What is your favorite Magic school? (MM6 and MM7 only)

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

Favorite Magic school? (MM6 and MM7 only)

Fire
3
8%
Air
12
32%
Water
14
38%
Spirit
0
No votes
Mind
1
3%
Body
0
No votes
Light
2
5%
Dark
5
14%
 
Total votes: 37

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UndeadHalfOrc
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What is your favorite Magic school? (MM6 and MM7 only)

Unread postby UndeadHalfOrc » 30 Mar 2007, 01:49

What is your favorite Magic school in MM6 and MM7?

Mine's Fire. In both games I tend to use Fireball & Meteor Shower the most.

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Secret_Holder
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Unread postby Secret_Holder » 30 Mar 2007, 07:46

Has to be air. It has Wizard Eye, Fly and Invisibility

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HodgePodge
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Unread postby HodgePodge » 30 Mar 2007, 16:38

Voted: Water

Where would we be without Town Portal & Lloyd's Beacon???

Ice Bolt is a good, reliable, low-cost, damage spell.
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Corribus
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Unread postby Corribus » 30 Mar 2007, 16:48

I'm with HP on this one. Lloyd's Beacon is the most useful spell in the game.
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Lord13
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Unread postby Lord13 » 30 Mar 2007, 17:16

Hmmm...between water and air...

Air has Invisibility, great to finish many quests quick and easy.
Also has the sparks(the best damage-dealing spell) and fly which
is great for long distances!

Water has the teleport spells(T.P. and L.B. later) with those you earn
so much time and make things simplier. Also i find Enchanting so interesting, not so usefull thought later on game.

Hmmm...finally i decide water for the teleport spells.
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Kareeah Indaga
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Unread postby Kareeah Indaga » 30 Mar 2007, 18:53

I also am kinda stuck between Water and Air. Think I’ll go with Air though; Water is good for getting high scores with TP and Lloyd’s Beacon, but I feel positively blind without Wizard’s Eye, Fly makes fighting ground-bound foes and reaching more secluded areas a breeze (pun intended), and the only bad thing I can say about Invisibility is that it isn’t in enough games. B-)

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Unread postby arturchix » 30 Mar 2007, 18:58

Air and Water magic are the obvious choices - I wouldn't want to pick one. If I would have to, I'd choose Air Magic, mostly because of the Fly spell, less Invisibility.

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DaveO
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Unread postby DaveO » 31 Mar 2007, 15:54

I have to nominate Water magic as well. Putting portals on the various beneficial areas in the Might and Magic games is the most important thing to make any party function better.
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gryphonheart
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What is your favorite Magic school in MM6 and MM7?

Unread postby gryphonheart » 01 Apr 2007, 14:03

Toss-up between Light (For Paralyze - I love that spell!) and Air (For Fly and Invisibility, of course).

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 01 Apr 2007, 14:17

.....

No one voted Dark yet?

And I thought people were crazy about Shrapmetal and Dragonbreath

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Kareeah Indaga
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Unread postby Kareeah Indaga » 01 Apr 2007, 17:34

I don’t care much about the offensive Dark spells, not sure why. I prefer Pain Reflection.

My biggest problem with Light and Dark is that you don’t get them until relatively late game (at least in MMVII).

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Unread postby Avonu » 02 Apr 2007, 18:57

Well, 4 liches and one priest of light in MM8 can clear all country: "It's armageddon's time" :D .

Anyway I choose water magic - Lloyd's beacon, Town portal, Enchant item and Acid burst (one of most poweful damage spell in game).

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 02 Apr 2007, 22:13

>>>>Acid burst (one of most poweful damage spell in game).


Most dependable? Yup. Most cost efficient? You bet.

But one of the most powerful? Not by a long shot.

Damage spells more powerful than Acid Burst:

- Incinerate
- Implosion
- Rock Blast (very slightly lower direct damage, but AOE makes it more powerful)
- Mass Distortion (rocks against Dragons, Titans, Devil Captains)
- Destroy Undead
- Sun Ray
- Toxic Cloud
- Shrapmetal
- Dragon Breath
- Souldrinker

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gryphonheart
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Favorite school

Unread postby gryphonheart » 03 Apr 2007, 02:32

I see I need to pick just one, so I'll go with Light. ;)

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Unread postby BoardGuest808888 » 03 Apr 2007, 07:52

Air : Invisibility : almost can't go without it.
Wizard Eye & Feather Fall : can be live safer early on.
Fly : can be live safer later on.
Implosion : good all round damaging spell.

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Unread postby Bandobras Took » 03 Apr 2007, 14:03

For anybody that likes might-heavy parties, Light Magic's the Winner, with the super-buffs provided by Hour of Power.
Far too many people speak their minds without first verifying the quality of their source material.

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Unread postby BoardGuest808888 » 04 Apr 2007, 06:25

That must be a bit misnomer since the magic usually lasts longer than an hour. May be it should be called 'Time of Power' ?

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Avonu
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Unread postby Avonu » 05 Apr 2007, 15:56

UndeadHalfOrc wrote:>>>>Acid burst (one of most poweful damage spell in game).


Most dependable? Yup. Most cost efficient? You bet.

But one of the most powerful? Not by a long shot.
One of most powerful = cost and damage.
Acid Burst cost only 10 spell points and do very good damage (Implosion cost 20 SP and do a little more damage). Of course Incinerate, Sun Ray and Dragon Breath are far more powerful but you will be out of mana in short time using them.

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JMK
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Unread postby JMK » 15 May 2007, 16:21

my fave is definatly air magic or dark (I voted air)
air has the benfits of fly, invisibility and implosin,
i find that whilst getting air higher for better invisibility and fly I eventually get the most incredibly powerful 100% accurate implosin!
U have to love dark though for the mighty dragon breath and the oh so fun reanimate, no matter how often u use it (i really only use dragon breath, but all the same reanimate is soooo fun!)
but air is most handy, specially in places like Land of The Titains (M&M7) where you really dont wanna be seen until u are at a higher level due to the titains, dragons and devils! :devil:

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Unread postby Karry » 22 May 2007, 22:33

Favorite magic school ? In Might & Magic 6 & 7 ? None, they are all pretty useless.

Lets look at them. Ok, so Fire magic in MM6 has ONE, i repeat ONE spell that's worth mastering fire for - Meteor Shower. Always hits, huge splash damage, increase in meteor numbers with mastery. Firebolt, Fireball, Incinerate - worthless. Why ? Because there is nothing to wait for. If you get Incinerate early - thats it, it will always stay 15 + (skill x d15). Isnt it fun, having Fire skill 20 and still doing 20-30 damage 95% of time ? What does expertise and mastery add to almost all damage spells ? Better recovery time ? Yeah, thats what we needed, recovery time, yep. Instead of, for example, making Incinerate someting like 15 + 3(skill x d15), or something alike.

Same with Air damaging spells. Although "kitchen" magic, like Fly, is working rather well. But Air still has un-needed spells. Like Shield, there are only 2 or 3 enemy in the whole game who fire arrows at you.

Water magic has only 3 useful spells, the rest are junk. That means 12 points in Water skill is the limit, there is no need to add a single point over that.

Earth is...well...i wont even try to find anything nice about Earth magic.

Body magic - totally useless. Okay, so there are some status cleaning spells, but it would be better to just have them combined in one, its quite annoying casting them one after another. Half of the monsters in the game are immuned to Body damage spells, thus they arent worth buying. Healing spells (the spells that Body magic is supposed to be created for !!!) are made so they are useless as well. How are you supposed to heal a Knight with 1000 HP, if the ultimate healing spell only gives him measly 50 HP at Body skill level 20 Master ??? What the... was it THAT hard to make the formula 10 + (10 x skill) for Masters in Body ? And thats still a rather small amount !

Mind magic goes to stand in the corner with Earth magic. The only spell worth something in Mind is Telekinesis, and its skippable.

Spirit...two spells : Raise Dead & Resurrection. The rest are not worth mentioning.

Light and Dark are not that bad, actually, but they need lots of money and mana points to even start using them, so they are not that critical to have for 2/3rds of the game.

If anyone wants to see how magic is meant to be managed - they are welcome to look at Wizardry 8. Spells that grow in power with characters, status spells that actually work, and so on.


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