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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

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
622
MM6 npcs

Arms Master+2 All Arms & Weapons
Weapons Master+3 All Weapons Skills

the difference is All Arms - what is that meaning? bows or what?
 

Ryan muller

Educated
Joined
Oct 10, 2021
Messages
439
finished world of xeen, yeah, quite disappointing

Ive heard 6 is quite similar in gameplay so i should pass it by now and sometime i will probably delve into 1 and 2 instead
6 is not really all that similar to Xeen in gameplay. Yes it’s still a dungeon crawling blobber but the environments are in 3D allowing for some of the best and most memorable dungeons in the series, it has free roaming movement instead of grid-based and you can switch between real time and turn-based combat on the fly. It’s the pinnacle of M&M gameplay IMO.
My problems with WoX standed for its terrible itemization (played half of the game with my stuff broken, didnt notice a difference)

The way physical attacks overshadowed spells (even with my equipment broken)

Lack of interesting encounters since most of the time theres only one enemy type for fight instead of a variety of formations

And how theres absolutely no challenge if you dont sequence break the game and explore places with extremely high level enemies. Specially when transitioning from cloud to darkside i was basically a god


If 6 fixed those and add better puzzles than "open the chests in order to form the word pitchfork" as well as a more balanced economy, then i would go for it

But seeing gameplays 2 seems like more of my cup of tea
 

Broseph

Dangerous JB
Patron
Joined
Nov 24, 2012
Messages
4,450
Location
Globohomo Gayplex
finished world of xeen, yeah, quite disappointing

Ive heard 6 is quite similar in gameplay so i should pass it by now and sometime i will probably delve into 1 and 2 instead
6 is not really all that similar to Xeen in gameplay. Yes it’s still a dungeon crawling blobber but the environments are in 3D allowing for some of the best and most memorable dungeons in the series, it has free roaming movement instead of grid-based and you can switch between real time and turn-based combat on the fly. It’s the pinnacle of M&M gameplay IMO.
My problems with WoX standed for its terrible itemization (played half of the game with my stuff broken, didnt notice a difference)

The way physical attacks overshadowed spells (even with my equipment broken)

Lack of interesting encounters since most of the time theres only one enemy type for fight instead of a variety of formations

And how theres absolutely no challenge if you dont sequence break the game and explore places with extremely high level enemies. Specially when transitioning from cloud to darkside i was basically a god


If 6 fixed those and add better puzzles than "open the chests in order to form the word pitchfork" as well as a more balanced economy, then i would go for it

But seeing gameplays 2 seems like more of my cup of tea
I think 6 is a challenging game if you don’t have meta knowledge from having played it beforehand. There are some decent puzzles as well. As far as the encounter design goes it’s still mostly trash mobs but the same is true of most games in the series.
 
Joined
Jan 7, 2012
Messages
15,522
6 lets you play in real time like you're a party of doomguys circlestrafing mobs of enemies, all armed with lightning shotguns. Really the separate engines of M&M games shouldn't even be compared, they are almost a whole genre apart.
 

grimer

Learned
Joined
Feb 24, 2021
Messages
165
As far as the encounter design goes it’s still mostly trash mobs but the same is true of most games in the series.
at least in 6 you're fighting hordes of enemies at once as opposed to 3 at a time in mm3-5

But seeing gameplays 2 seems like more of my cup of tea
peak combat in the entire series. dynamic front/rear flanks, huge variety of enemies with different gimmicks (jugglers, crazed natives, etc), resource management bc of restricted saving at inns and random encounters, actually useful crowd control spells. it might even be more tactical than the early wizardry games if they didn't have permadeath

dungeon design is a mixed bag. there are a few with devious layouts like one with a gauntlet (one way doors into fixed encounters), one with teleporter spam, one with invisible walls but it wraps around, but also some really boring ones that are just hallways with rooms of enemies. vast majority of dungeons also lack puzzles which make them kinda dry especially the ones with boring layouts.

there's also a better balance between might and magic. might is not as strong as in 3-5 due to the lack of obsidian weapons and to find weapons of similar quality you'd have to farm the strongest enemies in the game. magic is more useful due to crowd control spells which are essential when fighting hordes of enemies but you're most likely going to be casting damaging spells like fireball from enchanted items to conserve sp. i'm not sure if you can get ambushed while resting in a dungeon bc i always cast guard dog before doing so.

anyway, if you're looking for something more challenging then you should really play 2. it's probably the hardest game in the entire series which isn't saying much but the difference between 2 and 3-5 is enormous.
 

Fearlessjay

Novice
Joined
Nov 26, 2022
Messages
45
6 is great. Nothing like Xeen. But it doesn't have tactical options and is a product of its time. I'm just sad there are no games like this been produced any more. It was quite simplistic even in it's time but the depth of its system made you feel like there was a lot more. Also had great music.
 

Fearlessjay

Novice
Joined
Nov 26, 2022
Messages
45
Looks good. Have to give it a try. Been playing the MM6/7/8 combined mod and that's great. Nice playing Acromage in MM6.
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,980
Location
Wandering the world randomly in search of maps
Ive heard 6 is quite similar in gameplay so i should pass it by now and sometime i will probably delve into 1 and 2 instead

I don't know why this forum fellates MM6 so much, that game scales so badly it is borderline unplayable after about the 40-50% mark. Classes are super limited and magic is pathetically weak. Enjoy sitting and casting 50 healing spells at a time every fight because magic is so worthless. The skill system is completely half-baked and was not tested enough. It's all fixed in MM7 but the dungeons aren't as big. Boo hoo.

I say play MM7, but if you play MM6 play it with Grayface's mod that adds MM7's skills and MM8's engine. Having Grandmaster skills and spells that actually scale up makes a huge difference. Then it's really fun.

MM1 is pretty primitive but MM2 is perfectly good too.
 

baba is you

Educated
Joined
Mar 11, 2023
Messages
147
Location
No. I'm not a freaking chatbot.
I don't know why, but I think Might and Magic 1 the best.

Obviously, the system additions and improvements are most noticeable in Might and Magic 2, but I didn't like the fact that I had to know the U.S. Constitution to finish the game myself.
 
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Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,980
Location
Wandering the world randomly in search of maps
Happy Merchant detected..

OL0TWRO.png
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,988
Imagine a mega billionaire gamer who buys the MM, Wizardry, Ultima, Bardstale, and maybe a few other IPS. Could the fans do better?
 

Kedar

Educated
Joined
Apr 14, 2022
Messages
89
Good article:
The last Might & Magic game that Ubisoft developed and published was released in 2014 - Might & Magic X: Legacy - to mostly favorable reviews, though the community wasn't too thrilled about it. A major issue with Legacy was that it was a dungeon crawling game, rather than a fully-fledged turn-based strategy that fans had grown to love.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,280
Good article:
The last Might & Magic game that Ubisoft developed and published was released in 2014 - Might & Magic X: Legacy - to mostly favorable reviews, though the community wasn't too thrilled about it. A major issue with Legacy was that it was a dungeon crawling game, rather than a fully-fledged turn-based strategy that fans had grown to love.

I've come to actively despise Heroes for this kind of shit.
 

Gaznak

Learned
Joined
Oct 6, 2021
Messages
184
Location
The Fortress Unvanquishable
Gentlemen, could you share your thoughts concerning the eternal philosophical question of M&M 3-5 - and yet, Robber or Ninja?

As for me I still can't grasp the benefits of having Ninja that are so praised everywhere. Maybe are there some hidden/undocumented properties this class has? I ask because I can't see any major Ninja advantages 'on paper', rather it seems to be reversed, and Robber seems to be more useful in more situations.
 
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Joined
Jan 7, 2012
Messages
15,522
Robbers get +15 thievery, Ninjas get an attack every 5 levels rather than 6. Most of the time you don't care about thievery since if a trap hits you while opening something you just heal up, if it takes a few more tries then it doesn't matter. All that matters is that you be able to open things eventually. Ninja's APR is the 2nd best in the game after Barbarian and will output 20% more damage than Robber.

Meta-wise there's also no reason not to choose Dwarf for an inherent +10 thievery and temp level bonuses will also boost thievery so a Ninja will soon be running around with +20 thievery more than a baseline Robber anyway. Unless you want to do some sequence breaking stuff where you go to high level areas and unlock high level chests at level 1 there's no reason to need to stack more thievery from being a robber.

My standard party is Ninja + 2 cleric casters + 3 arcane casters, running all half casters in MM4/5 and mixing in some or all full casters for MM3 since you really need the mana more there.
 
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Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,280
Gentleman, could you share your thoughts concerning the eternal philosophical question of M&M 3-5 - and yet, Robber or Ninja?

As for me I still can't grasp the benefits of having Ninja that are so praised everywhere. Maybe are there some hidden/undocumented properties this class has? I ask because I can't see any major Ninja advantages 'on paper', rather it seems to be reversed, and Robber seems to be more useful in more situations.
It's about the long game.

Yes, at the early levels, a robber and a ninja aren't going to feel that much different (outside of a few more traps going off with the ninja and the robber being slightly more durable), but as both level up the gulf in combat ability becomes wider and wider.

Also, keep in mind that thievery can be upped by items. Nothing* outside of the class rate increases number of attacks. One per five levels for the Ninja (same rate as the knight!) and one per six for the robber. Oh, and while robbers get better armor than Ninja, the reverse is true for weapons (once again, increasing the gulf in combat ability).

*yes, yes, I know heroism exists. That doesn't do any counter arguments any favors as that simply increases the gap in the Ninja's favor.
 
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