With a potential maximum resistance value of 22, your spellcasters will have to have a decent level of experience to reliably break through their defenses. In the end game of TotU, Spell Resistance value is a major factor in determining the effectiveness of your casters versus the most powerful monsters in places like Mangar's Tower. Depending, of course, on your play style. 1-4 for Conjurers and Magicians, the fact that end-game Conjurers and Magicians level 4 times faster than Wizards could more than make up for their lower HP per level. While Sorcerers and Wizards do get 1-8 Hit Points per level vs. This can save your skin when navigating hazardous dungeons like Mangar's Tower! Further, if you're going to transfer your characters from Tales of the Unknown to The Destiny Knight and/or The Thief of Fate, the additional HP and SP will make a huge difference.Īfter Level 13, Conjurers and Magicians level every 230,000 points, compared to 400,000 for Sorcerers and 1,300,000 for Wizards, a difference of 170,000 points for ending on Sorcerer (73% slower!), and a difference of 1,070,000 points for ending on Wizard (465% slower!). In the end game, ending your spellcaster's class progression on Conjurer or Magician makes it easier to get you more spell points and hit points for a given amount of Experience, not to mention increasing the power of spells that are affected by caster level, increasing your Spell Resistance (and thus reducing the enemy's chance to resist your spells!). Getting the Most Out of Your Experience Points You may be tempted to push one (or both) of your casters through the other starting spellcasting class to have redundancy of spells for your casters (it's nice to be able to have two casters who can cast utility spells like Trap Zap, Ybarra's Mystical Coat of Armor, Kiel's Magic Compass, Major Levitation, Greater Revelation, or Restoration) and to get more spell points/hit points immediately: however, you may want to re-think that idea. As spellcasting characters can only start in the Conjurer or Magician classes, and both of these classes gain levels faster than the Sorcerer or Wizard classes, you may be best served by following this progression of class changes: In Tales of the Unknown, an Archmage is not a class of its own, and there are no Archmage spells: "Archmage" simply refers to a character who has learned all seven levels of spells in the four casting classes. FYI: In the second two games, the code for the "Godspell" is ZZGO.Īrchmage Development in Tales of the Unknown In The Destiny Knight and The Thief of Fate, the Archmage is a class of its own, and gain an additional seven levels of spells. 2.2 Spell Resistance = Spell EffectivenessĪ "true" Archmage is a character that has learned all seven levels of spells in all of the other casting classes Conjurer, Magician, Sorcerer and Wizard.2.1 Getting the Most Out of Your Experience Points.2 Archmage Development in Tales of the Unknown.
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