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Article #272300MM7: Neat way to make money, to bad it only works for high level characters who do not need it. (minor spoiler)
From: finn... John Finnegan
Date: Thu, 01 Jul 1999 00:00
Date: Thu, 01 Jul 1999 00:00
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Having played MM6 I know that you wanted a water mage to be able to
cast enchant item so you could buy normal items and sell them back to
the shop after enchanting them. (It seems that the same rules are used
for which items are enchantable, 250 gold or better for weapons, 450
gold or better to enchant items and armor [might want to add this
info to faq]) While I still do this, I've found that the fire aura
spell when cast by a sorrcer with GM in fire magic makes the weapon
permanently magic, and raises it's value by 2000 gp, so that 1 gp club
you find on the ground is now worth 2001 gp. The GM dark magic
vampiric weapon spell does the same thing, but the enchantment only
doubles the weapon value, so I would use it only on nonmagic weapons
that have a value of better than 2000 gp. Of course the only nonmagic
weapon I've seen that has a value over 2000 is the perfect bow which
you can't cast any spell on :(, This all works best if you have a GM
merchant, which means that you probably aren't having any money
problems anyway, but I thought it was kind of neat,
John of the PACS party :)
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From: finn...@netdoor.com (John Finnegan) Subject: MM7: Neat way to make money, to bad it only works for high level characters who do not need it. (minor spoiler) Date: 1999/07/01 Message-ID: <377abad9.276816362@news.netdoor.com> X-Deja-AN: 495831972 X-Trace: axe.netdoor.com 930791438 208.148.202.103 (Wed, 30 Jun 1999 20:10:38 CDT) Organization: Internet Doorway, Inc. -- http://www.netdoor.com/ MIME-Version: 1.0 NNTP-Posting-Date: Wed, 30 Jun 1999 20:10:38 CDT Newsgroups: comp.sys.ibm.pc.games.rpg Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit