Advice on MM7 mods?

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
User avatar
Caradoc
Round Table Knight
Round Table Knight
Posts: 1780
Joined: 06 Jan 2006
Location: Marble Falls Texas

Advice on MM7 mods?

Unread postby Caradoc » 03 May 2014, 18:18

Hi Gang,

I've been away for a while, but I just picked up MM7 at GOG and would like some recommendations on mods I might enjoy. I'm running Win7.

Also, do you have any advice on party composition? Nothing too kinky -- I'm thinking Knight/Archer/Cleric/Sorcerer (light).

Cheers!
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.

User avatar
Arret
Hunter
Hunter
Posts: 540
Joined: 12 Oct 2011

Unread postby Arret » 03 May 2014, 18:28

Play it normally (both light and dark) and then play the Rev4 mod.

Best party is
Knight
Cleric
Sorcerer
Anything but a ranger

I'd suggest another knight for light or a sorcerer for dark but they all work easily.

User avatar
Panda Tar
Forum Mascot
Forum Mascot
Posts: 6709
Joined: 21 Feb 2006
Location: Florianópolis - Brasil

Unread postby Panda Tar » 03 May 2014, 20:38

Hello again, Caradoc.

Somehow, having a cleric or anything that can cast either Light or Dark magic GM is pretty much ok. I've played, a long time ago, with a Paladin as the only healer and the Archer, the only mage. I don't remember the results, though. :D

Arret, is this mod around here for downloading?

P.S.: ah, here it is.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:


Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 64 guests