MM6: Spell suggestions

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Sir William S Titan
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Unread postby Sir William S Titan » 11 Jan 2008, 17:44

After you get the teleporter, just be ready to run. Run inside the shrine, and enter turn-based mode. The shrine might just give you the cover you need, for all to survive. If all survive, and you get all members to gain the bonuses, you could either try to run for the teleporter that gets you back to NS(I forget which part that is, though) or you could get yourself killed, or you could go into the NWC "secret area" and do what you want,(even just leave right away) That entering of the NWC area is, for me, just a way to put all the dragons back where they started, so I have a rather clean break to make it to the other teleporter.

Although, the above is how I did it when I decided to get the boost early in the game. I don't do it any more, since I don't care to start the game overly-powerful.
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darknessfood
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Unread postby darknessfood » 12 Jan 2008, 01:05

Well, just run to the sides and use the 1,2,3,4 buttons to select your characters quikly and press space :)
You can either agree with me, or be wrong...

Stormz30000
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Unread postby Stormz30000 » 10 Feb 2008, 08:29

If you click the wall outside on the other side of the NWC Dungeon teleporter, you teleport back to new sorpigal

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bungleau
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Unread postby bungleau » 22 Feb 2008, 00:25

I usually get down to notorious without having to kill a single peasant. And although I'm sure I'm confusing several MMs together, here's how...

1. Save the bones until you need to get down ;)
2. When you're ready, go to a Baa temple and donate. Donation there will drop your rep a notch or two below average. Donation's also cheap there...
3. In Castle Kriegspire, if my memory serves me correctly, is a guardian or curator (face on the wall) who will drop your reputation several levels if you interact with him properly. Sorry for the vagary... it's been a while since I've played.
4. Hire a pirate and/or burglar, who will each drop you a level.

Presto! Instant Notorious... or close to it! And not a peasant slain...

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Macros the Black
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Unread postby Macros the Black » 01 Nov 2008, 12:04

bungleau wrote:3. In Castle Kriegspire, if my memory serves me correctly, is a guardian or curator (face on the wall) who will drop your reputation several levels if you interact with him properly. Sorry for the vagary... it's been a while since I've played.
Both actually.
The Curator gives you a full heal for money and rep, the Guardian "reveals the secret" (i.e. teleports you to right in front of the switch that opens the last part of the dungeon) for money and rep.

As for KCSS party, I would suggest the following:

Knight:
- master learning (asap!)
- expert Disarm (rely on perception later on)
- expert sword
- expert repair
- expert merchant
- master bow (depending on how soon you do the Dragontower quests)
- master sword
- master repair
- master merchant
- master spear (won't need a shield)
- master perception
- Plate Master (not really needed until late in the game, but can be mastered easily..)
- master body building (not really needed, but you'll have alot of skillpoints to spend with your knight at this point anyway)
Put most of the remaining points into Bow or Spear..

Cleric:
- Master learning (asap!)
- Expert Body
- Expert Mind (no need to master it, ever)
- Expert Spirit
- Master Spirit (depending on how fast you do the Cleric promotions.. no more than 4 points needed)
- Expert Meditation (depending on how much you really need the mana at this point.. this is your sole healing guy)
- Master Body (wouldn't hurt to throw some extra points in, too)
- Master Meditation
- Master perception
- Master Light (but throw no more than 4 points in it, this one's going for Dark)
- Master Dark (Cleric's don't have any other good damaging spells)
- Master chain armor
- Master body building (can wait a long time)
- Master Shield (for any left over points)
Throw all the remaining points into Dark Magic..

Sorceror 1 (<- throw most of the horseshoes on this guy):
- Master learning (asap!)
- Expert Fire
- Expert Dagger
- Expert Earth
- Master Fire
- Master Meditation
- Master Water (completely optional.. if you want more Beacons)
- Master Light
- Master Dark
Throw max. ~ 10 points into Light, then focus on Dark with this one too (this one ups Light because he has the offensive Fire spells to last him until he starts catching up with Dark)
- Master Perception
- Master Leather
- Master Body Building
Every other point into Dark Magic.


Sorceror 2:
- Master learning (asap!)
- Expert Air
- Master Air (depending on promotions.. only 4 points needed, but may want to throw in some more to increase duration of Fly and to improve Starburst)
- Expert Dagger
- Expert Water
- Master Water
- Master Meditation
- Master Light (no more than 4 points, though)
- Master Dark (and a whole shitload of points in it, too)
- Master Perception
- Master Leather
- Master Bodybuilding
After that, throw every last point into Dark.

Spells you'll want to get:

Cleric, Spirit:
- Remove Curse
- Raise Dead
- Shared Life (just to quickly balance your hp's, not as main healing though)
- Ressurection

Cleric, Mind:
- Remove Fear
- Cure Paralysis
- Cure Insanity
- Telekinesis

Cleric, Body:
- Cure Weakness
- First Aid (most efficient healing spell in the game... if you've got the patience for it)
- Cure Wounds
- Cure Poison (might as well pick it up, if only so you won't have to rely on potions..)
- Cure Disease
- Power Cure
Don't think Flying Fist would be worth getting: you sole healer has better things to spend his precious SP's on. Until Dark Magic and Lloyd's Beacon, that is..

Cleric, Light:
- Day of the Gods
- Hour of Power
Just as a backup..

Cleric, Dark:
- Toxic Cloud
- Shrapmetal
- Day of Protection
- Dragon Breath (optional.. Shrapmetal is better almost everywhere)
- Armageddon

Sorcerer 1, Fire:
All of them, expert for Flame Arrow and perhaps Protection from Fire. Haste is needed once you have Hour of Power (Light).

Sorcerer 1, Air:
- Wizard Eye
- Feather Fall
- Fly
In case the other Sorceror is unconscious/dead/erradicated.

Sorcerer 1, Water:
- Awaken
- Town Portal
- Lloyd's Beacon
In case you master Water with one as well, also get:
- Enchant Item

Sorcerer 1, Earth:
- Stone to Flesh
- Mass Distortion

Sorcerer 1, Light:
- Golden Touch
- Destroy Undead (depends how high in Dark Magic this guy is by the time you're gonna do Darkmoor. Shrapmetal might be better even on those Liches)
- Day of the Gods
- Hour of Power
- Divine Intervention

Sorcerer 1, Dark:
- Toxic Cloud
- Shrapmetal
- Day of Protection
- Dragon Breath (optional.. Shrapmetal is better almost everywhere)
- Armageddon

Sorcerer 2, Fire:
- Torch Light (in case the other guy is unconscious/dead/erradicated)
- Ring of Fire (always useful, even with just 1 point in Fire Magic)

Sorcerer 2, Air:
- Wizard Eye
- Sparks (most efficient damage spell.. useful to hit enemies around a corner, or standing below you)
- Feather Fall
- Jump (depends. This spell can be bought in Mist, and is the fastest way to get to the Air Expert trainer. Mostly useless once you get Fly, though)
- Implosion
- Fly
- Starburst (Sorc. 1 uses Meteor Shower, Sorc. 2 uses Starburst)

Sorcerer 2, Water:
- Awaken
- Water Walk (to get to the expert water teacher before you have Fly. Useless otherwise)
- Ice Bolt
- Enchant Item
- Town Portal
- Lloyd's Beacon

Sorcerer 2, Earth:
- Stone to Flesh
- Mass Distortion

Sorcerer 2, Light:
- Day of the Gods
- Hour of Power
Just as a backup..

Sorcerer 2, Dark:
- Toxic Cloud
- Shrapmetal
- Day of Protection
- Dragon Breath (optional.. Shrapmetal is better almost everywhere)
- Armageddon

Give Dark Containment to the character that has the lead with Dark Magic. Not that it matters.. the spell sucks.
No character has Identify Item, because the Scholar NPC does that quite well instead ;)


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