View Full Version : what are the top 4 powers for non ags
taproot97
08-28-2009, 06:42 PM
:confused::confused:very confusing
thingirl
08-28-2009, 06:49 PM
Start with Restro, get Necro from wandering undead, and I'm not sure on the others. Probably Divination and either Fortification or Congeration. Fortie is because it helps in certain situations, but Congie (at 70+) gives the second best free shield (best is the GIS, which is AG only.)
Badstench
08-28-2009, 07:00 PM
You definitely should grab at least one offensive power. Early advantage goes to Destruction for causing the most damage. Necromancy has been another favourite of many adventurers.
Restoration is a must-have as soon as you can get it.
By memory, a lot of early, low level adventures often called for uses of elementalism and fortification.
The powers I mentioned are for you to consider only; there is no real "right or wrong".
If you are a gamer who likes to role-play, you might decide to choose something completely differen and more suited to your character.
thingirl
08-28-2009, 07:06 PM
He's non AG, so he can only have 4 powers.
Like I said:
Start with a power (Restoration- must have) get an offensive power (Necromancy- can't be resisted and all non AGers who have 4 powers have it) from wandering undead, and chose Divination (helpful in battle, and some early, low level adventures require it) and Fortification (like Stinky said, needed. And it has it's own (small) advantages) from the Murk adventures.
Reha has Restro, Necro, Fortifaction, and Divination.
You only need one offencive power.
zmflavius
08-28-2009, 07:48 PM
I think that necromancy is a must, as it is a very good attack power. Restro is also very useful. For your third power, I would suggest conjuration, as it is the only method of getting the best free player shield. The fourth power is open to debate. Personally, I think you should choose between fortification or divination.
shadowblack
08-28-2009, 08:47 PM
Just so we're clear: Conjuration allows you to obtain:
Small Shield (Conjured) +1 MR
Ornate Shield (Conjured) +3 MR
and Dragonscale Shield (Conjured) +5 MR
Joddelle
08-29-2009, 04:39 AM
Conjuration isn't really an option. True it gives you +3 MR (+2 ??) over any shield you can buy, but it very rarely comes up as USEful in challenges. The usefullness of Fortification can hardly be beat. I'd probably go with Divination as the 4th - it can give you a nice MR bump in combat if you really need it, and there's lots of roleplay/adventure uses for it.
Choson One
09-05-2009, 06:54 AM
Here is what I chose and why:
Telekinesis: It is very helpful with challenges but little useful in combat. Nice if you want to avoid battles with some people.
Necromancy: It's freggin awesome. I mean there may be little useful for challenges, except ones featuring undead, but is nice for combat.
Restoration: Good for challenges and when you need some health in a fight. Whats not too like? (Warning, you may want to upgrade this a bit before using it in combat.)
And I am not sure about the last one. Maybe Fortification, or Divation. I have no idea for the last one. But too get what I got:
1: Choose Tele as start.
2: Complete the Undead Starter Quest to get Necromancy and a nifty Necklece.
3: Train a bit, get a good weapon, and go too Stormfield.
4: Go too The Murk and follow the footsteps and get Restoration from the Old Lady.
(Warning! The Mur is extreamly Dangerous for a low level character! Level Up a bit before entering!)
Maybe theres a beter way to do it but bleh.
Badstench
09-05-2009, 08:53 AM
One of the biggest fears I had when I started "The Murk" was running into that danged poisonous snake.
Back then, there wasn't a game map for the swamp, and it was much bigger than it is now. If you got stung in the depths of the swamp, it was a hellishly long way back to a safe zone.
Bobertorby
09-11-2009, 09:02 PM
hah! i remember that! and the trosk as well you could kill him but you would have like 5 stamina and had to go allll the way back to the begining :P it really did suck^^
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