- LE-Lore
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- Human: many speak paladin, but I think most "plausible" A Cleric GM of Magic Light
- Wood Elves: as many already suspect one Blademaster of Heroes V, since until now no class GM "Dual Wield"
- Dwarves: A Special Rune Priest or something, GM Fire Magic, and perhaps Light Magic.



I'd bet the next human would be Paladin with access to GM light, as the early access give a very clear indication that Paladins are the last human class. As for Darkness, only the freeman has it.








Suppose the Ranger is their might class, that would make the Ranger the only might class being the only one to not only have one, but even two magic skills being able to have at master level... Doesn't seem convincing to me.


And for magic in the EA, I think there are a few useful spells, but the rest is not really worth it. Firebolt, Sparks, Gust of Wind, Regeneration, Burning Determination.. those are worth it.

Most buffs are too expensive for their duration/effect, casting a Firebolt does more for 20 sp. Also, spells to detect traps/secrets, useful... but I rather have something passive that does that for you, like back in the day.


http://forums.ubi.com/showthread.php/823779-All-classes-all-skills-overview-%28per-EAV!%29

Huh... apparently I was also right about Paladins/Crusaders having Light GM.
Earth GM for the Dwarf is interesting. IF they didn't have Light GM as well I'd wager on them having earth GM. But that's only because I was under the impression only the Freemage had 3 magic GM skills... not sure why, since I did two groups with Druids and Shamans.


(Stupid word limit, I could have this all in one post.)


It's Arcane Discipline the Crusader has, not Magical Focus. The skill that gives magical resistance, seems more logical eh? :p Maybe Day of the Gods? But I'm guessing spells are more based on the latest HoMM game rather than older M&M games.
Dual wield always has been powerful in M&M. M&M6 I used to pick 2 Knights in my party, both dual Swords. Especially kicks ass when you've got Artifacts/Relics later on.

I'm not sure about the hunter. Looks too much like the Barbarian, except for being somewhat tougher, access to air magic and being more versatile.


Being a versatile hybrid will include you will be a so called "jack-of-all-trades", but you'll be in fact a master of none ;-)
A specialized fighter and caster will most likely always do better than two hybrid classes.


So it is possible to tell if a character was missed thanks to its evade. And my initial impression that it directly decreased the attacker's attack value was correct. A feedback when an attack is evaded would be very much appreciated (with a party bark if possible).




- Malassa: Might (Rogue), Magic (Witch), Hybrid? (Uhmm, I have no idea)
- Shalassa: Might (Samurai?), Magic (Monk / Priest?), Hybrid (Monk?)
I think if possem something for these two would be more "filled", but as the game is great ta ^.^
Moreover ta great :D


Water GM - Druid and Shaman (Shaman!? -. - ')
Dark GM - Freemage only






However, a minotaur hybrid of Malassa?
Malassa governs the Dark Elves :/





I hope those have been changed for the humans.
The additional starting skills are not "quick learning" but "versatility".
Since I like the idea of quick learning, I would suggest to reduce the additional skill points from 6 to 2 and add in 10% faster experience gain.




Sorry, english don't is my national language, and google tradutor is bad ://

Sorry, english don't is my national language, and google tradutor is bad ://

If he could Master shields and plates with access to master-level Light he wouldn't be far from M&M VII's Paladins.

http://forums.ubi.com/showthread.php/823779-All-classes-all-skills-overview-%28per-EAV!%29


I hope this is included in the manual you get when you purchase the game, or that it's gonna be given somewhere.
Formulas and calculations in order to decide resistance, block, evasion etc. As a bundle :-)

Kinda off topic, but just wondering.

I hope there is no limit!
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