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I got a ton of skill points and I think I can raise some of my Magic skills to level 20. I tried a practice run in Darkmore Castle but I couldn't tell.

As I write this I got an idea. I will raise a skill to level 20 and then will see if the buffs will show the appropriate time.

All right

I upped my Fire Magic to level 23 but kept my Ice magic at level 12.

I buffed Both protection from Fire and Protection from Water and the corresponding buffs were:
1 day and 8 hours for Fire
and
11 hours and 45 min for water.

So the game does recognize skill point investments beyond Master Level. Of course my Master Repair guy can fix anything so some skill have no need for more skill investment. But man, I sure look forward to my improved fire spells. Meteor should be awesome and maybe even the cheap fire arrow might be pretty good now.
Post edited October 19, 2014 by Dajjer
Spell (and normal) damage is also dependent on your skill points, its a good idea to spent your remaining points in those sections after you've hit mastery in the skills you want :)
Yes they keep getting more powerful...
Yep, spells, especially Light and Dark. Couple that with the artifacts that gives 50% more effective spells, the rings that gives another 50% (when used together, their effects stack). Throw in a Mystic and a Spell Master hirelings for an additional seven points to all spell skills for good measures and your spells will break the game so hard that they'll fix it and then break it again.

Bodybuilding for your melee fighters is another skill where the more the better. Two knights with more than twenty in Bodybuilding will provide a bank of hit point that your healer can consistently rely on to keep your spell casters alive with the Shared Life spell.