The Depersonalization Mage is a very powerful class, and many players want to know how to play it well. The mage's gameplay mainly includes adding points and spell selection. In this article, we will provide you with a guide to bonus points and spell selection for the Depersonalization Mage.
1. Spell selection
The core magics are Blessing of Blades or Knife Enchantment, and Red Seal. When the occult point reaches 80, you can learn 5 magics. Except for the first one, which is fixed to wither, the others are random and can be used repeatedly. After creating a good character, enter the two dungeons of Sky Netherlands. Once you enter, you can see what spells you have learned. If you are not satisfied, delete the character and start over.
When fighting, if the enemy is weak, just go up and poke with two swords. If the enemy is strong or there are multiple enemies, use the Red Seal Technique first, and then go up and poke. It's simple and crude.
Blessing of the Blade can directly summon an enchanted knife, a technical weapon with very good damage and spell damage. It also has agility and strength characteristics. It can pursue/slash horizontally. When attacking, it is judged by a combination of erudition and occultism. To take this route, it is recommended to have an erudition point of 70. You will basically not lose durability. When you first enter the dungeon and get two of them, you won’t have to worry about weapons later. The saved materials can be used to make body armor and runes.
The knife is enchanted with +20 fighting and sharp weapon damage, which lasts for three battles. If you take this line, your fighting points will be 60. We recommend the double machete as a weapon. There are extra bonus dice for singles. For groups, rely on Red Seal for output.
Of course, you can have both, whichever one you want to use.
For the remaining spells, it is recommended to get a defense (barrier creation or fog, the flesh shield deducts too much blood, so the wizard cannot afford it).
There is also a control (I use blinding. It will be more comfortable to fight non-dominator bosses such as Ryan. Just put a red seal at the beginning and control it all the time. I have never used mind manipulation and Viri's Seal. No. It's very clear. The Old One's dodge is 0, so there is no need to control it. Due to speed and special physical problems, it is generally impossible to control it, so just go to A).
Cursed Eye is also very useful. Counting on the control aspect, the enemy's offense and defense are reduced at the same time. I also made a new mage. I learned fog creation, cursed eye, blessed blade, and red seal. After defeating the monsters of the Old Ones, I cursed them, cast mist on myself, and even counterattacked them. die. The bonus die combined with the Townsend Candle is simply unbeatable.
2. Skill points added
The attributes I used (roughly):
Strength 20, Agility 80 (fast speed, high dodge), Will 70, Intelligence 70, Constitution 40
You can also start with a constitution of 20, fight Townsend Town (there are relatively few battles, and they are not very dangerous except for Ryan), and after the fight, soak in the hot springs in the middle of the battle, and earn money when you run out of money. There is a risk of sending money at the beginning, but if you survive it, the benefits will be huge.
I can’t remember the skill points clearly, but they are probably:
Brawling 60, Observation 70, Diplomacy 40, Psychology 30, Erudite 70, Occult 80, the others remain unchanged.
(A skilled craftsman must maintain 50, and with the scholar's book and screwdriver, he can quickly recover san when making things. If san exceeds 70, he can quickly recover mana and has an extra success rate. When 100, it is equivalent to +30 all skill points, earned with blood).
(Evasion such as stealth and observation are not very necessary. Anyway, the combat power is very strong, the speed and dodge are high, and all magic damage is done. Basically, you can walk sideways and you are not afraid of any wild monsters).
For the main trait, you can choose Abandonment. The one with the lucky rabbit's foot. The scholar's spirit is basically full, and the success rate is already high. If it doesn't work, you will basically pass it if you try it again. You can save a lot of luck by using this. Rub the runes.
The main trait is double personality. The scholar's san is always very high, and he can perfectly bring out the advantages of this trait. A decrease of 10 in the sufficient criticality is equivalent to a success rate of +10, while schizophrenia is basically untouchable, and you can earn blood.
For the rest, just choose according to personal preference. Just choose the one with positive experience. I have never seen the awakening/sleeping change during exploration, maybe because the spirit is always high. I just know that the twists in the interlude can be changed.
If you are lucky enough to roll over 60, you will never have enough.
3. Others
In the Sky Netherlands exhibition hall, the red gem on the right has the attribute of Fire Worship, which can be used by violent mages.
Some experiences are strongly linked, such as heavy debt (sleeping) + windfall (waking up). If luck increases, you can get money, and if you get money, you can return to san. However, negative traits will make the first game more torturous.
The higher the skill points, the harder it is to grow, and lucky rerolls cannot be used. It is recommended to save frequently to avoid missing out on growth.
An important branch of the church is to test purple candy (intelligence). If you succeed, you will enter the commission line (main line). If you fail, you will be forced to enter the ritual line.
I called it again and found that the branch point was not candy, but reading the information above (it was also written that the plot would change because it took time). In the ritual line, defeating the blue-haired nun before starting the ceremony can enter the main line of the ritual line (the seven deadly sins). line), if you don't fight it, you will be forced to enter the Saya's Song line (which is considered a bad ending).
The undead pendant in the initial copy will turn into a ghoul after dying in battle, unable to equip weapons. The damage of unarmed attacks will become 4-7 for three times in a row (a bit like Ryan). Attacks have a probability of exposing the opponent's weaknesses. There are still benefits, but you have to think carefully before changing. Screwdrivers and the like will no longer work. The mage basically has no benefit, the archer has a huge negative benefit, and the warrior has a little benefit if his agility is less than 50. If it exceeds 50, it is better to just use the nunchaku.
(However, it can only last for one copy now, which feels unreasonable, like changing from a ghoul back to a human).
Most medical supplies can be used directly or with medical skills. Using medical skills can restore more blood. A small number can only be used medically, such as epinephrine.
If the Mysticism drops below 80, the spell will be forgotten. If it rises back to 80, the spell will be learned back. The spell itself will not change as a result.
There seems to be a bug in the last scene in the interlude, so I suggest you don't fix it yet.
It seems to have been fixed, but I still dare not do it.
You can bring three items to the Yog-Sothoth dialogue, but they can only be used once, and you have to pay time and space points again before you can use them again.
Killing Carter at the end in Sky Netherlands will give you 10,000 yuan.
After teaming up with Saye, you can take the 2,000 yuan from her (fog).
Remember to interact with the musicians in Townsend Town to obtain special and famous songs, which is very useful.
Offering black seeds may have the quality of the Spider God's blessing, and will drop san at the end of the battle. Do not use it unless recommended by scholars.