MM1 Party Planning

MM1 Party Planning

MM1 Party planning is essential in an adventure game packed with fantasy elements and diabolical foes. Players uncover the ‘Secret of the Inner Sanctum’ while exploring diverse terrains and solving puzzles. Its open-world gameplay, vast array of monsters, and unique magic items set it apart in the genre.

“A Sorcerer and Robber are required.”

Corak

Party Creation

Taking the time to build a strong starting party will save you a lot of time in the long run. The “Re-Roll” function is invaluable if you want to try and maximize each characters strengths. Each time you re-roll, all 7 statistics will randomize between 3-18, actually 3d6, or three 6-sided dice. For any given re-roll, a quick assessment is to look for 1 stat at 17+ AND 2 stats at 15+, as these are breakpoints for increased bonus (shown in table below). Consider modifiers for race, and decide if the high stats in the roll align to one of the classes you want to build, if not, <Enter>.

Statistic Details
Might (MGT) is the prime statistic for Knights and Paladins. This stat effects damage done in combat and is useful for anyone that is going to swing a weapon.

Endurance (END) is the prime statistic for the Paladin. This stat effects HP grained at level up and is useful for anyone that is going to take damage.

Speed (SPD) effects Armor Class (AC) and also determines the turn order in combat.

Accuracy (ACY) is the prime statistic for the Archer. This stat effects the ability to hit the target in combat and thus, is useful for anyone swinging weapons.

Intelligence (INT) is the prime statistic for the Archer and Sorcerer. This stat effects the amount of Spell points for Sorcerer and Archer and is therefore not useful for other classes.

Personality (PER) is the prime statistic for Paladin and Clerics. This stat effects the amount of Spell points for Cleric and Paladins and is therefore not useful for other classes.

Luck (LUK) helps with many things and having some is helpful for all classes.
Statistic Bonus Breakpoints
The statistic bonus impacts relevant activities. For example, Intelligence impacts the amount of spell points. Might bonus adds to damage in physical combat.

MGT
00-11 +0
12-14 +1
15 +2
16 +3
17 +4
18 +5
19-20 +6
21-22 +7
23-24 +8
25-26 +9
27-28 +10
29-34 +11
35-39 +12
40+ +13

END
00-12 +0
13-14 +1
15-16 +2
17-18 +3
19-20 +4
21-23 +5
24-26 +6
27-29 +7
30-39 +8
40+ +9

SPD
00-04 -3
05-06 -2
07-08 -1
09-12 +0
13-14 +1
15-16 +2
17-18 +3
19-20 +4
21-24 +5
25-29 +6
30-34 +7
35-39 +8
40+ +9

ACY
00-04 -3
05-06 -2
07-08 -1
09-12 +0
13-14 +1
15-16 +2
17-18 +3
19-20 +4
21-24 +5
25-29 +6
30-34 +7
35-39 +8
40+ +9

INT
00-04 -3
05-06 -2
07-08 -1
09-12 +0
13-14 +1
15-16 +2
17-18 +3
19-20 +4
21-23 +5
24-26 +6
27-29 +7
30-34 +8
35-39 +9
40+ +10

PER
00-04 -3
05-06 -2
07-08 -1
09-12 +0
13-14 +1
15-16 +2
17-18 +3
19-20 +4
21-23 +5
24-26 +6
27-29 +7
30-34 +8
35-39 +9
40+ +10

LUK
00-04 -3
05-06 -2
07-08 -1
09-12 +0
13-14 +1
15-16 +2
17-18 +3
19-20 +4
21-24 +5
25-29 +6
30-34 +7
35-39 +8
40+ +9
Class Details
Knight (K) starts with 12+END bonus hit points and gains 1-12+END bonus per level, further, they can use any weapon or armor type. Knights take multiple attacks per turn at higher levels.

Paladin (P) starts with 10+END bonus hit points and gains 1-10+END bonus per level, meanwhile a paladin can use any weapon or amor type.

Archer (A) starts with 10+END bonus hit points and gains 1-10+END bonus per level. An archer can use any weapon. They are restricted to chain mail or lighter armor and no shield; however, the archer can shoot any missile weapon in close combat.

Robber (R) starts with 8+END bonus hit points and gains 1-8+END bonus per level. They are limited to ring mail with a shield while wielding sling, crossbow, and all 1-hand weapons. The robber increases ability to pick locks and disarm traps with increased level.

Cleric (C) starts with 8+END bonus hit points and gains 1-8+END bonus per level. Clerics cast spells from the cleric spell book while wearing chain armor or lighter. They can use a shield but cannot use missile weapons. Weapons are restricted to club, mace, flail, staff or great hammer.

Sorcerer (S) starts with 6+END bonus hit points and gains 1-6+END bonus per level. Sorcerers cast spells from the sorcerer spell book while protected by padded armor and no shield. A sorcerer can wield clubs, daggers, or a staff.
Race Details
Humans have no stat modifiers but has Fear RES 70 and Sleep RES 25

Elves have INT+1, ACY+1 but MGT-1 and END-1 with Fear RES 70

Dwarves have END+1, LUC+1 and INT-1 and SPD-1 with Poison RES 25

Gnomes have LUC+2, SPD-1, ACY-1 and Magic RES 20

Half-Orcs have MGT+1, END+1, INT-1, PER-1, LUC-1, and Sleep RES 50

Suggested Party

You will have an easier time if you have a balanced party and 1 of each class is ideal. If you decide to make a different party just know this.. A Robber is necessary to open doors and a Sorcerer is necessary to cast Astral Spell both of which are required to solve the game. Only the Cleric gets Town Portal. Only Sorcerers get Power Shield and Teleport. Archers and Paladins cannot learn Level 5 or 6 spells. Take a look at the Spells lists here before making final decisions.

Once you have decided on a party, check out how to Build your Strength here.

Attribution

How to obtain a copy of this game:

eBay link PC and C64 versions (1986)
GOG link – Digital PC version (includes games 1-6)