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magic is rather fun, it deals devestating damage and there are foes who are built like stone walls for physical attacker however a mage using the correct element will melt them like butter ^^
i keep a staff on me at all times even tho low mana reserve it does make combat quite diverse but u need the 50% reduced cast time talent for it to really shine ^^
wands are decent but they feel more like element based short range bows with near limitless ammo only limited by durability
There is a teleport/blink spell ... there are spells who buff, like water aura ... there is a skill to summon a minion ... there is a magic potion to light fire ...
but in solo:
- the animations are not abortable. You have wait wielding staff finishes before dodge/teleport is possible
- you need nearly all magic tree skills, before magic is powerful enough to kill the enemy before the enemy kills you. Thats the point which makes magic not feasable before level 20.
- you need mana and spell charges, if you don't have the eternal version of a spell. Most of the eternal spell versions are unlocked very late nearly actual endgame. Upto then its a material sink.
- The defense options are limited, so a single hit can kill you if you not react fast enough...no passive mana shield for example.
- Without the massive "home stamina buff" (runs out after time) you have not enough stamina to dodge multiple times at bigger enemy groups. Even the "magical teleport" needs stamina instead of mana.
Those are skills, not spells. (at least not in the context of this thread.) E. G. they function automatically and you need to unlock them in the skill-tree. They don't need mana most of the time. (but stamina instead)
And the light is a potion... (as you said) not a spell!
None the less, I find magic pretty good in this game. But it's definitly combat-only. There aren't any utlitily-spells (wielded with the staff.) All utility-magics are skills, not spells.
BTW: crafting spells isn't that bad. You will get at least 20 uses per craft. (stacking up to 100. but you can have even more. This needs more inventory-space then, though.) fire is the most important element in this game. because you will combat 80% miasma-corrupted-foes and ALL those foes are vulnerable to fire. If they aren't they are special or aren't miamsa-corrupted in the first place. (although they may apear there...)
The fire-spell will need resin. You'll get that from trees (of course.) but the trees with colored leafs drop this much more (up to 3x2). Big trees (especialy later, when you're in woods) do also have a greater chance to drop this. So I recommend to chop every colored-leaf tree you encounter at the beginning, because resin is the most rare resource you need for fireball-ammunition. And pick up every wood it drops. You need that! (NORMAL wood. Later, you will get HARD wood and PALM wood instead...)
I also think, that eternal spells won't make the ammunition-spells obsolete (at least not the fire-spells) Because
- eternal ones use up much more mana
- they have more AoE-effect which you might not want.
With the eternal ice, however, you don't need ice-ammunition anymore imho. you even get a second, better one, later.
If you're chopping trees, you might get attacked with seemingly white clouds. Those are insect-swarms and are always one-hitted with any weapon. (they're not lockable, though, so I recomment a wand.)
The spells are listed in the order you put them in your inventory (from top to bottom) Regardless where they are there. So you have an option to order them. (Especially usefull later, when you need to choose quickly.)
Bleep, Bleep, Bleep. Heals...
Mrrrooorr... Boom... Explosions...
Zzzzfft... Shaplow.... Zap.. It Tat...
1. that's correct, but this is also the case with melee-attacks
2. not true. You can use wands (and that is definitly recommended) and use staff-spells for long-range. With wands, you can wield a shield (and there are also magic-shields available.)
3. true. but it isn't so bad. One spell kills critter mobs in one hit. So you don't need much ammunition necessarily. The staff-spell are also used as first-strike attack, switching to wands after that.
4. true. The defense of a mage is dodging and sometimes blocking with the magic shiled (or a normal one.) But that is the nature of a mage... they're glass-cannons. Hitting hard, but getting killed fast.
5. also true. But this is also the case for every combat, not only for magic.