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Thread: Casters with low mana

  1. #1
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    Default Casters with low mana

    I was wondering how to deal with casters that have very low mana potential.
    I assume casting spells doesn't raise mana past potential and kobold shaman corpses are not that abundant, even more so if no food preservation is available.

    Is there any other way to boost the mana potential that I missed or do all the ppl playing casters go for ge wizards?

  2. #2
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    I heard Necromancer's Shadow Touch can train beyond potential.
    But i think that's pretty much the case - if you want to be full-time caster, why not go for race with high Le and high Ma?

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    Quote Originally Posted by AlterAsc View Post
    I heard Necromancer's Shadow Touch can train beyond potential.
    But i think that's pretty much the case - if you want to be full-time caster, why not go for race with high Le and high Ma?
    I like to play random characters or non optimal class/race/ss combinations.
    Also on occation I get decent options with noncasters having concentration (ex healer, paladin, anything book starsign) but with low mana.

    Maybe it's not soo bad for wizard and priest who gets a decent cost reduction (at lvl 18 and 25) on spells...

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    Quote Originally Posted by blunk View Post
    Also on occation I get decent options with noncasters having concentration (ex healer, paladin, anything book starsign) but with low mana.

    Maybe it's not soo bad for wizard and priest who gets a decent cost reduction (at lvl 18 and 25) on spells...
    Pretty much. Orc wizards and the like play like melee characters until they reach the midgame when they get class powers, enough levels for some decent PP, and mana training from bookcast spamming. Troll anything is always going to play like a troll though for the most part. As far as paladins, healers, etc go, those really aren't casters unless they have a caster-friendly race to go with it. An orc paladin is never going to be doing the bulk of its damage via fire bolts. I would just save magic as a utility for those races... they probably don't get enough castings to do much anyway.

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    Personally I just pickpocket for potential mana potions as I go through the game, then I also use potions of exchange on my useless potions, and I usually end up with w enough mana by mid game to cast regardless of race.

  6. #6
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    Ogre mage corpses also act as potions of raw mana in a similar way to kobold shaman corpses - I'm sure there's others.

    But really, you don't have to use magic for every fight. In fact, with the way shields and weapons increase your DV as they 'level', you're probably better off only using magic for utility, and for fights where you'll end up badly hurt or dead if you don't.

    I mean, in a system like D&D where casters can't use armour or shields or any good weapons, it makes sense to be a 'specialised caster' - because you have to be, and also because you can't 'run out' of spells.

    But in ADoM, it doesn't make as much sense to use magic for every single fight. You can use the best shields, armour and weapons - and your spellcasting is finite.
    Last edited by magpie; 10-12-2015 at 03:56 AM.

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    Using (dark) Necromancy also increases Mana, and trains potential Mana as well. I realise this won't help much as a Wizard or Priest, but Necromancers can end up with truly stellar Mana by the mid-game quite easily.

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    Quote Originally Posted by magpie View Post
    Ogre mage corpses also act as potions of raw mana in a similar way to kobold shaman corpses - I'm sure there's others.

    But really, you don't have to use magic for every fight. In fact, with the way shields and weapons increase your DV as they 'level', you're probably better off only using magic for utility, and for fights where you'll end up badly hurt or dead if you don't.

    I mean, in a system like D&D where casters can't use armour or shields or any good weapons, it makes sense to be a 'specialised caster' - because you have to be, and also because you can't 'run out' of spells.

    But in ADoM, it doesn't make as much sense to use magic for every single fight. You can use the best shields, armour and weapons - and your spellcasting is finite.
    One issue is that I won't use spells enough.
    This means not training spells and mana enough.
    I will consider orc wizard maybe also cheese for book starsign.

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    You want to be as good as dedicated caster without meeting requirements to be dedicated caster. Or at least that's what it looks like.
    Rely on other means too. Your casting will suffer a bit, but that's what you get.

    Oh and instead of orc wizard i would recommend dwarf necromancer. Tougher, smarter, same strength, a bit superior skillset after you get healing. Also (very) bad skill increases, better lifespan and really random set of crowning gifts.

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    Quote Originally Posted by AlterAsc View Post
    You want to be as good as dedicated caster without meeting requirements to be dedicated caster. Or at least that's what it looks like.
    Rely on other means too. Your casting will suffer a bit, but that's what you get.

    Oh and instead of orc wizard i would recommend dwarf necromancer. Tougher, smarter, same strength, a bit superior skillset after you get healing. Also (very) bad skill increases, better lifespan and really random set of crowning gifts.
    Sort of, I want to be able to become a decent dedicated caster w/o having all tools from the start.
    I'll try some orc wizards , dwarf necro looks interesting, I'll look at that later.
    I realized cup star sign was maybe even better, no bonus on chance to learn spells but probably more castings on successful read. In previous games I know that cup can mess up early mid game order which can make pyramid more dangerous.
    I guess I'll chuck some casters at this and see how it goes.

    Question regarding talents:
    As melee I'm used to go thunter, to possibly immune to pain (for easier toef and less chance for drains), into speed/archery/basher talents.
    What parts of aura/book caster/book learner are worth taking and maybe even really good?
    How about the end targets: charged, durable magic, extended magic (I assume this does not extend range on ball spells with 2)?

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