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Character Creation
(cont.)
The Spellcasters
The spellcasters are weak,
but what they lack in physical strength they make up for in excellent
magical skills. These classes have the fewest hit points, the worst attack
skills, and do the lowest damage in physical combat. However, they can
also perform the most incredible feats. You want to have at least one
self magic caster and one elemental magic caster in your party. The self
character can heal and protect your party while the elemental character
can wreak havoc with unmatched attack spells.
Druid
The druid is a dual-classes spellcaster, but it isn't a cross between
a fighter and a spellcaster. It's a cross between the sorcerer and the
cleric. The druid thus can become a master in all self and elemental magic
schools, but cannot learn dark or light spells. It is basically a generalist
mage. It gains a good number of spell points, but is a very weak fighter,
with low hit points and poor weapon and armor skills. The druid is not
as good in either self of elemental magic as the cleric or sorcerer, respectively,
but if you must combine those two classes together to make room for more
fighters in your party, the druid makes a good choice. Although they are
versatile, if you want good attack or healing power, you might be better
off with the real thing.
The other reason, aside from
versatility, to have a druid is its noncombat skills. The druid can become
a grandmaster in meditation and alchemy. While meditation helps to add
a great pool of spell points, grandmaster alchemy skill is incredible
because it lets you create powerful potions that can increase your characters'
stats by up to 50 - permanently. Druids need high intellect and personality
and do not need high might, accuracy, or speed. High endurance would help
for hit points. Humans and elves make good druids.
Starting skills:
Dagger, earth
Starting choices: Mace, leather, water, body, spirit, alchemy,
learning, meditation, perception
Disallowed skills: Axe, spear, sword, unarmed, chain, dodge, plate,
dark, light, body building, disarm trap, repair item, stealing
Normal-level skills: Bow, staff, armsmaster
Expert-level skills: Mace, leather, shield, identify item, identify
monster, merchant, perception
Master-level skills: Dagger, air, earth, fire, water, body, mind,
spirit, learning
Grandmaster-level skills: Alchemy, meditation
Starting hit points:
20
Starting spell points: 10
Additional hit points per level: 2/3/4
Additional spell points per level: 3/4/5
Next: Druid (cont.)
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