Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 15,254
Need Air Magic for fly, along with Sparks (best general use damage spell before infinite mana), Invisibility, and Jump (can't fly in dungeons) being useful.
- Don't put too many points in basic elemental mage/cleric skills as light and dark magic is vastly superior for buffs and everything else.
Need Water for Enchant, Town Portal, and Lloyd's, and Poison Spray is fairly comparable to Sparks. Lloyd's is how you get infinite mana by teleporting to a healing place every time you run low and is kind of essential for expensive dark spell spam.
Fire magic is decent for fireball (most efficient AoE before infinite mana dark spam IIRC), and at grandmaster Fire Aura is *the* best way to get infinite cash bar none since it always provides a very expensive enchant and works on all weapons not just high quality ones. Enchant item is really slow to generate money by comparison. It's also just generally a great overall damage buff, your melee is unlikely to find great weapon enchants for a long time and its a huge buff to normally low damage bows.
Earth... well like I said its good for telekinesis to trigger traps and avoid needing disarm. Not really great since by the time you can afford Earth Master you can probably also just tank traps with your HP and laugh though, and Disarm doesn't need huge skill ranks early on esp if you find a +disarm item.
Body's Regeneration is absolutely OP, being high value all game, practically free, and just gets so much better with each rank. I'm not sure how it works, is it a % of max HP each tick?
I will agree that you probably shouldn't spend anything over grandmastery on non-light/dark spells if you have someone who can do light/dark though.