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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

behold_a_man

Educated
Joined
Nov 26, 2022
Messages
264
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.
In MM1 spells you have are determined by your level. I thought they introduced learning spells in MM3. So, in MM1, having a level 7 spell implies being on level 13+, for example.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,282
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.
In MM1 spells you have are determined by your level. I thought they introduced learning spells in MM3. So, in MM1, having a level 7 spell implies being on level 13+, for example.
Been so damn long since I've played mm1.

MM2 has a hybrid. When you reach the right level, you're given a few spells for free, you have to buy a few from temples/guilds, and you have to find a few others. Hirelings have all of them from the get go but they can't use them till they get to the proper level.
 

Sceptic

Arcane
Patron
Joined
Mar 2, 2010
Messages
10,884
Divinity: Original Sin
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.
Considering how much you liked exploration in MM1, and the specifics of what you liked about it, my advice is to ignore most of the hints you're going to be given (which are bound to be about powergaming and skipping swathes of stuff you can are otherwise supposed to get through exploration). I'm actually curious to see what you'll think of MM2. I think that some mechanics (including ones you've complained about) are done better, and there's no doubt there's joy in exploring, but I don't think the maps are as interesting and well designed. Also, it's not that MM1 doesn't have any jokes (all the games have plenty), it's that MM2 has a LOT more.

Much as I adore MM1 and fanboy about it (and I cannot completely deny that some of it might be due to nostalgia), I can't disagree with many of the criticisms you've made. Reading your post about it was a joy though, I hope you make another one when you finish MM2 (or better yet, share your impressions as you play). Have fun!
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
120
Considering how much you liked exploration in MM1, and the specifics of what you liked about it, my advice is to ignore most of the hints you're going to be given (which are bound to be about powergaming and skipping swathes of stuff you can are otherwise supposed to get through exploration).

100% agreed.

I'm actually curious to see what you'll think of MM2. I think that some mechanics (including ones you've complained about) are done better, and there's no doubt there's joy in exploring, but I don't think the maps are as interesting and well designed. Also, it's not that MM1 doesn't have any jokes (all the games have plenty), it's that MM2 has a LOT more.

About the maps:
I have to somewhat disagree with you. I think MM2's overworld map is fantastic: to truly appreciate it, you need wait a little while and explore a bit outside the thick forests before investing in Pathfinding, and explore the main roads/grass lands, same with Mountaineering. The developers even added invisible, one-way secret paths in the mountains that you can't experience if you bought Mountaineering too soon. MM1's overworld felt just like a more open dungeon with different tilesets and some cardboard trees you can pass through.
MM2's main castles are huge and wonderfully complex, with multiple floors.

The only plus I will acknowledge to MM1 is that many of its (non-castle) caves and dungeons have multiple floors, making them longer and more dangerous. For some reason, no caverns/dungeons do in MM2, outside of those awesome castle dungeons.
But MM1 has many useless rooms/sections containing nothing interesting except locked doors with fixed encounters.... MM2 has those too, but often include something else of interest to reward the player: jailed NPCs you can free, switches, loot, stat bonuses, race/class restricted rooms, etc
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,005
I really enjoyed that cardboard cutout effect in MM1. You know what I never tried? Overlaying my mapped tiles over the land maps given in the boxed set to see if I could get them to closely match. I believe all the way to xeen the maps give the alpha-numeric zones in the picture maps. All I’d have to do is try to fit the grids on there. They probably don’t match close at all.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
120
I really enjoyed that cardboard cutout effect in MM1. You know what I never tried? Overlaying my mapped tiles over the land maps given in the boxed set to see if I could get them to closely match. I believe all the way to xeen the maps give the alpha-numeric zones in the picture maps. All I’d have to do is try to fit the grids on there. They probably don’t match close at all.

Actually they all match perfectly!The "Where Are We" mod includes the official drawn maps and uses them as background for grid squares you haven't explored yet.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
120
For 1-XEEN?

Yep. I tried it myself with all games. It's perfect. You can see what I'm talking about on the right most map, the official map getting filled out and replaced as you explore.

https://www.eskimo.com/~edv/lockscroll/WhereAreWe/

where-are-we-might-and-magic.jpg
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,005
WHAOH!!! That’s awesome! Thanks for the link.

Edit…. My old fart memory. Apparently, I have been here to that site before. Why I forgot? Dunno. Thanks for the reminder. It is still awesome.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,993
Location
Swedish Empire

Interested but pessimist.
CHances are it will turn out to be a Far Cry/Assassin's Creed in a fantasy setting.
And one on a mediocre budget, too.


!!Annotation regarding the M&M FATES domains tweet!! It's possible that Ubisoft is working on multiple Might and Magic projects, and FATES might not be a AAA open-world game but a mobile title. The AAA Might and Magic project could have a different name. Alternatively, it could be a AAA open-world mobile game similar to Genshin Impact.I want to emphasize that I always try to use words like 'maybe,' 'probably,' or 'possibly' precisely so that no one treats my predictions, which are based on gathered information, as a fact. I've used 'probably' because right know all we know is that they were hiring for AAA open world project and the only new possible title we know for M&M is Fates. I have not found any information about Ubisoft working right now on a new mobile M&M game.The 10th-anniversary of the last Might and Magic main title is in January, so it would be a great time to announce something regarding the future of the franchise.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,005
So i made a box kit for Swords of Xeen, if anyone wants to try it.

DSC-0198.jpg


https://delafil.se/586406152484b965/Might_and_Magic_Swords_of_Xeen.7z
Translation result

DELAFIL.SE - MIGHT AND MAGIC SWORDS OF XEEN.7ZWith DelaFil.se,

You can easily and quickly share larger files with your friends. With us, you can upload several files at the same time up to 6 GB completely free of charge. The files remain with us for a full 30 days, from the last time they were downloaded. Of course, you decide yourself whether the file should be deleted or remain on our servers.
I have to wait until I download to my laptop. Phone can’t open up .7z
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,993
Location
Swedish Empire
So i made a box kit for Swords of Xeen, if anyone wants to try it.

DSC-0198.jpg


https://delafil.se/586406152484b965/Might_and_Magic_Swords_of_Xeen.7z
Translation result

DELAFIL.SE - MIGHT AND MAGIC SWORDS OF XEEN.7ZWith DelaFil.se,

You can easily and quickly share larger files with your friends. With us, you can upload several files at the same time up to 6 GB completely free of charge. The files remain with us for a full 30 days, from the last time they were downloaded. Of course, you decide yourself whether the file should be deleted or remain on our servers.
I have to wait until I download to my laptop. Phone can’t open up .7z

you'll have to provide the box part yourself, i reused an old KKND box i had, i know there are box cut-out kits out there you can print.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
120
Nothing* outside of the class rate increases number of attacks.

*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.


I would like to correct the official documentation and clarify how Heroism works in MM3-4-5.
It simply adds the spellcaster's level to the "To Hit", aka "Attack bonus".
The manual AND in-game description for all these game is wrong. It does NOT increase the level of the physical attacker.
Allow me to demonstrate with this test from MM3 with a level 1 barbarian.( I can't include my screenshot here sorry)

My mid-game level party dumped the knight and I created level 1 barbarian with 13 might, just for this test, and I equipped him with steel hand-axe (roughly 13 damage on average). I went to the Arena I checked the monsters' hit point before and after the barbarian's attack (using the Where are We mod). Only 1 hit. Every time.
So if the official description of the spell was correct, my cleric's Heroism spell should have given more attacks to my levl1 barbarian. But he attacks only once. EVERY time. For roughly 13 damage.


The Where are We mod folks know this, and corrected the spell description to:
"+Level to hit on one character(mm3)"
"+Level to hit on one party(mm4-5)"
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,282
Nothing* outside of the class rate increases number of attacks.

*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.


I would like to correct the official documentation and clarify how Heroism works in MM3-4-5.
It simply adds the spellcaster's level to the "To Hit", aka "Attack bonus".
The manual AND in-game description for all these game is wrong. It does NOT increase the level of the physical attacker.
Allow me to demonstrate with this test from MM3 with a level 1 barbarian.( I can't include my screenshot here sorry)

My mid-game level party dumped the knight and I created level 1 barbarian with 13 might, just for this test, and I equipped him with steel hand-axe (roughly 13 damage on average). I went to the Arena I checked the monsters' hit point before and after the barbarian's attack (using the Where are We mod). Only 1 hit. Every time.
So if the official description of the spell was correct, my cleric's Heroism spell should have given more attacks to my levl1 barbarian. But he attacks only once. EVERY time. For roughly 13 damage.


The Where are We mod folks know this, and corrected the spell description to:
"+Level to hit on one character(mm3)"
"+Level to hit on one party(mm4-5)"
Yeah, you're right. My brain just has a tendency to default to the MM2 version.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
120
So I've been driving a whole lot and while daydreaming, thought of imaginary new classes for MM3-4-5 that I would implement if I had the reverse engineering talent to do so.

Trickster
Inspired by AD&D's Thief/Mage multiclass.
Has the same spellcasting ability and spell points as the Archer.
Has the same starting thieving abillity as the Ninja.
Primary stats: Intellect, Luck
Equipment: Short sword, dagger, short bow,sling, scale armor.
Gains an attack every 7 levels.
Same HP growth as the Sorcerer.
New ability: "Trick". Distract monsters with an illusion of the party placed somewhere else, or turn
party invisible for a few minutes.

Shyster (aka Con artist, aka Snake oil Salesman)
Inspired by AD&D's Cleric/Thief multiclass.
Has the same spellcasting ability and spell points as the Paladin.
Has the same starting thieving abillity as the Ninja.
Primary stats: Personality, Luck
Equipment: Cudgel, short sword, dagger, sling, chain mail, shield.
Gains an attack every 7 levels.
Same HP growth as the Cleric.
New ability: "Swindle". Able to swindle goods from well-meaning merchants, or swindle quest reward gold from NPCs without having to to actually solve the quest.

Bard
Inspired by AD&D's Bard class
Has the same spellcasting ability and spell points as the Ranger.
Has the same starting thieving abillity as the Ninja.
Primary stats: Intellect, Personality, Luck
Equipment: Cudgel, short sword, hand axe, dagger, one-handed spear, crossbow, short bow, sling, ring mail.
Gains an attack every 7 levels.
Same HP growth as the Druid.
New ability: "Sing". As long as the bard is in Sing mode, some stats are raised for the party or lowered for the monsters, depending on the song; but he cannot take any other actions while Singing.
"Hide" : Monsters will not target the Bard for physical attacks unless he's the only party member left standing.
 

UndeadHalfOrc

Educated
Joined
Nov 5, 2023
Messages
120
What I would love is a mod to vanilla MM7 to add to it all the sweet new cards they added in MM8 arcomage
 

behold_a_man

Educated
Joined
Nov 26, 2022
Messages
264
Has anyone ever encountered a ?bug? in MM2, where:
a) All characters have stats moved to 5.
b) If any character has an item that gives a bonus to a stat, and this item is removed, then the stat goes to 0.
c) Reequipping the item gives the standard bonus (0+bonus).
I saw it after defeating Dawn. My characters all have a standard age. Cleric spells (including the Divine Intervention) don't change anything. I think I could play with the circus and make alignment changes to move everything to normality, but I guess it wouldn't be very entertaining; or I can use my backup save from 10 levels before, which is not so pleasant either.
bugged.png

item_removed.png

reequip.png

After removing and reequipping the Photon Blade, Knight's might went from 5 to 0, then to 22.
 

behold_a_man

Educated
Joined
Nov 26, 2022
Messages
264
Alls stats to 5 a penalty for doing something you shouldn't have done, on Murray's Resort Island, I think.
That makes sense. The worst thing is, in the end, I didn't steal anything - I forgot to click 'Search', and when I came back, the treasure disappeared and I forgot about it completely.
 

behold_a_man

Educated
Joined
Nov 26, 2022
Messages
264
And sure enough, now the circus works only on hirelings. Wonderful.
Edit: In order to make the circus usable for character X, I needed to remove X from the party and then reinstate it.
 

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