While it's effective on a lot of enemies, it's less efficient than simply killing them, and its utility is limited to targets without spiritual resistance. It turns out that this spell seems to be bugged in that it NEVER wears off. Energy cage can stop it from fleeing, though. It also does Spiritual damage to the target, which is helpful because the Polymorphed target retains its hit points, defense score, and resistances and it can still move around. It requires that the target have less Spiritual resistance than X. Polymorph transforms the target into a harmless critter, which makes them unable to attack you for 3 to 15 seconds EVER AGAIN. Some containers are trapped, which would be an ideal place to use Telekinesis, but you can't, and trying just makes you run up to open them. The annoying thing is that it doesn't seem to work on some things it SHOULD work on, like containers. It's unlikely that you'll need more than rank 2 for a couple of things - this lever, and some items on otherwise inaccessible areas in the Rivertown sewers. Telekinesis lets you pick up things from far away and interact with certain items. One note of caution: you can't recast it on enemies already afflicted with it you need to let it wear off before you can hit them with it again. Maxed out, Limbs of Lead will make is possible for you to take on enemies who are extremely powerful melee fighters with relative safety. Some enemies can cast this on you, and it can be just as lethal. ![]() Get two or three points and cast it on some of the boss-creatures in the game. It needs two points to get it to a useful duration. First available at level 5, this spell slows the target down and makes them hit for less damage. The spammable nature of the spell makes it somewhat useful, although it's no good against ranged opponents unless you run up to them. Rank 1, each disc does 20 damage, at Rank 5 each disc does 100 damage. The upside is that the damage is physical and fixed. This spell sends a few discs spiraling a short distance from your character. An enemy can be hit with more than one spike at once, but you're not going to hit them with all 5. At Rank 5 (available at level 25), it summons a group of 5 spikes which shoot three times, each hit doing 20-70 damage. At Rank 1 (available at level 1), it summons 1 group of spikes which shoot three times, each hit does 4-14 damage. The initial small area of effect makes it pretty worthless until you have at least three ranks in the skill, but after that it's very powerful. It's also an area-effect spell, which starts out tiny and grows much larger with more points. It does physical damage and cannot be resisted, and given how many enemies in the final area have immunities, it's going to be your primary spell. Hell Spikes is THE damage spell for mages. ![]() It's best used for getting from the middle of a swarm to the edge, but it's even better to not get into that kind of trouble to begin with. ![]() I won't be using this much at all, it's an escape skill, if you need to use it, you've probably done something wrong.Īt the cost of about 1500 Stamina (your initial Stamina is 3000), you change places with an entity. It may be occasionally handy to get out of the middle of crowds, but it's also useful to move NPC's around so you can steal stuff from their house. The Wizard's special move is Swap Places, which lets you trade places with any enemy or NPC. Since the main character is a mage, we'll be going in-depth with the mage skills first.
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