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Mage with all spell combinations for codex please?


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15 réponses à ce sujet

#1
king chris 2

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hi all

I am thinking about creating a mage for my next walkthrough but has to have all spells for the spell combinations for the codex, so what attributes do i need to concentrate on, what armor n staff do i need? i would also like to know what the spell combinations are as well, and in what order should i focus my spells on when i level up ie primal stuff first, then hex magics stuff etc?

thanks for your help

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#2
draxynnus

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This should help.

What you'll need among your party is Fire at least 1 (preferably 3 - I'm not sure Flame Blast actually works to create a Grease Fire), Summoning to 2, Cold to 4, Lightning to 3, Mana Manipulation to 3, Telekinesis to 4, Glyphs to 3, Sleep to 3, Hexes to 4, Draining to 4 and Death to 4. Furthermore, the character with Mana Manipulation has to have both Death and either Cold or Lightning.

You don't need Earth, since you can get Shattering off Cold and Telekinesis, which you'll need anyway.

Note that a lot of these, however, you can do with Companions. Wynne starts with a point in Glyphs, so you can get her to Codex Spell Glyphs for you. Morrigan has a lot of the Primal and Entropy stuff, although you may not want to fill out every line she starts with a point or two in - especially since you'll need to load her up with Mana Manipulation and Death if you're relying on her to pull off the SotC.

What I'd probably advise that you do as the PC is to take Fire, Lightning and/or Cold, Mana Manipulation, and Death - this lets you contribute to a Grease Fire and a SotC, and you can pull off Advanced Reanimation on your own. Morrigan starts with the tools for Improved Drain, and with further development she can pull off all of the Entropy combos for you, as well as picking up whichever of the Cold/Lightning line you don't take yourself (or, if you take both so you can independantly pull off a Storm of the Century, she can take Telekinesis so that you and Wynne don't have to). Wynne starts with Glyphs, so have her progress down that chain to get Paralysis Explosion. That just leaves putting two points in Summoning where you can afford it for Grease Fire - Wynne is probably the most convenient, but if you can afford it, putting it on your main character will give you another Spell Power-booster in Spell Wisp.

If it helps, here's my setup - it's given me every entry except Advanced Reanimation, which I'm not all that interested in:

Main Character: Level 21, used 3 tomes:
Arcane: 4
Spirit Healer: 1
Fire: 4
Cold: 4
Lightning: 4
Healing: 1
Mana Manipulation: 4
Telekinesis: 4
Unspent: 3
(Note: PCs seem to get extra spell/talent points at levels 5 and 20. I'm not sure if this is because those levels are seen as milestones or because it's plot-based and I just happened to hit the second at 20 (the first happens after the Joining), but companions don't get them - they get approval-based special benefits instead. Even taking that into account, I seem to have picked up another unaccounted-for point somewhere. Don't ask where. I can't remember...although it might have had something to do with Warden's Keep.)

Wynne: Level 20
Arcane 1
Spirit Healer 4
Earth 4
Healing 4
Boons 2
Glyphs 4
Summoning 3

Morrigan:
Shapeshifter: 2
Cold: 4
Lightning: 1
Telekinesis: 1
Hexes: 4
Sleep: 4
Draining: 4
Unspent: 2

As you can see, there's a little wiggle-room in there - some of those points will come already selected by NPCs, but there are a lot of points that I spent that weren't expressly for the purposes of gaining Codex entries. In fact, if I was so inclined, I'd be only a fifth of a level from filling up Death and claiming that last Spell Combination - but I'm not so inclined. My character isn't a necromancer. ;-) (I'm actually considering expanding the character's healing talents so I can do without Wynne in the final battle, and possibly putting a point into Arcane Warrior and wearing one of Wade's armours. That, or unocking Elementalist legitimately rather than using the mountaintop experience bug and reloading.)

Orderwise, go with you preference. The most useful of the lines that provoke spell combinations have, in my experience, been Cold, Fire, Telekinesis, and Glyphs. Lightning is underwhelming unless combined with other Primal spells, while the Entropy skills I haven't really used enough to comment much on, although they seemed to be reasonably effective when I did try them out.

Modifié par draxynnus, 20 janvier 2010 - 11:35 .


#3
king chris 2

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ok i'll try that, so i presume attributes are 2 in magic and 1 in will power till i get some will induced items to bump up my stamina for my spells till about level 15 or so? i know that i can do a lot with companions but i want to be the only mage

#4
draxynnus

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That's basically what I'd been doing once I had enough Cunning to fill out the skill lines I wanted (Coercion, primarily.)

I don't think you can get all the spell combinations on your own (not enough spell points) without using mods, but some of the combinations you can do out-of-combat and then not use that character for anything else. The ones you need to do in anger are Shockwave (in the PC version) the Entropy combinations, Shattering and, I think, Advanced Reanimation, so I'd concentrate on those - those plus enough cold to get Blizzard for SotC (with the Tempest coming from a companion in an out-of-combat situation) will cost 26 spell points, which you should be able to get - but you won't have much to spare on extras.

Modifié par draxynnus, 20 janvier 2010 - 12:38 .


#5
mosspit

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Point to note. Some spells can be provided by enemy spellcasters.

Shockwave: Emissary will cast the crushing prison often enuff. Cast ff on your affected allies.
Entropic Death: Late game Emissary has death cloud. Lure you tank (preferably 100% spell res) to get him to atk and cast this eventually. When you see the spell cast, immediately put Emissary under dex hex. Party need to be nearby as he tends to cast dc on ranged allies.
Grease Fire: At Deserted Bdg in Denerim, there are grease patches around. You can light it up with a fire spell. Flame-quencher can achieved at the same location

Modifié par mosspit, 20 janvier 2010 - 01:30 .


#6
king chris 2

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i already know about the grease fire combi at the deserted building in denerim, but what are all the other combi's please?

#7
x-president

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I think that is one thing that should save somewhere.  The list of Spell Combinations should only have to be unlocked once imo.  Remmeber npcs can unlock these for you.  So have Wynne and Morrigan get what they can with the Spells they have and then just pickup the rest.


Also imo I wouldn't seperate 2 magic 1 willpower.  Just pump all into magic for at least the first 10 or 12 levels or until you reach a magic level you are satisfied with.  The stronger the spells are the less you ahve to cast them. 

Modifié par x-president, 20 janvier 2010 - 03:41 .


#8
mosspit

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I got both Entropic Death and Shockwave at the Redcliffe Village Attack after Landsmeet. The first emissary near the windmill has death cloud. The second emissary near the chantry has crushing prison.
Edit: I dunno if it matters but the playthru was on nightmare.

Modifié par mosspit, 20 janvier 2010 - 04:35 .


#9
king chris 2

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i'm going to create said mage today n found spell combis on wiki so have now got them written down, so going to go for advanced reanimation asap. I'm going to be normal spell caster so what should i wear n what staff should i have? for the archdeamon that is.

#10
king chris 2

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i've created mage and soloed the kocari wilds and found out that walking bomb n virulent walking bomb is excellent, am now do the tower of ishal, but have also got animate dead, just 1 more level before i get spell might. level 5 by the way

#11
x-president

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king chris 2 wrote...

i'm going to create said mage today n found spell combis on wiki so have now got them written down, so going to go for advanced reanimation asap. I'm going to be normal spell caster so what should i wear n what staff should i have? for the archdeamon that is.


Well if you can build up the gold, Staff of Magister Lord is best.  The robe Wynne is wearing is also very good.  You can take hers when you reach that point.  I forget the name of it, but it'll be good enough for pretty much the entire game.

Wilhelm's staff (sp?)  is good which you can get from demon when you get Shale.  You have to bargain with the demon to get it.  The magi store in Denerim has some good stuff when you get the money.  Winter'sbreath is pretty good along with a fire based Staff they have.  They are fairly cheap too.

You should pick up some good cowl's going through Circle of Magi that you can use. 

#12
king chris 2

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i will be doing that, but first I think i'll be going to dennerim and lake calahad to do most side quests, but may get shale n do warden's keep first, then dennerim, then the sacred ashes quest, then the fade and redcliff, then orzamar and finally the elves, but may be going into most of these areas via the side quests anyway. ie forest to clear both sections, dwarves for slum quests and maybe upto and including jarvia, slims quest ect ect

#13
Sarielle

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Is there an achievement tied to this or to unlocking all the codex entries or something? Not that I could be arsed to do it myself, I'm just curious. :P

#14
mosspit

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no

#15
Sarielle

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Hmm. Okie dokie then, lol.

#16
king chris 2

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hi all i'm back just got my mage to level 17, with strength 16, dex 16, will 26, magic 78, cunning 18 and con 14 with fade bonuses. my skills are stealing, herbalism, improved hebalism, combat training, expert combat training, master combat training and combat tactics. equipment is wintersbreath, aprentice cowl, black hand gaunlets, fade striders, cord of shattered dreams, magisters shield, key to the city and surveyor. spells should have 2 other spells than waking nightmare n spell shield. all other spells are on track though wich are arcane bolt, mana drain, mana cleanse, spell might, walking bomb, death syphon, virulent walking bomb, animate dead, mind blast, force field, telekinectic weapons, crushing prison, vulnerability hex, affliction hex, misdirection hex, death hex, disorient, horror, sleep, drain life, death magic and curse of mortality. so have managed to get nightmare, improved drain, shockwave and advanced reanimation, but because of my 2 accidental spells no entropic death untill next level, then thinking of shattering or grease fire. so what do you guys think?