A Simple Guide to a Pure Mage *Spoiler Warning*
Posted: August 28th, 2008, 4:42 pm
Since someone has requested this, I am detailing what I did with my Pure Mage character. This is not a detailed walkthrough on the game, but there may be some spoilers for anyone who has played all the way through the game. The way I played a Pure Mage I was not forced to constantly rest.
Also, if anyone has any way do something better, or an alternate way of doing things then please feel free to post it. (I just ask that you don't flame me needlessly.)
I'll start with a screen of my character when I beat the game: Spoiler As you can see, I'm only lvl 16 but I had 273 MP (it was 213 base, but I'm getting ahead of myself.)
At character creation I simply rolled until I got 14's in both Intelligence and Perception. Everything else I figured was secondary (I did get lucky with Strength and Endurance, but they didn't matter to me.) From there I choose Rifter, Druidic, and Magic User as my Origin, Axiom, and Class. I took Rifter for the Perception bonus and Druidic for the mana regeneration bonus. I then pumped Perception to 30, and put the remaining point into Intelligence. As for skills I took Elemental to 6, Alchemy to 4, Meditation to 4, and Spot Hidden to 1. (A note here, I'm still uncertain if Spot Hidden helped me at this point, and there is a Trainer in Bordertown for Alchemy. So you could get away with not spending all your points at start, or take Divine and use both spell lists.)
Once I got into the world I found that Fire Dart at lvl 3 usually 1-hit the Salamanders, so its mostly all I used. (I still hot-keyed lvls 1 and 2 in case different amounts of fire power were needed....Heh, I made a funny). I found real early that I didn't need anything stronger than lvl 3 Fire Dart very often, so during my first few lvl ups I only put one point into Elemental and the other 2 into Meditation. As for attributes, I put the majority of my points into Perception early. I learned after a few lvl ups (and re-loads) that perception seemed to dictate the amount of MP you get at lvl up more than Intelligence (I think Int helped mana regen more than the amount of mana you get, can anyone verify this?).
(A note on my character progression. I put 1 point in elemental and 2 in Meditation at each lvl untill I had hit the 1 mp a turn in regeneration. Then I mostly concentrated on getting Elemental up to 20. I saw no need to go higher than that due to the limited use of the tier 3 spells. I mostly concentrated on Perception through most the game, but started putting more into Intelligence later because it "seemed" to be helping mana regeneration.)
Due to these early choices I was able to regenerate most, if not all, my mana in between fights while outside. Litterly, the time/turns it took my to walk across another foe I had regened most my MP. Inside dungeons was a different story. My mana regen was so slow that I was forced to actually leave them and camp outside (Which I only did this on my first dungeon, and it happened almost instantly). A lucky loot of 2 items prevented me from being forced to do this ever again; a Brewmaster's Ring, and a scroll of Melt Lock. By the time I had to go into the crypts to get the pendant I had an adjusted Alchemy of 10, and enough ingredients to brew enough pots to not have to worry about camping more than 2 or 3 times in a dungeon. This cycle was repeated through most the game; never camping outside, getting enough ingredients for enough pots to not have to camp in a dungeon.(A note on alchemy. I would Strongly suggest you don't rely on a lucky drop. It would seem a better idea to save cash when possible, and make the trip to Boardertown to visit the trainer. He can get you to 5 in Alchemy, and it is easily possible to get the book from the Innkeeper there. This would mean only spending 2 points in it, which would mean those points in better things early game.)
A little more detail on the potions in dungeons. I was using Mana 3 pots really early in the game, and was only downing them when I would get all 90 MP from it (Usually when I was at 0 or real close MP, and Only during fights). A little later I found a lot of use for Fortified Mana and Haste pots, but basically there wasn't a pot listed that I didn't use at least once in the game.
Combat was really simple in some areas, tricky in others. Throughout most the game I found Fire Dart more mana efficient than other spells while facing single foes. If more than one showed or threatened to get into melee range then I switched to an Area of Effect spell like Fireball or Compress Atmosphere. But there was a trick to using those: kiting. I would walk away from the group, at an angle if possible, until they grouped such that I could hit all (or as many as I could) with each cast. This was true for all enemies I faced but the Raptors and Taurex. The only way I could deal with them was as much damage, as quickly as possible.
Again, if anyone was any better ways of doing things then please post them. This was not intended to be an end-all be-all for playing a pure Mage.
~Akark
Also, if anyone has any way do something better, or an alternate way of doing things then please feel free to post it. (I just ask that you don't flame me needlessly.)
I'll start with a screen of my character when I beat the game: Spoiler As you can see, I'm only lvl 16 but I had 273 MP (it was 213 base, but I'm getting ahead of myself.)
At character creation I simply rolled until I got 14's in both Intelligence and Perception. Everything else I figured was secondary (I did get lucky with Strength and Endurance, but they didn't matter to me.) From there I choose Rifter, Druidic, and Magic User as my Origin, Axiom, and Class. I took Rifter for the Perception bonus and Druidic for the mana regeneration bonus. I then pumped Perception to 30, and put the remaining point into Intelligence. As for skills I took Elemental to 6, Alchemy to 4, Meditation to 4, and Spot Hidden to 1. (A note here, I'm still uncertain if Spot Hidden helped me at this point, and there is a Trainer in Bordertown for Alchemy. So you could get away with not spending all your points at start, or take Divine and use both spell lists.)
Once I got into the world I found that Fire Dart at lvl 3 usually 1-hit the Salamanders, so its mostly all I used. (I still hot-keyed lvls 1 and 2 in case different amounts of fire power were needed....Heh, I made a funny). I found real early that I didn't need anything stronger than lvl 3 Fire Dart very often, so during my first few lvl ups I only put one point into Elemental and the other 2 into Meditation. As for attributes, I put the majority of my points into Perception early. I learned after a few lvl ups (and re-loads) that perception seemed to dictate the amount of MP you get at lvl up more than Intelligence (I think Int helped mana regen more than the amount of mana you get, can anyone verify this?).
(A note on my character progression. I put 1 point in elemental and 2 in Meditation at each lvl untill I had hit the 1 mp a turn in regeneration. Then I mostly concentrated on getting Elemental up to 20. I saw no need to go higher than that due to the limited use of the tier 3 spells. I mostly concentrated on Perception through most the game, but started putting more into Intelligence later because it "seemed" to be helping mana regeneration.)
Due to these early choices I was able to regenerate most, if not all, my mana in between fights while outside. Litterly, the time/turns it took my to walk across another foe I had regened most my MP. Inside dungeons was a different story. My mana regen was so slow that I was forced to actually leave them and camp outside (Which I only did this on my first dungeon, and it happened almost instantly). A lucky loot of 2 items prevented me from being forced to do this ever again; a Brewmaster's Ring, and a scroll of Melt Lock. By the time I had to go into the crypts to get the pendant I had an adjusted Alchemy of 10, and enough ingredients to brew enough pots to not have to worry about camping more than 2 or 3 times in a dungeon. This cycle was repeated through most the game; never camping outside, getting enough ingredients for enough pots to not have to camp in a dungeon.(A note on alchemy. I would Strongly suggest you don't rely on a lucky drop. It would seem a better idea to save cash when possible, and make the trip to Boardertown to visit the trainer. He can get you to 5 in Alchemy, and it is easily possible to get the book from the Innkeeper there. This would mean only spending 2 points in it, which would mean those points in better things early game.)
A little more detail on the potions in dungeons. I was using Mana 3 pots really early in the game, and was only downing them when I would get all 90 MP from it (Usually when I was at 0 or real close MP, and Only during fights). A little later I found a lot of use for Fortified Mana and Haste pots, but basically there wasn't a pot listed that I didn't use at least once in the game.
Combat was really simple in some areas, tricky in others. Throughout most the game I found Fire Dart more mana efficient than other spells while facing single foes. If more than one showed or threatened to get into melee range then I switched to an Area of Effect spell like Fireball or Compress Atmosphere. But there was a trick to using those: kiting. I would walk away from the group, at an angle if possible, until they grouped such that I could hit all (or as many as I could) with each cast. This was true for all enemies I faced but the Raptors and Taurex. The only way I could deal with them was as much damage, as quickly as possible.
Again, if anyone was any better ways of doing things then please post them. This was not intended to be an end-all be-all for playing a pure Mage.
~Akark