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Might & Magic 10, revisited
05/02/2020, 19:03:19

    The Elf writes:

    Hi Ramillies or Ragwort, whichever of you asked me about MM10 some time back. (Can't remember who--senior moment again.) At that time I was denied access by the current "owners" of all things formerly New World Computing, even though I had paid fairly for the game several years earlier. Well, today I went back to the game in Steam, and breezed right through the entry requirements, password and all. So what was the question? Something about the entry to the large underground area? The location of the magic dog? Ask again, and I'll gladly research/review it.

    Here's a freebie for you: it's impossible to have a "perfect" party, because it's impossible to grandmaster every skill in the game with only 4 members. And like MM7, you have to choose between dark and light magic, not both.





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Another one that forces a choice between Light and Dark, is it?
05/03/2020, 11:39:17

    Peter2 writes:

    That was what killed my pig over MM7, so I shan't be playing this one. Besides, JvC had no hand in it.




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That was most probably Ragwort, not me.
05/03/2020, 11:56:44

    Ramillies writes:

    I don't own that game and I haven't ever had any plans of playing it.




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Oops! Got careless again. Soory, Ossie.
05/03/2020, 12:45:24

    The Elf writes:

    I looked and looked, and still somehow failed to see your message a few threads back.

    I'll read and heed, and get back to you on your question, if you're still interested.

    (I still don't know why I was locked out of the game before.)





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No problem .
05/05/2020, 10:23:20

    Ramillies writes:





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I was so wrong! You CAN have both Light and Dark Magic in MM10.
05/04/2020, 19:45:36

    The Elf writes:

    . . . and with the same character, to boot. (I'm not sure it always was that way. Has Ubisoft tweaked the game yet again? I could almost swear the two schools were mutually incompatible.)

    The game isn't quite as buggy as before, but now there are some new bugs, which vary with your hardware.





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Ah. In that case, . . .
05/05/2020, 19:13:35

    Peter2 writes:

    . . . I might even think about changing my mind!




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Why do you insist on being able to master both?
05/06/2020, 12:22:00

    Ramillies writes:

    I actually think that the choice made MM7 a better game. I finished it for Good, but this way, I know that there's one whole branch that I didn't go through, and there's more pull to return .

    (Also, generally, I think that this kind of exclusive choice makes games better, because you really need to choose and to steer the game in one of several mutually exclusive directions. Otherwise it would be just "maxing out", which I find less fun.

    An example that you personally won't appreciate: In Heroes 3, you could build every building in every town, so, after some time, you always had ALL the units. In Heroes 4, building one dwelling in tiers 2-4 blocked the other, so you couldn't build it in that town anymore. I've been playing H4 for 15 years now and I still agonize over these choices, because it depends on the situation. However, in H3 there is no choice, after a couple of games you optimize your building, and it's not any fun anymore.)





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IFAIK, there is only one way to do both with the same character
05/06/2020, 13:31:31

    The Elf writes:

    A Human Freemage (who I believe is the only one who can learn Dark Magic--I'll have to confirm/deny this and get back to you--) can also learn Light Magic.

    All the races are limited in what they can learn, which of course is also limited by what type of character they are. All characters can be three things: a fighter of one type or another, a magic-user, or a secondary fighter to play back-up with the main fighter. (Of course you can play all fighters or all mages, with lots of potions!)

    So far I've played through the game several times, usually with vastly different team make-ups. And just because your character can use a skill does not mean that he/she (gender has no bearing) can master or grandmaster it. Even though the game is very, very linear (like most of the M&M's) it can be wildly different every time. No single party can ever grandmaster every skill in their repertoire, much less every skill in the game.

    Yes, the game is still buggy. Most of the old bugs have been corrected, but a few new ones have surfaced. Most have fairly easy work-arounds. (I ran across one in which my main fighter, an Orc Barbarian, could not use his main weapon. I left the game in disgust, only to find that he was back to normal when I reloaded. The puzzles are tough, but there are clues to all of them.

    I think the game is specifically designed for replay, what with all the combinations/permutations of character creation.

    And Ossie, I still haven't gotten anywhere near being able to go to that Elven forest just yet. But I'm working on it.





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P. S. I do find one improvement in this over our beloved traditional M&M's. . .
05/06/2020, 13:33:49

    The Elf writes:

    . . . all shops are open 24 hours!




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Human Freemage
05/06/2020, 16:46:05

    The Elf writes:

    Yes, a Human Freemage can learn both Dark and Light magic skills. S/he can become a Grandmaster in Dark, but only a Master in Light. Dark Magic is the only skill set that allows certain secret doors to be visible. However, there are beaucoup potions that allow anyone to see any secret doors for about 30 or 40 turns. Furthermore, there is a certain animal who is imprisoned by a band of tough brigands. Freeing this animal will earn you its gratitude forever. It can even become a member of your party. Oh, did I mention that it also has the ability to see secret doors?

    Dark Magic isn't nearly so powerful in MM10 as it is in MM7. Some of the Elemental spells are as deadly, if not more so.

    If you're really keen to try out Dark Magic, you must have a Human in your party. Other than this, Humans aren't really very valuable in this game. Orcs and Dwarves are the most powerful with a weapon; Elves, Dwarves, and Orcs all can have healing powers--with their prowess in the order listed.





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Yes, but with caveats
05/12/2020, 00:40:45

    Ossie writes:

    Responding to a few different points here from this thread:

    * Only one class can even learn Dark Magic, let alone GM it - the Freemage

    * High level Dark Magic is nowhere near as powerful as in previous MMs - in fact I'd argue that after Expert level, Dark spells are pretty interchangeable with other Magic classes in terms of damage as well as usefulness

    * Most of the buffs we're familiar with from previous MM games have been split among the other Magic schools, so Light Magic is more of just another magic option (same as Dark, really)

    * You can have both Light and Dark in the same party - even the same character, although not at GM for both (which is another way of saying that the only character than can learn Dark can also learn Light, but not to GM level). This has always been the case since the game launched

    Putting all this together, it's not really necessary to GM both Light and Dark the way it was in previous MM games, which would normally open up party choices for those who still like to "max" the party. However, Dark in general contains two very useful spells. Sleep (expert level) is probably the most important crowd-control method in the game, and Detect Secrets (or whatever it's called - novice level) is the only method of finding secret/hidden doors.

    As Elf says, you can buy scrolls for Detect Secrets, and there are a couple of hirelings that do it. It's also a reward for a mandatory quest a little over halfway through the game, after which it operates automatically and you no longer need to worry about having it in another way. If you know what you're doing, you can pick up the first hireling and she will last for the first few quests, and then leave after the completion of a particular quest. The second hireling is tough to get to for a low-level party, and there are plenty of other hirelings you'll want to use. So in the early game, where money is tightest, finding secret doors is *very* expensive.

    This to me is the largest issue. The only reason not to take the Freemage is to make things harder. If they had given another character even novice or expert Dark - the orc Shaman would seem to be the best fit - this would have significantly opened up party options, and replayability. But as things stand, I've never played without a Freemage, and I never would - the loss of Detect Secrets simply makes things less enjoyable, without any corresponding increase in utility from what the other character would give you

    Just my opinion!





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Freemage vs. The Pet?
05/12/2020, 13:22:54

    The Elf writes:

    I only ever played with a Freemage once. Yes, it was nice for secret doors, but not really worth it, IMHO. I found that you could acquire that special "pet" that would sniff out secret doors at about level 15. (A really gung-ho player could probably defeat the baddies guarding "the pet" a lot sooner, but I was taking it easy.) Up to that point, I depended on scrolls, which were readily available. They varied in cost depending on how many turns they were good for [one turn = one step or other action.] If you were really short of cash (not too often, in this game,) you could save/use scroll/examine walls/reload/repeat, but that's really cheating, in my book.

    Incidentally, that "pet" can actually be a member of your party. Your party of four has two extra slots for additional members. At one point, however, it is necessary to have both slots taken by others, in order to finish the game. If the "pet" is released, he goes back to where you found him, and will rejoin your party whenever you ask.





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Darm Magic = Sleep
05/19/2020, 22:14:03

    Ossie writes:

    To be honest for crowd control I found Sleep the most useful spell in the game, at least in the early-mid stage when every individual enemy is a challenge, and you face 4-6 of them at a time. Once you get powerful enough to blow through enemies without worrying it's less important, but it's still useful




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