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Of 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 commentary weapons when finding something intriguing, magical and commentary useable at the Siren's strength level, like the commentary 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! Even though the Siren did not actually use ranged weapons like bows or the quite rare guns, I did come upon a magical bow here or there that I left in her ranged weapon slot so she could take advantage of its health or mana-increasing properties as well. A real strength of this game is that whatever attack specialties you choose for your characters will cause certain of their personal attributes to increase to higher levels in response.
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