Might and magic legacy: Might & Magic X — Legacy on Steam

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Might and Magic X: Legacy review

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Our Verdict

Retro and proud, understanding why these games were fun even if they are in the past.

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Spiritually, Might and Magic X can be neatly summed up in its first real conversation, when the captain of the first town’s guard jokes «Don’t worry, I won’t send you to go kill rats in a cellar,» and then without irony presents a quest called «Spiders In The Well». It’s a deliberate and careful throwback to the hack-and-slash RPGs of old, in a style even its own series hasn’t done since 1993’s Darkside of Xeen — the fifth game, and hardly a cutting edge one even then.

That goes to the core. While Legacy uses the Unity 3D engine and isn’t afraid to use it to both create a world and deploy a few special effects, like volumetric lighting, the action remains turn based and locked tight to a grid rather than allowing freeform movement. For the most part though, this works oddly well. Cities and dungeons are carefully designed, looking good and not feeling too much like shoeboxes. There are however regular reminders of why most games of this style stick to cramped dungeons and locations like forest mazes rather than expansive overworlds, the biggest being that ranged characters often aren’t allowed to take a pop at an enemy standing right in front of them because officially they’re around a corner.

Despite nominally being the tenth game in the series, it’s easy to get into the action. No knowledge of the series is required, and despite an intro so astoundingly long and overwritten that it’s a wonder that the party doesn’t emerge blinking in Might and Magic XI, the story is kept firmly in the background. You’re a team of rookie adventurers taking the ashes of your mentor to a locked down city in the middle of a ludicrously dangerous peninsula, in the wake of political reforms that everyone spends far too much time arguing about instead of dealing with all the monsters everywhere. A smarter party might ‘accidentally’ trip while holding his sodding urn on a windy cliff and go home. But no. Not Heroic enough, apparently.

While even getting close to that town is a slow business, Legacy’s actual action is surprisingly pacey. The four-man party primarily levels horizontally, with lots of skills, but plenty of points to spread between them. This quickly allows for a flexible team where a Ranger can be both archer and healer, or a Freemage take up various magical schools without becoming a master of none, with melee characters getting their own ‘spells’ revolving around skills like taunting and diverting blows. Combat still isn’t usually too tactical outside of bosses, where bad luck can also screw the party over in a hurry, but Legacy makes carving through armies feel very satisfying. Luckily too, because while the killing is occasionally interrupted by a trivial puzzle or conversation popping its head into the action, this is firmly a game of 20% exploration, 70% combat, and everything else fighting over the scraps.

What gives Legacy its old school charm though is that as much as it’s weighed down by an obviously low budget and the mechanical sacrifices of jumping back a decade, there’s a love for its style underpinning the action. The result isn’t likely to do much for anyone raised on a diet of The Elder Scrolls, and even at its best is a nostalgia trip rather than call for revolution. Even so, for old-school RPG fans as sad as its creators seem to be that nobody makes games like this any more, it’s a solid way to relive the good old days.

Details:

Expect to pay: £20

Release: Out now

Developer: Ubisoft

Publisher: Ubisoft

Multiplayer: No

Link: Might & Magic official site

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Might and Magic X: Legacy review

Retro and proud, understanding why these games were fun even if they are in the past.

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Spells Might & Magic X: Legacy | Might & Magic X: Legacy — Might & Magic X: Legacy | Might and Magic X: Legacy — Articles — Heroes Guide

Each level of Magic increases the effect by 2%.
Each skill level in the corresponding school of magic increases the effect by 5%.

Rounding is carried out to the nearest side.

That is, the true effect of the spell is calculated by the formula:
Effect = E * (1 + M * 0.02 + N * 0.05)

E — the initial effect of the spell;
M — character’s Magic level;
N — skill level in the corresponding school of magic.

Example. Your Firebolt spell deals 25 — 35 damage. damage. If the character has Magic = 10, and the skill level of Fire Magic = 4, then the Fire Arrow will become 1.4 times stronger and deal 35 — 49points of damage (if the enemy does not have resistance to this magic, and the magic damage will not be critical).

The level «Master (Grandmaster)» in the corresponding school of magic increases its effect by another 5% per skill level.

Note 2. Russian spell names are given for the version with localization adjustments from Shukfir (the latest version can be downloaded at: https://docs.google.com/file/d/0B0Km6E9gy4PRUG13WFRtbk1DX28). Russian names according to Buka: Decisiveness (Fiery determination), Running Stream (Liberating Stream), Liquid Membrane (Liquid Shell). nine0003

Original magic

1 level (student)
Available to classes: free magic, druid, Runny Priest

Protection against magic (Arcane Ward)
20 units. mana
All party members get +2 mana. to resist all schools of magic.
Valid for 4 xd.

Sundering
30 pcs. mana
The armor of all enemies within 3 range is cracked and their defense is reduced by 8. nine0141

Time Stasis
30 units mana
The selected enemy, located on an adjacent cell, is in timelessness. It cannot be attacked, and it cannot attack or move during this turn either.

Mana Surge
20pts
Mana The next time the target enemy within 5 range casts a spell, it will gain 35 — 45 Mana. damage (Primal magic). nine0141

Level 2 (Expert)
Available to Wild Mage, Druid, Rune Priest mana
Removes all buffs and debuffs from all party members.

Heroic Destiny
20 pts mana
All party members get +4 mana. good luck. Lasts for 2 cd. nine0141

Identify
5 pcs. mana
Identifies one of the unknown items in the backpack.

3rd level (Master)
Available to classes: Wildmage, Druid, Rune Priest


Inflicts 35 – 45 mana to the selected target up to 3 range away. damage (Primal magic). Each enemy near the target is dealt 30% damage (Primal) based on the target’s remaining health. nine0141

Spirit Beacon
25 pcs. mana
Sets a beacon or moves the unit to the last set beacon.

Level 4 (Master)
Available to classes: Wild Mage, Druid

Hour of Power mana
Strength, magic, perception and luck of all party members are increased by 2. Valid for 12 cd. nine0141

Fire magic

1 level (student)
Available to classes: free magician, reconnaissance, rune, shaman

Protection from fire (FIRD)
10 units mana
All party members get +5 mana. to resistance to fire magic. Lasts for 4 cd.

Torch (Torchlight)
5 pcs. mana
A torch-shaped flame will light your path in the darkness for 25 cd.

Fire Bolt
20 pts. mana
Firebolt hits a single target up to 4 range away and deals 25 – 35 damage. damage (fire magic).

Danger Sense
5 pts. mana
You feel if there are enemies nearby and see them on the mini-map. Lasts for 25 cd. nine0141

2 lvl (Expert)
Available to classes: Free Mage, Defender, Scout, Rune Priest, Shaman

Burning Determination mana
Determination covers the members of the squad, protecting them from paralysis, sleep and stun. Lasts for 2 cd.

Inner Fire
20 pcs. mana
All party members get +4 mana. to strength. Lasts for 2 cd. nine0141

Fireball
30 pcs. mana
The mage throws a fireball at a group of enemies, which flies up to a distance of 3 and inflicts 15 — 25 damage. damage (by Fire magic) to each enemy.

lvl 3 (Master)
Available to classes: Free Mage, Scout, Rune Priest, Shaman mana
All members of the squad are protected by a fire shield, inflicting 4 — 6 damage to enemies. retaliatory damage (by Fire magic) when an enemy strikes. Lasts for 2 cd. nine0141

Fire Blast
45 pcs. mana
The magician’s hands emit a stream of fire that inflicts 35 — 45 damage. damage (magic of fire) to all enemies at a distance of up to 3.

4 level (master)
Available to classes: runic priest

Fiery storm (Fire BURST)
60 60 mana
Firestorm deals 55 – 65 mana. damage (by Fire magic) to all enemies on adjacent cells. nine0141

Magic of water

1 Level 1 (student) Available to classes: free magid, shaman

Protection against water magic (water ward) mana
All party members get +5 mana. to water magic resistance. Lasts for 4 cd.

Consciousness
10 pts. mana
Awakens from sleep the selected party member. nine0141

Frozen Ground
30 pcs. mana
You freeze the ground under a group of enemies up to 3 range away. They cannot move this turn.

Ice Bolt
15 pcs. mana
Frostbolt hits a single target up to 4 range, dealing 15 – 25 Frost damage. damage (with Water magic) and reducing its number of hits by one (minimum to one) per turn. nine0141

Level 2 (Expert)
Available to classes: Free Mage, Druid, Shaman

Ice Prison (Ice Prison) mana
Target melee opponent is imprisoned in ice for this turn. He can’t attack or move, but he can’t be attacked either.

Circle of Winter
20 pcs. mana
A wave of cold emanates from the unit and inflicts 10 — 18 damage. damage (Water magic) to all surrounding enemies, reducing their number of hits by one (to a minimum of one) per turn. nine0141

Water Flows Freely
10 pcs. Mana
Heals a target party member from paralysis.

Level 3 (Master)
Available to classes: Free Mage, Druid, Shaman mana
Each enemy in front of the unit receives 25 — 35 mana. damage (Water magic) and spends one less hit (but not less than one) during this turn. nine0141

Liquid Membrane
25 pcs. Mana
You create a transparent liquid shell that protects your party members this turn, reducing their damage taken by 5%.

4th level (Master)
Available to classes: Druid, Shaman Mana
Deals 35 – 45 damage. damage (Water magic) to all enemies in front of the unit, knocking them back. nine0141

Magic of the Earth

1 Level 1 (student) Available to classes: Free magician, dancing with blades, shooter, druid, rune, shaman

9009 PRODUCTION OF THE MAGE Earth Ward)
10 pts mana
All party members get +5 mana. to earth magic resistance. Lasts for 4 cd.

Entangle
15 units mana
You deal 15 – 25 mana to the target. damage (by Earth magic) if it is 3 or less away. During this turn, the target cannot move.

Regeneration
30 units mana
Restores 15 — 20 mana. health to all members of the squad immediately and 8 units. over the next 3 xd.

Cure Poison
10 u. mana
Neutralizes poison from the selected member of your squad.

2 Level 2 (expert)
Available to classes: free magician dancing with blades, shooters, druid, rune, shaman

Smiles of poison (Poison spray)
15 PRS. Mana
Poison all enemies in front of you, causing them to gain 5 — 15 Mana each. damage (Earth magic) and another 12 each. damage (Earth magic) during the following turns. Their evasion is reduced by 8. nine0141

Stone Skin
15 pcs. mana
The skin of all members of the squad becomes the hardness of stone. Defense is increased by 6. Lasts 2 xd.

Strength of the Earth
10 units Mana
Heals a target party member’s weakness.

Level 3 (Master)
Available to classes: Free Mage, Marksman, Druid, Rune Priest, Shaman

Poison Cloud
20 pts. mana
A poisonous cloud thickens in front of the unit, and for 3 cd. deals 12 — 16 damage. damage (Earth magic), poisoning all enemies caught in it. Each next turn, they inflict 12 damage. damage (Earth magic), and their evasion is reduced by 8.

Acid Splash
25 pcs. mana
Deals 25 – 35 damage. damage (Earth magic) to an enemy in melee combat and reduces its defense by 50%. nine0141

4th level (Master)
Available to classes: Druid, Rune Priest, Shaman

Crushing Weight Mana
Target melee enemy loses 15% of their current health.

Air magic0003

Air Ward
10 pts. mana
All party members get +5 mana. to air resistance. Lasts for 4 cd.

Sparks
15 pcs. mana
Electric sparks inflict 10 – 20 damage. damage (by Air magic) to all enemies on adjacent cells.

Wind Shield
10 units mana
Strong gusts of wind protect all party members from enemy arrows, increasing evasion from missile attacks by 10 points. within 3 xd.

Gust of Wind
15 pcs. mana
A heavy wind rises and inflicts 4 — 8 damage to a single target. (Air) damage up to 2 range away. The target is knocked back and takes 4 — 8 damage. damage (physical).

2nd level (Expert)
Available to classes: Mercenary, Crusader, Freemage, Marksman, Druid, Rune Priest, Hunter, Shaman

Eagle Eye mana
All party members get +4 mana. to perception. Lasts for 3 cd.

Lightning Bolt
15 pcs. mana
Lightning strikes a single enemy up to 4 range away, dealing 16 to 34 Mana damage. damage (air magic). nine0141

Clear Mind
10 units Mana
Cures target party member of dementia.

level 3 (master)
Available to classes: Crusader, free magician, arrow, druid, rune, hunter, shaman

Lightning chain (Chain Lightning)
30 PRS.
Lightning strikes a group of enemies up to 3 range away. Lightning forks and jumps from one enemy to another, each time dealing electricity (Air) damage equal to the number of targets times 12 — 28.

Tornado (Cyclone)
50 pcs. mana
The Mage creates a whirlwind that chases enemies for 4 xd., and inflicts 25 — 45 damage to enemies or party members who fall into it. damage (air magic).

Level 4 (Master)
Available to classes: Free Mage, Shaman mana
In front of the squad for 3 cd. a storm is raging. Each enemy caught in the storm takes damage (by Air) equal to the number of targets hit x 23 — 37.

Magic of light

1 level (student) Available to classes: Crusader, Free magid, reconnaissance, Runny Priest

Protection of the Light Magic (light)
10 units mana
All party members get +5 mana. to resistance to Holy magic. Lasts for 4 cd.

Light Orb
5 pcs. mana
A floating ball of light will light your path in darkness for 25 cd.

Celestial Armor
25 pcs. mana
Armor of God protects the squad, absorbing 45 mana. damage they could take over the next 2 cd.

Clairvoyance
5 pcs. mana
Light of Elrath illuminates all nearby traps. Lasts for 25 cd. nine0141

Level 2 (Expert)
Available to Crusader, Wild Mage, Druid, Scout, Rune Priest mana
Removes any curse from the selected party member.

Heal
15 units mana
Restores 50 — 60 mana. health to the selected squad member.

Radiant Weapon
20 pcs. mana
Radiant weapon hits the selected target in melee. She inflicts 5 — 15 units. damage with Holy magic and 5 — 15 pts. physical damage. During this turn, the target cannot block hits.

Level 3 (Master)
Available to classes: Crusader, Wild Mage, Druid, Scout, Rune Priest


mana
Resurrects the selected party member.

Heal Party
35 pts. mana
Restores 30 — 40 mana. health to each member of the squad.

4th level (Master)
Available to classes: Crusader, Rune Priest

Word of Light (Word of Light) Mana
Divine Light inflicts 5 — 15 mana. damage (with Holy magic) to all enemies within 3 range and restores 5 — 15 damage. health to each member of the squad. nine0141

Magic of darkness

1 level (student)
Available to classes: Free magician

Protection against MAGIC WARD 901. mana
All party members get +5 mana. to resistance to dark magic. Lasts for 4 cd.

Dark Vision
5 pcs. mana
Darkness reveals what hides and sharpens your visual senses, allowing you to see in the dark for 25 cd. nine0141

Shadow Cloak
15 pcs. mana
Shadows gather over the unit, causing any enemy to miss their next attack for 4 cd.

Whispering Shadows
5 pcs. mana
For 25 cd. you will see where the caches are.

Level 2 (Expert)
Available to classes: Wild Mage

Purge
15 pcs. Mana
Removes all buffs from the selected melee target.

Drain Life
20 pcs. mana
When you melee, you drain 12 — 20 mana. health of the enemy (dark magic) and transfer 5 — 6 units. health to your team.

Sleep
25 units mana
Selected enemy, up to 1 range away, sleeps for this turn. It cannot attack, move, block, or dodge, but will wake up if damaged.