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You can find your own ketals. Early in the game you can buy ketals from the witch in the swamp and then later in the game buy from a merchant in skuldoon.
They might have changed the magic system though. You used to have no cooldowns on wizard and adept spells but you had to buy copies of books or crystals and recharge them by resting. So you could grind money and buy 100 fireball books and then spam fireballs with no cooldown.
I know they changed that (copies) in 2012 release but don't know if they removed the need for ketals.
Thanks, I'm enjoying the game, but just have been confused...:)
Cheers and thanks for the help!
I have lots of spells (not just scrolls) in my inventory. Some of the spells I already have and they say "right click to learn". But I can't click on them and I already have them, so I don't know if I should just sell them to get them out of my inventory.
Do I need to join another guild before I can cast another area of spells? For example, do I need to join the fighter's guild to be able to cast rune spells? I'm a little concerned because I was planning on joining the "Mystery Guild" not that I am sure what benefits I wil get.
Can I get of keys? They are taking up inventory space.
Thanks!
In CE nether magic used ketals that are consumed forever and do not recharge. You used the ketal needed in the spell. In CE rune magic each spell drains a ratio of types of stones. So a 'ham sandwhich spell' drains 2 bread 1 ham and 1 cheese. (gets the concept). Those stones recharge and you buy ones you use a lot. Fires recharge rune stone, books (arcane), and crystals (celestial), but not nether.
I believe in CE you don't even need any points in arcane to cast low level arcane spells or nether and so forth. You need the book or crystal but no points in the skill. Higher level things you needed points to cast. Someone beat the game I think without leveling their character at all lol. They used spells like poison gas (nether) which was OP in the collector's edition and other nice spells that they could cast without putting points.
In 2012 they changed magic to have cooldowns. Before only certain spells like blast nova or fire nova or appocalypse or whatever called. Also in 2012 they designated rogue as nether magic, fighter as rune, mage as both arcane and nether, and adept as both celestial and rune. You get free spells at level ups for your 1st chosen class. I don't know if second chosen base class gives you free spells? Like if you start rogue you get nether spells free at level up but then do you get celestial spells when you win the adept class or do you have to find/buy crystal??
So the thing I don't know is if having multiple books of fireball helps or if you just sell? Does having the fireball skill give you infinite casts that use mana and have cooldowns? The CE I don't think even had a mana system.
It is the rogue guild and you are better off starting in the newbie forest as a rogue as your 1st class because usually skuldoon is AFTER the trial of the ancients and is much later in the game. With the CE I know methods to power strong enough to go to skuldoon before the trial of ancients. It is probably possible. But I would start as rogue and make my second class mage, adept, or fighter. All of those you can get your second class as soon as you are able to leave fargrove. The wall (it should be wall in quotes. It is not a wall and you get exit south of fargrove at same time as exit to elven lands. The quotes wall is that there are hard monsters on the way to skuldoon) between fargrove and skuldoon is merely blocked by higher level monsters so if you can get strong enough you can go to skuldoon.
This is a design fix that I am waiting for. I would rather Nordic Games fix this game up and spend 15 dollars than buy for 7 dollars a game that frustrates me!
I don't want to buy a room at the inn because I'll lose another inventory slot! You think they could invest in a 'Keychain" or something.
And thanks for the other comments too!