Might and Magic Mechanics
Statistics
All statistics give bonus according to the table below. The first row is statistic barrier (or breakpoint). The second is effect you get from getting equal or bigger statistic.
Example: If 400 ≤ Might < 500, then you will get +25 to melee damage.
| Statistic | Effect |
|---|---|
| 500 | 30 |
| 400 | 25 |
| 350 | 20 |
| 300 | 19 |
| 275 | 18 |
| 250 | 17 |
| 225 | 16 |
| 200 | 15 |
| 175 | 14 |
| 150 | 13 |
| 125 | 12 |
| 100 | 11 |
| 75 | 10 |
| 50 | 9 |
| 40 | 8 |
| Statistic | Effect |
|---|---|
| 35 | 7 |
| 30 | 6 |
| 25 | 5 |
| 21 | 4 |
| 19 | 3 |
| 17 | 2 |
| 15 | 1 |
| 13 | 0 |
| 11 | -1 |
| 9 | -2 |
| 7 | -3 |
| 5 | -4 |
| 3 | -5 |
| 0 | -6 |
Values obtained from this table are referred to as "MightEffect", "IntellectEffect", etc.
- Might effect is added to melee damage.
- Intellect and/or Personality effects are multiplied by mana multiplier of character class and added to SP.
- Accuracy effect is added to Attack and Shoot.
- Endurance effect is multiplied by HP multiplier of the class and added to HP. It also decreases time of recovery from enemy attacks. The formula is 20 - EnduranceEffect. (With Endurance of 350+ the recovery is immediate).
- Speed effect is added to Armor Class and subtracted from recovery time.
- Luck effect is added to all non-zero resistances, although this is not shown in your character screen. It also protects you from bad things monsters can do to you.
Experience
N'th level takes (N-1)*1000 more experience points to achieve.
- Level 2: 1000 exp
- Level 3: 2000 more (3000 total)
- Level 4: 3000 more (6000 total)
TotalExp(N) = N * (N - 1) * 500
Chance To Hit
Monster hitting you
(5 + MonsterLevel * 2) / (10 + MonsterLevel * 2 + PlayerArmorClass)
This includes elemental ranged attacks. Only spells always hit.
You hitting monster
(15 + PlayerAttack * 2 + Bonus - DistancePenalty) / (30 + PlayerAttack * 2 + MonsterArmorClass)
- Bonus: When using a Blaster (Master/GM) it's the skill. For Blades (MM6/7) it's skill * 5.
- DistancePenalty: MonsterArmorClass / 2 at 1024–2559 units; MonsterArmorClass + 15 at 2560+ units. (Maximum engagement distance is 5119 units).
- With a Blaster (Expert+), the distance penalty isn't applied.
Spell Success
For spells like Paralyze or Slow:
- MM7/8: 30 / (30 + MonsterResistance + MonsterLevel / 4)
- MM6: 30 / (30 + MonsterResistance + MonsterLevel)
Saving Throws
Chance for enemy to succeed in a bad effect:
30 / (30 + LuckEffect + OtherEffect)
- Weak, Asleep, Drunk, Disease, Unconscious, Age: EnduranceEffect
- Curse: PersonalityEffect
- DrainSP, Dispel Magic: (Pers. + Intellect) / 2
- Insane, Paralyze, Afraid: Mind Resistance
- Stone: Earth Resistance
- Poison, Dead, Eradicated: Body Resistance
- Break Item: Item strength
- Steal Item: AccuracyEffect
- Weak, Asleep, Drunk, Disease, Unconscious, Afraid: EnduranceEffect
- Curse: PersonalityEffect
- Insane: IntellectEffect
- Poison: Poison Resistance
- Paralyze, Stone, Dead, Eradicated, DrainSP, Age: Magic Resistance
- Break Item: Item strength
- Steal Item: AccuracyEffect
The chance that he attempts it during a strike is MonsterLevel * BonusMul (e.g. "Agex3").
Resistances
When hit by magic, there is a 1 - 30 / (30 + Resistance + LuckEffect) chance of reducing damage on each "dice drop":
- Drop dice. Unlucky: 100% damage.
- Lucky? Drop again. Unlucky: 50% damage.
- Lucky? Drop again. Unlucky: 25% damage.
- Lucky? Drop again. Unlucky: 12.5% damage.
- Lucky? 6.25% damage.
Average damage based on Resistance (including Luck):
| Resistance | Avg. Damage |
|---|---|
| 0 | 100% |
| 20 | 75% |
| 40 | 60% |
| 60 | 50% |
| 100 | 39% |
| 150 | 31% |
| 200 | 26% |
| 300 | 20% |
Note: If Resistance is 0, player always takes 100% damage regardless of Luck. Monsters use the same logic but without Luck bonus, and can have physical resistance.
Recovery Time
Recovery time is the delay between strikes. It is the sum of factors below, but cannot go lower than 30 for melee attacks. Ranged can go lower in some versions.
Base Weapon Times
| Staff | 100 |
| Sword | 90 |
| Dagger | 60 |
| Axe | 100 |
| Spear | 80 |
| Bow | 100 |
| Mace | 80 |
| Blaster | 30 |
Unarmed: 60 (with skill) or 100 (without).
Armor & Shield
| Shield | 10 |
| Leather | 10 |
| Chain | 20 |
| Plate | 30 |
Modifiers
- Skills: -1 * skill (-2 * skill for GM Armsmaster).
- Speed: SpeedEffect is subtracted from recovery.
- Special Effects: Haste (-25), Swift (-20), Slow (+20).
Example 1: Mace (80), Shield (10), Leather (10), 15 Speed (Effect 1) = 80 + 10 + 10 - 1 = 99.
Dual Weapons
Recovery Time
The weapon with the higher base recovery time is used. If equal, the main (right) hand is used. Only the skill and properties of this weapon are used.
Attack & Damage
MM7/8: Only the skill of the second (left) hand weapon is used for attack/damage calculations.
MM6: Right hand skill used for damage, Left hand skill used for attack.