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Well since you make their acquaintance in a tavern drinking ale that by their own admission tastes like donkey piss ( you probably don't want to go into deep on how they know what that tastes like). What need would they have of kidneys they are obviously not responsible enough to take care of ;-).
A good strategy for the player made dungeons that allow you to import your characters as well.
You must've not abused tomes ;)
If you are a shock Arcanist you can live off of 3 or 4 offensive spells with the rest being crowd control if needed. Magic missile, Acid Arrow, Scorching Ray are basically all you need and if you want a AoE then Fireball and/or Lightning Bolt.
Even the crowd control you will probably have 1 or 2 go to low level ones and 1 or 2 high level ones. Then never use the rest of the spells.
Most of the other d20 3.5 or D&D games your Wizards typically find lots of items that increase daily spell count for low level then high level. So scribing everything isn't a bad idea when you have like 12+ spells in each level.
Solasta doesn't have those items. So you will have a handful of spells you always use and not bother with the rest. Plus 3.5 didn't have the same concentration mechanics. So you would have a Wizard dropping 3 or 4 buffs on the entire party which made you need more spells in your book.
As long as you are grabbing the correct spells on level up.
as I wrote earlier among many spells the most important spell you have to got is :
Tier 1 : Misty Step, Fly, Spider Walking (required to obtain difficult placed chest), knock (guaranteed open locked chest), darkvision (early stage only allow you to not depend much on torch for light source - not useful if Paladin can do branding smite or area/map has torch that can be sparkled)
Tier 2 : Shield, (5 AC increase for one round), Counterspell (counter AOE spells and deadly spell), Fear (makes enemy scare ad run away unless they successfully thrown wisdom save), Hypnotic Pattern (useful to allow you focus on small amount of enemy).
Tier 3 : Scorching Ray (multi attack always good), blight (great necrotic damage), hold monster (paralyse until the enemy successfully throw wisdom save - it can last until you win lol)
Several folks claimed that being able to buy tomes multiple times was a bug according to devs. So I guess I will only buy 1 tome of each :(
Also, I thought Necrotic damage weapons were bad due to the presence of so many undead?
A nice list - thanks!
By the way, aren't there several Spider Walking items that are easily obtainable in the game though?
You will need spider walk specially in the library as there are lots of chest that located in hard place and you will need spider walking + misty step to obtain it
There are many area later on that only the character that can do spider walking can reach therefore you need this spell or you have to buy spiderwalking slipper from Antiquarian
As for things you actually want to memorize: - (I am assuming high elf to you get identify and detect magic as a free action)
Level 1: Shield, Magic Missile
Those are the only two you need to worry about at level 1 - unless you have something special like hunter's mark on green mage? Barrier is not necessary - you can get through the game without it.
Level 2- Scorching Ray (go to single target damage). knock (situational and I only memorize it before really needing it),
blind, misty step; swap out scorching ray for Acid Arrow if you know you are going against fire resistant enemies (rare)
So Scorching Ray, Misty Step, Knock Blind, Acid Arrow. But most of time you just have Scorching Ray and perhaps Blind memorized.
Level 3 - Fireball, Counterspell, Fly;
optional: haste/slow (but those two will be rarely used on a dps wizard as you are better off having your cleric do the buffs like that) You will be maintaining concentration on either greater invisibility (lvl4) , fly, or summon elemental (lvl5)
You can learn Lightning Bolt here though too a swap out fireball for lightning bolt if you are going against fire immune enemies again.
Level 4 - Greater Invisibility, Ice Storm
Rest are whateva Upscaled to lvl3/ lvl4 scorching ray better than ay single target spell here anyways.
Level 5 (the good stuff) - Mind Twist, Cone of Cold, Summon Elemental
I think that's 12 essential spell slots for you to memorize from level 1 through 5 - put the rest rest in whatever.
Wow you really use too many spells, for me most of them not necessarily needed
As not many of them useful like lightning bolt if you don't have many enemies together in a line it's not useful
Ice storm damage also not high, especially if the enemy rolled success (I always got the enemy success so they avoid high damage and only useful vs fire elemental enemy
FYI
Ice Storm damage :
2d8 Bludgeoning Damage (save for 1/2)
+4d6 Cold Damage (save for 1/2)
Magic missile damage is too low, even bow/cross bow damage is better
Acid arrow damage also low
Greater Invisibility not much needed since you still can win without being stealth
as for greater invis ... I like it on glass cannon dps because that way no one bothers me and I think my scorching rays and ranged attacks can hit with advantage. ..also you can run with impunity that way into a bunch of enemies trying to beat up your tank that way and cast mind twist or something and not worry about getting hit.