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What sort of specialisation

Posted: Wed Nov 11, 2009 2:44 am
by jouke1988
Hi all,

Finished the game several times, I now want to play a specialisist mage. But what kind of specialisation should I do? I allready did the Illusionist once, thought that was very powerful.

This is going to be my party:

Keldorn
Anomen
Jan
Me
Valygar
Mazzy

Help me out please, comment on the party is good as well

Posted: Wed Nov 11, 2009 10:42 am
by lompo
I think Conjurer should be the best choice, since, if I remeber correctly, you will miss Divination spells (most notably Identify and True sight), but with glasses and Keldorn you will not need those spells.

Posted: Wed Nov 11, 2009 5:05 pm
by appo13
In fact a sorcerer would be the best choice but if you want to take a specalist take conjurer as said before or Necromancer (since you dont seem to play munchkin cheese, you would not want to abuse project image^^). As Necro you wont miss the best spells, as you will with conjurer, Both are nice!

Posted: Wed Nov 11, 2009 5:49 pm
by Jordoo
I don't really see the advantage of being a specialist mage in Soa Tob because your going to have plenty of spells anyway especially with the rings you get. In Totsc yes its an advantage because those spells are needed.

But as others have said if you have to be a specialist Conjurer is the way to go since you only miss out on divination.

Posted: Thu Nov 12, 2009 9:38 am
by kmonster
Take wild mage for more power.

Posted: Fri Nov 13, 2009 11:34 am
by koz-ivan
it is hard to argue against the conjurer in min / max terms, gives up very few divination spells in return for the extra spells slots which aren't limited to summon / conjuration spells. it is simply the most powerful combination.

in roleplay terms though i have a hard time getting the feel for what they are all about, their spells seem an odd mix of summons and some damage.

some of the other schools have a much stronger "flavor" evokers balsting away, necromancy, illusions etc.

the wildmage is an interesting option, but more as a novelty than anything else in general i'd want my wizardry to be a bit more predictable.

Posted: Fri Nov 13, 2009 1:16 pm
by Rhûn
Whichever one you like the sound of. However, Enchanter does get rid of a lot of good damage dealing spells, so be aware of that.

Posted: Tue Nov 17, 2009 2:57 pm
by jouke1988
Does a conjurer gain more spells per lever then a normal mage?

Posted: Tue Nov 17, 2009 6:31 pm
by Ode to a Grasshopper
+1 per level.

Posted: Fri Nov 20, 2009 1:48 pm
by fable
Ode to a Grasshopper wrote:+1 per level.
That adds up nicely. Really, there's no reason not to be a specialist, unless you want to try the wild mage or sorcs. Who are each specialists in their own way, I suppose.

You can also get a second mage or multi as a party member, compensating for the blind spot in your magical expertise. For example, you've got Jan, and his divination spells will make up for anything you lose by way of starting up a conjurer.