Posted August 07, 2022
Hello all,
Major thanks for everyone who helped answer my newbie questions in previous posts!
Party Update
From just what looks like only a week or two ago, I've majorly progressed in the game (that is, from level 1 where I was at before), and now have a level 32 party. I'm dipping in and out through the fourth column/quadrant on the map (from the left) - Blackshire, Kriegspire, etc. My party is KCSS, and after some initial skill mishaps, K has basically become my skill slave while everyone else is concentrating on magic more or less. Sorc1 is an air master with all the spells; Sorc2 is 1 level away from Water Master (can't find Lloyd's Beacon though), Cleric is 1 level away from Body Master. I haven't gone past any level past the bare minimum for any skill to reach the next tier (i.e. Air is still at 7 which is required for Master, Knight Merchant level 7, etc). I'm definitely majorly abusing kiting and walls, and as I'm drudging through the worst dungeon I've ever encountered (Castle Darkmoor), I'm often jutting out to draw our lightning bolts, running and shooting with 4 arrows and going back behind cover. It works, for sure, but takes hella long!
I'm rockin' the grayface patch and mouse screen for flying is a treat. Also HUGE shoutout to whoever put mm6.wiki together - it is a lifesaver!
Intermediate (?) Questions
(though some are still quite newbie questions I'm sure!)
Anyway, as I'm a bit into the, I'm wondering if you kind folk might be able to advise me further.
1. Armor 'Reduce Recovery Penalty' Master Bonus
OK, just going to come out with a dumb question that I cannot for the life of me find online. What the hell does this mean? What is the recover penalty elimination? Is it:
a) Armor slows you down so it eliminates the speed reduction bonus
b) When you get hit it takes you longer to 'reload' a spell or attack and it eliminates undue 'reload' reduction
c) Wearing any armor just delays your 'reload' time and mastery thus makes it as it you were not wearing any armor at all and gives you the fastest 'reload' time?
I feel so dumb for not really understanding this and I can't find it anywhere.
2. Armor Skills for anyone but your main character
I suppose this might be obvious once I know the answer to 1. above, but in any case: currently my Knight does everything for me - opens chests, IDs, repairs, etc, and so I'm usually on his portrait when doing everything. Naturally I'm going for plate master because whatever the answer is to 1., it will be beneficial. Is it worth getting mastery for armor for my magic users?
3. Weapon Mastery for Magic Users
Somewhat related, it is worth putting points into dagger, mace, etc for my magic users? I know greater expertise means better damage and what not, so I guess the question is really where there be scenarios where everyone doing decent melee damage will be critical? (I guess a certain type of dungeoun or monster where magic is greatly nerfed).
4. How High to Go With Bow?
I heavily, heavily rely on bow for everyone - I have mastery on all 4 characters. I tend to use them with magic users a lot too because my mana runs out quickly. Do I keep adding points here? Is level 8 fairly sufficient and it's better to put points into magic? How about my knight who non-magic - worth adding more past 8? I almost never melee anything btw unless I'm absolutely forced to, but I'm feisty so this almost never happens.
5. Good Spells vs. Mana
I have both sorcs at expert in light and dark, and pretty much 1 each master for air/water. The good spells are awesome, and help me take down the annoying AF eyes in darkmoor, but I get depleted so quickly. What to do? All magic users are meditation masters at level 7. Is it best practice to use super good spells, blow your mana and rest, or 'medium strength medium cost' spells so you can do them more often or.. basically how do you practically play mid/late game magic users? My Cleric often uses bow because I want to save his magic for status ailments and healing.
6. Light vs Dark vs other
So practically speaking, how many points do I pour in light and dark from here? Or any other magic to pour more points in? I guess I'm just having trouble conceptualizing for any skill the cost/benefit of pouring points into them once you obtain mastery, so I could use some general tips for where to put points for the entire party (KCSS)
7. Best Way to Get to Saintly?
I have read a few things online about how certain quests will raise your rep and bards will increase it 1 level, etc but.. am I just way too early at level 32 to be entertaining thoughts of light mastery? I am usually at 'average' or sometimes barely over 'respectable' and I seeing these tiers, it's currently unimaginable for me to think about how to get saintly from here.
8. Master Merchant on Everyone?
I read it's good to have merchant on all characters, and not knowing why, I did that. I then found the reason that essentially leveling at higher levels is stupidly expensive. In that case, should I be aiming for level 7 master merchant for all characters?
9. Free Money $$
OK, this might be common knowledge, but essentially when you're a water master you can just gain a lot of money by enchanting vanilla islands and selling them for much higher price, correct? Excited to get into this racket in 1 level on my sorc...
10. Lloyd's Beacon
Eagerly searching for this last water spell to go along with my soon-mastery, but just want to know how people are using this usually. Is it basically to drop beside a tavern and when you're in a hard dungeon to just keep dipping back and resting? Is there another use for it?
Major thanks for everyone who helped answer my newbie questions in previous posts!
Party Update
From just what looks like only a week or two ago, I've majorly progressed in the game (that is, from level 1 where I was at before), and now have a level 32 party. I'm dipping in and out through the fourth column/quadrant on the map (from the left) - Blackshire, Kriegspire, etc. My party is KCSS, and after some initial skill mishaps, K has basically become my skill slave while everyone else is concentrating on magic more or less. Sorc1 is an air master with all the spells; Sorc2 is 1 level away from Water Master (can't find Lloyd's Beacon though), Cleric is 1 level away from Body Master. I haven't gone past any level past the bare minimum for any skill to reach the next tier (i.e. Air is still at 7 which is required for Master, Knight Merchant level 7, etc). I'm definitely majorly abusing kiting and walls, and as I'm drudging through the worst dungeon I've ever encountered (Castle Darkmoor), I'm often jutting out to draw our lightning bolts, running and shooting with 4 arrows and going back behind cover. It works, for sure, but takes hella long!
I'm rockin' the grayface patch and mouse screen for flying is a treat. Also HUGE shoutout to whoever put mm6.wiki together - it is a lifesaver!
Intermediate (?) Questions
(though some are still quite newbie questions I'm sure!)
Anyway, as I'm a bit into the, I'm wondering if you kind folk might be able to advise me further.
1. Armor 'Reduce Recovery Penalty' Master Bonus
OK, just going to come out with a dumb question that I cannot for the life of me find online. What the hell does this mean? What is the recover penalty elimination? Is it:
a) Armor slows you down so it eliminates the speed reduction bonus
b) When you get hit it takes you longer to 'reload' a spell or attack and it eliminates undue 'reload' reduction
c) Wearing any armor just delays your 'reload' time and mastery thus makes it as it you were not wearing any armor at all and gives you the fastest 'reload' time?
I feel so dumb for not really understanding this and I can't find it anywhere.
2. Armor Skills for anyone but your main character
I suppose this might be obvious once I know the answer to 1. above, but in any case: currently my Knight does everything for me - opens chests, IDs, repairs, etc, and so I'm usually on his portrait when doing everything. Naturally I'm going for plate master because whatever the answer is to 1., it will be beneficial. Is it worth getting mastery for armor for my magic users?
3. Weapon Mastery for Magic Users
Somewhat related, it is worth putting points into dagger, mace, etc for my magic users? I know greater expertise means better damage and what not, so I guess the question is really where there be scenarios where everyone doing decent melee damage will be critical? (I guess a certain type of dungeoun or monster where magic is greatly nerfed).
4. How High to Go With Bow?
I heavily, heavily rely on bow for everyone - I have mastery on all 4 characters. I tend to use them with magic users a lot too because my mana runs out quickly. Do I keep adding points here? Is level 8 fairly sufficient and it's better to put points into magic? How about my knight who non-magic - worth adding more past 8? I almost never melee anything btw unless I'm absolutely forced to, but I'm feisty so this almost never happens.
5. Good Spells vs. Mana
I have both sorcs at expert in light and dark, and pretty much 1 each master for air/water. The good spells are awesome, and help me take down the annoying AF eyes in darkmoor, but I get depleted so quickly. What to do? All magic users are meditation masters at level 7. Is it best practice to use super good spells, blow your mana and rest, or 'medium strength medium cost' spells so you can do them more often or.. basically how do you practically play mid/late game magic users? My Cleric often uses bow because I want to save his magic for status ailments and healing.
6. Light vs Dark vs other
So practically speaking, how many points do I pour in light and dark from here? Or any other magic to pour more points in? I guess I'm just having trouble conceptualizing for any skill the cost/benefit of pouring points into them once you obtain mastery, so I could use some general tips for where to put points for the entire party (KCSS)
7. Best Way to Get to Saintly?
I have read a few things online about how certain quests will raise your rep and bards will increase it 1 level, etc but.. am I just way too early at level 32 to be entertaining thoughts of light mastery? I am usually at 'average' or sometimes barely over 'respectable' and I seeing these tiers, it's currently unimaginable for me to think about how to get saintly from here.
8. Master Merchant on Everyone?
I read it's good to have merchant on all characters, and not knowing why, I did that. I then found the reason that essentially leveling at higher levels is stupidly expensive. In that case, should I be aiming for level 7 master merchant for all characters?
9. Free Money $$
OK, this might be common knowledge, but essentially when you're a water master you can just gain a lot of money by enchanting vanilla islands and selling them for much higher price, correct? Excited to get into this racket in 1 level on my sorc...
10. Lloyd's Beacon
Eagerly searching for this last water spell to go along with my soon-mastery, but just want to know how people are using this usually. Is it basically to drop beside a tavern and when you're in a hard dungeon to just keep dipping back and resting? Is there another use for it?