Might and Magic 3 help
Might and Magic 3 help
hey guys, I haven't really had much to do with might and magic games previous to 6 because i found them really confusing but after having read about how good they are, I am keen to give them a shot. Starting with Isles of Terra. My question is what would a good party be to start with (obviously I know how to create the party so I just want a list basically) and any other tips to get me started would be appreciated. Thanks in advance!
- GreatEmerald
- CH Staff
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- Joined: 24 Jul 2009
- Location: Netherlands
Since you get 8 characters, the party doesn't really matter too much. Just have a robber, a sorcerer and a cleric, everything else is personal preference.
Also, if you don't know which area to go to, go into the arena and fight. The monsters that you see there are usually those that most closely match your level, so search for an area with them.
Also, if you don't know which area to go to, go into the arena and fight. The monsters that you see there are usually those that most closely match your level, so search for an area with them.
Thanks a lot, helped me quite a bitjorgamesh wrote:Here is a good site with tips and other useful info
http://shrines.rpgclassics.com/pc/mm3/
Thanks for the tipGreatEmerald wrote:Since you get 8 characters, the party doesn't really matter too much. Just have a robber, a sorcerer and a cleric, everything else is personal preference.
Also, if you don't know which area to go to, go into the arena and fight. The monsters that you see there are usually those that most closely match your level, so search for an area with them.
I've read a bit and it says that you can do almost anything in any order, within reason of course, do you guys believe this to be the case? Or is there an order which makes sense to complete things in?[/quote]
- GreatEmerald
- CH Staff
- Posts: 3330
- Joined: 24 Jul 2009
- Location: Netherlands
imho
I played MM3 several times, and I recommended not give to start party any Druid or Ranger - their magic is weak, only spell "Water Walk" is needed. Also - not give Barbarians or Knights - each party member must be a spellcaster. If you want play with all six members, my choise - Thief, Paladin, Cleric and three Archers (they can set Lloyds Beacons - very useful). Cleric can be removed by second Paladin - this will harder party, but in beginning game will be tought. Don't start with sorceresses - they are VERY weak, their elemental magic is no such needs at beginning and later your archers obtained enougth spell points to cast any you like spells. Hired persons - only Druids/Rangers for swimming (or swim spell from wand stc.). This game is more interesting to play with 4-members party (Thi-Pal-Arc-Arc).
Sorry my English, and good luck to you.
Sorry my English, and good luck to you.
- Talin_Trollbane
- Swordsman
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