|
Post by reenen on Jan 22, 2007 3:28:34 GMT -5
Hi...
I kind of feel that the Priest is the best character to start with. The Holy Might is just rediculous to make you able to survive, and run away from those baddies.
Then devine blood is also very, very useful.
However... due to really undocumented abilities, I've tended only to spend 1 point in each ability. Though after reading the post about the devine blood, I'll probably invest more there.
My previous character had about 6 unspent skill points, as I want to spend them on the abilities that I can get after I reach class level 6. - Improved wisdom casting for instance.
Then spent a lot of skill points on Elemental, as I feel eventually magic would probably be the main way to go (as it is less dependant on your items).
Unfortunately... I magic missiled (Missile, Bolt, power 11 (mana cost 6)) an elite that returned 50% of magic damaged my way.
I was full health (126HP about) and died... Shees... each game has it's learning curve. :-)
As a side note: Is there any where I can see what the advantages is of spending points in certain abilities. The PDF is nice with the skills, but the class abilities seems to be undocumented.
How about a Wiki for Portralis, just like ToME's wiki?
|
|
|
Post by Lipa on Jan 22, 2007 5:50:58 GMT -5
Er... strange you didn't notice, but everything you need to know about the abilities and skills is in the online help - just press '?' and check it out! Otherwise, there *will* be abilities in the next release of the pdf reference card, but the work is only about half-done. Give me a few more days...
|
|
|
Post by totallyang on Jan 22, 2007 8:11:12 GMT -5
You can also look at the abil.txt file in the help folder. Probably the same file, but you can always print this out for reference.
|
|
|
Post by reenen on Jan 22, 2007 8:19:09 GMT -5
Thanks, I'll have a look there.
I've probably become lazy with games like Diablo and those, where the next skills advantages is shown automagically.
|
|
|
Post by totallyang on Jan 22, 2007 14:55:03 GMT -5
Sorry, the file is "abilities.txt" which is the same as the file that you can look at via the on-line help, but as I said, you can still print it out for reference. Lipa, is it worth re-formatting the "abilities.txt" file using Word and then converting to PDF or is this what you are already doing?
|
|
|
Post by Lipa on Jan 22, 2007 17:16:30 GMT -5
You're right. Simply converting the file to pdf would make no sense. After all, I don't want this card to be the game's "manual", I want it to be the "quick reference card". So what I'm doing currently is a bit different: I am making two additional tables: "Passive Abilities" and "Active Abilities". Here, all the abilities are listed alphabetically, the effects are briefly listed, and the requirements. So it's an arranged list of both skill *and* class powers that a character can learn! I find it quite useful when I'm planning my next character: I scan through each of the two tables and mark the abilities that seem interesting for the type of character I have in mind. Then I also check the requirements and finally decide how to develop my build... Anyway, the card is half-done. I have a few more classes to cover. Hopefully, it'll be finished by the end of the week.
|
|
|
Post by Variaz on Jan 22, 2007 18:51:07 GMT -5
Again, thanks a lot Lipa for making that nice reference card! I really appreciate it!
|
|
|
Post by sam12six on Jan 23, 2007 18:15:13 GMT -5
For anything but a mage, I like to play as a pure warrior - using a dagger and shield. I just run away from anything that requires magic, or returns physical until I get either some spell points, or a branded weapon. I save all ability points until I can afford the Licialhyds to access advanced classes (that's usually about level 3.) The best 1 point ability I've found is ranger's wilderness lore (which I think is bugged, because it gives tree-walking.)
My favorite early combo is shield of element + element ball. you can wreak havoc without worrying about magic returning...
|
|
|
Post by Variaz on Jan 24, 2007 9:27:41 GMT -5
Wilderness Lore gives the forest walk? Are you sure? The Ranger have it innate, and it's Forestry that gives it... Did you take Forestry, or were you a Ranger?
|
|
|
Post by phlinn on Jan 24, 2007 10:53:42 GMT -5
He might be playing a celestial, which also grants forest walking althought it's not listed as a bonus. I'm assuming they fly over them.
|
|
|
Post by Variaz on Jan 24, 2007 11:36:49 GMT -5
Celestials and Demons both have Flying, which allow you to fly over trees, mountains and pits. Saves the 30000 golds needed to buy the ring...
|
|
|
Post by reenen on Jan 25, 2007 1:08:15 GMT -5
My current character is an Archer, specializing in Agility, and Elemental damage spells.
So basically I play it like a mage with the swap out archery.
Actually I have a 0 mana cost spell that I ride... and then when something returns magical or is immune to magical I'll post him an arrow (I think I have a bow at the moment) or two.
My arrows does more damage, but they don't always hit. :-(
It's quite cool, because I've spent a point or two in piercing, and the called shot does a LOT more damage.
|
|
|
Post by sam12six on Jan 25, 2007 17:33:23 GMT -5
that explains it, then. I was playing a celestial character and forgot they fly...
|
|