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solo Sorcerer - begining of a journey
01/31/2016, 02:10:31

    Jack writes:

    I just started a solo Sorc encouraged by my solo sorc in mm7 who just finished the game.

    this time it is this blond chic with golden circlet - my 4 year old daughter pick

    To cut a long story short:
    - I disposed of the 3 members of the team
    - later hit the NWC dungeon for 10k gp and inferno book along with some other items and a little gold
    - i noticed i dont have to fly to get there - looking all the way up jumping and clicking spacebar works just fine
    - i also clicked on the obelisk there for the +20 to all atributes - at the very begining a noticeable increase in hp and sp
    - hired Gate and Wind Master in New sorpigal
    - collected some of the horseshoes
    - completed 3 quests:
    1. Delivered letter to Portbelo
    2. Delivered letter to lord in new castle
    3. Cavalier promo
    - got some other skills: bb, learning , meditation, id item, perception etc.

    The plan is now: do wizard promo, carpenter and stone cutter staff and price fixing for Loretta and maybe druid promo - all with fly and some luck

    Btw, do u guys have any exp with solo toons in mm6 and maybe some tips u could share with me?





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Since you do not have a healer, I would recommend that you get water expert or master ASAP.
01/31/2016, 03:42:35

    tp writes:

    You can escape from some dangerous situations, get heal and then come back and destroy the monsters. As you had already been to the NWC dungeon, it should make things a lot easier.




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I'd go further than this, and say you should get . . .
01/31/2016, 04:48:29

    Peter2 writes:

    . . . Water expert and master as soon as you can. The huge disadvantage of expert is that you can only cast the Town Portal and Lloyd's Beacon spells when hostiles are well out of range. Outside, you stand an excellent chance of being able to run away if the situation goes bad. Indoors, there are some instances when you will get trapped, notably when you open the door to the dwarves' main hall in Snergle's Caverns. You'll have a mass of dwarves in from of you, and probably about 10–12 more will materialise behind you, blocking your retreat. You will need either to be fairly hard to win the battle, or to be able to bug out to a prearranged LB position back down the passage.

    I have minimal experience running solos characters, but one of my tips would be to do as much fighting as you can at long range, and to get your resistances up as far and as quickly as you can. So get your magic and Bow skills up, and get the best bow you can find. There are a number of monsters that can take out a character in an instant attack, (e.g. one of the Werewolves, the Medusas, the Supreme Titan, one of the Beholders, Agar's menagerie, and others) and with a solo character, if something as simple as a Sleep spell gets through your defences, then it's "Game Over".





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Well, I wonder how do you fight Terminators with a single character.
02/01/2016, 17:26:34

    Ramillies writes:

    These seem like being not just a mere „Game Over“, but a real GAME OVER!!! .

    I have had some difficulties with them even at the full number of 4 characters (of course reloading when any of them suffered the total annihilation offered by this kind of monster).





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You need to get your Dark Magic skill way way up . . .
02/01/2016, 20:08:28

    Peter2 writes:

    . . . plus Guinevere plus a Ring of Dark Magic, basically so that 1 Shrapmetal blast at contact range will take a Terminator out. That can't be done with the v1.0 game because you hit the game engine limit at an effective skill level of 60, but I believe it can be done with the fully patched game. You need to get your average damage from a Shrapmetal blast up to about 1300. I'll leave you to work out what basic skill level that needs!




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That still seems to be a lot risky,
02/02/2016, 05:47:42

    Ramillies writes:

    since the fight essentially reduces to "who fires first", and it may not be always you.

    But yes, with a healthy frequency of saving, it seems possible.





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So I will have to apply the usual tactics...
02/02/2016, 06:27:57

    Jack writes:

    save every seond But really - it is gonna be tough but for the time being using some cheap tricks I can fight dragons and kill them without taking dmg - tbcm, flying up and down after attacking

    I have guinevere and a ring of dark already, and two items of power. I will farm for two or three adittional of power items adr all rings with +HP.

    WIllbe a pain but I will keep my progress here updated. so far so good.





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Sure
02/02/2016, 06:59:17

    Ramillies writes:

    The problem is that the fighting with the Terminators will take place in a building, and flying, if I remember correctly, works only outside.

    Shrapmetal causes (6 + (skill)d6) × 7 damage. The expected value of a d6 is 3.5, so (if you want to fulfill the Peter's criterion) you need a skill of (1300/7 - 6)/3.5 = 52. (And Master Dark magic, of course.) From things posted earlier, this seems achievable .





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I agree that save/reload is about the only effective tactic against terminators.
02/02/2016, 08:05:23

    Xanax writes:

    But with a solo character you really only need one blaster rifle. Avoid that big room in the middle at all costs. If you go straight down the hallway to the back, there is a room back there with a chest that usually has a rifle. I don't remember exactly where.




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So I will have to pump Dark Master to 60 then...*rolls eyes*
02/02/2016, 08:47:53

    Jack writes:

    I finished MM7 solo Sorc at clvl 133 so I guess in MM6 it will be the same or higher so getting Dark MAster 60 should be achievable.

    Btw, is there a limit on how far I can pump a skill?

    In mm7 it is 60. No higher.

    I will also pump learnig - already got Master10 + Instructor so 3 - 4 dragons = 1 lvl

    I will see how it goes with levels later and maybe pump Learning hgher. I always go high on solo toons that can have high mastery of learingn.

    Btw, How much should I pump Light MAgic? It doesnt seem very useful...





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With fully patched game, I believe you can achieve 255.
02/02/2016, 09:07:40

    Ramillies writes:

    With the two rings which each multiply your level by 1.5, it should be considerably easier (24 with those two rings yields 54).

    I think that Light magic is useless as well, but I have never really got to the point where I could utilize it. (I have only played without classes who would be able to wield these magicks. (Not intentionally.))





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Yes. Fortunately, there is no reason to enter that big room, so it can be safely skipped.
02/02/2016, 09:09:43

    Ramillies writes:

    (Maybe there are some rifles. But since with solo character you really need only one of these ... )




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Good I already have guinevere and ringof dark magic
02/02/2016, 10:33:19

    Jack writes:





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I found that no type of blaster worked against Terminators in the big room.
02/03/2016, 06:01:47

    Peter2 writes:

    Blaster rifles do an average of 24 point of damage per hit before taking resistances into account, which is on a par with the artifact sword Hercules. The advantage of blasters is that they have a recovery time getting down towards zero. However, this advantage only applies to real time combat, where the hostiles can move around. Auto-targeting defaults to the closest opponent, and an opponent that is getting hammered usually retreats, so that the target switches to a less severely damaged monster. The overall effect is that you have to damage the whole roomful before significant numbers of monsters start to drop. The Terminators don't blast every time, and the blast has to get through your defences, but if you don't cut down their numbers quickly, the odds of losing your character rise steadily as combat duration increases.

    You can cut down those odds substantially by moving to real-time combat so that you can select individual Terminators and take them out one by one. OK, this is with a full party, not soloists, but I routinely clear the big room room using that technique with fully developed Dark Magic Shrapmetal casters, without losing any characters. I take out the Terminators first, and the rest die very quickly, when switch to real-time combat for the remainder.





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Correction
02/03/2016, 06:04:15

    Peter2 writes:

    First sentence of second para above should read "You can cut down those odds substantially by moving to turn-based combat . . .




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Peter, I didn't mean to suggest using blasters on terminators.
02/03/2016, 08:14:44

    Xanax writes:

    I was just saying that the only thing you need from the Control Center is one blaster rifle for the reactor in the Hive. I agree that shrapmetal is the best way to deal with any terminators you encounter. I just don't see any point in trying to clear or get through the rest of the center, especially with a solo character.




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Ah, right. There, we differ. I'm a firm believer in a scorched earth policy.
02/03/2016, 12:44:01

    Peter2 writes:

    If it's hostile, it dies *evil grin*




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same here
02/03/2016, 17:29:38

    Jack writes:

    They all gotta go down.

    But still i fear the last stages of the game...





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I did that once - every enemy and every quest.
02/03/2016, 18:00:40

    Xanax writes:

    But I don't typically play that way. I get most of them but not all. Solo games I tend to skip more stuff and Control Center would be near the top of the skipping stuff list.




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My policy is to go everywhere reachable and do everything doable, and . . .
02/03/2016, 20:14:05

    Peter2 writes:

    . . . to blazes with the scoreboard.

    I even managed to explore most of the mountains on the Isle of Fire in MM3, which are not supposed to be reachable. There was nothing there, of course.





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in my solo mm7 & mm8
02/04/2016, 01:38:10

    Jack writes:

    When i was rolling a Lich I did clear everything...even rwice because of the respawns. And this allows me to reach fuller potential level - wise.

    but this is my first solo play in mm6 and iirc i did run in some troubles with my 4-member magic parties end game.
    so i might adopt a more strategic (read: cowardly) approach tis time.

    Ehh...i will have tp put the same amount of time and effort into writing BA thesis for my wife...





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I think I cannot completely agree (at least theoretically).
02/04/2016, 12:05:19

    Ramillies writes:

    First of all, blaster attacks are „energy“ attacks. There is no resistance against those.

    Secondly, the only kind of robot that will flee from combat is the lowliest Patrol-Unit (flees when cut to 40 HP from 400). So if you manage to lock on a Terminator, it should just go down (unless the other bots doing a „Brown motion“ accidentally get closer to you than the locked-on Terminator).

    [ But in the result I do agree with you — there is no point in shooting Terminators like this since the others will probably take you down while you are trying to destroy one of them. And if you want to avoid that, you must play the game much more like a First-Person Shooter . ]





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good its all still ahead of me.
02/04/2016, 13:41:04

    Jack writes:

    Now im killing wyrms and dragons for "perfect" gear and doing some questing when bored.




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Sure. This is just an attempt to initiate a theoretical discussion with Peter and your game has now nothing to do with it
02/04/2016, 16:34:22

    Ramillies writes:





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In theory, yes, but in practice, no.
02/04/2016, 18:38:52

    Peter2 writes:

    I think what follows is right, but please remember that I'm working from memories of about 15-17 years ago, so no guarantees!

    I don't know whether you would call it resistance or what, but I seem to remember that something degrades energy attacks. It's been many years since I experimented with blasters in turn-based mode, but I'm pretty sure that they were doing less damage in some rounds than the minimum that they should — again with the IIRC caveat.

    Regarding the "retreat" of the Terminators, there is knock-back from blaster impact, and as soon as the Terminator gets knocked back into the pack, another one gets in front of it, and there is what resembles Brownian Motion as the robots get in each others' ways. I agree it's not retreat as such, but that's how it works out.

    Again from very old memory, if you take them on in real-time combat with blasters, dodging from side to side to avoid the robots' attacks, what happens is that a swirling tide of robots gradually gets closer and closer to your party, until you can no longer move far enough to get out of the path of the blasts. Shortly after that, the remaining members (because you'll have almost certainly lost one or two by now) of your party are toast.

    I think all we differ on is the terminology.





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That's interesting.
02/04/2016, 19:02:56

    Ramillies writes:

    I always thought of energy attacks as always going through undiminshed ... That being said, my knowledge of the game isn't actually so excellent, so I may be just wrong.

    I was also completely oblivious of any knock-back effects from the blasters. Without those, it seemed to me that you could pick the Terminators one at the time. But accounting for them, shooting robots this way is of course a pure nonsense





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Also the Brownian motion I was referring to
02/04/2016, 19:12:05

    Ramillies writes:

    was intended to mean the robots' weird movements caused by interfering one with another when all try to get a clear view of your party. I thought that this effect would actually make it a little easier for you, since the robots would get in each other's way and actually decreasing the chances that any might get closer to you.

    But with knockback ... well, let me just say that I have finally beaten those Terminators with halberds around a corner (after failing numerous times in doing away with them using blasters), so it's most probably you who's right here





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able to train to clvl 12
01/31/2016, 07:20:53

    Jack writes:

    I did the price fixing, priest 1st promo and wizard promo and atm can train to clvl 12

    No fighting, just killed a few goblins back in NS and a few low level scam aroung lord newton palace with RoF in TBC and flying up and down

    Basically, I delay direct killing monsters until I get max learning - this is what I always do.

    And I will skip all skills and get Master Water first of all. Other staff later on as, as u pointed out, only master water can really save my back in tight situations.

    Then maybe 2nd wizard promo, master air, expert fire and hire Spell MAster and Mystic for a +7total to all magic. Or maybe Instructor + spell master for additional exp. But I am moreinclined toward fire power!

    Already got some skill points from horseshoes so training to clvl migh be enough to get master water - I will see after dinner






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I started a solo sorecer recently.
01/31/2016, 09:10:27

    Xanax writes:

    There's a post about it from back in September. Early game has to be trade-offs. I went ahead and got expert bow and a good bow and pretty much cleaned out the outdoor areas of New Sorpigal. Also did Goblinwatch and Andover Portobello's second quest. I didn't do the NWC dungeon. It's slow going but gives you an early start.

    I agree on water, but there are so many things you need early on, that I hit expert in a few before I went for master in that. Specifically: Merchant, Disarm, Fire, Air (for fly) and also Water. Unless you're planning to hit the NWC dungeon repeatedly, gold will be a problem for a while, especially without merchant. I didn't bother with either Identify or Learning early on.

    Some possible tips. You can do Prince of Thieves without killing much of anything except for some rats. Just run past everything else. Twillen's statuettes is doable with fly early on. Lord Kilburn's shield can be done with fly and some combination of enough skill in disarm, an item of thievery and a locksmith. Don't forget End Winter.

    Once you do get master water for LLoyd's beacon, you can do the archer promotion with Ring of Fire and an item to regen spell points. It's a little tedious but with opening and closing doors you can pretty much just sit there and kill almost everything without them being able to touch you. Then of course the second archer promotion is simple. After that you should be at a level to get most of what you need early on. Then I would do learning and start clearing critters.

    Hope that helps.





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cool guys . thanx. mm6 for me is a little more difficult than mm7.
01/31/2016, 12:57:31

    Jack writes:





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Finding prince of thieves - a problem?
01/31/2016, 14:14:37

    Jack writes:

    I remember reading someplace u have to finish some dungeons BEFORE u enter the sewers and try to capture him. Is this correct? Or I can simply go there at the very beginning of the game?




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You need to get the quest first before you can find him.
02/01/2016, 03:50:39

    tp writes:





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i got the quest so i will go to erathias sewers??? now. thanx.
02/01/2016, 05:21:13

    Jack writes:





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I usually do Lord Kilburn's Shield with . . .
02/01/2016, 06:13:20

    Peter2 writes:

    . . . Fly and Telekinesis. There's no need to go near the chest then. But that can only be done if there's a cleric in the party.




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i pulled it off with fly, tbc, ant strategically placing myself. of course kriegspire well did good job of mitigating some dmg from chest boobytrap.
02/01/2016, 07:05:03

    Jack writes:





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Just hit clvl 14 and finally trained
01/31/2016, 14:07:43

    Jack writes:

    So, with all skillpoints from horseshoes and finding Nicolai I was able to get to clvl 14 and:
    - master water
    - expert air
    - expert learning (I like to getas much ex from the very beginning)
    - master dark - just went on a peasantkilling spreein bootlegbay and donated my rep back to respectable at NS temple. Although getting master dark took me about 10 minutes and lots of reloads.

    I also hired Spellmasterand Mystic. +7 to all skills in magic is to awesome to pass.

    I also bought day of protection and at Master Dark and +7 to all magic it is very good resistance - wise but thecost

    Now back to NewSorpigal to some basic questing or maybe I will do some missions were no killing is required.





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another 2 missionss vompleted.
01/31/2016, 15:26:20

    Jack writes:

    Lord kilburn shield and ended winter.

    otoh maybe spellmaster and instructor will be better for a nice combo of additional exp and firepower.

    And LB set just in front of +30 level well. It will come in handy as now i will do my 2nd promotion for my sorc!





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just killed my first dragon
02/01/2016, 05:20:06

    Jack writes:

    Went through the NS portal managed to fly away from all the dragons to the pyramid. Separated one red dragon from a group of three and killed him.

    Of course it sounds easier then it was as all this strategic placement took me about 30 minutes

    Of course LB in front of 30 lvl well in kriegspire it was easier to fight dragon at clvl 55 than 25

    None the less, it was an epic fight

    He netted me Guinevere

    Now i will try to kill temaining to and try to get Hera and Odin

    morgan will not be used this time.





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2nd & 3rd Dragon down!
02/01/2016, 14:27:01

    Jack writes:

    the 2nd dropped Percival bow for me and the 3rd Odin

    Funny thing, I have Guinevere and a Ring of Dark Magic. Turns out bonus to dark magic from the two rings stack - I checked it out with Day of Protection.





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That's right. Two of the same stats-boosting items don't stack, but two different items giving the same benefit, do.
02/01/2016, 15:09:53

    Peter2 writes:

    The first item multiplies the ability by 1.5, and rounds down to get a whole number, and the second item does the same starting with that whole number.

    So a Ring of Dark Magic and Guinevere affect a Dark Magic skill of 13 to convert it first into 19 (19.5 rounded down), and then convert the 19 into 28 (28.5 rounded down). An initial skill level of 12 would give you exactly the same result, whereas if you had an initial Dark Magic skill of 14, you would end up with an effective skill level of 31.

    You get the maximum benefit when the starting skill level is divisible by 4.





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Correction. Sorry – can't add up!
02/01/2016, 15:12:36

    Peter2 writes:

    An initial skill level of 12 would give you an effective skill of 27, not 28.




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I tried with day of protection
02/01/2016, 16:28:44

    Jack writes:

    All res base at 70 (20+50 from Odin)
    Dark Master 6 + Spell Master = all res at 110
    + Guinevere = all res at 122
    + Ring of Dark = all res at 138




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Might I suggest - Drakes?
02/02/2016, 08:18:22

    Xanax writes:

    When I get to the point where I have master learning and want to start racking up experience by killing monsters, the first thing I always do is spawn all the energy drakes in north Kriegspire and then take them out (with a teacher and instructor in my party). You can kill them all with Armageddon, though that may take a few days, or with Dragon Breath - generally a lot quicker though a little more risky. I've taken them down with Meteor shower, but you really need to be careful with that.

    It is an immense amount of experience and will get you a bunch of levels, plus a ton of loot. I usually find that that's the turning point in my games.

    Problem: with a solo character, you're going to have to hit that well 50 times to spawn all of them and you can only use it once a day. 8 of them spawn every time you hit the well, and there are 400 of them. With a full party, you only need to hit it for 13 days. I have, on other solo games, considered resurrecting the other party members long enough to do that, but in the end always just decided to bite the bullet and go through the 50 days.





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I dont know about this well trick
02/02/2016, 08:53:59

    Jack writes:

    Which well is it?

    There was a well in Kriegsire that granted+30 levels temporarily and I used that at the beginning of thegame but this well no longer functions.

    also there was a +5k exp for 5k gold well- also stopped working. there must be limits on those wells.

    So I hitthe wellu mention and then 8 drakes appear? I wait untill morning next day hit it again and then new 8 drakes? I just dontquite get it.





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Yes, it's the +30 level well, but I've never known that one to stop working.
02/02/2016, 09:46:39

    Xanax writes:

    That's kind of odd. I'm sure you've noticed that when you click on that well it says, "look out!" That's because the drakes are spawning. They are energy drakes and they spawn in 4 groups in the upper northwest part of the zone - sort of northeast of where the obelisk is up there. Are you sure it stopped working? I've just never heard of that before.

    The 5k exp well, on the other hand, works sporadically but it can be re-used. I think it will only give you a certain amount of exp above your current level and there may also be limits on how often you can use it. I've found that the best thing to do is to train up completely before you try to use it. Then you get the maximum benefit.





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All looks to bejust fine.
02/02/2016, 10:50:44

    Jack writes:

    I already was +30 lvl so when clicking on well it said refreshing only. I waited and got back to my regular level drank from it and "look out " appeared and went to check out the drakes. I have never flown up there and yes they are there.

    5k exp well is indeed unpredictable but works. good.

    But the drakes ara low in numbers, about 20ish and I have used the well several times so far...?





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If solo, you have to click that well 50 times to spawn them all, which means 50 days.
02/03/2016, 18:30:28

    Xanax writes:





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ehh...i have not counted that
02/04/2016, 01:42:30

    Jack writes:

    Well....i will just stand there for 35 days 2 b on the safe side cliking & resting . I believed i used the well more than 10 times now.

    with all those drakes its gonna b some levels!

    Im already 50 (killing dragons and wyrms and lizards helped!) So i wander how far i could advance in lvls after killing them?





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I have a question - Master ID Item can id all items for me?
02/01/2016, 16:31:21

    Jack writes:

    I have Spell Master and Scholar but the scholar feels a little like a wasted slot for me - I'd rather take on an Instructor or a Mystic.




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No. It works differently (at least I think so):
02/01/2016, 17:37:52

    Ramillies writes:

    Every item has a certain number which your skill must exceed when identifying or repairing it. If you have an Expert or Master, your skill level counts double / triple. That's all.

    The in-game descriptions look like you need Expert or Master for identifying/repairing rarer items, but who knows if it is a separate condition or just a generic talk.

    For weapons, the I/R numbers generally don't exceed 7 or 8, for armors, 10 - 12. All Artifacts have the number of 15, while all Relics have 20.





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Yes. Identify Item and Repair Item have same requirements.
02/01/2016, 18:27:57

    ragwort writes:

    Lvl 7 Master = 7*3 = 21 which will identify and repair anything. Highest item requirements are:
    15 Artifacts
    16 Almighty Crown, Ethereal Ring
    18 Exquisite Ring
    20 Relics, Blasters, Scarab Ring




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Thanks guys! I just wanted to make sure befor investing in a skill. If MAster 7 is enough then I ditch Scholar and get Instructor!
02/02/2016, 06:23:46

    Jack writes:





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Yeah, Master 7 repairs/identifies everything
02/02/2016, 07:05:57

    Ramillies writes:





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I usually switch NPCs depending on what I'm doing.
02/02/2016, 08:02:42

    Xanax writes:

    For example, I might fight with a teacher and instructor and then drop one and get a merchant when I'm selling. You can pretty much find one of everything you might need in houses in various towns so with town portal it's easy enough to jump around and switch.

    There is both a teacher and instructor in Kriegspire, and since you're probably hitting that well every day before you go off to fight, that's a convenient place to switch to 'fight mode.'





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I keep a Spell Master and an Instructor all the time now.
02/02/2016, 12:03:29

    Jack writes:

    Money doesn't seem to be much of a problem so Spellmaster and Instructor give me imho the best oftwo worlds - offensive power and exp bonus. Btw, I just got Learning master to 10.




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But it does have the disadvantage that everything that needs identifying has to be transferred to one character's backpack, and most of them then transferred back out again.
02/07/2016, 10:31:40

    Peter2 writes:





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"of power " items
02/02/2016, 12:09:28

    Jack writes:

    I have noticed SP and HP seem to be most important for me so good there is meditation and bodybuilding but bodybuilding somehow violates my idea of a typical spellcaster but going solo im not self - imposing any further restrictions.

    Anyway, I have already hoarded 4 items "of power", that is: crosbow, leather, shoes and gloves. Cool

    I also have: Odin crown, Hera and Morgan necklaces (although later Morgan will become obsolete as I will use Dark exclusively), guinevere and dark magic ring, and pendragon cloak for disarming but maybe later I will also ditch this for of power or of HP cloak if I find one. And Merlin staff for 40 sp bonus but maybe I will get of power as with my previous party I had staff of power.

    Maybe you have some item suggestions for endgame?





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If you only equip the "of power" items when visiting temple....
02/02/2016, 23:26:52

    ragwort writes:

    then carry two daggers "of power".




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the daggers of power simply refuse to drop
02/03/2016, 17:27:51

    Jack writes:

    I have: a ring, leather, crossbow, shoes gauntlets of power.

    Now trying to get 2 x Dagger of power but now i daubt they exist i happened to get a staff of power with previous 4 x S Partty.

    Dualwielding such daggers wpuld b cool.





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reached clvl 70.
02/05/2016, 16:55:25

    Jack writes:

    100 with irems and 130 with well blessing.

    Killing energy drakes , dragons and hydrss for exp. and mephistoing for "of power" items.

    closed spaces when no fly available are hard

    so far i have done under 20 missions, and gained maybe 5 or 6 levels early on from another well in kriegspire /money for exp well/.





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