I did the cleric type skill set at start. It does not hurt to have just minor access to things like cats eye and healing. Necromis wrote:He could always just dump 3 points in to give basic access to the spells in Div. However, the alternative here from a powergaming perspective is to wait for Blackwater, get trained up in Divine to level 7, then dump skill points into it to about 17 or so.Īnyway, a pure mage is fun in this game, I think you'll enjoy it. I would suggest that you obtain air shield as soon as possible with this build.įor added starting strength, pump up your divine skill as well - having access to all the 1st tier spells at 6th level by character level 3 is very powerful. This is more than sufficient to get you through most of the early stages of the game, and you never need to let monsters get close enough that armor or weapons actually matter. A level 6 firebolt is overkill for most of the early monsters, and you can get off 6 before you're out of mana. The reason this character is easy to play is that by level 2, you have elemental skill of 11, and you have a nice healthy mana pool (probably around 72-73 at level 2). if you plan to raise Per a lot, then meditation becomes useless quite quickly. I would also forgo meditation using this technique from all the characters I have used, it seems that if your Perception + Meditation = 38+ then you recharge mana at 1 every 3 rounds. After that, raise whatever abilities you want to. Then, completely ignore Int and pump up Per until you have around 40 or so. My recommendation would be to try and roll 14's in End, Int and Per, and then raise End to 20 and put the rest of the points into Per (so you should have Per 25, End 20). To be completely honest, its probably easier playing a mage this way by focusing on the essentials.
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