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Black Potions
02/20/2011, 02:08:47

    StarGate05 writes:

    As probably very well know, you can buy black potions in the Minotaur Labyrinth in Ravage Roaming and at the alchemist shop on Regna Island. It seems that at a certain point, black potions seem to stop permanently raising your stats (might, accuracy, etc.) and simply do nothing at all. It seems like I usually can buy one or two for one stat and then they do nothing at all. What is the limit for black potions, and is there anyway around that?

    I notice that you can still use a barrel to raise the stat further.





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Raising stats - potions, barrels, and wells.
02/20/2011, 05:36:25

    Peter2 writes:

    Any one type of stat-raising black potion will raise a character's stat once and once only. Another dose of the same potion will have no effect. As you say, the barrels will work repeatedly. I think the stat-raising wells only work if the stat is below 15 - that was certainly the case in MM6.

    Once you've got your stats up to about 50, it's a long time before raising them gives further improvements in abilities. I can't remember exactly where the next break point is, but it many be as high as 75.





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Peter be right
02/20/2011, 12:07:11

    Dunerider The War Troll writes:

    one of all 7 stat raising black potions can actually be found for free... they just need the basic ingredients for them. I suggest grabbing all of those so you don't have to waste gold on those ones




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What gold?
02/21/2011, 19:09:34

    Stålhand (aka Steelehand) writes:

    Mix them yourself. If you need gold you can mix a few extras from cheap reagents and sell them.




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Black Potion
03/26/2011, 00:20:26

    eli the Lich writes:


    Black potion can be make only with GM Alchemey.
    only Lich and Dragon can get the GM .

    IMHO making Black Potion is a waste of Skill point.
    Gold isn't a Problem in the game. But trying to buy 7 black potion for every member of your team is a pain in the ASS.

    Conclusion

    Solo Lich or big party do the black Potion
    The solo lich will put skill point in alchemy to have strong white Potion .

    for solo other then lich buy them ,you can't do them .

    Eli the Lich





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Being able to make black potions was the main reason that my first MM7 party included a druid.
03/28/2011, 04:47:11

    Peter2 writes:

    But I found that in that game, the character really wasn't worth it, for the following reasons:

    First, I play the game carefully enough that my characters don't usually suffer a lot of damage, and I don't need a secondary healer.

    Second, the way I play, being unable to GM any magic skill (no Lloyd's Beacon, no Resurrection, no Power Cure, no Starburst) or learn the mirrored path magics (no Paralyze, no Shrapmetal, etc.) is too big a disadvantage.

    Third, you don't get the GM bonuses from the spells you can use.

    IMO, all this adds up to make the druid a really second-class magic user.





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It's deja vu all over again.
03/28/2011, 13:15:20

    Stålhand (aka Steelehand) writes:

    The durid's main purpose is not to be a second healer, it's:

    1)to provide the party with a lot of SP. I had fun with 4D killing giants with fireball in LoG.

    2) to heal paralysed and stoned friends. It's really nice to provide one character with protection aganist stone and paralyze (In MM7 the cloak of the sheep is really nice to have.) and then cure victims of those spells instead of finding items of protection for both the cleric and the sorcerer. It's also nice that one "person" can concentrate on mind and earth magic early in the game and leave the sorcerer free to learn water.

    3) To mix white potions for challenges. Druids can put a lot of skillpoints into alchemy and meditation. Sorcerers and clerics needs those skillpoints for other things. Being able to mix black potions is a nice bonus.





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Well as they say, horses for courses.
03/28/2011, 17:48:25

    Peter2 writes:

    Neither of us is going to convince the other about the merits and demerits of druids - or of archers, for that matter! Are we?




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Well, to continue beating a dead horse ....
03/28/2011, 21:09:33

    Stålhand (aka Steelehand) writes:

    Druids in MM9 do not automatically get a spot on my teams. The other three magical classes are much better. I'll be interested in hearing your opinion about the TCSD team on the dark path in MM7. We might at least end up agreeing that the familiar is cute.

    As for archers , they don't have any merits to be convinced about.





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There's one case where a druid wins hands down.
03/29/2011, 06:51:20

    Peter2 writes:

    If you're running a magic heavy team (mage, lich, priest, druid), the druid is a bonny melée fighter. With GM in unarmed and dodge, he does a considerable amount of damage.

    That's why I didn't call it a pure magic team - I don't actually consider the druid a pure magic character. But as a "half and half" character, he beats the ranger supposed and paladin into a cocked hat.

    The ranger in particular is a dead loss. The only weapon he can GM is the bow; he cannot even Master any other! With his permitted weapon, the lich is pretty near as good a melée fighter as the ranger! Also, he has no access to Dark Magic, and he can't get above Expert in any other magic skill. All this makes him useless for any sensible fully developed party, IMO. The paladin at least can GM armour, blade, and cudgel, and has decent skill with a bow, although his magic skills are nothing to write home about either.





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That explains your problem with druids.
03/29/2011, 12:39:36

    Stålhand (aka Steelehand) writes:

    It's been so long since you met one that you have confused them with monks. While I agree that they make OK melee fighters, they cannot learn unarmed or dodge, and make a lot of damage with double daggers.

    I had to look this up, we seems mostly to ageree about rangers: They can M bow and GM axe.

    OK back to this tavern. I've just noticed that you were partly talking about MM9. I haven't installed that yet on my "new" computer, so I cannot check if they can indeed learn unarmed and dodge there. Anyway, I still think it should be might OR magic, any half-and-half characters should stay home.





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Yes, I was talking about the MM9 druids.
03/30/2011, 13:27:54

    Peter2 writes:

    The MM9 rangers are even worse than the MM7 rangers, and I always thought those became incompetent as the game progressed. A jack of all trades is great in a low level party, but has no place in a fully developed high level one.




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Half-and-half, eh.
03/30/2011, 16:31:26

    Stålhand (aka Steelehand) writes:

    It might be interesting to try a (MM7) AARR team. Or maybe a AR duo.

    Note: I did not say "fun".





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Completely agree with you.
03/31/2011, 15:02:14

    Peter2 writes:

    INO, rangers are excellent party poopers, in both MM7 and MM9.




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l like rangers in seven on the light path in 7
05/20/2011, 15:32:27

    Knightly writes:

    won with racw. any party that wins the game is a good party!

    if you get tired with you best team, try a different team. rangers may not be the best but once you learn the game, don't need the best to win.





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Interesting party!
05/21/2011, 11:50:30

    Peter2 writes:

    At least, the ranger in MM7 is better than the ranger in MM9!




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