Which is best? MM6 or MM7?

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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darknessfood
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Unread postby darknessfood » 08 Jul 2007, 21:21

DaveO wrote:I found the starter dungeons not too bad in MM6. The first places in New Sorpigal and Castle Ironfist are still quite memorable for me. I truly think the game 'takes off' after the starter dungeons. About 1/4 to 1/3 of the areas can be done with a low level party armed with bows and using only a Teacher/Instructor combo to get experience to advance upwards.
Just get yourself some money, bodybuilding @ expert and 2 teachers (15%experience, 2 times makes 30%), then stick your investments in a dark magic character and begin to cast armageddon. See your xp rising and so your level :).

I truly think that's the easyest way :)

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Omega_Destroyer
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Unread postby Omega_Destroyer » 08 Jul 2007, 21:23

That doesn't really work if you are going for a good reputation.

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Unread postby darknessfood » 08 Jul 2007, 21:31

Omega_Destroyer wrote:That doesn't really work if you are going for a good reputation.
Well, i think the rep can be saved after you spent in jail. You sweep some lands with stronger creatures (paradise valley,blackshire,dragonsand, and that one withe the devils where i cannot seem to remember the name from :P) Then gather all the loot (especialy relics and artefacts) go to a castle and go to jail. POOF away your evil rep ;)

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Unread postby Omega_Destroyer » 08 Jul 2007, 21:33

The devils are called Kreegans.

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darknessfood
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Unread postby darknessfood » 08 Jul 2007, 21:34

Omega_Destroyer wrote:The devils are called Kreegans.
And the place was called weet water i think. But the tactic works for me :)

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Unread postby HodgePodge » 08 Jul 2007, 22:05

darknessfood wrote:
DaveO wrote:I found the starter dungeons not too bad in MM6. The first places in New Sorpigal and Castle Ironfist are still quite memorable for me. I truly think the game 'takes off' after the starter dungeons. About 1/4 to 1/3 of the areas can be done with a low level party armed with bows and using only a Teacher/Instructor combo to get experience to advance upwards.
Just get yourself some money, bodybuilding @ expert and 2 teachers (15%experience, 2 times makes 30%), then stick your investments in a dark magic character and begin to cast armageddon. See your xp rising and so your level :).

I truly think that's the easyest way :)
darknessfood wrote:
Omega_Destroyer wrote:That doesn't really work if you are going for a good reputation.
Well, i think the rep can be saved after you spent in jail. You sweep some lands with stronger creatures (paradise valley,blackshire,dragonsand, and that one withe the devils where i cannot seem to remember the name from :P) Then gather all the loot (especialy relics and artefacts) go to a castle and go to jail. POOF away your evil rep ;)
It's only when you kill innocent Peasants that impacts your Reputation negatively, whether you use Armageddon or any other method. Remember, your jail sentence is a FULL YEAR game time.

If you're not interested in a high score then going to jail for a year is acceptable, because a lot of areas will respawn during that time. But you don't need to go to jail at all, especially when you can donate at Temples (not at the Baa ones though) and/or hire a Bard to increase your Reputation by one full level. Then you can complete quests and enter Castles without fear of going to jail.

Also, in MM6 your characters (the ones who are allowed to learn Light & Dark Magic) can learn and Master in BOTH Paths. It's much easier to go downhill in Reputation that go up. So you may want to get your Saintly Reputation first and go become a Master in Light before you damage your Reputation to Notorious to get your Master in Dark.
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Unread postby masterpoobaa » 09 Jul 2007, 02:20

Exactly. In MM6 its pretty easy to master both dark and light.

Firstly get your char's ready to become masters - thats all of them, its hard to do it twice.

Then save up your quests till you have alot finished, but not collected.
Goto temple, donate to become reputable, hire bard if necessary.
then quickly collect on the quests and watch your rep skyrocket to saintly.
Once saintly, get master in light.
then town portal to New sorpigal, and armageddon it.
get Dark mastery.
Donate to temple to get back to an even reputation.
M&M VI - the best.

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Unread postby Panda Tar » 09 Jul 2007, 11:34

Aaah, so it has this Dark and Light path as well, in MM6, I mean? :) Sounds nice. I thought it was MM7 particular feature....btw, I was playing this weekend MM7 and the most exciting parts were doing the first quests, killing the dragon in Emerald Island, etc. :D
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Unread postby DaveO » 09 Jul 2007, 12:28

I suppose you could say there are Light and Dark paths in MM67. It's not as forced as in MM7. You have the choice between being good or downright evil to obtain Dark Mastery ASAP. And what's better is that the peasants could care less which path you choose. Nuke New Sorpigal with Armageddon, and the next day or week the entire populace is back and they don't remember you(except for your reputation).

P.S. - The MM7 Emerald Isle Dragon is a favorite target for me to multiloot. Nothing like getting several artifacts/relics near the start of the game!
I'd rather be part bull than a complete sheep.

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Unread postby PhoenixReborn » 09 Jul 2007, 15:18

DaveO wrote: And what's better is that the peasants could care less... they don't remember you(except for your reputation).
And that's a good thing? Very daggefallesque.

But anyway Panda Tar just go for it.

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Unread postby HodgePodge » 10 Jul 2007, 03:42

Panda Tar wrote:Aaah, so it has this Dark and Light path as well, in MM6, I mean? :) Sounds nice. I thought it was MM7 particular feature....btw, I was playing this weekend MM7 and the most exciting parts were doing the first quests, killing the dragon in Emerald Island, etc. :D
That dragon in MM7 on Emerald Island is a wuss compared to the dragons in MM6 at Dragonsand and Paradise Valley; and those Titans are killer too! :-D

There isn't any real Light/Dark Path per se in MM6, as your Priests & Sorcerers can learn both paths.

Go play MM6, Panda! :hoo:
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Unread postby Omega_Destroyer » 10 Jul 2007, 03:53

Good ol' Paradise Valley and Dragonsand. Come for the treasure, but stay because you were annihilated!
And the chickens. Those damn chickens.

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Unread postby DaveO » 11 Jul 2007, 02:18

Play MM6 to see magic power the way it was meant to be, not in the reworked nerfing of MM7!
I'd rather be part bull than a complete sheep.

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Unread postby Panda Tar » 11 Jul 2007, 14:02

DaveO wrote:Play MM6 to see magic power the way it was meant to be, not in the reworked nerfing of MM7!
How come? What's that about spells in MM6?
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

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Unread postby UndeadHalfOrc » 11 Jul 2007, 14:36

Panda Tar wrote:
DaveO wrote:Play MM6 to see magic power the way it was meant to be, not in the reworked nerfing of MM7!
How come? What's that about spells in MM6?
In MM6, might classes are USELESS. The weapon & armor skill are weak. MM7 balanced that by reworking armor skills (leather can reduce magic dmg and chain & plate reduce physical dmg once mastered) and adding ARMSMASTER, a secondary skill that adds to accuracy & damage ON TOP of the bonuses already given by weapon skills. They also added a few class-specific bonuses, like the paladin has a chance to paralyze opponents with his mace (very, very useful) and the archer can do huge damage with his bow once grand-mastered.

Magic in MM7 isn't any weaker than MM6. It's just more class-restricted, and require a few promotions to unlock the master/grandmaster levels, where in MM6 a lowly unpromoted sorcerer can learn meteor shower, fly and lloyds. Once promoted, Clerics/Sorcerers kick as much butt in MM7 as they do in MM6.

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Unread postby Ethric » 11 Jul 2007, 15:03

Mmm, well, I couldn't choose between 6 and 7. Both are best :D
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Unread postby darknessfood » 12 Jul 2007, 00:16

Busy playing MM6 and already gone to level 65 or something like that. It goes fast :D

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Unread postby Panda Tar » 12 Jul 2007, 17:09

A question about MM7, if you guys could help me:

There's this judge that says: "You never had it" When you click on "I lost it."

I don't remember what he retrieves for us. He gets back something that we drop my mistake. What is it? Does anyone know? I forgot what it was... :?
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

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Unread postby Gaidal Cain » 12 Jul 2007, 17:17

Any quest item for a nonfinished quest that isn't in your inventory (most notably, this includes the tome of divine intervention...)
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Unread postby Ethric » 12 Jul 2007, 19:42

And "You never had it" means you haven't lost anything.
Who the hell locks these things?
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