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I agree that you can handle all of the water tasks by getting people with good secondary element stats (by random roll or via apprenticeship), but the same could be said of pretty much every element except for whatever you are using as your primary dungeon teams; if you're not using fire as DPS, you can have someone with a sideline in fire to cook and hunt invasions, if you're not using earth to tank, you can have someone with a sideline in earth to build and mine, etc. The game encourages you to keep your staff small (the conviction penalties start at 4 staff), so having people who are effective over multiple elements is kind of baked into the design.
Second most important Non-Combat is Dark as you need 4 in skill to make Quilted which means it's either primary skill or Apprentice secondary as the most you can get from non-specialized is 3. But quilted take time to make so you want a high skill producing them anyhow and thus reducing the production time.
Good Lightning skill for R&D in start is also important but once you finish tech tree the need for the skill drops like a stone.
All the others can mostly be managed by generic mage. But that's a bit of a Balance issue as there are several things that need a major overall in terms of balance and abilities.
Problem is it's still EA and has a lot of things still to add so don't know if there is a planned future change for them or not. Kinda like how apprentice brought back the elements that was in the original demo release. But also added a new relic system.
It's the most important non-combat skill later on. Everything else can either be done by quilted minions or is not needed very often. What lightning is to the early game, fire is to the late game.
I agree having some people with 3+ skill in Fire is very important, but having 2-3 staff with level 4 or level 5 fire as a secondary element via apprenticeships (or relics) is more than enough to keep a late-game school with a nice kitchen fed. Similarly, one person with level 4 or 5 dark as a secondary element can do all the quilting you need; it's hardly a full-time job.
Of course, you could also choose to have Fire or Dark as the primary element and something else as a secondary element; my overall point is that because each person can get strong skills in at least one secondary element, once you have highly-trained staff you don't absolutely need a staff member with any one specific primary element, unless they're key to your dungeon team.
- Water, like a couple other magics, has school-vital tasks that can't be performed by Apprentices (Alchemy, Cooking, etc)
- Water skill seems to have no impact on revive or other healing rituals?
Hospital stuff is a /huge/ tax on time so I would've thought Water mages would be a lot more impactful in that regard.
Several of the healing rituals have a minimum required water skill, mostly level 3 IIRC. The healing rituals always fully cure the patient and can't fail, so there's not much that skill level can influence beyond "are you capable of doing this ritual". Water skill level also affects how quickly they can refill the water globes on the medical beds (which are required for the healing effect), which is the main time cost of providing aid.
Water combat magic would still also need a buff. A shield for 30 makes no difference at level 10+.
The resources were especially tight because I was pressured to explore to find the wand transfigurator, so that was a lot of battles I was going through.
It may be just RNG, but I hardly had any spectral rift events occuring, so I had to make most of my potions.
Tsunami: Attacks all enemies for 50 damage, and heals all allies for the total damage dealt.
Base Damage: 50, Mana Cost: 50
with 150 Power and 4 enemies, this would mean 800 HP heal for everyone
this is just my guess but judging from the other spells (Nature Ultimate: Mighty Growth), future update battles might take much longer, so Sadness/Fearful/Restless might become actual threats
Consecrating Drops might become a crucial spell if you want to avoid Cure Melancholy/Terror/Insomnia rituals
otherwise if you do end up with Melancholy after a future boss fight, you will need Cheerfulness Potions which require Water Skill 4