Enchant item spell (specifically mm7)

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

Moderator: Moderators

ancistrus
Leprechaun
Leprechaun
Posts: 12
Joined: 26 Sep 2010

Enchant item spell (specifically mm7)

Postby ancistrus » Nov 26 2013, 16:06

It is really frustrating that after all those years I still do not understand how this spell works, does someone have a good guide to it? Preferably something as in-depth as Greyface's page on game mechanics?


Anyway, I am asking, because I am trying to decide whether I really need a sorcerer (zauberer, heh) and it boils down to this spell.

User avatar
Arret
Hunter
Hunter
Posts: 540
Joined: 12 Oct 2011

Postby Arret » Nov 27 2013, 1:21

Isn't it just random level 3 enchant at master and random level 4 enchant at grandmaster?

ancistrus
Leprechaun
Leprechaun
Posts: 12
Joined: 26 Sep 2010

Postby ancistrus » Nov 27 2013, 3:25

Arret wrote:Isn't it just random level 3 enchant at master and random level 4 enchant at grandmaster?

I dont even know what a level x enchant is.

User avatar
Arret
Hunter
Hunter
Posts: 540
Joined: 12 Oct 2011

Postby Arret » Nov 27 2013, 6:14

The cluebook should have most of this, but I don't have mine nearby.

Items are level 1-6. Better shops/monsters sell/drop higher level gear.
The easiest way to understand the armor levels is based on the ore (there are 6 levels of ore, each of which corresponds to a specific item level).

Level 3 is +6-12 armor/stat/skill/resistance.
Level 4 is +10-18 armor/stat/skill/resistance

Things to look out for:
Of armsmaster (natural items are capped fairly low, I think it's 12, but you can enchant to 17).
Of identify item (+ID item skill), although you can find better eventually
Of alchemy (each stat point is added to the power of a potion when created from a pure ingredient), although you can find better eventually
Of protection (+10 resist all). This one is my personal favorite.
Of the storm (20 air resistance and shielding, GM only)
Shielding (reduce half damage from ranged)
Of doom (+1 all stats, resists, hp, sp)
Of hit points
Of spell points
On weapon enchants you can only have the basic enchants (demon slaying, 1-6 fire, 5 body, etc), and not the better ones (2-12 fire, 8 body) or the top level ones (3-18 fire, 12 body). See the fire aura spell for a better idea of how this works.

Ones that may look good but usually aren't:
Of identifying +3 id monster and +3 id item (skill bonuses don't stack)
Of Wizards (+5 personality and +5 intellect, mildly useful for rangers and druids, terrible for anyone else because you can enchant better directly to the raw stats and getting +spell points is better anyway unless you are trying to meet a stat requirement for training, e.g. 50 intellect for learning master).
Of endurance
Of personality
Of intellect

Most stats fall off of usefulness after about 25 and you can find better equivalent items.

User avatar
Arret
Hunter
Hunter
Posts: 540
Joined: 12 Oct 2011

Postby Arret » Nov 28 2013, 1:18

Forgot a few notables:
Of recovery (reduce weapon recovery speed)
Of regeneration (+1 hp every 5 minutes)
Of mana (+1 sp every 5 minutes)

Also, the general rule is yes, use a sorcerer.
The best team is generally considered to be:
Knight
Cleric
Sorcerer
Anything (What the last spot is gets argued a fair amount here and can be filled with anything other than a Ranger.)

You can beat it with any combination, but that is considered the easiest over the course of the whole game.

BoardGuest808888
Round Table Knight
Round Table Knight
Posts: 506
Joined: 06 Jan 2006

Postby BoardGuest808888 » Dec 13 2013, 6:38

IIRC there is something with "of vampiric" weapon if u go with dark magic.

User avatar
tolich
Spectre
Spectre
Posts: 745
Joined: 10 Jan 2009
Location: Minsk, Belarus

Postby tolich » Dec 13 2013, 19:16

Yes it is. But it's off topic, it's hardly `Enchant Item` spell effect.


Return to “Might and Magic”

Who is online

Users browsing this forum: Bing [Bot], Google [Bot] and 9 guests