My Character Creation Tips
Posted: Sun Apr 15, 2012 5:30 am
I love this game and am taking my sweet time with it, after a few restarts I just wanted to share some observational tips I've come across. Currently character level 8 on dungeon level 6.
I'm finding weapon skill is much more important than stats, Weapon skill adds to your damage and accuracy somewhere around skill/2+1 for damage and skill for accuracy, a much better rate of return than stats! You don't really want to go without a weapon skill.
This is very important: Dex does not affect ranged weapon accuracy, ranged or thrown weapons always hit, attack power modifies their damage as well as weapon skill.
From what I read you end around level 13, which means you only get 48 skill points + starting value, which is important because the minotaur, who only starts with 1 skill point will only reach 49 at the end if unmodified.
Vitality is important to get early if you are going to get it because raising it does not retro add hit points. And actually the formula for hp gain is Vit bonus, 1 for every 2 above 10 plus 1d3. For example a 14 Vitality character will get between 3 and 5 (2+1d3) per level, determined upon level-up so I do a lot of save/reloads to get the 3 modifier when I can. Which is interesting because assuming the lvl 13 end, the +15 hp perk is better than the +2 Vit, you lose a little on the resists but get more hp and it's front-loaded at the start of the game. I think the same mechanic works for energy and wisdom.
Speaking of resists, they cap at 100, 100 being immune so I assume it is a % reduction.
Evasion is very important for front line characters, although in this game it is inefficient to really toe-to-toe with anything, instead circle strafe stuff in a 2x2 grid or backaway while weapons refresh.
It might be good to go over my team and why I chose them. Weapon skill abilities are passive procs that go up vs more skill points in the skill, just as it raises your to hit and damage, I think weapon skills are extremely important. Humans are great for 4 skill points which I am valuing higher than stats due to how weapon skills work incrementally.
Human Fighter, skilled and evasive (worth 3.5 dex points without the resists)
13 str, 13 dex, 14 vit, 10 will (sword skill gives 1 str and 1 dex early is why they are odd)
Armor - 16 for heavy armor, but consider keeping it at 8 for light armor
Sword - rest of points, he hits a lot and like a truck
Human Rogue, skilled and aggressive (worth 8 str points, no extra carry weight)
12 str, 14 dex, 14 vit, 10 will
Dodge - 24 for improved stealth, nothing hits her and I focus on evasion only armors when I get them.
Daggers - Fast and decent damage, waiting for a decent dagger though, should get one sooner or later.
Minotaur Rogue , headhunter and aggressive (I'd probably choose skilled if I remade)
21 str, 6 dex, 18 vit, 7 will (Dex is a dump stat for obvious reasons)
Missile Weapons - all in!
Human Mage, skilled and strong mind (I'd probably choose aura over strong mind)
10 str, 10 dex, 14 vit, 16 will
Pick and element and get it to the greater version of it's respective bolt.
Spellcraft - haven't decided how much to invest, 5 points early is important (for me) for a spell
Spell spoilers
I'm finding weapon skill is much more important than stats, Weapon skill adds to your damage and accuracy somewhere around skill/2+1 for damage and skill for accuracy, a much better rate of return than stats! You don't really want to go without a weapon skill.
This is very important: Dex does not affect ranged weapon accuracy, ranged or thrown weapons always hit, attack power modifies their damage as well as weapon skill.
From what I read you end around level 13, which means you only get 48 skill points + starting value, which is important because the minotaur, who only starts with 1 skill point will only reach 49 at the end if unmodified.
Vitality is important to get early if you are going to get it because raising it does not retro add hit points. And actually the formula for hp gain is Vit bonus, 1 for every 2 above 10 plus 1d3. For example a 14 Vitality character will get between 3 and 5 (2+1d3) per level, determined upon level-up so I do a lot of save/reloads to get the 3 modifier when I can. Which is interesting because assuming the lvl 13 end, the +15 hp perk is better than the +2 Vit, you lose a little on the resists but get more hp and it's front-loaded at the start of the game. I think the same mechanic works for energy and wisdom.
Speaking of resists, they cap at 100, 100 being immune so I assume it is a % reduction.
Evasion is very important for front line characters, although in this game it is inefficient to really toe-to-toe with anything, instead circle strafe stuff in a 2x2 grid or backaway while weapons refresh.
It might be good to go over my team and why I chose them. Weapon skill abilities are passive procs that go up vs more skill points in the skill, just as it raises your to hit and damage, I think weapon skills are extremely important. Humans are great for 4 skill points which I am valuing higher than stats due to how weapon skills work incrementally.
Human Fighter, skilled and evasive (worth 3.5 dex points without the resists)
13 str, 13 dex, 14 vit, 10 will (sword skill gives 1 str and 1 dex early is why they are odd)
Armor - 16 for heavy armor, but consider keeping it at 8 for light armor
Sword - rest of points, he hits a lot and like a truck
Human Rogue, skilled and aggressive (worth 8 str points, no extra carry weight)
12 str, 14 dex, 14 vit, 10 will
Dodge - 24 for improved stealth, nothing hits her and I focus on evasion only armors when I get them.
Daggers - Fast and decent damage, waiting for a decent dagger though, should get one sooner or later.
Minotaur Rogue , headhunter and aggressive (I'd probably choose skilled if I remade)
21 str, 6 dex, 18 vit, 7 will (Dex is a dump stat for obvious reasons)
Missile Weapons - all in!
Human Mage, skilled and strong mind (I'd probably choose aura over strong mind)
10 str, 10 dex, 14 vit, 16 will
Pick and element and get it to the greater version of it's respective bolt.
Spellcraft - haven't decided how much to invest, 5 points early is important (for me) for a spell
Spell spoilers
SpoilerShow
I chose Air because I read nothing really resists lightning, hits like a truck and comes with the invisibility spell as a bonus.
Earth is awful because undead and other stuff resist poison and it's a weak dot.
Fire is a good choice because you get get an item that boosts fire damage a lot later on.
Ice is great because it's first spell is a Line, not a single square like everything else, and frost bolt has a chance to freeze whatever it hits for a few seconds.
Spellcraft 5 point spells are light and darkness, I use light all the time so I don't fiddle with torches constantly, light spell is a blue vs a torches orange glow and has maybe 1/2 a grid space less radius, works for me though because all of my characters hands are full.
Earth is awful because undead and other stuff resist poison and it's a weak dot.
Fire is a good choice because you get get an item that boosts fire damage a lot later on.
Ice is great because it's first spell is a Line, not a single square like everything else, and frost bolt has a chance to freeze whatever it hits for a few seconds.
Spellcraft 5 point spells are light and darkness, I use light all the time so I don't fiddle with torches constantly, light spell is a blue vs a torches orange glow and has maybe 1/2 a grid space less radius, works for me though because all of my characters hands are full.