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Viable to be a mage for new camp (Gothic I)
First play through of Gothic I here.
I gather it is maybe a bit easier path for mages to choose the old camp, but I was wondering if there are limitations to being a new camp mage? (spell limitiations, bugs in later quests, etc.) Thanks for any input … if answers need to be a bit spoilerish, lemme have it. |
I don't think there are any limitations, you'll just get the chance to become a water mage much later in the game than you could become a fire mage. Consequently, you'll have to spent more LPs on actual fighting skills than a fire mage would (and they can get by with almost nothing), which means less LP for mage-related pursuits. You'll probably be fine by the end, but it'd certainly be a rougher ride.
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Keep your options open as long as possible. The game becomes more linear when you choose a camp.
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It was brutal, but well worth the reward (I was banking skill points to train the circles up).
Spoiler
This is really an amazing RPG and I am having a blast playing it. |
Indeed it is!
Got Storm of Fire yet? Circle 4 fire spell that you can "charge" before throwing. Love that spell, even has an odd stun effect sometimes, and can kill targets it barely even hit (with the fire effect). |
Storm of Fire aka Bread and Butter :) was the first purchase my NH made after the mountain of skill points he was sitting on was spent on circle I-V and upping mana to a respectable level.
I ported over to the swamp and there were a couple of good rings there as well. Do merchants get new items at the chapter swaps? I need to find some youtube of mages in action as I feel clumsy standing in a circle of mobs charging up my AoE spell. |
So I beat Gothic I Saturday as a Water Mage and was thinking about a replay as a hardcore (honor system) old mine warrior when CP1.7 hit.
Great, great game. Gothic Universe is the best $20 I have ever spent. |
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