Might & Magic

Book One:  Secret of the Inner Sanctum

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I'll include some basic information here for new players to the series.  However, it's been many years since I've played Might and Magic 1, so it will be fairly limited information.  Once I get the time to go back and replay it yet again, I'll update this page.  Until then, fire it up and give it a shot.  It is a pretty basic game, but for it's time it was well ahead of the curve.


Character Statistics

Character Classes

Races

Alignments

Sex

Starting Party

Towns

Spells

Maps


Character Statistics

Intellect:   Intellect has a direct influence on the spell points for both Archers and Sorcerers.  Clerics, Paladins, Knights and Robbers can mostly ignore this statistic.

Might:   Directly affects the amount of physical damage inflicted on attacks.  Limited importance to Clerics and Sorcerers, but a Prime Statistic for both the Knight and the Paladin.

Personality:   The Prime Statistic for the Cleric, Personality directly affects how many spell points a Cleric and a Paladin possess.  Other classes should focus their statistics in more important areas.

Endurance:   Endurance affects the amount of Hit Points a Character receives.  While a Prime Statistic for the Paladin, it's of vital importance to ALL Character Classes.  Melee fighters should focus heavily on Endurance.

Speed:   Speed assists in lowering a characters' Armor Class.  It also allows for characters to act more quickly in combat.  In some cases it grants additional attacks PER attack.

Accuracy:   A Prime Statistic for the Archer.  Accuracy affects how successful an attack will be.  Characters with a low Accuracy statistic will miss their targets more often.

Luck:  Luck affects all random aspects of the game.  In general, it's believed to be of most use to the Robber and his ability to Pick Locks.


Character Classes

Knight: 

   Prime Statistic:  MIGHT

   Hit Points per Level: 1-12

   Spell Skills: None

   Armor:  Any

   Weapons:  Any

   Special Ability: Additional attacks at higher levels

Paladin: 

    Prime Statistics: MIGHT, ENDURANCE, PERSONALITY

   Hit Points per Level: 1-10

   Spell Skills:  Clerical at higher Experience Levels

  Armor:  Any

   Weapons:  Any except missile weapons during melee combat

   Special Ability:  Gains access to limited Clerical spells at higher levels

Archer: 

    Prime Statistics: INTELLECT, ACCURACY

   Hit Points per Level: 1-10

   Spell Skills: Sorcerer at higher Experience Levels

   Armor:  Chain Mail or lighter, no shields

   Weapons: Any

   Special Ability: Gains access to limited Sorcerer spells at higher levels 

Robber:

    Prime Statistic:  NONE

   Hit Points per Level:  1-8

   Spell Skills: None

   Armor: Ring Mail and Shields

   Weapons: Sling, Crossbow and one-handed weapons

   Special Ability: Lock Picking and Disarm Traps skills increase at higher levels

Cleric: 

    Prime Statistic:  PERSONALITY

   Hit Points per Level: 1-8

   Spell Skills: Clerical

   Armor: Chain Mail or lighter and Shields

   Weapons: Club, Mace, Flail, Staff, Great Hammer (no missile weapons)

   Special Ability: Unlimited Clerical spells

Sorcerer: 

    Prime Statistic: INTELLECT

   Hit Points per Level: 1-6

   Spell Skills: Sorcerer

   Armor:  Padded Armor, no shields

   Weapons: Club, Dagger, Staff (no missile weapons)

   Special Ability: Unlimited Sorcerer spells


Races

Human Strong resistance to FEAR.  Some resistance to SLEEP spells.

   No additional modifiers

Elf Strong resistance to FEAR.

   +1 Intellect

   +1 Accuracy

   -1 Might

   -1 Endurance

Dwarf Some resistance to POISON.

   +1 Endurance

   +1 Luck

   -1 Intellect

   -1 Speed

Gnome Some resistance to MAGIC spells.

   +2 Luck

   -1 Speed

   -1 Accuracy

Half-Orc Moderate resistance to SLEEP spells.

   +1 Might

   +1 Endurance

   -1 Intellect

   -1 Personality

   -1 Luck


Alignment

Good

Neutral

Evil


Sex

Male or Female:  Neither gender has any advantage over the other.  However, there are numerous locations on VARN that restricts access based on your Character's sex.  Choosing a mixed-gender party is advised.


Starting Party

 


Towns

Sorpigal:  Located in area C2, this is your starting town.  Town Portal spell links Sorpigal to number 1.

Portsmith:  Past Castle White Wolf, Portsmith is located in area B3.  Linked to number 2 for Town Portal.

Algary:  Mired in the Swamp of the Dead, Algary rests in area D4 and is town number 3 for Town Portal.

Dusk:  Parked right next to Castle Dragadune, Dusk is at the far reaches of The Invading Desert in area E1.  Number 4 for Town Portal.

Erliquin:  The wealthiest of the 5 towns, Erliquin is just south of the 2 Blackridge castles in area B1 and is number 5 for Town Portal.


Spells

Clerical Spells:

                                Level 1

   1:  Awaken

   2:  Bless

   3:  Blind

   4:  First Aid

   5:  Light

   6:  Power Cure

   7:  Protection from Fear

   8:  Turn Undead

                            Level 2

   1:  Cure Wounds

   2:  Heroism

   3:  Pain

   4:  Protection from Cold

   5:  Protection from Fire

   6:  Protection from Poison

   7:  Silence

   8:  Suggestion

                            Level 3

   1:  Create Food

   2:  Cure Blindness

   3:  Cure Paralysis

   4:  Lasting Light

   5:  Produce Flame

   6:  Produce Frost

   7:  Remove Quest

   8:  Walk on Water

                            Level 4

   1:  Cure Disease

   2:  Neutralize Poison

   3:  Protection from Acid

   4:  Protection from Electricity

   5:  Restore Alignment

   6:  Summon Lightning

   7:  Super Heroism

   8:  Surface

                            Level 5

   1:  Deadly Swarm

   2:  Dispel Magic

   3:  Paralyze

   4:  Remove Condition

   5:  Restore Energy

                            Level 6

   1:  Moon Ray

   2:  Raise Dead

   3:  Rejuvenate

   4:  Stone to Flesh

   5:  Town Portal

                            Level 7

   1:  Divine Intervention

   2:  Holy Word

   3:  Protection from Elements

   4:  Resurrection

   5:  Sun Ray

  

Sorcerer Spells: 

                            Level 1

   1:  Awaken

   2:  Detect Magic

   3:  Energy Blast

   4:  Flame Arrow

   5:  Leather Skin

   6:  Light

   7:  Location

   8:  Sleep

                            Level 2

   1:  Electric Arrow

   2:  Hypnotize

   3:  Identify Monster

   4:  Jump

   5:  Levitate

   6:  Power

   7:  Quickness

   8:  Scare

                            Level 3

   1:  Fireball

   2:  Fly

   3:  Invisibility

   4:  Lightning Bolt

   5:  Make Room

   6:  Slow

   7:  Weaken

   8:  Web

                            Level 4

   1:  Acid Arrow

   2:  Cold Beam

   3:  Feeble Mind

   4:  Freeze

   5:  Guard Dog

   6:  Psychic Protection

   7:  Shield

   8:  Time Distortion

                            Level 5

   1:  Acid Rain

   2:  Dispel Magic

   3:  Finger of Death

   4:  Shelter

   5:  Teleport

                            Level 6

   1:  Dancing Sword

   2:  Disintegration

   3:  Etherealize

   4:  Protection from Magic

   5:  Recharge Item

                            Level 7

   1:  Astral Spell

   2:  Duplication

   3:  Meteor Shower

   4:  Power Shield

   5:  Prismatic Light

 


Maps

Coming Soon.