Might and Magic II: Gates to Another World 
FAQ by: Chase Danker a.k.a. C. Danker
Version 1.0 3/12/01

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.

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 FF7), 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)

A
!Ancient Dragon!: 5000,50,N,Y,N,Y (can use energy breath)
Apparation:100,20,Y,Y,Y,Y
Amazon:90,12,N,Y,N,N (only females can hurt it)
Air Elemental:250,26,N,Y,N,Y

B
Brainless One:20,6,N,Y,N,N
Bozorc the Orc:200,25,N,Y,Y,N
Beggar:10,4,N,Y,Y,N

C
Carnage Spirit:25,8,Y,Y,Y,Y (only females can physically attack it)
Court Jester:80,17,N,Y,Y,Y
Cavalier:70,17,N,Y,Y,Y
Crazed Native:30,8,N,Y,N,Y (can frenzy)
Cloud Dragon:160,19,N,Y,N,Y
Chancellor:90,20,N,Y,N,Y
Court Bowman:150,25,N,Y,N,N
Cosmic Sludge:130,25,N,Y,Y,N (can disease, can't be physically harmed)
Crusader:200,29,N,Y,N,Y

D
Dead Head:250,15,N,Y,Y,N (you can lose exp. when hit)
!Dragon Lord!:340,40,N,Y,Y,Y (can turn you to stone)
!Dino Spider!:250,20,N,Y,Y,N (poison spray,can poison characters)
Dagger Jaw:360,22,N,Y,Y,N (can poison characters)

E
Earth Wyrm:130,19,N,Y,N,Y (fire breath)

F
Friar:20,3,N,Y,N,N
Fire Fairy:230,22,N,Y,Y,Y
Frost Dragon:250,22,N,Y,N,Y
Flaming Fear:70,18,N,Y,N,Y
Fire Devil:150,22,N,Y,N,Y
Foot Soldier:35,10,N,Y,N,N
!Fire Dragon!:300,25,N,Y,N,Y (fire breath)

G
Giant Lizard:40,8,N,Y,N,N
!Guardian Hound!:200,15,N,Y,N,Y (acid breath)
Ghoul:25,7,Y,Y,Y,N
Goblin:6,6,N,Y,N,N
Grim Reaper:70,16,Y,Y,Y,Y
Greedy Snitch:12,4,N,Y,Y,N

H
Horned Fiend:80,18,N,Y,Y,Y
Hungry Plant:10,4,N,Y,Y,Y
Hatchet Man:200,25,N,Y,Y,N (assassination)

I
Inept Wizard:2,2,N,Y,N,N (spell casting)

J
Juggler:20,4,N,Y,N,Y

K
Kobold:8,6,N,Y,N,N
Kobold Captain:28,8,N,Y,N,N
Killer Cadaver:30,6,Y,Y,Y,N (possible explosion)

L
Lightning Bugs:80,19,N,Y,N,N (lightning breath)
!Lich Lord!:2000,40,Y,Y,Y,Y (can eradicate, casts implosion)

M
!Magic Serpent!:800.40,N,Y,N,Y (energy breath)
!Monster Masher!:500,40,N,Y,Y,N (casts disintegration)
Mummy:150,11,Y,Y,Y,Y
Man-at-arms:20,9,N,Y,N,N

N
Ninja:35,15,N,Y,Y,Y (assassination)

O
Orc:20,6,N,Y,N,N
Old Miser:1,4,N,Y,N,N
!Orc God!:50000,40,N,Y,N,Y

P
Poltergeist:8,6,Y,Y,N,Y
Priest:100,20,N,Y,N,N
Plant Golem:250,30,N,Y,N,Y (can't be physically attacked)

Q

R
Ranger:28,7,N,Y,N,Y
Rabid Rodent:20,3,N,Y,Y,N (can disease)

S
Sewer Rat:8,2,N,Y,Y,N
Soldier:25,8,N,Y,N,Y
Stone Golem:250,30,N,Y,N,Y (can't be physically attacked)
Squire:40,10,N,Y,N,N
Sludge Beast:20,4,N,Y,Y,Y (acid spray)
Shadow Rogue:150,23,N,Y,Y,N (steals gold)

T
!Tyrannosaurus!:500,24,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)

U

V

W
Winged Steed:30,6,N,Y,N,Y
White Knight:100,18,N,Y,N,Y (Only males can hurt it)
Wyvern:100,15,N,Y,Y,N
Wraith:50,10,Y,Y,Y,Y (ages characters)
Werebat:35,13,N,Y,Y,Y (can disease)
!Warbot!:300,25,N,Y,N,Y (can disintegrate characters)

X

Y

Z

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)

Questions, Comments, Suggestions, etc. 
Send me an E-mail at Solberg777@aol.com
Bye! :-)
 
