Maw Mod code adapted for MMMerge
- Get the Gog Version of MM8
- download and copy (and overwrite) the following 2 files for merge into the MM8 folder:
- Enjoy!
- If you have issues try moving mm8 into desktop and change mm8.exe to windows xp sp3 compatibility mode
This mod is divided into 8 parts:
- Item rework
- Stats rework
- Skill rework
- Spells rework
- Monster rework
- Alchemy rework
- Bolster rework
- Mechanics rework
- Items can now have up to 3 enchants: 2 base enchants and 1 special.
- Loot level is slightly influenced by the player's level:
- Going early game in late areas will result in worse loot.
- Late-game loot has been improved.
- You will have a chance to find ancient and primordial items:
- Ancients will have higher stats.
- Primordials will be similar to ancients but with consistently perfect stats.
- Enchants that increase your damage output are now stronger and apply to spells as well.
- Special enchantments that increase magic school levels now provide a flat bonus.
- Stats now provide 1 effect every 5 points (e.g., 500 Might will increase melee damage by 100).
- Might now applies to bows as well.
- Each stat has a unique additional bonus (visible by right-clicking the stat in the menu):
- Might: Every 10 points increase physical damage by 1%.
- Int/Pers: Every 10 points increase spell damage by 1% and spell critical damage by 1% (only the highest between the two will be applied).
- Endurance: Every 10 points increase health by 1%.
- Accuracy: Every 10 points increase melee/bow critical damage by 2%.
- Speed: Every 10 points increase dodge by 0.5% (multiplicative).
- Luck: Every 10 points increase critical strike chance by 0.5% (base crit % is 5%).
- Armor Class: Reduces physical damage taken.
- Now are in percentage; each 4 points in resistance will reduce damage by 1%, capped at 75%.
- The cap can be increased by special enchantments, up to 90%.
- Most weapon and armor skills have been rebalanced; for complete information, check the in-game tooltips:
- Weapons are now on par with damage in terms of damage output; they are better compared to single-target ranged spells but weaker than shotgun and AoE spells.
- Armors will now also provide magic resistance.
- Weapons are now balanced between each other.
- Starting at level 80, spells will be upgraded every 8 levels.
- At level 80, tier 1 spells get an upgrade, at level 88, tier 2 spells, and so on.
- Spells can be upgraded up to 2 times, up to player level 240.
- Mana cost and damage are increased.
- Some spell tuning has been performed.
- Monsters are now much stronger, with significantly increased stats.
- Monster run speed has been increased.
- Monsters are balanced so that you will never need to use the bolster button.
- Due to the powerful nature of stats, some nerfs were required.
- Health and mana potions will now heal much more based on power level and will remain relevant throughout the game.
- You have 2 shortcuts that will automatically consume the strongest health/mana potion from inventory (15-second cooldown).
- Status-removing potions will now also provide immunity for 6 hours.
- Some redundant potions have been removed.
- Enchant flasks are now permanent.
- Doom potions will now provide a huge boost but increase permanent age (can be used multiple times, up to 100 age).
- Rejuvenation will now reduce all stats but decrease permanent age.
- Bolster is no longer applied unless you change continents.
- When you change continents, monsters will retain a portion of the levels gained from other continents.
- Along with monster strength, loot strength will increase, including base stats, value, and enchants.
- Level is calculated based on the experience of the first party member; you are free to use hirelings.
- Adjustments have been made to ensure diversity among monsters of the same tier.
The actual formula is (level-4)*0.95, calculated based on experience, with other diminishing formulas applying after 120 bolster levels.
- Example 1:
- You clear Might and Magic 6 at level 100.
- Going to MM7 will increase all monster levels by 100, requiring you to start from the beginning without skipping.
- You finish MM7 at level 180 and then proceed to MM8.
- Monster levels are now increased by 180.
- Going back to MM6 will increase monster levels by 80 (180-100=80).
- Dual-wielding weapons will now allow the player to benefit fully from both weapons.
- Recovery is now multiplicative; a 50 bonus recovery will increase attack speed by 50%.
- Player projectiles will now home in on the target.
Overall, changes have been made using mathematics and statistics to ensure balance, providing a smooth gaming experience. Many features are still missing, but the core mechanics are in place.