Might & Magic
Book One: Secret of the Inner Sanctum
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.
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.
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
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
Good:
Neutral:
Evil:
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.
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.
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
Coming Soon.