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Hi,

My Ranger just leveled up (I think around 10 or 11), but when I get to the skill screen, "Bow" and "Ranged Combat" are no longer available to increase. This is a problem because I want my Ranger to specialize in these skills. I assume they are not available because one or more of my basic attributes is not high enough to allow further progression in Bow and Ranged Combat, but I don't know which one(s) need to be raised.

Does anyone know where I could find a listing/chart/explanation of what the minimum attributes are for specific skill levels or if such a thing exists?
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nogwart: Hi,

My Ranger just leveled up (I think around 10 or 11), but when I get to the skill screen, "Bow" and "Ranged Combat" are no longer available to increase. This is a problem because I want my Ranger to specialize in these skills. I assume they are not available because one or more of my basic attributes is not high enough to allow further progression in Bow and Ranged Combat, but I don't know which one(s) need to be raised.

Does anyone know where I could find a listing/chart/explanation of what the minimum attributes are for specific skill levels or if such a thing exists?
Bow, ranged combat... any other skill can be taken up to 75 at level up... after that you can only gain from experience.
p.s. there is no min attribute for skills... they give a + or - to the skill when that skill is used but that is not the same thing.
Post edited October 15, 2013 by ussnorway
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nogwart: Hi,

My Ranger just leveled up (I think around 10 or 11), but when I get to the skill screen, "Bow" and "Ranged Combat" are no longer available to increase. This is a problem because I want my Ranger to specialize in these skills. I assume they are not available because one or more of my basic attributes is not high enough to allow further progression in Bow and Ranged Combat, but I don't know which one(s) need to be raised.

Does anyone know where I could find a listing/chart/explanation of what the minimum attributes are for specific skill levels or if such a thing exists?
avatar
ussnorway: Bow, ranged combat... any other skill can be taken up to 75 at level up... after that you can only gain from experience.
p.s. there is no min attribute for skills... they give a + or - to the skill when that skill is used but that is not the same thing.
Wow, I didn't know that, thank you very much!

I guess this is the first of my characters to reach 75 points in any skill so far. Now I'll have to figure out a "sub-specialization" for my Ranger. ....hmmmmmm...
Hybrids need to invest heavily in their magic skills. Rangers are a little better off than most because they can further the Alchemy skill a bit by mixing potions and such, but that's a slow process and it won't help the domain skills.
Alchemy is not at all difficult to raise by mixing potions. It grows very fast if you mix always single potions together. You get same experience from mixing one as you get from mixing sets of 5. You can separate potion if you press shift when clicking it. If you want to earn some money by mixing potions, soon alchemy will be more than 90.
Personally I'd look at the race first before deciding what path to explore;
Dragon| Lizard | Dog | Cat | Dwarf = [forget about magic]: Elf | Faerie | Mook = [ magic]: others = [all rounders] so sometimes magic is an option if you have invested towards it.

Next I'd allow for stats i.e. Abilities of 50 or above remove negative modifiers and once you reach 100 unlock new (powerful) skills.

With that done there is the fact that the other party members are also competing for gear and jobs eg. Mythology will show you what type of damage that monster is weakest against and axe is a melee skill that your Samurai doesn't compete for… Wizardry is a team event so what helps the rest of your party is worth considering.

OP: it's your game m8, feel free to ask for ideas or just do it your own way… good luck!
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ussnorway: Personally I'd look at the race first before deciding what path to explore;
Dragon| Lizard | Dog | Cat | Dwarf = [forget about magic]: Elf | Faerie | Mook = [ magic]: others = [all rounders] so sometimes magic is an option if you have invested towards it.

Next I'd allow for stats i.e. Abilities of 50 or above remove negative modifiers and once you reach 100 unlock new (powerful) skills.

With that done there is the fact that the other party members are also competing for gear and jobs eg. Mythology will show you what type of damage that monster is weakest against and axe is a melee skill that your Samurai doesn't compete for… Wizardry is a team event so what helps the rest of your party is worth considering.

OP: it's your game m8, feel free to ask for ideas or just do it your own way… good luck!
Thanks to all for the suggestions and information!

My Ranger is a Mook, and I chose Alchemy for his new skill, mostly because I know very little about it and would like to experiment with it some. I've got high magic skills with other characters in Fire and Divinity, but not much else. There may be spells in other magics that interest me more, so I'll do a bit more research before going too far with this decision.

Thanks again, and suggestions are definitely welcome!
Just Fyi two of the plot groups you must fight against regardless of which path you take towards ascension are coming up;
One lives inside an active volcano with lava dripping everywhere and the other hangs out under the ocean… might want to rethink the fire realm spells?

Magic;
I'm a big one for saving my spell picks and trade for the books instead but as long as you collect every spell then your Mook should hold her own.

Magic spells in my order of importance;
1. Set | return portal… is available to every magic user and the single biggest game changer.

2. Any level one |two spell is just adding to your mana pool but 'Heal' should be collected and used after every battle & 'Razer Cloak' on the tank during battle so that the realm keeps improving.

3. The level three spells are where things start to get interesting;
'Chameleon' is a short term buff that you keep putting up in order to build up the earth realm.
'Whipping Rocks' is your go to Cone (earth) attack for the entire game because earth resistance is not common.
'Cure Poison' and 'Knock-Knock' are used to build your realm skills more than the other effects but it is nice to have the extra money because you can sell all the "poison potions | wands of knock" without having to cart them around with you.
'Noxious Fumes' is your fireball, with slightly less damage but not many things resist it as they would fire and the gaging | ko does help keep your party alive… I always try to cast it at least once a battle.

4. I only use two l4 spells and they are 'Acid Bomb' and 'Element Shield'. I like Acid because water is a rare damage type and the shield stacks well against the end game critters with their "save or die" effects… Always put the shield up.

Mild spoiler… the "Infinity Helm" from Ferro will offset your Mook weakness of Pieity and is worth every penny!