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Might and Magic The Might and Magic Discussion Thread

What is the best Might & Magic game in the series?

  • Might and Magic: Book I

    Votes: 17 2.3%
  • Might and Magic II: Gates to Another World

    Votes: 29 3.9%
  • Might and Magic III: Isles of Terra

    Votes: 59 7.9%
  • Might and Magic: World of Xeen

    Votes: 183 24.5%
  • Might and Magic: Swords of Xeen

    Votes: 5 0.7%
  • Might and Magic VI: The Mandate of Heaven

    Votes: 215 28.7%
  • Might and Magic VII: For Blood and Honor

    Votes: 130 17.4%
  • Might and Magic VIII: Day of the Destroyer

    Votes: 26 3.5%
  • Might and Magic IX

    Votes: 11 1.5%
  • Might and Magic X

    Votes: 73 9.8%

  • Total voters
    748
Self-Ejected

MajorMace

Self-Ejected
Patron
Joined
May 6, 2018
Messages
2,008
Location
Souffrance, Franka
Hey it's actually just there. I shouldn't trust my own maps.
 

Curratum

Guest
I missed the most popular MnMs back in the day, so a few months ago I sat down to play.

I found 6, 7 and 8 to be a painful, inexorable grind with ridiculous amounts of enemies every 10 feet, and a system that punishes you for not knowing how to exploit it at every turn, what exact skills to take and where exactly to go to grab the stat boosts and items you need for max cheese.

Frankly, I have no idea how those games got so popular given that they're essentially a slow, tedious version of Doom 2 with more statistics and not what I'd call an RPG.

I'd love to be persuaded otherwise, but I endured MnM 7 up to uh, I dunno, an couple of hours after you clean castle Harmondale from the goblin infestation I guess, then I just gave up because gameplay consisted largely of backtracking and slowly grinding horribly dull combat.
 

PrettyDeadman

Guest
The game seems very easy so far.
How to cure the decease? I drank something from a barrels in the sewers and go +5 might but also swolled faces.

How nto raise attributes? I got several levelups but they don't seem to raise attrs.
 

PrettyDeadman

Guest
You don't increment attributes on level up. You usually find fountains and whatnot in the world that give permanent bonuses, though.
how do you get to 255 points?
are the foubntains reusable? you just need to pay up with gems?
 
Self-Ejected

MajorMace

Self-Ejected
Patron
Joined
May 6, 2018
Messages
2,008
Location
Souffrance, Franka
I thought you were talking of book I. I'm no specialist of wox so I don't know how to min-max like crazy, but it works the same : no increment on level up.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
Hey,did you know?
That if you click on the skulls or the cauldrun in agar's laboratory while cursed you will get to max out your intellect.
 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
I missed the most popular MnMs back in the day, so a few months ago I sat down to play.

I found 6, 7 and 8 to be a painful, inexorable grind with ridiculous amounts of enemies every 10 feet, and a system that punishes you for not knowing how to exploit it at every turn, what exact skills to take and where exactly to go to grab the stat boosts and items you need for max cheese.

Frankly, I have no idea how those games got so popular given that they're essentially a slow, tedious version of Doom 2 with more statistics and not what I'd call an RPG.

I'd love to be persuaded otherwise, but I endured MnM 7 up to uh, I dunno, an couple of hours after you clean castle Harmondale from the goblin infestation I guess, then I just gave up because gameplay consisted largely of backtracking and slowly grinding horribly dull combat.

Joined: May 14, 2018

:nocountryforshitposters:
Every. Single. Fucking. Time.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
I found 6, 7 and 8 to be a painful, inexorable grind with ridiculous amounts of enemies every 10 feet, and a system that punishes you for not knowing how to exploit it at every turn, what exact skills to take and where exactly to go to grab the stat boosts and items you need for max cheese.

wnfyyiakckla7hs0ptqb.jpg
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,734
Pathfinder: Wrath
So, I decided to begin MM6 first after all. Made a Paladin, Cleric, Druid and Sorcerer. Is that party too caster-heavy or is it alright? Is the Paladin redundant? Should I change it to Knight?
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
So, I decided to begin MM6 first after all. Made a Paladin, Cleric, Druid and Sorcerer. Is that party too caster-heavy or is it alright? Is the Paladin redundant? Should I change it to Knight?
The cleric is useless for me. In this game everyone can mater the skills they have,paladin can have master level in body,mind and spirit magic. I do like having a knight in my party for a HP bank,share life spell is pretty useful. Clerics have more SP and access to light/dark magic but most of their spells are useless,only good spells are their mass buffs.You don't need more than one healer in this game.Druid is cool if you build him on elementals in this composition,but i prefer archers. Druid's first promotion quest could be a bitch,you can complete it only on certain days of the year.
 

PrettyDeadman

Guest
I'd swap druid for a knight so that you have 2 melee 2 mages but I haven't played M&M6.
 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
You can finish MM6-8 with pretty much any class combo.
Casters make everything easier, except in the VERY beginning.
The different playstyles (melee/ranged/caster) clash rather strongly in optimal playstyles, so it's always much easier to do a mono-purpose party: pure casters, pure melee (with 1 caster for buffs/utility is best, or just use hybrid fighter-caster classes for that), or pure ranged.
 

Sceptic

Arcane
Patron
Joined
Mar 2, 2010
Messages
10,881
Divinity: Original Sin
So, I decided to begin MM6 first after all. Made a Paladin, Cleric, Druid and Sorcerer. Is that party too caster-heavy or is it alright? Is the Paladin redundant? Should I change it to Knight?
This is Might and Magic, don't try to powergame and find "optimal playstyles" or anything like that, pick whatever you think will be fun and go with it. Pure melee or ranged or caster parties are not a good idea on a first run, more balanced party is much preferable and more fun. You should definitely have 2 different casters out of the 3 so you can see and experiment with all the spells. TBH I think the most balanced party is the default Paladin/Archer/Cleric/Sorcerer. People like to pick caster-only parties because there are no skill mastery restrictions in MM6, but it's nice to be able to try all the different artifacts and relics.
 
Joined
Aug 10, 2012
Messages
5,904
Thanks to Sceptic mentioning Where are We?, I've decided to replay MM1. Just your usual start, grinding Sorpigal and its dungeon for a few levels and some items.

Up to level 4 now, decently equipped, everything has been explored, but I like to be level 5 at least before moving on. Just your usual day in the northern part of the jail:

mm_0170goeb.png


Back to the Inn. I feel like Bill Murray in Groundhog Day, but it's awesome.
 

Edmund Spenser

Educated
Joined
May 4, 2018
Messages
71
So, I decided to begin MM6 first after all. Made a Paladin, Cleric, Druid and Sorcerer. Is that party too caster-heavy or is it alright? Is the Paladin redundant? Should I change it to Knight?

The cleric is useless for me. In this game everyone can mater the skills they have,paladin can have master level in body,mind and spirit magic. I do like having a knight in my party for a HP bank,share life spell is pretty useful. Clerics have more SP and access to light/dark magic but most of their spells are useless,only good spells are their mass buffs.You don't need more than one healer in this game.Druid is cool if you build him on elementals in this composition,but i prefer archers. Druid's first promotion quest could be a bitch,you can complete it only on certain days of the year.

As was said above, you can clear MM6 with a variety of party comps. The differentiation between Might and Magic in this game is actually not as significant as you'd might think: hybrids are great casters and pure casters can be quite adept at melee combat.

In regards to your specific team, Clerics work best supporting their team through the early and mid-game. The fact they can use Chain and Shield is also relevant to survivability, but late game you might be able to mitigate that in other ways. Endgame Clerics become somewhat redundant if you A) abuse Beacons and Wells, B) give your Paladin and/or your Druid a ton of +mana to spam heals as needed, or C) have a Paladin or Druid as a dedicated healer.

Of course, the reason to take a Cleric for Endgame, especially in this comp, is to have two Dark/Light users. Dark/Light quickly negates the majority of spells and having two casters able to do both is quite beneficial (and also has the upside of turning your Cleric into a serious damage dealer).

Your party isn't too magic-heavy, if anything it's too healer-heavy, but sometimes that's a great thing to have. If I were using this party, I'd probably go Paladin/Druid/Sorcerer/Sorcerer, but your party provides a more comprehensive safety net, which shouldn't be overlooked.

Just don't take Earth or Mind over 4 points for anyone and you'll be fine (even if you do, it'll be fine, but these are the worst two magic schools). Work towards Water 12 ASAP.
 

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