Might & Magic X: Legacy

Vaclav

Bronze Baronet of the Realm
12,650
877
Pyros: BTW - Been GMing my casters recently, but still not seen a shop selling their spells unless I've just been accidentally skipping one - there some trick to getting the GM spell per class I'm missing?

(Nevermind - found them - apparently they don't put them at the top of the list like it was doing for all the other levels when buyable... bug or intentional, nfc)
 

turbo

Molten Core Raider
1,262
117
any way to id stuff without shelling out that 300 gold?

edit - ya this game is great. the moment i got offered a choice of who gets to drink that barrel of glowing red liquid i got bigtime flashbacks from like 1993 haha
Game is one of those niche games, if you like this sort of thing and grew up around it then this is right up your alley. If you are a casual gamer who hasn't played this type of game...well bob I hate to say but its abit of a kick in the nuts and you don't have mommy holding your hand like most games do (I went to warrior difficulty right out the gate so others experience may vary). I personally love it, I didn't have a computer growing up but I played all of the games late in high school and loved it, even the bad ones.

So...I had a nice 3 hour business drive today and i keep going back and forth on my final team to make the push. I started friday night and made it to mid of Act II but decided to start over today. I started but haven't even done tower yet, so I can be swayed one more time if anyone has alot of good points.

Option 1: Current
Crusader - sword/shield, occasional taunter, pre-fight and spot celestial armors
Bladedancer - sword/DW, just 1 into earth to snag regen as a filler if desperetly needed while castors are drinking pots
Freemage - magi focus (relic staff this time around), mainly focused on air damage early with utility spells as well as earth for a regen filler
Runemage - enter mixed feelings! Last game I was focusing on fire and he did decent, with celestial ward at its base and starting to build up earth for regen. This time I was going to focus on magi focus and fire w/ earth heavy because I think with GM's fire GM + foci GM would just be beat down. But now i take alot away from my healing/surviability spells while I build him for long term uber dps. I've never been a fan of multi roles so this is why i'm debating a rerole.

Option 2: Maybe, sorta !?!?
Crusader - Same, abit more focus on getting GM Light up. He will be primary celestial armorer (if i do 2 might 2 spirit most lvls will that make it so i don't hit for shit due to accuracy? Or do I use warfare's 100% hit attack to combat that when I need it
Bladedancer - Same as above
Druid - Prime for identify, then earth focus. Main job is heal/stonewall etc. Not sure how effective water is as i haven't used
Runepriest - More DEEPS!! Magi focus, fire and mysticism. Will lace earth or light into there as well but his job goes as a straight raw damage dealer w/ minor support. Long term bomber but soon as he hits GM with foci/fire and picks up last skill, boom goes the dynamite!

So....thoughts? I'm abit worried i won't be taking advantage of beefier runepriest with shield in the 2nd group and also druid seems much less of a threat then a freemage but also gets his promotion quest earlier and still allows for identify at the start. I like having alot of outs so having all 4 in either option with a c.armor or regen is a nice bonus. Option 1 I lose my identity abit with the runepriest and freemage not sure who is doing what, I guess once you get lighting bolt or whatever its called you start having some good dps but prior air feels meh.
 

Friday

Lord Nagafen Raider
870
104
Set it to hard with a randomized party. Got to spider cave and I died.

Guess I should have looked a little more at it.
 

Pasteton

Blackwing Lair Raider
2,916
2,088
ya I think i may need to start over..somehow ive managed a group where 1 guy does all the damage, 1 person heals, and the other two are just there to die.
Is there a trick to getting the 'tank' to absorb the hits for the rest of the party? doesnt seem to be doing it much, or maybe i dont have the skills yet
 

Caliane

Avatar of War Slayer
15,908
12,553
warfare and defender has some taunts/protect skills. but all around, not really. it was one of my early complaints, and concerns. tanks don't serve much function imho.
its definitely more work to make a tank, tank, then just run with 1 healer with stoneskin/regen/heals.

what are the two that are just dieing? most seem fairly effective at damage to me.
 

Pasteton

Blackwing Lair Raider
2,916
2,088
well one is the tank. the other that seems to do little is my ranger. maybe I didnt put the right stats on things? ive been maxing out perception on her. but her ranged attack is doing like 11-13 damage which seems low. meanwhile my 2h'er barb does around 50 a hit
 

Drajakur

Molten Core Raider
570
468
In 8-10 hours of playing I've found personally that:

a) Tanks are not very helpful. The real killers are AOE or multiple-hitting attacks, and Taunt doesn't really affect those. In addition, putting someone in Heavy Armor causes them to miss so much it doesn't seem worth it. I've tried both Defender and Crusader.
b) 2H is so far much better than DW. My Beserker will hit for 30-50 and my DW will hit for 11-19 and miss the second attack periodically.
c) Ranged attacks are underpowered. I've started a few times with a Ranger and dumped them/retstarted after Spider Caverns every time. It sounds like a great advantage to have a ranged character picking off mobs as they come at you, but in combat they just seem so weak.

In terms of "must have" classes mine are: Beserker and Runepriest. Everything else seems pretty optional, but I've always taken those 2. I usually take Freemage also. It is the 4th slot I can't figure out. Blade Dancer has been way less useful than Beserker and Crusader is neat but not all the good. For ranged, see above. Basically, no combination I've found yet can beat the Naga Lord in an organic playthrough (e.g. without grinding somewhere else first). He just destroys me with his AOE attack. Sure, the Tank is usually last to die but misses so much and does such little damage he seems pretty useless overall.

I'm playing Warrior difficulty obviously.
 

turbo

Molten Core Raider
1,262
117
Also anyone find a good map website/resource yet? I have zero issue and sometimes enjoy the riddles and puzzles but even with freemage buff to catch secrets in the wall its annoying as fuck to keep checking the walls directionally. Doesn't really do anything for me from a gameplay standpoint and I hate leaving behind some lootitang so knowing where the wall breaks are would make life more enjoyable.
 

Pyros

<Silver Donator>
11,312
2,418
I might try shaman, freemage, druid, runepriest...
I went that with my first 4mages group but I don't think the shaman adds anything, so my new 4mage setup is runepriest x2, druid, freemage. If spells weren't so expensive, I'd probably drop the freemage but really need that ID and secret detection to save at least that. Druid is great for healing cause you can cast Regeneration+Stoneskin+the "HoT" they get when promoted and basically it does all the healing automatically for multiple turns, then you can spam blizzard or whatever. One runepriest goes Light magic for secondary healing and fire for dmg, other pure fire/magic focus.

4mages actually seems it'll be broken OP once you reach GM on all 4. As in, kill everything in sight in one round, even the mega large packs at the end. It's only rough the first 10ish levels or so, basically act1(and it's not even that rough if you know what you're doing, gust+entangle, or just entangle are your best friends early on imo, I get both on druid and freemage to juggle melee mobs, plus entangle is actually a really good nuke if you level earth on the druid).




As for the question on my optimal party, with just finishing the game in mind(not like killing the cyclops/shadow dragon early or challenge based stuff), I actually think 4mages might be the most optimal, even if it can be shaky early on. In a more traditional party setup, you generally want a freemage in every group for secret detecting, but if you know where the secrets are beforehand(you've played the game already), you could drop him and get a better character.

Assuming you don't though, Freemage(2spirit 2vit for the first 10 levels or so, then 2spirit 1vit 1magic for a while, then 2magic 1vit 1spirit, like say starting 20) with Air/Focus GM, primordial expert, dark expert or master(choice depends on your melee DPS, if you go dagger bladedancer then you want master, if you go barb then you don't). Utility bitch for IDing and secrets detection, also purging shit, then air nuker when not doing that, want to pump vit higher since it's the squishiest character and you don't want to constantly rez him. Consider using the vit and +5health potion on this guy.

Runepriest with GM Earth + Fire and Expert or Master Light(depends on your tastes), 1pt shield(or more later on), 1pt medium, 1magic 1vit 2spirit for the first 15-20levels then 2magic instead. Basically the healer/buffer but can nuke with fire hard when there's no need to heal.

Crusader, GM sword+light, see the guide a few posts before on how to level that one. Support healer, does good damage.

Bladedancer or Barb. The choice here varies, but for example with paladin and master dark on your freemage, you get 2 insane flat damage buffs, so a dagger blade dancer would hit for +60damage flat, per attack. Count 6attacks per round when GM dagger, that's 360damage, not even counting your own damage. That said, that's a late bloomer, dagger GM trainer is the lastest you can reach in the game and is basically right before the end of the game, with only 4attacks it's not quite as good, also no relic daggers I believe. For a more consistent experience, I'd go spear barb. In terms of skills, GM spear+2H for the barb, GM dagger+DW for the bladedancer. Dump spare points in defensive shit. Probably ignore destiny on both of these since they don't get too much out of it(spear and daggers don't have "on crit" effects like sword/axe/mace), and instead do 3might 1vit, with maybe a few levels being 2might 2vit for early safety, but they start with high health so not sure it's needed. Might want to dump +5mana pots and +1spirit pots on your bladedancer so he has mana to use his aoe, but shit's so expensive you probably won't get much use out of it.
 

turbo

Molten Core Raider
1,262
117
Holy hell I just had a derpa derpa moment that probably changes my out look on my class choices etc or at least gearing. So ya....I kinda read the magical foci GM skill as 400% bonus...I assumed it was to magic spells (wtf foci, you don't beat a might dragon hitting him with an orb over the head). After rereading it just now it just dawned on me that was just for the weapon damage itself. Turbo's woody just got a shrink spell cast on it
frown.png


SOB, well I guess I shouldn't have been pushing the skill points into it as much as I was....also that makes the druid/RP combo abit more appetizing then my freemage/RP letting me focus on fire + earth (dps first on RP) and earth on druid as main healer with support from crusader and RP. What a fucking derpa derpa moment...oh well I'm at the light house and mopping the floor so far with my team as is but obviously its extremely early. I'll say having abit of experience into ACT II and the addition of my crusader vs barb has made a hell of a lot of difference. I've camped 1/4th the times and have 20+ of each potion plus 5+ of the medium pots. My old team it basically was use a pot or camp every fight (also was a noob and didnt take advantage of air gust and tangle)

We'll see how the boss goes but i'm guessing it should be easy street. Now i just need to decide if I want to go druid instead so I have my RP really focus on being the big dps bomber when he GM's fire or if I go with what I got. Hate getting too far in and switching!
 

turbo

Molten Core Raider
1,262
117
Pyros - No need to put any points into perception for hit accuracy? My bladedancer still seems to miss alot but maybe with posion spray it will help some.

Also I think i'm dumping my crusader and going to go bladedancer/druid/runepriest/freemage. I want to go 4 casters but part of me hates to see all the melee loot rot! Plus i'd like alittle bit of melee damage in their for any spell resisent etc. Also will probably go swords. RP development is the big question, thinking i'll go fire/light forsure but not sure if I want to work on focus or just keep him with a shield (or does spear actually work better with expert block?)
 

turbo

Molten Core Raider
1,262
117
Pyros - No need to put any points into perception for hit accuracy? My bladedancer still seems to miss alot but maybe with posion spray it will help some.

Also I think i'm dumping my crusader and going to go bladedancer/druid/runepriest/freemage. I want to go 4 casters but part of me hates to see all the melee loot rot! Plus i'd like alittle bit of melee damage in their for any spell resisent etc. Also will probably go swords. RP development is the big question, thinking i'll go fire/light forsure but not sure if I want to work on focus or just keep him with a shield (or does spear actually work better with expert block?)
 

Caliane

Avatar of War Slayer
15,908
12,553
well one is the tank. the other that seems to do little is my ranger. maybe I didnt put the right stats on things? ive been maxing out perception on her. but her ranged attack is doing like 11-13 damage which seems low. meanwhile my 2h'er barb does around 50 a hit
yeah. dont focus entirely on perception.
ranged attacks aren't that great as noted. 50% damage in melee.

Melee tends to be much better due to doubling up on skills. duel wield or 2 hander.
So like your ranger can GM dagger. and then also master dw. yeah. thats going to deal way more damage then the bow in melee.
so, high perception is good/ok. but dont ONLY do it. put points in might.

my merc is 40 might, 21 perception, 18dest, 14 vit atm.
my scout (dwarf archer) is 33 might, 41 perception, 21 dest, 12 vit.

merc is DW swords, scout dw axes.
its sad. the scout does 79/56 mh/offh damage. with 127/93 attack. 139 att and 81 damage ranged.
the merc does 52/45 mh/offh damage. with 105/74 attack. 73 att and 27 damage ranged. haha


So just duel wield some daggers on her. give her some might. dont even need to focus on it. just keep it competitive.
 

Column_sl

shitlord
9,833
7
Just loaded this one up, very cool game. Reminds me of all the old PC games of the past.
Also takes me back to my first day of Everquest when I didn't know you could get rid of the tiny viewport yet.

Its brutal tho, I'm playing on the default difficulty, and I got wrecked by the Spider Queen in the newbie dungeon.
 

Pyros

<Silver Donator>
11,312
2,418
Pyros - No need to put any points into perception for hit accuracy? My bladedancer still seems to miss alot but maybe with posion spray it will help some.

Also I think i'm dumping my crusader and going to go bladedancer/druid/runepriest/freemage. I want to go 4 casters but part of me hates to see all the melee loot rot! Plus i'd like alittle bit of melee damage in their for any spell resisent etc. Also will probably go swords. RP development is the big question, thinking i'll go fire/light forsure but not sure if I want to work on focus or just keep him with a shield (or does spear actually work better with expert block?)
You won't miss once you have enough weapon skills, and perception only adds 1point vs 2% dmg for might so I really don't like it. I'd recommend doing the trek to The Crag as soon as you clear a few mobs in the forest to get a couple of levels and train master Dagger. If you're using swords then master sword is easy so you shouldn't be having an issue. Once you have 25points in your main weapon skill to be honest you don't really miss at all until much later in the game(still get blocked though). Your offhand will miss still miss though until you also get full points in that and even then it's still more likely to miss. Do use poison spray in the meantime, it also helps a lot, and does fairly good damage too. But like for example in the last dungeon, even without using poison spray(I stopped using it cause I wanted to always do the first hit with my windsword for the autocrit), with 25dagger 25DW and no perception, my ranger was hitting like 90% of the time(maybe a bit less on offhand). If you don't miss in endgame with 25dagger, you won't miss in midgame with the same 25 dagger.

On the shield thing, remember you can equip a focus and a shield. Makes the unlocks fairly shitty but it still gives crit% and you get the good defenses from the shield. Expert shield is also a ton better than expert spear defensively, you get 4blocks with a shields(1 base, 1 additional for being a shield, 2 from expert) vs 3 for spear(1 from 2H, 2 from expert) AND you get like 15AC from the shield itself(well less so before expert/higher levels but still good).
 

Crone

Bronze Baronet of the Realm
9,714
3,211
Just started a new game on Warrior with 1 Freemage, 2 RP, 1 Druid. So far it's going awesome! Spider dungeon was cake with Gust and Entangle. I am resting a lot more, and going through mana potions like crazy but that's expected.

But I told the beginning dude that I didn't want to have him guide me around the town, and now I can't figure out how to get the city guard out the damn way to let me out into the world!! I thought it was tied to visiting all the buildings, like a tour, but I've done that, and gone through the gossip and picked up all the quests, and it still won't let me out of town. lol

I'll figure it out! I can't wait to crush the world!

Edit: I'm a dumb ass... spent an hour running around town when all I had to do was go back to the Garrison and talk to the guy. I forgot to do that.
 

Vaclav

Bronze Baronet of the Realm
12,650
877
Turbo - Focus melee is actually surprisingly nice - especially since they get AE melee magic bonuses pretty often where you can hit an entire group whenever it melees. Not sure if that goes up to 400% (I didn't take it past Expert) but if it does that's nuts.
 

Pyros

<Silver Donator>
11,312
2,418
So tried to run to the crag at 13 to learn master water/earth/air, but I guess resists are based on level to prevent mages from being able to kill high lvl shit as easily, so it's basically impossible at this point, can't kill a dreamweaver cause half the spells are resisted and he heals, even if I purge the heal(assuming the purge lands on first try), they still don't die before the recast, and that's just the first group. So decided to progress instead, I'll try again at 16-17 or so. Wouldn't be as much of an issue with a melee centric party, especially with a couple of sword users, since you'd basically have capped sword at that point making it easy to hit them and hit them hard.

Also the hireling that's just outside seahaven is insane for a 4mages party. Gives you a free rest everyday, so 12 supplies(from seahaven) lasts like 30rests, other than inventory issues you can basically go almost forever. The gold he takes is less than what you'd spend on potions and supplies anyway, so it's a great deal, other than not being able to use another hireling(since you kinda always want the +10%xp guy the entire game). Also can easily get him back if you have to drop him for a quest since he's right outside seahaven.
 

Vaclav

Bronze Baronet of the Realm
12,650
877
Just beat it - great game, very content with being a purchaser - if you think $25-30 was too much for it, you're a bad person and should feel bad.

I hope UBI takes notes from the reception of it and starts making full budget M&M's again, because this one with a half-assed budget and development showed how amazing the format is.

[PS - Going to start seeing how powerful the editor is soon - really got an itch to see how close to a true Xeen remake I could do with it - Xeen is so wonderful but the graphics are painful these days...]