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Wtb low lvl magic!
Then they would need to scale it all so it does not surpass the starting stuff you find in the Mistlands, but instead progresses up to it.
Even with just a staff of frost and come magecaps you will rip through the early biomes because magic is so powerful.
But, yes it would be nice to be able to play magic from the start.
It'd be a lot of work, but I feel like the immense replay value added would be worth the effort.
Perhaps the low lvl staves should be less "unique" and more simplistic in design (low lvl fireball staff, low lvl frost etc) and save the unique ones that currently exist for mist/ash
To level up Elemental, go to the Mountains and trap a Golem in a hole. Then make a shelter with a fire so you regenerate magic faster. The Golem is resistant to frost damage but you still get credit for blasting it. I also like going to the Plains at night. You can do a lot of group damage blasting mobs with fireballs.
If I recall the protection bubble grants a blood magic skill increase when it drops due to taking too much damage and not when you merely cast it. So I cast it on my skeletons, let them fight and lose their bubble then cast it again.
Since I am pretty sure you don't get any skill increase by just casting protection trying to keep it refreshed on your skellies is actually not good for skill raises. Cast it, let it get beat down, recast.
Same with the bubble on yourself. It will grant a skill bump when it is dropped due to taking damage.
And Blood Magic is far from useless in the Mistlands, at least for me. The bubble alone has saved my hide more than once and the skellies are a good distraction and, if you spawn all archers, can be the equivalent to a good DoT.
Level 10-20 is enough to make them not only a good meatshield but to deal a lot of dmg even on hard difficulty.
The bubble is strong at whatever levels.
Elemental magic on the other hand is super OP, namely staff of the wild.
After the buffs it got it makes any content on any difficulty a joke.
But like others said, you should not rely solely on the skeletts. Use the staff of protection to shield them. If you do and don't die too often, your skill will rise by just keeping playing.
You can also summon your skeletts outside your mushroom farm while you do harvesting and planting tasks, so they can hunt hares for you.
If I play magic I tend to use even three eitr foods. Especially if I plan to use blood magic.
Having much max HP does not make much sense if you want to really use the dead raiser, because summoning costs a percentage of your max HP. And most of the time your shield from staff of protection has more HP than you lose from not having health food.
Just upgrade your staff of protection as soon as possible, so the shield lasts three minutes instead of one.
For instance my mage is a true glass cannon as I made the choice to give up health to have more Eitr. I might not be able to take too many hits, but I can summon an Undead Troll. A trade-off I am more than happy with.
Depending on how 'deep' you choose to go in magic you can make do with just one Eitr food (and hurl fireballs and spit frost), but it is a choice and that is what makes the game interesting. Choices that have at least a little impact on gameplay.
2 magic foods. Plains feast gives 55 to both health and stam. I no longer need to choose.