FrostElfGuard
12-17-2005, 04:53 AM
0) Planning
1) School
2) Skills
3) Gold
4) Unaimed spells
5) Overlap and tactics.
6) Spells every beginner bm should use
7) Timing
8) Armour
9) 3 3-socket sword+ 3-socket shield
10) 4 combo with optional regen spells sword and regen spells shield
11) Quests for runes
12) Horses: speed=not there to die today
13) Trade
14) Dwarf friend
15) Life leech
0 Planning
========
Before getting going, there are a few modifications you should make to your settings.cfg file.
This file lives in your program directory.
C:\Program Files\Ascaron\Sacred\settings.cfg
The lines I have modified are as follows:
COMBINE_SLOTS : 1
DEFAULT_SKILLS : 0
FULLSCREEN : 0
PICKUPANIM : 0
SHOWMOVIE : 0
SHOWPOTIONS : 0
WARNING_LEVEL : 40
Combine Slots: Allows you to tie a spell to a set of weapons. Which is great.You'll see why later.
Default Skills: 0. Allows you start with any skills available at level 1. Prevents wasted skill slots.
Full Screen 0: If you monitor allows (ie has higher resolution) you can play the game in a window...which will prevents deaths by Microsoft key, anti-virus software, upgrades of hardware drivers (hardware wanting to phone home), msn messenger... etc.
Pickup Animations: 0. I don't need to see my toon bend over to pick things up. More realistic, yes, but a waste of my time.
Show movie: no. Don't show the movie...sometimes showing the movie hangs the game.
Show potions: no. Q=Undead Death Potion (purple), W=Mentor Potion (xp, blue), E=probably venom antidote (green), R= concentration potion (yellow), and space bar (your friend) for health potion (red).
Warning Level 40: increase the danger bar. At 25% (default) the warning comes too late. BMs are fragile..not many HP--and sometimes not many defenses either. So, with a higher warning level, we have a better chance of reactiing in time to keep the toon alive!
1 School
=======
Before you make a mage, consider what kind you want to have.
Melee? (supported by Stoneskin, Flameskin, Purgatory, Fireball, and the Ring of Ice,
and/or Circle of Fear), Shield Wall (protection from arrows and magic spells)
Sharder? (Ice Shards)
Water Mage? (Ring of Ice)
Earth Mage? (Boom Boom! Time for a Meteor Storm!)
Air Mage: (GoW),
Fire Mage: Fire Sprial? with Fireball, Purgatory (for archers, and nearby meleer monsters),
Flameskin (burn arrows out of the air, damage melee monsters, boost fire resistance
{defend against goblinoids, demons, and dragons}...
Or, go all out, and read 1 rune from each spell. That one is harder than the others.
2) Skills
Level taken Skill
1 Magic Lore
1 Water Magic (Ring of Ice is the mob killer, possibly with Ice Shards as a side)
3 Meditation
6 Agility
12 Trade----save 3 points at level 11, 3 at level 10, 3 points at level 9.
I took Water Magic at level 1, though you could take Meditation. Level 3 is very quick. Especially if you play online in a game with lots of people.
The earliest you can take Trade is level 12. Save skill points to put into trade, so trade is maximized (Your level -1). You'll boost it with
equipment too. If trade is boosted, then you get better items in the shop again. I find a shop without the trade skill sells only garbage.
(A big downer for the daemon character...she can only shop for concentration potions at Bravemart.)
3) Gold
======
You really don't need too much starter gold. Providing you have a Dwarf friend (more later), you'll be minting your own gold.
4) Unaimed spells.
==============
If you are learning a BM, the best way to start is with unaimed spells. That is, spells the don't require a target.
Ring of Ice, Fire Sprial, and Ice Shards (when shot close to your body) and Flameskin are all unaimed.
That means, the enemies will get hit regardless of your skill with the mouse. Well, maybe a little skill in Ice Shards.
For a scatter shot, you need to fire your shards near your character's body. This will cause a scatter-shot which
goes almost everywhere.
The other three mentioned spells count on the monsters running up close to you. Almost all of them will do this.
The exceptions are archers which stand still. Fireball, Purgatory, Ice Shards, Gust of Wind...and maybe Meteor Storm,
will take care of these. The mages, priests and shamans will run by your character --eventually.
Note: The game will speed up. So unaimed spells become more important later. Of course, you skill level will
increase...but unaimed is soooo much easier.
5) Overlap & Tactics
===============
If quick cast your spells (explained later), you can overlap the areas of effect. If you do get overlap, try to
convince the monsters to fight you in the overlap area. Ring of Ice is great for this. The monsters are slowed,
and this gives you time to think about tactics.
Ring of Ice is also great 'cause you can use it anywhere. It also can penetrate walls and get monsters in the
next room....even with the door closed. Fire Sprial can't be used effectively in confined spaces.
NOTE: Both of these spells have dead space inside where they cause no damage. Try to convince monsters
to move to a part of the circle where they will get damage. Melee characters will follow you, archers will
back up from you.
Use trees, stones, walls, doors to limit the number of monsters that surround you. Note that ghosts
can stack, but don't go through walls or trees or scenery. If you are alone on the plains, you can
be attacked from all sides...which often leads directly to death!
6) Spells every beginner BM should use.
=============================
Ghost Meadow. Star of the show. 50% reduction in spell regen time. At level 1 Ghost Meadow.
That means 2x spells over time, which means 2x more damage in the same time...which means
2x as many levels in a gaming session--if you can get to the monsters quick enough (Thus the
prevelance of players using "caves". Instant refill. Timed when you best use it.)
Stoneskin. Enormous increase in physical resistance=effectively way higher life expectancy.
Also boosts poison resistance.
Regardless of which school you decide to take, these two will greatly enhance your BMs survival.
Stoneskin rune is always available in the grave with Enlightened Iron sword.
I found this on the official forum (I wrote it in Sep 2005)
Quickest way is to get Enlightened Iron sword, and equip that (even if you're a spell caster).
It is located between Silver Creek and Porto Vallum. Follow the road to Porto Vallum. There is a lone grave below the road at a sharp turn in the road.
The grave when opened (click on it) will spawn a level 9 zombie. When killed, this poison resistant (and poison damage dealing) monster will drop Enlightened Iron sword (2 slots for socketing, and 10% Find Special Item (Magic Find)), a Stoneskin rune, possibly another rune, and possibly some items. (The higher your character level, the less drops).
That starts it off for you, whether you're in SP or on MP.
If on MP, often you will find the grave is empty. It's already been robbed by another player.
Each level of difficulty has a better EI sword. (more pluses, more MF, still only 2 sockets).
If you keep starting a new game, you can keep finding the StoneSkin rune. At low levels, you'll get another rune (random) dropping with the Sword.
7) Timing
=======
Your Stoneskin and Ghost Meadow will run out. The first one is vital for your survival..so base what you do around it always being on.
Later on, when you're more skilled, you can figure out how to play without Stoneskin. When your BM is mature, (ie level 100+), you should
have developed strategies that don't require Stoneskin.
So, time the combat so you can finish the section BEFORE you stoneskin runs out. You'll get a flash flash indicator about a 1 second
to go. During that time, you can recast it--providing your timers let you!
After a while, you will grow used to the rhythm of re-casting Stoneskin...so you'll be anticipating when it runs out.
If not, ride away on your 220 speed horse (discussed later).
8) Armour
=======
Initial armour should have physical and fire resistance. And 3 or 4 slots. A Dwarf might be able to help.
The slots are optional, the main resistances are manditory. You must be able to resist fire and physical
damage to get to level 10.
You should reequip armour every 5 or 10 levels. Trade becomes important to the BM after level 12.
9) 3-socket sword, 3-socket shield
=========================
Your main attack spell should have 1 rune read. 1.
You boost it by socketing the same rune in your sword and shield for the matching slot.
1&6
2&7
3&8
4&9
5&10
I usually put my attack spell in spell slot 6.
So, slot 1 will have a 3 socket sword and 3 socket shield (Dwarf friends really help. See below)
Show at Bravemart until you get a 3 slot sword and a 3 slot shield.
When you press 1. You'll get your main attack spell and the 3 & 3. This will give you a maximum
of 7 in your chosen spell.
Cast the spell. As soon as the timer starts filling in, switch to your combo slot.
10) Combo and switching spells
========================
Your combo slot will have a 4x version of your attack spell. More importantly, the (up to) 6 level
boost to your spell will go away. Don't worry. You cast your spell at level 7 (or less if you
don't have the runes yet), and now you're regenerating it at level 1. Which is a very much shorter
time to regenerate.
If you combo slot also has a regen spells sword ,and a regen spells shield, you spell will regenerate
even faster!! (See Dwarf friend later)
Once your spell has regenerated, you can switch back and cast it again. Fast!! This is fast cast.
Faster still if you have the regen spells items too. (This comes from gogo)
After you have cast a spell, you have the option of casting your combo. Spells and combos are on
different timers. So you spell timer is regening while you are (potentially) using your combo timer.
So you can:
Cast Spell! and switch (not too soon or you blow your casting)
optionally Cast Combo (spell x 4) and switch---or just wait for timer to fill for main attack spell and Switch!
cast Spell! and switch
While you are casting your combo, your spell is regenerating. If it is a fast spell like Ice Shards, or
Gust of Wind, Fireball, Lightning...it should be regened before you are finished casting the combo.
If it is a slow spell, like Ring of Ice or Fire Spiral, you still have been doing something useful while
you wait for your regular timer.
Combo timer can be reset with concentration potion (yellow).
This is just switching between primary spell and combo. You can switch between different spells
you have boosted with sword and shield slots just as easily. This allows for variety in attack
spells.
But remember, when you do this, you'll be dropping to a level 1 of the spell between castings,
so the spell will regen quickly (whatever kind it is) compared to the level it was cast at.
11) Quests for Runes
================
Well, how the heck do you get a high level in a spell?
Do the starter quests in Bellevue.
Wolf Quest: 2 runes (often of your own class)
Pay book quest: 1 rune
Seraphim quest: 1 rune (fireball)
Sheep quest: maybe 1 rune
Fisherman quest: maybe 1 rune
Lost boy quest: maybe 1 rune
Arogarn quest: maybe 1 rune
Lost sister quest: maybe 1 rune
There are other quests..but these ones are the ones I usually do. Well, maybe not the seraphim! :)
If you go to another game, you can reset these quests and do them again.
Each time you do a quest, you might get a set item as a random reward.
Often I get 3 set items by the time I'm level 10. True, they're often not my class...but that's a lot of set
items!
I left out the Combo master quest, because that is in Silver Creek. A beginner BM should not go that
deeply into the game. It isn't safe for a beginner.
12) Horses, or Speed=No death
=======================
With a 220 speed horse (can be increased by a bridle with speed mod on it), you can out run
anything at the beginning of the game.
A 220 Speed horse is for sale in Mascarell. You can use the portal under the tower to enter
a safe section of Mascarell. Right close to the stable. There is a quest there too. Buy the
horse for 5000 gold, and finish the quest if you want XP and runes.
A BM needs to have a good level in spells before he faces higher level monsters...so this
quest is not in my repeat list. I want the BM to be able to survive--so having too high a character
level compared to spell level...well, it leads to harder monsters with higher resistances...
which puny, low level spells can't overcome...and well...death.
So: try to do the quests that give the most runes.
When a quest no longer gives runes anymore, your character level (or # of runes in
read, in your back, in your sockets in your current equipment, in your chest) is too
high compared to the quest threshold. This quest has dried up. Move up and on.
Back to the horses: when on horseback, your character casts some spells faster...since
some parts of the animation are cut out. So: Stoneskin is faster and Ghost Meadow too.
Experment to see what other spells are cast faster.
Practice casting your spells from the horse. Without enemies present.
NOTE: You can't cast combos from horseback.
Your horse will let you outrun most things in the game.
If your stoneskin runs out, ride away!
If a dark elf casts poison mist at you..ride away!
If archers fire too many arrows at you to avoid...ride away!
If your Ghost Meadow runs out...your out of health potions or concentration potions (if you're relying on these)...ride away! :)
If you have purgatory, circling your enemy with your horse will give the purg a chance to keep catching them. Circling
a dragon with 4x purgatory combo should yield more damage than a fire spiral.
13) Trade Skill
==========
At level 12, you can get the Trade Skill. Start saving points at level 9. Stop allocating skill points.
You'll want them desperately for Trade. Keep Trade skill at your level -1. Forever. It is the one skill that never
stops giving you a return.
Pay attention: It is the one skill that never stops giving you a return.
A long article, but, Trade is soooo central to the BM!
With Trade roughly kept at your level, and items to boost all skills (and thus trade) or just boost trade,
you can easily double your trade level to character level ratio.
When trade is significantly higher than your level, you start seeing PHENOMINALLY better equipment
in the shops. We're talking rares. We're talking rares with "unique" (ie dull brown) attributes. Like life
leech, critical, gain gold for damage dealt, wounds increase damage dealt, +1 all skills, +1 all magic
spells, +1 all combat arts, etc...
All the really good mods, armour with high boosts to your spell levels (used to create combos), boosts
to skills like meditation, your school of magic, damage of your particular elemental type, regen spells %...on and
on it goes..
Only the daemon lacks this skill...so daemons are penalized ---though they have soo many other advantages!!
At any rate, a character lacking in this skill is definitely at a disadvantage compared to one that does!
This leads us directly to the
14) Dwarf friend
============
If you have a friend is a level 1 Dwarf, with tons of equipment that boosts all skills (socketed in armour),
and the Dwarf has some experience...but not enough to go to level 2!!!!
You in effect have a character at level 1 with 22 times its level in Trade.
A 22:1 ratio.
Such a character, and only a Dwarf can do it, [WE get trade at level 6, BM at 12, most other classes at 30
or 50] will see phenominal equipment. An hour or two shopping will yield:
10 +1 all magic spells amulets
3 +1 all combat arts amulets
a few rings (and several amulets) that give 3% chance of gaining gold based on damage dealt (not incurred, dealt)
2%, 3% and 4% life leech amulets
4% and 5% critical amulets
several rings with regen spells (up to 20% each)
several rings with regen special moves (up to 20% each)
several amulets with 10 to 15% Wounds Increase Damage Dealt
and lots of other mods I can't recall...or don't use.
Such characters can also find starter equipment with 53% RSM or Regen spells...with slots.
3 socket swords, while not common...well, you can get 3 or 4 in an hour or so...
3 socket shields ditto.
Most armour will be for Dwarves, and most amulets. However, the amulets can be socketed..and
you can look for out-class equipment...just ignore the Dwarf items.
This shopping is done at Bravemart, where someone else has opened Bravemart. While Bravemart
can be opened at level 1, it takes a wiley Dwarf to make. One level 20 Sakarra priest can kill a level 1
Dwarf with just about any spell. At range.
Usually, when I shop with a Dwarf, I blow a million gold before I'm done my session of shopping.
By the end, I have sera starter gear, DE starter gear and a ton of amulets.
15) Life leech
==========
Life leech is your friend, and a great cushion between your BM and death. Try to have at least 9%.
You can get it from your Dwarf friend, or some vampire runes.
18% Life leech is lots and lots.
So, in closing: use your strengths (strong spells) with low regens against your enemies when
your defenses (stoneskin and or flameskin and or shield wall) are at their highest. Use Ghost
Meadow constantly to regen spells faster. Use regular and combo timers to maximize
damage inflicted. Be where there is no damage (ride away, evade using horse)
In short, use your strengths against the enemies weaknesses and brunt their strengths
against your defenses.
1) School
2) Skills
3) Gold
4) Unaimed spells
5) Overlap and tactics.
6) Spells every beginner bm should use
7) Timing
8) Armour
9) 3 3-socket sword+ 3-socket shield
10) 4 combo with optional regen spells sword and regen spells shield
11) Quests for runes
12) Horses: speed=not there to die today
13) Trade
14) Dwarf friend
15) Life leech
0 Planning
========
Before getting going, there are a few modifications you should make to your settings.cfg file.
This file lives in your program directory.
C:\Program Files\Ascaron\Sacred\settings.cfg
The lines I have modified are as follows:
COMBINE_SLOTS : 1
DEFAULT_SKILLS : 0
FULLSCREEN : 0
PICKUPANIM : 0
SHOWMOVIE : 0
SHOWPOTIONS : 0
WARNING_LEVEL : 40
Combine Slots: Allows you to tie a spell to a set of weapons. Which is great.You'll see why later.
Default Skills: 0. Allows you start with any skills available at level 1. Prevents wasted skill slots.
Full Screen 0: If you monitor allows (ie has higher resolution) you can play the game in a window...which will prevents deaths by Microsoft key, anti-virus software, upgrades of hardware drivers (hardware wanting to phone home), msn messenger... etc.
Pickup Animations: 0. I don't need to see my toon bend over to pick things up. More realistic, yes, but a waste of my time.
Show movie: no. Don't show the movie...sometimes showing the movie hangs the game.
Show potions: no. Q=Undead Death Potion (purple), W=Mentor Potion (xp, blue), E=probably venom antidote (green), R= concentration potion (yellow), and space bar (your friend) for health potion (red).
Warning Level 40: increase the danger bar. At 25% (default) the warning comes too late. BMs are fragile..not many HP--and sometimes not many defenses either. So, with a higher warning level, we have a better chance of reactiing in time to keep the toon alive!
1 School
=======
Before you make a mage, consider what kind you want to have.
Melee? (supported by Stoneskin, Flameskin, Purgatory, Fireball, and the Ring of Ice,
and/or Circle of Fear), Shield Wall (protection from arrows and magic spells)
Sharder? (Ice Shards)
Water Mage? (Ring of Ice)
Earth Mage? (Boom Boom! Time for a Meteor Storm!)
Air Mage: (GoW),
Fire Mage: Fire Sprial? with Fireball, Purgatory (for archers, and nearby meleer monsters),
Flameskin (burn arrows out of the air, damage melee monsters, boost fire resistance
{defend against goblinoids, demons, and dragons}...
Or, go all out, and read 1 rune from each spell. That one is harder than the others.
2) Skills
Level taken Skill
1 Magic Lore
1 Water Magic (Ring of Ice is the mob killer, possibly with Ice Shards as a side)
3 Meditation
6 Agility
12 Trade----save 3 points at level 11, 3 at level 10, 3 points at level 9.
I took Water Magic at level 1, though you could take Meditation. Level 3 is very quick. Especially if you play online in a game with lots of people.
The earliest you can take Trade is level 12. Save skill points to put into trade, so trade is maximized (Your level -1). You'll boost it with
equipment too. If trade is boosted, then you get better items in the shop again. I find a shop without the trade skill sells only garbage.
(A big downer for the daemon character...she can only shop for concentration potions at Bravemart.)
3) Gold
======
You really don't need too much starter gold. Providing you have a Dwarf friend (more later), you'll be minting your own gold.
4) Unaimed spells.
==============
If you are learning a BM, the best way to start is with unaimed spells. That is, spells the don't require a target.
Ring of Ice, Fire Sprial, and Ice Shards (when shot close to your body) and Flameskin are all unaimed.
That means, the enemies will get hit regardless of your skill with the mouse. Well, maybe a little skill in Ice Shards.
For a scatter shot, you need to fire your shards near your character's body. This will cause a scatter-shot which
goes almost everywhere.
The other three mentioned spells count on the monsters running up close to you. Almost all of them will do this.
The exceptions are archers which stand still. Fireball, Purgatory, Ice Shards, Gust of Wind...and maybe Meteor Storm,
will take care of these. The mages, priests and shamans will run by your character --eventually.
Note: The game will speed up. So unaimed spells become more important later. Of course, you skill level will
increase...but unaimed is soooo much easier.
5) Overlap & Tactics
===============
If quick cast your spells (explained later), you can overlap the areas of effect. If you do get overlap, try to
convince the monsters to fight you in the overlap area. Ring of Ice is great for this. The monsters are slowed,
and this gives you time to think about tactics.
Ring of Ice is also great 'cause you can use it anywhere. It also can penetrate walls and get monsters in the
next room....even with the door closed. Fire Sprial can't be used effectively in confined spaces.
NOTE: Both of these spells have dead space inside where they cause no damage. Try to convince monsters
to move to a part of the circle where they will get damage. Melee characters will follow you, archers will
back up from you.
Use trees, stones, walls, doors to limit the number of monsters that surround you. Note that ghosts
can stack, but don't go through walls or trees or scenery. If you are alone on the plains, you can
be attacked from all sides...which often leads directly to death!
6) Spells every beginner BM should use.
=============================
Ghost Meadow. Star of the show. 50% reduction in spell regen time. At level 1 Ghost Meadow.
That means 2x spells over time, which means 2x more damage in the same time...which means
2x as many levels in a gaming session--if you can get to the monsters quick enough (Thus the
prevelance of players using "caves". Instant refill. Timed when you best use it.)
Stoneskin. Enormous increase in physical resistance=effectively way higher life expectancy.
Also boosts poison resistance.
Regardless of which school you decide to take, these two will greatly enhance your BMs survival.
Stoneskin rune is always available in the grave with Enlightened Iron sword.
I found this on the official forum (I wrote it in Sep 2005)
Quickest way is to get Enlightened Iron sword, and equip that (even if you're a spell caster).
It is located between Silver Creek and Porto Vallum. Follow the road to Porto Vallum. There is a lone grave below the road at a sharp turn in the road.
The grave when opened (click on it) will spawn a level 9 zombie. When killed, this poison resistant (and poison damage dealing) monster will drop Enlightened Iron sword (2 slots for socketing, and 10% Find Special Item (Magic Find)), a Stoneskin rune, possibly another rune, and possibly some items. (The higher your character level, the less drops).
That starts it off for you, whether you're in SP or on MP.
If on MP, often you will find the grave is empty. It's already been robbed by another player.
Each level of difficulty has a better EI sword. (more pluses, more MF, still only 2 sockets).
If you keep starting a new game, you can keep finding the StoneSkin rune. At low levels, you'll get another rune (random) dropping with the Sword.
7) Timing
=======
Your Stoneskin and Ghost Meadow will run out. The first one is vital for your survival..so base what you do around it always being on.
Later on, when you're more skilled, you can figure out how to play without Stoneskin. When your BM is mature, (ie level 100+), you should
have developed strategies that don't require Stoneskin.
So, time the combat so you can finish the section BEFORE you stoneskin runs out. You'll get a flash flash indicator about a 1 second
to go. During that time, you can recast it--providing your timers let you!
After a while, you will grow used to the rhythm of re-casting Stoneskin...so you'll be anticipating when it runs out.
If not, ride away on your 220 speed horse (discussed later).
8) Armour
=======
Initial armour should have physical and fire resistance. And 3 or 4 slots. A Dwarf might be able to help.
The slots are optional, the main resistances are manditory. You must be able to resist fire and physical
damage to get to level 10.
You should reequip armour every 5 or 10 levels. Trade becomes important to the BM after level 12.
9) 3-socket sword, 3-socket shield
=========================
Your main attack spell should have 1 rune read. 1.
You boost it by socketing the same rune in your sword and shield for the matching slot.
1&6
2&7
3&8
4&9
5&10
I usually put my attack spell in spell slot 6.
So, slot 1 will have a 3 socket sword and 3 socket shield (Dwarf friends really help. See below)
Show at Bravemart until you get a 3 slot sword and a 3 slot shield.
When you press 1. You'll get your main attack spell and the 3 & 3. This will give you a maximum
of 7 in your chosen spell.
Cast the spell. As soon as the timer starts filling in, switch to your combo slot.
10) Combo and switching spells
========================
Your combo slot will have a 4x version of your attack spell. More importantly, the (up to) 6 level
boost to your spell will go away. Don't worry. You cast your spell at level 7 (or less if you
don't have the runes yet), and now you're regenerating it at level 1. Which is a very much shorter
time to regenerate.
If you combo slot also has a regen spells sword ,and a regen spells shield, you spell will regenerate
even faster!! (See Dwarf friend later)
Once your spell has regenerated, you can switch back and cast it again. Fast!! This is fast cast.
Faster still if you have the regen spells items too. (This comes from gogo)
After you have cast a spell, you have the option of casting your combo. Spells and combos are on
different timers. So you spell timer is regening while you are (potentially) using your combo timer.
So you can:
Cast Spell! and switch (not too soon or you blow your casting)
optionally Cast Combo (spell x 4) and switch---or just wait for timer to fill for main attack spell and Switch!
cast Spell! and switch
While you are casting your combo, your spell is regenerating. If it is a fast spell like Ice Shards, or
Gust of Wind, Fireball, Lightning...it should be regened before you are finished casting the combo.
If it is a slow spell, like Ring of Ice or Fire Spiral, you still have been doing something useful while
you wait for your regular timer.
Combo timer can be reset with concentration potion (yellow).
This is just switching between primary spell and combo. You can switch between different spells
you have boosted with sword and shield slots just as easily. This allows for variety in attack
spells.
But remember, when you do this, you'll be dropping to a level 1 of the spell between castings,
so the spell will regen quickly (whatever kind it is) compared to the level it was cast at.
11) Quests for Runes
================
Well, how the heck do you get a high level in a spell?
Do the starter quests in Bellevue.
Wolf Quest: 2 runes (often of your own class)
Pay book quest: 1 rune
Seraphim quest: 1 rune (fireball)
Sheep quest: maybe 1 rune
Fisherman quest: maybe 1 rune
Lost boy quest: maybe 1 rune
Arogarn quest: maybe 1 rune
Lost sister quest: maybe 1 rune
There are other quests..but these ones are the ones I usually do. Well, maybe not the seraphim! :)
If you go to another game, you can reset these quests and do them again.
Each time you do a quest, you might get a set item as a random reward.
Often I get 3 set items by the time I'm level 10. True, they're often not my class...but that's a lot of set
items!
I left out the Combo master quest, because that is in Silver Creek. A beginner BM should not go that
deeply into the game. It isn't safe for a beginner.
12) Horses, or Speed=No death
=======================
With a 220 speed horse (can be increased by a bridle with speed mod on it), you can out run
anything at the beginning of the game.
A 220 Speed horse is for sale in Mascarell. You can use the portal under the tower to enter
a safe section of Mascarell. Right close to the stable. There is a quest there too. Buy the
horse for 5000 gold, and finish the quest if you want XP and runes.
A BM needs to have a good level in spells before he faces higher level monsters...so this
quest is not in my repeat list. I want the BM to be able to survive--so having too high a character
level compared to spell level...well, it leads to harder monsters with higher resistances...
which puny, low level spells can't overcome...and well...death.
So: try to do the quests that give the most runes.
When a quest no longer gives runes anymore, your character level (or # of runes in
read, in your back, in your sockets in your current equipment, in your chest) is too
high compared to the quest threshold. This quest has dried up. Move up and on.
Back to the horses: when on horseback, your character casts some spells faster...since
some parts of the animation are cut out. So: Stoneskin is faster and Ghost Meadow too.
Experment to see what other spells are cast faster.
Practice casting your spells from the horse. Without enemies present.
NOTE: You can't cast combos from horseback.
Your horse will let you outrun most things in the game.
If your stoneskin runs out, ride away!
If a dark elf casts poison mist at you..ride away!
If archers fire too many arrows at you to avoid...ride away!
If your Ghost Meadow runs out...your out of health potions or concentration potions (if you're relying on these)...ride away! :)
If you have purgatory, circling your enemy with your horse will give the purg a chance to keep catching them. Circling
a dragon with 4x purgatory combo should yield more damage than a fire spiral.
13) Trade Skill
==========
At level 12, you can get the Trade Skill. Start saving points at level 9. Stop allocating skill points.
You'll want them desperately for Trade. Keep Trade skill at your level -1. Forever. It is the one skill that never
stops giving you a return.
Pay attention: It is the one skill that never stops giving you a return.
A long article, but, Trade is soooo central to the BM!
With Trade roughly kept at your level, and items to boost all skills (and thus trade) or just boost trade,
you can easily double your trade level to character level ratio.
When trade is significantly higher than your level, you start seeing PHENOMINALLY better equipment
in the shops. We're talking rares. We're talking rares with "unique" (ie dull brown) attributes. Like life
leech, critical, gain gold for damage dealt, wounds increase damage dealt, +1 all skills, +1 all magic
spells, +1 all combat arts, etc...
All the really good mods, armour with high boosts to your spell levels (used to create combos), boosts
to skills like meditation, your school of magic, damage of your particular elemental type, regen spells %...on and
on it goes..
Only the daemon lacks this skill...so daemons are penalized ---though they have soo many other advantages!!
At any rate, a character lacking in this skill is definitely at a disadvantage compared to one that does!
This leads us directly to the
14) Dwarf friend
============
If you have a friend is a level 1 Dwarf, with tons of equipment that boosts all skills (socketed in armour),
and the Dwarf has some experience...but not enough to go to level 2!!!!
You in effect have a character at level 1 with 22 times its level in Trade.
A 22:1 ratio.
Such a character, and only a Dwarf can do it, [WE get trade at level 6, BM at 12, most other classes at 30
or 50] will see phenominal equipment. An hour or two shopping will yield:
10 +1 all magic spells amulets
3 +1 all combat arts amulets
a few rings (and several amulets) that give 3% chance of gaining gold based on damage dealt (not incurred, dealt)
2%, 3% and 4% life leech amulets
4% and 5% critical amulets
several rings with regen spells (up to 20% each)
several rings with regen special moves (up to 20% each)
several amulets with 10 to 15% Wounds Increase Damage Dealt
and lots of other mods I can't recall...or don't use.
Such characters can also find starter equipment with 53% RSM or Regen spells...with slots.
3 socket swords, while not common...well, you can get 3 or 4 in an hour or so...
3 socket shields ditto.
Most armour will be for Dwarves, and most amulets. However, the amulets can be socketed..and
you can look for out-class equipment...just ignore the Dwarf items.
This shopping is done at Bravemart, where someone else has opened Bravemart. While Bravemart
can be opened at level 1, it takes a wiley Dwarf to make. One level 20 Sakarra priest can kill a level 1
Dwarf with just about any spell. At range.
Usually, when I shop with a Dwarf, I blow a million gold before I'm done my session of shopping.
By the end, I have sera starter gear, DE starter gear and a ton of amulets.
15) Life leech
==========
Life leech is your friend, and a great cushion between your BM and death. Try to have at least 9%.
You can get it from your Dwarf friend, or some vampire runes.
18% Life leech is lots and lots.
So, in closing: use your strengths (strong spells) with low regens against your enemies when
your defenses (stoneskin and or flameskin and or shield wall) are at their highest. Use Ghost
Meadow constantly to regen spells faster. Use regular and combo timers to maximize
damage inflicted. Be where there is no damage (ride away, evade using horse)
In short, use your strengths against the enemies weaknesses and brunt their strengths
against your defenses.