Dark Messiah of Might and Magic - Game Mod - Ready for Battle - Download

The file Ready for Battle is a modification for Dark Messiah of Might and Magic, a(n) rpg game. Download for free.

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File Type: Game Mod

File Size: 357.4 MB

Last Update: June 1, 2025

Downloads: 71

Last 7 days: 4

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Dark Messiah of Might and Magic

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Dark Messiah of Might and Magic

Dark Messiah of Might and Magic
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Dark Messiah of Might and Magic

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Ready for Battle is a mod for Dark Messiah of Might and Magic, created by babinkaman.

Description:

*Altered Campaign with 6 New Endings *Class-Based Skill + Item System *Updated Combat + AI Behaviors The new campaign is shorter and more streamlined, focused on action sequences and randomness for improved replayability. 2 additional mods included: -Vexed: Play as a Necromancer! -Reborn: OG campaign with enhanced combat/skills/items.

Welcome to Ready for Battle

*Altered Campaign with 6 New Endings

*Class-Based Skill + Item System

*Updated Combat + AI Behaviors

The new campaign is shorter and more streamlined,

focused on action sequences and randomness for improved replayability.

Also, there are 2 additional mods included:

-Vexed: Play as a Necromancer through a 3 mission mini-campaign

on a parallel timeline to the Ready for Battle campaign.

-Reborn: Play through the original Arkane/Ubisoft campaign

with enhanced combat, items, and skills.

GAMEPLAY NOTE:

You must be closer to interact with, pickup, and kick objects, including doors.

Now, you be must more deliberate with these actions, and move more fluidly.

~~~BUGS~~~

Ropebow:

-Climbing close to walls still causes issues

-Shooting close to walls (especially while crouching/leaning) causes the arrow to stick in yourself

Magic:

-Sometimes after casting Weakness, Lightning Bolt won't fire... It's a terrible bug.

>> switch to your staff quickly before switching to lightning (this can bypass the issue)

>> or mouse click really rapidly makes it fire... weirdness, I don't know what it is.

Crashes:

-Changing levels while reading a book/note/sign will require a restart.

-Sometimes on level changes the game will crash. A restart should fix this.

>>Particularly around level 10... there are extra autosaves there to alleviate this.

***PROTIPS***

-Install Reshade and use the FXAA or SMAA shaders... it's much easier on the PC than the in-game Anti-Aliasing

-To skip intro videoes, do one or both of the following:

--Create a shortcut to run the game with the path: "C:\Program Files (x86)\Steam\steam.exe" -applaunch 2100 -novid

--Open Steam -> Right-click Dark Messiah -> Properties -> Add -novid to the lauch options

-If your computer/graphics card is slow, this mod might give some difficulties, as some changes are suited for fast computers... still,

if you must disable HDR, you may encounter odd textures... if you do, research "building cubemaps valve developer community". It's pretty easy to do if you need to.

-Vexed has Deathknights and Necrolords as your allies... sometimes their AI is slow... if you wait for them to perform the death rituals of the recently

deceased, they should all get on the elevator afterwards. Source NPCs are wonderful, but not perfect.

~Meant to be played in a dark room with no glare~

MOD CHANGES

-----------

T.O.C.

1. Combat & AI Changes

2. Skill & Item Changes

3. Graphical & Configuration Changes

4. Map & Story Changes

5. Class Breakdown

-------------------------------------

This list is not comprehensive - there are too many changes to write!

1. Comabt & AI

===

-Weapons do more damage. If a beefdick orc hits you with a sword or an arrow, you're probably gonna die.

-Magic does more damage. Yours and the enemies'.

-Armor is significant. Plate armor stops a lot of attacks. Cloth robes don't do much.

-Your kick is demoted, from God-tier to Horse-tier. Be deliberate, charge at your opponent, and kick when you are very close - and you shall succeed.

-Enemies respond differently at different ranges, have different grouping mechanisms, etc.

(these are minor ai parameter changes, all of the original code remains the same)

-Steel arrowheads are not ignitable in fire, sorry, I know it was so fun :D.

-Damage is not boosted by surprise attacks... them not having a dodge chance is enough.

-'Back'stabbing through chain-link armor is not going to happen...

-Your daggers are very important, so you no longer choose to throw them at plate armor from 20 feet away.

-More stamina.

-You have less health, because you have blood and organs and they get hurt by swords pretty easily.

-Your enemies also have less health, so you are equally very dangerous to them.

-Mana is now representative of both magic and physical abilities. For the non-magic classes, mana only

recharges at checkpoints. If you choose a mage class it recharges constantly.

-Stealth is much harder, you really have to stay out of light/sight.

-No crosshairs.

2. Skill & Item Changes

===

-Instead of slowly gaining skill points through the campaign, you now start with 1 Class Point to choose a class.

(there is an in-game secret that activates hybrid classes)

-Combat is consistent throughout the whole game, so the early missions can be just as challenging as later ones.

-Once you choose a class, you can then equip weapons for that class (found in the starting zone).

-Other than your chosen class weapons and armor - all other weapons and armor are un-useable.

-Potions don't really exist. Some powerful sorcerers are known to dabble in alchemy and to produce such drinks,

but you won't find them lying around.

-The ranger can heal wounds. So can Leanna. There are also Herbal Salves that will treat poison and heal you

for a very small amount. Other than that, health and mana will be restored at the start of each new main level

after a loading screen with a picture (unless you find out how to enable the secret hardcore mode).

-Eating bananas or slabs of meat will not heal your stab wounds.

-You come equipped with a pouch of coagulant... keep it in your inventory to prevent bleeding, and

to safely remove arrows from yourself (because they now stick in you, and stay there for a while).

-Spells and abilities have been altered. I'll let you discover the differences.

-Mages use magic often, while the 4 other classes have abilities that can be used only once or twice per mission.

-Your inventory is now practically useless. Grab your gear, set up your hotkeys, and go!

-Magic mushrooms change your vision for a short time.

3. Configuration Changes (inlcuding graphics)

===

-Saving is disabled other than checkpoints. You can disable saving altogether in the game settings, allowing you

a sort of Ironman mode. When you die, pick the next class and start again, until you've run out of classes.

-Crouch/Walk toggle are in the autoexec.cfg file. I recommened playing with them on, but you can edit the file.

This includes the ability to sprint from a crouch without auto-returning to crouch (or walk).

-Effects are set to 'low', to disable weapon glow. If you know a way to remove weapon glow and to keep this

setting on high, let me know.

-Night levels are darker, upping the danger, and the value of wizard eye + mushrooms.

-Draw distance increased, so objects don't fade.

-Much less distance fog.

-Less wet/shiny surfaces when there's no rain.

-More ragdolls!

-Arrows stick.

-Other miscellaneous detail changes.

4. Map & Story Changes

===

-The story is slightly altered... read the Prologue to get the backstory.

-There are 6 possible endings, a couple of which are quite hidden.

-Many levels + parts of the game which I thought were a drag are now removed.

-Many of the remaining levels have altered zones, and new (or removed) routes.

-Stealth should always be an option, but may require some very advanced distraction + timing.

-Xana is no longer in your head. You can interact with her in a couple of ways in this campaign,

but it may not be what you expect...

-Leanna is in the game. She has the same role, only unspoken, and you only need her to sail the ship.

-Spiders are now friendly. They are actually kind of cute.

-There are no more invisible explosive traps to worry about.

5. Class Breakdown

===

-Knight - Strong Melee Combat

Gear: Sword, Shield, Plate Armor

Abilities: Inspire (charm an enemy to fight for you... no more white glowy icon)

-Ranger - Basic Melee Combat and Ranged Combat

Gear: Sword, Bow, Leather Armor

Abilities: Heal Wounds, Explosive Trap

-Berserker - Advanced Melee Combat

Gear: Sword, No Armor

Abilities: Regenerate Health (passive), Overhead Chop, Charge Attack

-Assassin

Gear: Poison Daggers (slow charging), Rope Bow, Stealth Leather Armor

Abilities: Backstab (doesn't work against armored necks), Lockpick, Sense Hidden

-Battlemage

Gear: Firestaff, Light Plate Armor

Abilities: Dark Vision, Magic Shield, Freeze

-Firemage

Gear: Robes, Staff that lessens fire damage taken while equipped

Abilities: Dark Vision, Fire arrow, Fireball, Inferno

-Arcane Mage

Gear: Robes, Staff that absorbs a magic attack and shoots it back as lightning

Abilities: Dark Vision, Telekenesis, Lightning Bolt, Weaken

*Note on classes:

Some are harder to play than others...

Easier:

Battlemage

Knight

Firemage

Harder:

Arcane Mage

Ranger

Assassin

Berserker

  • Last update: Sunday, June 1, 2025
  • Genre: RPG
  • File size: 357.4 MB

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