Let's Play Might and Magic VI! Part 2 - A Goblin Encampment
So we have some skills now, so we're now not really properly equipped to start actually adventuring. I kill a goblin here and there and fail to properly explain the stats system... Here's a basic breakdown of how the stat system actually works:
9 = -2
11 = -1
13 = 0
15 = +1
etc.
I think it winds up going 20, 25, 30, 40, 50, 75, 100, 150, 200 and so on, giving much diminished returns. Some idiot commented in the last video about it being pointless to min/max your stats at the beginning, and while in the end it'll be a little pointless, here at the beginning it's absolutely imperative to get these things properly balanced out in order to give us the best advantage. Trust me, there's no reason to go all willy-nilly with the starting bonus stats, nor should you forget to lower the Luck/Personality/Intellect of everyone that doesn't need it (and with that luck fountain right there in New Sorpigal, there's no need for luck at all at first). I'll need to plan ahead to hunt down the other fountains that provide permanent stats as well, especially before going on any seer pilgrimages.
So yeah, we start getting some pretty rad equipment for the start of the game, and have bunches of money, to which we will soon have even more.
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