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Secret chests/plants/rocks in MM7?
05/07/2012, 06:05:39

    Smokey writes:

    There are a lot of secret chests disguised as rocks and plants in MM8, and some that give rings/potions etc. I could find a list of the locations for MM8, but not for 7.

    Does anyone know of a list of similar secret objects in MM7?





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I do not know of one for VII, there are many in VI and VIII
05/07/2012, 07:51:04

    vmxa writes:





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I haven't looked for them in MM7.
05/08/2012, 04:47:04

    Peter2 writes:

    It's my least favourite of the modern MM games.




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There certainly aren't as many as MM VI, and to a lesser extent MM VIII. However....
05/09/2012, 07:45:39

    Ossie writes:

    .....if anyone has a list of these things, it would be Flamestryke's site http://www.zimlab.com/wizardry/flamestryke/mm7/flamestrykes_mm7.html

    Pretty comprehensive for all that sort of stuff. Typically not a separate link for "Easter Eggs" but detailed area & dungeon maps which show stuff like that.

    In other news, I'm stunned that MM VII is the least favourite of Peter2's recent MM's!!!





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The thing that seriously disappointed me about MM7 was that ...
05/09/2012, 09:43:13

    Peter2 writes:

    ... no party could simultaneously gain access to both Light and Dark Magics. This totally killed my pig.

    Also, I felt that the people who designed the scenario had been unnecessarily restrictive about the levels of skill that various characters could reach. Two points in particular:
    (1) the druid needed a large number of skill points to become fully developed, and the fully developed character was distinctly underpowered, and
    (2) I felt it unnecessarily restrictive that only 1 other character apart from the Thief could get above "expert" in Disarm.

    I was also disappointed that there wasn't more in the Temple in the Bottle. It doesn't begin to compare with the NWC dungeon in MM6. If you go to the trouble of designing a dungeon, put something in it, for heaven's sake!

    Having said all that, I am still of the opinion that MM7 in many ways is a superb game. It's ingenious, well put together (you can always find a shop open, for example), and you have that superb battle to clear The Pit if you're playing the Light Path. I just don't particularly enjoy it.





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The real dissapointment is the wimps.
05/09/2012, 18:33:10

    Stålhand (aka Steelehand) writes:

    Nevermind about expert disarm, why cannot any interesting character get the skill?

    Druids need meditation, Mfire and alchemy, and in the early phases mind and earth magic. Anything else is a bonus.

    It would be fun to have both light and dark magic. Whoever feels that the dark magic makes the game too easy is obviously wrong

    I'd forgotten about the temple in a bottle, the shoals and Lincoln are my least favourite parts of the game.





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Yes, I agree wholeheartedly.
05/10/2012, 05:36:43

    Peter2 writes:

    I know you dislike archers, but one of my main reasons for preferring them in this game is that can get expert disarm and they are competent magic users with some access to Light Magic. The ability to Paralyze is sheer gold in combat. I'd also be the first to admit that they're no great shakes as fighters. The Paladin is a far better fighter, but is sadly lacking in combat magic.

    I also agree about the Shoals, the Lincoln, and the Temple in the Bottle. Boring!





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Off topic! But continue the discussion
05/10/2012, 19:10:43

    Smokey writes:

    The Light/Dark only for Cleric/Sorcerer etc had to be implemented due to the story I guess.

    I also find it very restrictive.

    When playing Light I don't have much choice but to build my characters for melee, Paralyze the deadly enemies and whack away.

    Fire Blast from MM6 was replaced with crummy Fire Spike. It was Fire's version of Shrapmetal and would have served as a good attack spell for Light side Sorcerers.
    The light side Cleric doesn't have any good offensive spells, except maybe Spirit Lash.

    Dark Side is pretty easy. The only thing I hate are the Wizards that cast Dispel Magic. Extremely troublesome recasting all the buffs.

    About Archers, I find that they don't really shine in 7 as there are Blasters/Rifles for ranged combat.





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Spirit Lash
05/11/2012, 04:43:13

    Peter2 writes:

    I never really got that to work well. You have to be in meleé range, and I found my cleric did more damage with his weapons than with that spell.




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Love your enemies.
05/11/2012, 13:39:14

    Stålhand (aka Steelehand) writes:

    Do you think meleé range is close enough for spirit leash? The few times I've tried it, it was nessessary to hug the enemies before it did anything. Behemoth breath is not something most people (or others) want to experience .




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You may well be right.
05/12/2012, 06:52:06

    Peter2 writes:

    Whatever the range is, it's too close for comfort for a spell giving that amount of damage. If I'm at contact range, I want a spell that does SERIOUS hurt - like Shrapmetal!




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What I miss most is ring of fire.
05/11/2012, 13:45:03

    Stålhand (aka Steelehand) writes:

    Step 1: Kill all enemies.

    Step 2: Open door.

    OTOH there is berserk. Instead of killing two birds with one stone it is possible to watch them kill each other.





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I too found Ring of Fire a most useful spell in all sorts of places.
05/12/2012, 07:10:39

    Peter2 writes:

    In particular, it makes getting the keys to the Dragon Towers very much easier. You can dispose of virtually all the guards in the outer part of the big central room without danger to your own party. It's also useful to cut down the the size of Snergle's army in his last stand.




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Immolation
05/12/2012, 09:11:32

    Smokey writes:

    In comparison, Immolation does very little damage, pathetic duration and ticks for damage only every few seconds.




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That's what I found - it's not actually broken, but it's a useless spell .
05/12/2012, 12:27:43

    Peter2 writes:





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Immolation etc.
08/10/2012, 21:41:41

    Eric B writes:

    I never could get Immolation to work on the monsters; about all I was successful at was forgetting I had it active, and incinerating peasants in town with it, thus racking up some large fines!

    One useful fire spell is for GM in fire -- Fire Aura. A GM can make any weapon 'Of Infernos' permanently. That adds 2000 gold to the value -- if you have a GM Merchant you can use that as an endless cash cow; buy up all the weapons in the stores, have the Fire GM enchant them with Fire Aura, then sell them off, and repeat when the stores respawn! (Too bad they didn't also enable enchantments of Venom, Ice, or Thunderbolts. Though a Dark GM CAN use Vampiric Weapon to permanently make anything Vampiric, which can also be useful.)

    I do like Berserk though -- it's quite hilarious watching two titans or minotaurs duke it out with each other! :-) Then, while they're distracted, you can take a few extra whacks at the stronger one; by the time his opponent's dead and he turns his attention to you, you only need a couple more good whacks before he too falls!

    One more observation -- that Summon Elemental spell on the light side. More often than not, that Light Elemental either gets in the way, or completely avoids combat. To me, it's another useless spell.





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