Might & Magic6 - Enchantments, What are They?

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Hi,
Geeze...I can't believe I can't figure out what ENCHANTMENTS are or how
they are used, and my team is at level 50? Where are they and how do
you get them. I guess I really missed something here!
Thanks or any help.
Tucsonjim
 
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Gabriele,
Cool, thanks for the help. So, it can be used on rings, amulets,
weapons and armour. Is that it or can it be used on other things?
Thanks
Jim
 
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On that special day, tucsonjim, (jim@kanewebdesign.com) said...

> Hi,
> Geeze...I can't believe I can't figure out what ENCHANTMENTS are or how
> they are used, and my team is at level 50? Where are they and how do
> you get them. I guess I really missed something here!

Cast Enchant and the choose a *normal* weapon in your inventory. It
will turn into a fire enchanted weapon for a given time. The rate
varies according to your fire skill, and to the degree of the
enchanter. A Master (or in MM7 and 8 a Grand Master) can cast permanent
spells.

This allows for unlimited money. Beat some simple monsters, loot them
for plain weapons (or buy them), cast perma-Enchant, sell to shops. Per
weapon +2000 gold pieces in your purse.


Gabriele Neukam

Gabriele.Spamfighter.Neukam@t-online.de


--
Ah, Information. A property, too valuable these days, to give it away,
just so, at no cost.
 
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"Gabriele Neukam" <Gabriele.Spamfighter.Neukam@t-online.de> wrote:
> On that special day, tucsonjim, (jim@kanewebdesign.com) said...
>
> > Hi,
> > Geeze...I can't believe I can't figure out what ENCHANTMENTS are or how
> > they are used, and my team is at level 50? Where are they and how do
> > you get them. I guess I really missed something here!
>
> Cast Enchant and the choose a *normal* weapon in your inventory. It
> will turn into a fire enchanted weapon for a given time. The rate
> varies according to your fire skill, and to the degree of the enchanter.
> A Master (or in MM7 and 8 a Grand Master) can cast permanent spells.
>
> This allows for unlimited money. Beat some simple monsters, loot them
> for plain weapons (or buy them), cast perma-Enchant, sell to shops. Per
> weapon +2000 gold pieces in your purse.

I believe you're thinking of Fire Aura here. Enchant Item can be cast
on any non-enchanted wearable item of sufficient quality, and will add
a random, permanent magic effect to the item.

RelMark
 
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On that special day, RelMark, (bsmith77@dreamscape.com) said...

weapon +2000 gold pieces in your purse.
>
> I believe you're thinking of Fire Aura here. Enchant Item can be cast
> on any non-enchanted wearable item of sufficient quality, and will add
> a random, permanent magic effect to the item.

Oops, sorry you are right. I mixed them up, because both can be used
for "upgrading" items. Still, the outcome of "Enchants" are quite
unreliable. The higher the rank of the enchanter is, the higher is the
chance for a successful enchant. Failed enchants often break the item.
In MM9, the rank also is important for the *quality* of the item to be
enchanted. Higher rank allows enchanting "good" or "excellent" items.

I hope I put it right now.


Gabriele Neukam

Gabriele.Spamfighter.Neukam@t-online.de


--
Ah, Information. A property, too valuable these days, to give it away,
just so, at no cost.
 
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On 7 Jul 2005 12:03:01 -0700, "tucsonjim" <jim@kanewebdesign.com>
wrote:

>Hi,
>Geeze...I can't believe I can't figure out what ENCHANTMENTS are or how
>they are used, and my team is at level 50? Where are they and how do
>you get them. I guess I really missed something here!
>Thanks or any help.
>Tucsonjim

A couple more things that I don't think have been said:
1) Whether or not you can enchant an item depends on its value.
Really worthless junk items can't be enchanted.
2) The strength of the enchantment is dependant upon when you do the
enchanting. Enchantments cast at noon and midnight are slightly
stronger than ones cast at other times during the day. The strength
of the enchantment is directly dependent on the phase of the moon -
enchantments during a new moon are much weaker than enchantments cast
during a full moon. Also, enchantments cast on the equinox and
solstice are MUCH stronger than enchantments cast during any other
time of the year.
 
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Drocket,
Once again, thanks for the help. Luckily I (Paladin) can RAISE THE
DEAD, or my Sorcerer can cast Lloyd's Beacon and send us to a Temple
where we can be brought back to life. I'll try MM7 based on your
recommendation. Too bad that they can't make these games without
errors, but it's such a huge game that maybe it's not practical.
Tucsonjim
 
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"tucsonjim" <jim@kanewebdesign.com> wrote in message
news:1120945170.960396.164730@g44g2000cwa.googlegroups.com...
> Hey Drocket,
> Thanks, that's some really usefull information. I'll give those a try.
>
> Here's something for you. My team is at level 51 and me (Paladin) and
> my Archer both have MASTER bow so we shoot double arrows. My Sorcerer
> and Cleric are EXPERT bow so our team can be really kick-ass at times
> and usually cut most enemies down in short order. HOWERVER, in
> Kriegspire there is an toughie called Minoutar King who can cast DIE,
> and you're gone in a heartbeat.
>
> This guy is so tough that we sometimes pump arrow after arrow into him
> and hardly effect him, so we do the back up and shoot method and then
> he's a gonner, and he should be for being stupid enough to follow after
> us. I should count sometime, but I'll bet he can take maybe 50 arrows,
> and we can swat! But, if there are 3 or 4 Minotaurs after us we usually
> do as much damage as we can and then bail out. heal up and come back
> several times. I have respect for those Minotaurs.


In reading this a couple of thoughts come to mind... the first is that your
paladin, at level 51, should be able to do as much damage in one melee
attack than the entire party can do in one round with bows. With that said,
by now everybody in your party should have 2 weapons equipped (except the
cleric). Also, if you enter turn based combat your spell casters should
come more into play, being able to use magic to respond to/make attacks
with... again, your sorcerer should be able to dole out a tonne of damage.

As far as the instant death attacks and swarms of super tough monsters go...
this is pretty much something found in almost every RPG and even in the
world of "pen and paper" rpgs (computer games have to rely on this more
because there is no "Dungeon Master" to run the monsters with some smarts
and tactics). The problem is that at your level your group should be able
to down the minotaur king in 1 or 2 rounds along with pretty much any other
monster in the game and so without some kind of instant death or
incapacitating ability (erradicate/turn to stone/paralyze/etc) the game has
pretty much little to no risk for your party... if it was just a world full
of punching bag monsters you'd be walking over them all or downing them with
1 spell and that would get boring pretty fast.
 
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On Tue, 12 Jul 2005 17:50:51 GMT, "Auggie" <Imperial.Palace@Rome.com>
wrote:
>The problem is that at your level your group should be able
>to down the minotaur king in 1 or 2 rounds along with pretty much any other
>monster in the game
This is what is commonly known as 'bad game balance'.

>and so without some kind of instant death or
>incapacitating ability (erradicate/turn to stone/paralyze/etc) the game has
>pretty much little to no risk for your party...
And this is what is known as 'an even worse solution for bad game
balance'. If the problem is that monsters die to easy, why is making
your party members die too easy too a 'solution'? Fighting tough
monsters is fun, but having monsters that can just point at you and
say 'die', completely sidestepping all the time and effort you put
into leveling, building up your HP, getting better armor, etc, simply
isn't fun. If monsters are dying too easy, you either reduce the
amount of damage the players do at high levels, or you give the high
level monsters more HP. Adding unavoidable, random insta-death simply
makes the game a pain to play.

Also, in terms of 'you should be able to kill X at level Y', that
depends highly on how you've played the game. There's a lot of
strategies in MM6 that can greatly increase your power - if you know
about them. Someone who plays the game 'honestly', without checking
spoilers and hint guides, have a much harder game in store for them
than those who do.
 
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On 12 Jul 2005 09:49:27 -0700, "rcohen" <rlccohen@aol.com> wrote:

>My major complaint about MM7 is that it reduced the size of the
>dungeons. Too small. While the size of the dungeons in mm6 *were*
>pretty insane that made them very memorable imo.

Yeah, the tiny dungeons were definitely a problem with MM7. I wasn't
that big of fan of the insanely long dungeons of MM6 either, but if I
HAD to chose, I'd definitely pick too long over too short. Middle
ground is definitely the best option, though. MM8 managed to do
better, but it AGAIN managed to introduce its own problems.
 
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It did get tedious in many of the large MM6 dungeons but you did get
some type of "What the h*** was that?!?!" feeling afterwards. Even
though it had it's flaws MM6 and it's over the top ways was my favorite
of the late mm series.
 
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"Gabriele Neukam" <Gabriele.Spamfighter.Neukam@t-online.de> wrote:
> On that special day, tucsonjim, (jim@kanewebdesign.com) said...
>
> > Hi,
> > Geeze...I can't believe I can't figure out what ENCHANTMENTS are or how
> > they are used, and my team is at level 50? Where are they and how do
> > you get them. I guess I really missed something here!
>
> Cast Enchant and the choose a *normal* weapon in your inventory. It
> will turn into a fire enchanted weapon for a given time. The rate
> varies according to your fire skill, and to the degree of the enchanter.
> A Master (or in MM7 and 8 a Grand Master) can cast permanent spells.
>
> This allows for unlimited money. Beat some simple monsters, loot them
> for plain weapons (or buy them), cast perma-Enchant, sell to shops. Per
> weapon +2000 gold pieces in your purse.

I believe you're thinking of Fire Aura here. Enchant Item can be cast
on any non-enchanted wearable item of sufficient quality, and will add
a random, permanent magic effect to the item.

RelMark

The FIRE AURA spell you (and not only you, so dont take it personally please) is not as a spell in MaM6, there are nine spells of fire magic here, and theese are Fire Arrow (low dmg, low mana), Torch (magical light in dark areas as dungeons), Prot from fire (decreases damage from fire based damaging attacks and spells), Firebolt (dmg), Fireball (are of effect dmg spell), Haste (shortens time for recovery after attacks), Ring of fire (fire damaging spell, which damages everything near you) Fire blast (dmg spell which sends a waves of fire streams in front of you), Meteor shower (usable outdoors, meteors come from skies damaging huge area severely), Inferno (dmg spell, damaging all monsters in line of sight) and the last one is Incinerate (high damage spell against one target)....really in mm6 there is only enchant item from water magic (Expert: stronger enchantements; Master: able enchant weapons)

For you im reporting that fire aura has been in MM7 and 8, in 9 idk cuz i didnt played it cuz i didnt like it, but MM6 is best in my opinion i have completed it more than 5 times, the last time i done it i havent even use blasters (except for Kreegan reactor, cuz its immune to any other weps), victory party was Paladin (Hero), Knight (Champion), Cleric (High Priest) and Archmage (Sorcerrer)...hope you will enjoy the game and many many good hit

BTW i would recomend leveling one character in dark magic to maximum (60 points) it is really awesome, you can one shot even a dragon with dragon breath :) or even toxic cloud