So I've decided to finally sit down and play through Arena and I wanted to know some stuff.
1. What is the level cap?
2. I've heard the game freaks out if you already have max stats when you level up through I only heard that happening with hacking and just to be sure, will it happen if I ever abuse the Oghma Infinium?
3. Should I even bother with enchanted weapons as a Spellsword?
4. Having higher endurance when leveling up gives you a boost to the amount of health you get but is it the same for intelligence and spell points?
5. Is there anyway to make Ebony armor/anything I can't equip as a Spellsword equipped/epuippible through hacking? I'm not going to do it right away but it'd be nice to know if I could.
I've got some questions about Arena
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Rock Volnutt
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Rock Volnutt
- Layman

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- ES Games: All of them minus those DOS spin offs
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Re: I've got some questions about Arena
Unless I'm looking in the wrong places, the wiki doesn't help much with those questions. I'm going to feel real stupid if it does.
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Celtyk
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Re: I've got some questions about Arena
1. Definition of the level cap is:
A level cap is the maximum level a player character can reach in a game.
3. Actually, it is your choice.
A few answers.
A level cap is the maximum level a player character can reach in a game.
3. Actually, it is your choice.
A few answers.
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CBR JGWRR
- Grand Master

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Re: I've got some questions about Arena
1. Doesn't appear to be one...
2. No idea, it gives 50 points to spend on attributes. Can't abuse it...
3. Don't know.
4. Yes.
5. No idea, probably.
2. No idea, it gives 50 points to spend on attributes. Can't abuse it...
3. Don't know.
4. Yes.
5. No idea, probably.
- Shadowblade
- Associate

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Re: I've got some questions about Arena
1. What is the level cap?
There isn't one, level is based on XP not skill points and the maximum level depends on your starting attributes, how many XP you can get and maximising all your attributes until you cannot rise any more.
2. will it happen if I ever abuse the Oghma Infinium?
You would be unlikey to get 100 in everything, but how would you abuse the Oghma Infinium without cheating?
3. Should I even bother with enchanted weapons as a Spellsword?
Why on Earth not?
4. Having higher endurance when leveling up gives you a boost to the amount of health you get but is it the same for intelligence and spell points?
No, you do not gain Spell Points per level, they are a flat multiplier of your INT score, so if you have 60 INT you have:
180 as a Sorcerer
120 as a Mage (and Healer, not 105)
105 as a Battlemage
90 as a Nightblade or Spellsword
60 as a Bard.
When you level up, if you add 6 points to INT for a total of 66, you get 198, 132, 115, 99 or 66.
5. Is there anyway to make Ebony armor/anything I can't equip as a Spellsword equipped/epuippible through hacking? I'm not going to do it right away but it'd be nice to know if I could.
Only Warriors, Rangers and Knights can wear Plate Mail. Spellswords are stuck with Chain Mail and a Kite shield, but they can use ANY weapon, belts, bracers, amulets, crystals, marks, torcs and other magick items, many of which improve armour rating.
A Spellsword is a Fighter/Mage, so I'd suggest casting a powerful damaging spell and then a Shield spell and hacking the remants to pieces. That's what they call role-playing.
There are hex cheats and hacks available, but why would you bother? You should use spells for offensive and defensive advantage or you are not playing a Spellsword. Why not play a Knight and use potions and items such as a Crystal of God's Fire instead? Then you can use the best armour in the game and not worry about repairing it. No spell casting, though.
Also, try a Dark Elf as they get bonuses to magick use and also +1 to hit and damage per 4 levels with any weapon. When you exit the Imperial Dungeons you should have enough loot and gold to buy a dai-katana or a katana and kite shield, plus a few spells and a bunch of potions and a complete suit of chain mail.
Dark Elves have a starting boost to STR, INT and SPD while Spellswords have a starting boost to INT and WIL, so they complement each other.
Try to start with no penalties in anything, so put starting attribute bonuses into:
AGI for a to hit and armour bonuses (+2 or +3 would be good - could be +4)
STR for damage bonuses and max weight (+1 or +2)
END for a health and healing rate bonus (+0 or +1 will do)
WIL for spell saving throw bonuses (+1 or +2)
INT for spell points (50 or 60 is enough to start).
Put level increases into STR and AGI in the starting dungeon to about level 4, then focus on INT, AGI and WIL.
High LUC is also useful as it helps everything, including the kind of loot you find.
~
There isn't one, level is based on XP not skill points and the maximum level depends on your starting attributes, how many XP you can get and maximising all your attributes until you cannot rise any more.
2. will it happen if I ever abuse the Oghma Infinium?
You would be unlikey to get 100 in everything, but how would you abuse the Oghma Infinium without cheating?
3. Should I even bother with enchanted weapons as a Spellsword?
Why on Earth not?
4. Having higher endurance when leveling up gives you a boost to the amount of health you get but is it the same for intelligence and spell points?
No, you do not gain Spell Points per level, they are a flat multiplier of your INT score, so if you have 60 INT you have:
180 as a Sorcerer
120 as a Mage (and Healer, not 105)
105 as a Battlemage
90 as a Nightblade or Spellsword
60 as a Bard.
When you level up, if you add 6 points to INT for a total of 66, you get 198, 132, 115, 99 or 66.
5. Is there anyway to make Ebony armor/anything I can't equip as a Spellsword equipped/epuippible through hacking? I'm not going to do it right away but it'd be nice to know if I could.
Only Warriors, Rangers and Knights can wear Plate Mail. Spellswords are stuck with Chain Mail and a Kite shield, but they can use ANY weapon, belts, bracers, amulets, crystals, marks, torcs and other magick items, many of which improve armour rating.
A Spellsword is a Fighter/Mage, so I'd suggest casting a powerful damaging spell and then a Shield spell and hacking the remants to pieces. That's what they call role-playing.
There are hex cheats and hacks available, but why would you bother? You should use spells for offensive and defensive advantage or you are not playing a Spellsword. Why not play a Knight and use potions and items such as a Crystal of God's Fire instead? Then you can use the best armour in the game and not worry about repairing it. No spell casting, though.
Also, try a Dark Elf as they get bonuses to magick use and also +1 to hit and damage per 4 levels with any weapon. When you exit the Imperial Dungeons you should have enough loot and gold to buy a dai-katana or a katana and kite shield, plus a few spells and a bunch of potions and a complete suit of chain mail.
Dark Elves have a starting boost to STR, INT and SPD while Spellswords have a starting boost to INT and WIL, so they complement each other.
Try to start with no penalties in anything, so put starting attribute bonuses into:
AGI for a to hit and armour bonuses (+2 or +3 would be good - could be +4)
STR for damage bonuses and max weight (+1 or +2)
END for a health and healing rate bonus (+0 or +1 will do)
WIL for spell saving throw bonuses (+1 or +2)
INT for spell points (50 or 60 is enough to start).
Put level increases into STR and AGI in the starting dungeon to about level 4, then focus on INT, AGI and WIL.
High LUC is also useful as it helps everything, including the kind of loot you find.
~
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Re: I've got some questions about Arena
Are there any mods or graphics extenders for this game?
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CBR JGWRR
- Grand Master

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Re: I've got some questions about Arena
Not that I know of, but the graphics aren't that bad...
Re: I've got some questions about Arena
That's true.
