Garrulous Glaahk ArchMage81 Posted November 7, 2007 Share Posted November 7, 2007 Would be good to have an idea on what other players have in: LVL CLASS STR DEX INT END Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted November 8, 2007 Share Posted November 8, 2007 Level obviously depends on where you are in the game. Since how much you can increase your skills depends on level, those are all variable as well. Class doesn't even have any meaning beyond skill point allocation, and most people here use all Custom. —Alorael, who concludes that maybe you should ask a more specific question. Give a point in the game and people can say what their parties look like. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Skippy the bush kangaroo Posted November 8, 2007 Share Posted November 8, 2007 Quote: Originally written by Zer0:... and most people here use all Custom. Which is odd given that it is like throwing away skill points. Depending on the class, you get from 3 to 11 extra points by using a pre-made class rather than custom. Practically none of those extra points are wasted by the mid- to end-game. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Zummi Posted November 8, 2007 Share Posted November 8, 2007 Custom has more flexibility..some pre-mades waste on unimportant points..so those so-called "wasted" points..are just fracture of your imagination.. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 8, 2007 Share Posted November 8, 2007 Being able to decide at the beginning where to place skill points means making a more powerful character at the start. A spellcaster that has higher level spells is the best example. Most of those extra skill points aren't needed because the skills aren't that useful. First Aid is better in A4, but in the earlier games it was too low at the start to be used, could only be used once a day, and could be skipped the whole game without being noticed. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted November 8, 2007 Share Posted November 8, 2007 Points in any combat skills for spellcasters, Polearms for the sword guy, Melee for the spearman, Throwing for anyone, and anything that can be bought easily with money instead of skill points (First Aid, Archery) are wasted. —Alorael, who also doesn't find a few skill points a compelling reason to start with a subpar character. Yes, the classes really are quite poorly made. It's like Jeff isn't an atrocious min-maxer or something. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted November 8, 2007 Share Posted November 8, 2007 Powergaming... blech. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk ArchMage81 Posted November 8, 2007 Author Share Posted November 8, 2007 I just want to know whats the ideal base stats for a fighter, mage or priest. I mean how much end and str should i put to a fighter Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 8, 2007 Share Posted November 8, 2007 You need at least 2 extra over starting in strength for fighters so they can wear some armor without encumberance. In Avernum 4 and earlier games there isn't much point in raising endurance at the start. The increase in health is barely noticeable and the effect on resistances isn't much better. Running a glass cannon with points to attacking skills is better even for a fighter. Augmentation and later essence armor spells will give more health than adding to endurance until the middle of the game. Spellcasters should have enough levels in mage and/or priest to have all starting spells. Then increase intelligence to have more spell energy. Quote Link to comment Share on other sites More sharing options...
Curious Artila Dreadknight Posted November 12, 2007 Share Posted November 12, 2007 Quote: Originally written by Randomizer:You need at least 2 extra over starting in strength for fighters so they can wear some armor without encumberance. In Avernum 4 and earlier games there isn't much point in raising endurance at the start. The increase in health is barely noticeable and the effect on resistances isn't much better. Running a glass cannon with points to attacking skills is better even for a fighter. Augmentation and later essence armor spells will give more health than adding to endurance until the middle of the game. Spellcasters should have enough levels in mage and/or priest to have all starting spells. Then increase intelligence to have more spell energy. Another pointer about customs, if you have Pure Spirit/Natural Mage you will only spend 13/16 points for the starting spells, respectively. That's 62 extra points for Priests and 59 for Magi (or whatever you call your spellcasters). Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Skippy the bush kangaroo Posted November 12, 2007 Share Posted November 12, 2007 Quote: Originally written by Dreadknight:Another pointer about customs, if you have Pure Spirit/Natural Mage you will only spend 13/16 points for the starting spells, respectively. That's 62 extra points for Priests and 59 for Magi (or whatever you call your spellcasters). You get those bonuses with the pre-made characters as well. (Pure Spirit/Natural Mage) Hedge Wizard wastes 5 points on Melee Weapons and Quick Action - which is precisely the extra you get above going Custom. I hate to leave those on the table even if they might be marginal points. Also, the early game isn't hard (it's designed that way) so aiming for a better mid- to late-game character seems better to me. You don't need an optimised character at the start. But, certainly there are certain classes that don't make sense. My list of acceptable classes include Rogue, Hedge Wizard and Berzerker. I use the Rogue as the Archer base, Berzerker as the Melee base and Hedge Wizard as the Combo spellcaster base. Quote Link to comment Share on other sites More sharing options...
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