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* BestLevelEver: In ''X'', Fort Laegaire and Summer Palace from ''The Falcon and The Unicorn DLC'' provide a nice closure for you and few important [=NPCs=]. The fact that the first half of the first dungeon shifts a gameplay from the usual "kill everything" does help, and the rest is one giant satisfying CatharsisFactor against [[spoiler:the perpetrators of the FrameUp as you cut through ''armies'' of soldiers including ''Seraphs''.]]

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* BestLevelEver: In ''X'', Fort Laegaire and Summer Palace from the ''The Falcon and The Unicorn DLC'' provide a nice closure for you and few important [=NPCs=]. The fact that the first half of the first dungeon shifts a gameplay from the usual "kill everything" does help, and the rest is one giant satisfying CatharsisFactor against [[spoiler:the perpetrators of the FrameUp as you cut through ''armies'' of soldiers including ''Seraphs''.]]
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* MorePopularReplacement: The Dark Elf in ''VIII'' replaces the Archer in ''VI'' and ''VII''. And while the Archer is a pretty good class (probably the best of the hybrids), the Dark Elf is better in pretty much every way. The Dark Elf keeps the Grandmaster Bow and Chain and the Master Sword, Dagger and Elemental Magic, and replaces Grandmaster Perception with the much more useful Grandmaster Merchant and gains the extremely useful Grandmaster Disarm Trap. And on top of that, they get Dark Elf magic for added bonus. There's no mystery as for why players think the Dark Elf is the most broken character after the Dragon.

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* MorePopularReplacement: The Dark Elf in ''VIII'' replaces the Archer in ''VI'' and ''VII''. And while the Archer is a pretty good class (probably the best of the hybrids), the Dark Elf is better in pretty much every way. The Dark Elf keeps the Grandmaster Bow and Chain and the Master Sword, Dagger and Elemental Magic, and replaces Grandmaster Perception with the much more useful Grandmaster Merchant and gains the extremely useful Grandmaster Disarm Trap. And on top of that, they get Dark Elf magic Magic for added bonus. There's no mystery as for why players think the Dark Elf is the most broken character after the Dragon.



* ReplacementScrappy: On the other hand, the Vampire in ''VIII'' is seen as a very poor replacement for the Paladin from ''VI'' and ''VII''. While the Paladin was a decent tank and damage dealer thanks to his Grandmaster Mace, Shield, and Master Plate, the Vampire trades the Mace for Daggers (he still keeps the shield, but daggers are dual wielded for maximum efficiency), and loses the Plate armor (in fact, he can't even use Chain, being limited to Leather), but the worst part is losing the Paladin's incredibly useful Grandmaster Repair Item for the sake of ''ID Monster'' of all things, one of the most unnecessary skills ever. And while Dark Elf and Dragon Magic are reather powerful, Vampire Magic is kind of meh. All in all, the Vampire is a [[MasterOfNone mediocre fighter with okay Self Magic and poor skills]].

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* ReplacementScrappy: On the other hand, the Vampire in ''VIII'' is seen as a very poor replacement for the Paladin from ''VI'' and ''VII''. While the Paladin was a decent tank and damage dealer thanks to his Grandmaster Mace, Shield, and Master Plate, the Vampire trades the Mace for Daggers (he still keeps the shield, but daggers are dual wielded for maximum efficiency), and loses the Plate armor (in fact, he can't even use Chain, being limited to Leather), but the worst part is losing the Paladin's incredibly useful Grandmaster Repair Item for the sake of ''ID Monster'' of all things, one of the most unnecessary skills ever. And while Dark Elf and Dragon Magic are reather rather powerful, Vampire Magic is kind of meh. All in all, the Vampire is a [[MasterOfNone mediocre fighter with okay Self Magic and poor skills]].
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*** The Dungeon of Death, not just for its monsters, but for its incredibly laborious puzzles (one of which is a level-wide crossword puzzle you have to fill in word by word). It also has Lord Xeen as a DegradedBoss on the lowest level -- in multiples.

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*** The Dungeon of Death, not just for its monsters, but for its incredibly laborious puzzles (one of which is a level-wide crossword puzzle CrosswordPuzzle you have to fill in word by word). It also has Lord Xeen as a DegradedBoss on the lowest level -- in multiples.

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* SequelDisplacement: While the RPG ''Might & Magic'' games weren't exactly ''un''popular, the ''[[Series/HeroesOfMightAndMagic Heroes]]'' spinoff series became much more widely known and helped define the turn-based strategy fantasy game genre. It's telling that the ''Heroes'' games were rebooted in the new Ashan continuity well before the parent series received the same treatment.

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* SequelDisplacement: While the RPG ''Might & Magic'' games weren't exactly ''un''popular, the ''[[Series/HeroesOfMightAndMagic ''[[VideoGame/HeroesOfMightAndMagic Heroes]]'' spinoff series became much more widely known and helped define the turn-based strategy fantasy game genre. It's telling that the ''Heroes'' games were rebooted in the new Ashan continuity well before the parent series received the same treatment.

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* SequelDisplacement: While the RPG ''Might & Magic'' games weren't exactly ''un''popular, the ''Heroes'' spinoff series became much more widely known and helped define the turn-based strategy fantasy game genre. It's telling that the ''Heroes'' games were rebooted in the new Ashan continuity well before the parent series received the same treatment.

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* SequelDisplacement: While the RPG ''Might & Magic'' games weren't exactly ''un''popular, the ''Heroes'' ''[[Series/HeroesOfMightAndMagic Heroes]]'' spinoff series became much more widely known and helped define the turn-based strategy fantasy game genre. It's telling that the ''Heroes'' games were rebooted in the new Ashan continuity well before the parent series received the same treatment.
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* SequelDisplacement: While the RPG ''Might & Magic'' games weren't exactly ''un''popular, the ''Heroes'' spinoff series became much more widely known and helped define the turn-based strategy fantasy game genre. It's telling that the ''Heroes'' games were rebooted in the new Ashan continuity well before the parent series received the same treatment.
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** Spellbooks if you don't have anyone that can learn the given spell by virtue of not having the necessary class or because they know said spell already. They also have high value, especially high-end spellbooks of advanced magic.

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** Spellbooks Spellbooks, if you don't have anyone any party members that can learn the given spell by virtue of not having because no one is the necessary class or because they those that are already know said spell already.spell. They also have high value, especially high-end spellbooks of advanced magic.
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** Spellbooks if you don't have anyone that can learn given spell by virtue of not having necessary class or knowing said spell already. They also have high value, especially high-end spellbooks of advanced magic.

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** Spellbooks if you don't have anyone that can learn the given spell by virtue of not having the necessary class or knowing because they know said spell already. They also have high value, especially high-end spellbooks of advanced magic.
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** Accessories with no enchantments, especially in ''X'' where you can't enchant them so they just waste your accessory slot if you equip them. In ''VI-VIII'' you can enchant them yourself, but since the enchantment you get is random, you can end with one that is not useful to you, so unless you like to reload a lot, it's better to sell them as well.

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** Accessories with no enchantments, especially in ''X'' where you can't enchant them so they just waste your accessory slot if you equip them. In ''VI-VIII'' you can enchant them yourself, but since the enchantment you get is random, you can end up with one that is not useful to you, so unless you like to reload a lot, it's better to sell them as well.
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** Accessories with no enchantments, especially in ''X'' where you can't enchant them so they just waste your accessory slot if you equip them. In ''VI-VIII'' you can enchant them yourself, but since the enchantment is random, you can end with one that is not useful to you, so unless you like to reload a lot, it's better to sell them as well.

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** Accessories with no enchantments, especially in ''X'' where you can't enchant them so they just waste your accessory slot if you equip them. In ''VI-VIII'' you can enchant them yourself, but since the enchantment you get is random, you can end with one that is not useful to you, so unless you like to reload a lot, it's better to sell them as well.
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** Near the end of ''VIII'' you're tasked to retrieve Heart of Plane from each elemental plane. Getting one in Plane of Air is an example of this trope as it is relatively easy to obtain, as Air Elementals are not that dangerous. Plane of Water can be also an example if the player has Grandmaster Invisibility as it is much easier to just swim to the jewel and snatch it right from under the noses of Water Elementals, but they're more dangerous and Dragon Turtles are very resilient. In comparison Elementals from Planes of Earth and Fire have dangerous spells (Fireball/Incinerate and Rock Blast respectively) that can kill weaker members of your team, both dungeons have narrow tunnels/walkways where you can't really employ Invisibility and especially the Castle of Fire (where the Heart of Fire is) is dangerous dungeon with lava for floor and narrow benches suspended over it where small mistake can mean ton of damage.

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** Near the end of ''VIII'' you're tasked to retrieve the Heart of the Plane from each elemental plane. Getting the one in the Plane of Air is an example of this trope as it is relatively easy to obtain, as Air Elementals are not that dangerous. The Plane of Water can be also an example if the player has Grandmaster Invisibility as it is much easier to just swim to the jewel and snatch it right from under the noses of the Water Elementals, but they're more dangerous and the Dragon Turtles are very resilient. In comparison comparison, Elementals from the Planes of Earth and Fire have dangerous spells (Fireball/Incinerate and Rock Blast respectively) that can kill weaker members of your team, both dungeons have narrow tunnels/walkways where you can't really employ Invisibility and especially the Castle of Fire (where the Heart of Fire is) is a dangerous dungeon with lava for a floor and narrow benches suspended over it where a small mistake can mean a ton of damage.



*** The first Archer promotion in ''VI'' is actually quite difficult and therefore not this trope, as you have to retrieve keys to calibrate dragon towers from a fortress infested with raiders and ogres plus the fortress itself is surrounded by Magyars. The second promotion quest, however? Use said keys to calibrate towers, which requires you to visit specific towns and click on button on tower there. This can be done in five minutes if someone in your party has master Water magic and Town Portal spell.

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*** The first Archer promotion in ''VI'' is actually quite difficult and therefore not this trope, as you have to retrieve keys to calibrate the dragon towers from a fortress infested with raiders and ogres plus the fortress itself is surrounded by Magyars. The second promotion quest, however? Use said keys to calibrate towers, which requires you to visit specific towns and click on button on tower there. This can be done in five minutes if someone in your party has master Water magic and Town Portal spell.



*** The first promotion of Archer is also difficult, since you need to get the keys from Dragon towers from Icewind Fortress. There are things such as Ogres and the place itself is surrounded by a ton of Magyars, who can be difficult for someone who's trying to do this quest early.

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*** The first promotion of Archer is also difficult, since you need to get the keys from for the Dragon towers Towers from Icewind Fortress. There are things such as Ogres and the place itself is surrounded by a ton of Magyars, who can be difficult for someone who's trying to do this quest early.
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* FridgeLogic: In ''Might and Magic VI'', the Cave of the Dragon Riders, a hideout for a group that flies in and attacks on flying dragons (hence the construction of the Dragon Towers) is mainly populated by the wyrm family of dragons, who, unlike the drakes and dragons, are ''wingless''.

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* FridgeLogic: In ''Might and Magic VI'', the Cave of the Dragon Riders, a hideout for a group of bandits that flies in and attacks on flying dragons (hence the construction of the Dragon Towers) is mainly populated by the wyrm family of dragons, who, unlike the drakes and dragons, are ''wingless''.
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** In ''VII'' the quests regarding War between Erathia and Tularea are essentially this. They come after rather brutal rescue of dwarves from Red Dwarf Mines full of slimes immune to physical damage (and where wrong turn can lead to an encounter with Medusae, [[TakenForGranite with all what that implies]]), and the next quest after war-related ones is initiation quest for Path of your choice, each of which takes place in ThatOneLevel. Meanwhile, war-related quests do not even ''need'' to be done at all (they will expire on their own if you ignore them), or you may just exert a token effort and just betray both opposing sides, which makes all quests much easier. The only obligatory quest is to choose The Arbiter, which will determine the path for the rest of the game, and that just requires you to get the Arbiter and bring him to his new house.

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** In ''VII'' the quests regarding War between Erathia and Tularea are essentially this. They come after the rather brutal rescue of dwarves from the Red Dwarf Mines Mines, which are full of slimes immune to physical damage (and where a wrong turn can lead to an encounter with Medusae, [[TakenForGranite with all what that implies]]), and the next quest after the war-related ones is the initiation quest for the Path of your choice, each both of which takes take place in ThatOneLevel. Meanwhile, war-related quests do not even ''need'' to be done at all (they will expire on their own if you ignore them), or you may just exert a token effort and just betray both opposing sides, which makes all quests much easier. The only obligatory quest is to choose The the good or evil Arbiter, which will determine the path your Path for the rest of the game, and that just requires you to get the Arbiter and bring him to his new house.
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*** Jugglers. While they're not that strong on their own, as they attack they will constantly "juggle" your party members, meaning they can mix up the placement of your party members. This can quickly cause your back-row members with low HPs and attack to turn up in the front line and your strongest fighters to end up so far behind they won't even be able to attack. And, of course, they will turn up in large groups or with other, tougher monsters.

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*** Jugglers. While they're not that strong on their own, as they attack they will constantly "juggle" your party members, meaning they can mix up the placement of your party members. This can quickly cause your back-row members with low HPs health and attack to turn up in the front line and your strongest fighters to end up so far behind they won't even be able to attack. And, of course, they will turn up in large groups or with other, tougher monsters.
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** ''Might and Magic II''
*** Jugglers. While they're not that strong on their own, as they attack they will constantly "juggle" your party members, meaning they can mix up the placement of your party members. This can quickly cause your back-row members with low HPs and attack to turn up in the front line and your strongest fighters to end up so far behind they won't even be able to attack. And, of course, they will turn up in large groups or with other, tougher monsters.

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