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

countering character conditions in MM6
01/06/2019, 20:25:36

    RubiconIII writes:

    Can't seem to find any info on this anywhere or in my recollection:

    Is there a way to counter conditions other than wearing an item this gives immunity to a certain condition.

    That is, does Protection from Poison decrease the likeliness of getting Poisoned or maybe Diseased?
    Or does Prot. from Magic counter Stoned in any way? Or does Prot. from Fire counter Eradicated?

    Or has it got to do with AC, level and/or Luck?

    Or is it a chance that is rolled on every successful attack from the enemy?

    I know the Body spell Prot. from Magic deals with the conditions in MM7 and MM8, but are there really no stopping to adverse conditions in MM6 other than items of immunity?





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

Going purely from a very old memory, . . .
01/07/2019, 04:24:26

    Peter2 writes:

    . . . I think that the protection spells, especially from magic, are very much weaker in MM6 than in MM7 or MM8. They do not absolutely prevent your character getting a condition, all they can do is lower the likelihood of his getting it by increasing his resistance to it. The items against specific conditions provide complete protection, but the spells don't. I can't guarantee that this is right, but that's what I seem to remember.

    HTH!





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 actually like that..
01/07/2019, 12:31:23

    RubiconIII writes:

    .. you can't block specials completely in MM6 like in MM7 and MM8 - it made lots of spells useless (and broke the game) once you got Prot. from Magic. I think it's part of what made MM6 much tougher. The sheer amount of detailed dungeons (the riddles, puzzles and well hidden areas (need only mention the Shadow Guild)), HUGE dungeons and crazy-sized mobs. (Snergle's army, the undead army of the Temple of Baa, the throngs of Magyars inside Castle Alamos to mention a few.)
    Also the presence of the unblockable energy damage from Gold Dragons, Droids, Warlocks, Power Liches and Guardians of VARN makes MM6 an unfair comparison to MM7 and MM8.
    Oh, and did I mention the radiation inside the VARN vessel - it still creeps me out.

    Thanx





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

So do I.
01/07/2019, 15:48:04

    Ramillies writes:

    Sadly the MM6 has a lot of its own useless spells (anything with Fear, for instance; also Slow, Paralyze, Feeblemind, Mass Distortion etc.)

    But I really like the vast dungeons. Quite some people actually hate them, but I love them. Eventhough the huge dungeons mean also a huge amount of the mindless combat

    I normally hate the crazy-sized mobs, but some of them were interesting (defeating the Snergle's army wasn't nearly as mindless as the rest of the combat tends to be; and you can pretty much cheese the undead army in the Temple by running into the secret door and emerging at the side ledges, where the skeletons can't do anything to you).

    (And the radiation was pretty much OK I think, it only took 1 HP every couple of seconds, and the cleansing pools are aplenty there. But I guess that it can creep you out if you're there for the first time and you're not the type of person who reads all the texts )





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

Agree about the abondance of useless spells..
01/07/2019, 18:20:03

    RubiconIII writes:

    ..never really used Power, Lucky Day, Precision, Speed or Meditation - the spells that are bundled into Day of the Gods.
    I dislike you have to be master to cast them on the whole team - if expert was enough, as it is the case with the spells that Hour of Power consists of, then it would be another story.
    Lots of spells from the mirrored path are either useless when you get them or too expensive to ever be used - I do however like Prismatic Light (used it against Snergle's army once - what a joy), Dragon Breath (to wipe out warlocks and grand druids from a distance) and Shrapmetal (against Cuisinarts in close quaters).
    Sunray can't really match Meteor Shower or Starburst, but Moonray is a nice area spell for the outside if you can live with night fights.
    I have though used Mass Distortion to a fair amount inside the Cave of the Dragon Riders - love to do 400+ damage to the Wyrms.
    Dark Containment is a joke - it really works best on peasants when bored.




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

Yeah...
01/09/2019, 13:05:35

    Ramillies writes:

    Incidentally, I used all of those spells that are bundled into the Hour of Power with my first party, but that was only because I had no characters capable of learning the Light & Dark magic...

    Using the Prismatic Light against the Snergle's army is a cool idea... I remember dispatching the army with lots of tactical positioning, shooting arrows and casting tons of fireballs.

    Dragon Breath is an awesome spell for the Castle Darkmoor, since it is a real eye-killer. One of those wipes out a whole bunch of eyes.

    Cuisinarts are a good enemy type for those spells . It was hard for me to handle them with conventional weapons, but a couple of Mass Distortions and Petrifications got rid of them.

    Shrapmetal works on everything, and all people here will tell you that it's the best attack spell in the game.

    And I didn't get the Dark Containment either. The same for the Reanimation spell, for example.





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

Reanimation (Kind of spoilerish)
02/05/2019, 08:46:07

    Eric B writes:

    Only time I ever use Reanimation was when trying to get my reputation to Notorious -- I'd slay a peasant, then reanimate him and slay him again. Each time you slay a peasant, no matter how many times you resurrect him, dings your reputation. Useful when Armageddon isn't quite enough to bring the points down.

    I usually do this in Blackshire, since the Master of Dark Magic is just over in Paradise Valley. First I cast Armageddon, then check my reputation. If it's still above Notorious, then I pick one to resurrect, slay it again, then check my reputation once more. Repeat until your reputation is Notorious; once I get Mastery in Dark Magic, then I Town Portal back to New Sorpigal, go to the temple, and donate until my reputation is back to Respectable. (IIRC, Donations there are in increments of ten gold, so I click Donate twenty times, as that's usually enough to atone.)

    The added benefit to donating at the temple after slaying peasants is once you get your reputation back up, you don't have to worry about getting arrested and sentenced to that year in jail when going to a castle.





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

Uhm... still not too useful
02/06/2019, 09:01:53

    Ramillies writes:

    When I want to get to Notorious, I usually just grab all the human bones at Bootleg Bay and sell them, then I pay a visit to the big Baa head in the Superior Temple of Baa (the one in Kriegspire), and most of the time, the Mire of the Damned annoys me so much that I nuke it with Armageddon. That's usually sufficient . I think that donating in the Baa temples makes your reputation drop too, though not infinitely.




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

That's pretty well what I do to lower my reputation that last little bit, but . . .
02/13/2019, 09:49:27

    Peter2 writes:

    . . . rather than going to Blackshire, I pick one of the isolated peasants on the south coast of New Sorpigal. Neither of those is close enough to any other peasant to get the rest of the citizenry mad at my party.

    But I don't usually use Armageddon. I start out by donating at one of the active Baa Temples, then I sell my collection of bones to the Collector in Free Haven, and after that I take advantage of the Baa heads in the Superior Temple of Baa. That is normally enough to get my party's rep down to notorious, or very close to it. You can also get your party healed by the Curator is Castle Kriegspire, but that's a bit expensive.





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 kill the NPCs in Temple of the Snake, since they offer no skills...
02/15/2019, 15:54:12

    ragwort 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

Useless enchantments
02/17/2019, 11:05:11

    Eric B writes:

    A few enchantments are also -- to me, worthless. Recovery, Demon Slaying, and Dragon Slaying are three such enchantments; of those three, I think Recovery is the absolute worst. Only increases value of the item by 200 gold, and really doesn't seem to do anything.




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

Again, agreed. I didn't find weapons "of Force" to be all that useful, either.
03/13/2019, 06:26:18

    Peter2 writes:

    IIRC in the original game, the "Recovery" enchantment simply didn't work. I have an idea that some of the mods attempted to correct this and other flaws, but I don't know how successful they were. I do know that some of the glitches were corrected, notably in Mok's and Grayface's patches, but I don't have the precise details.

    I disagree with the game's valuation of the different enchantments. My valuation is based on their usefulness in the game, and I found the most useful enchantments to be "of the Dragon", "of Darkness", "of Power", "of Protection", "of Plenty" and "of the Phoenix". In the next tier are the enchantments that couple regeneration of either mana or hit points with another benefit, and the "of x magic" rings.

    My biggest disagreement is with the game's high valuation of the "of the GODS!" enchantment. These items would be sheer gold to a low level character. However, the problem is that your party does not start to find these until the game is fairly well advanced, and your characters are pretty competent, with prime stats well up towards the 50+ region. At this point, "of the GODS!" items add at most 1 point (and more probably nothing) to the abilities governed by your prime stats. I won't go so far as to say they're useless, but they don't materially boost a character's performance and IMO their main value is in what they bring in when you sell them.





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

Have a look at the Grayface's mechanics page...
01/07/2019, 05:09:40

    Ramillies writes:

    I actually don't think that the formula for the chance to suffer a condition is correct (the resulting probabilities are way too high, and at the start of the game, they would even be greater than 1, but you definitely don't get auto-Poisoned/Diseased by the vermin in the Abandoned Temple, for example), but the general gist, as summarized by Peter, should be OK: you can't ever gain an immunity from those effects (except for items that specifically give it), you can just reduce the chances. Each condition has a specific stat that is used in the formula, and Luck helps you with everything.


    Related link: http://grayface.github.io/mm/mechanics/#Chance-To-Hit-and-Resistances

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

Thanks for that link - it really explains a lot
01/07/2019, 11:42:27

    RubiconIII writes:

    I recently (before Xmas) started a new journey and I immediately got sick of being diseased all the time from low level critters such as rats, bats and suckers. (pun intended)
    Very early you don't have access to the spell Cure Disease - you have to travel all the way to Free Haven to get that. Got Cure Poison from Castle Ironfist, when I went there to get my bows and bow skills, but only the cobras and one of the head hunters can poison you, so it's much easier to experience diseases in the beginning.
    I'm trying to refrain from 'cheating' as I've played this game many times and know most if not all of the shortcuts, but also know that they take away part of what the game was intended to be like.
    Therefore I don't travel all the way to Free Haven before taking on the first dungeons - the spell Cure Disease is no lightweight spell either - 15 SP is a lot from a healer, only Cure Insanity is more expensive.
    White and especially black potions is not something you should be familiar with in early game either - they are in my book cheats if excessively used before midgame - so that rules out Restoration too.
    I guess my point is Disease is comparable to monsters with Kill and Eradicate, seen in the light of the toolbox you have/should have when you first encounter enemies with such specials. My knight goes from being the greatest asset in my team to being almost worthless when getting diseased. That temple can be a very long travel away if you're deep inside the Abandoned Temple or the Goblinwatch and plan on getting back again.




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

That was the advantage of MM3 to MM5, they had a "Suppress Disease" spell which was a lot cheaper to use.
01/07/2019, 12:09:57

    Peter2 writes:

    I haven't played MM6 for a while, because the old computer that I used to play the game on gave up the ghost last year, and I've not downloaded the Win10-compatible versions from GOG yet.

    But I think a slight change of technique would help. Try getting the bow skill for your party and arming it with bows as quickly as you can. Then, as your enemies attack, hold down the "A" key while backing away. You'll kill a fair number of monsters before they get close enough to infect your party. It won't prevent the problem but it should greatly reduce its severity. If you tackle everything in melée, your party will get diseased practically every time it's in combat.





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 havn'
01/07/2019, 12:35:59

    RubiconIII 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

please ignore faulty post :/
01/07/2019, 12:51:22

    RubiconIII writes:

    I haven't practiced real-time combat much in Might and Magic - it feels uncomfortable to me, but I'm sure that it works for those who have had some practice with it.
    I always try to engage as soon as I can reach the enemy with my bows - maybe I don't retreat as often or soon enough as I ought to - so I end up dealing with one rat or bat at a time as they approach me, and if everyone misses a hit in a turn one bat becomes two bats and soon three bats - I rarely flee before before getting infected - but alas it is then too late :I




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

That's probably the difference. I don't recall being poisoned and diseased nearly as much as you describe.
01/07/2019, 15:38:13

    Ramillies writes:

    The hit & run seems to be a pretty basic tactic to me, so it's interesting that you could finish the game probably multiple times while abstaining from it .

    But it can be perhaps made even more effective in the turn-based mode: when you see the enemies, pause, then shoot them, and if any of them get too close, do a U-turn back and only after that go back into the realtime mode. Then run like a bunny. Rinse & repeat.

    (By the way, if that sounds mindless, it really is. That's why I don't like the combat in MM6 very much, and that's why I don't play the game all the time .)





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 like opposition, a good fight and my melee weapons..
01/07/2019, 17:38:40

    RubiconIII writes:

    ..so that might be why I'm not running all the time - also it's a balance most of the time. That is if the opposition could be dealt with at the spot, where I am, I wouldn't have to run back and forth every time, which takes time - time that goes from my spells - spells that take from my overall spell points - and when down to zero I have to leave for the temple or fountain. Yes, more damage means more healing, but with two good healers it's acceptable - only conditions such as poison or disease mess with a simple plan.

    So far I've taken on:
    New Sorpigal outside excluding islands, with one bow
    Castle Ironfist outside excluding arena and lizard infested region in front of Shadow Guild Hideout
    Abandoned Temple
    Goblinwatch
    Misty Islands outside shooting the cutpurses from a mile away
    Silver Helm Outpost - yes, it's strong but doable with a lot of running up and down the corridors avoiding the Captains and Master Swordsmen - faced only one Master Monk which I took out quickly with a good wand I had bought for the occasion (had a bounty on him as well) - my AC was about 35-40 on everyone so I could take a direct hit from one of the guards while dodging and running. I really dislike wasting days waiting for the right boat. Didn't go past the hidden door though, as it's tricky enough without the low levels.
    Bootleg Bay outside as well as getting to that shrine just in time
    Temple of Tsantsa using those trapdoors to my advantage
    Free Haven outside excluding the archer mobs
    Free Haven Sewers - my current spot avoiding melee fight with the thieves at all cost and trying to deal with one priest at a time.

    Trained twice - to 4 in NS and to 8 at Mist - now eligible for 13 - planning to train after the Sewers.

    - otherwise taking the game at a slow pace this time around (my realtime) - the game will probably take a whole year to complete (both realtime and ingame)





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

Maybe I'm just still in the mindset for the CCSS party that I played the last time...
01/09/2019, 12:45:08

    Ramillies writes:

    Taking hits in melee wasn't a real option for me until much later into the game. On the other hand, I didn't care that much about spell points. So when I came into the close contact and lost a couple of health, my fragile party was already nearly dead and I had to left for a temple or a fountain.

    But apparently your way works too, since you have quite a nice progress. I go to the Silver Helms early, too, first clean up the lower hall of swordsmen and monks, and only after that I open the door to the guard room right next to the exit, pulling the guards out one by one. The captain is a major problem, but I always manage to get rid of him somehow.

    Also a nice idea to use wands to get rid of those master monks. That's actually something I could very well do the next time I play the game. (I bought some wands only when I was going down in the watery part of the Dragoon Caverns, with all those oozes.)

    (And, by the way, AC doesn't reduce damage, it just reduces the chance to be hit.)





Reply to this message   Back to the Tavern  



Back to the Tavern     Back