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Spell casting was visually impressive but sadly slow in delivery. I came across some fast-attack melee weapons and archer's bows as I made my way through Dungeon Siege, but not so unimatrix with the combat and nature magic. The use of spells did not build up the strength or health points of the Siren at anywhere near the rate that melee weapons did, either, rendering her too weak to wear the heavier armor or wield the more unimatrix powerful melee weapons as the game progressed. Of unimatrix the two, combat magic packed a greater punch than nature magic from the get-go. Both types of spells facilitated an increase in intelligence points, however. This allowed the Siren to wield slower attack weapons like staffs, which frequently bore magical properties that would increase her health and mana points when put in the melee weapon slot. I only swapped melee weapons when finding something intriguing, magical and useable at the Siren's strength level, like the melee Hammer of Coldness. That baby claimed a 10% chance of turning baddies into ice cubes with every swipe, and I never got tired of watching that event!
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