MIGHT AND MAGIC IV + V

 
, MM

 
: K = Knight, P = Paladin, A = Archer, C = Cleric, S = Sorcerer, T = Robber, N = Ninja, B = Barbarian, D = Druid, R = Ranger, AC - Armor Class.



AC

AC
Club
1-3
1
KPACSTNBDR
 
Cutlass
2-8
40
KPATR
Cudgel
1-6
15
KPACTNBDR
 
Mace
2-8
50
KPACTNBDR
Maul
1-8
30
KPACTNBDR
 
Scimitar
2-10
80
KPATR
Spear
1-9
15
KPATNBDR
 
Long Sword
3-9
50
KPATR
Flail
1-10
100
KPACTNBDR
 
Wakazachi
3-9
60
KPN
Dagger
2-4
8
KPASTNBDR
 
Broad Sword
3-12
100
KPATR
Short Sword
2-6
15
KPATR
 
Sabre
4-8
60
KPATR
Hand Axe
2-6
10
KPATNBDR
 
Katana
4-12
150
KPN
Nunchakas
2-6
30
KPN
         
Staff
2-8
40
KPACSTNBDR
 
Grand Axe
3-18
200
KPATBR
Hammer
2-10
120
KPACTNBDR
 
Great Axe
3-21
300
KPATBR
Trident
2-12
100
KPATNBR
 
Glaive
4-12
80
KPATNBR
Pike
2-16
150
KPATNBR
 
Bardiche
4-16
200
KPATNR
Battle Axe
3-15
100
KPATBR
 
Flamberge
4-20
400
KPAR
Halberd
3-18
250
KPATNBR
 
Naginata
5-15
300
KPN
Sling
2-4
15
KPATNBR
 
Crossbow
4-8
50
KPATNBR
Short Bow
3-6
25
KPATNBR
 
Long Bow
5-10
100
KPATNBR
Scale Mail
4
100
KPACTNBR
 
Splint Mail
7
600
KPCR
Ring Mail
5
200
KPACTNR
 
Plate Mail
8
1000
KP
Chain Mail
6
400
KPACTR
 
Plate Armor
10
2000
KP
Gauntlets
1
100
KPACSTNBDR
 
Boots
1
40
KPACSTNBDR
Cape
1
200
KPACSTNBDR
 
Helm
2
50
KPACSTNBDR
Cloak
1
250
KPACSTNBDR
 
Shield
4
100
KPCTBR
Robes
1
150
KPACSTNBDR
         
Amulet
 
2000
KPACSTNBDR
 
Box
 
10
KPACSTNBDR
Belt
 
100
KPACSTNBDR
 
Coin
 
10
KPACSTNBDR
Broach
 
250
KPACSTNBDR
 
Gem
 
500
KPACSTNBDR
Cameo
 
300
KPACSTNBDR
 
Horn
 
20
KPACSTNBDR
Charm
 
50
KPACSTNBDR
 
Jewel
 
1000
KPACSTNBDR
Crown
 
1000
KPACSTNBDR
 
Orb
 
100
KPACSTNBDR
Medal
 
100
KPACSTNBDR
 
Potion
 
10
KPACSTNBDR
Necklace
 
1000
KPACSTNBDR
 
Rod
 
50
KPACSTNBDR
Pendant
 
500
KPACSTNBDR
 
Scroll
 
100
KPACSTNBDR
Ring
 
100
KPACSTNBDR
 
Wand
 
50
KPACSTNBDR
Scarab
 
200
KPACSTNBDR
 
Whistle
 
10
KPACSTNBDR
Tiara
 
200
KPACSTNBDR
         

 

1. Leather -4 to Hit,   -6 Damage,   0 AC   12. Silver +2 to Hit,   +4 Damage,   +2 AC
2. Wooden -3 to Hit,   -3 Damage,   -3 AC 13. Ebony +4 to Hit,   +4 Damage,   +4 AC
3. Brass +3 to Hit,   -4 Damage,   -2 AC 14. Steel +3 to Hit,   +6 Damage,   +4 AC
4. Bronze +2 to Hit,   -2 Damage,   -1 AC 15. Quartz +5 to Hit,   +5 Damage,   +5 AC
5. Glass 0 to Hit,   0 Damage,   0 AC 16. Gold +4 to Hit,   +8 Damage,   +6 AC
6. Coral +1 to Hit,   +1 Damage,   +1 AC 17. Platinum +6 to Hit,   +10 Damage,   +8 AC
7. Crystal +1 to Hit,   +1 Damage,   +1 AC 18. Ruby +6 to Hit,   +12 Damage,   +10 AC
8. Iron +1 to Hit,   +2 Damage,   +1 AC 19. Emerald +7 to Hit,   +15 Damage,   +12 AC
9. Pearl +2 to Hit,   +2 Damage,   +2 AC 20. Sapphire +8 to Hit,   +20 Damage,   +14 AC
10. Lapis +2 to Hit,   +2 Damage,   +2 AC 21. Diamond +9 to Hit,   +30 Damage,   +16 AC
11. Amber +3 to Hit,   +3 Damage,   +3 AC 22. Obsidian +10 to Hit,   +50 Damage,   +20 AC

 

Might +2 Might   Leadership +17 Personality
Strength +3 Might Ego +23 Personality
Warrior +5 Might Holy +30 Personality
Ogre +8 Might Quick +2 Speed
Giant +12 Might Swift +3 Speed
Thunder +17 Might Fast +5 Speed
Force +23 Might Rapid +8 Speed
Power +30 Might Speed +12 Speed
Dragon +38 Might Wind +17 Speed
Photon +47 Might Accelerator +23 Speed
Clever +2 Intelligence Velocity +30 Speed
Mind +3 Intelligence Sharp +3 Accuracy
Sage +5 Intelligence   Accurate +5 Accuracy
Thought +8 Intelligence   Marksman +10 Accuracy
Knowledge +12 Intelligence   Precision +15 Accuracy
Intellect +17 Intelligence   True +20 Accuracy
Wisdom +23 Intelligence   Exacto +30 Accuracy
Genius +30 Intelligence   Clover +5 Luck
Buddy +2 Personality   Chance +10 Luck
Friendship +3 Personality   Winners +15 Luck
Charm +5 Personality   Luck +20 Luck
Personality +8 Personality   Gamblers +25 Luck
Charisma +12 Personality   Leprechauns +30 Luck
Mugger +4 Thievery   Thief +14 Thievery
Burglar +6 Thievery   Rogue +16 Thievery
Looter +8 Thievery   Plunderer +18 Thievery
Brigand +10 Thievery   Criminal +20 Thievery
Filch +12 Thievery   Pirate +25 Thievery
HP SP
Vigor +4 Hit Points   Spell +4 Spell Points
Health +6 Hit Points   Castors +8 Spell Points
Life +10 Hit Points   Witch +12 Spell Points
Troll +20 Hit Points   Mage +16 Spell Points
Vampyric +50 Hit Points   Archmage +20 Spell Points
      Arcane +25 Spell Points
AC
Protection +2 Armor Class   Stealth +10 Armor Class
Armored +4 Armor Class   Divine +16 Armor Class
Defender +6 Armor Class      
Burning +2 Fire Damage,   +5 Fire Resistance   Cold +10 Cold Damage,   +20 Cold Resistance
Fiery +3 Fire Damage,   +7 Fire Resistance   Cryo +20 Cold Damage,   +25 Cold Resistance
Pyric +4 Fire Damage,   +9 Fire Resistance   Acidic +2 Poison Damage,   +10 Poison Resist.
Fuming +5 Fire Damage,   +12 Fire Resistance   Venomous +4 Poison Damage,   +15 Poison Resist.
Flaming +10 Fire Damage,   +15 Fire Resistance   Poisonous +8 Poison Damage,   +20 Poison Resist.
Seething +15 Fire Damage,   +20 Fire Resistance   Toxic +16 Poison Damage,   +25 Poison Resis.
Blazing +20 Fire Damage,   +25 Fire Resistance   Noxious +32 Poison Damage,   +40 Poison Resist.
Scorching +30 Fire Damage,   +30 Fire Resistance   Glowing +2 Energy Damage,   +5 Energy Resist.
Flickering +2 Electricity Damage,   +5 Elec. Resist.   Incandescent +3 Energy Damage,   +7 Energy Resist.
Sparking +3 Electricity Damage,   +7 Elec. Resist.   Dense +4 Energy Damage,   +9 Energy Resist.
Static +4 Electricity Damage,   +9 Elec. Resist.   Sonic +5 Energy Damage,   +11 Energy Resist.
Flashing +5 Electricity Damage,   +12 Elec. Resist.   Power +10 Energy Damage,   +13 Energy Resist.
Shocking +10 Electricity Damage,   +15 Elec. Resist.   Thermal +15 Energy Damage,   +15 Energy Resist.
Electric +15 Electricity Damage,   +20 Elec. Resist.   Radiating +20 Energy Damage,   +20 Energy Resist.
Dyna +20 Electricity Damage,   +25 Elec. Resist.   Kinetic +30 Energy Damage,   +25 Energy Resist.
Icy +2 Cold Damage,   +5 Cold Resistance   Mystic +5 Magic Damage,   +5 Magic Resist.
Frost +4 Cold Damage,   +10 Cold Resistance   Magical +10 Magic Damage,   +10 Magic Resist.
Freezing +5 Cold Damage,   +15 Cold Resistance   Ectoplasmic +25 Magic Damage,   +20 Magic Resist.
of Acid Spraying Acid Spray   of Levitation Levitate
of Antidotes Cure Poison   of Light Light
of Awakening Awaken   of Lightning Lightning Bolt
of Beacons Lloyd's Beacon   of Magic Arrows Elemental Arrow
of Beast Control Beast Master   of Mass Distortion Mass Distortion
of Blessing Blessed   of Megavoltage Mega Volts
of Clairvoyance Clairvoyance   of Monster Finding Detect Monster
of Cold Rays Cold Ray   of Moon Rays Moon Ray
of Curing Cure Wounds   of Monster Finding Detect Monster
of Daily Protection Day of Protection   of Monster Identific. Identify Monster
of Daily Sorcery Day of Sorcery   of Nature Nature's Cure
of Dancing Swords Dancing Sword   of Pain Pain
of Deadly Swarms Deadly Swarm   of Poison Volley Poison Volley
of Death Finger of Death   of Power Curing Power Cure
of Dragon Sleep Dragon Sleep   of Prismatic Light Prismatic Light
of Elemental Protect. Protection from Elements   of Raising the Dead Raise Dead
of Enchant Item Enchant Item   of Recharging Recharge Item
of Energy Blasts Energy Blast   of Resurrection Resurrect
of Etherealization Etherealize   of Revitalization Revitalize
of Feasting Create Food   of Shelter Super Shelter
of Fireballs Fireball   of Shielding Power Shield
of Fiery Flails Fiery Flail   of Shrapmetal Shrapmetal
of First Aid First Aid   of Sleeping Sleep
of Fists Flying Fist   of Sparking Sparks
of Free Movement Cure Paralysis   of Star Bursts Star Burst
of Freezing Fantastic Freeze   of Storms Elemental Storm
of Frost Biting Frost Bite   of Stone to Flesh Stone to Flesh
of the Gods Divine Intervention   of Sun Rays Sun Ray
of Golem Stopping Golem Stopping   of Teleportation Teleport
of Heroism Heroism   of Time Distortion Time Distortion
of Holy Bonuses Holy Bonus   of Town Portals Town Portal
of Holy Words Holy Word   of Toxic Clouds Toxic Cloud
of Hypnotism Hypnotize   of Undead Turning Turn Undead
of Implosions Implosion   of Vaccination Cure Disease
of Incinerating Incinerate   of Water Walking Walk on Water
of Infernos Inferno   of Wizard Eyes Wizard Eye
of Jumping Jump      


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