 |N
44 |63936 |85248 |N
45 |67008 |89344 |N
46 |70080 |93440 |N
47 |73152 |97536 |N
48 |76224 |101632 |N
49 |79296 |105728 |N
50 |82368 |109824 |N
51 |88512 |118016 |Y
52 |94656 |126208 |N
53 |100800 |134400 |N
54 |106944 |142592 |N
55 |113088 |150784 |N
56 |119232 |158976 |N
57 |125376 |167168 |N
58 |131520 |175360 |N
59 |137664 |183552 |N
60 |143808 |191744 |N
61 |149952 |199936 |N
62 |156096 |208128 |N
63 |162240 |216320 |N
64 |168384 |224512 |N
65 |174428 |232704 |N
66 |180672 |240896 |N
67 |186816 |249088 |N
68 |192960 |257280 |N
69 |199104 |265472 |N
70 |205248 |273664 |N
71 |211392 |281856 |N
72 |217536 |290048 |N
73 |223680 |298240 |N
74 |229824 |306432 |N
75 |235968 |314624 |N
76 |252352 |331008 |Y*(cleric=sorcerer=16384 from here)
77 |268736 |347392 |Y
And so on....I have omitted the rest, because it becomes a matter of
addition from here, and I never got around to developing over level 80
characters, or editing things so I had them.
HOW ARE HIT POINTS/SPELL POINTS AND OTHER THINGS CALCULATED FROM BASIC
STATS?
Rolled stats:might, intelligence, personality, speed, endurance,
accuracy, luck
We will only discuss intelligence, personality, speed, and endurance
here.
Attrubite value |INT/PER: |SPD: |END: |
|Spell points/level|AC Bonus|HP Bonus|
----------------+------------------+--------+--------+
13-14 | 4 | 1 | 1 |
15-16 | 5 | 2 | 2 |
17-18 | 6 | 3 | 3 |
19-21 | 7 | 4 | 4 |
22-25 | 8 | 5 | 5 |
26-29 | 9 | 6 | 6 |
30-44 | 10 | 7 | 7 |
45-59 | 11 | 8 | 8 |
60-74 | 12 | 9 | 9 |
75-89 | 13 | 10 | 10 |
90-??? | 14 | 11 | 11 |
----------------+------------------+--------+--------+
From sixty up is a calculated guess. Mr. Wizard has 90 intelligence and
gains 14 spell points per level. If you get rid of his skills, his
intelligence drops to 85, and he has only 13 spell points per level.
From there I assumed that the range of attribute values could never
decrease, which implied that the ranges are fixed at 15. I guess if you
got 105 personality you'd get 15 spell points, but I'd have to get 1)a
hero medal and 2)one of those places beneath the castles where you can
swap one attribute for another and, to make things quicker, 3)an item
that increases the ability you can trade for personality.
Similar spell point formulas work for archers and paladins, too, only
just after they
are promoted, max points = points per level * (level - 6). Looks like a
bug but makes sense, since fighter/spellcasters start late.
(That was how MM1 calculated it)
You'll want to put high priority on finding an item that can raise your
intelligence/personality. If you raise your endurance, you can get a
few hit points next time you gain a level. Since spell points are a
DIRECT MULTIPLE of your level and another factor, one item can make your
spellcaster quite a bit more powerful.
Here is the max. hit points/level for classes, if their endurance is 11-
12(no bonus):
Knights 12
Paladins 10
Archers 10
Clerics 8
Sorcerors 6
Robbers 8
Barbarians 15
Ninjas 10
So a sorceror with endurance 20 would be capable of 6(basic)+4(bonus)=10
points per level if he trained at Atlantium. By the way, it's a good
idea to do so. Sir Hyron, the first hireling, gained the following
range of hit points:
8 at Middlegate, 10 at Sandsobar, 10 at Tundara, 11 at Vulcania, 14 at
Atlantium. It's a bit too complicated to make a formula of this, but if
you have the extra cash, give your players a few more hit points.
Also, robbers start out with 15% thieving, and ninjas start out with
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Other files from this game:
- Might and Magic 2 - The Price of Loyality FAQ by System on 09/03/2006, 09:50
- Might and Magic 2 - The Price of Loyality solution by System on 09/03/2006, 09:50






