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GP, Peter2, Finland's Crazy Bear, Dragon, et al -- you win.
07/16/2019, 14:59:29

    The Elf Herself writes:

    I always held out for Might, not Magic. In any RPG I played, I always wanted to be the big, brawny sword- or axe-swinger, not a weak little mage. All of you kept telling me that while magic-users were tough to start, they would prevail in the end.
    "Bah!" I replied.

    Well, now I believe. I've been playing for nearly a month now, and have changed parties numerous times. (With logs of 5 parties to a page of quadrille graph paper, I'm now on my sixth sheet. . . or is it seven?) Too bad we can't have parties of 6!

    Default PACS party? Only two Light-Dark possibilities, with all pretty weak. The Paladin is less than ideal: not as good as a Knight for fighting ability, and only 8 points of magic with Might and Personality both set at 18! Has an upgrade past vanilla v. 1.0 made the Knight weaker? Might: 20, Endurance: 16, and he needs healing oftener than the poor little Sorcerer!

    Right now I'm playing with what I'm determined to carry through as my final party: PCSS. I experimented with a Druid as the second healer, but decided she was spread too thin. It's hard to excel in four different magic disciplines and three clerical ones! I still stubbornly refuse to "share the wealth" with a hired hand, though.

    (And yes, I note that even an expert in Fire Magic, with a Fireball spell can outdo a master bowman anytime!)





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Preferred parties and the v1.0 game
07/17/2019, 12:25:09

    Peter2 writes:

    Once I had played the game through and worked out how I wanted to play it, my preferred MM6 party was ACSS. Archer's not as good a fighter as the Paladin, but it does give you at least some chance to protect the Cleric and Sorcerers, and I really did want a party that could use at least some of those lovely edged weapons and polearms, which GP's CSSS can't.

    I agree with you about the Druid; he's spread far too thin, and he has no access to the mirrored path magics – unless you play the v1.0 game. There's a "feature" in that which allows a Druid to learn them. Equally, there's another feature in the system that allows a sorcerer to wear heavy armour and wield a dirty great sword, if you want. I seldom used the latter feature, I used the former one more. And never an editor in sight . . . (*evil grin*)

    [If you want a REAL wimp, try the MM7 Druid. Once he/she has prepared your party's black potions, he/she is about as much use as a chocolate teapot.]

    But once you get the ACSS party up to level 70+ you can carve your way through Castle Darkmoor practically without drawing breath!

    APCS is the party for the purist who wans to complete the game with minimal use of the Temples. In addition, it's the party whose members have the best for for the available magic-boosting artifacts. However it definitely lacks the power of ACSS.





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That explains it!
07/17/2019, 16:29:08

    The Elf Herself writes:

    I found an old log of a party I started heaven knows when. It must have been shortly before I got an upgrade to my computer, since it shows I only got up to level 10. It was ACSS, and I'm sure I had to have gotten the idea from you. I was baffled at why I would try such a non-intuitive party. There are also one or two logs that go up to levels in the 90's, using the default party.
    I don't really know which version I have now, since it's not my original disk. This is the first bundled set of disks, the one that starts with World of Xeen, then goes on to MM's 6 and 7. I put the set of six disks in a 6-disk jewel box, so I have no way of knowing which version it is. Since I used part of the box cover as a label for the box, I can tell you it says "Millennium Edition," but not the version number or the publisher. I'm thinking maybe Ubisoft, but I don't know.
    That's all moot anyway, since I gave up on the disk version of 6. It crashes about every twenty minutes. I'm playing on Steam, and heaven knows what version they use! (It came bundled with good ol' MM10, which nobody seemed to like but me. I liked it because it was fun, if a little too easy. But it isn't a game that lends itself to endless repeats. I replayed once, just so I could try all the different characters.) I'll try the old right-click for "Properties" trick.




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P. S.
07/17/2019, 16:31:25

    The Elf Herself writes:

    I don't think I'll have the same crash problem with MM7, because its installation instructions seemed to be geared toward post-Win 95 and 98 installations.




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Patience
07/18/2019, 13:04:34

    Greate Pier the Worse writes:

    And maybe some jailtime lol

    At the very start I would just do New Sorpigal a few times, making sure to reset the area by means of a visit to Castle Ironfist after having removed the ... uhmmm... excess population from the streets... this would put me in a good position for further areas, experience wise... I think my first runs took me well beyond 14 years game time.
    Later on, I started playing SSDC (not SSSC as Peter mentioned). Mostly because at the start, the extra healing from the Druid is more than just welcome.
    Later in the game, your SS&C will want to focus mostly on Dark (and some Light I suppose) Magic; the Druid is there to be your main healer and Water Master; so it may seem the Druid is thinly spread, but she only is to allow your SS&C to focus more on the mirrored paths.
    If I were to properly plan the party's career, I'd probably have my druid take care of Air Mastery as well, and have her surplus go into Fire, for some added damage.





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SSDC – of course! How could I have forgotten?
07/18/2019, 15:48:04

    Peter2 writes:

    As well as the times you set the quickspells on the SSC to Shrapmetal, and flew back and forth past the Shrine of the Gods, strafing all those poor dragons? How could I possibly not have remembered that? *evil grin*

    It's good to have you back!





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Remember...
07/21/2019, 14:46:40

    Greate Pier the Worse writes:

    Starbursting the dragons and strafing up and down in Turn Based combat?




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No – real-time, not turn-based.
07/22/2019, 04:16:50

    Peter2 writes:

    I know that you usually used turn-based combat to clear Dragonsand. I understood that the real-time flying attack was an experiment. Can you remember if it worked?




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Oh yes...
07/27/2019, 14:55:48

    Greate Pier the Worse writes:

    Not a single Dragon likes to feel a full Shrapmetal at point blank range of course... and flying ensures you can get up close and personal quickly enough, to let 'er rip.
    It's not for the faint hearted though, hesitate and the Dragons will probably land enough shots to spoil your plans




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