Might and Magic II: Gates to Another World FAQ by: Chase Danker a.k.a. C. Danker Version 1.1 12/12/01 While looking on the Internet for FAQs on MMII for the Genesis, all I could find were walkthroughs for the game, none showed some of the best tricks that I have found. So I decided to make one myself for the people who need some help for this game. 1. Party Building 2. Spells and their Ratings 3. Tips, Tricks and Hints 4. My Party 5. Award List (for the game) 6. Monster List 7. Credits, Disclaimers, Copyrights, etc. Abbreviations used in FAQ: Mgt: Might, Int: Intellect, Per: Personality, End: Endurance, Spd: Speed, Acy: Accuracy, Luc: Luck, hp: hit points, sp: spell points, N for no, Y for yes When I refer to a sprite, it is the picture of a monster or NPC that shows up on the screen. Updates: Version 1.1: Greatly improved monster list, thanks to Lazy Oli from Gamefaqs.com! 1. Party Building: In Might and Magic the best party has diversity. For example, the pre-made party of a Knight, Paladin, Archer, Cleric, Sorcerer and a Robber is excellent. It covers physical fighting, def. based spells, off. based spells, and lock picking. You have four fighters: Knight, Paladin, Archer and Robber. Also you have four spell users: Paladin, Archer, Cleric and Sorcerer. Another thing that is important is the stats of your characters. You wouldn't want a Sorcerer with a low intelligence. Here is what stats are important for what characters (keep in mind that these are the starting stats). All stats are 15 or above for the following: Might: Knights, Paladins, Archers, Barbarians Intellect: Archers, Sorcerers Personality: Paladins, Clerics Endurance: EVERYONE! (This is an absolute must!) Speed: Everyone but Cleric (You want your cleric slow to cast healing spells at the end of a round) Accuracy: Everyone (You want your characters to be able to hit the enemy) Duh. :-) Luck: Robbers, Ninjas Of course you won't always get 15 or above every time you reroll. But usually it doesn't take too long for you to get what you want. Also, if you can, build up Int. Per. and End. for your characters. Int. determines spell points (sp) for the Archer and the Sorcerer and Per. determines spell points for the Paladin and the Cleric. End. determines Hit Points (hp) for everyone. The higher they are, the better your party will be. I.E. If your characters End. is 13-14 when they train, they get 1 extra hp on top of what they normally get. If it is 15-16, they get 2 extra hp. Hp and Sp will be much higher if you get these stats up before you start training. On the subject of training, always train at Atlantium; you will get bigger bonuses there. Don't worry about race, gender or alignment, it doesn't affect your party too much, but you will want to have some males and females in your party because only some monsters can be attacked by one gender. I also suggest that you create your own party and scrap the pre-made one, making your own characters is fun. Hirelings are very useful to have in your party. What hirelings you put in the party is up to you, but I suggest a cleric and sorcerer. Keep in mind though, hirelings cost money, if you are short on gold, go get some. Mostly though, EXPERIMENT! Some people like a party of ninjas and robbers, have fun in customizing your party. 2.Spells and their Ratings: This section describes all the spells in the game. Thanks to project64.c64.org for letting me use the spell name, cost, type, object, and description. The rating of the spell and why it is rated that way are my ideas. The rating scale is 1-10,with 1 being crap, 5 average and 10 being a spell that will become your best friend, the spells are rated on: usefulness and cost. (Side note: there are some places where all magic won't work, beware.) Clerical Spells Level 1 1. NAME: Apparition COST: 1 SP TYPE: Combat OBJECT: 10 monsters DESCRIPTION: Creates a frightening apparition in the monsters memory causing them to be afraid, reducing their chance to hit. Rating: 4 Why?: This spell is good very early on in the game but later most of the monsters are immune to this spell. 2.NAME:Awaken COST: 1 SP TYPE: Anytime OBJECT: All sleeping party members DESCRIPTION: Awakens all sleeping members of the party, instantaneously canceling the sleep condition. May be critical if party is attacked during rest. Rating: 6 Why?: Good if you are put to sleep by monsters or if caught off guard while sleeping, but this doesn't happen too often. 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. Rating: 5 Why?: Works o.k. on lower level characters but it is not needed at higher levels 4. NAME: First Aid COST: 1 SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Heals minor battle wounds, restoring 8 Hit Points to that character. Rating: 1.5 Why?: Wow! A whole 8 hp! Give this spell up as soon you get Power Cure and some gems. 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. Rating: 6 Why?: Not needed in dungeons because you can see the your way around, but it allows you to see the signs on doors and the writings on walls. 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. Rating: 9 Why?: The best healing spell in the game except for Divine Intervention. Works really well in battle if you got the sp. and the gems. Would get a 10, but it costs a crapload at levels 100+. 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. Rating: 4 Why?: Works well against low level undead monsters, other than that it is not useful at all. 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. Rating: 3 Why?: Just like First Aid, really crappy. 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. Rating: 6 Why?: Not too bad of a spell. Can be used as many times as needed during battle and for most characters it will give you 1+ attack a round every time you use it. Don't use on lv. 250+, your level will go back to a low level temporary. I.E. lv. 250 will go back to 1 for the battle. 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). Rating: 1 Why?: Just like the rating you only need it once during the game and that is on day 93 of any year. 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. Rating: 3 Why?: The first real magic attack for the cleric, so it gets a slight bonus. Too bad the damage is meager. 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. Rating: 9.5 Why?: Worthless early on, but once you get to lv. 50+, this will be a lifesaver. Use after every time you rest. 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. Rating: 3 Why?: Most monsters are resistant to this. 'nuff said. 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. Rating: 2 Why?: Slightly useful, kill the monsters instead and they will be dealing no damage to your party. 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. Rating: 6 Why?: Good damage for a cleric spell. Doesn't work on monsters immune to cold of course. 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. Rating: 5.5 Why?: Most of the time you will not need this because you can get to a town easily. Although it is a lifesaver in a dungeon if you are short on food. 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. Rating: 7 Why?: May only cure 1 person at a time, but it makes sure that you don't lose lots of hp when you rest while poisoned. 4. NAME: Immobilize COST: 3 SP TYPE: Combat OBJECT: 5 monsters DESCRIPTION: Immobilizes any monster affected. Rating: 5 Why?: Works on low lv. monsters, don't think it will stop Cuisinarts though. 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. Rating: 7.5 Why?: Just like light, only it lasts longer. (duh) 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. Rating: 8 Why?: Darn useful because it allows you to take shortcuts and it allows you to avoid monsters because very few monsters are on the water. 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. Rating: 6.5 Why?: Better than cold ray, but only hits 3 monsters. 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. Rating: 1 Why?: Only need once to get in the elemental plane of air. Nothing else happens to your characters. 3. NAME: Cure Disease COST: 4 SP SP TYPE: Anytime OBJECT: 1 character DESCRIPTION: Restores full health to sick character, instantaneously removing the diseased condition. Rating: 7 Why?: Same as Cure Poison, but allows your characters to rest and be able to heal. 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. Rating: 6 Why?: If you good knight has done something naughty that has made him turn evil, this will make him good again. Good side is that all equipped items are still equipped even if his alignment can't use them and this allows him/her to use the other alignments weapons, armor, etc. Down side is that you can't equip good type weapons if you character is turned evil and visa versa. 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. Rating: 5.5 Why?: Somewhat useful if you want to stay in the same area of the map. 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. Rating: 2.5 Why?: Not a large increase in damage, even at lv 255. Clerical Spells Level 5 1. NAME: Air Encasement COST: 5 SP+5 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. Rating: 1 Why?: Doesn't even deserve a 1. Never works for me. 2. NAME: Deadly Swarm COST: 5 SP+5 Gems TYPE: Combat OBJECT: 10 monsters DESCRIPTION: Sends a swarm of killer insects against the monsters, inflicting 4-40 damage points against each monster. Rating: 7 Why?: Quite good against some monsters with resistances, also good for weak or weakened monsters. 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. Rating: 4.5 Why?: Actually causes the character 1 place up in the roster order to become knocked out. Also won't work on the top character. Good damage though. 4. NAME: Paralyze COST: 5 SP+5 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. Rating: 6.5 Why?: Good if you can paralyze the monsters, it allows you to heal the party because you aren't getting attacked. 5. NAME: Remove Condition COST: 5 SP+5 Gems TYPE: Anytime OBJECT: 1 character DESCRIPTION: Releases character from all undesirable conditions except dead, stoned or eradicated. Rating: 7 Why?: Best used to remove curse, that's it. Clerical Spells Level 6 1. NAME: Earth Transmutation 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. Rating: 1 Why?: Needed only once during the game. 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. Rating: 7 Why?: If any character is age 80+, they die while resting. (Most likely having a heart attack in their sleep) SAVE (very important) before using as the spell may backfire and make your character older. If you need to restore youth to your characters, visit the Tips section for a better way to get the sags out of your characters faces. 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. Rating: 7 Why?: Cures characters turned to stone, although most monsters can't turn your characters to stone. 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. Rating: 1 Why?: Never works for me. 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. Rating: 1 Why?: Needed only once. 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. Rating: 1 Why?: Never works for me. 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. Rating: 8 Why?: Second best attack spell for the cleric. Good for monsters like Plant Golems. 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. Rating: 10 Why?: Hurt the enemy and heal your party at the same time. Excellent! Have each character with a moon halberd so they can cast this spell and watch the hp rack up. 4. NAME: Raise Dead COST: 7 SP+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.) Rating: 9 Why?: Friggin useful in a battle if you want all your characters to get exp. Also, you don't have to shell out as much dough because you can use this instead of going to the healers. 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. Rating: 1 Why?: Never works for me. 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. Rating: 1 Why?: Need only once 3. NAME: Mass Distortion COST: 8 SP+8 Gems TYPE: Combat OBJECT: 2 monsters DISCRIPTION: Increases the weight of monsters causing them to fall and subsequently lose half their hit points. Rating: 9 Why?: Use this on monsters with lots of hp, such as Orc Gods and the dreaded Mega Dragon. 4. NAME: Town Portal 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. Rating: 10 Why?: Can be used anywhere, cost little and is friggin useful if you are in a dungeon with only your cleric alive. 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.) Rating: 9.5 Why?: Would get a 10, but costs 5 years in age and can be only used once per battle. Get every character a divine mace so that they can cast this spell. 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.) Rating: 8 Why?: Kills ALL undead monsters. Use this with a trick in the Tips section to gain MASSIVE exp. 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.) Rating: 9 Why?: Would be a 10, but it can only be used outside of battle. 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. Rating: 3 Why?: Not used often. Almost all items are not cursed. 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. Rating: 6 Why?: Same reasons as the cleric spell. 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. Rating: 1 Why?: Just go to the blacksmith and get the item identified, you get more info this way. 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. Rating: 7 Why?: Very useful spell until later, does a good amount of damage on one enemy. Useful because it grows in power. 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. Rating: 1 Why?: Total crap, use only if your party are weakling pansies. 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. Rating: 6 Why?: Same reasons as cleric spell. 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. Rating: 1 Why?: Just get the cartographer skill, it is this spell but it doesn't cost or annoy you. 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. Rating: 3.5 Why?: Works on low-level monsters. Sorcerer Spells Level 2 1. NAME: Eagle Eye COST: 2 SP/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. Rating: 9 Why?: Very, very useful if you are lost. Costs a hella lot on higher levels though. 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. Rating: 1.5 Why?: Just like Flame Arrow, a total crap spell. 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. Rating: Average player: 4 Me: 10 Why?: To the average player this isn't that useful, to me it is excellent, as I am using lots of the info that this spell gives to write my monster list. 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. Rating: 5.5 Why?: Good to get past pits, traps, etc. Is soon outdated by Teleport. 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. Rating: 5 Why?: Pretty much only used around lava, that's it. 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. Rating: 9.5 Why?: Friggin useful for complete quests, getting somewhere quickly and the like. The only downside is that you can only have one beacon set in place at a time. 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. Rating: 9.5 Why?: Just like Protection from Elements, only it protects from things like a Cat from Hell casting and invoking power. Costly at later levels, but worth it. Sorcerer Spells Level 3 1. NAME: Acid Stream COST: 1/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. Rating: 5.5 Why?: Not too bad early on, is soon outdated. 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. Rating: 10 Why?: Needed to get around this game, otherwise it gets annoying. 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. Rating: 6 Why?: Works with somewhat well, but with a high AC you will not need this spell. 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. Rating: 7 Why?: Better than Acid Stream as it hits 4 monsters, not just 1. 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. Rating: 4 Why?: If you have it, just use the spell Paralyze, it works better. 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. Rating: 9 Why?: The same reasons as Eagle Eye, this baby will make your life a whole lot easier. 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 monster is immune to cold. Rating: 5.5 Why?: Only hits one monster, at least the damage is consistent. 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. Rating: 2.5 Why?: How about killing the monster instead, it works better than this 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. Rating: 7.5 Why?: Just like Lightning Bolt, only that it hits more monsters and it is fire based. 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. Rating: 7.5 Why?: Best used if you are in a monster-infested dungeon and have a high chance of having a group of monsters kill you in your sleep. 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. Rating: 6.5 Why?: Good if you are fighting lots of Archers. 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. Rating: 10 Why?: If you ever run into a group of monsters that will obliterate you, such as 200+ Cuisinarts, use this to teleport to a safe square on the map. Sorcerer Spells Level 5 Level 6 1. NAME: Disrupt COST: 5 SP+5 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. Rating: 6.5 Why?: Good for a quick kill on a monster with low hp. 2. NAME: Fingers of Death COST: 5 SP+5 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. Rating: 4.5 Why?: Works somewhat well. 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. Rating: 7.5 Why?: Acts like Fireball, I think it is earth based, but it hits more monsters. The downside is that it can't be used indoors. 4. NAME: Shelter COST: 5 SP TYPE: Non-combat OBJECT: Entire party DESCRIPTION: Provides 1 day's rest free of the danger of encounter. Rating: 8 Why?: Just like Guard Dog, but better. 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. Rating: 9.5 Why?: VERY useful in getting to the spot you wanted to, can only go 9 spaces at maximum though. 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. Rating: 6 Why?: Just like Fingers Of Death, only better. 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. Rating: 2 Why?: Why trap monsters that want to run? 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. Rating: 7.5 Why?: Just like Cold Ray, only better. (Seeing a pattern here?) 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. Rating: 7 Why?: Good if you need to get a couple extra shots out of an 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. Rating: 7.5 Why?: Just like Lightning Bolt, only better. Too bad it only hits one monster. 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. Rating: 9 Why?: Typeless damage towards the monsters, so you know it will hit. I believe the only monster that has resisted this is the Mega Dragon. 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. Rating: 10 Why?: Get a really powerful item and duplicate it, now you have 2. Can be used on the same item multiple times to make more of them. A great moneymaker. Also makes sure you don't need to find another Titan's Pike if you all ready have one and need another. 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.). Rating: 8.5 Why?: Teleport is better, but sometimes you can't use it, so this is the next best thing. 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. Rating: 4.5 Why?: Why use something that will not do what you want it to do all the time? If you want to paralyze, kill or silence someone, use the spells Paralyze, Fingers of Death, or Silence. Not this load of crap. Sorcerer Spells Level 8 1. NAME: Incinerate COST: 3/L+8 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. Rating: 9 Why?: An upgraded version of Fireball. 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. Rating: 9 Why?: The best electric spell, lots of damage on lots of monsters. 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. Rating: 9 Why?: Useful on large groups of weak monsters, such as Goblins. 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. Rating: 10 Why?: 1/2 damage a battle! A lifesaver if you ever are crazy enough to go up against large groups of powerful monsters. 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. Rating: 9.5 Why?: 250 to 1000 points of damage is very, very nice. It's a shame that it only works on one monster. 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. Rating: 9 Why?: Just like the previous fire spells, only this is the best one. 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. Rating: 10 Why?: Good on almost all monsters. Stalkers are a good example. Having only 90 hp, 1 or 2 of these will take out a group of 200+. 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. Rating: 10 Why?: In other words, makes the item better. Works up to +63. Think of this spell as silver polish for silver necklaces and the such. I.E.: A Defense Ring has a AC plus of 2 when it hasn't been magically enhanced but when the spell is used so that the Defense Ring has a higher plus, it will be worth more and have a higher AC. Use in conjunction with Duplicate Item. (If you don't get what I am saying, try it on an item such as a weapon or armor.) 3. Tips, Tricks and Hints Just for fun some of us resort to cheat codes and in-game tricks. Playing through this game a number of times has helped me find many of these tricks. Some of these tricks have requirements to them so I will state them before hand. Here are the tricks. (side note: I am playing on the Sega Genesis version so sometimes I don't know if it will work on other versions. Most tricks should work on all versions of the game.) 1. Massive amounts of gold and gems Requirements: One hireling What to do: Go and get into an easy battle, after you win dismiss your hireling and search for the treasure, there should be a stasis box there. Open it up (watch out for the trap) and you will get gold and gems to fill your pockets. 2. Lots of food Requirements: Basic Intelligence (the real life kind) What to do: Simply have one of your characters share food lots of times, the food count will start to go over 40. 3. The best weapons, armor, items, lots of gold and gems trick (Only works on the Genesis version of the game) Requirements: One (maybe two) hand/s What to do: Bring up the menu (using C) and click on View Char. Instead of pressing C to view a character, press Left (on the D-Pad), A, C at the same time. If you do it right, a character other than your own should show up. Press LEFT (on the D-Pad again, for the people who just don't get it) to scroll through the characters. You can take most anything you want, just trade the items to your own party. (Notes: 1. Sometimes the first character will have nothing, just keep pressing left to get to the other characters. 2. You can't get items from some characters. 3. When you remove items from characters, always, Always, remove the from the bottom up. {try it the other way and you can't remove any more items from that character}. 4. Through observation I have noticed that different sprites that show up on the screen give you different characters and items. Fight a Goblin or a Greedy Snitch and get the same stuff. Fight a Ghoul and you will get different stuff. 5. You don't actually need to fight the monsters, you just need to see the sprite.) I'm confusing myself, try it and see what happens. :-D 4. Younger Characters Requirements: Lloyd's Beacon, Town Portal or Fly, a good amount of money. What to do: In Middlegate go to the travel agent at pay for the cruise. In area C3 (8,9) set up a beacon there. Go to the boat which is at (7,9) and go to Murray's Island. Go into the bath (the one with the maidens) and you will have 5 years of age taken off your characters. Fly or Portal to Middlegate and repeat as needed. 5. Stats up to 100 Requirements: The day to be between 140-170, Lloyd's Beacon, Fly, Eagle Eye, an insane amount of patience. What to do: Activate Eagle eye. Go to the circus (B2 14,4) and get all of the cupie dolls you can hold. Then go to D3 7,13 where an old man will take a cupie doll (set the Beacon here). Now go 4 paces east, 4 paces south, 15 paces east, and 2 paces north through the trees. Bath in the water and go back to the circus. Play a game and raise a stat 10 points for all characters. Go back to the old man and repeat until you finish, or die of boredom. (Use this trick very early on in the game to really beef up your characters.) 6. Experience trick # 1 Requirements: A crusader in your party What to do: Go visit King Hordeall (spelled something like that) and get a Knight quest. Get the item he wants and bring it back to him. Use trick # 3 to get the item much faster and get experience really fast for low-level characters. 7. Experience trick # 2 Requirements: Holy Word, Time Distortion, a MASSIVE amount of luck, a s**tload of patience What to do: Put you disposition on Thrill Seeker. Go to the Desert of Desolation and get into a fight if your lucky you will fight 100-240 Lich Lords, if not Time Distortion and try again. If you ever get the chance to fight 100-240 Lich Lords, use holy word and kill them all, then take out the rest of the monsters. You will get 100-200 million (that's right, MILLION) experience points. 8. Experience trick # 3 (the ultimate exp. trick) Requirements: Lloyd's Beacon, Teleport, an INSANE amount of gold, we're talkin about 300 million per character What to do: Go into Castle Hillstone and go inside the dungeon. Then find your way down to the second level of the dungeon, which is at 5,1. Then go to 8,15 and Teleport one square east. Set the beacon here. Face north and toss your gold in the pit. You can get BILLIONS of experience points this way. You can repeat as needed. (It only works for normal characters, not Hirelings.) Some of my characters have up to 3.5 billion exp. 9. Armor Class 255 Requirements: One Defense Ring, Duplication, Enchant Item, a reasonable amount of sp (makes this trick go faster), and lots of gems (maybe 12500-17500). What to do: Go buy a Defense Ring and enchant it up to +63 (that's the max). Now, duplicate 4 rings for each character, when equipped you will have an AC of 255 for that character. This is very good for getting a high AC without having to deal with class restrictions and the like. 4. My Party Not to brag or boast to anybody, I wanted to show what my MMII party looks like. I believe that it is a good party of adventurers. I have left off: Gender, Alignment, Race, Age, Exp., Gold, Gems, Food, and the Items that I have equipped or in my backpack. Numbers 7 and 8 are my Hirelings, I will also show their original names in parentheses. 1. Name:Kuros (from Wizards and Warriors, the Nes game), Class:Knight, Lvl:255, Mgt:178, Int:100, Per:100, End:99, Spe:15, Acc:183, Luc:100, Hp:6858, Sp:0, AC:255, SL:0, Skills:Arms Master, Crusader, Thvy:0 2. Name:Cecil (from FF4), Class:Paladin, Lvl:255, Mgt:178, Int:100, Per:100, End:99, Spd:15, Acy:178, Luc:100, Hp:6347, Sp:3486, AC:255, SL:7, Skills:Cartographer, Mountaineer Thvy:0 3. Name:Artemis (from Greek myth), Class:Archer, Lvl:255, Mgt:178, Int:100, Per:100, End:99, Spd:19, Acy:178, Luc:100, Hp:6347, Sp:3486, AC:255, SL:7, Skills:Pathfinder Thvy:0 4. Name:Gandalf (from The Hobbit), Class:Cleric, Lvl:255, Mgt:100, Int:173, Per:100, End:100, Spd:11, Acy:100, Luc:99, Hp:5837, Sp:3570, AC:255, SL:9, Skills:None, Thvy:0 5. Name:Tika (from the DragonLance Series), Class:Sorcerer, Lvl:255, Mgt:100, Int:178, Per:105, End:99, Spd:20, Acy:100, Luc:99, Hp:5305, Sp:4845, AC:255, SL:9, Skills:Diplomat, Linguist, Thvy:0 6. Name:Edge (from FF4), Class:Ninja, Lvl:255, Mgt:100, Int:100, Per:100, End:100, Spd:19, Acy:100, Luc:100, Hp:5837, Sp:0, AC:255, SL:0, Skills:Navigator, Thvy:255 7. Name:Irvine (from FF8), originally Holey Moley, Class:Cleric, Lvl:148, Mgt:17, Int:90, Per:27, End:19, Spd:36, Acy:17, Luc:25, Hp:2575, Sp:1332, AC:255, SL:9, Skills:Gambler, Diplomat, Thvy:0 8. Name:Mr. Wizard (kept it the same), originally Mr. Wizard, Class:Sorcerer, Lvl:136, Mgt:21, Int:163, Per:21, End:45, Spd:60, Acy:21, Luc:50, Hp:2715, Sp:2448, AC:255, SL:9, Skills:Merchant, Linguist, Thvy:0 5. Award List It is a shame in Might and Magic 2, you don't get a list of awards that you get when you do certain things in the game. The award list came out in MM3. So I decided to make up some awards. If you have any awards that would be good, send them to me. If you see a CD by any awards, that means I have accomplished that award. Beaten the game: CD Killed 200+ Lich Lords: CD Killed 200+ Devil Kings: Killed 200+ Cuisinarts: CD (took me about 60-80 rounds) Killed 200+ Time Lords: (I got down to about 130 before I had to bail out) Killed the Mega Dragon: (I got him down to 8000 hp before I died) Completed Mark's Quest: CD Found Meenu: CD Completed Nordon and Nordanna's Quests: CD Gotten all of the Hirelings: CD Completed a Page quest for both kings: CD Completed a Squire quest for both kings: CD Completed a Knight quest for both kings: CD Completed both Lord quests: CD Gotten the Loincloth and the Phaser: CD 6. Monster List Here is my monster list for the game. As of 3/12/01 it is very incomplete, seeing that I have info for only 30-40 monsters when there are over 200 (I will try to update as soon as possible). In the list I have included in this order: Hp, AC, Undead, Special power ,Bonus on Touch, and Magic resistance. All of this info is off the game itself. Also if you see this: !(monsters name)!, that means the monster is really powerful. Also there will be side notes if needed. I.E.: !Ancient Dragon!:5000,50,N,Y,N,Y (Can use energy breath) P.S.: Pluses mean you can actually fight that monster, minuses mean you cannot. A +Acidic Blob:60,15,N,Y,N,N (sprays acid) -Acwalandar:"Lord Acwalandar" +Air Elemental:250,26,N,Y,N,Y +Alien Probe!:500,31,N,Y,N,Y (casts incinerate) +Amazon:90,12,N,Y,N,N (only females can hurt it) +Ancient Dragon!: 5000,50,N,Y,N,Y (can use energy breath) +Apparation:100,20,Y,Y,Y,Y (can age characters) +Aquasaurus:160,25,N,Y,N,N +Arachnoid:45,8,N,Y,Y,N (can poison characters) +Archer:250,31,N,Y,N,Y (casts lightning bolts) +Armored Dragon:216,31,N,Y,N,Y (breathes gas) +Assassin:100,22,N,Y,Y,N +Avenger:160,23,N,Y,N,Y B +Barbarian:200,16,N,Y,N,Y +Baron Wilfrey:300,50,N,Y,N,N +Beggar:10,4,N,Y,Y,N +Bloodsucker:1,10,N,Y,Y,N (characters can lose statistics) +Bonehead:90,20,Y,Y,Y,Y (possible explosion, can curse characters) +Bozorc the Orc:200,25,N,Y,Y,N +Brain Eater:10,5,Y,Y,Y,Y +Brainless One:20,6,N,Y,N,N +Brutal Bruno: +Burglar:22,5,N,Y,Y,N (character can lose all gold when hit) C +Canine Creep:64,15,N,Y,N,N +Carnage Spirit:25,8,Y,Y,Y,Y (only females can physically attack it, you can lose statistics) +Castle Guard:70,17,N,Y,N,N +Cat Corpse:40,10,Y,Y,N,Y +Cat from Hell!:2000,40,N,Y,Y,Y (casts and invokes power, characters can lose experience) +Cavalier:70,17,N,Y,Y,Y +Champion:80,20,N,Y,N,Y +Chancellor:90,20,N,Y,N,Y +Cloud Dragon:160,19,N,Y,N,Y +Cockatrice:50,10,N,Y,Y,N (can turn characters to stone) +Coffin Creep:50,6,Y,Y,N,Y (drains spell points) +Conjurer:12,3,N,Y,N,N (casts energy blasts) +Court Bowman:150,25,N,Y,N,N +Court Jester:80,17,N,Y,Y,Y (scrambles items) +Court Mage:100,19,N,Y,N,Y (casts super shock) +Cosmic Sludge:130,25,N,Y,Y,N (can disease, can't be physically harmed) +Crazed Dwarf:45,7,N,Y,N,N (can frenzy) +Crazed Native:30,8,N,Y,N,Y (can frenzy) +Cripple:1,1,N,Y,Y,N +Cron Man Trap:400,21,N,Y,N,N (can explode) +Crusader:200,29,N,Y,N,Y +Crypt Fiend:150,32,Y,Y,Y,Y (characters can lose statistics) +Cuisinart!:1000,60,N,Y,N,Y (can frenzy) +Cursed Corpse:60,8,Y,Y,Y,Y (can curse characters, only males can physically attack it) +Cursed Slayer:50,13,N,Y,Y,Y (can curse characters) D +Dagger Jaw:360,22,N,Y,Y,N (can poison characters) +Dancing Bones:35,4,Y,Y,N,Y +Dancing Dead:45,6,Y,Y,Y,Y (can disease characters) +Dark Knight!:700,60,N,Y,Y,Y (you can lose levels) +Dawn:300,25,N,Y,Y,Y (breathes gas) +Dead Head:250,15,N,Y,Y,N (you can lose exp. when hit) +Deadly Rattler:40,5,N,Y,Y,N +Death in a Box!:2000,40,N,Y,Y,Y (can eradicate) +Death's Agent!:600,40,N,Y,Y,Y (ages characters) +Demon Soldier:200,22,N,Y,N,Y +Devil King!:5000,60,N,Y,Y,Y (can eradicate) +Devil's Envoy!:500,40,N,Y,Y,Y (casts fireballs) +Devil's Mouse!:500,31,N,Y,Y,Y +Dinobug:100,10,N,Y,N,N +Dinosaur:250,16,N,Y,N,N +Dino Spider!:250,20,N,Y,Y,N (poison spray, can poison characters) +Dragon Lord!:340,40,N,Y,Y,Y (can turn you to stone) +Dread Knight: +Druid:40,9,N,Y,N,Y +Dwarven Elder:300,24,N,Y,N,Y +Dwarven Knight:100,23,N,Y,N,Y E +Earth Elemental:250,26,N,Y,N,Y (breathes acid) +Earth Wyrm:130,19,N,Y,N,Y (fire breath) +Element Hydra!:600,40,N,Y,N,Y (breathes energy) +Elf Warrior:120,22,N,Y,N,N +Elven Archer!:1000,40,N,Y,N,Y +Enchantress:100,13,N,Y,Y,Y (you can lose spell points) +Endless Knight:300,50,N,Y,N,N +Ethereal Being:250,70,N,Y,Y,Y (characters can lose levels) F +Fire Devil:150,22,N,Y,N,Y +Fire Dragon!:300,25,N,Y,N,Y (fire breath) +Fire Fairy:230,22,N,Y,Y,Y (characters can lose all gems when hit) +Fire Elemental:250,26,N,Y,N,Y (breathes fire) +Flaming Fear:70,18,N,Y,N,Y (breathes fire) +Flesh Eater:6,4,Y,Y,Y,N (can disease characters) +Fool:6,4,N,Y,N,N +Foot Soldier:35,10,N,Y,N,N +Friar:20,3,N,Y,N,N +Frost Dragon:250,22,N,Y,N,Y G +Gargoyle:50,10,N,Y,Y,Y (paralyzes characters) +Ghost:200,17,Y,Y,Y,Y (ages characters, can't be physically harmed) +Ghoul:25,7,Y,Y,Y,N (can paralyze characters) +Giant Beetle:10,7,N,Y,N,N +Giant Lizard:40,8,N,Y,N,N +Giant Ogre:70,8,N,Y,N,Y +Giant Scorpion:60,11,N,Y,Y,N (can poison characters) +Gnome:40,10,N,Y,Y,Y (steals gold) +Gnome Elder:20,4,N,Y,N,Y +Goblin:6,6,N,Y,N,N +Gorgon:150,14,N,Y,N,Y (can turn characters to stone) -Gralkor:"Lord Gralkor" +Gravewalker:70,15,Y,Y,Y,Y (you can lose levels) +Greedy Snitch:12,4,N,Y,Y,N (steals food) +Griffin:150,20,N,Y,Y,Y (can turn you to stone) +Grim Reaper:70,16,Y,Y,Y,Y (casts fingers of death) +Guardian:150,13,N,Y,N,Y (breathes gas) +Guardian Hound!:200,15,N,Y,N,Y (acid breath) H +Hatchet Man:200,25,N,Y,Y,N (assassination) +Hermit:30,9,N,Y,Y,N (steals items) +High Priest!:1000,32,N,Y,N,Y (casts and invokes power) +Hill Giant:120,17,N,Y,N,N +Holy Man:100,20,N,Y,N,Y (casts and invokes power) +Holy Warrior!:1000,80,N,Y,N,Y +Horned Fiend:80,18,N,Y,Y,Y (can turn characters to stone, characters can lose statistics) +Horvath,the!:400,50,N,Y,Y,Y (can paralyze) +Hunchback:35,3,N,Y,N,N +Hungry Plant:10,4,N,Y,Y,Y (can poison characters) +Hypno Beetle:20,8,N,Y,Y,N (casts sleep) I +Illusionist:45,11,N,Y,Y,Y (drains spell level - lasting for that fight) +Inept Wizard:2,2,N,Y,N,N (spell casting) +Insect Plague:35,3,N,Y,N,N +Iron Wizard:80,21,N,Y,N,N (casts fireballs, can't be physically harmed) J +Jouster!:500,50,N,Y,N,Y +Juggler:20,4,N,Y,N,Y K +Kensai!:500,40,N,Y,N,N +Killer Bees:40,9,N,Y,Y,N (can swarm) +Killer Cadaver:30,6,Y,Y,Y,N (possible explosion) +Killer Canine:50,13,N,Y,N,N +Killer Cobra:50,10,N,Y,Y,N (can poison characters) +Kobold:8,6,N,Y,N,N +Kobold Captain:28,8,N,Y,N,N L +Leper:40,5,N,Y,Y,N (can disease characters) +Leprechaun:40,28,N,Y,Y,Y +Lich Lord!:2000,40,Y,Y,Y,Y (can eradicate, casts implosion) +Lightning Bugs:80,19,N,Y,N,N (lightning breath) +Living Dead!:180,50,Y,Y,Y,Y (characters can die when hit) +Lord Acwalandar!:2000,80,N,Y,Y,Y (can eradicate) +Lord Gralkor!:1700,70,N,Y,Y,Y (can eradicate) +Lord Pyrannaste!:1500,60,N,Y,Y,Y (can eradicate) +Lord Shalwend!:1000,70,N,Y,Y,Y (can eradicate) +Lost Soul:80,18,Y,Y,Y,Y (can age characters) +Lucky Dog:70,20,N,Y,Y,Y (juggles party) M +Mad Peasant:60,13,N,Y,N,N (can frenzy) +Magic Serpent!:800.40,N,Y,N,Y (energy breath) +Man-at-arms:20,9,N,Y,N,N +Mandagual:100,20,N,Y,Y,N +Master Ninja!:1000,60,N,Y,Y,Y (can assassinate) +Master Robber!:1000,40,N,Y,Y,Y (character loses valuables) +Mega Dragon!:64000,250,N,Y,Y,Y (can eradicate) +Mega Troll!:2500,50,N,Y,N,Y +Melting Man:130,22,N,Y,Y,N (can paralyze characters) +Merchant:6,5,N,Y,N,N +Mini-Rex:10,6,N,Y,N,N +Minor Demon:50,13,N,Y,N,Y (casts energy blasts) +Minor Devil:60,16,N,Y,N,Y (casts fireballs) +Minotaur:150,30,N,Y,Y,Y (casts fireballs) +Mist Rider:350,50,N,Y,N,Y (breathes cold) +Mist Warrior:350,30,N,Y,N,Y +Monster Masher!:500,40,N,Y,Y,N (casts disintegration) +Mountain Man:90,11,N,Y,N,N +Mounted Patrol:70,22,N,Y,N,N +Mugger:10,6,N,Y,Y,N +Mummy:150,11,Y,Y,Y,Y +Mutant:70,16,N,Y,N,Y (casts energy blast) +Mutant Swine:50,8,N,Y,N,N +Mystic Clown!:100,16,N,Y,Y,Y (characters can lose all food, all gems, all gold, levels, statistics or backpack when hit, can cast silence, characters can collapse or turn to stone, can juggle party, can eradicate, can scramble items) N +Nasty Witch:38,7,N,Y,N,Y +Necromancer:60,13,N,Y,N,Y +Neophyte Thief:14,6,N,Y,Y,N +Night Stalker:60,14,Y,Y,Y,N +Ninja:35,15,N,Y,Y,Y (assassination) O +Old Miser:1,4,N,Y,N,N +Ooze Warrior:350,22,N,Y,Y,N (sprays acid) +Orb Guardian:~200,?,?,?,?,? (characters can lose spell points, no magic allowed) +Orc:20,6,N,Y,N,N +Orc God!:50000,40,N,Y,N,Y P +Paladin:120,24,N,Y,N,Y +Pegasus:120,26,N,Y,N,Y +Phantasm:12,7,Y,Y,N,N +Phantom:64,19,Y,Y,Y,Y (drains spell points, characters can lose spell points) +Phase Spirit!:200,60,Y,Y,Y,Y (characters can lose spell points, can't be physically harmed) +Pixie:90,20,N,Y,Y,Y (casts curse) +Plant Golem:250,30,N,Y,N,Y (can't be physically attacked) +Poltergeist:8,6,Y,Y,N,Y +Priest:100,20,N,Y,N,N -Pyrannaste:"Lord Pyrannaste" +Pyro Hydra:80,15,N,Y,N,Y Q R +Rabid Rodent:20,3,N,Y,Y,N (can disease) +Ranger:28,7,N,Y,N,Y +Reptoid!:2500,32,N,Y,N,Y +Roc:400,21,N,Y,N,N +Royal Horseman:250,32,N,Y,N,N S +Screaming Pods:15,4,N,Y,Y,N +Seductress:60,9,N,Y,Y,Y (casts paralyze) +Sewer Rat:8,2,N,Y,Y,N +Shadow Rogue:150,23,N,Y,Y,N (steals gold, character can lose all gold when hit) -Shalwend:"Lord Shalwend" +Shaman:45,8,N,Y,N,Y +Skeleton:6,5,Y,Y,N,N +Slasher:60,11,Y,Y,Y,N +Sludge Beast:20,4,N,Y,Y,Y (acid spray) +Snapping Spore:40,6,N,Y,N,N (possible explosion) +Snowbeast(s),the:~65,?,?,?,?,?(no magic allowed) +Soldier:25,8,N,Y,N,Y +Sorcerer:300,24,N,Y,N,Y +Sorceress:150,18,N,Y,N,Y +Spido Bug:300,22,N,Y,Y,N (can poison characters) +Sprite:12,8,N,Y,N,N +Squire:40,10,N,Y,N,N +Stalker:140,24,N,Y,N,N +Stone Golem:250,30,N,Y,N,Y (can't be physically attacked) +Strangler:80,18,N,Y,Y,N (casts paralyze) +Super Sprite:40,10,N,Y,Y,Y(can curse) +Swamp Beast:100,11,N,Y,N,N (sprays acid) +Swamp Dog:40,7,N,Y,Y,N (can disease characters) +Swamp Thing:70,11,N,Y,Y,N (sprays poison) +Swarming Wasps:50,15,N,Y,Y,N (swarm) T +Thief:50,16,N,Y,Y,N (character can lose all gems when hit) +Thug Leader:220,22,N,Y,Y,N (characters can collapse when hit) +Thug Trainee:18,7,N,Y,N,N +Time Lord!:3000,110,N,Y,Y,Y (casts and invokes power, every single bad status effect, gold, gem or valuable steal) +Titan!:2000,40,N,Y,Y,Y (characters can collapse when hit) +Trickster:90,19,N,Y,Y,N (character can lose all gems) +Troll:70,13,N,Y,N,N +Troubadour:120,16,N,Y,N,N +Tyrannosaurus!:500,24,N,Y,N,N U V +Valiant Knight:300,32,N,Y,N,Y +Vampire:250,24,Y,Y,Y,Y (casts lightning bolts, you can lose statistics)) +Vampiric Rat:45,9,N,Y,N,N +Viking:80,14,N,Y,N,N W +Warbot!:300,25,N,Y,N,Y (can disintegrate characters) +War Eagle:300,21,N,Y,N,N +Warlock:90,20,N,Y,N,Y +Warrior Boar:60,11,N,Y,N,N +Warrior Maiden:50,19,N,Y,N,Y +Water Elemental:250,26,N,Y,N,Y (breathes cold) +Werebat:35,13,N,Y,Y,Y (can disease) +Werebull:62,10,N,Y,Y,Y (can disease) +Werewolf:70,17,N,Y,Y,Y +White Knight:100,18,N,Y,N,Y (Only males can hurt it) +Wind Mare:50,15,N,Y,Y,Y (characters can fall asleep) +Winged Steed:30,6,N,Y,N,Y +Witch's Cat:4,3,N,Y,N,N +Wizard:150,22,N,Y,N,Y +Woodsman:50,10,N,Y,N,Y +Wraith:50,10,Y,Y,Y,Y (ages characters) +Wyvern:100,15,N,Y,Y,N (can poison characters) X Y Z +Zombie:20,7,Y,Y,Y,Y Explanations: swarm, breathes, sprays = attacks the whole group collapse = unconscious juggle = changes the order of the party casts and invokes power = mostly a very powerful hit lose statistics = lose levels and/or statistics 7.Credits, Disclaimers, Copyrights, etc. Copyright notice: This FAQ is copyrighted to me, Chase Danker, on 3/12/01. Right now only Gamefaqs.com can only post this on their website. If you want it on your website, ask me to do so. If you are going to use info posted in this FAQ, ask me first and also give me credit. In no way conceivable can anyone use this FAQ for profit, not even one cent. Finally, Gamefaqs.com will always have the most updated version of this FAQ, so look their first. Credits:1. CJayC (for making the great game info website called Gamefaqs.com) 2. New World Computing (for making the great game series Might and Magic) 3. The people at Project64.c64.org (for letting me use the spell info) 4. Vgmusic.com (for having some damn fine video game midis. They help me concentrate while I type :-) 5. To Joseph Christopher (for making some great FAQ's, especially the MvC2 Crowd Pleasers guide, I give little kids a show when I play :-). Also, for inspiring me to write my FAQ and other FAQ's that I have planned.) 6. Finally, my hands (for not falling off after typing for two hours straight :-P) 7. Lazy Oli, for his help with the monster list. Questions, Comments, Suggestions, etc. Send me an E-mail at Solberg777@aol.com Bye! :-)