ToME: the Tales of Maj'Eyal

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 Post subject: Re: arcane blade?
PostPosted: Mon Jun 07, 2010 4:20 pm 
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Higher

Joined: Wed Jun 02, 2010 8:51 am
Posts: 68
I haven't spent much time with arcane blades, but in my experience with ToME you're usually better off putting as many points as you can into one or two stats instead of spreading them out evenly. You'll probably get more damage just putting everything in strength than you would splitting strength and magic. Same for the sun paladin.

If I were going to be an arcane blade, I'd play them like a regular warrior, but with a few eventual utility spells like sense or phase door.


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 Post subject: Re: arcane blade?
PostPosted: Tue Jun 08, 2010 1:19 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
I do alright with the blades. Go skeleton, bump magic while using the skeleton talent to keep strength and dex up, emphasize the enchantments (You want frost hands; it'll give your melee attacks a chance to freeze) and general combat, and don't bother with active magic; ultimately, you kick off when you hit level 12 and open up Inner Power, which'll net you an immediate +4 to all stats. Boost up armor, nab conveyance or divination when you hit 10, you'll do alright. If you do want to use active magic, just don't bother relying on it until you get arcane feed (or an energizing ring); a few points into feed and you'll be able to sustain arcane combat or regular spell use without having to constant rest to restore stamina. Remember to focus on the fire tree if you're going that path, so you can get an extra boost out of fiery hands.


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