But if my guy IS undead why would it say I can't use it?? Maybe I'm confused. Definitely need some time with this one.
Not really hard, IMHO, but it does have a few quirks. I'll share my vast store of experience with you: 1. You can only advance an attribute by 2 points per level, so you can't completely change your initial character's direction through levelling, as I intended with my 1st character (being traumatized by The Elder Scrolls history of playing mages ) . That's a good system IMHO, but one that has to be kept in mind when starting out. Magic is powerful enough that a mage does very well from the beginning anyway. 2. Finding one's way. Yes, I had a problem with this too until Sylon explained how the overland map works. I was confused by it seeming empty, but when you tap on it, it displays the names of the regions. Changing between the local and overland maps makes navigation a snap. 3. Picking stuff up. This appears a little quirky, as it differs by object: Plants and niches need to be in the middle of the screen, but not too close, Loot on the ground, you need to be practically on top of it to pick it up And the barrels need to be close against your char's shield to be opened. 4. Quests. So far in the settlements the quest-givers seem to be behind hatched doors or in inns/shops. Checking other doors usually gets an amusing bit of text and once in long while a nice surprise, but that's it. But in the wilderness there can be a quest-giver in any old hut, so check them all. Named NPCs whom you see outside also have quests. 5. Skills to pick. I'd recommend Alchemy for any character. Not only is it very useful and powerful, but picking plants makes exploration very rewarding. I'd recommend Environmental Magic for any character with at least average Int stat - it has tons of useful utility spells, like Open, Disarm (trap), Mark & Recall (teleport), Enchant (items), etc. Oh, and you'd learn new spells from spellbooks, i.e. "Book of Magic Missile", which you have to find or buy and can sell back after learning the spell for a bit of change. Accuracy seems a bit underpowered early on. Good arrows are quite expensive. And there isn't a quick switch between melee weapon and bow, so you'd have to rely on magic for melee and give up shield. Re: Rasvim (the undead), sorry, didn't try them.
Thanks for the heads up. I may restart since I'm not that far and choose alchmest. I think I may just need a good couple of hours to figure this puppy out. I'll probably be returning to this thread quite a bit. You know what I'm not sure... What's Etherim?? I thought it was undead.
Crap!!! Oh well, would you mind telling me which race has the alchemy ability? Sorry I'm dumb, but I just gotta get this baby moving
Look, a race you pick determines your attributes - Str, Int, etc. When you level you get 5 points/lvl to raise them. You can only put max 2 points in one attribute, though. When you create a character you pick 6 major skills. They start higher (there are also race boni) and you can increase them 1:1 on level-up. You get 10 points to distribute every level. You can raise other skills too, but it would cost you double, i.e. 2 points to raise a skill by one. You can also buy skill points for money, via training at the shopkeeper's and other NPCs. It does seem to be rather expensive, though. Etherim is a good starting race, BTW. But levelling Alchemy, which you didn't pick as a major skill, is probably going to be a pain. And it is a really awesome skill.
Thanks Isilel, I guess I'll just restart since I'm not far in. And I'll make sure to select alchemy as a major skill.
I'm doing the quest the Archmages Gloves and I'm supposed to get rid of the forcefield. I found some mirror in his house where it says you see a lantern but im not sure what to do. Any help? And I couldnt convince the apprentice =/
Archmage Gloves quest I'm not sure. Maybe you ned to touch the lamp to turn off the magic forcefield? I was able to convince the apprentice to turn it off. Highlight this text for a spoiler: She wanted a spell book. I got one from one of the characters. I think it was from the person I got the quest from. Go back and tell him that the Apprentice will not let you in. That was when I was given the spell book. I then gave it to her and she removed the forcefield. I hope the above helps!
Isilel: I had no problem with suggestions, I had problem with the style. : ) But anyway, it's not that important - thanks for all the help you give here for the beginners. : ) As for the mark spots, it was the only logical way to use more if you have a number limit - replacing the old ones so the limit remains while you always can use new ones. BTW, The 'lite' version of The Quest should be out today - or Monday. It depends on Apple. le'deuche123: just another useful hint: develop the persuade skill too, even if it doesn't seem like an useful one in the very beginning. : )
Thanks Sylon! I didn't get to play yesterday like I was hoping I would, So this weekend I will def be questing it up
I've had this game for a week or so (great game) but can't decide on a class - is there one class that can access more content than the rest? For example would a rogue be able to see more (in theory) being able to get more items via pickpocketing, thief's guild (if that is joinable) etc?
Well, I'd imagine that high Persuade skill will open additional opportunities. Alchemy is an awesome skill that every character needs to have, IMHO - not only is it powerful, but rewards in form of plants are strewn everywhere. Makes exploration very fun. Re: the Thieves Guild, it seems to me that every character can get involved with it? Of course, I restarted so I didn't get in, yet. I tried a little pick-pocketing and breaking and entering and so far it wasn't anything special. But of course, Matras is dirt-poor and I am playing a mage.
BTW, as the new version is out (the Lite takes more time for Apple, as far as I can see), here goes its features: - optional faster animation (movement and fighting) speed - largerly increased pool of save slots - the game now shows the name of the character on saved games - the player can now select the deck in the minigame - tweaked the weather some more - bugfixes Of course they're all based on the players' suggestions (from forums, from appstore reviews, from emails). Isilel: yep, everyone will get involved with the Thieves Guild soon or later - it's part of the main storyline. While the pick-pocketing, breaking into houses and things like that will be more and more useful as you arrive to the richer and richer towns.