User manual GAMES PC MIGHT AND MAGIC I
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Manual abstract: user guide GAMES PC MIGHT AND MAGIC I
Detailed instructions for use are in the User's Guide.
[. . . ] Might and Magic
Book One Secret of the Inner Sanctum
A Fantasy Role-Playing Simulation By Jon Van Caneghem
©1987 JON VAN CANEGHEM SECOND EDITION The enclosed software program and this book are copyrighted. This book may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part, without prior written consent from New World Computing, Inc. Portions of the program accompanying this book may be copied, by the original purchaser only, as necessary for use on the computer for which it was purchased. CREDITS Designed and Created by: Jon and Michaela Van Caneghem Programming: Jon Van Caneghem Computer Graphics: Joe Ferreira (Pendragon Studios), Vincent DeQuattro, Jr. , Jon and Michaela Van Caneghem Graphic Art Designed and Produced by: Focus On Design Book Illustrations: Vincent DeQuattro, Jr. [. . . ] In general, the more dangerous an area is, the more treasure you can expect to find there. . . if you survive. Towns are important because they contain: Shops where food, weapons, armor and other equipment may be purchased. Temples where sick or injured characters may be healed. Training grounds where characters may advance to higher experience levels, provided they have the required number of experience points. Inns where characters must be taken for safe harbor at the end of each game session, if the game information is to be saved. Underground caverns and dungeons contain multiple levels, with the danger (and possible gains) increasing at each lower level. Mountains and bodies of water frequently offer only one route of passage, which may be heavily guarded by dangerous monsters. While detailed maps of the world provide you with a certain measure of security, they by no means guarantee your safety. Monsters may take up residence at any time in areas that were once free of danger. Magical portals may appear and disappear at random. Follow your maps, but be prepared to improvise.
Your Characters
Any character that you create - regardless of class, race, alignment or sex - starts out a little wet behind the ears. He/she is 18 years old and is at experience level 1. A character's EXPERIENCE LEVEL is a measure of that character's power and abilities. It reflects the amount of adventuring and combat experience which the character has gained while traveling, measured in EXPERIENCE POINTS. At higher experience levels, a character is able to cast more powerful spells, is able to inflict greater damage in battle, and is able to sustain more damage from physical attack. A character rises to the next experience level only when he/she has accumulated the required number of experience points from defeating monsters in battle, completing quests, or performing other deeds of heroism. A character is defined by CLASS, RACE, ALIGNMENT and SEX, with class being the most significant characteristic. Class is determined by the number rating of 1-3 of the character's 7 VITAL STATISTICS. These 13 statistics are the character's PRIME STATISTICS. It is important to note that while all characters of a particular class share certain abilities and limitations (imposed by their prime statistics) they are not all identical. . . particularly as the game progresses and they gain in experience at different rates. Other vital statistics, as well as the character's race, also subtly affect a character's abilities. [. . . ] 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: Psychic Protection COST: 4 SP+2 Gems TYPE: Anytime OBJECT: Entire party DESCRIPTION: Grants all characters immunity from mind influencing spells for 1 day. NAME: Shield COST: 4 SP+2 Gems 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+2 Gems TYPE: Combat OBJECT: Entire party DESCRIPTION: Creates a warp in time that enables the party to retreat safely from most battles.
Level 5 Sorceror 1. [. . . ]
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