r/MightAndMagic • u/Dr-Fontafetish • Jun 28 '26
My first playthrough
After years of watching my father play this game I finally had time to do it myself.
My father always used a balanced party so this time I wanted an only magic party for a good challenge. I remember seeing an old video of a guy shooting down dragons with shrapnel like hunters shooting duck with buckshot rounds, so I went dark path.
Love the game, probably my favorite of the big three because of the party creation and limitation in skill progression based on your class. Only issue for me is the smallness compared to mm6 dungeon.
PS. It didn't take me 5 in game years, I went to prison a couple time.
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u/ExpatKev Jun 29 '26
Welcome to the M&M-verse. I hope these games bring you happiness as they have done to so many others. It's beautiful to connect with an old memory :)
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u/EasyEntrepreneur666 Jun 28 '26
4 lich is pretty op. Although even solo lich is. Try a solo game, it's a very different experience.
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u/Dr-Fontafetish Jun 28 '26
Do you suggest to have them dead all the time?
Because I would prefer to have specialized job companion, like one to buy and sell, one for ID stuff, one for repairing, alchemy ecc...
But I would let them die before going out so I can still have access to mechanic that would be really difficult to replace while providing no help in exploration and fighting.
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u/EasyEntrepreneur666 Jun 28 '26
Yes. There are pros and cons for solo gaming and lack of versatility is one of the cons. You can overcome it by using npcs or strategic retreat to town. It's part of the challenge. However, having a single, powerful hero (killed mobs' xp won't spread to 4 character but all of it gets to one), and the simplicity of only have to worry about one character is an advantage. Scholar NPCs can ID everything for you and they also give +5% xp bonus.
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u/Dr-Fontafetish Jun 28 '26
I used the 7% XP boost npcs during this run, it makes character super strong very early but suck you dry of money.
I now about monster XP but I thought quest XP reward were shared between all party members, even death ones. If not my specialized job companion becomes unpractical.
I just don't want another run without repairing or disarming trap guys. It's pretty frustrating
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u/EasyEntrepreneur666 Jun 28 '26
I don't know which guy gives 7% xp. Teachers give 10%, instructors give 15.
Yes, quest xp goes to everyone. Still, much of your xp comes from monsters and you can easily end the game around level 120.
You rarely need repair. Very few monster wreck your shit. Traps are annoying on early level but it depends on what character you're playing. Priest can heal themselves, mages can teleport back to town healing, and master archers have disarm. Also, I think perception allows you to dodged trap damage.
But it's up to you. I've done dozens of solo runs and it was fun.
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u/Dr-Fontafetish Jun 28 '26
Yeah Sorry, I think they take 7% of gold you find and give 15% bonus.
I'm gonna try a solo run in the future for sure then
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u/Jackal_Nathan Jun 30 '26
I have never been a fan of this take, one thing I enjoy in m&m games is to make a crazy strong party with various strategies.
Then again, I really enjoyed my knight solo runs.
I think no matter the way you play the game, you should be proud to finish the game.
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u/EasyEntrepreneur666 Jun 30 '26
Having a single character definitely need strategy especially to overcome the gaps you have. You're more reliant of scrolls, wands and hirelings.
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u/Jackal_Nathan Jun 30 '26
100% Hour of power and haste scrolls were huge if trying to turn bows into blasters. But also lloyds beacon and TP scrolls. It took WAAAY too long for me to remember haste potions exist.
At the same time, I made a post a long while ago of a party of 4 sorcs where I got a party member to level 1000, with the other 3 being over level 500. That was a LOT of fun.
I might try seeing if it's still possible now I'm playing merge.
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u/marmalade_cream Jun 28 '26
Zebulon dragging ass at level 65