HopeAtLast: I like the 3 meter reach and 360 coverage though, pretty useful sometimes.
True but once you boost vitality and mana using alchemy and stack up a lot of magic shield and healing cards you can let foes hit and not even noticing the damage from regular ones. For opponents that deal more damage the heal spell comes very handy once HPs drop below comfort level. :-) I can take on 4 golems without backing up once. Even lava or stone dragons aren't a threat anymore.
Some may say it's overpower, well it is but you need to understand a bit how the game works and invest in the right skills/spells. Anyway, considering how weak you are when you begin I like this overpower feeling. No one stays in my path. :-)
HopeAtLast: Trust me, it's an illusion.. :D So that you don't waste any precious gems!
Interesting, I wonder if this is a bug or if it is intended. I'll experiment a bit.
HopeAtLast: I'm assuming you mean +50%. :-)
Oops, my bad. I got carried away. :-)
HopeAtLast: Best approach seems to be to put them in 50-20-10 order and repeat.
Interesting, this wasn't in the manual. :-) Please post the link.
HopeAtLast: And yes, having 10 points in alchemy is mandatory! I'm currently n the hunt for skill points since I want to max 3 schools if possible.
For sure. It's worth saying that is best to use 10 pcs of an ingredient for maximum efficiency. If you don't have 10 yet, be patient and collect more. Caves and dungeons are one of the best places to find alchemical ingredients. The exception are damage gems for weapons for which you need only 5 ingredients for a +50% gem. Using more is a waste.
BTW The description for many ingredients is wrong, for example it says it gives resistance to some element but it gives a damage gem. This is why I always quick save before using alchemy.
HopeAtLast: Some spells are just... well.. game over dear opponents..
Pretty much so. Stacking up as many magic cards (not reached a cap yet) spell, duration or damage boosts (depending on spell). Mana saving boosters also help a lot if low on mana. For boosters the cap is 5 per spell. I you don't have enough boosters you can move them to the spell you want to activate, for example some shield then to strength and finally to the right click spell (used more often) on which I have heal. Mana saver boosters seem to be the rarest.
HopeAtLast: Good points btw, +1 :)
I think we make some good points but nobody is reading. It looks more like a display of erudition. :-)
Oh, two more things. Maxed lock picking is also very useful and you can get skill points from weapons, armor and rings but you can't get beyond max skill level. :-)
I like this game and I'm looking forward to play
Two Worlds II. I also hope to see it on GOG, eventually.