azimovhaas8 (Moth)
Learned
^^ Beautiful world map that been used as box cover art in DOS version
[Completed by now. I will provide links to parts of Let's Read, so it is easier to find everything in whole mess]
~~[Table of Contents]~~
Part 1 - Start of Adventure!
Part 2 - Early part of game and first death
Part 3 - First travel into Atlantium and level up's!
Part 4 - More clues, more travelling in wilderness
Part 5 - Meeting with Guardian Pegasus!
Part 6 - First Castle and one important task
Part 7 - Middle point in the run and Bishop of Green Battle!
Part 8 - First wyverns being slayed and some exploration
Part 9 - Preparations for end-game and Arena slaughter!
Part 10 - Best weapons and armor retrieved from Dragon's Dominion!
Part 11 - Killing Cuisinarts and getting best spells in the game
Part 12 - Main Quest fast progression
Part 13 - Killing Elemental Lords and Ending a Might & Magic 2
Introduction:
Hello there! Now i decided to play throught Might and Magic 2, a game that holds special place in whole series and in my own mind by different reasons: it is probably hardest game in whole series - as well as one that have tons of different ways to abuse and cheeze game from medium part of game lenght. It is also last game with "hidden" encounters based combat (later games will go for enemies being visible in game areas). It is a game with huge amount of monsters in single encounter as well.
Spell system (or to better say: system of acquiring spells during game) is hardest from "classical" part of series as well - some spells you will get just by leveling, some you will need to buy, and others will be lying around the world waiting for brave
Most defining principles of whole series (such as Jon Van Caneghem more comical approach to world with good deal of humour; skills - first game does not had any skills; Arena area(s) - classical games had multiple arenas, while modern M&M games have only one arena for whole game - first game does not had well-defined arenas and i will honor M&M 2 instead; difference between training centers (M&M 2 had difference in amount of HP given - later games reliant on level caps) are defined, codified and first created in M&M 2.
Most iconic spells (such as Lloyd Beacon that basically given to party by creator of said spell by himself) are also come from enlarged spell list.
It is still very charming experience - due to huge and well-defined world, due to interesting encounters and secrets, and due to puzzles and side-quests as well as truly open world!
Basically, i want to revisit Might and Magic 2 (played game a year and half-ago) and make sort of personal verdict for game directed from my own recorded & written experience - and allow other people to explore this adventure as well without need for them to endure some less interesting & exhausting parts of game.
~Going to play GOG version of M&M 2 with DOSBox (as it is a DOS version). Other ports (Genesis, Super Nintendo, Super Famicom, some weird Japanese console ports with almost 0 information about them now) have their own strong points (Super Nintendo looks slightly better and have better music - while Super Famicom is better technologically and is just different experience), but i will roll with DOS version, because this is one i experienced with and have most comfort.
~Saving is possible only in special zones (Hotels) that are located in cities - and probability to die is pretty high, so i will skip or make interesting some "grind" or deaths right after hotel.
--So... Time to create and see adventurers in flesh!
Party creation:
~Party going to consist of 6 characters with names taken from SMAC (Sid Meier's Alpha Centauri):
Half-Orcs get + 1 to Might and Endurance, but - 1 to Intellect, Personality (mage / cleric stats) and to Luck as well. Resistance to sleep as bonus*
Humans get no bonuses, just as no drawbacks. Resistance to fear and to sleep as big bonuses*
Elves get + 1 to Intellect and Accuracy-, but suffer from -1 penalties to might and endurance. Resistance to fear as bonus*
Gnomes get + 2 to Luck, but suffer from -1 speed and -1 accuracy. Resistance to magic as big as hell bonus*
Dwarfs get + 1 to endurance and + 1 to luck, but suffer from lower (-1) intellect and speed. Resistance to poison as good bonus*
Party in general can be considered as balanced one due to: 2 "warrior" types in first line who will deal the most damage early on (one pure warrior and one warrior-cleric hybrid - first character [knight] will always going to be engaged with enemies in melee), 2 "support" types in second line mostly with ranged weapons (one warrior-sorcerer hybrid and one pure rogue; rogue is the least useful character in combat - but he will provide utility outside of combat), 2 "casters" in back-line (spell-casters with only cleric who occassionally will fight with his melee weapon; both casters will have ranged weapons at their disposal).
Game have two more classes (barbarian and ninja) and here are reasons (subjective ones ofc) why i been not using them:
1) Barbarian is "warrior" class who have no access to magic. Points going for barbarian? More HP in total. Points going against barbarian? Less equipment in total that he or she can equip over course of the game - and much worse armor avaliable(scale mail and light armor). Armor restrictions is really actually only big point against barbarian - armor means a lot in this game and the better AC = better armor without drawbacks (character is just as fast and accurate in Plate Armor as he or she is in Robes), and best weapons in game also equippable for barbarian.
2) Here goes a ninja... Oh, man - such a weird class! It is a hybrid between rogue (robber) and warrior with improved backstab (can potentially kill target in one hit) and deals slightly more damage in total. Cons? Ninja's signature rogue skill (thievery) is seriously lacking compared to robber, so only special items, extremly high luck and new levels can help this shady types in opening a damn thing at all.
+ Ninja promotion mission is damn hard for single character.
I will pass on both.
Aligment and sex are mostly... irrelevant, even if some items require specific aligment - and sex (ahem, no intimacy, sadly or thankfully) is actually relevant in special locations.
Both can be changed during playthrought [usually] in castles scattered all across the world (they can be seen on CRON map).
Will go on gems, gold and other important matters in later posts. To be continued*
In next post i promise to: ~
~...to actually start playing a game : ] Party will start itself in first in-game city - Middlegate - in local hotel visited by strange spirit... Promising many adventures for me to come - and just as many dangers! (i will provide details for it)
~...to enter combat and defeat my first enemy while talking a bit about it!
~...to equip my party with better equipment!
~...to learn and remember more about first city and explore game world around Middlegate a bit!
~...to die for first time - and probably many more times!
~...to talk a bit more about some mechanics that define RPG framework of this game!
(and many more usual tasks to do)
P.S. If anybody have any suggestions / special locations or special encounters to see later on in game / something that you do not want to see later on - feedback is welcome and appreciated!
Enjoy 0/
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