MM6: Weakness is certainly a NASTY status ailment...
- UndeadHalfOrc
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MM6: Weakness is certainly a NASTY status ailment...
I'm playing a MM6 game using this party (A-A-S-S) and as I found out, not only does this status halves damage done by swords, axes etc, but also bows and spells!
My fireballs (fire level 7) only did 6 or 7 damage to Ogres and my +4 bows did about the same.
Good thing it's also one of the easiest to cure. cured by simply resting (I don't have town portal or lloyd's yet)
Does the FEAR status cause any other nasty thing other than lower some stats?
My fireballs (fire level 7) only did 6 or 7 damage to Ogres and my +4 bows did about the same.
Good thing it's also one of the easiest to cure. cured by simply resting (I don't have town portal or lloyd's yet)
Does the FEAR status cause any other nasty thing other than lower some stats?
Last edited by UndeadHalfOrc on 03 Jul 2010, 20:59, edited 1 time in total.
I don't know about Fear, but the "nastiness" of Weakness as you put it, is one reason I never use the Haste spell, or that Light Magic spell that includes Haste (which would be a great spell if not for putting in Haste, rendering it totally useless to me!)
Haste just about always wears off on you in the middle of intense combat. And THEN what the heck do you do, with four weakened characters, surrounded and being pummeled to death?
You either retreat or you try to stay alive until your cleric/druid can cast FOUR SEPARATE Cure Weakness spells.
I hate it! Good as Haste is, it's just not worth that gods-cursed Weakness!
Haste just about always wears off on you in the middle of intense combat. And THEN what the heck do you do, with four weakened characters, surrounded and being pummeled to death?
You either retreat or you try to stay alive until your cleric/druid can cast FOUR SEPARATE Cure Weakness spells.
I hate it! Good as Haste is, it's just not worth that gods-cursed Weakness!

AFAIR, weakness also halves something else, I don't remember clearly, maybe chance to hit.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- GreatEmerald
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Using team without healer, complicates gameplay, but if you want to play without healer, weaknes make life harder.
Aboout haste. Weaknes is nasty side effect but its bonus is just too great to ignore imo. If i am not mistaking for faster weapons bonus is even greater since scale is not linear, also it is just a matter of remebering to recast it. In worst case scenario just use temple.
Aboout haste. Weaknes is nasty side effect but its bonus is just too great to ignore imo. If i am not mistaking for faster weapons bonus is even greater since scale is not linear, also it is just a matter of remebering to recast it. In worst case scenario just use temple.
- UndeadHalfOrc
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Precisely: with 4 elemental casters I ALWAYS have someone with mana available to cast it, 5 mana is cheap, I just need to remember to cast it, ugh.
BTW it's one of the first time I hire a Healer NPC, especially from the start of the game. I'd hire a Expert Healer to get rid of statuses, but I'm poor at that point; Healer takes 5% and Expert Healer takes 20%, and I have a good supply of Restoration potions, and I buy Clerical magic scrolls whenever they show up in shops.
Next game I'm trying the opposite. Knight-Paladin-Paladin-Cleric!
BTW it's one of the first time I hire a Healer NPC, especially from the start of the game. I'd hire a Expert Healer to get rid of statuses, but I'm poor at that point; Healer takes 5% and Expert Healer takes 20%, and I have a good supply of Restoration potions, and I buy Clerical magic scrolls whenever they show up in shops.
Next game I'm trying the opposite. Knight-Paladin-Paladin-Cleric!
KPPC means no Fly without hiring an Air Master, no teleport without hiring a Gate Master, (and still no Lloyd's Beacon even then), VERY dark dungeons unless you can find enough Torch scrolls, and you travel blind unless you hire a Cartographer (for Wizard Eye.)
It's doable, but why would you want to? People have already claimed the no-prize for being able to say "I did it - I proved it's possible."
It seems to me like it would just be tedious, but hey, whatever floats your boat.
It's doable, but why would you want to? People have already claimed the no-prize for being able to say "I did it - I proved it's possible."
It seems to me like it would just be tedious, but hey, whatever floats your boat.

- UndeadHalfOrc
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- UndeadHalfOrc
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>>>It's doable, but why would you want to? People have already claimed the no-prize for being able to say "I did it - I proved it's possible."
For the heck of it, I guess.
For the heck of it, I guess.

That's in MM7-8. In MM6 yellow potions are energy potions (give a boost to stats), so if you don't have a cleric/druid/paladin, your only options in dungeons are to sleep it off, use a white Restoration potion, carry enough Cure Weakness scrolls (unlikely), or have an Expert Healer NPC.Variol wrote:If you cast hour of power at high level, haste is worth it. It only takes a yellow potion to cure or cure weakness spell.
It's shame that Weakness doesn't wear off after 6 hours as `Haste` description says. In other hand probably no one will wait. 

You can renew it anytime until it has gone (and made you weak).BMJedi wrote:Haste just about always wears off on you in the middle of intense combat.
+1GreatEmerald wrote:Revitalise sounds so much better than just Cure Weakness
- Sure Valla
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Being Cursed is far more enoying then being weak, maybe half spell is nasty I know BUT If cursed there is a chance of i believe 50% failure of the cast, so if you compare them:
lets take fireball of 10 damage:
Under weakness 50%: 5 Damage.
Under curse, 50% chance to cast 10 damage. That means you have a 1 on 2 chance that you WILL do 10 damage, and under weakness you always do 50%, so actully its pretty equil.
Only when offensive casting spells, failing with Beacon or Town portal sucks
lets take fireball of 10 damage:
Under weakness 50%: 5 Damage.
Under curse, 50% chance to cast 10 damage. That means you have a 1 on 2 chance that you WILL do 10 damage, and under weakness you always do 50%, so actully its pretty equil.
Only when offensive casting spells, failing with Beacon or Town portal sucks

- UndeadHalfOrc
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What sucks the hardest is failing with Remove Curse. This gets frustrating in a hurry, and can be killer somewhere like the mountains near White Cap when it happens while you're being mobbed by harpies. Remove Curse seems to have a longer recovery than Cure Weakness too.Sure Valla wrote:Being Cursed is far more enoying then being weak, maybe half spell is nasty I know BUT If cursed there is a chance of i believe 50% failure of the cast, so if you compare them:
lets take fireball of 10 damage:
Under weakness 50%: 5 Damage.
Under curse, 50% chance to cast 10 damage. That means you have a 1 on 2 chance that you WILL do 10 damage, and under weakness you always do 50%, so actully its pretty equil.
Only when offensive casting spells, failing with Beacon or Town portal sucks
- Macros the Black
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In MM6, harpy witches will curse all four of your party members at range. (I'm not sure if Grayface's patch changes that - the latest Grayface patch DOES change it in MM7 - thank you Grayface!)Macros the Black wrote:You're probably not supposed to keep casting cure curse. Instead, you should just use your bows to kill harpies then cast it when they're dead...
Once everyone in your party is cursed, bows don't do much good. You'll just keep missing. The harpy witches are much more vulnerable to melee, so I usually wait until I get to high enough level to get Fly, and a whole bunch of hit points, and enough greens and purples to make a helluva lot of Restoration potions.
It's because of the IMO-unfair ranged curse spells that I usually don't get my clerics promoted until mid to late game in MM6. I think you'd be better off to just take two druids and concentrate one of them on elemental magic and the other one on spiritual magic.
"Any sufficiently advanced technology is indistinguishable from magic." - Arthur C. Clarke, "Clarke's Third Law".
- UndeadHalfOrc
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