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Artefacts / Relics
12/28/2015, 04:40:43

    Jack1 writes:

    I was wandering what artefacts / relics I need for my A A A C party and if I really need them...?

    The things I have in mind are Ulisses bow, Charele, Gibbet and maybe Taledon, Justice and Sun cloak for C.

    But there are rings of Loght magic , of Body magic too... .

    In the long run, do I really need the three weapons I mentioned above?

    Do the relics and artefacts make thegame all that easier?
    In MM8 the was the crow of final dominion and that DOES make a difference, but what about mm7?





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and statistics
12/28/2015, 04:57:37

    Jack1 writes:

    btw,what stats should I focus on for AAAC party?

    I go for speed / accuracy mainly for A. HP and AC for C. And some res for all.





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For example, what Chain would be better for the A
12/28/2015, 05:00:17

    Jack1 writes:

    the one with +20 AC or the one with +12 armsmaster?

    and Leather for C? with +22 speed or + 15 AC?

    Or other bonus like resistance?





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As a general rule, a well-developed character does better to boost an attribute directly rather than the statistic that affects it
12/28/2015, 06:20:58

    Peter2 writes:

    I've forgotten the exact details, but once a stat reaches about 50, it has to get a lot higher before any stat it affects increases. As an example, there's a Relic suit of chain mail in MM6 (Apollo) that adds 20 to all resistances and luck, and drops your endurance by 30. A character with about 60—70 Endurance loses roughly 3 hit points by wearing it.

    There are exceptions, of course. For example Speed determines who goes first (among other things, I assume), and it can help if you can kill a monster before it gets to attack you. Also, you might want to get a stat well up to take advantage of the Challenge pedestals etc.

    Resistances are different. Item that boost all resistances are greatly undervalued. On the other hand, unless you find them unusually early in the game, items "of the GODS!" are only good for resale, in my opinion.





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As a general magic skill boosting rings have real value
12/28/2015, 10:31:25

    Krshna das writes:

    Early in the game you can get air magic boosting ring and rather soon Spirit magic boosting ring (if you survive traps that is )

    Armsmaster boosting items are good only in hand-to-hand combat





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Rings
12/28/2015, 12:19:43

    Jack1 writes:

    Angel's ring of Light Magic, Angel's ring of Body Magic, Wizard's ring of Air Magic - this is what multilooting Emerald Island Dragon has netted me so far. So basically how do these rings work - like crown of final dominion in MM8?

    Im waiting for theUlisses bow but it simply refuses to drop Charele.





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Finally! The dragon dropped the Ulisses
12/28/2015, 13:04:54

    Jack1 writes:

    In the process I also got Dazzling ring of fire magic

    So now off the Emerald Island and to Tatalia to slay the next dragon.

    I really only need two things - Charele and Gibblet. the rest would just be nice bonus from life.






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Tataia dragon down
12/28/2015, 16:31:15

    Jack1 writes:

    With a won of shrinking and wand of cloud and distortion.

    Now, wander if he can drop a charele for me.





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Early in the game — yes indeed, stats-boosting items are very valuable
12/29/2015, 05:00:08

    Peter2 writes:

    But they lose their value later on, as characters' inherent stats improve, and you tend not to find good ones early in the game.




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In those cases when you can not get your character skill higher then expert/master
12/30/2015, 12:50:57

    Krshna das writes:

    skill boosting rings still will adjust and give extra bonus :
    Skill from 1 to 4 - bonus + 1
    from 4-7 - bonus +2
    from7-10-bonus +3
    suppose you can't get grandmaster but pump skillpoints into skill nevertheless
    from 10 and higher bonus+ 5 .
    Any monk also greatly profits from unarmed/dodge boost items
    through the whole game




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That's right. But you have to balance out the available space.
01/05/2016, 04:48:25

    Peter2 writes:

    You can only wear so much, and for the spellcasters, the Rings of xxx Magic are hugely important. I'm also a great believer in items that boost multiple resistances (there are too many individual attack methods to cope with resistances individually), and items which enable hit point and spell point recovery. I think in this game you can get items "of Plenty", which boost both hit point and spell point recovery, but IIRC they are very rare.

    One thing, though, unless you have a Thief or a Ninja in your party, your Disarm Traps expert is certainly going to need an item to boost Thievery if you want to prevent things from blowing up fairly regularly.

    It's also hugely beneficial for every character to be able to GM a combat skill. The advantages for melée fighters and especially spellcasters are huge, not only for their access to the top spells, but for the more effective way that all spells function, right down to the most basic ones. This is why the druid fails so spectacularly in this game. After he's made the black potions, he's not quite dead weight, but he cannot match the other party members in any specialised areas.





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