The Let's Play Archive

Might & Magic

by Thuryl

Part 28: Bonus Update 18.5: Dungeons Under

Nakar posted:

Why is it The Flamberge? Just another quirky M&M-ism, or are they suggesting this is the Platonic Ideal for which all existing flamberges are but a shadow?

Much as it saddens me to put an end to the amusing and very, very strange discussion that has sprung up around this question, I suspect you are reading too much into the name. Considering that the best one-handed sword in the game is called the Ultimate Sword, I think it's just that Jon Van Caneghem isn't very good at thinking up creative names. (Well, that's a bit unfair. Might & Magic II has more colorful names for its weapons.)

Spermy Smurf posted:

I love how The Flamberge 1d30+6.

I mean, c'mon, that's just a hilarious unit of measurement.

I dont know what kind of dice they made since I was 10 and play D&D, but in order to roll d30, wouldnt you have to roll 3d10? Then you'd have to add 6.

Why not just give it a mans roll of dice: 9d4

I've got a d30 sitting around somewhere. It's the size of a smallish apricot. d100s that actually have 100 sides exist too, but they're enormous and impractical.

Bonus Update 18.5: Dungeons Under Dragadune

The worst thing about this dungeon is that every time I want to reset the stat-boosting areas, I have to do it all again.



"Worsening most progressively" is an understatement. The first level of this dungeon could probably be completed comfortably by a level-5 party: the clerics with their paralysis spells would be dangerous, but no other serious threats are likely to show up.



That rectangular room in the southwest is the place where the ground shakes. I have no idea what that actually does, and the hintbook isn't any help. There's very little of interest on this level, so it's best to just follow the outer wall all the way around the edge of the dungeon to the stairs.



The Clerics of the South are in the room that's standing on its own against the southern wall. Each of those sets of rooms behind the magical barriers contains one room with a gong in it. Entering the wrong room leads to either a monster encounter or a teleport trap. In the Mac version of the game, it's necessary to hit every gong once before visiting the Clerics. In some other versions of the game, each gong produces a random tone and so you can get away with hitting the same gong repeatedly.

Next update, unless something very surprising happens with the voting, it looks like the party will be visiting the cavern under Portsmith. I'll leave voting open for, oh, another 16 hours or so, since I'll be at a party and won't have time to play any more until tomorrow.