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Yes. I wouldn't touch Slithercult Stronghold just yet. 11/17/2012, 06:56:17 |
From memory, you need to be at least level 7 before you tackle that place. Fountain Head Caverns is easier provided you can take a bit of damage - there are some places where you can't avoid being hit by big pendulums. As in all the other M&M games, missile weapons are very important. If you're facing foes at a distance, press "S" twice very quickly, and you'll get two volleys of arrows off. This helps a lot. Any item can be identified at the appropriate shop, but it costs you - save your game, visit the shop and identify, note what it says, and restore the savegame. For spells, you need to join the magic guilds. These are all named after birds. From memory, the one in Fountain Head is the Raven's Guild, in Baywatch the Albatross's Guild, and in Blistering Height (you REALLY don't want to go there yet) it's the Eagle's Guild. Weapon, Armour, etc. qualifiers
In other words, its only use to you is for selling it. The important properties to avoid are things made of Leather (-4 to hit (TH), -6 to damage (TD)), or Wood (-3 TH -3 TD). A brass weapon is just about better than nothing (+3 TH -4TD) but avoid the armour (-2 AC), and a bronze weapon is almost tolerable (+2 TH -2 TD) but again avoid the armour. Glass (+0 +0) is equivalent to unenchanted but is more valuable, sell it. Anything else gives you pluses, of which the top is obsidian (+10 +50 on a weapon, and +20 AC on armour) and any jewellery metal or gemstone quality is good. There are corresponding pluses (and minuses!) on armour. You can get pluses to stats instead of the extra damage or protection, e.g. a Photon ring adds some massive amount to your STR. The ones to look out for are:
In general, I would avoid the items enchanted to cast spells. You never know how many spells they contain, and they vanish when the spells run out. |
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