SpottedShroom wrote:The fact that it gets you (only) 4 MP per turn makes it seem a little less bad.
I just tested it with my mage at lvl 18 (because that was the last save I made at Blackwater, although he ended the game at lvl 20) . . . and he was getting 4 hp and 5 mana every time he drank out of the well.
I mean... you
do exploit the well more than once, right? Right?
SpottedShroom wrote:an extra 100 MP in Book I is really just the difference between poor mage and a slightly less poor one.
Well... more like the difference between a lame build (mine) and a decent one (yours).
I mean, we're talking a whole 50%+ additional mana, here. That counts a lot. Imagine how I felt, with my spells running down my mana so quickly? I complained an awful lot about it, on this board. "Waa! Mages are underpowered!" That sort of thing.
I still think they were underpowered. Well... not underpowered, but crippled... quite notably crippled by costly spells. (Supernova, I admit, was an awesome spell.) Hence:
Other builds are still going to run circles around us.
That's what it felt like to me. Perhaps in Book 2 they'll prove less crippled, since I'm likely to try it next run through.
I know I've said this already, on these forums, not long ago, and I've said it a bunch of times before: but I've never, ever understood the AD&D-type rules that RPG's have adopted for spellcasters. (Yes, I admit it, I played the game when I was a kid. I was 11, okay? ...Alright... so then I was 12 and then I was 13 and then I was 14 and then I was 15, so what? So I'm familiar, yes I am. Not that I mean to say that there's anything wrong with 25-year-olds playing AD&D... just... aw, screw it. I was sidetracked, okay? I became an artist and started noticing girls, and was embarrassed with my prior computer-programming / AD&D-playing / module-creating geekiness. Can you blame me? Really?
)
What I mean to say, before I insult people any further, is that the idea that you can only cast, say, 10 spells a day, and then you're left defenseless except for maybe a little club that you're allowed to use because for some reason spellcasters aren't allowed to wield better weapons . . . or wear armor, for that matter: never understood that restriction.
(At any rate: when I played it with my friends, we'd always cheat. We hated those damn rules. We wanted to play it our own way.)
(And we always,
always double-classed. And started our characters at level 15, because starting at level 1 with few abilities was no fun.)
Confirmed - it does work in Book II. A few more interesting notes: it's not tied to the number of items in the stack, but rather to how long you hold down the right mouse button (!). I suppose this is an artifact of ctrl-click simulating right-click for Mac users. So even a single potion is good enough for this effect. AND - It lets you take multiple turns in combat!
Strange: I just tested this and it only raised my mana 1 pt. per click and each one took 1 turn. (That's how fast my mana regenerated per turn passed... at lvl 18.)
¿Why won't it work for me? Why?
You said control + right-click, right? (I'm playing on a Mac, too, by the way.)
As for the dragonels: All I can say is: I don't wanna be swarmed by that many dragonels unless I'm a mage who has high-level Supernova at his/her disposal.
Maybe, in Book 3, there should be a Leap option for people who are really dexterous, for situations like that.