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So, if you use any of the characters from MM6 or MM7, you won't get voiced lines during combat. One more caveat I haven't mentioned - the in-combat banter lines only trigger for the MM8 character templates. And it's going to be a really long delay before I can safely get my druid there on the right date to get her class promotion. Of course, the master mind teacher is in Silver Cove. And you can't mix purple + green Potions of Restoration to remove conditions any more, which used to be my solution for dealing with gargoyles. Remove Paralysis is now a master level mind spell, I think, so I'm planning to avoid Silver Cove until I can learn the spell. I'm wondering if the diamond gargoyles of Silver Cove are still going to be as painful and dangerous to fight with their paralyzing attacks. For example, minotaur kings no longer cast Finger of Death, because that spell doesn't exist in the MM8 engine. I read in the Tracker notes that certain enemies' signature spells in MM6 don't exist in MM8, so those creatures are nerfed now. I'm wondering if the resistances in MM8's engine work differently in a way that is making formerly scary enemies from MM6 a good bit less scary. The priests' elemental attacks don't seem to be doing as much damage as they used to. Turn Undead made the Temple of Baa a lot easier to beat than usual. Sadly, I have little to no time to play during the work week and can mostly only play on weekends, so my progress is very slow. I just finished up the Temple of Baa last night and walked to Bootleg Bay when I had to stop.
Might and magic 8 promotion quests free#
I haven't found an alchemy trainer yet, but I haven't been to Free Haven, where I'm hoping I can find one. "I normally sell this item for 100 gold, but I will offer it to you for 110 gold." They were getting dialogue like that in the shops, and they thought it was a bug at first. One person with "hated" reputation posted that even with master merchant skill, the shops were actually charging *more* than the markup for zero merchant skill.
Might and magic 8 promotion quests mod#
I've never really seen any effect of reputation in the game other than in hiring npc's, although I read in the mod notes (the "tracker" - you can access it via a link in Templayer's signature in the thread for the mod on Celestial Heavens) that reputation now affects store prices. I hired a scholar early on and had to threaten him into the party after begging didn't work, but hiring my enchanter when I finally found one went smoothly. I turned in the Baa candelabra, and I'm not seeing any negative effects after, but I haven't actually checked my score lately. So, no, sadly, I don't understand the revamp either. If anyone wants to see more screenshots of anything else, let me know, and I'll try to make, I never really understood how the reputation score worked in vanilla. I just thought that this merge deserves its own topic, and it needs way more promotion, as few people who are former or current fans of the Might and Magic games seem to know about it. Moderators, if you think this makes too many Might and Magic threads, you can merge this one with one of the others.
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They also tweaked trainers and placed joinable NPC's in the training centers in MM6 and MM7 if you want to start with a single character and find your companions as in MM8. Note that you can have a five-member party in MM6 or MM7 as in MM8. There's a monster scaling feature built in that's supposed to make changing to a new continent level-appropriate when you go to the former beginner's areas, but I haven't gotten that far to evaluate how well it works. So far I've only started in MM6, so I haven't seen how the new merge handles moving across games yet. You choose which continent to start your adventure on - Enroth, Erathia, or Jadame.