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Posted: Sun Dec 15, 2019 6:25 am Post subject: Sentient Spellbook's official build thread
Background for uninformed:
Sentient Spellbook is a pacifist character that has started as a Discord joke but was later taken seriously and actually created. It is intended to be a completely unaffiliated, pacifist "NPC vendor" character that wanders around and crafts Spellgems for anyone interested.
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Hello everyone.
After patiently farming to maximum level and then spending a lot of time reading books, shooting targets, playing with power, and sometimes even actually crafting Spellgems for people , I came into a sad conclusion that my minimalist proof-of-concept character build is quite dull and unplayable.
The main problem was my MP pool, which turned out to be too low for peak needs. When I was crafting or charging, I had to wait many days to complete. And when I was target shooting, I also tended to run out of MP faster than out of targets.
Overall I decided it is time to reset the character and make a more practical build - someone (or rather "something" ) that is fun for everyday lazying and not only a highly dedicated specialist.
And because this is a "community service" character, I decided to publish my planned build before actually using it, to give you a chance for some input - for example changing the list of known spells.
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General, high level plan is as follows:
1) Spend exactly 70 CP on some basic Mortal Skills, to unlock access to Sorcerer Class
2) Upon reaching Sorcerer immediately buy Pattern Weaver (to unlock spellbook's main job) and start learning some cheap "low-level" spells to reach CP requirements for a Wizard
3) Take care to learn at least one cheap auto-hit spell, to be able to shoot practice target in spare time
4) Upon reaching Wizard immediately buy Cosmic Affinity and its children, to boost MP pool
5) Next priority is Spell Wand Skill, to be able to spend surplus spellgems on something useful instead of just throwing them away
6) At this point the spellbook should know all planned Skills, so spend the rest of CP on some "high-level" Spells to broaden the offer
7) Continue farming to maximum level and learning new Spells, then switch to farming non-combat Achievement Badges to get CP for even more Spells
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Detailed build is below. I used the official Character Planner so I hope CP costs are accurate.
Stage 1 (mortal life):
lv1: Planar Protection + all Exploration Badges
lv1: Search & Sense Magic (essentials)
lv1: Strength (more inventory size)
lv1-2: Engineering, Lockpicking (for future farming)
lv3: Sense Morality (because I had no better ideas how to spend the last 10 CP)
lv4-9: bank CP for Sorcerer
Stage 2 (Sorcerer):
lv10: unlocked CP from first Books Read Badge
lv10: Spellcraft (free Skill) + Pattern Weaver (40 CP)
lv11-19: initial batch of Spells to unlock Wizard Class (total worth at least 250-70-40=140 CP)
- Acid Dart
- Ice Dart
- Death Dart
- Lightning Dart
- Fire Dart
- Stone Dart
- Conjure Sinews
- Reveal
- Shadow Wrap
- Greater Glyph Erasure
- Rain of Stones
- Battering Ram
- Stonefury
- Necrotic Ray
Stage 3 (young Wizard):
lv20: unlocked CP from second Books Read Badge
lv20: unlocked CP from Targets Shot Badges
lv20: Magical Reserves (free Skill), Cosmic Affinity (30 CP), Cosmic Mastery (60 CP), Cosmic Oneness (60 CP), Spell Wand (30 CP)
lv20-30: more spells:
- Lifesnuff
- Death Mantle
- Force Bolt
- Force Focus
- Pallid Bolt
- Thanatoid Gaze
- Mystic Shield
- Mystic Mail
- Blur
- Seeking Hand
- Guided Blade
- Sharp Vision
- Glyph of Protection vs Evil
- Glyph of Protection vs Neutral
- Glyph of Protection vs Good
- Glyph of Slowing vs Evil
- Glyph of Slowing vs Neutral
- Glyph of Slowing vs Good
- Glyph of Sapping vs Evil
- Glyph of Sapping vs Neutral
Stage 4 (maxxed Wizard):
lv30: farmed CP from non-combat Badges (Alcohol Drank, Food Eaten, Pills Taken, Doors Destroyed, Doors Repaired, Locks Picked, Power Removed, Power Restored)
lv20: final batch of Spells:
- Glyph of Sapping vs Good
- Glyph of Pain vs Evil
- Glyph of Pain vs Good
- Glyph of Pain vs Neutral
- Waterbreathing (for fun )
- Bilious Purge
- Caustic Bolt
- Arctic Bolt
- Glacierblast
- Thunderbolt
- Thunderstrike
- Flame Bolt
- Sunflare
- Cloud Burst
- Shocking Grasp
- Static Charge
EDIT: fixed some math and spelling
Last edited by Badziew on Sun Dec 15, 2019 11:01 am; edited 1 time in total
Posted: Sun Dec 15, 2019 11:46 am Post subject: Re: Sentient Spellbook's official build thread
Badziew wrote:
Stage 1 (mortal life):
lv1: Planar Protection + all Exploration Badges
lv1: Search & Sense Magic (essentials)
lv1: Strength (more inventory size)
lv1-2: Engineering, Lockpicking (for future farming)
lv3: Sense Morality (because I had no better ideas how to spend the last 10 CP)
lv4-9: bank CP for Sorcerer
I would recommend dropping lockpicking and sense morality in favour of tap leyline.
It's an alternative to sorcerer's might that doesn't cost T2 CP, and allows you to better process peak MP demand.
You can still grind locks picked without lockpicking, and the only other grind it unlocks is items crafted.
An True is my test-run of grinding locks picked without the skill.
If you do the door trifecta (repair, pick, destroy) then it's the most efficient you'll get.
It's incredibly slow that way.
Filling out faster grinds like pills taken is usually the first priority, then save the big grinds for late-stage. _________________ aav-ann
Posted: Sun Dec 15, 2019 4:34 pm Post subject: Re: Sentient Spellbook's official build thread
AuXAuV wrote:
I would recommend dropping lockpicking and sense morality in favour of tap leyline.
It's an alternative to sorcerer's might that doesn't cost T2 CP, and allows you to better process peak MP demand.
You can still grind locks picked without lockpicking, and the only other grind it unlocks is items crafted.
Good call, I forgot that the skill is not actually needed to pick locks.
Now that I think about it, I could also invest 30 CP into Repair+Bowyer, as I would later get the CP back from farming related badges.
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