User manual GAMES PC MIGHT AND MAGIC II

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[. . . ] Might and Magic II Gates to Another World A Fantasy Role-Playing Simulation By Jon Van Caneghem Prologue An account of Corak the Mysterious' unsettling disappearance as told by his apprentice, Gwyndon the Young: Corak has always held many dire secrets, but recently he had shown signs of being outwardly distressed. This troubled me greatly as what could disturb one so powerful and composed as Corak the Mysterious?Was he not only High Priest as well as being regarded by all as a most accomplished warrior and being the most powerful Archmage other than King Kalohn the Vanquished?He was all that the knowledgeable strive to be and what the ignorant claim to be. [. . . ] ATTACK A Character attacks monster in the A position, with whatever weapon he/she has equipped. If the monster in the A position dies as a result of the attack, all other monsters move up one position. FIGHT F Character attacks monster in any hand-tohand battle position, with whatever weapon he/she has equipped. This command appears for any party member who has a missile weapon equipped and is not engaged in hand-to-hand combat. It also appears for an archer, even if engaged in hand-to-hand combat. Press ESC before selecting a monster to abort the command and return to the combat options list. Prompts ask for spell level, spell number, and any other information required. Press ESC before entering final spell information, to abort command and return to the combat options list. USE U Character activates special power for any item in his/her possession. A prompt shows all items in character's possession and asks which is to be used. Press ESC before selecting an item to abort the command and return to the combat options list. a) and the party wins, he/she will rendezvous with party after combat. b) and the party dies, he/she can attempt to return to an inn and revive the party. c) and the rest of the party succeeds in running, all will regroup immediately after combat. 16 EXCHANGE E Character changes battle position with any other member of the party. Press ESC before selecting the exchange party member to abort the command and return to the combat options list for another selection. Other Options: DELAY D Allows you to set the duration of on-screen messages to any number between 0 and 9. (0 is the shortest duration, 5 is the default. ) PROTECT P Allows you to see all currently active spells which cover your entire party. QUICKREF Q Displays the QUICKREF list of characters in your party, including Hit Points, Spell Points, Armor Class and Condition. From this list you can view an individual Character Profile, by pressing the CHARACTER NUMBER. (See Chapter 1 for a description of the Character Profile. ) From the Character Profile, you may type & to return to the Quickref screen, or press ESC to return to combat. For Advanced Players To speed up combat, hold down CTRL and A together. The character with the combat initiative will: - attack the monster in position A, if engaged in hand-to-hand combat: - shoot the monster in position A, if not in hand-to-hand combat but in possession of a missile weapon; - block, if neither in hand-to-hand combat nor in possession of a missile weapon. [. . . ] 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. 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. 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. 38 Sorcerer Spells Level 5 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. [. . . ]

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