Prior to leveling up your spell caster, make sure that their primary spell casting skill is equal or greater than the required skill for that level BEFORE leveling up. This will allow you to select spells for that level.
Spell Level .... Min. Class Level ................. PURE .. HYBRID 1 ................ 1 ....... 5 2 ................ 3 ....... 7 3 ................ 5 ....... 9 4 ................ 8 ...... 12 5 ............... 11 ...... 15 6 ............... 14 ...... 18 7 ............... 18 ...... 22 Spell Lvl ..... Min. Effective Skill Lvl 1 .................. 0 2 .................. 15 3 .................. 30 4 .................. 45 5 .................. 60 6 .................. 75 7 .................. 90 Plus 10% rule. If you had a wizard who was level 10, to get level 5 spells, make sure your wizardry is at least 60 to select from ALL wizard spells available at lvl 5 or greater. [ 03-11-2002: Message edited by: Viscer Spineshank ]</p> |
Bump
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Time for a bump.
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definitely time for a bump. yipes. 2 months or so.
V***V [img]graemlins/chaos.gif[/img] |
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Has anyone mentioned anything about party formation? If you put NO ONE in the front rank and only put your fighters in the center and side ranks, this will allow all your members in the center and side to attack with close range weapons. This also means that everyone in the party can get hit, but hey, there's a trade off in everything right?
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More formation info - if you leave the front rank empty and put characters on one flank and others in the middle and rear, the characters on the flank can cover that flank, the middle and the other flank if they have extended weapons.
Personally I like to have parties capable of doing lots of melee damage so I go with three short range melee guys in the middle and 3 extended on the flank - yes they can all be attacked but it also gives the enemy 6 different targets to hit which spreads any damage out. Also use the formation editor in the middle of combats if you see your caster types getting exposed to melee. You can move them out of harm's way by swapping them with a better equipped character. No formation will be right 100% of the time, be flexible and change it within a fight if need be. |
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When monsters with extended reach come up to you, they will first come in extended reach, so if your characters don't have extended reach, they can't attack with melee. If you then move forward, so that all character should be able to hit the monsters, everyone will be exposed to attacks, except those in the back (if you have people covering the middle and front). This is why I always like to have my fighting types use extended weapons only, but also because they don't have to use the walk button as much when fighting in melee. |
That's not true. Only creatures with extended range attacks can hit party members when there are other members blocking the way. The same goes for your characters. You can't hit that Savant Drone if there's a Savant Berserker right in front of you.
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i would have to say paty buff spells!
as soon as you can, get them and practice them until you can cast them at 7th level! magic screen armourplate missile shield xray enchant blade light(optional) detect secrets (optional) and in difficult combat situations immedialy cast haste bless elemental shield soul shield guardian angel even just the basic protection spells make a hell of alot of difference. |
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