MM6 NPCs for SSSS

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Jacko
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Re: MM6 NPCs for SSSS

Unread postby Jacko » 07 Jan 2016, 21:59

So two rings of dark magic will give what bonus? One is 50%?

It is a very interesting party, SSSS. I also considered SSDD and as u pointed out SSCC but with 1st i would miss on Dark magic later on and with 2nd elemental magic early. But there would be healing but it is ok like this now with 4 x S. My mm7 paladin friend is running DDDD atm parallelly with me.

As for NPCs i will ditch instructor and get a scholar maybe. So spellmaster + instructor as item id is costly. Later on when i jave more gold i will revert to instructor or mystic maybe.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 07 Jan 2016, 22:18

First is 50, second is closer to an extra 25. Artifacts are actually stronger as just using 1 by itself is roughly +75%.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 07 Jan 2016, 22:46

I did say healing is important. Once monsters start dealing energy damage your hp drops fast. You should be ok if you abuse Lloyd's Beacon and Town Portal, but there will be a large amount of frustration at times.

DDDD is a tough comp, but shouldn't really punish you until late. Missing out on Shrapmetal and Dragon Breath while not having good weapon skills will make killing enemies with large hp pools very hard, especially those immune to mass distortion like the guardians of VARN and Gold Dragons. I guess you could run away and Rock Blast spam them.

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 08 Jan 2016, 14:15

Pendragon cloak increases disarm skill? Any items like in mm7 that add to this skill? U were right - here cgests are nasty :(

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 08 Jan 2016, 14:29

Btw, shall i get bow skill for SSSS? or daggers? I wanted them to be pure casters but its been ages since i played mm6 and cannot remember anything.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 08 Jan 2016, 15:28

You can get bow if you want but it's not mandatory. I usually don't because Shrapmetal does physical damage. Remember master bow requires the first archer promotion.

Just get dagger to expert. The critical effect is pretty minor.

Unlike earlier games, just pump your magic skills early. I usually have dark master level 20 for all before VARN.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 08 Jan 2016, 15:29

No, but you can get gloves Of Thievery which are roughly a 50% boost.

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 08 Jan 2016, 16:08

Ok.

Can I use enchant item spell to create such gloves or monsters looting / shops? I tried to google for what properties I can get with Item Enchant but failed:( Do you know what better enchants (for SSSS) I can get with this spell ?

And one more question about ID Item skill - Master ID item will id artefacts / relics? Or do I need some item with + ID Item bonus? Or just stick to Spell Master / Scholar combo. The team will all get Master Learning before fighting the higher lvl monsters so this 10% looks negligable.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 08 Jan 2016, 16:55

Shops would sell them. I would use the 2 miscellaneous shops in Free Haven. I don't think you can enchant them as I believe Thievery is rank 4.

There should be another thread somewhere about what you can enchant to but it's rank 3 loot. Enchanting works 100% of time time once you get levels 10 water. Notable enchants are protection 10 resist all, antique 10x sell value, of doom +1 all stats/resistances/hp/sp, regeneration, and of mana (spell point regeneration)

Yes master 7 is cap for Repair and Identify. Merchant doesn't cap until 15 and Disarm doesn't cap until around 11.

Dump the scholar. The cost of master ID is not high. Just dump the points in early. Up to you if you want an instructor, duper, or Mystic as the second NPC.

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 08 Jan 2016, 17:43

You are right. Mystiç would be best for a whooping total of 7 to all magic.

speaking of which, magic that is, master water goes withou saying. Air master to as at slvl 4 only. I have noticed i use fire most. Inferno, rof, fireball and sometimes furebolt. Is it worth it to take fire to master? Or stop at expert?

Btw im not taking earth i guess.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 08 Jan 2016, 19:11

I never really find good use for Earth. Mass Distortion I'd nice for sure, but you might as well dump the points in dark and just deal the direct damage.

Fire has fire blast for melee magic damage output along with your other casters with poison spray and sparks.

Shrapmetal eventually outscales everything, but if you decide to keep your casters at around the same level, fire isn't a bad choice. Expert is worth it just for a better Torch Light.

Fire is optional and not bad, I just don't see it as optimal.

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 08 Jan 2016, 19:45

So poison spray and sparks are better options than fire? I will have to try these out. sticking to fire only atm.

Ring offire and inferno are really good and useful at lower levels.

So, my SSSS are all clvl 10 (wizard promo, cleric promo, cavalier promo, New sorpigal quests) and: 1st Master Water, 2nd and 3rd master fire, 4th expert dark for day of protection and expert air for fly. Plus some miscalenous skills at expert.

What would u suggest from there on magic - wise?

I think one will also get expert water for emergency TP and some tactical short LBs.

Expert fire for all.

Master air for all.

Rest Dark. But at lower lvls the cost of dark spell is too steep so betterto stick to elemental. I wander how long they will last?

BB and meditation pumped as I go depending on what I ran out of first. I wil ljust observe and allocate accordingly.

Master Disarm, Master Merchant, MAster ID Item, Expert perception.

Repair not necessarily.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 08 Jan 2016, 19:49

If I am running SSSS:

1 character up in water
1 character up in air
1 character up in water or fire
1 character up in miscellaneous skills, merchant disarm and identify first.
Then 1 to Light, 3 to Dark, and maybe everyone gets meditation.

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 08 Jan 2016, 20:02

I get it.

But I have decided to distribut the miscallenaus skills evenly so that not to overburden one toon: 1st M water, 2nd Master Merchant 3rd master ID Item 4th Master DIsarm and Expert perception.

Im really curious about magic. Do u go past Rank 4 in fire and Air and Water except for Master water for one toon with TP and LB?

And bb could be useful for some additional dmg absorption.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 08 Jan 2016, 20:11

Air I do because I like better Fly, Sparks, and Starburst. I normally raise it to around 10.

You can split it however you want. I find it easier to have my disarm character also have identify for once I open the chest and merchant so I don't have to move the items around, but that is mostly a playstyle choice.

If you get master water for more than 1 guy, you get 5 more beacons. This lets you set 1 in every zone you can't town portal to plus 1 for adventuring.

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 08 Jan 2016, 20:22

But higher Air only for one toon?

And u have a point about second Water Master.

Im gonna try out some item enchanting now to c what i can get.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 08 Jan 2016, 20:35

You don't need good Fly on more than 1 character.

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 09 Jan 2016, 10:32

Enchant Item in MM6 is not good at all. Consistently I get only low level enchants like +10 max to single res, +10 max HP, +12 AC once - shouldhave keep the AC ring though as my AC is nonexistant. and this ring would actually double the AC of a single toon.

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Re: MM6 NPCs for SSSS

Unread postby Arret » 09 Jan 2016, 15:51

I said the enchants are rank 3 out of 6 possible ranks, so of course they don't compare to top level. Best uses for enchant are the ones I listed earlier, plus the basic elemental enchants on weapons (which require master): 1-6 fire, 5 body, 3-4 ice, or 2-5 electric. Ice is the best but there isn't a huge difference.

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Re: MM6 NPCs for SSSS

Unread postby Jacko » 09 Jan 2016, 17:43

There is hope!

I got 2 x "of protection" on rings, so I shall keep on tyring and I will eventualy try to get two such rings for each toon.

Should I even bother with rings with +10 AC? Or get only "of protection" and "of different magic"?

I still cannot get my hamds on "disarming" gloves although I spent only a quarter or so in NH trying to shop them.

How many points in Light Magic? I want to makeone toon a specialist in Light for protection / buffing spells.


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