Spell Books, Spell Picks and Other Assorted Questions

#1KravickPosted 6/17/2010 9:19:04 PM
I'm a huge fan of the Might and Magic series and games like it. However, somehow I completely missed this game back in 2001. Didn't even know of its existence until about a week ago. Saw it on my fathers shelf when I was on vacation visiting him. Told me it was like M&M and let me have the disks. Only in the monastery right now but I'm really liking this game so far. I do have a few questions, mostly about spell books. I will probably be referencing the M&M series in my posts as its the only thing I have that I can compare it too.

I've read the character creation guides here on this site and regarding spell casters they emphasize saving your spell picks for certain spells. They don't elaborate which spells and why though. Are you only allowed to have so many spells or are those particular spells not buy able or very hard to acquire? Is there a list of these spells I should save my picks for? Is it possible to even acquire all, or even most of the spells in game via buying spell books like how it is in the M&M series?

One of my party members is a Bishop. Reminds me of the Druid class from M&M 6. Able to cast all the spell schools except light/dark. With that said, how difficult will it be for me to raise his fire/earth/water/air schools? Or should I just stick to just 2? If this is the case, of the 4 elements, which is usually considered the least useful? Also, in regards to training those skills do certain spells or power levels raise those skills faster and does being in combat make any difference on leveling speed? Reason I ask is my mage has gained several points in fire while it seems my Bishop has taken forever just to gain his first point.

Another one of my characters is a Priest. I always roll with a pure healer class if possible. Always have in any fantasy game I've played. However, if its doable I usually also set it up as a tank. I did this in both M&M and D&D games with my clerics. Make them as durable as possible so they can be up there with the front liners absorbing damage away from them while healing and doling out the punishment. Granted I realize that a Priest in this game isn't going to be a damage powerhouse but is it at least possible to tank out a Priest in this game? Or should I move my priest to the back and stop wasting my time?
#2Kravick(Topic Creator)Posted 6/17/2010 10:39:20 PM
One more question. How do scrolls work? Are they a one time use item in this game?
#3jamiemadrox024Posted 6/17/2010 11:32:19 PM
Alright.

Well first of all, the reason people suggest saving your spell picks is because you can learn every spell up to level 5 (and one level 6 spell) from spellbooks.
However, you can not learn most level 6 spells and absolutely no level 7 spells from spellbooks. On pure casters like your mage, it's not that big of a deal. A Bishop on the other hand, will want to grab most of the level 6 & 7 skills from the various arts.

Personally though, especially on pure casters, I don't hesitate to grab a good spell right off the bat. Sometimes you'll have to wait awhile to have certain spellbooks and it's nice to have it right away. (Missile Shield comes to mind).

About raising realms (fire, mental, divine, etc), most people say not to. I'm however, a fan of it. Well, at least raising the realms that aren't so easy to powertrain.

You can easily power train:
Earth Realm (Wizardry & Alchemy - Knock Knock spell)
Mental Realm (Psionics & Divinity - Divine Trap spell)
Water Realm (Psionics, Divinity, Alchemy if I recall right. - Cure Light Conditions Spell)
Divine Realm (Divinity - Heal All, to a lesser extent Psionics & Alchemy - Heal Wounds Spell)

This leaves Air and Fire as the two hardest realms to train in my opinion, so I normally pump them with some extra points.

Also, something to note about a Bishop: Lots of spells share an art. For example, Heal Wounds belongs to Alchemy, Divinity, and Psionics. While using Heal Wounds, you will only raise the art with the highest skill level. IE: If you have 40 Divinity, 35 Psionics, and 20 Alchemy, casting Heal Wounds will only raise your Divinity skill level.


A Battle Priest is pretty possible in this game, you just have to allocate the spells right. IIRC, there's someone on this board who's a huge fan of them, so I'll let him post about it.
In my opinion though, I find Priests to be a terrible class. Well, terrible in comparison to a Bard. IMO, Bard's make much better healers, plus have a better selection of spells than Priests do. (Haste ftw)
#4jamiemadrox024Posted 6/17/2010 11:36:55 PM
Or should I just stick to just 2? If this is the case, of the 4 elements, which is usually considered the least useful? Also, in regards to training those skills do certain spells or power levels raise those skills faster and does being in combat make any difference on leveling speed? Reason I ask is my mage has gained several points in fire while it seems my Bishop has taken forever just to gain his first point.

Sorry for the double post, didn't really see this part of your message.

To further answer your question about training skills, level 1 seems to train just as fast as a higher level skill or power level. The only difference I see in combat is that you get less actions in more time than if you were spamming Level 1 Divine Trap on a treasure chest.

Another thing to take into consideration when training is your stats. Certain stats make certain skills train faster. For example, all realms raise their level faster with more Intelligence. You mage should have a decent bit more intelligence than your Bishop and I assume that is why it takes less effort for him to raise his fire realm.

You can check which skill uses which stat by clicking on it or hovering over it, can't remember, been awhile.
#5sariduPosted 6/18/2010 2:25:33 AM
You will find the reason your mage is raising his skills faster is due to his 25% bonus to Wizardry which means he is able to cast spells at higher level (afaik the higher the level spell - the more sp used the greater gain to skills). Bishops can learn anything but they lack that bonus of the specialists so it takes them longer to raise their skills and access new spells (unless you are a believer in power training)

I'm also not a fan of battle priests, priests just don't add much to the party, yes they can heal but that's it, they're terrible fighters, only mace and flail is vaguely useful and that means front line fighting. You could make a dwarf priest tank but I would rather take a hybrid, Valk or Lord, much better armour and late game an excellent sp regen item.

You really do have to make some early spell choices, some spells cannot be brought at all, (mind stab and holy water come to mind) and some it will be a fairly long time before they are for sale (Noxious fumes and missile shield for example). For a bishop I usually choose mind stab - great spell if you are going for psionics, then missile shield just because it's so useful and good for training air and then noxious fumes because it's a fantastic spell.

I also find you need magic screen( armourplate is a nice to have) but that's three schools and I find it best to focus on two, you could use a priest - valk or lord at 5, by level 7 you should just be able to cast screen or take a bard and run for the magic screen instrument - but that's a long run, that's the great thing about this game, you have options ;-)
#6TheMouseMasterPosted 6/18/2010 5:24:40 AM
erm... most of the "flails" in the Mace&Flail skill are extended range. the priesnt doesn't REALLY need to be frontline ;p

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TheMouseMaster, you are my hero. That post wins you a whole 17 1/2 internets.
--- Flakhawk
#7jamiemadrox024Posted 6/18/2010 9:40:57 AM
Vampire Chain wielding Priest is pretty cool, I won't deny. Name him Trevor Belmont for extra cool points.
#8sariduPosted 6/20/2010 4:57:29 PM
"erm... most of the "flails" in the Mace&Flail skill are extended range. the priesnt doesn't REALLY need to be frontline ;p"

Fair enough but so are spears :p and from what I remember as cool as the Vampire chain is, it's attack mode is Lash - which means it never gets 2x damage against incapacitated opponents - could be wrong, it's been a really long time since I used a whip.

It all means very little Rapax Rift onwards where basically every mob uses extended weapons and can (and will) merrily pound your poor priest - lets not even talk about the mage :(
#9TheMouseMasterPosted 6/22/2010 5:20:14 AM
That's why if you are making a "Batlepriest", you make it a dwarf, and have a small shield in his offhand. He'll live quite long :).

And I don't remember that part of Rapax Rift... all of the people I remember were casters, archers, or Samurai class people... archers and casters don't matter to position (not that the archers hit real hard either), but the samurai used short-range swords... I thought.

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TheMouseMaster, you are my hero. That post wins you a whole 17 1/2 internets.
--- Flakhawk
#10jamiemadrox024Posted 6/22/2010 12:59:22 PM
The Samurai's use Polearms IIRC.

It's the Rapax Scouts and Rapax Veterans that wield the short swords.