Might & Magic X: Legacy

Joeboo

Molten Core Raider
8,157
140
Just aquired this game, and a quick question. Should I be building my party based on normal MMO type? Healer, tank, dps, dps? Or is there ways to make it work if I choose all DPS or all tanks?

Figure I'll manually create my party, as the pre-sets usually are no good?

Also, Adventure versus Warrior mode? If I like a hard ass challenge, can I go Warrior mode for my first play through? or will it just suck balls and be frustrating?
I'd say you definitely want a healer and 2 DPS, what you do with the 4th spot seems a little up for debate. "Tanks" in the gamecan't necessarily eat most of the incoming damage in a fight, you can really only taunt 1 enemy per round(at least at low levels) and that taunt can miss just like a normal attack, so you can't even rely on it(and it uses mana). So I don't know if you'd want to go real squishy with like 4 mages or anything, but most melee DPS can absorb damage pretty wall.

All that being said, I'm still using the party I started with which is exactly tank, healer, (melee)dps, dps(what I thought would be ranged DPS, but figured out Dual Wield was OP, so this also turned into melee DPS)

Also, I'd highly recommend at least one character besides your healer being able to cast some sort of heal(straight heal, regen, whatever) because it really sucks when your tank misses a taunt on a boss fight(or the boss is immune) and your healer eats a crit and gets knocked unconscious, or gets stunned. You want one other person that can bring your healer out of being unconscious or you're done for.
 

Caliane

Avatar of War Slayer
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yeah.

as pyros mentioned. crusaders/paladins are REALLY good like that. melee dps, AND grandmaster light spells. (heals/rez at higher levels, and that damage absorb at low)

Water is a really strong spell school. great aoe damage, GM spell is a very strong knockback/damage. some good CC abilities.
and sleep/paralysis cure. expert for para cure.

Earth is a good fast heal/poison cure. novice gives both.
Dark has life steal on offensive magic. its aoe heals. not really sure how strong it is.

Scrolls are expensive but effective ways to remove stuns/paralysis, etc. but really expensive.

stuns are temp. Poison is fairly cheap to cure with both antidotes, or 1 point in earth spell school.
weakness/feeblemind both are removed with resting.
Paralysis will stay until removed however. so, expert water, or scrolls to remove. or burning presence expert fire, or scrolls to prevent application.


Healing potions can NOT be applied to other characters. so a healing spell has to be used, or rest or a fountain. and obviously, in combat, only a healing spell will work.
so yeah. 2 characters that can heal at least is a really good idea. unless you are ok with alot of save scumming when your healer eats a crit, or stun/para as noted.
 

Crazily

N00b
301
0
Just started playing this. Pretty engaging so far.....I have a question though, I did not give my mage or my druid any weapon skills. The mage has dark/primordial and the druid has earth/ice magic. It's very early game (level 5 only) but if they run out of mana they don't have anything left to do other then attack with fists I assume. Is this a mistake? Should I reroll and give them each a weapon skill or is pure magic viable?
 

Caliane

Avatar of War Slayer
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no need to reroll.


a weapon skill at the start, just gives them a weapon at the start of the game.

like, for example if you gave your druid bow, and magical focus.
they would start the game with a bow and magical focus equipped. (I do very much recommend this.)

but, having started. simply put one talent point into what you want.
magical focus IS a melee weapon though btw.
Those orbs or staves.

it should also be noted those magical weapons, are melee. only let you attack in melee. however, do magic damage, and do NOT proc retaliate, or blocks, etc.
 

Crone

Bronze Baronet of the Realm
9,714
3,211
I'd say you definitely want a healer and 2 DPS, what you do with the 4th spot seems a little up for debate. "Tanks" in the gamecan't necessarily eat most of the incoming damage in a fight, you can really only taunt 1 enemy per round(at least at low levels) and that taunt can miss just like a normal attack, so you can't even rely on it(and it uses mana). So I don't know if you'd want to go real squishy with like 4 mages or anything, but most melee DPS can absorb damage pretty wall.

All that being said, I'm still using the party I started with which is exactly tank, healer, (melee)dps, dps(what I thought would be ranged DPS, but figured out Dual Wield was OP, so this also turned into melee DPS)

Also, I'd highly recommend at least one character besides your healer being able to cast some sort of heal(straight heal, regen, whatever) because it really sucks when your tank misses a taunt on a boss fight(or the boss is immune) and your healer eats a crit and gets knocked unconscious, or gets stunned. You want one other person that can bring your healer out of being unconscious or you're done for.
Rock on. Time to get a party started while the baby is asleep!!
biggrin.png
 

Pyros

<Silver Donator>
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Yeah basically whenever you level just put 1 point in a weapon skill and you can use them(well the earlier ones, eventually a lot of the weapons require expert in the skill to use but if it's for mage shit it doesn't matter). The mage specific weapons(orbs and staves, magic focus is the name of the skill iirc,) are very so so in terms of actually doing damage, like the grandmaster change them into good weapons but otherwise it's really just like doing nothing almost, it does pitiful damage. It never misses though so even with 1pt in you can still hit stuff and early game the difference isn't all that big so it's still nice. Once you level a bit you'll just use potions whenever you feel you need to do more but at some point you find more pots than you use and they just stack. Especially if you're playing in adventure difficulty, you'll be swimming in gold soon enough so buying pots is no problem.

Finally found the GM dagger NPC, he's basically at the end of the second to last dungeon in the game. Can't even enter the dungeon until you're on the quest for it so yeah, dagger might not be so great. In comparison you can GM sword at like lvl 16 or so, assuming you can promote your class. Does do a fuckton of damage though, I'm hitting for like 350-400 and when I crit I basically one shot most stuff. There was some named dragon boss thingie near the end, killed him in 2rounds, my windsword opens with the autocrit with armor reduction warfare move, I crit everything on my dagger guy he drops to like 40%hp, then windsword autocrit autohit again with the GM warfare skill(really good one) and GM dagger guy finishes the boss. Paladin and Archmage were buffing mostly. Granted it was like some sort of mini boss thing more so than an actual real boss but it did have the boss immunities icon and stuff.

Fun fact about my Paladin too, he doubles the healing of my archmage using the same holy spells, even though he has 8 magic. The difference between grandmaster and master is massive, much more than the stats.
 

krismunich

<Silver Donator>
589
379
Almost finished with the game. If I had to start over, I'd roll with 4 Freemages. All magic schools > Melee in this game. The best weapon I found was not remotely close to a medium Fire blast. Also mana was never an issue with unlimited potions and the small dungeon floors/fixed encounter design.
Keep all items that have "100% protection" vs any school as ressistance, regardless the other stats. Especially feeblemind.
Oh, grab the sidequest "Receding Horizons" asap and never finish it. The npc eats one of the two sidekick slots but gives 10% exp bonus and you need only 2,3 times a second npc besides the pack horse for a quest. This makes a huge difference in the end, again XP is limited. Nothing respawns in this game.
 

Crone

Bronze Baronet of the Realm
9,714
3,211
Just did finished the first spider dungeon in the first town. This shit is pretty fun, I have to admit.

One small annoyance, and I think modern MMOs have just made me lazy, as for quests, it'd be nice to show on the map where I had to go. But I'll live with it, as I know this isn't kiddy land, and have to play with the big boys.
 

Vorph

Silver Baronet of the Realm
11,704
5,530
The difference between grandmaster and master is massive, much more than the stats.
Master is only 23 skill points, GM is [effectively] 60.

Almost finished with the game. If I had to start over, I'd roll with 4 Freemages.
Because of the above, wouldn't Shaman / Runepriest / Runepriest / Freemage be the best for an all-magic party? Runepriests look vastly superior for damage due to the combination of GM Fire and GM Magical Focus. Freemage, on the other hand, gets GM in two magic schools which gain very little from the GM bonus.
 

Laura

Lord Nagafen Raider
582
109
I'm stuck at the point where I have to find some Elves (after the castle rescue incident).
The only place that I haven't visited yet (I think) is guarded by two wraiths/spirits who sweep the floor with me (level 10-11ish now).

Where do I go from here? The bridge is closed and I have no clue what to do.
 

Crazily

N00b
301
0
Yeah basically whenever you level just put 1 point in a weapon skill and you can use them(well the earlier ones, eventually a lot of the weapons require expert in the skill to use but if it's for mage shit it doesn't matter). The mage specific weapons(orbs and staves, magic focus is the name of the skill iirc,) are very so so in terms of actually doing damage, like the grandmaster change them into good weapons but otherwise it's really just like doing nothing almost, it does pitiful damage. It never misses though so even with 1pt in you can still hit stuff and early game the difference isn't all that big so it's still nice. Once you level a bit you'll just use potions whenever you feel you need to do more but at some point you find more pots than you use and they just stack. Especially if you're playing in adventure difficulty, you'll be swimming in gold soon enough so buying pots is no problem.

Finally found the GM dagger NPC, he's basically at the end of the second to last dungeon in the game. Can't even enter the dungeon until you're on the quest for it so yeah, dagger might not be so great. In comparison you can GM sword at like lvl 16 or so, assuming you can promote your class. Does do a fuckton of damage though, I'm hitting for like 350-400 and when I crit I basically one shot most stuff. There was some named dragon boss thingie near the end, killed him in 2rounds, my windsword opens with the autocrit with armor reduction warfare move, I crit everything on my dagger guy he drops to like 40%hp, then windsword autocrit autohit again with the GM warfare skill(really good one) and GM dagger guy finishes the boss. Paladin and Archmage were buffing mostly. Granted it was like some sort of mini boss thing more so than an actual real boss but it did have the boss immunities icon and stuff.

Fun fact about my Paladin too, he doubles the healing of my archmage using the same holy spells, even though he has 8 magic. The difference between grandmaster and master is massive, much more than the stats.
Gotcha, I didn't realize you could still learn new skills after creation.
 

Caliane

Avatar of War Slayer
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I'm stuck at the point where I have to find some Elves (after the castle rescue incident).
The only place that I haven't visited yet (I think) is guarded by two wraiths/spirits who sweep the floor with me (level 10-11ish now).

Where do I go from here? The bridge is closed and I have no clue what to do.
in the elemental forge level 3?

haha. yeah. I ran into those air elementals, yesterday too. instant kill chain lighting from 4 squares away.
elemental forge is a multi level dungeon. you come back to it.

not exactly sure where in it you HAVE explored, as there is much more to it. are you still only on that same floor? there is a door/stair down to level 2 in the south west. (i think it was southwest, not 100% on the orientation of the level) basically a straight line from where you zoned into the place.
 

bytes

Molten Core Raider
957
638
You can reach the forge by talking to the crossbow guy in the castle, I think he's somewhere on the top level when you're talking to him for the first time. He'll take you to the forge where you have to look for the elves.

The wraiths sounds like the Paladin quest place, it'll be quite a while before you can beat the mobs in there.
 

krismunich

<Silver Donator>
589
379
Just did finished the first spider dungeon in the first town. This shit is pretty fun, I have to admit.

One small annoyance, and I think modern MMOs have just made me lazy, as for quests, it'd be nice to show on the map where I had to go. But I'll live with it, as I know this isn't kiddy land, and have to play with the big boys.
IMPORTANT: many sites have false maps and hints. Tons of stuff changed from Alpha/Beta to release. E.g. the Water Shard is no longer where most of the early access walkthroughs want it to be. (not spoilering...). Steam and Ubisoft Forum is full of people claiming "this is buggy and that is not working". I know I searched my bottom off for some npcs and keys so I exactly know why those peeps are stuck.
 

Pyros

<Silver Donator>
11,313
2,420
I'm stuck at the point where I have to find some Elves (after the castle rescue incident).
The only place that I haven't visited yet (I think) is guarded by two wraiths/spirits who sweep the floor with me (level 10-11ish now).

Where do I go from here? The bridge is closed and I have no clue what to do.
Go to 3rd floor, in the northeast corner there's a room that opened when you finished the dungeon that's not obvious at all. There's a gryphon rider guy(the one that interupted the discussion with Jon Morgan), talk to him to go investigate the Elemental Forge stuff he was talking about. Once that's done the bridge will be open and you can go to Seahaven and unlock a lot of stuff.

Finished the game, gotta say really great game. Since Uplay is a piece of shit and the saves don't seem to record that I'm not sure how long it took, but probably 60ish hours? There was so much shit to do. I'm still missing a few things, shard of light, I know I didn't clear the dungeon in Holleth woods, I'm missing one book for the 9books quest(probably is in that dungeon though, hell shard might be there too). Not sure how you're supposed to get the achievement where you have to finish at lvl 40 though. I had the 10% xp hireling the entire game from the moment he popped to the end and I would generally reload if I ever killed a mob when one of my char was unconscious/stunned so as to not lose xp. Lost a bit on my mage, probably due to regen rezing me instantly and not seeing it, but only like 400xp behind and ended the game at 31.5.

As for optimal group, I could see mages being annoying as shit in caster heavy areas, which is basically all of act4. Guess maybe fire would be fine though, didn't look like a lot of fire resistant mobs. I think melee damage is fine so not sure it's necessary though, and considering how often my mage would get splattered even though I was giving him all the con and +5 health permanent pots and 1vit per level every level, I don't know. Guess maybe with a more defensive setup and a GM nature with stoneskin would be better than my master one.

I had a 4mage team but apparently the savegames names are unique so if you save in an area where you already had a save and you don't change the name and overwrite, it deletes the save, so my mage team is gone because of that. Would probably redo it anyway.
 

Crone

Bronze Baronet of the Realm
9,714
3,211
Went with Druid, merc, crusader, and blade dancer.

Went 2h and warfare with merc.

Magic focus and bow on Druid

Crusader went shield and heavy armor and spear and endurance.

Can't remember what I went on blade dancer.

Will see how it all plays out.
smile.png
 

Caliane

Avatar of War Slayer
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12,555
ohhh. yeah shes talking about the spectres. Didn't think of them, since I found them beatable.
yeah, what they said. the way forward is in the castle itself still. unlock the griffens.

ps though, when you do get to the forge, look out for the air elems. haha.

(those spectres should be doable your level. just use burning determination scrolls. however, doesnt help much, because past them, monsters are too tough)
 

Pyros

<Silver Donator>
11,313
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Can't do spears on crusaders, you meant sword I guess? What you take at the start has very little impact regardless, kinda want one guy with 1pt earth magic so you can spend all your starting gold+what you find in the chests in town to buy Remove Poison spell for the spider dungeon, but as soon as you start leveling it doesn't matter anymore since you can virtually train 3skills per level so you can unlock everything by clearing the spider cave and a couple of packs outside+quests.

Seems like a strong group otherwise, merc scaling is a bit iffy but I found that warfare does help quite a lot, the fact you can use up your otherwise worthless mana to dump unblockable attacks is pretty cool. I think in the end it's probably even, you hit for a lot less but once you're GM warfare you crit 100% and never miss, with only having to skip a turn every now and then to drink a pot.
 

gogusrl

Molten Core Raider
1,365
108
Game crashed and now I'm getting this

Where can I find the save files ? There's nothing on google about how to fix this.
 

krismunich

<Silver Donator>
589
379
Game crashed and now I'm getting this

Where can I find the save files ? There's nothing on google about how to fix this.
Somewhere in C:\ProgrammData\[Ubilauncherdir]. Saves are called "Save000.sav", "Save001.sav" etc. Plus one file called "saves.ini" for the titles. Took a peek: 90% ASCII/Pseudo XML and some binary stuff which might be the loading picture plus the saved map.