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 | Might and Magic 5: Darkside of Xeen Cheats and Hints! |
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 Download uge module
 Display ending sequence:
Type 'showdown' at a teleportation mirror.
Display finale sequence:
Type 'genesis' at a teleportation mirror to view the complete finale. Note: This is only applicable if
the World Of Xeen bonus game has been installed.
 Hints: Archers:
Archers shoot arrows from bows -- what else did you think they'd do? Well, they cast spells, too. They
can cast basic spells from the elemental schools of magic. They have sharp eyes and thus, they can
spot things from afar, and are thus at finding traps and secret passages.
Archers excel at the Bow. They can grandmaster it, as well as Chain. As a secondary weapon, the Spear
is a good choice since it is the only weapon other than the Bow that they can master. They are the
only class that can master Perception and should thus get it as soon as possible. Otherwise they
should only concentrate on Learning, since they can master it.
Archers should begin with an unnaturally high Intelligence, Accuracy and Speed. A high Might and Endurance
is nice, but the other two abilities are not that necessary.
Hints: Paladin:
The paladin is a holy warrior. A champion for justice that strives to rid the land of all evil. The paladin
uses both spells and weapons to further the cause of good. They have less hit points than a
knight, and less spell points than a cleric, but they still tend to survive. A paladin's strength
lies in his ability to attack with the Mace and his ability to defend himself with the Shield. They
can get up to grandmaster status in either discipline. Plate Mail finishes off the image of the
holy warrior, but is unfortunately only attainable to master level. Other than that, paladins can
use any weapons and armor, and should think about mastering the Sword as a second weapon. Paladins
can achieve up to master status in clerical magic, which makes them a good choice as a second healer.
Other than that paladins would be good to get Repair Item, but only if they are the only one
with it in the party. They have to spend enough skill points on other abilities that it would be
a waste on this ability.
A beginning paladin should ignore Intelligence and Luck and work on the other five abilities. A high
Personality finishes off the picture of the paladin as a radiant hero.
Hints: Sorcerers:
Masters of magic, sorcerers are essential to your party's success. Able to smite many foes from afar
with a single wave of their arms, they are quite powerful, and a mistake if you don't take them. Their
spells also make your life a lot easier, allowing you to fly above everything, walk on water,
enchant your items, even teleport from town to town and in and out of dungeons. Just these last few
spells will save you hours when you are trying to find someone and you can't remember where he
is.
There are a few things that sorcerers should advance in. Simply put: Magic. Grandmastery should be obtained
in the four elemental schools as well as in either the Light or Dark schools. Grandmastery
should also be attained in Identify Monster and Identify Item. Mastery in Meditation is also a good
idea for these characters. The Staff should be raised as their single weapon, and then only to master
level. Their armor should be Leather, and that only to expert level. Alchemy is also attainable
to master level, but should only be acquired at a later date - magic should come first, or you
will find yourself having problems advancing, because the enemies get really hard, really fast.
The optimal beginning sorcerer should have a high Intelligence to get more spell points. Endurance and
Speed should be as high as possible so they can survive more than a hit or two. Personality is useless
for them. The other three abilities are nice for them to have.
Hints: Druids:
Druids are also protectors of the forest, but on a much more intimate level - they worship the forest.
They are adept magic users, but poor fighters.
Since druids start the game off able to attain expert levels in all seven magical disciplines [Light
and Dark not included] they are best off spending all their points on their spells. They are poor
fighters and are able to only get the Dagger to the master level and their next best is the Mace,
which is limited to the expert level. For armor, they are limited to expert Chain and expert Shield.
One plus that the druid does get is the grandmastery of Alchemy, as well as that of Meditation.
In short, get their weapon and armor skills quickly, then spend all their points on their spells.
That's the only possible way to play them.
Provide the beginning druid high Intelligence and high Personality scores. The rest don't really matter,
so use your own judgement.
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