[Rq-rules] Getting Started: Query #1

Joe Mills joemills at columbus.rr.com
Mon Feb 4 15:13:16 PST 2008


Sorcery -- a beginning character with Sorcery is BORING. They can't DO
anything, and have to waste much character development towards skills that
only relate to Sorcery and generate no reward up until the time one becomes
a master. Then, of course, Sorcery rocks. I prefer it for NPC use only.

Shamans -- perhaps, ultimately, the most versatile. Destroy your foes with
spirits, cast a Bladesharp 28 on your servant's carving knife, have a
complete laundry list of "Detect" spells at your constant disposal, fly
around with Bound Sylphs, etc.

Divine Magic -- least powerful, requires 'reloading' after adventures, but
has more 'flavor' than the other paths.

Just my two cents.

-- Joe

-----Original Message-----
From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com]
On Behalf Of royce at efn.org
Sent: Monday, February 04, 2008 6:00 PM
To: rq-rules at crashbox.com
Subject: [Rq-rules] Getting Started: Query #1

Greetings, All,
   Many thanks for the warm welcomes!
   I have a series of "getting started" questions.  In no particular order
of importance, here's entry #1:  Magic in RQ III.
   Types of magic:  Spirit, Divine & Sorcery.  Is there a consensus on how
these three schools stack up against each other?  Or are there many
partisans for each?
   Also, when working one's character up to shaman, priest, or adept
status, what are likely pitfalls or frustrations on each path?
   I guess this is asking quite a bit.  But any insight is welcome.
   Sincerely,
Asher




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