![]() The only savescumming you can realistically do is to drop a save before marriage and then if you don't like the child load the save and marry someone else, which is a huge waste of time. My recommendation is ignore the entire thing, because it's actively detrimental to good play. It's not even practical to savescum the children, because the game actually rolls all the children for all the Companions at the very beginning of the game, where if your run gets Ambrella from Feanora and you don't like that result loading an earlier save and trying again will always result in Feanora giving birth to Ambrella. If you get Gandalf, good for you, your Mage is going to be a monster in the late-game, but otherwise you can almost certainly do better with an actual piece of equipment. I don't care, because which ones you get are entirely random (Removing any possibility of meaningful analysis), and anyway the children both eat equipment slots and for the most part their effects are dubious in their utility. If you really care, Gamebanshee has lists for which children can be gotten from whom as well as what those children do. Note that I'm not going to be covering the children you can get. This belt shows that its owner has great combat experience and is an expert judge of solid equipment.Ī wide strip of steel provides a good defense, but hampers its owner, preventing him from attacking with full strength.I'm calling them 'Companions' and not 'wives' both because it makes this concept less of a headache to talk about across the games (Each game has different terminology for what's mostly basically the same mechanic) and because it feels less creepy that way. This belt, made of good steel, affords the hero excellent protection. This handy steel belt provides you with good protection. This belt increases the magic reserves of its owner. Snake skin holds magic well, and due to this useful property it is often used in the construction of magical items. Such chains, which are worn on the waist, are very common among mages who fight against the undead. -2 to Defense for Undead allies and enemies Thanks to its magical runes, this silken belt provides good defense to its owner. It looks extremely impressive and gives the hero +2000 to Leadership.Ī silken belt with runes of invulnerability embroidered upon it. The complete set includes the Ogre's Club, Ogre's Belt and Ogre's Sandals. ![]() This huge leather belt provides its owner with good defense. The set includes the Bandage of Concentration, the Monk's Belt and Pilgrim Boots, which awards the hero +2 to Mana every turn. The owner of this belt is held in respect among priests. This belt, a symbol of humility and faith, also increases magic reserves of its owner. +1 to the Morale of Priests and Inquisitors This cord is made of hair, with a complex knot in the form of a symbol of faith. Nephrite, from which the fastener was made, annoys spiders and whets their appetite and aggression, forcing them to attack the enemy with increased speed and strength. The wide belt with a fastener in the form of a spider. Very few people dare to put on this belt, for it is a symbol of chieftain's power, and it attracts increased attention from both guards and criminals.Īn ordinary belt, the metal plates of which, however, affords you some defense. +5 Attack bonus for Robbers and Pirates The rune embroidered on this belt provides its owner with Luck during combat, making it more likely for him to hit the most vulnerable and vital parts of his enemy's body.Īn exact copy of the knight's tournament champion belt.Įven though it is a copy of the knight's tournament champion belt, it looks very elaborate and well-constructed.Ī wide leather belt with a silver fastener. It is in fact the sapphires, naturally imbued with magic energy, which are called Wells of Mana." This magic energy can be used by mages when their own power runs out."Īn ordinary belt with the rune of Luck embroidered on it. A magical belt, decorated with a sapphire. ![]()
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