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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

prengle

Savant
Joined
Oct 31, 2016
Messages
357
every single eastern european i've ever met has claimed that heroes of might and magic 3 is the only videogame in existence
 

Kliwer

Savant
Joined
Oct 19, 2018
Messages
217
Just to clarify - how old are you? And what old times RPG (2000 and less) do you like?

I don't know if this question is for me or for Grunker. But I will answer.

I'm 32 years old. Pre-2000 RPGs that I like most:

- M&M 3-5 and 7;
- Some Gold Box games (most: Dead Knigkts of Krynn, Champions of Krynn, Curse of the Azure Bonds and Poll of Radiance - in that order);
- Lands of Lore 1;
- Realms of Arkania 2: Star Trial;
- Amberstar
- Planescape: Torment and Baldur's Gate 1;
- Revenant.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,844
Location
Ngranek
Just to clarify - how old are you? And what old times RPG (2000 and less) do you like?

I don't know if this question is for me or for Grunker. But I will answer.

I'm 32 years old. Pre-2000 RPGs that I like most:

- M&M 3-5 and 7;
- Some Gold Box games (most: Dead Knigkts of Krynn, Champions of Krynn, Curse of the Azure Bonds and Poll of Radiance - in that order);
- Lands of Lore 1;
- Realms of Arkania 2: Star Trial;
- Amberstar
- Planescape: Torment and Baldur's Gate 1;
- Revenant.
For both of you, actually. Anyway... seeing what you've replied, I can only unbonnet and stay in silent awe and respect towards your inclinations. Word.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,844
Location
Ngranek
every single eastern european i've ever met has claimed that heroes of might and magic 3 is the only videogame in existence
I concur. Three out of four of my girlfriends that played video games stated something along these lines.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
M&M: 6 is a complete disaster for me: boring, badly balanced, forcing us to wade through monotonous corridors filled with insane hordes of enemies.

Amen, brother. My first contact with the series was 6, and it made me not touch it for years. Then played Xeen, then 7 and realized what I'd missed.
Just to clarify - how old are you? And what old times RPG (2000 and less) do you like?

My name is Grunker. I am 33 years old. And my favourite pre-2000 RPGs (off the top of my head with no googling so I'm probably leaving something out) are Planescape: Torment, Wizardry 8, BG/Icewind Dale, M&M7, WoX, King of Dragon Pass, Darklands and Lands of Lore. Of these, only Lands of Lore remains on the list primarily due to nostalgia. The rest I dare say hold up. I also feel I must mention Betrayal at Krondor, lest Darth Roxor slaughters me and gnaws at my remains like a somewhat more malicious version of the rodent in his profile pic

EDIT: wait, I think wizardry 8 might be 2000 rather than pre. So scratch than one off if that's true
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
18,118
Location
Stealth Orbital Nuke Control Centre
lest Darth Roxor slaughters me and gnaws at my remains like a somewhat more malicious version of the rodent in his profile pic

ratkin1.jpg
 

Ismaul

Thought Criminal #3333
Patron
Joined
Apr 18, 2005
Messages
1,871,834
Location
On Patroll
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
every single eastern european i've ever met has claimed that heroes of might and magic 3 is the only videogame in existence
must have been another game they got for free in gaming magazines like gothic/gothic 2
Who are you to be so wise in the ways of European game magazine syants?
We had the same in North America. Magazines with free demos, shareware, and some free games.

That's how I got started (well that and floppy copies). Same in Europe, and since those are your first experiences, that's what you remember most. Later, CD copies with keys were the way to get games for the poor. And later on, the high seas.
 

Varnaan

Augur
Joined
Nov 2, 2012
Messages
299
Location
Yes
every single eastern european i've ever met has claimed that heroes of might and magic 3 is the only videogame in existence
must have been another game they got for free in gaming magazines like gothic/gothic 2
Who are you to be so wise in the ways of European game magazine syants?
We had the same in North America. Magazines with free demos, shareware, and some free games.

That's how I got started (well that and floppy copies). Same in Europe, and since those are your first experiences, that's what you remember most. Later, CD copies with keys were the way to get games for the poor. And later on, the high seas.
Europe still had those late in the Xbox/PS2/GC generation.
Last magazine I bought there had a demo disc with playable demos for Hitman Blood money, Kingdom Under Fire 2 and 2 or 3 others on Xbox.
Same year I bought another magazine with a disc including a full version of Cossacks but it never worked on my machine.
Nowadays I just download everything and throw a couple cents at most when it's on sale 10 years after release as indulgences.
 

Dungeon Lord

Scholar
Joined
Oct 16, 2015
Messages
240
  • Tracker: No known effect. Can only be learned at the Halls of Insanity in MM3
  • This skill is in Swords of Xeen too. What does it?
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
every single eastern european i've ever met has claimed that heroes of might and magic 3 is the only videogame in existence
must have been another game they got for free in gaming magazines like gothic/gothic 2
Since we got internet pretty late, all my games came from a hungarian PC magazine called PC Guru. It was a fantastic magazine, and they always had premium quality games. Might and Magic VI, Gothic 1-2, Thief 1-2-3, Infinity Engine games, Heroes series, just to name a few. Of course they came pretty late after release, but it was a great feeling owning them on disc.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,993
Location
Swedish Empire
[Immersion Mod] Might and Magic S&M - Complete Edition
Tue Nov 17, 2020 2:23 pm

"HALT! ...Who goes there?!"

[Enter]


=====================================================================
"His Grace, Lord Valthyr,
Harbinger of the Undead, Grand Maestro of Sound, High Necromancer of Enroth!"
=====================================================================

HAAAAHAHAHAHAHAHA!!!!

Aahh... Greetings, adventurers...
devious.gif


This is my Music Mod and Skills Revamp, a tribute to this wonderful game and to accompany the MMMerge.

This project is designed to act as and emulate a 'remastered rendition' of the Might and Magic soundtracks.
Done in virtuoso style, extending upon the songs as if there were part two and three of the original tunes;
similar to the second and third movements of a symphony, meanwhile keeping the original spirit and idealism intact.
hug.gif


Be prepared for a spellbinding, soul rendering journey of the highest caliber!
canthear.gif


DOWNLOAD LINK
https://www.moddb.com/mods/might-and-ma ... -music-mod
_______________________________________________

They are for the most part STILL the original tracks to start in a normal area, (so you if go to a town to turn in a quest and leave quickly, there's no difference). While in the event that you roam the scenery on a map,
or access inventory for a long time, you'll no longer hear one same song in an area.
wall_banginghead.gif


Instead, you will hear multiple tunes on each map, after the original,
with appearances from various games and epic soundtracks.
All themes are diversified, no song is played out, and each track is delegated to just a few locations.
hoo.gif


The new music is the previous songs redone with amplified harmonics and enhanced ambiance,
and then evenly matched with a musically progressive counterpart to themselves.
All to build a bridge of creativity to inspire deeper immersion and potentially... map modding ideas.
thumbsup.gif


(Speaking of which, many previous mod projects kept dying because I believe map modders had no 'food of inspiration' while building dungeons to continue working. This music will hopefully give players and modders inspired ideas to keep their works alive.)
arrowright.gif

_______________________________________________

-Album symbols-
]†[ : MM6 Soundtracks
)°( : MM7 Soundtracks
}‡{ : MM8 Soundtracks
]x[ : Bonus Album

DOWNLOAD LINK
https://www.moddb.com/mods/might-and-ma ... -music-mod

[Final Edition and includes 3 bonus tracks:
my improvised arrangements of Isles of Terra, Clouds of Xeen, and Darkside of Xeen.]

(if you downloaded before Nov. 30th evening, download again.)
===================================================================================================

Notes :

* The songs from different areas within a continent have been merged together to extend their durations
making room to add more immersive music, also to alleviate the issue of music not looping on newer Windows.
All the original songs are present, extended, and made HQ.

** The tracks have been audio-enhanced and adjusted to the appropriate kbps for them to be looped,
with necessary files included so that they will play at correct locations and replay endlessly.
Do not open the files with standard Windows media players, as that will tag the files with ID3v2 tags,
causing potential looping issues.

*** Do not change the names of the tracks, else they'd play in wrong locations,
the list begins with 1 and ends with 52, like a deck of cards.
overexcited.gif

_______________________________________________

-Highlights-

Think of the tunes as having undergone an evolution, for example,
"Dragonsand Desert" became Dragonsand Epitaph,
"Temple of Baa" evolved to "Grand Cathedral of Baa",
"Dwarven Barrows" built into "Dwarven Tombs Aria",
"Castle Harmondale" upgraded to "Castle Harmondale Legend",
"Chapel of Eep" grew into "Monastery of Eep",
"Shadowspire" mystified to "Ancient Shadowspire", etc.

=====================================================

- Dragonsand Desert area now truly has a desert feel to it, and should bring more epicness while fighting dragons.
- Mire of the Damned is boosted, lengthened, now totally doomed and haunted.
- Blackshire has wolfish howling in the background, Kriegspire improved, more driven and less droning.

- The previous track entitled 'New Sorpigal' was never played in New Sorpigal, instead it was the track 'Castle Ironfist',
they are now combined into one, enhanced, and dubbed "Realms of Enroth". The beginning music of MM6, as well as many towns are no longer medievally cheesy, the theme now gradually builds up from a serene hamlet atmosphere.
(This folk tune was very difficult to enhance and almost needed bagpipes to deliver... good thing panflutes could make it.)

=====================================================

- Gharik's Forge is made jolly and upbeat, so you don't go insane in the dungeon from trying to figure out its bridge levers.
(it isn't a large place but it's deep and has lots of spirals, with the new theme you should still feel energetic after the dungeon.)

- The cult of Baa has gotten more intense apocalyptic music. - Werewolves got organized, made Alphas, and even more ruthless. - Duke Osric Temper drafted new legions of knights, rocking Free Haven with the tune from Emerald Island mounted on mighty steeds.

=====================================================

- The Tomb of Varn now packs a piano solo to die for, it rocks so hard you're already dead before hearing it.
This is actually one of the largest areas in MM6, it's a spaceship that transported colonists to safety from the Kreegans.
Thus the music will personify as such; the first part is boarding the ship, second part is flying through space, and third part is landing on Enroth. This pattern of the lore also fits a type of novel character's evolution, Errant Knight->Outlaw->Dark Lord persona. Varn refer to a place and also denotes an individual.

- All castles' music made epic and lengthened for longplays, no more hearing the same 2-3 minutes repeating, or whole tune not replaying. - Annoying dungeons elevated in atmospheres for a smoother experience, awesome dungeons augmented in audio themes for a more memorable journey.

=====================================================

- Bracada shares with Deyja's music and they should have been two songs. Done, with a moorish and desert vibe to them.
- Tatalia and Avlee now both have their own themes.
(Darkside of Xeen medley in Tatalia, Clouds of Xeen improvisation in Avlee!)
- Evenmorn Island is now how that war-ravaged godforsaken island should have been.

=====================================================

- Emerald Island got hit by a heavy storm, meanwhile the tune is sieged by ominous winds and does not start blaring right off the bat.
- Entering Harmondale area should fuel you with a full blast of Nostalgia, because, "I will give you the choice I never had." ;u

=====================================================

- Them Dwarven kings knew how to play the key-boards before they bit the dust. - And don't even think about going into the Titan Stronghold, it's an epic battle through and through.

- The Gregorian Warlocks in Antagarich now rival the sages on High Hrothgar. They have found the true Way of the Voice, and once you climb Mt. Nighon you will rarely come down. The tunnels themselves are also made into a religious experience.

=====================================================

- School of Sorcery... wizards look like they're in league with the Horadrims...
Hmm, I'll stay awhile and listen...

DOWNLOAD LINK
https://www.moddb.com/mods/might-and-ma ... -music-mod

- The Shoal should drive you to battle sharks in fear and wonder, while building up to The Lincoln's cosmic experience,
putting a true climax to the endgame stage.

=====================================================

- Celeste and The Pit go all out, 8:18 and 8:28, Celeste is more grandeur while The Pit is more sensual.

- Celeste is more divine than ever, making sense of angels flying around and Gavin Magnus' God complex.
With dual chants hitting the highest notes in the heavens, carried by flying harpsichords and winged cellos,
there's no comparison, definitely a good religious experience...

- It's an evil medieval porno, The Pit is still spooky while highly romanticized, making Queens of the Dead more gorgeous, so that come-hithering Dragon Breath will wreck harder than ever. As a matter of fact, it's a never-ending striptease of the highest caliber, those Necromantic cowbells will summon all the Speakers for the Dead.

=====================================================

- The beginning of MM8 is how it should have started ages ago.
- Shadowspire is now spookier and remastered with an extension mate, like Necromancer met Vampire.
It also takes you back in time to when the Cults of the Sun and Moon battled, where you'll hear the blast of magic that blackened the land.

=====================================================

- 'Chapel of Eep' should sound like a bunch of mice got together and made a religion.
It's four ratmen of the apocalypse, and the second movement gets the cheese.

(At deeper observation, previously in the MM8 game, the OST entitled "Chapel of Eep" was never played there.
In the Chapel of Eep (Ravenshore), the ost 'Plane Between Planes' was played, in the Church of Eep (Ravage Roaming), the ost 'Escaton's Crystal' played instead, and in the Grand Temple of Eep (Garrote Gorge), it was the ost 'Regna' that played. Idk if they did that on purpose to "hide" the mouse, but a full song enhanced is available in this mod - that which was the track "Chapel of Eep" (the one in the game's OST that did not appear), for a yet-to-appear gathering of Eep). Wtf.
(Update - issue solved!)

=====================================================

- Dungeons and tombs now carry serene and foreboding waltz and melodies, driving you to keep exploring further.
- Garrote Gorge should portray a dragon fighting experience with its colossal movements, and Ironsand area is now trolltastic,
after you recover from strong desert winds to hear a saddening guitar intro painting a picture of a rural village afflicted by disasters.
Ironsand and Regna now both have different themes and no longer using same ones from other towns.

=====================================================

- All dungeons within a region are diversified in themes, no same tune playing at many locations in one area's dungeons.

- 4 heart rending killer suites for the Planes, and don't tell me you're not in a dream when you arrive at Ravenshore.
- Finally, There's no denying the breath consuming flute solo in the Plane of Water, mixed with real underwater sounds.

=====================================================

(...And much more.)

Rank the file at the download site if you like the work!
smile_teeth.gif


Cheers,

~Vaulth~
V""V
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,993
Location
Swedish Empire
Hello! 0/

This mod is a result of more than three weeks of work (and more then two weeks and a half of testing and bug hunting) with MM Editor, different text files, tables and the LUA rich scripting environment to produce a much more interesting, much harder and - ultimately - different experience of Might & Magic 7: For Blood and Honor.

Generally, most spells will feel differently (and better to use), monsters will create additional challenge, and locations will have new secrets and dangers for player to find & overcome.
Most aspects of the game been changed at least slightly in this heavy-duty overhaul: from NPC's, services and items (including enchantments) on all maps in the game, quests reward changes and new abilities added to existing spells and skills.

Monster stats and spawns have been reworked, and many monsters now cast new spells and possess new abilities. E.G. Wyverns now can summon dragonflies.

I also restored the un-used manticore's in Nighon and the Nighon-related areas, along with numerous guard additions to outdoor maps (rocs patrolling Tularean Forest or friendly genies flying over Bracada Desert, for example), among other things.

And many more changes...

Currently my mod is in state of a First Final version.
This version name means that most changes that I want to be in the Might & Magic 7 are presented and most problems that been noticed during tests are fixed.
This does not mean that my mod will be forzen in this state.


LIST OF POSSIBLE CHANGES FOR FUTURE VERSIONS:
+ Reworking banks and town halls.
+ Adding special "perks" unique only to specific classes.
+ Further balance changes, based on more feedback.
+ Reworking expert teachers current placement in the game world.

CHANGES FOR UPDATE 1:
+ Reduced cost of spell books.
+ Now some enchantments providing additional skills points (namely for disarm traps, armmaster, ID Item, ID Monsters, unarmed and dodging skills) will provide reduced value. Other enchantments are unaffected.
+ Reduced maximum number of enhancment value. [Down From 50]
+ Changed statistics rows, so enchantments boosting stats along with other sources of stat boosts will feel better.

CHANGES FOR UPDATE 2:
+ Reworked most spells and fixed unworking spell behavior changing scripts (special thanks to help of other people)
+ Fixed hostility problems and monster interactions (most notable with Castle Navan and Tatalia)
+ Changed and fixed small assorted problems and bugs
+ Small tweaks to game balance

CHANGES FOR FIRST FINAL VERSION:
+ Tweaks for damage dealing spells
+ Tweaks for all enemies using dragon breathe or shrapmetal (King Lich, Queen of the Death, et cetera)
+ Small changes for maps
+ Improved script for correct work of all spells with changed behavior.

CHANGES FOR FIRST FINAL VERSION WITH FIXES:
+ Fixed chain damage effects (Fire Bolt / Lightning Bolt)
+ Small balance fixes to spells
+ Poison effects now work more reliably


DISCLAIMER FOR UPDATE 2 AND LATER VERSIONS:
Script folder dedicated to Global scripts contain multiple scripts weighting 0 bytes (empty scripts). These scripts are added to overwrite currently obsolete scripts for people using older version (update 1).
Empty scripts are safe to delete, but doing so is not required.

DISCLAIMER: It is advised to read README in attached .zip file for list of all notable changes.

DROPBOX LINK: https://www.dropbox.com/s/vh2846jeqj47n ... 9.zip?dl=0

HOW TO INSTALL (REST OF HELP IN README):

Generally structure of mod installation is this:

1) Install a fresh (unchanged) copy of M&M7
2) Install a Grayface latest patch with NO LOD texture / Large-Mod changes (conflicts are possible)
3) Install MMExtension
4) Run M&M7 as ADMIN -- Close (IMPORTANT!)
5) Re-Open M&M7 -- Close (IMPORTANT!)
6) Install my mod overwriting everything as needed
7) Run MM7 with my mod
8) Enjoy changes for more interesting and harder game 0/

EITHER ONLY SLIGHTLY ANNOYING OR IMPOSSIBLE TO FIX CURRENTLY PROBLEMS:
1) Some textures are distorted (most notable in Erathian Sewers).
2) Some textures can be replaced with different ones for very limited amount of dungeons (most notable in Red Dwarf Mines). [Usually this is fixed by re-entering location]

3) Enhancements with new values in effect (disarm traps, armmaster, ID Item, ID Monsters, unarmed and dodging skills bonuses) still show old values in the descriptions. This will be fixed at some point in the future and have no direct impact on the game, but can be annoting. Sorry!

Special thanks goes to CognizanceGaming (scripts & testing help), eksekk (scripts & testing help), Darkrage (testing) and cthscr (help with technical aspects of mod), AstroPheonix (testing) and many other people supporting my efforts in Might & Magic Discord : - )
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,993
Location
Swedish Empire
Hi Everyone!
MM7 Refilled is a mod for the MM678 Merge. It aims to fill in the empty areas of MM7 with additional and more challenging monsters -- and a little more treasure.

MM7 Refilled:
https://drive.google.com/file/d/1m5Qez0 ... sp=sharing

When I first played the Merge, I applied Echo's MM8 Monstrosity Modling to it, and highly enjoyed the extra monsters and treasure. When I arrived in the MM7 portion, I was disappointed by the relative drop in challenge and reward. That portion of the game felt empty. MM7 Refilled aims to fix this.

The MM8 Monstrosity Modling is not required, but refraining from using it would defeat the purpose of my mod.
A Merge compatible version of the MM8 Monstrosity can be found at Nexus Mods here:
https://www.nexusmods.com/mightandmagicviii/mods/2

MM7 refilled consists of 2 files. Both should be installed atop a completed Merge installation. Open the archive and drop the contents directly into your base Merge folder. Start a new game to enjoy, as changing games.lod files in the middle of a game causes crashes.

***IMPORTANT***
Enable Compatibility Mode for your MM8.exe, set to Windows XP SP 3. Otherwise, you will get massive lag from large monster groups.

Details:
"mm7.games.lod" contains my altered maps. It replaces the file of the same name that comes with the merge.

"CTHostileMonsters.lua" is a simple script that makes almost all monsters stop fighting each other and focus on the party. This was necessary to keep several of my new monster groups from tearing each other to shreds as soon as the player wandered within range.

The script is not strictly necessary, so feel free to omit it if you need. Be aware that many of my new monster groups will ignore you and fight each other without it. The script mainly causes MM7 to act like MM6 and MM8, where the party is the focus of the monsters. Behavior of friendlies and town guards is unchanged.

Be warned! This mod makes the MM7 portion of the Merge quite a bit tougher. I made no change to existing monster stats. I placed more and/or tougher monsters in places that were void of them. Feel free to Bolster through the Merge as you see fit. Areas that used to be relatively save are no longer so, and some parts of early maps may require returning to at a higher level. Diligent monster slayers will be rewarded for their perseverance.

Of Note:
There are now many more adventurers than just you and Brent Filiant trying to win Lord Markham's contest. An earlier band awoke something dark and sinister inside the (formerly) Abandoned Temple of the Moon. Those accustomed to negotiating with Sal Sharktooth may find him loyal only to his new master.

The nations of Erathia and Tularea now actively want a piece of Harmondale, and are ready to take it from you by force. Their claims of benevolence in "rescuing" the town from its current besiegement by goblins is surely a pretense. Be prepared to fend off hostiles upon arrival in your new home. In the chaos, a rival thieves guild has set up shop in the White Cliff Caves, pursuing rumors of a hidden treasure. Several citizens of Harmondale say the new guild serves a mysterious mistress who keeps her face concealed at all times.

In Erathia, the great fortress of Riverstride is the site of constant skirmishes. In the haze of battle, combatants may not discern between their ancestral foes and innocent travelers.

The back entrance to Castle Navan through the Tularean Caves is now highly defended. Would-be raiders of the elven treasury will be fiercely resisted -- and richly rewarded. Due to the open hostilities between the Elven and Human kingdoms and poor Harmondale, the new Lords can certainly be forgiven exacting revenge upon their respective Castles and Forts. The door to the Elven treasury somehow got left open by the last Royal Factor, and remains so -- even for those who do not choose the path of the Black Knight.

The Barrow Downs has lost its Gog population, replaced instead by the many undead who have crawled out of the dwarven barrows. Many opportunists are attempting to take advantage of such a dark outpouring. Travelers are advised to beware of angry earth elementals, driven mad by the disruption of the land.

The Temples of the Light and of the Dark, and the Castles of the Wizards and the Necromancers have managed to gain possession of some of the greatest artifacts and texts of their enemies, and are attempting to purify or corrupt them -- as their nature dictates. Champions of Virtue and Scions of Wickedness are each advised to rescue such powerful items from the clutches of those who would abuse them.

Rumor has it that a rather odd warlock has claimed to have salvaged mysterious technology from the beaches north of Nighon. It has been weeks since he was last seen in town, muttering something about a "new tutor". Several experienced hydra-watchers have gone missing, and travelers are advised to use caution.

An old Armsmaster has retired in Eofol, at the site of his greatest conquests. It is now confirmed that he is in possession of a weapon of great power, having relied upon it for his battles against the great evils of the realm. The Warlocks of Nighon have grown tired of his rejection of their entreaties to purchase this weapon and are preparing a war-party to seize it by force. A party that comes to his aid, displaying their valor and selflessness, might be freely rewarded with the very weapon that others tried to take.

Finally, in the Shoals near Avlee, a long, lost shipwreck hides a mysterious bottle. Diligent explorers may discover exactly who's ship was wrecked with such strange cargo.

I hope you all enjoy new adventures with MM7 Refilled.
--Lightbringer23
 

grimer

Learned
Joined
Feb 24, 2021
Messages
165
  • Tracker: No known effect. Can only be learned at the Halls of Insanity in MM3
  • This skill is in Swords of Xeen too. What does it?

It's not even listed in the bible, safe to say it does nothing. (RPG classics > Xeen)

It's mentioned as unknown in the M&M III skill list.
yea thats probably a skill they havent fully implemented in the game like navigation. in mm2 navigation was required to traverse the desert/tundra without getting swept away but became useless in mm3 when they removed that mechanic.
 

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