New Post Find ReloadOverview Newest    Admin
THREAD NAVIGATION:  
 View All             Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

level 5 items - vmxa ........ So sorry I accidently deleted your post together with the spam. Please post again!
11/15/2011, 18:43:15

    Chlala writes:





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

level 5 items use
11/16/2011, 10:51:01

    vmxa writes:

    Basically I was asking, if players would use one of these, when its values is less than the item you had. IOW say it was a helm.

    You have one that gives +12 armor and the level 5 item is +1 armor. Is the +5 level still worth it? If you were say level 30 or level 60, would that matter?

    IOW what does the +5 level do for you? This came up as a game I have been playing on and off for a few months now (tend to put it aside as you get to the castles) I have come up with 5 of these level 5 items.

    I had never seen more than 3 in a game in all these years.





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

It depends.
11/16/2011, 19:26:11

    Peter2 writes:

    If it's one of the M&M games and you can harden the item so that it doesn't break, take the one that gives the highest total AC. If an item becomes "broken", I understand that you lose any magical bonus, but you retain the inherent AC of the item. Under those circumstances, it may be worth thinking about the one with the better basic AC, but on balance, the higher total AC will still be probably better

    I must confess that I seldom use items with an AC boost. My favourite bonuses are those with Resistance pluses, especially "of the Phoenix" and "of Protection", closely followed by the items which regenerate hit points or mana. Also, I generally try to keep a few items "of Sanity" for use in Castle Darkmoor. I get sick and tired of curing insane characters (pun fully intended ).

    I always trade in items which boost stats unless I'm lucky enough to find a decent one when my character is still at a low level. When a character gets to a high level, the "break points" in the "stats vs skills" table are so far apart that the benefits that accrue from using these items are vanishingly small at best. It is quite possible to wear an item "of the Gods" and gain no benefit whatsoever from it. You may need them for other reasons, of course, like gaining skill points from the pedestals in MM7.





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Yeas
11/17/2011, 20:09:46

    Godwinson writes:

    ' I get sick and tired of curing insane characters '-
    -I ,wholeheartedly, second that .




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Do you notice any difference?
11/20/2011, 00:14:06

    Stålhand (aka Steelehand) writes:

    The insane condition does usually not bother my party in castle Darkmoor. There is some loss of SP and some more HP, which I'm surprised that you don't approve of . It's enough to cure them once a day, or before they rest, whichever comes last. They are very careful about keeping some item that stops them from falling asleep instead. They also keep collecting items that adds SP and enhance magic skills.

    Do extra resistances really make any difference? How do you test that? And "of the Phoenix"?

    I do miss "harden item" in MM6. Since I hate shuffling stuff between the characters everybody ends up masters i repair .





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

I agree with you, in practice the "insane" condition doesn't really matter.
11/22/2011, 07:25:29

    Peter2 writes:

    It's just that I feel uncomfortable with it.

    I know exactly why I feel this way; it's a hangover from the "cursed" condition in MM3. I once ignored that, not realising that the party's luck was gradually dropping as time went on, until all of a sudden, my whole party dropped unconscious. And when the whole party goes like that, it's "game over". Ever since then, I've not let any adverse condition persist for too long, because I don't know what little diabolisms that the game creators have programmed in.

    I believe extra resistances do make a difference, and IIRC according to Bones' study on combat they should do so. The problem is getting them high enough to make a big difference. The difficulty is that there are so many things you have to protect against that getting decent permanent protection is nigh on impossible. Coupled with that is the fact that the most effective items are those "of Protection", and the game doesn't hand out an awful lot of these out.

    I regard the items which restore hit points and spell points very important, so I always collect some of those for each of my characters so that is two of the slots taken up, and the qualities of the artifacts and relics are built in, so those use up some more. There just isn't enough room left to fit in enough items to get your party's resistances up towards 200. What I normally do is get at least one character's dark magic skill up to 26, and if I then equip him/her with Guinevere and a Ring of Dark Magic, the spell "Day of Protection" gives a sizeable bonus. It's not perfect, but IMO it's the best compromise without hindering the characters' abilities in other ways.

    Back to MM3 again - in that game, you could eventually get the resistances up to a point at which elemental attacks didn't hurt the party at all. The only chink in the armour was energy attacks; the only defence against those was a high-level "Power Shield" spell.

    Repairing things - I know exactly what you mean. Not only is it a pest swapping things between characters (especially when the backpacks fill up!), but if you don't have the skill at a high enough level, you've got to hang around waiting for the shops to open. What I thought about doing was get one character up to mastery in repair legitimately, and then edit in the skill for the other 3. But I never actually did it. However, I do use an editor to get round the "Recovery" bug connected with the armour in the v1.0 game. When my characters achieve mastery in their own armour, I also edit in mastery in the next higher armour type. I don't, of course, equip them with that armour.





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Each additional level increases max Spell and Hit points...
11/16/2011, 23:36:38

    Ragwort writes:

    For each level sorceror gets 3SP and 2HP, wizard gets 4SP and 3HP and archmage gets 5SP and 4HP when healing. Sorceror w/ 5 +5L items would get extra 75SP/50HP. Archmage wearing max 16 +5L items you'd get extra 400SP/320HP. If you wear +5L items when healing and then take them off you will see that you have more SP/HP then max SP/HP rating. Regen SP/HP items (which add 1 SP/HP per 5 minutes of game time) will wipe out this surplus first time they regen and reset to current max SP/HP.

    IMO, best use of +5L items is when healing. Have a character wear all +5L items they can wear, heal that character, move +5L items to next character, heal, repeat and repeat. After healing put back on battle items. Takes a little longer but to each their own.





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

re level 5 items
11/17/2011, 09:29:22

    vmxa writes:

    Sounds like it is a toss up, depending on the the other attributes the item possess. Once you are at level 50-60 you really do not need the extra SP and HP.




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Archer class lacks SP
11/17/2011, 20:12:29

    Godwinson writes:

    The might party ,with archer being spellcaster , can have use of it .




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

The archer is the only character for whom I get the Meditation skill.
11/18/2011, 17:35:11

    Peter2 writes:

    The druid, mage and cleric classes don't need it, IMO. If I ever run a party which used a paladin instead of a cleric, I'll probably get the Meditation for that character also.




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Shall we step over to the MM7 tavern and discuss meditation and Ethrics staff?
11/20/2011, 00:16:04

    Stålhand (aka Steelehand) writes:

    Although we would probably have to step outside for the discussion.




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Why not? *rolls up sleeves*
11/21/2011, 06:35:22

    Peter2 writes:





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Why is that so ?
11/23/2011, 19:33:45

    Godwinson writes:

    Meditation is not in MM6 ?
    I don't remember




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Yes, there is meditation in MM6.
11/23/2011, 21:53:40

    Stålhand (aka Steelehand) writes:

    And Ethric is also in MM6. His staff is not there however, it turns up in MM7 .




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

At somewhat lower levels it is more useful to have LB set in Kriegspiere and Bootleg Bay.
11/20/2011, 00:21:18

    Stålhand (aka Steelehand) writes:





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

I think it's always useful to have a Beacon set in Bootleg Bay...
11/22/2011, 07:34:49

    Peter2 writes:

    ... right beside the Fountain of Magic. I can't count the number of times I've beaconed out of a fight to heal and recharge, and then beaconed back to continue macerating the ungodly! *evil grin*




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Do followers of Baa or monks count as "ungodly"? There is more bouncing in the early stages of the game.
11/22/2011, 23:09:45

    Stålhand (aka Steelehand) writes:





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

If they attack my party, they're definitely ungodly from my point of view!
11/23/2011, 05:12:58

    Peter2 writes:





Reply to this message   Back to the Tavern  



Back to the Tavern     Back