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Does the obelisk quest give you a higher score?
11/16/2013, 14:16:19

    Liliths slave writes:

    I'm not really interested in my score when I play Might and Magic but I was curious because in Heroes 3, if you have the grail you get a higher score even though it takes longer to complete the game. I was wondering if they did the same with M&M.




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I'm not certain, but I don't think so.
11/16/2013, 18:31:52

    Peter2 writes:

    TTBOMK, the obelisk quest is an independent quest like any other.

    It is, of course advisable not to do the obelisk quest - or any of the other quests that give you an artifact - until you are not getting any more artifacts/relics from looting the cadavers of high level monsters, etc.





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I wouldn't think so either but I thought I'd ask
11/16/2013, 18:42:54

    Liliths slave writes:

    Do you stop getting artifacts and relics once you've done the obelisk quest then?




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Obelisk quest doesn't have experience point reward so won't improve score.
11/17/2013, 04:22:41

    ragwort writes:





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There are 5 placed Artifacts/Relics in the game. You can...
11/17/2013, 04:35:01

    ragwort writes:

    collect up to 13 A/Rs from random chest generated placements and looting high level monsters. If you collect 13 randomly generated A/Rs before collecting the 5 placed A/Rs you can have a max of 18 A/Rs. If you want you can get one duplicate of each of the placed A/Rs. A placed A/R collected before you already have 13 will count as 1 of the 13. Selling an A/R doesn't allow more A/Rs to be generated and that A/R is gone for good. Chest contents are generated when you enter the zone or dungeon for the first time.

    There are seven zones (MD, KS, BS, DS, HI, PV & SW) that have chests that may generate A/Rs, some more than one chest. Castle Darkmoor Aerie chest as well. It is possible to open a chest with an A/R that doesn't show up but still counts as 1 of the 13. I recommend saving before opening a chest, open chest, see contents (maybe make a new save), then reload again several times to see if there are other items. Grayfaces patch allows opening a chest, emptying it, then opening it again to see if there's something else to collect.

    If there are specific A/Rs you want to have, I recommend selectively shopping at a friendly high level corpse. I like to collect the doubles of 3 of the placed A/Rs and about 6 other A/Rs.





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Being a very practical person...
11/17/2013, 06:35:14

    Liliths slave writes:

    there is really only one artifact that I absolutely must have and I can't remember what it is called but it enhances the mirrored path magics. On top of that an item that enhances light magic and a few rings of mana/the unicorn would be really helpful. I already have Morgan so my beacons are lasting well.




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That's exactly the way I play it.
11/17/2013, 07:57:08

    Peter2 writes:

    I avoid completing the Obelisk quest and Zoltan Phelps' quest to find Mordred, and I don't take Excalibur from its stone, until I have collected 13 artifacts and relics from other sources.

    Among the 13 I look for are second copies of the three Obelisk Quest items (Morgan, Guinevere, and Igraine), together with:
    Galahad (AC36 mail armour of Protection, +25 HP),
    Pendragon (AC11 cloak, of Thievery, +30 Luck, immumity to poison),
    Hades (3d3 + 15 sword, +20 poison damage, +20 luck, of Thievery, BUT negative regeneration),
    Ares (2d4 + 14 mace, +30 fire damage, +25 fire resistance - the only relic without a drawback)
    Poseidon (2d6 + 15 spear, +20 might, +20 endurance, +20 accuracy, BUT -10 AC, -10 speed)
    Artemis (5d2 + 12 bow, +20 electrical damage BUT -10 to all resistances)
    Apollo (44AC mail armour, +20 all resistances, +20 luck BUT -30 endurance)

    I seldom bother collecting Excalibur. My standard party is ACSS, so I arm my archer with Hades and Poseidon and there's no-one else who can use a sword. I avoid Chronos, Hercules, Zeus, Atlas, Aphrodite, Athena, and Hera, considering that the negatives outweigh the positives, although I would take Zeus if my party included a paladin.





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As a rule I don't equip relics
11/17/2013, 08:06:26

    Liliths slave writes:

    because of the negatives involved. I don't recall ever selling an artifact though except Mordred when I get blasters and no longer need melee weapons or bows (other that those that reinforce character strength and immunities) I think I had better get fighting big monsters as I only have the Dragonsand obelisk to touch now




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I investigated the pros and cons of relics, and most of them are actually useful - especially those which reduce the primary stats a bit.
11/17/2013, 08:34:52

    Peter2 writes:

    The point is that by the time you start finding artifacts and relics, your party is pretty tough, and when their stats are that good, the break points (where a drop in a stat actually reduces an ability) are quite widely separated. I generally find that equipping my archer with Apollo costs him 2 or 3 hit points and that's all - well worth the advantages of the extra armour class and resistance bonuses. And Hades' -ve regen can be countered by the simple expedient of wearing an item of regeneration.

    The relics to think twice about are the ones which cost in terms of ability rather than stats, or the ones which reduce stats a lot.





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Thank you. I'll give this more thought.
11/17/2013, 17:04:08

    Liliths slave writes:





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about Mordred
11/18/2013, 16:51:59

    Liliths slave writes:

    I found Zoltan Phelps Mordred early in the game and completed that quest and I still found another Mordred later on, either in a supreme Titan or a dragon - I can't remember which.




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That's entirely possible
11/18/2013, 18:13:00

    Peter2 writes:

    There are 5 "placed" artifacts in the game, Mordred from Zoltan Phelps' quest, Excalibur from the rock in Eel-infested Waters, and Morgan, Igraine and Guinevere from the Obelisk Quest. Duplicates of all these can be found at random. The thing is, that the game will give you a maximum of 13 artifacts and relics by random searches of chests and cadavers of high-tariff monsters, and the 5 placed artifacts added to those give you a maximum of 18. However, if you take any of the placed artifacts before you have got your quota of 13, the placed artifact is counted against that 13. In other words, having found your Mordred early, you will be unable to acquire more than 17 artifacts and relics.




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Oh I see
11/18/2013, 18:34:50

    Liliths slave writes:

    I thought the implication was that you wouldn't find a copy of a placed artifact if you have already found the placed artifact. I think my brain added something to what was being said




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The ability to get those duplicates is actually near-perfect for an APCS party
11/19/2013, 04:43:42

    Peter2 writes:

    You can get two each of Morgan, Igraine, and Guinevere. Morgan boosts all the elemental magics, Igraine boosts all the self magics, and Guinevere the mirrored path magics. So you give the sorcerer 1 each of Morgan and Guinevere, the Cleric 1 each of Igraine and Guinevere, the archer gets a Morgan, and the Paladin gets an Igraine. If you then equip the the archer and the sorcerer with rings of Fire, Water, Air and Earth magics, and the cleric and paladin with rings of Mind, Body and Spirit magics, you have a bunch of spellcasters all of whose casting effect is 2.25 times their actual ability.




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Wow!
11/19/2013, 10:25:11

    Liliths slave writes:

    I'm trying to remember the combination that causes Haste (as part of hour of power) to last 12 hours. I can't even remember what light magic skill level is needed.




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It's not a spell I habitually use, so I can't really help.
11/19/2013, 11:53:09

    Peter2 writes:

    I know it's a Light spell, and I know it doesn't work as advertised, because it's only supposed to last for an hour. Doesn't it leave the party "Weak" when it wears off?

    Day of Protection is the spell I like.





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It does leave the party weak
11/19/2013, 14:19:08

    Liliths slave writes:

    but when used with blasters, the blasters give out a constant stream of their magic and creatures have a difficult job getting anywhere near you. I consider H.O.P. an essential. You just need to be aware when haste is due to wear off and recast it before it does.




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Blasters are OK in their place, but they're pretty ineffective against Terminators
11/19/2013, 16:20:46

    Peter2 writes:

    The huge advantage of blasters is that Recovery time is minimal, so if you can use them in real time combat, they are massive weapons. Used against monsters like dragons, they're great, because although the the dragons can hurt your party, they're unlikely to destroy them in one attack, and your party can take the damage while they shoot the dragons to doll rags. Even against a single Supreme Titan, they're pretty effective, because although he can kill a undamaged character with one attack, you can keep shooting at him and you have a chance of dodging his fire.

    However, blasters don't do much damage in one shot. In the Control Center, there's a room stuffed with robots, a fair number of which are Terminator Units. Tackling those with blasters is a losing proposition, because as soon as you damage one of them really badly, it retreats and fires from behind other robots where your fire won't hit it. In the meantime, it keeps firing at you. Basically, you have to damage everything in that room quite badly before any of them start to die, which means you spend a considerable time exposed to the massed fire of the whole roomful. Remember that it takes only one successful shot from a Terminator to eradicate your character and break all his weapons and armour. I guarantee that 4 shots are going to get through before you can kill even a fraction of them.

    The way I tackle them is with Shrapmetal at contact range in turn-based mode. The robots are not quite as tough as the dragons, and 3 Shrapmetal casts from a fully tooled up spellcaster will usually dispose of even a Terminator. This means I can pick out the dangerous robots and play to dispose of them one by one without interference from the others, and I don't waste time "browning" the whole roomful. Your party can then bump off the rest of them without too much trouble.





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Thanks for the tip
11/19/2013, 16:26:06

    Liliths slave writes:





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But how do you survive 3 rounds of being beaten by a Terminator?
11/20/2013, 14:51:10

    Ramillies writes:

    My ways of disposing of them were very limited. When I was playing it, I skipped that room. Some months afterwards I loaded the game, tried it and after heavy fighting I could do it somehow. (It was something like shooting blasters with haste, dodging very much and saving very much. Occasionally I could beat one of them around a corner with halberds.

    Also I wouldn't say Terminators aren't as tough as the dragons. IIRC Terminator has 1080 hit points, which is equal to the blue dragon. (Also the rest of the robots is pretty puny, mainly because they can't do any real harm to you.)





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It depends how many Dark Magic users are in your party.
11/20/2013, 16:20:17

    Peter2 writes:

    I always have at least 2 and usually 3, so I don't get beaten on by Terminators for 3 rounds. At the very most it's 2, and if my spellcasters are really fast, I can get 3 Shrapmetal blasts in before the Terminator has his attack. And if that happens, the Terminator gets terminated!

    Even if it does manage to get an attack in, it doesn't always go with its special "Eradicate" blast, and if it does, the attack doesn't always get through. In addition, I try and attack from the side where the body of my opponent is between my party and the rest of the robots, so that the one I'm assaulting shields me from most of the rest.

    Doing it that way, my party is very seldom badly hurt, and in the games I play now, I routinely clear that room as soon as I come to it.





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Well, then sure. I forgot that the robots are relatively slow.
11/21/2013, 01:22:42

    Ramillies writes:

    Due to my bad luck a hit from Terminator == a character killed. No matter the factual chances.




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There's always a chance that that will happen. It's just a question of finding a way to reduce its probability to a minimum.
11/21/2013, 03:57:05

    Peter2 writes:





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