ramillies writes:
I came to creating a party, and I've already got a load of questions to ask, because the manual makes a great reading, but it fails to describe the important things properly.
- Manual descriptions describe every class in superlatives, but --- how balanced the classes really are? Are there some weak ones which I shouldn't take?
- How do the attributes work? I see there are the same attributes as in MM6, but do they mean the same things? (In MM6, it is: Might for mêlée damage, Int and Per for spell points (elemental casters used Int and self casters Per, druids used both of them), End for HP, Spd for lower recovery, Acc for greater chance to hit and Luck for lower damage from traps, lower chance to get some nasty effect like disease or death from monsters, better resistances and so.)
- What about the skills? From the manual I've dug out the types of armor every class is permitted to use, and that there are some skills (like Cartography and Detect Secret Passages) which aren't known in MM6. Could you make a little introduction for me?
Thanks.
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