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Home » PC » Might and Magic 2 - The Price of Loyality » Might and Magic 2 - The Price of Loyality FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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10%.  They each gain a percentage point of ability per level, although
100% thieving doesn't guarantee that you'll be safe against a chest trap.

For other statistics:  extra attacks are determined as follows. (level)/x where x is a number dependent on class
4 - Knight, Paladin, Barbarian
5 - Archer, Robber, Ninja
7 - Cleric
10- Sorcerer

WHERE DO YOU FIND SECONDARY SKILLS?

Interestingly, there are 15 "sellers" with three in each town.  The most critical to the game are in Middlegate.  Tundara contains some good intangible ones, and Atlantium's Linguist can also be useful.

Auto mapper:  Otto Mapper, (0,15) Middlegate, 10 gold
Mountaineering:  Sir Edmund Hilary, (3,12) Middlegate, 2000 gold
Pathfinder:  Track and Trail, (1,9) Middlegate, 1000 gold

Athlete:  The Olympic Trial, (6,2) Atlantium, 500 gold(+5 speed)
Heroism:  Hippomenes + Atalanta, (9,2) Atlantium, 1000 gold(+1 in all stats)
Linguist:  Odysseus'[sic] Tongue, (8,4) Atlantium, 500 gold(+5 intelligence, can read glyphs)

Crusader:  Saracen's Denial, (2,14) Tundara, 250 gold
Merchant:  International Market, (5,13) Tundara, 1000 gold
Navigator:  Colombus's[sic] Sextant, (8,13) Tundara, 750 gold

Soldier:  Sergeant Pain School, Vulcania (0,3), 500 gold(+5 endurance)
Gladiator:  Disembowlments R Us, Vulcania (3,9), 500 gold(+5 strength)
Arms Master:  Profiency Expert[sic], Vulcania (15,3), 500 gold(+5 accuracy)

You can gain or lose thievery:
Thievery:  Rinaldo Jr., (0,12) under Sandsobar, 700 gold(+10 thievery) (behind some ninjas)
Thievery:  Maxwell, (13,9) under Sandsobar, 250 gold(-5 thievery)[AVOID
THIS]
THESE CAN OCCUR ANY NUMBER OF TIMES.  You'll have to step out for
Rinaldo Jr. to come back, but you can keep visiting Maxwell without leaving, even though you don't really want to.  In other words, if you go under Sandsobar early on, you can get your thieving skill up pretty quickly.  Remember to un-equip items like skeleton keys once your thief gets pretty good.  You also don't lose anything if your thievery is 5% or below.

Note--if your skills are over 100 and you apply for improvement this may not be effective. (It's ok if you are up at 86 as I have checked, but
Rinaldo Jr. did not improve my thief's skills when he was at 125%)

HOW MUCH DO YOU PAY FOR HEALING?

Depends on the town.  I'm calculating for Middlegate, but multiply for other towns.
Atlantium: 5
Tundara: 3
Vulcania: 4
Sandsobar: 2
For healing hit points, 10*(level)
For dead, 100*(level)
For eradicated, 1000*(level)

Donations are 100*(town multiple) and blessings in return for donations are given out randomly.

HOW MANY HIT POINTS DO YOU GET PER LEVEL?

Depends on the town you train at, and it also depends on your endurance.

The more expensive your training, the more hit points you'll get.
There's a table listed above for maximum hit points per level.
The towns' price increases as you run through the portals.
(1)Middlegate->(2)Sandsobar->(3)Tundara->(4)Vulcania->(5)Atlantium
In fact, temples and training are the number in parentheses times the number you are charged at Middlegate.
At Middlegate, you are charged 50 per level.

WHO ARE THE HIRELINGS?

GARC=Gender/Alignment/Race/Class.
Gender: F(emale), M(ale), N(euter).
Alignment: N(eutral), E(vil), G(ood)
Race: H(uman), D(warf), G(nome), E(lf), (half-)O(rc)
Class:  K(night), P(aladin), A(rcher), C(leric), R(obber), S(orcerer),
N(inja), B(arbarian)
Skills:  Arm(s master), Ath(lete), Car(tographer), Cru(sader),
Dip(lomat),
Gam(bler), Gla(diator), Her(o), Lin(guist), Mer(chant),
Mou(ntaineering),
Nav(igator), Pat(hfinder), Pic(kpocket), Sol(dier)
Town:  1-Middlegate, 2-Atlantium, 3-Tundara, 4-Vulcania, 5-Sandsobar

Things to note:  Age=level+17 in all cases.
All characters have 40 food, so I didn't list that.
Hirelings' cost increases by 50%, rounded down, for each level they gain.
Maximum cost is 50000 gold pieces.
Spell points are not included here because that total can be calculated.

#[NAME FITS HERE]GARCT MgtIntPerEndSpdAccLucHPTSLevAgeGems$$Cost|Skills
A.Sir Hyron      MNHK1  15-08-05-15-15-17-10  14  1 18   0     2|
B.Drog           MNHB1  17-04-08-17-12-13-11  18  1 18   0     2|
C.H K Phooey     MGON5  13-13-13-13-13-13-13   9  1 18   0     2|
D.Thund R        MGHB4  19-05-13-17-15-18-21  42  3 20   0    10|Cru
E.Aeriel         FGHS4  10-19-15-13-17-13-13  17  3 20  30    12|Car
F.Big Bootay     MNGC2  15-07-19-17-09-16-11  41  5 22   0    35|Lin
G.Cleogotcha     FEEA2  15-16-12-16-19-19-13  44  5 22   0    35|Ath
H.Harry Kiri     MNDN1  17-13-13-15-17-17-14  42  6 23   0    25|Arm
I.No Name        MGDA1  17-07-17-17-17-17-17  53  6 23   0    55|Cru
J.Gertrude       FEOB3  18-05-02-17-15-15-18  90  7 24   0    55|MouPat
K.Rat Fink       MEGR3  15-15-03-16-18-16-19  50  7 24   0    45|GamPic
L.Friar Fly      MEHC5  10-15-18-15-18-13-09  60  9 26   0   200|DipNav
M.Dark Mage      MEES5  09-20-13-17-18-12-15  57  9 26  80   250|LinMer
N.Red Duke       MEHP4  21-15-19-17-17-17-13  95 11 28  90   500|CruSol
O.Dead Eye       MEEA4  19-19-14-17-19-21-12  94 11 28 110   600|ArmPat
P.Nakazawa       MGHN2  19-15-15-17-17-21-19 110 13 30 110   700|DipHer
Q.Sherman        MGHP2  17-09-19-15-19-17-25  95 13 30   0  1200|CruMer
R.Flailer        NNHK2  35-03-02-26-07-08-27 180 14 31 130  2000|GlaSol
S.Fumbler        MNOR2  17-13-13-19-23-17-30 132 16 33   0  2000|AthGam
T.Sir Kill       MEHK3  30-15-15-27-21-26-19 200 15 32   0  4000|ArmGla
U.Jed I          MGHA3  22-25-17-19-23-29-21 165 15 32 160  6000|ArmMou
V.Holey Moley    MNGC2  17-17-27-19-17-17-25 156 19 36 190 15000|DipGam
W.Slick Pick     MNGR2  25-25-30-25-25-25-75 260 25 42   0 25000|GamNav
X.Mr Wizard      MGHS5  21-90-21-45-60-21-50 220 21 38 210 50000|LinMer

Stat-crunching:  20 M, 3 F, 1 N.  8 of each alignment and 3 of each class, except 2 paladins and 4 archers.
Some alignment/class combinations  aren't covered(good robber).
All hirelings have the lowest total experience for their levels.
(See above for exact values)
Eight hirelings go to Atlantium, four to each other city.
It's unclear how some cross the water to get there, but they do.
Note that Sandsobar attracts both single hirelings, Mr Wizard and H K
Phooey.

WHAT ARE THE SPELLS?

In general, "true" magic users like clerics and sorcerors gain spell level x when they reach level 2x-1.

Fighter-magic users(paladins and archers) gain spell level x at level 2x+5.  Fighter-magic users can only get to spell level 7.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The information below is courtesy of PROJECT64.C64.ORG.  It is taken with permission and is verbatim.  It includes spell information for clerics and sorcerers.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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
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