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Might and Magic Merge
I have some artifacts/items of Dark. When I am leveling up then the dark magic bonus always increasing as well.
Now +56. So do I have 40+56=96 power for Dark magic spells?
Please add Might and Magic Merge mod to the poll options. It should compete with both Mandate and Xeen. And that's coming from one who can understand why folks like one or the other or both.
Finished MM8 part of my solo necromancer in the Merge.
Most tricky was releasing the Earth Lord from prison. The Great Air Elementals were below my platform, I could not reach/see them but they were able to cast spells at me. Aaaargh.
LOL. 50 GM in Dark Magic. I understand the role playing and nuker potential there, but why not more points in Earth, Air, Water, Earth? And who in their right mind would want to put ANY points in ID Monster. Worse skill than Diplomacy in MM6.
LOL. 50 GM in Dark Magic. I understand the role playing and nuker potential there, but why not more points in Earth, Air, Water, Earth? And who in their right mind would want to put ANY points in ID Monster. Worse skill than Diplomacy in MM6.
Yes, ID Monster did not show any information about high-level monsters. No hp, nothing.
Indeed, seems important pump up the elemental schools, because of the resistance spells.
Earth Lord prison was impossible at resistance 250, but using a increase air magic ring, it became 350. That seemed good enough to finish that prison.
It always true: equip the ring!
Yes, you need elemental magic. I continue the Merge with MM6. So I went Darkmoor Castle, and the liches were immune to Dark Magic. So I had to use the good olde Sparks spell.
I'll be doing Merge Mod with a solo Minotaur Ranger, with 200 percent for bolster. It won't be right away, but I figure I might as well go All In in my attempt to clear all of the locations starting in MM6 since Merge puts you outside New Sorpigal. Then head to MM7 after using all of the horseshoes for skill points. I'd need money for that, but there are easy places in NS to get some. I can easily run to the treasure places and that would probably give me a few hundred in funds. Perhaps even some useable items, though I will use the "hidden" transport for stat boost when I can't get more benefits from fountains.
So is it better play simultaneously all 3 worlds?
I am playing in order 8->6->7.
The mod makers should have made available the teleporting to other worlds right away in the beginning.
Like Xeen?
Unless they changed it you get the ability to teleport between continents pretty darn quickly. Course there's a cost which might stop you, but I never really had a problem with it.
Unless they changed it you get the ability to teleport between continents pretty darn quickly. Course there's a cost which might stop you, but I never really had a problem with it.
Yes, you can still choose the path of light. If you're already GM dark, nothing should happen to your skills. In fact, merge has options to let you switch between light and dark GM though it wipes your spells. I think you can also switch a wizard to a lich in MM8 (but not the other way around obviously).
Unless they changed it you get the ability to teleport between continents pretty darn quickly. Course there's a cost which might stop you, but I never really had a problem with it.
In MMM you get a sphere that lets you dimension travel between continents at certain spots not to far into the story of whatever game you're playing (like the Barrow Downs for MM7). It does require a recharge to use more than once though. I think it requires a gem or something.
I have chosen the path of light for fun. Now it seems challenging enough. I have few few HP (700) so the darkside can destroy me in seconds. Is there any defense against shrapmetal and other dark spells? And they are immune against my dark magic. This will be epic.
Just finished MM3, I'm glad "they listened to my complaints" about MM2! However, I must say that at the moment the ending of MM2 is the one that gave me the most satisfaction.
I had some doubts about the Arena and apparently they were well founded from what I read above. I also had some doubts about the statistics and mechanics (this also happened in the previous chapters) but I think it was common for games of that period.
Some impressions about MM3:
- going from fights with hundreds of enemies to encounters with up to 3 enemies and all very fast was immediately a relief, but I'm sorry that they simplified the fight so much. Party formation is no longer important and the archer has also lost some of its usefulness.
- I preferred the old spell system, I understand the reason for the change but I hope they can keep both systems in the future.
- the inventory was really a problem, confusing and with little space, especially for all the keys and quest items, knowing in advance what to bring I would have unloaded everything to some hirelings!
- really appreciated all the graphics, system and audio upgrades
Having done I think all the quests except the unicorn one (or was it a pegasus?) I managed to have the party around the hundredth level, but if that hadn't been the case would I have had to leave the monsters' lairs to continue leveling? Is the number of loot and monsters limited?
Under spoilers I'll put some puzzles that I didn't understand well (even if I solved them)
The entrance to the dungeon in one of the wizards' castles.
"OTTFFSSEN"
"What is the watchword?"
"At five past six and five past four the watchword is near. Think often and may be discovered."
"Nine letters line the wall behind the ladder. The tenth letter would be the first in the watchword."
The answer is ten, is there a logical method to find the answer or do the clues simply suggest the word "ten"?
Cathedral of Carnage:
what is the logic on the 5 statues to be rotated in the correct cardinal points?
Are the "fire, water, air and earth" destinations of the magic mirror communicated anywhere other than inside the pyramids? In the end they were easy to find if you tried a few random terms, but I was curious to know why I only saw them written at the end with all the other "answers" in the pyramid
Advice for MM4? Or rather for World of Xeen since the GoG version only offers that. From what I understand the 4 and 5 are very connected and then a unique version came out right? Is the druid useful in MM4? In MM3 I used it and in the end I would have preferred to find a Ranger who could at least use the bow!
LOL. 50 GM in Dark Magic. I understand the role playing and nuker potential there, but why not more points in Earth, Air, Water, Earth? And who in their right mind would want to put ANY points in ID Monster. Worse skill than Diplomacy in MM6.
ID Monster skill is could be interesting. Now I met a Queen Medusa in Tunnels of Eofol. It would be nice to know her resistances. Of course I can see that on the net. Is it the first monster to fight with my weapons only? Trying use my blasters.
LOL. 50 GM in Dark Magic. I understand the role playing and nuker potential there, but why not more points in Earth, Air, Water, Earth? And who in their right mind would want to put ANY points in ID Monster. Worse skill than Diplomacy in MM6.
ID Monster skill is could be interesting. Now I met a Queen Medusa in Tunnels of Eofol. It would be nice to know her resistances. Of course I can see that on the net. Is it the first monster to fight with my weapons only? Trying use my blasters.
In MM6, some spell do physical damage, like rock blast and implosion. IDK why in 7/8 they decided to change so every water spell deal the same damage, while in 6, ice bolt dishes cold, poison spray dishes poison and etc. Dark Magic had skill that deals poison, skills that deal magic and physical.