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-   -   Magicookie's skillset (http://www.wyvernrpg.com/forum/showthread.php?t=1970)

Magicmuffin 05-17-2009 02:51 AM

Magicookie's skillset
 
Air Magic: 20 (15 from training, 5 from natural ability)

Death Magic: 21 (15 from training, 5 from natural ability, 1 from magical effects)

Find-weakness: 11 (all from training)

Healing: 5 (all from training)

Lore: 3 (all from training)

Meditation: 10 (4 from training, 6 from natural ability)

Spirit Magic: 7 (6 from training, 1 from magical effects)

Strength: 10 (9 from training, 1 from magical effects)

Whips: 40 (24 from training, 10 from natural ability, 6 from magical effects)

You have 4 skill points available to spend.


Ok this is my skill set so far, and it really works out for me.. but I need opinions and which skills are necessary and which ones should I increase or decrease :p

Mustard 05-18-2009 12:24 PM

Air Magic: 20 (15 from training, 5 from natural ability) I'd just untrain all of this and get enchantment, refresh your magic whip will not cost as much

Death Magic: 21 (15 from training, 5 from natural ability, 1 from magical effects)

Find-weakness: 11 (all from training)

Healing: 5 (all from training)

Lore: 3 (all from training)

Meditation: 10 (4 from training, 6 from natural ability)more more more!!! get some from air and FW 20 is a good amount

Spirit Magic: 7 (6 from training, 1 from magical effects)

Strength: 10 (9 from training, 1 from magical effects)

Whips: 40 (24 from training, 10 from natural ability, 6 from magical effects)

You have 4 skill points available to spend.
GET SOME LIFE You're Resists could be better than a shops I assume this is a ranger though

Ok this is my skill set so far, and it really works out for me.. but I need opinions and which skills are necessary and which ones should I increase or decrease :p

happyrabitz 05-24-2009 12:45 PM

okay's get rid of all the trained air and put 10 in med, (if conjurer) 15 (if ranger) unwear the perf rings and wear resist fire and cast resist fire from the spell (if conjurer) tor use a scroll (if ranger) untrain all FW (my experience FW does not work good with magic whip, especially if using flame blade) and put 6 of those skill points in life and the rest in enchantment (if conjurer) or 5 in enchantment the rest in strength (if ranger) one in blacksmith is always good so you can see what percent damaged you stuff is, as for other skill points you could dup them in fire so you could have recoil immune if you wear rings and such or some healing



This is my lv. 28 skillset i have although some things are weird (like merchant and spirit travel) i am very durable for training

Air Magic: 5 (all from natural ability)
Axes: -10 (all from natural ability)
Blades: -10 (all from natural ability)
Blunt Weapons: -10 (all from natural ability)
Death Magic: 15 (10 from training, 5 from natural ability)
Dodging: 40 (all from magical effects)
Enchantment: -7 (3 from training, -10 from natural ability)
Evocation: -10 (all from natural ability)
Fire Magic: 15 (all from training) gives you recoil immunity
Healing: 6 (all from training)
Hurled: -9 (all from natural ability)
Incantation: -10 (all from natural ability)
Life Magic: 10 (all from training)
Lore: 5 (all from training)
Meditation: 19 (13 from training, 6 from natural ability)
Merchant: 10 (all from training) also ignore that can be put in other things
Pick-locks: 1 (all from natural ability)
Ranged Weapons: -9 (all from natural ability)
Spirit Magic: 7 (all from training)
Spirit Travel: 5 (all from training) ignore that, put in something else
Staff: -10 (all from natural ability)
Strength: 12 (10 from training, 2 from magical effects)
Swords: -10 (all from natural ability)
Unarmed: -10 (all from natural ability)
Whips: 28 (18 from training, 10 from natural ability)


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