(08-03-2013, 01:20 AM)Evie Wrote: Also there are branches of science that work together, example Biochemistry. So could there be branches of magic that build on one another. With this it's more curiosity about how the system works then trying to make something crazy for my character idea (just going to keep that one magic type or another.)
Biochemistry is actually a lot more biology than chemistry, but my view may be biased seeing as how I'm a biologist. I see what you're getting at though.
That's where the cross-class skill slots come in. Not sure how familiar you are with the mechanics of the game, but every five levels you unlock a cross class skill slot. Depending on what class you're playing, you have many choices for what skills to fill them with, but you have to level other classes to unlock the skills themselves (for example, leveling conjury to level 4 unlocks cure, which almost every other class can use as a cross class skill). Just looking at thaumaturge, you have 24 different cross class skills you can unlock, with a maximum of 10 cross class slots to put them in, allowing for a lot of versatility. This is before we even know what skills arcanist brings to the table.
Here's a link to a website with that information for all the class.
Just looking at the list for thaumaturge, seven of their cross class skills are learned from conjury, so you can easily incorporate other magics, but the majority of your power comes from your primary class (17 class skills and 11 traits that boost important attributes or augment specific class skills).
Also of note, when you activate a job, it affects these cross class slots. Your choices become more limited, but the job skills automatically fill in some of the cross class slots (if I understand the mechanic correctly - haven't actually done this in game yet).
I'm a tinker! Tinkerer? Hrm.... I'm an artificer! - Myxie Tryxle | Impressions and Memories