Might & Magic II
Gates to Another World
To this date, Gates to Another World still ranks as my all-time favorite RPG game hands down. While the graphics and soundtrack remain very dated, the storyline, game-play and innovations still make it a worthwhile game for today's gamers. Prior to this game, all RPG fans were forced to use pencil and paper to track their whereabouts, but NWC's innovative auto-mapping (via cartography) made all RPG's much more accessible to fans worldwide.
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 (except class specific armor or non-matching alignment)
Weapons: Any (except class specific or non-matching alignment)
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 (except class specific armor or non-matching alignment)
Weapons: Any (except missile weapons during melee combat, class specific or non-matching alignment)
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 (except class specific armor or non-matching alignment)
Weapons: Any (except class specific or non-matching alignment)
Special Ability: Gains access to limited Sorcerer spells at higher levels, can use missile weapons during melee combat
Robber:
Prime Statistic: LUCK
Hit Points per Level: 1-8
Spell Skills: None
Armor: Chain Mail or lower and Shields
Weapons: Sling, Crossbow and one-handed weapons
Special Ability: Lock Picking and Disarm Traps skills increase at higher levels. Backstabs, if successful, deals double damage.
Cleric:
Prime Statistic: PERSONALITY
Hit Points per Level: 1-8
Spell Skills: Clerical
Armor: Splint Mail or lighter and Shields
Weapons: Blunt weaponry: Club, Mace, Cudgel, Whip, Maul, Flail, Staff & 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, Whip, Staff, Knife, Dagger and Blowpipe missile weapon
Special Ability: Unlimited Sorcerer spells
Ninja:
Prime Statistic: ALL
Hit Points per Level: 1-8
Spell Skills: None
Armor: Ring Mail or lighter, no shields.
Weapons: Most one-handed weapons, class-specific swords, Staff, Naginata and most missile weapons
Special Ability: Pick locks, find traps, backstab: all to a lesser degree than the Robber. Assassinate: Deals additional damage.
Barbarian:
Prime Statistic: ENDURANCE
Hit Points per Level: 1-12
Spell Skills: None
Armor: Scale armor or lighter, most shields.
Weapons: Most weapons but not swords. Missile weapons limited to Sling and Blowpipe.
Special Ability: None
Human: Strong resistance to SLEEP and POISON.
No additional modifiers
Elf: Some resistance to SLEEP.
+1 Intellect
+1 Accuracy
-1 Might
-1 Endurance
Dwarf: Strong 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: Some resistance to SLEEP and POISON.
+1 Might
+1 Endurance
-1 Intellect
-1 Personality
-1 Luck
Good / Neutral / Evil: Alignment does not affect character performance or statistic. However, many items have natural alignments that must match the character's alignment in order to be equipped. There are also locations that block access to characters of certain alignments. It is, however, possible to alter one's alignment during the game via certain locations.
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. It is also possible to alter one's gender at certain in-game locations.
Middlegate: Located in area C2, this is your starting town. Town Portal spell links Middlegate to number 1.
Atlantium: The most advanced of the 5 towns, Atlantium is on an island in area A4. Linked to number 2 for Town Portal.
Tundara: Locked in a world of ice, Tundara is in area A1 and is town number 3 for Town Portal.
Vulcania: Seated in the midst of smoldering volcanoes and lava lakes in area E1. Number 4 for Town Portal.
Sandsobar: Surrounded by earth-shattering earthquakes, Sandsobar rests near Castle Hillstone in area E4 and is number 5 for Town Portal.
Clerical Spells:
Level 1
1: Apparition
cost: 1 sp
type: Combat
object: 10 monsters
description: Strikes fear into enemies reducing their chance to hit.
2: Awaken
cost: 1 sp
type: Anytime
object: All sleeping party members
description: Cancels the sleep spell.
3: Bless
cost: 1 sp
type: Combat
object: Entire Party
description: Increases accuracy for all party members for duration of combat increasing their chances to hit.
4: First Aid
cost: 1 sp
type: Anytime
object: 1 character
description: Restores 8 hit points to one character. Most economical healing spell in terms of spell cost.
5: Light
cost: 1 sp
type: Non-combat
object: Entire party
description: Lights up location party is standing upon and follows them around. Short duration.
6: Power Cure
cost: 1 sp / level + 1 gem
type: Anytime
object: 1 character
description: Restores 1-10 hit points PER LEVEL to one character.
7: Turn Undead
cost: 1 sp
type: Combat
object: All Undead monsters
description: Instantly destroys some or all Undead monsters. Higher caster level increases chance to destroy.
Level 2
1: Cure Wounds
2: Heroism
3: Nature's Gate
4: Pain
5: Protection from Elements
6: Silence
7: Weaken
Level 3
1: Cold Ray
2: Create Food
3: Cure Poison
4: Immobilize
5: Lasting Light
6: Walk on Water
Level 4
1: Acid Spray
2: Air Transmutation
3: Cure Disease
4: Restore Alignment
5: Surface
6: Holy Bonus
Level 5
1: Air Encasement
2: Deadly Swarm
3: Frenzy
4: Paralyze
5: Remove Condition
Level 6
1: Earth Transmutation
2: Rejuvenate
3: Stone to Flesh
4: Water Encasement
5: Water Transmutation
Level 7
1: Earth Encasement
2: Fiery Flail
3: Moon Ray
4: Raise Dead
Level 8
1: Fire Encasement
2: Fire Transmutation
3: Mass Distortion
4: Town Portal
Level 9
1: Divine Intervention
2: Holy Word
3: Resurrection
4: Uncurse Item
Sorcerer Spells:
Level 1
1: Awaken
2: Detect Magic
3: Energy Blast
4: Flame Arrow
5: Light
6: Location
7: Sleep
Level 2
1: Eagle Eye
2: Electric Arrow
3: Identify Monster
4: Jump
5: Levitate
6: Lloyd's Beacon
7: Protection from Magic
Level 3
1: Acid Stream
2: Fly
3: Invisibility
4: Lightning Bolt
5: Web
6: Wizard Eye
Level 4
1: Cold Beam
2: Feeble Mind
3: Fireball
4: Guard Dog
5: Shield
6: Time Distortion
Level 5
1: Disrupt
2: Fingers of Death
3: Sand Storm
4: Shelter
5: Teleport
Level 6
1: Disintegration
2: Entrapment
3: Fantastic Freeze
4: Recharge Item
5: Super Shock
Level 7
1: Dancing Sword
2: Duplication
3: Etherealize
4: Prismatic Light
Level 8
1: Incinerate
2: Mega Volts
3: Meteor Shower
4: Power Shield
Level 9
1: Implosion
2: Inferno
3: Star Burst
4: Enchant Item
Coming Soon.