Hi, I'm level 12 elf and I am in Tarant. I am an expert melee and dodge with 4 points in each, I added some strength along the way too. I have agility of fire, and 2 spells from the force and conveyance spell categories. I think I added some willpower too. I plan to add more into willpower and spend more points into force and conveyance. Virgil is my companion. What should I do after that? Build up my strength or dex once i've reach a high enough will power? Or just be happy I'm fairly effective in melee and go for me fatigue? What other spell categories should I specialize in? Should I take persuasion as a skill and start building that? So many questions, but I'm not really sure what I need since some of this is really confusion with all the items and character points I have no idea what to do with. I started playing a mage and I realized melee was working out better for me (levels). So I just did that some more. Now that my melee is quite good, I'd like to go back to the plan and become a mage. Please help. Thank you.
summoning can is a good way to go if you need some extra NPC's to help you along, and necromatic white
Full force is a must. Also, many people go for necromantic white for healing/ressurection. Necro black is also useful (harm, Q life). Summoning is useful for extra NPC's but makes the game way too easy. Usually, people go for just a few spells in each college - ie, fireflash, harm, agility of fire, purity of water, unlocking cantrip. Go through the spell lists to find the spells you would find most useful and then try making a list of how many CP's it takes to get them and which ones would give you most usefel spells for fewest CP's. If you have any left then you can always max out your preferred colleges. Don't forget to max out willpower though (or at least 18).
How does the experience get distributed when your summoned creatures do the killing? Can you also have up to 5 summoned creatures at a time if your IN is high enough?
The xp for hurting the monster is lost, you get xp for killing it though. Yes you can have 5 summoned creatures.
So, it's powerful, but you won't be at level 50 any time soon then? When does a pure summoner get to level 50?
harm is good, so is necromantic white at least through level 3, i like having stun and charm, i also liked temporal though its up to you, summoning is awesome, and agility of fire is nice. im rambling, just some ideas to start you out. oh yeah, haggle is useful since you have high wp
If you're playing as battle mage (and you are) then you should get a few points into temporal. This magic college is excellent for battle mages.Increased speed and reduced speed of enemies!!
My personal choices: 1. Conveyance - Movement is SUCH a pain when you're a techie! Once you get Teleport, you're spoiled forever. Trust me on this. You'll never want to play a non-mage again. Did I also mention that you get the most reliable unlocking ability in the game from Conveyance, and a nifty little spell in Disarm (which can, believe it or not, turn Pete into a wuss!). 2. Forces - Lots and lots of reasons for this. Lightning is okay, but pricey. Disintegrate will blast ANYTHING, and while it's expensive, it's 100% reliable. Doors, chests, people... best used on Ore Golems, Seething Masses, Fire Elementals... anything you don't want to touch and don't want touching you. Oh yes, did I mention the BEST SPELL IN THE GAME? The shielding spell you get from this is better than any armor... and it stacks with armor besides. Get your hands on some arcane leather and keep this spell running and you'll have 70+ AC and 95% damage resistance. Nothing, NOTHING will touch you. And it's ridiculously cheap to keep running (1 fatigue every 10 seconds or something). 3. Temporal - Want to slow down an enemy? No sweat, they're not moving. Want to double your speed? Hasten is your friend (stack with Enchanted War Boots, 20 dexterity, and a potion of speed for best results - you CAN have 75 AP per round in turn-based!). Want to do both? Tempus Fugit makes every battle a lopsided one. 4. Fire - Wanna move fast, but don't have the CP to max dexterity yet? Run Agility of Fire. Heck, run *two*. 12 intelligence and 1 CP in this college, and you can max dodge and melee at a pathetically low level, which is a very scary thought. Fireflash makes for a great spell, basically a molotov cocktail without the trash-raiding for rags and a 15-fatigue cost, but it's worth it in more than a few situations. You can take or leave the rest of the line though - I never go beyond 3 CP in this. 5. Necromantic White - Hey, some of us don't keep Virgil around. Those of us who do know how insanely useful he is (unless you're a techie). Necro White keeps you ticking. Period. Heck, 1 CP is a perfectly fine investment if you have 100 Magic Aptitude - it's still a HUGE chunk of health restored for minimal investment. I don't even carry around health potions, just greater fatigue potions... and why not? This is better than any potion, and takes less space! Upgrade to stop poisons, heal even more, shield yourself from undead (and there are a LOT of undead in Arcanum), and raise the dead! HON. MENTION. Necromantic Black - Forget the rest of this college - Harm is *it*!