History VideoGame / MightAndMagic

3rd Sep '17 2:52:59 PM LordInsane
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** The Druid is [[TheRedMage a mix between the Mage and the Cleric]] and thus, able to access every school of magic. but again, only at Master level at most. However, it's the only class that can reach Grandmaster level in potion mixing.

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** The Druid is [[TheRedMage a mix between the Mage and the Cleric]] and thus, able to access every school of magic. but again, only at Master level at most. However, it's the only class that can reach Grandmaster level in potion mixing.mixing, and it is the class that can have the most points to cast spells with (as it both benefits from Intellect ''and'' Personality, and is the only class that can reach Grandmaster in Meditation, the skill that directly adds magic points).
29th Aug '17 2:26:42 PM HalcyonDayz
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* DungeonTown: Virtually ''all'' towns in these games, fitting the traditional approach of RPGs of the time. ''IV'' and ''V'' crank this up by having only half of the "towns" provide full town services; the "cursed towns" only have a tavern and a mage guild each. Even the full-service towns have monsters openly roaming the streets, however, with the exception of [[spoiler: Shangri-La and Olympus]].

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* DungeonTown: Virtually ''all'' towns in these games, fitting the traditional approach of RPGs {{Role Playing Game}}s of the time. ''IV'' and ''V'' crank this up by having only half of the "towns" provide full town services; the "cursed towns" only have a tavern and a mage guild each. Even the full-service towns have monsters openly roaming the streets, however, with the exception of [[spoiler: Shangri-La and Olympus]].
5th Aug '17 6:55:07 PM Eksekk
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* MagikarpPower: Both Clerics and Sorcerers. They start pretty weak and can barely take a hit (especially Sorcerers). Clerics have a weak healing spell at most and can remove few of basic StandardStatusEffects, while Sorcerers have weak single target spells. By the end of the game, the former will be able to remove all possible status ailments or grant an outright immunity to most of them and cast Power Cure, while Sorcerers will be able to summon stars falling upon heads of your enemy, teleport your party across the continent or make it invisible. Both have also access to every spell of Dark or Light Magic depending on your choices, which come with insane damage ouput for the former and some pretty good buffs for the latter.

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* MagikarpPower: Both Clerics and Sorcerers. They start pretty weak and can barely take a hit (especially Sorcerers). Clerics have a weak healing spell at most and can remove few of basic StandardStatusEffects, while Sorcerers have weak single target spells. By the end of the game, the former will be able to remove all possible status ailments or grant an outright immunity to most of them and cast Power Cure, while Sorcerers will be able to summon stars falling upon heads of your enemy, teleport your party across the continent or make it invisible. Both have also access to every spell of Dark or Light Magic depending on your choices, which come with insane damage ouput output for the former and some pretty good buffs for the latter.
3rd Aug '17 9:52:55 AM RandomNumberReactor
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* MagikarpPower: Both Clerics and Sorcerers. They start pretty weak and can barely take a hit (especially Sorcerers). Clerics have a weak healing spell at most and can remove few of basic StandardStatusEffects, while Sorcerers have weak single target spells. By the end of the game, the former will be able to remove all possible status ailments or grant an outright immunity to most of them and cast Power Cure, while Sorcerers will be able to summon stars falling upon heads of your enemy, teleport your party across the continent or make it invisible. Both have also access to every spell of Dark or Light Magic depending on your choices, which come with insane damage ouput for the former and some pretty good buffs for the latter.
20th Jul '17 11:31:38 PM Eksekk
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* EvilCounterpart: In an ''many'' ways in the games where you have to choose the Dark or Light Path, your party seems to be an Evil Counterpart (or Good Counterpart) to what your party would be had you chosen the other path, and the reasons become obvious when you compare the quests in each path. While the plot is changed in a big way, there are many instances where the Quests you take are only different in terms of cosmetics and what your motives are. One example: If you're on the Light Path in ''VII'', your superior is Robert the Wise, and an enemy you have to kill near the end is a guy named Tolberti. If you're on the Dark Path, the opposite it true. As far as the actual BossBattle goes, the two are the same character in every way except cosmetically. Another good example: For the Crusader to Villain Promotion Quest (which is recommended for Paladins on the Dark Path) you have to kidnap a maiden named Alice; for the Promotion Quest that Paladins take on the Light Path, you have to ''rescue'' her - from the guy who would have told you to kidnap her, had you chosen the Dark Path.

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* EvilCounterpart: In an ''many'' ways in In the games where you have to choose the Dark or Light Path, your party seems to be an Evil Counterpart (or Good Counterpart) to what your party would be had you chosen the other path, and the reasons become obvious when you compare the quests in each path. While the plot is changed in a big way, there are many instances where the Quests you take are only different in terms of cosmetics and what your motives are. One example: If you're on the Light Path in ''VII'', your superior is Robert the Wise, and an enemy you have to kill near the end is a guy named Tolberti. If you're on the Dark Path, the opposite it true. As far as the actual BossBattle goes, the two are the same character in every way except cosmetically. Another good example: For the Crusader to Villain Promotion Quest (which is recommended for Paladins on the Dark Path) you have to kidnap a maiden named Alice; for the Promotion Quest that Paladins take on the Light Path, you have to ''rescue'' her - from the guy who would have told you to kidnap her, had you chosen the Dark Path.



** There's something like this early in ''VII''. There's a cave on Emerald Island, where you start the game, where there's a Red Dragon, which is likely ''far'' too strong for you to defeat. However, when you first enter, it will be preoccupied with some rats before it sees you. (The idea is for you to grab the two items you need and get out before it manages.) Note that it ''is'' possible to kill it, as [[https://www.youtube.com/watch?v=55ldsZkqbbk as this guy proves.]]

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** There's something like this early in ''VII''. There's a cave on Emerald Island, where you start the game, where there's a Red Dragon, which is likely ''far'' too strong for you to defeat. However, when you first enter, it will be preoccupied with some rats before it sees you. (The idea is for you to grab the two items you need and get out before it manages.) Note that it ''is'' possible to kill it, as [[https://www.youtube.com/watch?v=55ldsZkqbbk as this guy proves.]]



** In ''VIII'' there is also [[spoiler: another version of NWC dungeon, Giant Sword in Plane Between Planes,]] which you can only enter if [[spoiler: you'll take a flute from Lord Brinne's Tomb in Ravenshore.]]

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** In ''VIII'' there is also [[spoiler: another version of NWC dungeon, Giant Sword in Plane Between Planes,]] Planes, which you can only enter if [[spoiler: you'll take a flute from Lord Brinne's Tomb in Ravenshore.]]



* ObviouslyEvil: Most [[BigBad Big Bads]] fit; Sheltem certainly does,[[http://img3.wikia.nocookie.net/__cb20110511204907/mightandmagic/en/images/0/0d/MM5Sheltem.png just look at him!]]

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* ObviouslyEvil: Most [[BigBad Big Bads]] fit; Sheltem certainly does,[[http://img3.does, [[http://img3.wikia.nocookie.net/__cb20110511204907/mightandmagic/en/images/0/0d/MM5Sheltem.png just look at him!]]



** This is also very useful when you have to deal with monsters like Ghosts that cause magical aging. Simply put, this is something that's hard to reverse, and you're going to have to deal with things like this sooner or later. For example, in ''VI'', you have to go to Corlagan's Estate to do the Wizard to Archmage promotion quest (not required, but highly recommended if you have a wizard) and it has lots of Ghosts. The only ways to reverse magical aging is that game a black potion (which reduces ''all'' of your stats in the process) and a magical fountain on Hermit's Isle which you won't be able to access until much later. So save often when you go to this place.

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** This is also very useful when you have to deal with monsters like Ghosts that cause magical aging. Simply put, this is something that's hard to reverse, and you're going to have to deal with things like this sooner or later. For example, in ''VI'', you have to go to Corlagan's Estate to do the Wizard to Archmage promotion quest (not required, but highly recommended if you have a wizard) and it has lots of Ghosts. The only ways to reverse magical aging is in that game is a black potion (which permanently reduces ''all'' of your stats in the process) and a magical fountain on Hermit's Isle which you won't be able to access until much later. So save often when you go to this place.



** The grandmaster of Unarmed fighting in VII is (Chuck) Norris, and the default human male character portrait kinda looks like him. You can achieve grandmastery if Body Building from a troll named Evander Holifield. The grandmaster of Mind Magic is (Professor) Xavier. Mastery of the Disarm Trap skill can be learned from a crazed redneck named Leonard Skinner. Several [=NPCs=] are named after posters on the 3DO forums. The list goes on.
*** Also, the person who trains to become a Villain is called William (Bill) Setag (read it backwards)

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** The grandmaster of Unarmed fighting in VII is (Chuck) Norris, and the default human male character portrait kinda looks like him. You can achieve grandmastery if of Body Building from a troll named Evander Holifield. The grandmaster of Mind Magic is (Professor) Xavier. Mastery of the Disarm Trap skill can be learned from a crazed redneck named Leonard Skinner. Several [=NPCs=] are named after posters on the 3DO forums. The list goes on.
*** Also, the person who trains to become a Villain is called William (Bill) Setag (read it backwards)backwards).



** IX was the first (and only, unless you count that one stage from VII) in the series to give characters the ability to actually swim (i.e., to go down beneath the surface of the water instead of treating it like solid ground). Due to [[{{obviousbeta}} other issues]], however, this ability was completely worthless for a lack of any reason whatsoever to go swimming.
** There's was also the 'plane of water' from VIII.

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** IX was the first (and only, unless you count that one stage from VII) in the series to give characters the ability to actually swim (i.e., to go down beneath the surface of the water instead of treating it like solid ground). Due to [[{{obviousbeta}} [[ObviousBeta other issues]], however, this ability was completely worthless for a lack of any reason whatsoever to go swimming.
** There's was also the 'plane of water' from VIII.VIII, where you can swim freely without losing health.
20th Jul '17 10:09:04 PM Eksekk
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** Paradise Valley in ''VI''. While monsters can waltz right into most towns in this game and no one minds, this one, which is far away from most of the others, seems to ''owned'' by Titans, and they'll attack you if you stay on the streets. (The folks indoors are friendlier. Here's a tip: Meteor Shower is very useful against the Titans, since they're huge enough to take multiple hits.)

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** Paradise Valley in ''VI''. While monsters can waltz right into most towns in this game and no one minds, this one, which is far away from most of the others, seems to be ''owned'' by Titans, and they'll attack you if you stay on the streets. (The folks indoors are friendlier. Here's a tip: Meteor Shower is very useful against the Titans, since they're huge enough to take multiple hits.)
14th Jul '17 6:56:27 AM RandomNumberReactor
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** If you choose the Light Path, the first Main Line quest you have to do (in order to gain Light Magic) is one where you have to enter the front door of the Walls of Mist and exit the back door - without harming any of the monsters inside even once. Unfortunately, they ''will'' attack you, they are ''very'' powerful, and the Walls of Mist is a complex maze that requires finding three keys to complete. (And it you leave out the front door, you have to start over.) Turning yourself invisible is probably the best idea.

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** If you choose the Light Path, the first Main Line quest you have to do (in order to gain Light Magic) is one where you have to enter the front door of the Walls of Mist and exit the back door - without harming any of the monsters inside even once. Unfortunately, they ''will'' attack you, they are ''very'' powerful, and the Walls of Mist is a complex maze that requires finding three keys to complete. (And it you leave out the front door, you have to start over.over... [[CuttingTheKnot unless you keep the keys in your inventory]], in which case they stay there even after you leave a dungeon. You can therefore retrieve keys one at a time then use them on pedestal and leave through back doors.) Turning yourself invisible is probably the best idea.
5th Jul '17 10:34:33 AM PRH
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* LadyLand: Portsmith in the first game ([[spoiler:due to it being ruled by a succubus]]). There are actually traps all over the town that drain the male party members' health.


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* LuckBasedMission: The random encounters in the first game can vary wildly in difficulty, from trivial to completely unbeatable.


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* TrialAndErrorGameplay: You never know where exactly a deadly trap or encounter is present in the first game - until you actually spring the trap or trigger the encounter (though later on you get the means to avoid some of the traps).
4th Jul '17 6:04:12 PM Ramidel
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* YouShouldntKnowThisAlready: one of the puzzles in ''V'' is figuring out the true name of the big bad (who calls himself Alamar). It is conveniently written on a dungeon wall somewhere, but if you've played ''I'' or ''II'' you will already know this.
** And by "written on a dungeon wall somewhere" we mean "there's a dungeon which you have to map out, then take a look at your map to realize that the walls form the words 'I am Sheltem'." Ego, much?
4th Jul '17 5:33:47 PM Ramidel
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* AntiVillain: Turns out, [[spoiler: Sheltem is this. He's driven by two motives: a programmed mandate to protect Terra at all costs, and a hatred of the Ancients who tried to deactivate him after he became independent. Unfortunately, the first led him to sabotage his other mandates, and the whole experience has driven him a little crazy; his vendetta extends to destroying all the creations of the Ancients, even those who don't know about their progenitors or his motives.]]
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.MightAndMagic