MM2 Party Planning in an adventure game packed with fantasy elements, offers over 4,000 locations on CRON. Players uncover the ‘Gates to Another World’ 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.
“Great adventures are born from the strength and unity of the heroes and will of evil.”
Corak
What is new?
Gates to Another World adds 2 new classes in the Barbarian and Ninja and also modifies the Robber class. Minimum statistic requirements for classes has changed, refer to Class details below.
The party size is now 8 but you will only create 6 characters. You will recruit many hirelings in your travels and they can be added to you party. Some quests and areas are restricted to certain classes and this inspires modulation of the party makeup as the game progresses.
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. 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).
Modifiers for race are applied after Class is selected. Class minimums are listed in the Class Details below.
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 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 gain an additional attack every 8 levels. Minimum Req: 12 MGT
Barbarian starts with 12+END bonus hit points and gains 1-12+END bonus per level, further, they can use most weapons except for Swords. Armor use is restricted to Scale or lighter and barbarians can use most shields. Missile weapons are useable but only Slings and Blowpipes. Minimum Req: 15 END
Paladin 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. Paladins gain an additional attack every 8 levels. Limited access to Cleric spells. Minimum Req: 13 MGT, 13 PER, 13 END
Archer 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. Archers gain an additional attack every 8 levels. Limited access to Sorcerer spells. Minimum Req: 13 ACY, 13 INT
Robber 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. First attack of combat is attempted Backstab for extra damage. Minimum Req: 13 LCK
Ninja starts with 8+END Bonus hit points and gains 1-8+END Bonus per level, and while they can use most 1h-weapons, they have some restrictions on Swords. As for 2h-weapons, Ninja can use a Naginata or a Staff. Ninjas can wear Ring Mail or lighter armor and cannot carry a shield, however they can use most missile weapons. Ninjas have the same thievery abilities as Robbers except to a lesser degree. A ninja's first attack will automatically be an assassination attempt. This attack, if it lands, will kill outright. Minimum Req: 13 SPD, 13 ACY
Cleric 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. Minimum Req: 13 PER
Sorcerer 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. Minimum Req: 13 INT
Race Details
Humans have no stat modifiers but have 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, LCK+1 and INT-1 and SPD-1 with Poison RES 25
Gnomes have LCK+2, SPD-1, ACY-1 and Magic RES 20
Half-Orcs have MGT+1, END+1, INT-1, PER-1, LCK-1, and Sleep RES 50
Suggested Party
If you are not in the mood to grind XP in MM2, you can import your characters from MM1 then bring 1 or all of them into your new MM2 party. A Robber or Ninja is necessary to open doors however you will have extensive access to Hirelings and they will join your party and be fully controllable. Multiple hirelings for each class are findable as you start to explore.
Once you have decided on a party, check out Building Strength.
Attribution
How to obtain a copy of this game:
eBay link – PC version (1988)
GOG link – Digital PC version (includes games 1-6)