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Old 12-15-2005, 11:19 AM   #7
Luvian
Ironworks Moderator
 

Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,766
Quote:
Originally posted by Cloudbringer:
But is it really hard to get the beginning char through the early part of the game without constantly dying? And how hard is it to keep track of the new skill system and do they make much difference in the early stages or do you have to be a whopping high level for them to matter?
It wasn't hard for me. I didn't die at all before I was well into the game and got careless. Some of the later bosses can be really challenging, but they are doable and really fun.

For your main character, I recommend that at first you level him/her as a melee character. Like all games, your hero usually get the most of the attantion, so it's a good idea to make sure he can handle it. At least long enough for you to get a big brute to take the beating for you. This game is like any other rpg and need a balanced party. You wouldn't go off in dungeon and dragons without a priest and a warrior, it's the same here. A team full of mages might seem very powerfull, but they'd be vurnerable. A team full of warriors would lack healing.

One of the new feature that I realy like in this game is auto casting. Each character has two slot in their spellbook. Spells that you put in those will be auto used by the character when needed. Put an healing spell, and the character will automatically heal when needed. Put a buff, and he'll keep recasting it when it expire. This mean you can put your mage on his attack spell, and he'll still heal/buff without you having to tell him. Every characters with a level or two of nature magic can use some healing, so I recommend you give at lesat 2-3 characters some auto cast healing spells, and you'll do just fine. Personally, I had a specialised nature mage, and a combat mage with some nature magic learned, and they were able to handle most of the healing. At worse, I sometimes had to run away and use a potion or two.

The new skill system is much like Diablo II, and can be ignored if you want. Every level, you get one skill point. You can open the skill tab, and put that point in one of the skill trees. At the first level there is going to be only 2-3 skills available, as you raise in level more becomes available. It's easy to handle. Those skills are all passive. Only the "finishing skills" are activable. So a mage skill might be one that raise your mana pool by 5%, or give your lightning spell a 10% chance per points to ark and hit a second target. Or some chance for your frost spells to freeze the ennemy. They are usefull from the start and becomes better as you level.

[ 12-15-2005, 11:24 AM: Message edited by: Luvian ]
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