Search found 92 matches
- Yesterday, 22:08
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
Understood, will plan to do that. I have looked into why my party has so much trouble with behemoths and realised they used rock blast . Trolls also use rock blast, and they are also hard for my party . aura of conflict / of taunting / of the jester don't help against rock blast as it is hits the en...
- Yesterday, 14:59
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
I now have a GM alchemist and can create black potions. My hunter got gardeners gloves from arcomage treasure , so should increase the chance to get high level reagents . I doubt that will be enough, so where to find power 50 ingredients / power 75 catalysts ? Yellow : Vial of devil ichor is gotten ...
- 28 Mar 2025, 18:50
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
I did griffins quest, used dark token for assassin , then season stole. used light token for starting archmage . Allied with deyja, do breeding zone . Got 2nd dark token, started black knight quest. Some comments Stealing dagger from lady carmine was impossible, I got caught every time I tried (even...
- 27 Mar 2025, 14:45
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
I agree splitting combat & non-combat options would be nice.
In the Pit & Celeste I donated in the twmples, but reputation didn't change .
Is this because they are not considered regions but dungeons that share rep with deyja/bracada ?
In the Pit & Celeste I donated in the twmples, but reputation didn't change .
Is this because they are not considered regions but dungeons that share rep with deyja/bracada ?
- 26 Mar 2025, 22:37
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
If you don't want to have cross-promotions (or enemy guild membership) at all, you can ally with one king and immediately refuse the other, with even some minor benefits for loyalty. Another option is to fail one of the human-elf war quests, but then you'd have to wait I always aim to make H indepe...
- 25 Mar 2025, 23:18
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
My party now has probatory access and it's tempting to use it for finishing the arcomage quest , getting high level items, gm alchemy (assasssin) etc. I thought about it, figured out a simple quest that gives a dark token kill the griffins Unfortunately that quest is one I refuse to do even on DP .(...
- 24 Mar 2025, 12:52
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
Jumping monsters changes in 4.03 If there is an open path between monster & party, things work much better now. If there is something blocking the jump path though things are worse . Enter the tularean caves , kill the wyverns close to the entrance. Behind the closed door straight ahead of the e...
- 19 Mar 2025, 22:12
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
Understood, I like MM7 a lot but sometimes it looks like it suffers from the same things as MM IX : released to early. While looking for a house hireling teacher I realised there are 2 of them : Licia Rivenrock In Barrow Downs Brahein Kadarr in Harmondale Is that intentional ? I did the DoG HP/SP th...
- 18 Mar 2025, 12:58
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
ID Monster screen/skill seems to be a good place to show this, yes. I feel it can be very useful for those that want to play tactically/strategically, so should be visible early . Maybe at the same level were attack is shown ? Related In nighon town there are some friendly water warlocks and I check...
- 17 Mar 2025, 14:40
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
I did see the dot, so there was interaction, Will go back there when I got the quest. In mount nighon tunnel I encountered a floating eye which put my wizard asleep . When trying to use a blue (awaken) potion on her, I got the message that person is not active . I understand why inactive persons are...
- 16 Mar 2025, 23:45
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
Currently traversing Nighon Tunnels and have found zokarr's axe , but not their skull .
My party hasn't rescued the dwarves yet, but in vanilla that skull was always there.
Is this a bug or does the elemental mod only place the bones there when the archdruid promotion quest is started ?
My party hasn't rescued the dwarves yet, but in vanilla that skull was always there.
Is this a bug or does the elemental mod only place the bones there when the archdruid promotion quest is started ?
- 11 Mar 2025, 22:25
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
I just managed to become arena champion and get my first artifact ghoulsbane on the 4th try .* The torchlight does work, but is not visible in party spells or on minimap. Party spells have a duration and, ghoulsbane torchlight doesn't seem to expire so it doesn't fit there. Maybe equipping / unequip...
- 08 Mar 2025, 00:45
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
Just finished haunted mansion with lvl 9 party, using spectral weapon . The regeneration cast by wight, wraith and barrow wight on themselves made them very hard to kill. In vanilla I never used double damage enchantments, seems I have to adapt and use holy water when fighting undead. (spectral weap...
- 03 Mar 2025, 11:45
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
My party now is at lvl 9 and has 3 items from special orders : Mogred gauntlets of the earth (sorcerer) Silver belt of life (sorcerer) Full helm of the ocean (thief) I would have preferred mogred helm of the ocean, but I only found 8 erudine and the other 2 items needed 7 . Mogred helm of the Ocean ...
- 01 Mar 2025, 17:56
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
The special orders would benefit from a drop-down interface with selections for type, quality, enchantment etc or a multi-level dialog menu system. Neither seems to be part of the MM7 UI . Add a note that when in doubt people should look at items.txt , spcitems.txt & stditems.txt ? My ptrs party...
- 26 Feb 2025, 17:11
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
Thanks, that will clarifiy it. Another issue with special orders for E magic shop : Alacorn wand of acid, blades, fireballs, lightning can all be created, but alacorn wand of charms 'doesn't exist' . (Want to try a no-kill approach to sewers using charms) . Edit: It seems there's now an alacorn wand...
- 25 Feb 2025, 17:14
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
Magic shop can create ring of health or ring of magic but I can't add an amount. Does the amount of hp/sp added depend on the power of the potion used or is this a bug ? IIRC unless you specify the ring type, the bonus power should be random. But you can type "+10 ring of health" or "...
- 25 Feb 2025, 13:40
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
I wasn't yet able to complete a single lord fight on hard, although I started around level 20 so it's not just the jumpers that are the problem. But knight fights are much easier. Yup, normally I only do knight fights, but felt like trying to get some hourglasses . For testing you may want to try w...
- 23 Feb 2025, 21:42
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
Green potions work, even with low alchemy skill (just need more potions) . I went back to leaving emerald and changed the skill allocation bringing spirit, disarm, perception and id item to expert 7 before any other . TF chest + bracada & deyja golem chests gave decent items, save scumming deyja...
- 20 Feb 2025, 22:56
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v4.0 open beta
- Replies: 288
- Views: 101384
Re: Elemental Mod for MM7 -- v4.0 open beta
If you add an option for saving 'only in green zones' I'd use that switch . I am unlikely to use the difficulty lock switch. My PTRS parrty is now at level 10/12 and I'm seeing some downsides of choices I made. Throwing knives range & damage appear to scale up AND down with might . My goblin thi...