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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

Covenant

Savant
Joined
Aug 3, 2017
Messages
371
Ah ok, I was transported to this topic, perfect! So I recently finished M&M1 (also using some guides), but there are some things that aren't clear to me:
- Merchant Pass and King Pass: should you simply explore the world until you find them?
- The second part of the main quest (after the dog statue) here too do you simply have to explore all the locations you see on the map or was there any clue on where to go? (plus the BJ clue)
- Were there any clues in the answer to Og's question?

The CRPG Addict notes the clues for Og's question in this post.
 

Kayato

Literate
Joined
Dec 8, 2023
Messages
27
Ah ok, I was transported to this topic, perfect! So I recently finished M&M1 (also using some guides), but there are some things that aren't clear to me:
- Merchant Pass and King Pass: should you simply explore the world until you find them?
- The second part of the main quest (after the dog statue) here too do you simply have to explore all the locations you see on the map or was there any clue on where to go? (plus the BJ clue)
- Were there any clues in the answer to Og's question?

The CRPG Addict notes the clues for Og's question in this post.
Thanks, that's an interesting point that I wouldn't have gotten to!
Sorry but I still suffer from the delayed approval of each post by a moderator since I'm still new!

Regarding M&M2, I saw that I can import the party and start from level 7, I'd say it's not bad! But I was seeing that there are 2 new classes: the Barbarian and the Ninja. Are they worth trying or can I go with the classic party? Will I have any "surprises" for sex or party alignment in this chapter?
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,437
Location
The Crystal Mist Mountains
But I was seeing that there are 2 new classes: the Barbarian and the Ninja. Are they worth trying or can I go with the classic party? Will I have any "surprises" for sex or party alignment in this chapter?
There are barbarian and ninja hirelings available that you can bring along. And definitely expect some surprises.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,282
Regarding M&M2, I saw that I can import the party and start from level 7, I'd say it's not bad! But I was seeing that there are 2 new classes: the Barbarian and the Ninja. Are they worth trying or can I go with the classic party? Will I have any "surprises" for sex or party alignment in this chapter?

First off, the barbarian gets better hp, but worse armor than the knight. It balances out IMO. Can't remember if they're better fighters than the knights like in MM3/4, but they're at least as good as the knight (minus a few weapons they can't use). Ninja fight better than robbers but are worse at thievery. Plus robbers are useful for class quests.

Barbarians have a fairly easy class quest (at least in comparison to others) while the Ninja has one of the worst.

One of the first hirelings is a barbarian, so I wouldn't bother making one if you want to have one. Actually, now that I think about it, 2 of the earliest hirelings are barbarians.

And yes, sex an alignment crops up here and there. There's ways around this however.

Also, just a little piece of advice. Don't train in any town other than Atlantium if you can help it. You get bonus hp/mp by training there. It builds up. There's a way to fix this but it's very expensive and way later into the game. Also, skill potions are your friend. Keep a few on hand if you want to try going into areas you're not supposed to. Also a godsend for class quests.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,268
Steve gets a Kidney but I don't even get a tag.
I remember not finding the merchant's pass until I was a long way into the game, which made most of the quests you unlock with it an absolute joke for my overleveled party. I don't think there are any clues as to where to find it. If there are, I missed them too.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,851
Location
Bjørgvin
Alignment is very important in MM2, since all items that are +6 (or was it 8?) or better are alignment restricted. But MM2 is a very inclusive game that caters for the alignment fluid among us.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,282
Alignment is very important in MM2, since all items that are +6 (or was it 8?) or better are alignment restricted. But MM2 is a very inclusive game that caters for the alignment fluid among us.
Yeah....having something like a Good knight, Neutral barbarian, and evil paladin (or some combination therein) is probably a good idea. I seem to recall that the game favors certain sexes for certain classes as well due to putting (I think the personality one, and I want to say intelligence) stat enhancement pools in hard to reach locations for certain genders. I think, my memory is a bit hazy here.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,039
Considering what a disappointment MMX was and the current trend of chasing Breath of the Wild.... yeah this is going to be some lame as real time 'rpg' with fantasy that's generic enough to be boring but weird enough to be retarded. Throw in some SJW nonsense and spending 90% of the budget on something retarded like a celebrity voice actor who doesn't want to be there. Wake me up when some crazy basement dweller makes a spiritual sequel to MM3-5 with no marketing. That'll be the good one.
 
Joined
Jun 6, 2010
Messages
2,398
Location
Milan, Italy
Considering what a disappointment MMX was and the current trend of chasing Breath of the Wild.... yeah this is going to be some lame as real time 'rpg' with fantasy that's generic enough to be boring but weird enough to be retarded. Throw in some SJW nonsense and spending 90% of the budget on something retarded like a celebrity voice actor who doesn't want to be there. Wake me up when some crazy basement dweller makes a spiritual sequel to MM3-5 with no marketing. That'll be the good one.
I mean, I actually enjoyed MMX to a decent degree, even if it was made out of recycled assets and "here's your lunch money" budget.
I'd be ecstatic if this turns out to be just as good, but I'm expecting a far worse bastardization in an attempt to appeal to a a "modern audience".
 

madrigal

Augur
Joined
Oct 23, 2012
Messages
249
Also, skill potions are your friend. Keep a few on hand if you want to try going into areas you're not supposed to. Also a godsend for class quests.
Narrow window of usefulness soon made redundant when you find Gold armor.

Yeah....having something like a Good knight, Neutral barbarian, and evil paladin (or some combination therein) is probably a good idea.
Disagree, due to the existence of item duplication having all the same alignment is useful, also the most powerful weapon types can be obtained alignmentless and enchanted. Sharing alignment also means you only have to enchant one item instead of eight.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,282
Also, skill potions are your friend. Keep a few on hand if you want to try going into areas you're not supposed to. Also a godsend for class quests.
Narrow window of usefulness soon made redundant when you find Gold armor.

Yeah....having something like a Good knight, Neutral barbarian, and evil paladin (or some combination therein) is probably a good idea.
Disagree, due to the existence of item duplication having all the same alignment is useful, also the most powerful weapon types can be obtained alignmentless and enchanted. Sharing alignment also means you only have to enchant one item instead of eight.
fair enough.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
120
Hello all! I joined RPG Codex only recently, and this is my first ever post, so this will be my short introduction:
I'm a M&M and HoMM veteran.
Played King's Bounty, HoMM1, HoMM2, HoMM3, MM6, MM7, MM8 shortly after they came out.
Then in 2010, bought the M&M 6-pack on GoG.
Got started on MM1, but lost interest at level 14 because as ambitious as that game was when it came out, too much lunky stuff that got on my nerves: having to type in number for spells, no automap, and random HP level ups. So I ended up abandoning it.
Fast forward to 2022, and I REALLY would like to try again because MM2-3-4-5 look and sound like they are awesome. So I forced myself to finish MM1.

Got Started on MM2 shortly after, finished it at lev 75, managed to beat the 66 devil kings.
Loved the automap and they removed the random HP level ups from MM1. Loved being able to enchant my weapons to +28 by the end. Too bad you still had to enter numbers for spells. I did not know about the Where are We mod.

MM3, I took my time, started in january 2023, beat it only this september. Liked it even more than MM2.
I thought Obsidian weapons were far too common, far too early, and far too powerful though, so I UGE-edited them to Diamond.
(and Diamond weapons I got got downgraded to Sapphire).

Started M&M4-5 World of Xeen, which I'm currently playing, level 12, inside the Golem Dungeon. I'm loving it.


I even started a new MM1 game with the Where Are We mod, just to toy with it. Unsurprisingly, this makes it way more fun, I wish I had it back in 2010.

I still think MM6 and MM7 are awesome , still think MM8 is weak sauce.
 

Kayato

Literate
Joined
Dec 8, 2023
Messages
27
Thanks for all the replies! One last question, how do hirelings work? Do they add to the party or do you replace a party member?
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
120
Thanks for all the replies! One last question, how do hirelings work? Do they add to the party or do you replace a party member?
In MM2 and MM3, they take up the 7th and 8th slot, but they CAN replace a real character, should you want less than 6 of your own (but why would you want to). They get paid a salary each day, that grows exponentially according to their level.

In MM6 and MM7, the hirelings take up a 5th and 6th slot just for them, but all they do is add a bonus to an existing skill, or cast a spell once (or a few times) per day. They do not participate in battle, and have no inventory or equipment. Instead of getting paid daily like in MM2-MM3, they take a % of your gold findings.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,437
Location
The Crystal Mist Mountains
Don't forget, in MMII there are speficic quests that you can only take characters of a particular class. There are also class restricted areas. In those instances, it could be helpful to round out your party with hirelings when you have to bench your regulars for a little while.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,282
Also, there's one quest you actually NEED* a hireling to complete it.
I still find it amusing how getting the orb required you to "game" the system by dismissing a hireling

*perhaps there is a different way, but I don't know of it off the top of my head.

As an aside, the two basic hirelings you get in Middlegate are just fine for completing the game. Though I'd argue the sorcerer(ess) that you can get in Vulcania is worth picking up as she's easy to get, cheap, and comes with EVERY arcane spell in the game (including the really really hard to find ones).
 
Last edited:

Sceptic

Arcane
Patron
Joined
Mar 2, 2010
Messages
10,884
Divinity: Original Sin
Thanks for all the replies! One last question, how do hirelings work? Do they add to the party or do you replace a party member?
In MM2 and MM3, they take up the 7th and 8th slot, but they CAN replace a real character, should you want less than 6 of your own (but why would you want to). They get paid a salary each day, that grows exponentially according to their level.
MM2 and MM3 are a little different actually, what you described is more MM3. In MM2 they only take their payment when you rest, and with the way the game is set up it is very possible to not do this for a very long time and avoid paying them anything. In MM2 they also pay for their own training so it's free for you, it makes having a full 8-slot party with both hirelings (I usually go with 1 of each class) very feasible. In MM3 the cost of hirelings when they get high level can get a bit prohibitive, especially since gold is finite.
 

behold_a_man

Educated
Joined
Nov 26, 2022
Messages
264
So, I've finished the first one:
ending.png

party.png

And my observations:

1) Save system - Paired with the exploration system, it might be my favourite save system of all the RPGs I've played. I constantly needed to make decisions about whether to continue exploring (and possibly need to fight some encounters anew) or continue and maybe perish, losing some equipment and experience; while this seemed more important on the early levels, cockiness once cost me the Ultimate Sword I lost in a fight to some schmucks in a magic-free zone. It also shows the merits of a randomized itemization with sparse good loot - I encountered black boxes ~5 times in the entire game, so saving over after finding any of them was pretty optimal, as they didn't need to reoccur.

2) The framework of exploration - the entire system built around exploration in this game might be the most advanced I ever saw. With the saving system and randomized encounters, transporting spells did not only speed up the exploration; they made it viable. It was quite dangerous to explore the vastness of the world until getting Fly; venturing into a deep dungeon until getting the cleric's Surface (4-8) was suicidal; etherealize was quite distinct from teleportation (unlike in Isles of Terra); Shelter (sorcerer's 5-4) became crucial after a handicapping fight. I think the lack of easily available saves gave a completely different strategic dimension to the game.

3) The exploration was quite similar to later titles in the series - every single place needed something special, something distinguishing it from other dungeons - and, well, it did roughly as expected, though arguably not as well as some later titles; sometimes the only thing I got were golden messages, and they weren't exactly useful - I knew pretty much what should be done when I got the last one; some rewards were very meager, like getting +10000 EXP for solving a king's quest, where I had to fight through encounters that gave me ten times more experience. I have mixed feelings about the lack of automapping; on the one hand, creating my own maps in one way or another turned out to be quite rewarding; furthermore, each map became more memorable; on the other, creating an automapper felt like a menial job.

4) Puzzles were much easier than in Isles of Terra: I was able to solve pretty much every meaningful one. They were coherent, logical, and sparse; also, helpfully, most messages in the game (except for jokes) were hints for solving them. What I didn't manage to figure out (and had to resort to a cluebook) was that the 'Search' option could be useful not only after combat. I found it ridiculous that almost always, if there is something on a cell (like a box), you have information about it when you stumble upon a cell - except for ?three? places in the entire game, all near its end. JVC could have at least hinted at it in the manual.

5) Combat is way simpler than I expected, given the comments about it here.
-> There was no resource management to speak of for almost the entire game. Rest was almost always possible, the interesting resources (that is, thundranium) were renewable, and there was close to no use for all the gold I hoarded.
-> There is not much of a variety of options during encounters. Fighters pretty much had a single option during combat, my wizard usually used lethal spells, seldom buffs. Spells progressed pretty much linearly - the next level combat spell was almost always strictly superior to the one from the previous level. The enemies' resistances were not really important - at the beginning, I had not much to choose from, and in the end, I used spells in order to affect multiple enemies (which were usually distinct), so I didn't really care about the resistances of a single monster (which I couldn't even read). The only non-banal idea regarding combat I found was the ability to stack Weaken (sorcerer's 3-7) which was useful during long encounters - quite rare occurrences in this game.
-> What was pretty interesting was the variety of enemies - I had to learn which ones could screw me over with their abilities - unlike in the later titles, where I usually fought a single type of enemy at the time. Though the idea of gold dragons teaming up with ghosts and militiamen to whack me is quite astounding.
-> I loved the unconditional nature of some spells and the dependence of their success on the caster's alignment (albeit the alignment system didn't make sense). When my cleric cast the Holy Word, I could be sure that no undead will survive the onslaught.

6) Surprisingly, given what I read here, the game is filled with typical Van Caneghem humor - it's full of notes like 'The Ugliest Club - members only!' (of course, the room turned out to be filled with trolls), 'Demons in Conference, do not disturb!' or 'Dungeon under construction'. The main quest consisted of, like, 20 dialogue lines, and it wasn't very exhilarating - but neither were the main quests in some later titles. Also, the monster icons were anything but doomy and gloomy:
Banshee.png

Rat.png

Sprite.png

As a side note, I've left my automapper
https://github.com/codexianbeholdaman/mapper
It was made for this game but might be of some use for other games; the difference is, my automapper does not access the game (or know any game is running at all), so it gets all the data from the keyboard presses and clicks. It's pretty bare-bones, but functional enough. I don't know how it'll behave in different environments, and the 'auto' part probably won't work out of the box unless you have Linux. I've also left my maps to show how they can be done.
Maps look roughly like
Below%20Warrior%27s%20Stronghold.png

D1.png
.
, if anyone is interested.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,282
So, I've finished the first one:
If you liked the first one then you'll probably love the 2nd one.

If you wish to jumpstart your game a little, I recommend picking up the sorceress hireling in Vulcania and the Cleric hireling in Atlanteum.

Why you may ask? Because Hireling spellcasters come with EVERY SPELL IN THE GAME. Helps quite a bit.

I'd still have one of each of those in your player made party, of course. Doubling up on cleric/sorcerer is not a bad thing.
 

behold_a_man

Educated
Joined
Nov 26, 2022
Messages
264
So, I've finished the first one:
If you liked the first one then you'll probably love the 2nd one.

If you wish to jumpstart your game a little, I recommend picking up the sorceress hireling in Vulcania and the Cleric hireling in Atlanteum.

Why you may ask? Because Hireling spellcasters come with EVERY SPELL IN THE GAME. Helps quite a bit.

I'd still have one of each of those in your player made party, of course. Doubling up on cleric/sorcerer is not a bad thing.
Doesn't it make the game very simple? Progressing exploration spells was, for me, a seminal part of the whole experience of the first game.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,282
So, I've finished the first one:
If you liked the first one then you'll probably love the 2nd one.

If you wish to jumpstart your game a little, I recommend picking up the sorceress hireling in Vulcania and the Cleric hireling in Atlanteum.

Why you may ask? Because Hireling spellcasters come with EVERY SPELL IN THE GAME. Helps quite a bit.

I'd still have one of each of those in your player made party, of course. Doubling up on cleric/sorcerer is not a bad thing.
Doesn't it make the game very simple? Progressing exploration spells was, for me, a seminal part of the whole experience of the first game.
Perhaps. You'll still want to get (most) of the spells for your non-hireling casters.

Also, I'm sure you realize this (but I'll say it just to make myself clear), just because they have the spells, doesn't mean they can use them. You still have to level them up to the right level.
 

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