Might and Magic Mechanics

Original source:GrayFace's 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.

StatisticEffect
50030
40025
35020
30019
27518
25017
22516
20015
17514
15013
12512
10011
7510
509
408
StatisticEffect
357
306
255
214
193
172
151
130
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)

MM7 / MM8
  • 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
MM6
  • 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":

  1. Drop dice. Unlucky: 100% damage.
  2. Lucky? Drop again. Unlucky: 50% damage.
  3. Lucky? Drop again. Unlucky: 25% damage.
  4. Lucky? Drop again. Unlucky: 12.5% damage.
  5. Lucky? 6.25% damage.

Average damage based on Resistance (including Luck):

ResistanceAvg. Damage
0100%
2075%
4060%
6050%
10039%
15031%
20026%
30020%

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

Staff100
Sword90
Dagger60
Axe100
Spear80
Bow100
Mace80
Blaster30

Unarmed: 60 (with skill) or 100 (without).

Armor & Shield

Shield10
Leather10
Chain20
Plate30

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.

Other

Daggers
10% chance to triple damage (weapon damage only).
Recovery Enchantment
Intended to be 1.5x speed, but often broken on modern systems. GrayFace's patch fixes it to 10% increase.
Vampiric
Adds 20% of physical damage to HP. Works for both weapons. Only non-lethal strikes add HP (except in MM8).
Staff
MM7: GM Staff gains Unarmed bonus but loses Armsmaster bonus. MM8: Skill added to damage, Armsmaster works correctly.