Heroes of Might & Magic 2 Gold Walkthrough :
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Walkthrough - Heroes of Might & Magic II FAQMight 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 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 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. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 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. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Here are all the spells you can get. A=automatic with your level 12345=at the mages' guild, in the respective towns. S=must be found in a special place Spell|Cleric spells Sorceror spells Level|1234567 1234567 -----+-------------------------------- 1 |11AAA1A 1A1AAA1 2 |A5SA5A5 SA1AAS5 3 |3AAA3S 5AA5AS 4 |ASA3A4 133AAA 5 |SASA4 3S3AA 6 |SAASS 4A4A4 7 |S4AA S4AA 8 |SS2A A22A 9 |SS22 22SS Here is a list of temple/mage guild spells and their prices: Middlegate C1-1 10 C1-2 10 C1-6 1000 Guild membership: 20 S1-1 10 S1-3 1000 S1-7 50 S2-3 100 Atlantium C8-3 20 C9-3 50 C9-4 100 Guild membership: 50000 S8-2 50 S8-3 50 S9-1 100 S9-2 100 Tundara C3-1 400 C3-5 100 C4-4 500 Guild membership: 2000 S4-2 600 S4-3 2000 S5-1 3000 S5-3 3000 Vulcania C4-6 2000 C5-5 3000 C7-2 10000 Guild membership: 10000 S6-1 5000 S6-3 5000 S6-5 5000 S7-2 25000 Sandsobar C2-2 250 C2-5 300 C2-7 200 Guild membership: 200 S2-7 400 S3-1 200 S3-4 1000 S4-1 500 Here is a list of spells where you need to go somewhere special: C2/3 C3 (1,9) after eating Red Hot Wolf Nipple Chips in Tundara C3/6 C2 (11,1) pay 50 gold to strange man C4/2 A1 (8,8) Air Transmutation C5/1 A1 (1,14) Air Encasement C5/3 B4 (8,1) you must beat some Amazons first C6/1 E4 (8,8) Earth Transmutation C6/4 A4 (1,1) Water Encasement C6/5 A4 (8,8) Water Transmutation C7/1 E4 (14,1) Earth Encasement C8/1 E1 (14,14) Fire Encasement C8/2 E1 (8,8) Fire Transmutation C9/1 Druid's Cave (14,14) see the druid at (14,14) first. Defeat The Horvath at (1,5) and return. C9/2 C1 (5,5) South Written on a tree--you must face south! S2/1 Middlegate (10,2) Solve Nordon's quest(goblet at 0,7 under the cavern) S2/6 Corak's Cave (7,11) Lloyd will give you his Beacon spell. S3/6 Sandsobar (7,4) Buy Wizard Eye for 100 gold. S5/2 C1 (1,8) Defeat the undead monsters to get Finger of Death. S7/1 A2 (15,11) Defeat the Mist Rider. S9/3 D1 (5,6) The Dead Zone is nasty to navigate. Cast Nature's Gate on Earth Day(93) S9/4 Gemmaker's Cave (3,3) This costs everyone ten years. WHAT ITEMS ARE THERE? MM2 is much more logical than its predecessor. The "plus" items can be increased a lot. There are also some items that increase certain attributes and also can be given magic charges. They may also be made of certain materials, increasing them even more. Finally, there are no cursed items. Yay! Although I have not verified *every* item by hand, the disk information has given me some pretty clear patterns so that I am able to identify what the items do. This is a complete list of everything--"good only," etc. attributes are assigned at random. However, for pretty much all magic weapons, they are given a random alignment, good, evil or neutral. On the Apple there is a bug where the item ID displays the spell number over "good only." If "o" shows through, that is the o from "neutral only." Otherwise you're a bit stuck. It's not such an impediment, though, as you can change your characters in the good/evil/neutral alignment pools. Ledger "Classes" = who can use the item "Helps" = what it augments(attribute or resistance) "Amt" = the amount it helps(points or percentage points) "Spell" = the spell it casts when you use it. (C or S) (level)-(number) "Price" = the price you would pay for it if the store sold it and you weren't a merchant. Cut in half for merchant prices, cut in four for ordinary selling price. AC/DMG = armor class bonus for protective items, damage(i.e. 1-x) for weapons. Item Name |Classes |Helps|Amt.|Spell| Price| AC/DMG| ------------+--------+-----+----+-----+-------+-------+ **begin non-magic 1-handed items BLANK |KPACSRNB|NONE | 0 |NONE | 0| 0| Small Club |KPACSRNB|NONE | 0 |NONE | 1| 2| Small Knife |KPA SRNB|NONE | 0 |NONE | 5| 3| Large Club |KPACSRNB|NONE | 0 |NONE | 4| 4| Dagger |KPA SRNB|NONE | 0 |NONE | 8| 4| Large Knife |KPA SRNB|NONE | 0 |NONE | 10| 5| Hand Axe |KPA RNB|NONE | 0 |NONE | 10| 5| Cudgel |KPAC R B|NONE | 0 |NONE | 15| 5| Spiked Club |KPA SRNB|NONE | 0 |NONE | 15| 6| Bull Whip |K CSRNB|NONE | 0 |NONE | 25| 6| Long Dagger |KPA SRNB|NONE | 0 |NONE | 20| 6| Maul |KPAC R B|NONE | 0 |NONE | 30| 6| Short Sword |KPA RN |NONE | 0 |NONE | 15| 6| Nunchakas |K N |NONE | 0 |NONE | 30| 6| Mace |KPAC R B|NONE | 0 |NONE | 50| 7| Spear |KPA RNB|NONE | 0 |NONE | 15| 7| Cutlass |KPA R |NONE | 0 |NONE | 40| 7| Flail |KPAC R |NONE | 0 |NONE | 100| 8| Sabre |KPA R |NONE | 0 |NONE | 60| 8| Long Sword |KPA R |NONE | 0 |NONE | 50| 8| Wakizashi |K N |NONE | 0 |NONE | 60| 8| Scimitar |KPA R |NONE | 0 |NONE | 80| 9| Battle Axe |KPA R B|NONE | 0 |NONE | 60| 10| Broad Sword |KPA R |NONE | 0 |NONE | 100| 10| Katana |K N |NONE | 0 |NONE | 150| 10| **begin magic 1-handed items Slumber Club|KPACSRNB|sleep| 15%|S1-7 | 100| 4| Power Club |KPACSRNB|might| 3 |NONE | 200| 6| Lucky Knife |KPA SRNB|luck | 10 |NONE | 450| 5| Looter Knife|KPA SRNB|thief| 15%|NONE | 400| 6| Power Cudgel|KPAC R B|might| 3 |NONE | 700| 5| Energy Whip |K CSRNB|enrgy| 15%|S1-3 | 500| 6| Sonic Whip |K CSRNB|fear | 15%|C2-4 | 500| 6| Mighty Whip |K CSRNB|might| 3 |NONE | 400| 6| Scorch Maul |KPAC R B|fire | 15%|NONE | 400| 6| Mauler Mace |KPAC R B|might| 6 |NONE | 600| 7| Exacto Spear|KPA RNB|acc. | 6 |NONE | 800| 7| Fiery Spear |KPA RNB|fire | 15%|S4-3 | 1200| 7| Fast Cutlass|KPA R |speed| 4 |NONE | 1000| 7| Quick Flail |KPAC R |speed| 5 |NONE | 1200| 8| Shock Flail |KPAC R |elec | 15%|S2-2 | 1200| 8| Sharp Sabre |KPA R |acc. | 5 |NONE | 1500| 8| Ego Scimitar|KPA R |per. | 12 |NONE | 2000| 9| True Axe |KPA R B|acc. | 5 |NONE | 1000| 10| Blazing Axe |KPA R B|fire | 15%|NONE | 1500| 10| Electric Axe|KPA R B|elec | 15%|S3-4 | 4500| 10| Rapid Katana|K N |speed| 6 |NONE | 7000| 10| Accurate Swd|KPA R |acc. | 10 |NONE | 4000| 10| Chance Sword|KPA R |luck | 15 |NONE | 4000| 10| Speedy Sword|KPA R |speed| 10 |NONE | 4000| 10| Flash Sword |KPA R |enrgy| 15%|S3-4 | 4000| 10| Flaming Swd |KPA R |fire | 15%|S4-3 | 4000| 10| Electric Swd|KPA R |elec | 15%|S6-5 | 4000| 10| Acidic Sword|KPA R |acid | 15%|S3-1 | 4000| 10| Cold Blade |KPA R |cold | 15%|S4-1 | 4000| 10| Sage Dagger | A S |int. | 15 |Level| 8000| 8| Holy Cudgel | P C |per. | 15 |C9-3 | 8000| 10| Divine Mace |KPAC R B|AC | 10%|C9-2 | 28000| 14| Ice Scimitar|KPA R |cold | 15%|S6-3 | 8000| 18| Grand Axe |KPA R B|might| 15 |Might| 8000| 20| Swift Axe |KPA R B|speed| 15 |Speed| 8000| 20| Dyno Katana |K N |elec | 15%|Level| 8000| 20| Force Sword |KPA R |might| 15 |Might| 28000| 20| Magic Sword |KPA R |magic| 15%|Level| 28000| 20| Thunder Swd |KPA R |might| 15 |S3-4 | 28000| 20| Energy Blade|KPA R |enrgy| 15%|S6-1 | 28000| 20| Photon Blade|K |might| 15 |S9-1 | 50000| 25| **begin non-magic 2-handed items Staff |KPACS NB|NONE | 0 |NONE | 40| 8| Sickle |KPA B|NONE | 0 |NONE | 30| 8| Scythe |KPA B|NONE | 0 |NONE | 50| 9| Glaive |KPA B|NONE | 0 |NONE | 80| 10| War Hammer |KPAC B|NONE | 0 |NONE | 120| 10| Trident |KPA B|NONE | 0 |NONE | 100| 11| Pike |KPA B|NONE | 0 |NONE | 150| 12| Naginata |K N |NONE | 0 |NONE | 700| 12| Bardiche |KPA B|NONE | 0 |NONE | 200| 13| Great Hammer|KPAC B|NONE | 0 |NONE | 700| 14| Halberd |KPA B|NONE | 0 |NONE | 450| 14| Great Axe |KPA B|NONE | 0 |NONE | 700| 15| Flamberge |KPA |NONE | 0 |NONE | 400| 16| **begin magic 2-handed items Wind Staff |KPACS NB|speed| 5 |C5-2 | 1500| 8| Tri-Sickle |KPA B|NONE | 0 |NONE | 2000| 24| Ice Sickle |KPA B|cold | 15%|S4-1 | 7000| 16| Fire Glaive |KPA B|fire | 15%|S4-3 | 7000| 10| Harsh Hammer|KPAC B|might| 3 |NONE | 1500| 15| Stone Hammer|KPAC B|magic| 15%|NONE | 7000| 18| Genius Staff|KPACS N |int. | 10 |Level| 28000| 16| Wizard Staff| S |int. | 15 |S7-4 | 28000| 16| Soul Scythe |KPA B|magic| 15%|S5-2 | 40000| 18| Dark Trident|KPA B|AC | 5%|NONE | 50000| 30| Titan's Pike|KPA B|might| 15 |Might| 50000| 40| Moon Halberd|KPA B|luck | 15 |C7-4 | 50000| 30| Sun Naginata|K N |AC | 10%|Level| 40000| 25| **begin non-magic missile weapons Blowpipe |KPA SRNB|NONE | 0 |NONE | 10| 4| Sling |KPA RNB|NONE | 0 |NONE | 15| 5| Short Bow |KPA N |NONE | 0 |NONE | 25| 6| Crossbow |KPA RN |NONE | 0 |NONE | 50| 8| Long Bow |KPA N |NONE | 0 |NONE | 100| 10| Great Bow |KPA |NONE | 0 |NONE | 200| 12| **begin magic missile weapons Shaman Pipe |KPA SRNB|magic| 10%|SpLev| 1500| 4| Cinder Pipe |KPA SRNB|fire | 10%|S4-3 | 4500| 4| Quiet Sling |KPA RNB|sleep| 15%|C2-6 | 1500| 5| Pirates xBow|KPA RN |thief| 10%|Acc | 7000| 8| Burning xBow|KPA RN |fire | 10%|C3-5 | 4500| 8| Fireball Bow|KPA N |fire | 15%|S4-3 | 4000| 10| Voltage Bow |KPA N |elec | 10%|S3-4 | 4000| 10| Giant Sling |KPA RNB|fear | 15%|Might| 8000| 15| Energy Sling|KPA RNB|enrgy| 15%|S1-3 | 15000| 10| Death Bow |KPA |luck | 15 |Level| 40000| 24| Star Bow |KPA |enrgy| 15%|S9-3 | 100000| 24| Meteor Bow |KPA |AC | 5%|S8-3 | 100000| 24| Ancient Bow |KPA |acc. | 15 |Acc | 200000| 35| **begin keys Green Key |KPACSRNB|NONE | 0 |NONE | 100| 0| Yellow Key |KPACSRNB|NONE | 0 |NONE | 200| 0| Red Key |KPACSRNB|NONE | 0 |NONE | 500| 0| Black Key |KPACSRNB|NONE | 0 |NONE | 1000| 0| **begin shields Small Shield|KP C R B|NONE | 0 |NONE | 15| 1| Large Shield|KP C R B|NONE | 0 |NONE | 60| 2| Great Shield|KP C R B|NONE | 0 |NONE | 150| 3| **begin augmented shields Fire Shield |KP C R B|fire | 15%|NONE | 2000| 3| Electric Shd|KP C R B|elec | 15%|NONE | 2000| 3| Acid Shield |KP C R B|acid | 15%|NONE | 2000| 3| Cold Shield |KP C R B|cold | 15%|NONE | 2000| 3| Silver Shld |KP C R B|enrgy| 15%|NONE | 2000| 3| Bronze Shld |KP C R B|fear | 15%|NONE | 2000| 3| Iron Shield |KP C R B|sleep| 15%|NONE | 2000| 3| Magic Shield|KP C R B|magic| 15%|NONE | 5000| 5| Gold Shield |KP C R B|luck | 15 |NONE | 10000| 7| **begin non-magic armor Padded Armor|KPACSRNB|NONE | 0 |NONE | 20| 2| Leather Suit|KPAC RNB|NONE | 0 |NONE | 40| 3| Scale Armor |KPAC RNB|NONE | 0 |NONE | 100| 4| Ring Mail |KPAC RN |NONE | 0 |NONE | 200| 5| Chain Mail |KPAC R |NONE | 0 |NONE | 400| 6| Splint Mail |KP C |NONE | 0 |NONE | 600| 7| Plate Mail |KP |NONE | 0 |NONE | 1000| 8| Plate Armor |KP |NONE | 0 |NONE | 2000| 10| **begin magic armor I Scale Mail|KPAC RNB|sleep| 15%|NONE | 7000| 4| B Scale Mail|KPAC RNB|fear | 15%|NONE | 4000| 4| S Scale Mail|KPAC RNB|enrgy| 15%|NONE | 5000| 4| I Ring Mail |KPAC R B|sleep| 15%|NONE | 4000| 5| B Ring Mail |KPAC R B|fear | 15%|NONE | 5000| 5| S Ring Mail |KPAC R B|enrgy| 15%|NONE | 6000| 5| I Chain Mail|KPAC R |sleep| 15%|NONE | 6000| 6| B Chain Mail|KPAC R |fear | 15%|NONE | 7000| 6| S Chain Mail|KPAC R |enrgy| 15%|NONE | 8000| 6| I Splintmail|KP C |sleep| 15%|NONE | 8000| 7| B Splintmail|KP C |fear | 15%|NONE | 9000| 7| S Splintmail|KP C |enrgy| 15%|NONE | 10000| 7| I Plate Mail|KP |sleep| 15%|NONE | 12000| 8| B Plate Mail|KP |fear | 15%|NONE | 13000| 8| S Plate Mail|KP |enrgy| 15%|NONE | 14000| 8| G Scale Mail|KPAC RNB|luck | 15 |Level| 10000| 6| G Ring Mail |KPAC R B|luck | 15 |Level| 8000| 7| G Chain Mail|KPAC R |luck | 15 |Level| 40000| 8| G Splintmail|KP C |luck | 15 |Level| 60000| 9| G Plate Mail|KP |luck | 15 |Level| 200000| 12| **begin helms Helm |KP C N |NONE | 0 |NONE | 30| 2| Iron Helm |KP C N |sleep| 15%|NONE | 1000| 2| Bronze Helm |KP C N |fear | 15%|NONE | 2000| 2| Silver Helm |KP C N |enrgy| 15%|NONE | 5000| 3| Gold Helm |KP C N |luck | 15 |Level| 8000| 4| |
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