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New challenge - KKPA, no NPC, no reload
05/01/2015, 12:16:57

    The Rock writes:

    Thank you guys for your awesome feedback in my last run. Unfortunately, I lost my save game as a result of reinstalling my computer, but it was so fun I would like to keep doing it!

    This time around, I want to try a harder challenge of four predominantly physical characters with some magical support thrown in. A further challenge to make the game much harder throughout is no NPC and no reload.

    No NPC is obvious. No reload means I will ONLY rely on auto-save and save before I stop playing. This effectively means if I die, I am not allowed to reload and must lose all my gold. This also means no shop reloading or loot reloading.

    No reloading, combined with no NPC means I have to be extra careful at all stages of the game.





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Odd, coincidence, I came here to post that I was going to start over with...
05/01/2015, 12:23:42

    Xanax writes:

    ...KKPA.

    Giving all my druids fire magic eventually made it way too easy, so I thought I'd restrict myself a little more and that seemed like a reasonable alternative. I will use NPC's but not master NPC's. I won't take water magic to master (won't take it above level 10, actually). Given than I make no promises about how I'll use lloyd's beacon, but it will be quite a while before my Archer has enough spell points to do anything with that anyway.

    And I will go sequentially, pretty much like you talked about before. Don't know about no reload. No shop or loot reloading, sure. But game reloading? Yikes. I'll see.

    Again, my version won't be as hard as yours. I'll look forward to your progress reports and will chime in every once in a while on mine.





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Sounds like fun!
05/01/2015, 13:32:53

    The Rock writes:

    The main reason I wanted to get an archer and paladin are for their abilities to buff and remove status ailments.

    I originally wanted to try 4 knights, but did not want to give up on wizard's eye and torch as well as other useful utility magics such as haste.

    I think this will be a much harder challenge simply because might is so weak compared to magic in this game. Weapons only become strong after you sink a lot of points into them, but that's what this this interesting!





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I've played 4 knights and a solo knight game
05/01/2015, 15:33:32

    Xanax writes:

    Took the former to about level 90 but never finished (don't remember why) and did finish the solo knight game at like level 119 (last year I think - I posted here somewhere). You're right that the lack of wizard's eye and torch is really hard to get used to. Early on I even hired the wizard's eye NPC (can't remember the name), but eventually I got used to going without it.




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And to be clear, this has been harder than either of those so far
05/04/2015, 09:29:05

    Xanax writes:

    At least as best I remember. The difference being limiting the use of NPCs to non-masters and most of all trying to go sequentially. With both of the knight games I used every trick in the book and did all the quick and easy quests early on to get some levels before I did anything really difficult. One thing I figured out was that with the NPCs in the houses in Dragonsand, you can use both the +30 well in Kriegspire AND the stats cube in the NWC dungeon to fight in Dragonsand or any town portal area or dungeons in the same.

    Basically, you start in Kriegspire with a Wind and Gate master, hit the well, town portal to New Sorpigal, fly up on the roof to get into Dragonsand, into the NWC dungeon, hit the cube, then fly to the houses in Dragonsand. Then you exchange both NPC's for fresh versions from the houses and TP to wherever you want to go.

    This game has been really hard without any of that and trying to stick to the sequence. The Temple of Tsantsa in Bootleg took me 2 full days and many, many trips. The baa temple in Ironfist was a lot of work also. Level 15 now; it's getting a little better.





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Part 1 - character creation and thoughts on playstyle
05/01/2015, 13:15:51

    The Rock writes:

    A further note - Unlike before, I will not be playing through the game sequentially. HOWEVER, my goal is still to clear all dungeons and lands of monsters (eventually) rather than simply winning the game. Therefore, I will be leveling a lot and have a lot of fun testing out all the weapons in MM6.

    I started the game giving the Knights Bow/Disarm, Bow/shield, the Archer chain/axe, and the paladin body, and shield as well as tweaking the stats for everyone.

    The start is quite straightforward. I travelled first to Ironfist to grab bow for everyone, then cleared New Sorpigal including Abandoned Temple and Goblinwatch. Then I cleared Ironfist area of pesky acolytes and lizard archers.

    This allowed me to train to level 5 and get expert bow for everyone, disarm trap on knight 1, as well as expert water for archer.

    Mist was next on my list, and I enjoyed a change of scenery. There is something about the Misty islands that make me happy.

    I collected a whole inventory of herbs and potions from questing and mixed 4 black potions of might, endurance, and accuracy.

    Bootleg bay is next on my list, and I was fortunate to snag water walk from the magic store in Mist. If I hadn't gotten that, I would've had to waste my fly scroll in Bootleg Bay.

    Using water walk, I visited the shrine of might in January and got the +10 bonus for all. I doubt I will visit any more shrines as it is cumbersome to have to speak with the seer first.

    Next on my agenda is Free Haven to get Knight promotion as well as complete the only quest that requires NPC, the cleric promotion. Free Haven also had some excellent weapons.

    (My apologies for the hastened updates. This is just to bring my party up to progress. My next update will be much more exciting!)






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Looking forward to more updates. Didn't mean to step on your thread.
05/05/2015, 15:21:28

    Xanax writes:





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