Knowing Spell Levels

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).
AuthorTopic: Knowing Spell Levels
Apprentice
Member # 8466
Profile #0
This may be a stupid newbie question, but is there a simple way to see what level you have achieved in each spell?
Posts: 3 | Registered: Monday, April 9 2007 07:00
Agent
Member # 2759
Profile Homepage #1
Click "see spells/traits" in the top right-hand corner of the character screen.

Edit: correction

[ Monday, April 09, 2007 11:32: Message edited by: Micawber ]

--------------------
"I can't read this thread with that image. But then, that's not a complaint." -Scorpius

Geneforge 4 stuff. Also, everything I know about Avernum | Avernum 2 | Avernum 3 | Avernum 4
Posts: 1104 | Registered: Monday, March 10 2003 08:00
Apprentice
Member # 8455
Profile #2
Heh... I didn't realize that was there. :/

I have to say, I don't really understand the point of skill trainers. The spell ones make sense, and I've bought upgrades, but the skill ones are confusing. They only train me if I've NEVER put skill points in something? The first one I found in Formello wanted an exorbitant amount of money to do this (around 2,500 if I recall correctly), which makes it seem next to useless. I guess I do things wrong when creating characters. I put points everywhere for everyone... nature lore, arcane lore, first aid, defense, hardiness and bows... even 1 point of luck. If the prices are so steep, why does it matter if I've put points into them, particularly if they'll only train me twice? I don't know how many "points" they put in the skill, but buying level one and two of something is pretty darn cheap point-wise for a majority of the skills.

The only character I have that I would consider spending money on this for is my Fighter, who has so far ignored Pole weapons, but needs level 6 in it to make use of Blademaster I think.

Am I not understanding how these trainers work, or am I just messing up by creating more generalist types of characters?
Posts: 4 | Registered: Saturday, April 7 2007 07:00
Warrior
Member # 7032
Profile #3
The general advice is to spend mostly all gold on training skills, you can gain spells from reading books, and a point in magery or spell craft has the same effect as adding 1 level to the spell itself. The only items you would want to buy from merchants are knowledge brew or crystals. There are a very few exceptions to this, such as a relatively good bow, in Formellow, or a focus crystal in Grimstone. But thats about it.

Oh, and paying the priest in Dharmon for its blessing is also a good investment.

But you don't need gold for anything else, so only the trainers are left.
Note that you can't have more than 30k, if you do get more, you will still have 30k, and the gold you gain after that will just disappear. So its a good idea to buy some trainings every time you near the 30k limit. That way the gold won't go lost.

Personally, I just invest points in things such as arcane lore, or nature lore. But for other skills I'd not invest points until after I got 2 levels of payed training.

Buying training for archery and sharp shooter for all your characters is well worth it, except if you have a specialized archer, then you'd probably already invested in these skills for that one character from the start.

Other things i do is buy training in spellcraft and magery. Before I meet the trainer for these, my spellcasters would invest in "Mage" or "priest" or intelligence, These will need the points anyway, so spellcraft can wait until after the trainer.

These are just my thoughts on this.

Here is a list:
The city name is where the skill is cheapest. So, you can train arcane lore in Formello, but its cheaper in Coltra.
Also note that The trainer in Silvar becomes cheaper after you destroyed the shade, and it will also give training in more skills after this event.
There are some more trainers who will only train you after you did a quest for them.

Pp means gold per point (if it takes 4 points to invest 1 in skill x, and if training in x cost 2000 gold, the efficiency is 500 gold per point you buy)
1up means cost for buying the first rank in the skill
2up is just 2 times 1up
PartyMax is what it would cost to buy max training for all party members.
The numbers below are the cost for buying all trainings for one character, and for every character.

Pp 1up 2up PartyMax
-----------------------------------------------------------------
Melee Silvar 450 1,800 3,600 14,400
Pole Silvar 450 1,800 3,600 14,400
Bow Camp Samuels 480 960 1,920 7,680
Throw Camp Samuels 400 800 1,600 6,400
Quick Action Silvar 1,800 1,800 3,600 14,400

Arcane Lore Coltra 1,000 1,000 2,000 8,000
Spelcraft Coltra 667 2,000 4,000 16,000

Hardiness Silvar 1,800 1,800 3,600 14,400
Defense Silvar 900 1,800 3,600 14,400
Tool Use Almaria 2,800 2,800 5,600 n/a
Nature lore Duvno 1,120 1,120 2,240 8,960
First Aid Coltra 800 800 1,600 6,400

Quick Strike Silvar 600 2,400 4,800 19,200
Parry Silvar 600 1,800 3,600 14,400

Blademaster Silvar 360 1,800 3,600 14,400

Magery Coltra 375 1,500 3,000 12,000
Magical Eff. Fort Remote 360 1,440 2,880 11,520
Resistance Fort Remote 600 3,600 7,200 28,800

Sharpshooter Camp Samuels 200 800 1,600 6,400
-----------------------------------------------------------------
63,640 237,760


[ Monday, April 09, 2007 13:28: Message edited by: SevenMass ]

--------------------
_ _ _____________________________ _ _
Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Law Bringer
Member # 6785
Profile #4
Skill trainers serve two purposes.

1 - Some people power game, where they don't put points into a skill until after they have bought 2 levels at the cheapest trainer. This allows them to save skill points which are limited by how high your character can get within a game. Only after spending money for training do they use skill points.

2 - It allows you to train a character in a skill that isn't normally used by the character class. Giving bow skills to a spellcaster, and in some other games spell skills to a fighter type.

If you are running a singleton, then trainers become important since you can get enough skill points for everything.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Law Bringer
Member # 335
Profile Homepage #5
It's Cotra, not Coltra.

The only powergaming I do is waiting until Camp Samuels before giving my casters bows, and sometimes doing the same for fighters. I also often buy some First Aid, because you can get along just fine without it until you can buy it with gold.

—Alorael, who isn't quite that much of a compulsive optimizer. Close, but not quite.
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
...b10010b...
Member # 869
Profile Homepage #6
Spellcraft, Magery, Magical Efficiency, Resistance and Blademaster are all perfectly viable options for training without significantly hampering your party's power early on. In a normal game, you probably won't get a chance to put many skill points into the last three anyway.

--------------------
The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Apprentice
Member # 8455
Profile #7
This seems like a really cumbersome and unwieldy system. Why not just have trainers that sell skill points, regardless of level. It's simple, allows for "bleeding" money out the game and doesn't require prior knowledge of the mechanics to make the best use of it. I know the manual mentions this, but it's not really spelled out how it should be used. I'm sure lots of people spread points out in some skills, heck the skill descriptions themselves even tell you when it's best to do that. This trainer system (if you want to make the most of it) seems to be counter to reasonable character creation. If that's what's called "powergaming" in Avernum, then I guess it doesn't matter. A person can complete the game even without utilizing the trainers I guess. At this point, the "unlockable" skills are probably the only thing I can spend money on, unless I want my fighter to suddenly use magic or my priest to suddenly take up pole weapons. The only skills I don't have points in are the ones I assumed I'd never need on that character. :/

Bows seem to be incredibly powerful in this game since they don't require ammunition. My mage is so costly to improve that I've debated, at times, just replacing her with another archer. I gave everyone bow skill at creation time and I tend to only use magic in tough fights. But, I'm only playing on Easy so far, and I've only done the demo section so far. Hopefully magic becomes more potent later on.

Still, it's kind of silly to think that people can only train you to Level 2 in Avernum. I guess the 3-20 skill (or whatever the reasonable max is) people are too stingy with their abilities to want to pass them on.

Also, I didn't realize until browsing some of the older posts that xp (and hence skill points) and gold had a "cap". If monsters don't regenerate, then I guess you can't just keep levelling to get more points for things. That's kind of discouraging, but trainers fit that system I guess.
Posts: 4 | Registered: Saturday, April 7 2007 07:00
Law Bringer
Member # 6785
Profile #8
After you get out of the demo and into the Honeycomb, you run into slimes that are almost immune to physical weapon damage, but fall to magic.

You will find that the tactics that work in Easy don't work so well in Torment (hardest mode). At the harder levels the monsters have more health so fights take longer. You can get through the game without trainers, but it helps to gain skills that require a lot of prerequisites or you need the skill points elsewhere.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Apprentice
Member # 8466
Profile #9
quote:
Originally written by Micawber:

Click "see spells/traits" in the top right-hand corner of the character screen.

Edit: correction

Thanks. I didn't see this easier. It would be nice if there was a tabbed character screen in A5 so you could easily jump between spells, equipment and the character sheet
Posts: 3 | Registered: Monday, April 9 2007 07:00