Namine Posted July 10, 2009 Share Posted July 10, 2009 Hi, I've decided to build an agent, but i have no idea how to do it. I've checked Geneforge 5 - Strategy Central but i haven't seen things for agents yet. Any tips would be appreciated. Also do you guys know the amount of base leadership that would be needed? Assuming I'll be able to get all of the infiltrator items. Thx for all your help guys. Quote Link to comment Share on other sites More sharing options...
Janitorial Closet Posted July 10, 2009 Share Posted July 10, 2009 Remember that the Infiltrator is the same as the Agent. Quote Link to comment Share on other sites More sharing options...
Namine Posted July 10, 2009 Author Share Posted July 10, 2009 Yea, i checked and i don't see anything. Sorry if im being ignorant, but if you can, can you send me a link? Thx. Quote Link to comment Share on other sites More sharing options...
Randomizer Posted July 11, 2009 Share Posted July 11, 2009 The main skills are mental magic to daze opponents and battle magic to do damage. Spellcraft is increased whenever it's cheaper than adding to mental or battle magic. Increase intelligence for spell energy and strength for heavy armor. Not being damaged means not having to waste time healing. You need leadership 3 in the starting Pacification Fields, leadership 4 just before you leave the zone, leadership 5 for the rest of the demo area, leadership 7 when you get into Mera-Tev and start exploring. Mechanics of 4 in the Pacification Fields and increase it to at least 7 before going into East Foundry Core. Mechanics 8 when you go south after finishing the Presence quest. I prefered having high strength for wearing armor and stun resistance. You can skip shaping skills except for healing craft. You can train up on combat skills after you have gotten some of Rawal's quests and the cost have dropped. Quote Link to comment Share on other sites More sharing options...
Namine Posted July 11, 2009 Author Share Posted July 11, 2009 Should i put any endurance in the agent? Quote Link to comment Share on other sites More sharing options...
Randomizer Posted July 11, 2009 Share Posted July 11, 2009 Not at the start. Later in the game when you have over 25 levels it starts to help. Quote Link to comment Share on other sites More sharing options...
Namine Posted July 11, 2009 Author Share Posted July 11, 2009 So, how do you pick which points to put it in, and when to stop? Also does an agent need any Dex? P.S. Thanks a lot for all your help so far. Quote Link to comment Share on other sites More sharing options...
Untamed Banana Slug Posted July 11, 2009 Share Posted July 11, 2009 An agent doesn't need dexterity. You should be investing in intelligence and spellcraft. Remember that spellcraft increases the effectiveness of your battle, mental, and blessing magic spells, as well as your healing craft. Quote Link to comment Share on other sites More sharing options...
Namine Posted July 11, 2009 Author Share Posted July 11, 2009 Thx, untamed bananaslug. Anyways i was wondering how do you know when to stop adding in one skill, and start adding in another? Quote Link to comment Share on other sites More sharing options...
Untamed Banana Slug Posted July 11, 2009 Share Posted July 11, 2009 When the returns per skill point you get from investing in another skill are greater. Quote Link to comment Share on other sites More sharing options...
Namine Posted July 11, 2009 Author Share Posted July 11, 2009 You mean the cost? Quote Link to comment Share on other sites More sharing options...
Lilith Posted July 11, 2009 Share Posted July 11, 2009 Look, just put points in the skills that you're using the most. If you think that you need a skill to be better, raise it! Quote Link to comment Share on other sites More sharing options...
Namine Posted July 11, 2009 Author Share Posted July 11, 2009 K, sorry Quote Link to comment Share on other sites More sharing options...
Randomizer Posted July 11, 2009 Share Posted July 11, 2009 Battle and mental magic are mostly determined by getting the next spell, doing damage, or a better chance of affecting your enemies. Battle magic of 10 will generally one shot most creations at torment difficulty in the demo area. But don't always rely on firebolt. Burning spray and searer are nice for certain opponents especially when you can run away while they are taking damage. Quote Link to comment Share on other sites More sharing options...
Namine Posted July 11, 2009 Author Share Posted July 11, 2009 Ok, thanks a whole ton Randomizer. Quote Link to comment Share on other sites More sharing options...
Untamed Banana Slug Posted July 11, 2009 Share Posted July 11, 2009 Originally Posted By: Thuryl Look, just put points in the skills that you're using the most. If you think that you need a skill to be better, raise it! But which skills will I be using the most?! Quote Link to comment Share on other sites More sharing options...
Namine Posted July 11, 2009 Author Share Posted July 11, 2009 I guess he just means magic for agents, shaping for shapers, and combat for warriors. Quote Link to comment Share on other sites More sharing options...
Emmisary of Immanence Posted July 11, 2009 Share Posted July 11, 2009 Generally not a bad plan. And if you need to use more or heavier equipment, boost Strength. If you're having trouble with locks and traps, Mechanics. If you need to lie more, Leadership. If you die to much, perhaps some Endurance would help. Really, if you're not playing on high difficulty there's no need to min-max at all, so you can just add points to whatever seems most important at the moment. You won't wreck your character. —Alorael, who can even see going nuts and adding a little side of magic or shaping to a non-magic or non-shaping character. Yes, you can get away without them, but they're fun. Quote Link to comment Share on other sites More sharing options...
Namine Posted July 11, 2009 Author Share Posted July 11, 2009 Thats true, but im trying to play on torment, thats why im trying to min-max everything. Quote Link to comment Share on other sites More sharing options...
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