Might magic 10 legacy walkthrough. Quest: Air Shard and Silana's blessing. in a small world

Our squad starts from the Soprigal pier.

We arrive in the city with the quest “Ashes to Ashes” (additional quest).

Task description: You were trained by Owen, an adventurer who fought demons while defending Hammerhal during the Second Eclipse. Before he died, Owen asked that his ashes be taken to the small chapel in his hometown Kartale to be buried next to his ancestors. You have decided to fulfill your mentor's last wish.

Coming off the pier, Dustan meets you and gives you the first main task - “Looking for work”
Task description: Arriving in the small town of Sorpigal-by-the-Sea, the adventurers found out that the gates of Kartal were currently closed. Following the precepts of their mentor, they decided to look for work. A friendly interlocutor at the port directed them to Maxim, the captain of the local garrison.

Dustan joins the party, and if you explore the city, he talks about its inhabitants.

It makes sense to go around the city, collect valuables in chests, open kegs and collect additional tasks from city residents:
- Bestiary of Yassad (coordinates on the city map 16,14)
- Lost Sheep (10.28)
- Flowers for fallen heroes (1,22)
- Robbers (10,12) – take Rosaleen with you
- Smuggler's Bay (24.9)

Maxim is located in the City Garrison of Sorpigal (19.21) - at the entrance to the city.

Upon completion of the quest “Looking for a Job,” Dustan leaves you.

Maxim gives you the next main task - “Spiders in the Well”.
Task description: Giant spiders have taken up residence in the caves beneath Sorpigal and are attacking the inhabitants. The heroes, accompanied by Maxim, must go down into the city well and kill the spiders.

You need to go down to the spiders' lair and kill the spider queen. The entrance to the lair is located in Soprigal's well (15.8).

Before going down into the well, it makes sense to use the gold you find to buy bottles of health and mana (Amulets and Talismans of Dzhokhara - 6.22), learn several new spells (Library of Secret Knowledge - 8.3) or improve ammunition.

Maxim goes with you on the “Spiders in the Well” mission.


The spider queen is in the center of the lair (14,11). Maxim accepts the task of destroying the spider queen immediately after completing it and returns to the garrison.

Simultaneously with the main quest in the spiders' lair, we find Smuggler's Cove and a Smuggler's Chest (15.0) for the quest "Smuggler's Cove".

We go back to the city, hand over extra. task “Smugglers Bay” and go to the garrison for the next main task.

From Maxim we receive the following task - “The Extinguished Lighthouse”
Task description: South of Sorpigal there is an old lighthouse. Not long ago, just before the fire went out, strange nagas were seen there. Maxim wants to make sure that these nagas do not belong to the Flooder Cult, and has asked you to take care of this matter.

You can now leave the city.

Part of the Aegina Peninsula opens before you.

The lighthouse is located northwest of Soprigal. But it’s better not to go there right away. Your squad is still weak. It's better to swing, clearing the accessible part of the peninsula.

At the same time, you can complete several previously taken tasks.
"Flowers for Fallen Heroes" is available for rent on the Ashen Hills (108.43)
"Robbers" is a den of thieves in the shady forests.


In the mysterious script (126.64), turning the torches towards the center, we get a relic.

We don’t go into dangerous caves or ghosts in cursed ruins. They are too tough for us yet.

There is a Wandering Trader in the Ash Hills (119.55) who you can buy supplies from and trade with.

Let's get several levels and new skills, and set off to complete the current main task to the Lighthouse.

The lighthouse turns out to be captured by the Flooder cult. We systematically clear the levels one by one.

At the first level we free Hamato. Upon completion of clearing the lighthouse, you can take two additional tasks and train the squad in two-handed combat at the master level.

At the very top of the lighthouse, on the fourth level we meet the boss Mamushi. The most important thing during a fight with him is not to stand at the edge. He has a special blow that moves our squad one square back and is capable of throwing us off the Lighthouse.


After winning, you need to light the fire at the lighthouse by pressing four plates in the correct sequence. The lighthouse is working! We return for a reward and a new task to Maxim.

This time we are instructed to go to Portmeyron Castle and meet with the governor.
Quest: The Thorny Path to Portmeiron
Description: Maxim has sent you to Portmeiron Castle, where you must meet with the Governor of the Aegina Peninsula. He may need your services.

The main part of the castle was captured by robbers. The governor holds the defense on the third level of the dungeon. Having freed the governor, we complete Act 1.



Genre: role-playing game.
Developer: Limbic Entertainment.
Publisher: Ubisoft Entertainment.
Platform: Uplay.
Release date: January 23, 2014.

Introduction

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The revival of the forgotten is a good thing. In addition to the failures of high-budget projects, last years marked by a series of reissues and continuations of once popular series. There were good ones (Shadow Warrior), minimalistic ones (Age of Empires II HD), inconspicuous ones (Flashback HD), bad ones (Syndicate), but the essence was always the same: to transfer the well-known formula to modern technologies.

In the process of giving old people a second youth, it is only important not to overdo it, as the developers from Limbic Entertainment did with “Legacy”. Continuation of the cult role-playing series The nineties does not boast of either advanced graphics or skillful design solutions - only a careful attitude to the original source. But is it possible to create something good without trying to improve anything?

- It is unlikely that in our area you will find someone who might enjoy adventure. They're nothing but problems and you'll miss lunch!
film “The Hobbit: An Unexpected Journey” (2012)

Night at the Museum

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Nowadays, development financing at the expense of consumers is gaining momentum. The scheme is flawless without any catch: you pay a little more, but immediately become the owner of a working assembly, and the creators receive not only additional income, but also volunteers who agree to work as testers out of pure enthusiasm: look for software glitches and report them on the forums.

Testing games as they are being created has its own romance. Combing through the maps once again at different stages of development, you will notice little things that beginners will not even know about: that road over there used to be littered with stones; this character was silent all the time, and now he tells tales and gives tasks; that mission can already be completed, since the key character does not fall through the textures.

The Dragon. Just a dragon. Once upon a time he was a treasure hunter like us, but then he received an arrow...

The downside of such pleasure is unstable program code, errors and inaccuracies in the description. With each update, you run around the same places, do the same tasks, start developing characters from scratch, or give up the whole thing, waiting for the official release.

To then discover that after the “birthday” the game has not changed at all and ask the only relevant question: was there an alpha test at all or was it all a dream? Game crashes, frame rate drops, broken scripts and translation errors - the authors carefully transferred all this into the release, and a patch with attempts to restore at least some order appeared only a month later.

Legacy is full of references to other games in the universe. Sandor from the family of Vyacheslav lives in a tent in the south, but Tieru - three hundred years later he will play an important role in the plot of the fifth “Heroes”.

Owners of 32-bit computers suffered the most operating systems. Not only will you not be allowed to set the maximum texture resolution and the voice acting of the characters will be cut off, but the passage may also end prematurely: in the second act the game crashes so often that even saving every minute will not save you, and the possibility of losing accumulated progress is a “classic” genre."

The funny thing is that during "early access" similar problems there wasn’t - the graphics settings weren’t blocked at the engine level, the heroes said low-key phrases in battle and dialogue, but there were always bugs. What’s even funnier is that no matter how hard you try, the game will not and cannot eat up more than 3 gigabytes of memory.

Chaos. Intrigue. Soap. This is exactly what textures look like on Windows 7 32-bit.

The second question to the creators is much more prosaic: was there funding? "The Inheritance" looks good only as the work of amateurs with talent but empty pockets. Take a closer look at the illustrations and notice portraits and models from the fifth and sixth “Heroes”, a hodgepodge of different artistic styles, the poverty of the surrounding world and stingy standards role playing games dialogues.

Archaic and poor - these words vividly describe, if not the entire game, then at least the first impression of it. It’s not entirely correct to start a review with obvious shortcomings, but that’s exactly what “Might and Magic X” does to us: they wanted to make the game look “antique,” ​​but in the end it turned out to be an ordinary hack.

The Crystal Spider is well remembered. The third act was ending, and this was the first video on the engine in the game.

The Uplay platform deserves special adulation, because no matter what the game, so is the service. Unlike Steam, where there is at least some compression during downloading, here you have to download the files in full, and if you reinstall the client, the game will fly away - there is no provision for creating a backup copy. Add to this the non-working “cloud”: most often the synchronization ends with an error, but the files are rushed back and forth both when starting and when exiting the game.

Shalassa-Malassa

“Legacy” has one ace up its sleeve, and it is so significant and inexplicable that all of the above becomes trivial. The game is incredibly addictive. The world is very small, the map along or across takes ten minutes on foot, but here you can hang out for days, weeks and even months, exploring abandoned temples, solving all sorts of puzzles or experimenting with the selection and development of a party of heroes.

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"Might and Magic X" is an indirect continuation of the sixth "Heroes", more precisely, their storyline. The offspring of Duke Vyacheslav exposed the conspiracy of the Archangel Uriel and the War of the Ancients ended, but problems, as often happens, remained. The influence of the Holy Empire weakened, talk began about the separation of church and state, and the empress’s new reforms did not find approval everywhere.

There are many books scattered in different parts of the world. At the end of the passage you will collect your own small library.

On the Aegin Peninsula, far from political squabbles, stands the city of Kartal. Like Kirkwall from Dragon Age II, it is considered free, even though the neighboring duchies are trying to push their people into its “elite”. Autonomy became one of the causes of concern, and one day the city was simply locked from the inside. How fortunate it was for the four heroes to gather there: “You want to go to Kartal? Follow our instructions, and then we’ll see.”

This is how an ordinary walk turns into saving the world. The story tries to seem original and even throws in a few unexpected twists, but it can't be said to be exciting. Apart from random lines from the characters, there is no voice acting, there are very few videos and cut scenes, and the quality of the dialogue kills the remaining intrigue. Passages in the style of “Friends, I’m glad to see you. “My daughter was kidnapped” is amusing at first, but only for the first time. The references to science fiction that were characteristic of previous games in the series have also disappeared.

Two-thirds of the story is told through the lips of this gentleman. Still asking why the plot is so weak?

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It is much more interesting to explore a map that covers the entire peninsula. At first, the world seems linear, but over time, more and more new roads open up, and you return to lands you have already traversed to clear a cave with a powerful monster or dispel a magical barrier. You'll have to do a fair amount of running, because there are no portals like in Diablo, and mission objectives are not always clear.

Some quests are built according to the classic “fetch/kill” formula, others are stage-by-stage and last throughout the entire game. If you get a fragment and defeat the spirit in the forge of elements, he will give the blessing of his Dragon God: Shalassa’s gift will allow you to walk in shallow water, Malassa will help you find hiding places. There is also a typical task with obelisks - collect all the clues and dig up the buried treasure.

The forge of elements is full of mysteries and secret passages, as well as assorted elementals.

Quests that increase the rank of heroes have a special role. A magician will not learn the most powerful spells until he becomes an archmage, and such diplomas are not bought from the Academy of the Seven Cities, so he has to fulfill the whims of the teacher. Each class has its own quest, so it's better to play as a party different races and specializations.

This is important: there is no trick against a gnome. If you don’t take a representative of the Northern Clans into your squad, you won’t be able to get to the dwarven city of Sudgert and get a significant portion of experience for the monsters and the task. The mission with the Shantiri disk also cannot be brought to its logical conclusion if there is no crusader in the squad.

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Fallout-style slides are a worthy reward for those who diligently traveled the world and helped those in need.

The main asset of “Legacy” is not the tasks or even the world, but the riddles and puzzles. Remember the times when the correct answers were not chosen from four possible ones, but were entered into an empty field manually? It’s the same with local riddles: some of the chests are protected with passwords, some doors cannot be opened without a code word, and one day you will even be asked to take an exam on your knowledge of the geography of the peninsula.

Real tests of ingenuity await you in the mysterious crypts, where valuable relics gather dust under the protection of ancient mechanisms. In one dungeon you need to find the correct sequence of teleports, in another you need to cross slabs or a field with deadly traps in the right order.

Rooms with traps are easier to navigate with Elrath's blessing. Or rely on trial and error.

The game is captivating because it doesn’t make concessions. Have you been told to find a sacred grove? Remember where you saw the entrance to this cave and how to get into it - no one will lead you there by the handle with a magic arrow or a miraculous marker. Even more interesting is the search for teachers: some have settled in large cities, and some wander on the world map or in dungeons - keep a notebook with a felt-tip pen at the ready to timely mark the location of such clients and not be killed by searching for them later.

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Note: if you have difficulty completing the game, take a look at the Steam community for the game. There you can find a list of all teachers, detailed map world and dungeons with all hiding places, secrets and other useful symbols.

In a tavern near Kartal there sits a sweet fortune teller. Don't forget to visit her after completing the game.

This approach inspires respect, but in some places the game was unjustifiably overcomplicated. The map doesn't scale, making it difficult to know which direction to go in order to avoid hitting a dead end. Location already found teachers could be tagged in the game journal. There is a real lack of autosaving one step before the start or after the end of the battle. All this would not make the game easier, but it would significantly relieve it of routine and many unnecessary actions.

Fantastic Four

In Legacy, your squad does two things: explore and fight. If you're not wandering the world and solving another riddle, then you're beating up annoying enemies or planning on leveling up your subjects. If neither one nor the other, then most likely the game has crashed and is hanging on the synchronization window.

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Cliche computer games. Note #25. No matter how big a wolf is, there is always a chance to miss it.

Our adventure is not only role-playing, but also tactical, and in such games planning, choosing the optimal combination of classes, and distributing the talents and characteristics of each squad member play an important role. Mistakes are not forgiven here, because we cannot clear the heroes’ brains and distribute skills anew. You messed up by upgrading the magician's two-handed weapon - start over or live with it.

Between the lines: let's go the other way. Not all classes are equally effective, some are noticeably stronger, others are almost useless, so I do not recommend playing with the default four. The archer should be replaced with a dancer with blades and “sharpened” her for daggers, and instead of a dwarf defender, take a rune priest: it’s hard to beat the game without protective spells, so an extra mage won’t hurt.

The party can carry two mercenary companions with them. At that moment I regretted not taking the merchant with me.

By participating in battles and completing quests, the party accumulates experience and gains new levels, and with them several free points of characteristics and skills. Some points are invested in strength, magic, perception, etc., while others improve class features: combat skills or magic schools. Specializations consist of three ranks; only a certain teacher can give you the next degree.

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The developers focused on the early parts of the series, so the entire game is exclusively turn-based. In cities, mountains, meadows and forests you move around the cells, if a party of heroes is noticed by enemies, the battle begins. IN combat mode in one turn, you can either move the entire squad to an adjacent cell, or use an ability with each character, be it a strike or a spell. You can't run away from your enemies.

Going around a corner is a sure-fire means of escape from ranged attacks. Archers and magicians will not wait for you to look out again, and will come within striking distance themselves.

The battles are captivatingly complex. Even on the “adventurer”, it’s worth using spells wisely, saving elixirs of life and vials of mana - the monster population will be restored only on the hundredth day of the adventure, so don’t expect to get rich by beating up weak creatures. Health and magical energy are not replenished; you can only restore strength by drinking from a fountain or resting in a camp.

Fighting is interesting at first, but towards the end of the journey the monotony takes its toll more and more, and the battles take place according to the same memorized pattern. The enemies have a very poor set of moves; despite the richest bestiary, the difference between a ghoul, a harpy and a panther is minimal: some can stun, others return part of the damage, some receive an additional attack for each miss or block.

The conversation with the “bosses” is usually short. Two defend, two strike.

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Tactical techniques are also sparse. The enemy loves to appear right out of thin air from several sides, shoot as soon as you enter a narrow passage and take out numbers in the hope that the heroes’ mana will run out faster than their heads. Battles with bosses stand out at first, but once you become a master of Light magic, the strongmen will quickly become pawns even against the background of ordinary enemies, with the exception of a couple of people.

Conclusion

The tenth "Might and Magic" is a game about overcoming difficulties. Get used to its outdated technology, come to terms with the abundance of software and design flaws, accept the overly contrived complexity caused by clumsy navigation and interface, as well as a lot of gaming conventions - get an unforgettable adventure where you can get lost for a long time.

The developers really wanted to make the game “like it was back then,” in the mid-90s, but if “Legacy” had been released after the ninth part, it would probably have been received even cooler than its predecessor. Imagine a game where there are no innovations at all, and the merits of its creators end with an engine concocted on the knee and copying a concept as ancient as the world. Cries about the conveyor belt would be a natural outcome.

What saves Heritage is that no one is making games like this right now. It’s not even about fans of the series and banal nostalgia, but about the fact that players began to forget what it was like to solve truly complex puzzles, to look for treasures themselves, and not just go and pick them up by looking at the map. Despite the outward wretchedness, we need such games, because we play in them, and not just act out our role.

Verdict: not everyone will see the beauty in a rainbow after the rain or the morning dawn, and not everyone will consider the game of their dreams in “Legacy”. It's captivating and addictive, even if at heart it's just a museum piece.

Rating: 7.5 (“Good”).

Vitaly Krasnovid aka Disintegration

  • Discussion of the game at the conference site.

Sorpigal by the sea

Arriving in the small town of Sorpigal-by-the-Sea, you, adventurers, a team consisting of four characters, found out that the gates of Kartal, large city Aegina Peninsula, closed. Having met mentor Dustan on the shore, you received your first task -. To do this, you need to find Maxim, the captain of the local garrison. Take Dustan with you. However, before you go into town, turn right and look in the barrel. Barrels are broken using the space button. Chests also open. The barrels contain different colored liquids that increase the characteristics of your characters (magic, defense, spirit, etc.). But sometimes a monster can jump out of the barrel. By the way, all useful places, as well as names of houses, a list of teachers, chests, and tasks can be found on our maps.

Let's go to the city. In the nearest building City garrison”, right outside the city gates and you can turn in the task. There will be a knight sitting at the entrance. You can go straight to the house, or walk around the city and listen to Dustan's stories about local attractions. However, if you decide to immediately complete this task, you will have to kick out Dustan.

I advise you to first take a walk, listening to Dustan’s stories at the same time.

If you go around the city garrison, you can find a book and a chest. Nearby there are shops where you can buy weapons, armor, and shields. But I think you don’t have enough money yet. And to begin with, what you already have will be enough for you.

In the upper left part of the city you can take tasks:

And also kill your first creature - a spider, and clean out another chest and a barrel.

In the store “Amulets and Talismans of Dzhokhara” you can buy potions, magic items or spells. You will need:

  • red potions- restore health
  • blue potions- restore mana
  • green potions- remove the antidote, this is especially important, since spiders will soon poison you.

In the city center stands “ Chapel of Elrath”.


In such religious institutions you can resurrect characters who died in battle, restore health and mana. In the Chapel of Elrath, talk to Rosalyn (at the top of the screen is the tab for switching characters in this building). Rosalyn will give you the task “”. Take it with you. There is also a teacher here who is an expert in light magic. All teachers are marked on the map. To develop your character you need to receive experience points (given for killing monsters and completing tasks), thereby increasing your level. For every new level you are given 3 skill points. You spend skill points on developing skills (for example, light magic). There are 3 stages of skills: expert, master and master. Each stage has its own teacher, teachers are scattered throughout the cities. In general, you better read in more detail. To the right of the entrance to the chapel, take the book.

Opposite the chapel is Goblin Watchtower Tavern. Ailos stands near it; you can hire him, but he is not particularly useful. In places like this you can rest (8 hours), buy supplies. Your group needs rest every 20 hours (game time), otherwise the characters weaken and lose strength until they eventually go crazy. You can rest either in a tavern or in a field, spending supplies. In the tavern you can take the task “”, hire a cook. However, there is also no particular point in having a cook.

We leave the tavern and turn the corner. There you will see Zeil, who will give the task “”. After completing this task, you must return to Zale to receive your reward (gold and experience points). Behind Zale is a chest. Next to it is the “Training Hall”, where there are quite a lot of different teachers (see map).

If you go around the Training Hall, then in the lower right corner of the map you can find the place “Horse Paradise”, from here in the future you will be able to get to Kartal and the Sea Harbor, but for now the road there is closed to you. You can also hire a Horse here. In this case, you will have an additional bag for items. A very useful character, especially when you walk through different dungeons - over time you will not have enough space in your bag.

At the very bottom of the city there is a guard at the exit. He will not let you in until you receive a task from Maxim “”.

At the bottom you can also find the “Library of Secret Knowledge”, where you can buy spells and find teachers. There is a chest next to the building. If you go around the Library, you can kill another spider.

So, you are ready - return to Maxim to receive the task “”. Maxim will go with you.

Well with spiders

To complete the task with spiders, go to the well (it is marked on the map). We stock up on antidote and buy uniforms with the money we saved. The passage of this task is described here " “. Also in the well you will find the smugglers' cove from the task " “. Do not forget to turn in this task to Zeil.

Maksim

After you kill all the spiders, go to Maxim, he will give you the next task - ““. South of Sorpigal there is an old lighthouse where strange nagas were seen before it went out. Maxim wants to make sure that these nagas do not belong to the Flooder Cult. After receiving this task, you will be able to leave the city. Well, let's get out of here!

Aegina Peninsula

We leave the city and find ourselves on the Aegina Peninsula. The map is enlarged.


Our strategy in this part of the world is as follows: first we clear the entire plain near the Gulf of Tyria. We collect books, open chests. You can periodically encounter crystals that will provide additional protection from different schools of magic and fountains that fully restore health and mana once a day for the entire team. We are not in a hurry to go to the Lighthouse, since there are quite strong enemies there and it is better to level up the characters first. I recommend first visiting the Den of Thieves (on the left side of the map) and clearing the Ash Hills and the area around Portmeiron Castle (above) from monsters. Entrance to the Castle will only be available after receiving the corresponding quest.

Ash Hills

In the center of the map on the Ash Hills, you can complete the task " " by placing them on the altar. In the center of the Ash Hills there is also a traveling merchant's cart that sells potions, supplies and there are teachers. Crossing the bridge to the right side of the map you can find an obelisk. Read the inscription on it and you will have a task with inscriptions on the obelisks that will need to be collected. Obelisks are located throughout the peninsula.

We open a couple of chests and do not enter the dangerous caves that are located here and near Tiria Bay. You won't be able to defeat these monsters yet.

Mysterious crypt


At the top of the map you can find the entrance to the Mysterious Crypt. In it you need to press the plates on the floor so that all the torches light up and turn to the center. I think that by poking several times in different orders, you will be able to install them in the desired position. Usually this does not cause problems for anyone.

Cursed ruins

They are located on the left side of the map. We are not going there yet (and not for a while yet). However, there is a chest and a barrel with a spider nearby. If you go around the Cursed Ruins, you can find another obelisk and a chest with a riddle; if you don’t guess it yourself, then you can find the answers to all the riddles.

There is also a guard at the top of the map who will only let you out after completing the task with the lion and the elemental forge.

You may also come across a place that will require Ilat's blessing from you. You don't have it yet, you can get it much later.

Den of Thieves

So, let's go to the Lair. Stock up on antidote, as there are many shooters there who shoot poisoned arrows. To get there, you need to go through the Shadowy Forests, there we also clear the chests and kill the monsters, of which there are enough there. Having reached the entrance, we listen to Rosalyn’s confession and go inside.

It can only mean one thing: the authors are sensitive to the legacy of the great strategic franchise and do not intend to consider innovative gameplay elements, just to leave the canonical mechanics. Rejoice, avid fan! Cry, lover of progress! I managed to cope only with the second point.

The same taste.

The newfangled word in the title did not deceive: the game is truly imbued with the spirit of antiquity. It's a great day to bury the ashes of your teacher, and the quartet of heroes sets off on their legendary campaign. Upon arrival in a quiet port town, not one of the eight eyes has time to blink when a group of friends sets off to investigate political intrigue. Canonical Spirit Might and Magic, as it is: exploring dungeons with secret rooms and dangerous traps, solving puzzles, finding parts of composite relics and treasures using text clues in the manner of “nine steps west-east from a stone that looks like cobblestone.” The very first quest giver winks at the fans: “Don’t be afraid, I won’t force you to kill rats in the basement.” Instead of rats there are spiders.



"My eyes! My eyes!" - the joyful call sign of a person unfamiliar with the previous ones will be heard Might & Magic. Showing such a picture was considered inhumane torture even five years ago, but now what is happening on the screen can only be preferred to watching a horror film. After wiping the blood flowing from the eyes, one can notice a very meager selection of enemies: spiders, robbers, brigands, spiders, nagas, ghosts, brigands and spiders. Making your way through the scenario, you will have to fight with yawning: the enemies do not even try to resist.

The game is truly imbued with the spirit of antiquity. But you can explore any corners open world, which the authors for some reason consider huge. Difficulties await those who stick their nose against the script - the exploration of unknown corners is unceremoniously interrupted by well-fed monsters. After all, the role-playing strategy is the same as the old school: level up on small spiders, only then proceed to larger spiders. Linear nonlinearity has charm, but is repellent with its clumsiness.



Skyrim is for mainstream fans.
Everything here is for connoisseurs of the vintage underground.

Square.

Four heroes, four races, four chapters of the story. It's easy to guess how many classes the authors have prepared for each: of course, three. Moreover, these classes are very, very different - a gnome can be either a crossbowman or a priest, an orc can be a shaman or a hunter, a human can be a swordsman or mercenary, an elf can be a blade master or a druid. An experienced player will be able to manually select a quartet to his liking (or create his favorite squad of clones), while a beginner is offered a default squad: a gnome as an armored strongman, an orc aka barbarian, a human mage and an elf archer. Woe and disaster: the latter does not make sense due to the fundamental reduction in the importance of shooters. In 99.9% of cases, distance combat does not last longer than a turn, after which it proceeds with close physical contact.

Showing such a picture was considered inhumane torture even five years ago. In your travel bag you can carry a couple of additional comrades with you, which do not participate in battle, but provide permanent bonuses. A luxurious reconnaissance or a delicious dinner during a restoring health and mana rest does not come for free - a lover of help will have to pay for the hire and receive a percentage of the gold found. All the same, there is nowhere to spend it: the selection of things in stores is modest, like a Buddhist monk, and serious belongings are found in chests during the adventure. There are also artifacts that have an experience bar, which fills up as the owner upgrades. The higher the level of the item, the greater the bonus.


To the credit of the authors, by the final build, compared to the early access version, there were practically no bugs. Enemies are still invisible, some objects cannot cope with the change of day and night, turning into three-dimensional black statues, but overall the project is more than playable. We are, of course, only talking about technical side question. But the ideological aspect is also puzzling: how such a high-profile publisher can afford such dialogues is absolutely incomprehensible. Saving the budget on everything possible did its job: compared to local texts, the instructions for the air freshener are a literary revelation. The publisher echoes the German mediocrity from. Meet medium and heavy armor (the author's grammar, if I may say so, has been preserved).


– an unsuccessful dance on the bones of the series. and at one time managed to create one of the best turn-based franchises in the world, and managed to figure out how to make money from it. And without shelling out much: if the office had not spared funds for the revival of the legend, we would now be dealing with a full-fledged continuation of the series. Limbic I chose the right direction, but due to technical limitations I could not go even halfway. Play Legacy Not every fan of the series can do it, and what can we say about modern players?

ABOUT Might & Magic X We already - at the end of August last year, the game was released to the public in early access in order to bring it to its best form using the “open development” method. Almost For six months, the developers patched up the game, finalized the content and made changes based on the requests and wishes of the players, and finally the result came out. We collect four heroes - and forward. See if the classic has returned or remains where it was buried .

Big heroes...

Over the nine parts of the series, the heroes set out on many worlds - the non-space stations “Varn-4” (in the first Might & Magic) and “Kron” (II), broken into elemental islands of Terra (III), cloudy gloomy Xin (IV, V), two continents and the archipelago of colorful Enroth (VI, VII, VIII) and nondescript Axeot (IX). The worlds were a decent size, with plenty of cities, abandoned castles, caves, secrets and treasures - and a sci-fi backdrop that was sure to reveal itself towards the end. In the tenth part, it was not the continent or the whole planet that was given to the farm, but only a piece of Ashan, familiar from the fifth and sixth “Heroes” - the Aegin Peninsula in the southwest of the Falcon Empire. Blasters, robots and entertaining Ancients are alien to this world, so what we have here is pure fantasy.

Instead of the Ancients, the role of “gods ex machina” was taken on by the Shantiri civilization, which had previously been casually mentioned in games based on Ashan. Their ruins and sun disks are found everywhere.

The plot of the game begins after the events of the sixth “Heroes”, and there are plenty of references, familiar characters and old conflicts here. Some of the Griffin family, some heroes of might and magic, and even Craig Hack, this time a retired pirate, all ended up on Aegina. Meanwhile, a “frantic quartet” of adventurers - our squad - arrives in the small port town of Sorpigal.

We will have to start, as usual, with the creation of this very detachment. Four races (humans, elves, gnomes and orcs) with three classes each and a scanty set of skills - compared to what was in the previous parts of the series, the role-playing system is rather poor, but there is still something to think about. You can choose a balance: take a “tank” warrior, a marksman and two magicians - a combat and a healer. You can experiment and recruit, for example, four magicians - it’s not a fact that such a party will be able to survive some battles, but since there is room for creativity, it would be a sin not to use it.



Governor John Morgan is our main employer in the main story. At the same time, he teaches everyone to wield a sword. A more or less universal composition - there is a strong warrior, a sharp shooter and a pair of sorcerers that complement each other. Should work like a clock.

Such an important part of the series as the development and growth of controlled characters did not suffer in the tenth part. As before, with each level we train skills, look for teachers and move to new levels of mastery - from beginners to masters. Watching how the four adventurers transform from a team of green crooked hands into legendary heroes is a great pleasure. The new developers managed to transfer this element of M&M as expected.

...V small world

Aegin is a small province. It only fits four cities and a couple dozen dungeons, and you can go through it from end to end in ten minutes of real time. The question “why so ma?!” suggests itself, but here you have to face the truth. Limbic, with their means and experience, could go two ways - to make either a huge, but empty and meaningless world, or a tiny, but extremely rich one. They chose the second road, and, as it turns out as they get into the game, it was not in vain.

Travel across the peninsula takes place in real time, but discretely - cell by cell, as in M&M from the first to the fifth. A lot of people didn’t like this - for some reason everyone was waiting for the rebirth of later games in the series, although the guidelines were established from the very beginning of development. There is nothing wrong with discreteness to this day, LegendofGrimrock recently proved this successfully. Despite the apparent slowness of the process, the compactness of Aegina compensates for this, and for the impatient, ships and crews sail between the four cities - Sorpigal, the cosmopolitan Sea Harbor, the metropolis of Kartal and the pirate Crag.

But you have to wander around Aegina, looking under every pebble and meticulously studying every corner of the map. Limbic filled every nook and cranny with at least something worth looking there for, be it a chest of trophies, someone’s house, a monster wasting away over gold, or another fragment of the history of Ashan, set out in someone’s handwritten work.

A worthy compensation for the size of the peninsula was another mandatory attribute of any “first-person party RPG” - dungeons. Multi-level caves, castles and ruins are bursting with secret doors and switches, puzzles and weighty trophies. The very spirit of Might and Magic, expressed in “where else would you go in search of adventure, treasure and experience points,” was conveyed impeccably by Limbic.



Scattered across the world are nine heretical poems about long-forgotten worlds. Remember Love.

Legacy is “concentrated” - and it’s a pity that it’s still very small. Solving the riddle of the Obelisks, finding all the master teachers and exploring the world up and down is quite possible, almost at once. There could also be more quests - especially those that do not come down to come-kill-report or clearing out another castle full of bandits.

Dance of Death

As soon as the party stumbles upon enemies, the game switches to turn-based mode. Here parallels with Legend of Grimrock are immediately dismissed - there is much more from our own ancestors, and even from WizardryVII With LandsofLore. Considering that you will have to fight almost as much as wander around the world, it is worth remembering as early as possible that even at a moderate level of difficulty, enemies do not stand on ceremony with the squad.

There are plenty of varieties of enemies - from poisonous spiders to fire elementals that explode upon death - and almost everyone has some interesting abilities that complicate our lives. We can contrast a wide selection of spells (seven schools, eleven sorceries each) and military techniques, a supply of potions and our own ingenuity. The latter helps track imbalances in the arsenal. Some skills are clearly more useful than others - like the “armor of God”, which saves you from most of the incoming damage, or the “hour of power”, which turns the squad into four all-crushing terminators.

But even with this you can’t figure out the fight head-on - it’s necessary think, what to do with the heroes during their turn: defend, heal, give maximum damage, or take the enemy out of the battle for a while, so as not to take risks. Battles with bosses that can knock out a strong knight with one blow are a good test of what you have learned so far.

The battles begin to gradually become boring as the party's strength grows. When more powerful magic appears and the heroes begin to compete in strength with dragons, the enchanting prospect of “becoming cooler and then showing them” disappears. They begin to throw almost dozens of enemies at the squad, alternating warriors, shooters and magicians, adding giants like minotaurs and cyclops. But a careful approach and patience wear down even such divisions. One mistake, however, can still cost you a victory.

What kind of dungeon would it be without a giant shell-shaped spider, which with one bite will send even a knight clad in armor to the next world?

* * *

While talking about the early version, we predicted that the graphics would remain weakest point games. And so it became, from an aesthetic point of view, the tenth M&M is helpless. There are few portraits for the heroes; the “doll” of the hero, memorable from the Enroth trilogy, which displays the equipment he was wearing, is gone. IN game world meets a mishmash of styles and motifs, a fair portion of the NPCs and monsters come from the fifth and sixth "Heroes" and Dark Messiah. Get ready to watch dwarven kings working their backs in the forge, dark elves dyed green to pass for forest, and cloned townspeople... which we have also seen somewhere before.




Three screenshots, three models from three different sources. All three are in fundamentally different styles.

There are also too many simplifications and oversights in Legacy compared to older games. The death of heroes is no longer a burden, many auxiliary skills like repair and identification of objects have disappeared... in the end, now you can even set up a camp right in the middle of an enemy crowd, and nothing will happen to you for it.



Preference