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Need advice with character creation!
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RPGDot Forums > Gothic 2 Spoilers

Author Thread
Ryodlog
Village Dweller
Village Dweller




Joined: 09 Jul 2003
Posts: 2
Need advice with character creation!
   

I'm playing a mage/alchemist with 30% into one-handed.

Im still in chapter one, level 11, pumped my mana up to about 66 from shrines and have about 30 LPs left.. I learned all mana recipes and all permastat potion recipes so far. What should i get, more dex or more str? What will dex do for me exactly? Will it make my cast rate faster? What will str do for me besides make me hit harder? What should i do with those xtra 30LPs, save it up for spells?
Post Wed Jul 09, 2003 12:54 pm
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Pikkon
A Hadou Master And A Skilled Thief
A Hadou Master And A Skilled Thief




Joined: 29 Jun 2003
Posts: 2325
Location: Where the sea is salt and the pool is not...
   

you dont need to save it for magic runes becose thare arent a lot of blank runes in the game...
incrus your magic power and you dex. or str. save 1 lps and learn how to pick locks and pickpocket it will help
Post Wed Jul 09, 2003 1:13 pm
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Der_Schnitter_t
Captain of the Guard
Captain of the Guard




Joined: 29 Jun 2003
Posts: 178
Location: Germania
   

Hm, there are more than enough blank rune-stones in the game.

1 you get from the Test of Fire
1 from Parlan as soon as you are a Fire Mage
6 can be bought throughout the chapters in the monastery from Gorax
1 can be gained form the Snapper Pack leader quest
1 can be gained for getting Info from the Mine Valley for that other guy in the upper quater
1 is given to you by Milten
1 can be found in Xardas old Tower
1 can be gained for ridding one of the inmates from the Lurker in front of his cave (quest in chapter 2)
1 can be gained by escorting Talbin (quest in chapter 4) out of the Mine Valley
1 in the secret library in the monastery

That makes 15 blank rune stones in total or 75 learning points if you want to use each for a different spell. Quite a lot and enough for this game if you ask me. Adding to this that you can find the runes for Ice Arrow, Summon Goblin Skeleton and Fear (2 times) you can learn most every spell in this game.

@Ryodlog:

You should have used the shrines after you learned the Mana up to 250. Also the same should be done with other things that increase Mana permanently (Dark Mushrooms, Permanent Mana Potions). That way you will end up with a Mage that can have around 601 Mana in the most ideal case.
Post Wed Jul 09, 2003 2:22 pm
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akko
Village Dweller
Village Dweller




Joined: 08 Jul 2003
Posts: 4
   

i grow up a mage to. For the moment, i'm still guildless, just hunt and make xp.
I think the best for a mage, adding for magc power, is a high dexterity and one hand. Then you can use a rapiere or a sword, and also picklock, pickpocket and stealth. For long-ranged fight, you have your spells.

In fact, it looks like a mage/thief
Post Wed Jul 09, 2003 2:33 pm
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kugraw
City Guard
City Guard




Joined: 06 Jan 2003
Posts: 147
   

Dexterity is used for ranged weapons, rapiers, pick pocketing and lock picking.
The best rapier available needs 60 dexterity. Strength is only necessary for melee weapons. If you want to use swords you need a decent strength level. Before you join the monastery you should use you learning points for increasing dexterity, strength and weapon skills, because after you become a novice the costs for learning these skills double. You will need 5 learning points for each of the 6 magic circles (available every new chapter) and 5 points for every rune. But ususally, you don't need more than one or two runes from every circle except the 6th circle.

Kay
Post Wed Jul 09, 2003 3:35 pm
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Daedalus
High Emperor
High Emperor




Joined: 04 Jan 2002
Posts: 2516
Location: Estonia
   

heheh well i had a bug when i was a mage i couldent make enough runes some spells just couldent be made it sayd allways that something is missing but i had everything
Post Wed Jul 09, 2003 4:13 pm
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Ryodlog
Village Dweller
Village Dweller




Joined: 09 Jul 2003
Posts: 2
   

Thanks for the help =D

Should i increase my one-hander skill from 30% to 100%?? I'm already a Fire Mage, so it'll cost 10lp per 5%...is there anyway around this? =(
Post Wed Jul 09, 2003 7:17 pm
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dagoo7
Head Merchant
Head Merchant




Joined: 07 Nov 2002
Posts: 58
Location: USA
   

quote:
Before you join the monastery you should use you learning points for increasing dexterity, strength and weapon skills, because after you become a novice the costs for learning these skills double.


Whoaa!
I thought that I've read elsewhere on this board that costs dont double until you become full fledged fire mage (i.e., take the test of fire or whatever) and can still train at base costs for weapons and stats while a novice. Id like to know this definitively as Im about to become a novice with my secondary character.
Post Wed Jul 09, 2003 7:42 pm
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Der_Schnitter_t
Captain of the Guard
Captain of the Guard




Joined: 29 Jun 2003
Posts: 178
Location: Germania
   

quote:
Originally posted by Ryodlog
Thanks for the help =D

Should i increase my one-hander skill from 30% to 100%?? I'm already a Fire Mage, so it'll cost 10lp per 5%...is there anyway around this? =(


No 30% is fine, I did it with my mage too, so that I could gain the next best level in sword-fighting.
Post Wed Jul 09, 2003 10:58 pm
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elkston
High Emperor
High Emperor




Joined: 21 Sep 2002
Posts: 691
Location: North Carolina, USA
   

quote:
Originally posted by Ryodlog
Thanks for the help =D

Should i increase my one-hander skill from 30% to 100%?? I'm already a Fire Mage, so it'll cost 10lp per 5%...is there anyway around this? =(


No it is designed this way. Trying make a hybrid magic/melee character is difficult in this game. You are a mage now, why do you want to go to 100% in 1h swords? Start learning spells and blow guys away from a distance. If you wanted to be a melee guy, you should have picked either a merc or a paladin.
_________________
All shall hear the words of Karras...the words of Karras
Post Wed Jul 09, 2003 11:08 pm
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kugraw
City Guard
City Guard




Joined: 06 Jan 2003
Posts: 147
   

quote:
Originally posted by dagoo7


Whoaa!
I thought that I've read elsewhere on this board that costs dont double until you become full fledged fire mage (i.e., take the test of fire or whatever) and can still train at base costs for weapons and stats while a novice. Id like to know this definitively as Im about to become a novice with my secondary character.


The moment you become a novice you belong to the guild of mages even though you are not a mage yet. After becoming a novice there is no chance of joining another guild so the cost double the moment you become a novice.

Kay
Post Thu Jul 10, 2003 10:37 am
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