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I've also read that you can make your own spells and stuff. Plus I would imagine there is a lot of customisation options for clothing. Only played just over 1 hr so early days for me.
Enjoying it so far.
An example. I'm currently like level 13-15, with a fire staff and basic upgraded leather armor and a fire boosting hat. So far most of my spells are just a basic homing missile (fire, ice, etc) , basic summons (spider, etc), stamina replenish, etc. Early on you can easily be killed by some foes so you have to be careful, save often, the normal drill. But as a mage i can throw off a bunch of times at a foe doing about 200 damage each, or in melee my staff beats them up pretty well at 120ish damage and is a bit faster, and i have everything boosted for spells, so at this point spells are doing fine, but not vastly superior to melee.
Early on maybe warriors/archers are stronger and easier to play, and later mages are better, not quite sure yet this is my first playthrough. The casting system is a bit clunky, and I'm not feeling very "magey" yet. Don't have earth or necromancy spells yet i think those spellbooks to start are further in the game, but have my fire/air and water).
So far, I do have to say summons are a must have for mages to be meatshields to keep foes off you while you stay safe behind them. A huge difference when a few summoned spiders are keeping foes from reachin you, than not having them and everything is pounding you dead in a few hits.
Do you think it's ok to spread the points out and invest some in the other elements? I suspect different enemies will have different resistances and therefore probably would be better to spread my points out in the mage skills.
I've also only been increasing mana and health in the general attributes - is this what you've been doing?
Good luck.
But hey, pick up what ever floats your boat, you might like necromancy, or earth magic later. I think there is a guy in the mage guild that can switch your skills around if you find you want to try something else out later, like switching from fire/ice to wind/earth or something.
Strange I'm a level 12 Necromancer summoning two skeleton warriors at a time,I can cast acid missiles,turn acid into healing spells and by using homing card I can heal my 2 warriors.
I'm wearing Necro robes and Hat.
You do have to pick your fights and often leave dungeons for a little later as Mages are pretty squishy.
Though it does depends on your build.Putting points into resistances and strength will not make you so squishy.
Looks like you need to see a Soul patcher as you mention you have fire,ice,etc.I would concentrate more on one particular spell type in the beginning and use points elsewhere.
The first visit to the Soul Patcher costs only 500.So by the time you get to the mages guild you'll have a better idea of what you'ld like to do as a mage and hence respec.
For anyone starting out make sure you make some basic potions,do basic metallurgy ,open lots of chests and locks as you'll get extra skill points given too you.Even breaking down items can score you a skill point.
Often it pays to break into homes as skill books will at times be present inside.
But yeah the game really improves with time.When you've got your sailing boat and sail the seas you'll definately have a smile on your face as the world really opens up even more.(Second play through)
you can make
Plus lots of spells I can make but really haven't used yet, like 350% damage reflect, spells to cause the enemies to attack themselves, a few others. The only problem I am having with mages at this point is the actual time they take to cast a spell at a foe if they are being attacked. I'll defend if something is chopping at me, but it takes a LONG time to actually go from defending to throwing a spell offensively. Using the staff is ok of course, but it does piddling damage compared to just one basic missile spell. If im not prepped for melee you can go down pretty fast if you get caught in a small area like a room/corridor. That and actually trying to get around my summoned spiders who block up everything except enemy foes.
- Melee character : Earlier, they are weaker than the others and require a lot of Health potions. Later, they are almost invulnerable. Their main feature is how much they can ignore/evade/block damages from any range.
Main weakness is that this road limit the player to melee only and is heavily affected what is equiped on the character and one the enemies.
- Archer (ranged) : Earlier, it's the easier kind of road to start in. It's also the one which allow tactical movement and cat&mouse movements. (You shoot the target until it run close to you on which you run away and repeat) This is also the one with the higher level of difficulty as to the use of weapon since the arrows shot have varied speeds. (The enemies walk around and your arrows will mostly miss their target until you get the hang of shooting forward from your target.)
Main weakness of this road is the durability. Archers are not much of meat shield up close. They even are bad at evading from mid-close range.
- Mage (ranged & melee). Unlike what people might think, the mage is a "do-it-all-work-around-things" kind of road. They are strong in every position as long as their equiped spells works well.
The main weakspot of a mage is that either its specialised in one or two element or never get heavy damages until later.
The spell is based on a card system :
- The more elementals card you put on a spell, the higher will be the effect.
- There are 3 type cards which change the behavior of the spell : skull card make the spell being of damage type, the shield card make the spell being of defensive/bluff type and the Sandglass allow short-terms buff and curses (smaller powers in the effects, but works as DoT).
There are some pattern cards which allow your spell to be guided (toward the closer enemies to the spell trajectory), as well as Rebounces card (usefull in caves and closed area) and Split card (split the spell once it's casted into weaker but more numberous spells.
It's also possible, mid-game, to unlock secondary and thirds effect on the spell.
For example, you can cast a DoA Spectral spell which then cast poison on all the target and, then cast a revive spell in one cast so that all the creature which die revive as your minion for a short time. Or you can create a massive explosive chain of reaction with many DoA effect as well as DoT sub effects.
Oh, your fighting a bad guy.. you can cast a fireblast at him, or double up with 2 tier fireblast/lightning spell. Oh, theres 5 enemies, click on a couple ricochet cards and your fireblasts will bounce between enemies doing more damage. Or add in blinding so your fireblasts will also temporarly blind/disorient enemies that it hits, summon falling anvils, then levitate the anvils, or nearby rocks, or what ever floats into a whirling shield. Summon a half dozen giant spiders then turn invisible and giggle as the fights start.
Have your backup general purpose spells of high jumping, water walking, stamina refresh, healing to keep you going and exploring.