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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

Storyfag

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I did not like the Merge Redone's additional flowers/trees/rebuildings. It was confusing. And the minimap showed the original layout.
I appreciate the additional flowers and trees*, but the rebuildings are terribad.

*MM7 needs them the most. It is so barren otherwise...
 

Alex

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solemgar

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Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Is the merge mod recommended?

No way. Play the games one by one
Hard disagree. The MMMerge is terrific, well thought-out and fun.
Even so, it would probably be best if you play the games individually first, wouldn't it? I mean, a very high level party from one game is just going to stomp anything on its way in the other games...
I played 6 and 7 so will give it a go :)
 

TheDeveloperDude

MagicScreen Games
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I mean, a very high level party from one game is just going to stomp anything on its way in the other games...
I dunno it is the Merge or I am so great, but my Level11 party (Druid-Druid-Cleric-Sorcerer-Sorcerer) is killing everything easily in Deyja Moors. My sorcerers are using wimpy Fire Bolt spells.
Btw does the Meditation skill add SP regeneration in vanilla?
 

Mauman

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I mean, a very high level party from one game is just going to stomp anything on its way in the other games...
I dunno it is the Merge or I am so great, but my Level11 party (Druid-Druid-Cleric-Sorcerer-Sorcerer) is killing everything easily in Deyja Moors. My sorcerers are using wimpy Fire Bolt spells.
Btw does the Meditation skill add SP regeneration in vanilla?
That's just the power of spellcasters. Once you get over the initial difficulty hump, spell casters just fuck things up in the trilogy.

That being said, I find the occasional more physical party to be fun as well.
 

Storyfag

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I mean, a very high level party from one game is just going to stomp anything on its way in the other games...
I dunno it is the Merge or I am so great, but my Level11 party (Druid-Druid-Cleric-Sorcerer-Sorcerer) is killing everything easily in Deyja Moors. My sorcerers are using wimpy Fire Bolt spells.
Btw does the Meditation skill add SP regeneration in vanilla?
I don't think the harpies are meant to be a particularly challenging opponent.
 

zapotec

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Also mm7/6 were balanced on 4 party size eh, for mm6/7 classes promotions, what quest are used?
 

Storyfag

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Also mm7/6 were balanced on 4 party size eh, for mm6/7 classes promotions, what quest are used?
A mm6 or a mm7 sorcerer must become a wizard through either mm6 or mm7 promotion quest, then he can become an achmage through the mm6 or mm7 promotion quest or a lich through the mm7 or mm8 promotion quest, if I recall correctly.

The process is analogous for other classes.
 

TheDeveloperDude

MagicScreen Games
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Messages
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Merge. I began MM7. Now I have to choose between Dark and Light Path (judge quest).
If I choose path of dark for my 1 cleric and 2 sorcerers, could I learn/use Light Magic? Or only Dark Magic?
 

Mauman

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Merge. I began MM7. Now I have to choose between Dark and Light Path (judge quest).
If I choose path of dark for my 1 cleric and 2 sorcerers, could I learn/use Light Magic? Or only Dark Magic?
In the context of MM7, you're locked to dark or light depending on the path you take as the opposing trainers will tell you to pound sand.

That being said, you can change a character to a different path in MM6 (not sure about mm8). There are npcs that will "retrain" you essentially. Be warned though, I haven't tried using them before. I'm not 100% how they work. Only that I know they exist.
 

solemgar

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Started the merged mod. Wow. It really makes a difference to see MM VI with the MMVIII engine. Monumental kind of job done by the modder. Plus the patch includes a lot of graphical improvements. Could not play much yet, but loved you can create character with any race from the three games.
 

0sacred

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I dunno it is the Merge or I am so great, but my Level11 party (Druid-Druid-Cleric-Sorcerer-Sorcerer) is killing everything easily in Deyja Moors. My sorcerers are using wimpy Fire Bolt spells.
Btw does the Meditation skill add SP regeneration in vanilla?
That's just the power of spellcasters. Once you get over the initial difficulty hump, spell casters just fuck things up in the trilogy.
nah, firebolt is a very low damage single target spell, even if you already have 10 points in fire magic for GM. A martial character dual wielding should outdamage sorcerers at this early point by a mile. Seems like they fucked things up with the merge mod
 

Mauman

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I dunno it is the Merge or I am so great, but my Level11 party (Druid-Druid-Cleric-Sorcerer-Sorcerer) is killing everything easily in Deyja Moors. My sorcerers are using wimpy Fire Bolt spells.
Btw does the Meditation skill add SP regeneration in vanilla?
That's just the power of spellcasters. Once you get over the initial difficulty hump, spell casters just fuck things up in the trilogy.
nah, firebolt is a very low damage single target spell, even if you already have 10 points in fire magic for GM. A martial character dual wielding should outdamage sorcerers at this early point by a mile. Seems like they fucked things up with the merge mod
Meh....having played both mm7 merge and non-merge multiple times, I'm pretty sure the damage formula is exactly the same for firebolt (and by pretty sure, I mean "yes, it is"). Yes, a martial character can hit harder, but you don't HAVE to hit harder to kill something, you just have to hit hard enough. 5 (I mean 4 + whatever the cleric is doing) firebolts can take out weaker enemies from a distance and the harpies in the Deya Moors aren't exactly the most difficult enemies around.

edit - edited due to realizing a cleric is in that group.
 
Last edited:

TheDeveloperDude

MagicScreen Games
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622
MM7 Merge.
Where can I buy Fly, Town Portal, Lloyds Beacon spells? I have not seen any. Level26 party.
 

Mauman

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MM7 Merge.
Where can I buy Fly, Town Portal, Lloyds Beacon spells? I have not seen any. Level26 party.
You're going to want master and paramount guilds for spells like that. The paramount guild of water in particular is a bit out of the way (Evermorn Island).

RNG can screw you over and they might not be available when you arrive. You might have to leave the area for a while for the stock to refresh. Alternatively, make a save before entering the shop. I think the stock is selected the first time you enter the shop. Alternatively alternatively, if that's not the case and my memory is playing tricks on me, make a save before entering the zone the shop is located.

https://the-spoiler.com/RPG/New.World.Computing/might.and.magic7.2/MM7.HTM has a list of all guilds near the bottom of the page for stuff like that.
 

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