It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Anything wrong with these 2 possibilities ?

CDDS Adelle Ciele Brissa Luna
Cleric to concentrate on all necessary tasks , disarming , percievig merchanting etc etc only realm will be Light magic where all points will go into, so by mid to end game should have massive benefits in Light, which the K P or A cant provide.

Druids for both mastery of defence and offensive spells,
1 Earth (starter) Fire , Water, Air , Body
2 Earth (starter) Fire , Air, Spirit ...both masters with dagger

Sorcerer starts with Fire All future spell points into Dark , thats reason for 2 druids
mid to end game should be outrageous with DB and SM


KCDS
Knight to do all menial tasks , no magic so can concentrate on Body building and weapon.
I have been thinking that Master Dagger should be the only weapon, fast recovery with 2 Mordreds should be as good as other Artifact weapons .. so only 1 weapon skill to concentrate on ... is this logical or would i regret it later ?

Cleric same as above
Druid as above but with more spread neded
Sorcerer dito as above

Am a little prejudiced against Paladins or Archers, neither as good as Knight in hit points and seem to get and have few spell points throgh out the game... is this logical ?
If I did pick both as in the starting party what about master dagger for both ?

Cheers
Lambetha
No posts in this topic were marked as the solution yet. If you can help, add your reply
You should mention which game you are talking about. There are 10 games in the series, 9 of which are available on this website (counting Xeen as two separate games and not counting Swords of Xeen), and this forum covers all of them.
avatar
dtgreene: You should mention which game you are talking about. There are 10 games in the series, 9 of which are available on this website (counting Xeen as two separate games and not counting Swords of Xeen), and this forum covers all of them.
Sorry, thought it was a given since BOTH Light and Dark would be used
and the fact that I mentioned Mordred
MM6
Both these parties are fine for MM6.

You will have enough skill points to play around with various skills. But I'd say that Clerics and Druids are better to go with Maces, and Knights - with Axes or Spears. Daggers' damage doesn't scale with skill level, daggers are good weapons for sorcerer and only because sorcerer doesn't have much choice.

Body Building is good investment for any class in MM6, especially for sorcerers, because they are the weakest class in terms of survivability.
First, the obvious question. I assume you'll be glitching, probably through the Seer, to get all these extra copies of Mordred?
The cleric in either party will have to pick a different weapon (almost certainly Mace + Shield), since clerics can't use daggers.

Other thoughts, in no particular order and most of which you probably already know:
-Either party should be able to get through the game fine. Some of the heavy melee areas will be more challenging with the caster party, though, especially early.

-The biggest two problems you may have is everyone having low hp and everyone wanting the same pieces of equipment.

-I'd suggest mastering Spirit for all those that are able, since you can do that at skill level 4. Having only one character spend points beyond that is fine, but cheap mastery is a good investment in case the primary spirit user is eradicated. Similar story with Air, again because it is cheap.

-Knights have better weapon choices and more HP, but Paladins bring another healer and debuff remover to the fight.

-Spell point expenditures, especially for the Sorcerer, are going to be outrageous. Frequent Dragon Breath will clear a room, but it will also clear a mana pool. You'll either be resting a lot, using a lot of items, or teleporting to drink from a recovery fountain a lot.

-I'd suggest mastering Body for everyone that can do it, for the increased punch on the healing spells (especially Power Cure). With 2-3 people able to cast that, the MP load is shared and you can cast it more often. No real need to add more points beyond the minimum needed to master it, especially with multiple casters.

-For any school that offers debuff curing spells (besides Divine Intervention from Light), then have at least two different people master that school. If only one does, then you'll have to take extra steps to get it cured.

-Naturally, almost none of this matters in the very end game. Blasters > all.

-Be wary of a bug that may come up while using a high powered Day of the Gods. If a character with > 400 in any of their seven primary stats gets hit while in real time, the game will crash (getting hit in turn based is fine, getting hit while all stats < 400 is fine). I have no idea if Greyface fixes this, or if you are even planning to use Greyface.
Druids in MM6 are always good.
Elemental Magic is usually just as good offensively as Light or Dark--- and a lot less expensive in Blue Goo.
The Cleric can cast the protective spells from Light and Dark.

I would add more constitution points to one Druid in the party creation page. Three weak players can be done--- did it with Sorcerers. But it gets tedious at the beginning.
Druids require a lot of skill points. So I would concentrate on schools in each that are complementary.

Knights in MM6 go from keeping everyone alive until around level 20 to a repository of health points for Shared Lives.
Post edited March 28, 2017 by macAilpin
avatar
Bookwyrm627: -Be wary of a bug that may come up while using a high powered Day of the Gods. If a character with > 400 in any of their seven primary stats gets hit while in real time, the game will crash (getting hit in turn based is fine, getting hit while all stats < 400 is fine). I have no idea if Greyface fixes this, or if you are even planning to use Greyface.
That bug was fixed in one of earlier official patches, so now you can have extremely high stats and game will never crash :))
avatar
Sarisio: That bug was fixed in one of earlier official patches, so now you can have extremely high stats and game will never crash :))
Was it? I seem to recall having to take off some stat buff items in my last play through to avoid it, but its been awhile and maybe I'm misremembering.
avatar
Bookwyrm627: Was it? I seem to recall having to take off some stat buff items in my last play through to avoid it, but its been awhile and maybe I'm misremembering.
I was running Hive when bored, so my characters got quite an inflated stats (basically, you clear Hive, go to train, and Hive is fully repopulated, so you clear it again, etc.). I never had crashes. And one of many reasons why I love this game is that you can always make your characters even MORE powerful :) Level-ups, horseshoes, shrines, cauldrons, etc.

You probably played original 1.0 version, official patch 1.1 or 1.2 (not sure which exactly) fixed crashes because of high stats.
avatar
Sarisio: I was running Hive when bored, so my characters got quite an inflated stats (basically, you clear Hive, go to train, and Hive is fully repopulated, so you clear it again, etc.). I never had crashes. And one of many reasons why I love this game is that you can always make your characters even MORE powerful :) Level-ups, horseshoes, shrines, cauldrons, etc.
Eh. By the time I can run the hive, I've got 4 blasters and it is merely an exercise in remembering to release and then hold down the "Kill" button again after I start pushing the "Walk" button. Stats don't mean much at that point. ;)
avatar
Sarisio: You probably played original 1.0 version, official patch 1.1 or 1.2 (not sure which exactly) fixed crashes because of high stats.
Which one is the default GOG version? That's what I played most recently (which wasn't very recent).
Be aware that a knight dual-wielding daggers won't do more damage with them than a druid with the same stats.
avatar
Bookwyrm627: Eh. By the time I can run the hive, I've got 4 blasters and it is merely an exercise in remembering to release and then hold down the "Kill" button again after I start pushing the "Walk" button. Stats don't mean much at that point. ;)
I pretend to think that blasters don't exist for various personal reasons. Also, you can never become too powerful unless you can 1-shot any monster, including "that one" in Temple of the Snake :) Sadly, it isn't possible to achieve such high stats to accomplish this task.

Also, it is fun to spam Dragon Breath, but you need to be at very least Lv.100+ to start seeing how fun it might be :))) Dark Containment is even funnier to spam, but is far more expensive. Of course, eventually it all starts becoming boring, I wish MM6 had more super bosses.
avatar
Bookwyrm627: Which one is the default GOG version? That's what I played most recently (which wasn't very recent).
It is 1.2 with some Grayface' fixes (namely - fix for one of the dungeon in Frozen Highlands which became inaccessible in one of official patches). Perhaps you had some other strange bug or misremember something. I had problems with crashes because of inflated stats in 1.0 version, so I know such problem existed. Patch 1.1 notes say:

"Problems with skills boosted over 60 by items have been fixed, as well as crash bug with characters with high stats."
avatar
Bookwyrm627: Eh. By the time I can run the hive, I've got 4 blasters and it is merely an exercise in remembering to release and then hold down the "Kill" button again after I start pushing the "Walk" button. Stats don't mean much at that point. ;)
avatar
Sarisio: I pretend to think that blasters don't exist for various personal reasons. Also, you can never become too powerful unless you can 1-shot any monster, including "that one" in Temple of the Snake :) Sadly, it isn't possible to achieve such high stats to accomplish this task.

Also, it is fun to spam Dragon Breath, but you need to be at very least Lv.100+ to start seeing how fun it might be :))) Dark Containment is even funnier to spam, but is far more expensive. Of course, eventually it all starts becoming boring, I wish MM6 had more super bosses.
avatar
Bookwyrm627: Which one is the default GOG version? That's what I played most recently (which wasn't very recent).
avatar
Sarisio: It is 1.2 with some Grayface' fixes (namely - fix for one of the dungeon in Frozen Highlands which became inaccessible in one of official patches). Perhaps you had some other strange bug or misremember something. I had problems with crashes because of inflated stats in 1.0 version, so I know such problem existed. Patch 1.1 notes say:

"Problems with skills boosted over 60 by items have been fixed, as well as crash bug with characters with high stats."
Thank you all for the input.
Wasn't to sure which way to go so tried both parties before getting to far into the game.
Gave letter, caught stage to IF , got bow skill etc, gave letter for reward, visited guilds.
Caught boat to MI, bought better elemental skills, got wizard promotion quest and back to NS to start from beginning.

The CDDS party very powerful already, as well as being able to shoot now, cleaning all rooms easily with fire spells etc
In short finished all of NS without to many problems while still at level 1.

KCDS almost as good , same strategy, finished NS with the knights only benefit (so far) is learning all the menial skills, so far she's not had to do much fighting as not much has got into melee range.

Me thinks that the magic party will probably be to powerfull thru the game.
Since the Cleric will stay at 1 for body magic she'll get master mace, shield,chain,body merchant and will still have a ton of points for Light magic

Benefit of keeping the Knight party is that I'll at least be able to use some of the artifact weapons and armour later in the game.
I understand now why the designers picked PACS for the default party

Lambetha
Does anyone have any advice on running a PADS (Pal, Arc, Dru, Sor) party?
avatar
Elrood: Does anyone have any advice on running a PADS (Pal, Arc, Dru, Sor) party?
Basically same advice as above. The Druid should basically take over for the Cleric, letting sorcerer and archer handle primary/secondary elemental magic. Or possibly dedicate Paladin to one of the self magics (and let him fill the Mind gap), split Druid between other self magic (body or spirit) and some elemental magic, archer takes the rest of the elemental magic, leaving sorcerer as the light/dark magic user (since he's the only one who use them).