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suocbull

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Everything posted by suocbull

  1. ok. I'm still in the demo right now so I don't think i've been able to do much harm. I think having a few extra levels in spells like haste/minor heal/cure etc will pay off given the fairly low price to train. This next question isn't really about trainers but since i've got your attention... hypothetically speaking... if I piled all my javelins in one stack and it weighs about 30 pounds and no one can equip them without being encumbered is there a way to unstack items in your inventory? Same would apply to potions i wish I had distributed better. How do I change what spells I have in the shortcut icons on the lower left of the screen?
  2. Do trainers of spells work the same way as skills? ie. only use twice and only if not already raised? Also how do spell books figure into this? Should I try to hold off reading spell books until i've trained a spell twice?
  3. I am debating human or nephil for a mage character w/ DT/NM and a priest character w/ DT/PS . From the role player perspective I like the idea of a party that includes all races and I'm not particularly interested in the ranged weapon skills. I understand the nephil have an experience penalty but get bonuses to ranged skills. But the ranged skills only count half as much toward battle disciplines as melee/pole. Even though they only count half as much toward the battle disciplines do the nephils ranged bonuses count more than making a human character with no exp penalty and then putting the points into pole/melee for battle disciplines? Is the difference significant enough that it makes the difference between unlocking something like adrenaline rush at a higher level?
  4. Hopefully my last question before getting rolling. Are the level requirements for the battle disciplines listed anywhere? I know I saw them at one point but I cannot find the link now....
  5. I saw the price is down to $18 this month so I guess I'm going to buy the whole enchilada.
  6. Well I'm planning on playing in torment but I am fairly broke and I need this game to last me a while so I'm probably up to the challenge. When you talk about battle disciplines later in the game for spell casters are you sayin they will make the spells more effective or that late in the game I will have raised all my skills enough that my casters will be decent at melee? Also I figured that the slith/pole character is the best to give tool use to because the other characters will need their points for dual wield and magic skills. Is that reasonable?
  7. So I am creating a party with: Nephil DT/EL melee (eventually dual wield), Slith DT/EL pole user (w/tool use), Human DT/NM, and Human DT/PS. I'm assuming there is no practical way to not put 3 points in melee for the nephil, pole for the slith, and mage spells for the mage before I get to those trainers. Everything else that has a trainer (lores, spellcraft, parry etc) I am going to hold out for the trainer. Does anyone see any glaring omissions in this plan before I go barreling in?
  8. Originally Posted By: Randomizer The highest Arcane Lore (AL) need to read a spell book is 15. With items, a party of 4 can use the trainer and not need to spend skill points to read all the spell books. Does the level 15 have to some from one character or is it the sum of the party? ie. do 3 characters with an arcane lore of 5 let you read the level 15 book? Same question for luck, nature lore, first aid, and tool use.
  9. Another couple questions: Does the skribbane for experience thing still work or did that get fixed so you only get exp the first time you sell? Is the trainer Taddeo available in the demo? He is listed as east great cave but I have not found him.
  10. I'm looking for clarification on trainers. 1)It sounds like they can only give you 2 points in a skill and only if you haven't already put 2 in? Does this mean that if I initially put 2 pts in a skill when I create the character, that character will never be able to use the trainer for that skill in the game? 2) Does this mean that if I want my mage/fighter to be as high as possible at the end game that I would in theory put no points in mage/melee skills until I get to the trainer for that skill? It seams like you would start out really slow if that's the case. I can see doing it for nature/arcane lore where you can always come back to a cache or spell book you couldn't use but is that really practical for the basic fighting and spell skills? Or did I totally misinterpret the earlier posts?
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