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"Question about skills"

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GruntLord -ur (1 posts) Click to EMail GruntLord%20-ur Click to send private message to GruntLord%20-ur Click to check IP address of the poster
Mar-26-01, 02:25 AM (Pacific)
"Question about skills"
What is the maximum you can reach in a skill? What is the maximum that makes sense? For the magic skills its apparently 7, but what about the other skills? How much "Artifacts" do I need to identify *everything*?

What is the difference between "enchant" and "bless"? Where can I get these skills?

GruntLord

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Lady_Adrexia (309 posts) Click to EMail Lady_Adrexia Click to send private message to Lady_Adrexia Click to view user profile Click to send message via ICQ Click to check IP address of the poster
Mar-28-01, 09:20 AM (Pacific)
1. "RE: Question about skills"
Let me take a stab at this...

I believe that a 9 is the highest you can reach in any skill...just a guess, since my characters are at between 5 and 6 on some skills. I assume that goes for the magic skills as well...don't confuse spellbook levels for magic levels.

I assume that you need a 7 or better in Artifacts to be able to figure out everything. I am at a 4 right now...and I get the item clarified about 50 percent of the time.

Bless is done by a Priest at the Temples. You must possess a Artifact skill in either Spirit or Vine. I haven't bothered to do one yet, not needed.

Enchant is done by a Mage at the Magick shoppe. You must possess a Artifact skill in either Sun or Stone. Same as above.

I am almost finished with the game, so I cannot tell you too much...maybe when I change classes and play the game from the start again. I might be more help then.


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Garion -ur (28 posts) Click to EMail Garion%20-ur Click to send private message to Garion%20-ur Click to check IP address of the poster
Apr-09-01, 02:57 PM (Pacific)
2. "RE: Question about skills"
Bless is the skill requiered to create artifacts of vine and spirit, while Enchant makes artifacts of sun and stone.
For moon and fiend both are o.k., I think.
You get the skills in priest/mage guild when your rank is high enough
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Slim (Guest) (3 posts) Click to check IP address of the poster
Jul-13-01, 09:11 AM (Pacific)
3. "RE: Question about skills"
I'm not sure you'll be able to identify EVERYTHING. The Serpent Staff, for instance, must have a ridiculous Artifacts requirement, since it costs $50,000+ just to identify it! Anyway, my Artifacts is at 8, and I can identify most things. Practically speaking, I wouldn't put any more into it, unless you get it at a guild because they don't have anything else you need. It seems to me that 7 is pretty high end. After reaching 4 or 5, you have to put a lot more points into skill advancement per skill, and at 7 it becomes ridiculous.
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Lady_Adrexia (309 posts) Click to EMail Lady_Adrexia Click to send private message to Lady_Adrexia Click to view user profile Click to send message via ICQ Click to check IP address of the poster
Jul-16-01, 06:01 AM (Pacific)
4. "RE: Question about skills"
Mine is at 9 and I can identify most things, but still not all. But at least I can identify most of the stuff that I sell.


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Radek (23 posts) Click to EMail Radek Click to send private message to Radek Click to check IP address of the poster
Jul-17-01, 03:40 AM (Pacific)
5. "RE: Question about skills"
The maximum of any skill is 12. A Zenmaster can reach 14 after getting the Enlightement Trait (all skills will be treater as if they were 2 levels higher). What is a reasonable level for your skills?
1. Magic schools. Train all magic schools that belong to your role to 7. As far as the magic schools that do not belong to your role are concerned, you must decide which spell levels you will want. You can gain "foreign" spells up to skill_level/2.
2. Artifacts, Forge, Athletics, Sorcery, Traps&Locks, 2nd Weapon, Enchants and Blessings: Train to 12. This allows you to identify and repair anything (if your Artifacts and Forge skills are at the same level, then you can repair everything you can identify). Note that Artifacts 9 does not suffice. Athletics: high skill level greatly improves your ability to swim undervater and take the "falling damage". Sorcery: no comment needed. Traps&Locks: with the skill at 12, your rogue-like character (Assassin, Ninja, Rogue, Bard, Barbarian) will be able to open every lock in the game, including the notorious "level 12" lock in the Skull Castle. A non-rogue character picks every lock EXCEPT the "level 12" lock. Note: a spellcaster with Sorcery 12 can open the lock with a Pry spell. 2nd weapon. I suspect the game that the 2nd weapon skill works the following way: the probability of striking with the 2nd weapon is proportional to the skill level. Thus, at low skill level, the character strikes only very seldom, at level 12, the character strikes almost always. The 2nd weapon skill becomes visible at level 8 or higher. Enchants and Blessings: no comment needed.
3. Other skills: it depends on you how good you want to be. Strange! You can fight pretty well with a weapon even if you do not have the skill at all. Gallantry: the skill does not seem to have so profound effect as advertised in the Scroll of Misinformation. Bloodlust seems to be better. Provess: high levels are helpful but you can live without them. Scout: my hypothesis is that the higher is the skill the larger is the radius of effect of the skill. With low skill values, you get an echo only for near creatures. With high values, you get an echo about far away creatures. Note that the skill level does not select the sensed monsters. You get an echo about the same types of monsters no matter how high is your skill.
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