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Mephisto
Leader of the Senate


Joined: 05 May 2002
Posts: 300
Location: Holland |
quote: Originally posted by ZAM
I will let you know how it goes. I only play a few hours a night so I dont get a lot of time developing him. I do realize it will be a long hard battle but I am pretty sure once I get the mage high enough he will be a kick ass mage.
Oh dont worry at all. A high lvl character (either mage or warrior) will be truly godly. Not sure of the same goes for Thiefs. If you are not sure, and are willing to spoil the surprise, make a char with all magic skills at lvl 100, give yourself some spells and do some testruns. You wont be dissapointed
Ah well, delayed with another week here.... sigh. |
Wed May 15, 2002 4:32 pm |
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some guy
Guest
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I really don't like how a sign dictates whether or not you can cast the best spells. What if you didn't know any better when you started the game and chose something else? Then are you basically messed up for the rest of the game if you are playing a mage character? *cough*ME*cough* |
Wed May 15, 2002 5:57 pm |
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freakinaye
High Emperor


Joined: 02 May 2002
Posts: 542
Location: Oahu, Hawaii |
Well I was looking and said screw it and because I can't play any other race but dark elf because all the other ones look goofy. For example, when did elves start growing beards? That is the weirdest thing I ever saw. They also did a bad job with the human races (in my opinion anyways) and I don't think you should have to pick a birthsign that hurts you in the long run with magicka just for more...but playing a caster in this game is hard so I just made a pure fighter/thief. I want to see this ridiculous notion that a dude in heavy armor can actually sneak up on somebody. I can't believe they let that done.
One thing I liked about Baldur's gate is if you were metal armor, you lose thieving abilities and if you were any kind of armor you lose magic casting ability. Tks for the magic tips guys. |
Wed May 15, 2002 6:06 pm |
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EverythingXen
Arch-villain

Joined: 01 Feb 2002
Posts: 4342
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My plug in which adds a free (0 point to cast) magicka restoration spell to Mage and Apprentice (2 points/second and 1/point second) works great. Actually... it works too well at low levels. I demolished all the guards in the first town from the top of the lighthouse.
It wasn't until I started blowing all my magicka faster than it could be regenerated and was sitting there twiddling my thumbs waiting two minutes for the pool to refill (still faster to rest if you can, but great for traveling and dungeon crawling, which is what I intended) that things started to work as I had planned. Hmmm. Oh well. Perhaps I'll release it anyways with a note to use it after battle at low levels if you want to have fun. Unless you think unlimited first town fireball spells is fun (oh, and it can be... it can be. And really... the spell does 2-20 damage. My fighters do that and don't have to worry about weapon breakage as much as a mage worries about magicka...).
Incidently, the Mage becomes a much better sign than the apprentice unless you cast spells regularly which would BURY the points available to a Mage signed character (quite possible if desired). _________________ Estuans interius, Ira vehementi
"The old world dies and with it the old ways. We will rebuild it as it should be, MUST be... Immortal!"
=Member of the Nonflamers Guild=
=Worshipper of the Written Word= |
Thu May 16, 2002 12:55 pm |
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