Rotghroth Rhapsody Mechalibur Posted February 24, 2021 Share Posted February 24, 2021 (edited) For all those optimizers out there, I figured I'd list out the starting skills, bonuses to those skills, and the formulas for HP, Essence, and Spell Points. Starting Skills - Character skills at level 1. Skills with a * are eligible for a +1 increase from sarcophagi in the Tombs or South Bridge Map (there are other sarcophagi skill bonuses, but they are quite late game, and not really worth noting here). Shaper Strength: 2 Agility: 3 Intellect: 3 Essence Mastery: 4 Endurance: 2 Combat Skills [Weak] Melee Weapons: 0 Missile Weapons: 0* Quick Action: 0* Evasion: 0* Magic Skills Battle Magic: 1 Mental Magic: 1 Blessing Magic: 1 Spellcraft: 0* Shaping Skills [Strong] Fire Shaping: 1 Battle Shaping: 1 Magic Shaping: 1 Healing Craft: 1 Agent Strength: 3 Agility: 4 Intellect: 4 Essence Mastery: 3 Endurance: 3 Combat Skills Melee Weapons: 1 Missile Weapons: 2 Quick Action: 2 Evasion: 2 Magic Skills [Strong] Battle Magic: 2 Mental Magic: 2 Blessing Magic: 2 Spellcraft: 2 Shaping Skills [Weak] Fire Shaping: 1 Battle Shaping: 0* Magic Shaping: 0* Healing Craft: 0* Guardian Strength: 4 Agility: 3 Intellect: 2 Essence Mastery: 3 Endurance: 4 Combat Skills [Strong] Melee Weapons: 3 Missile Weapons: 3 Quick Action: 2 Evasion: 3 Magic Skills [Weak] Battle Magic: 0 Mental Magic: 0* Blessing Magic: 0* Spellcraft: 0* Shaping Skills Fire Shaping: 1 Battle Shaping: 1 Magic Shaping: 0* Healing Craft: 1 Interestingly, when you account for the sarcophagi bonuses, all the characters end up having the same starting shaping skills at 1 each. In fact, if you compare the agent to the shaper after considering that, the Shaper's only higher starting stat is Essence Mastery. Still, the shaper can put the most points into their shaping skills due to the lowered costs, so they're still better at shaping in the long-term. Bonus Skills - The total bonuses to skills you can get outside of sarcophagi and items. Some of these have requirements that you might not necessarily meet, however (quite a few require 5 leadership for example). These are just the raw numbers; for details, check out Randomizer's canister list or nlambert's index. Strength: +2 Agility: +3 Intellect: +2 Essence Mastery: +2 Endurance: +1 Melee Weapons: +3 Missile Weapons: +1 Quick Action: +3 Evasion: +1 Battle Magic: +0 Mental Magic: +0 Blessings Magic: +0 Spellcraft: +2 Fire Shaping: +1 Battle Shaping: +2 Magic Shaping: +1 Healing Craft: +1 Leadership: +1 Mechanics: +3 Stealth: +2 Highest Leadership check appears to be 12, although it's only used in 2 instances. In addition to the +1 you can get from Halm, there is a +2 leadership item, meaning you should never put more than 9 points into Leadership. Interestingly, there are 2 battle shaping canisters, but only 1 for fire and magic shaping. That means your battle creations can get a +1 level lead over the others. Endgame spoiler: Spoiler Using the Geneforge adds 8 to your Strength, Agility, Intellect, Essence Mastery, Endurance, Melee Weapons, Missile Weapons, Battle Magic, Mental Magic, Blessings Magic, and Healing Craft. Stat Formulas Essence: 4 + [2 + Level] * [1 + Essence Mastery] Spell Energy: 8/10/12 + [2 + Level] * [1 + Intellect] Note: 8 is for Guardian, 10 is for Shaper, 12 is for Agent, although in the long run, these differences don't really add up to much. HP Formula (variables defined below): [Base HP + (5 * L) + (H * E)] * Class HP Mod Base HP = 8 for Shapers and Agent, 10 for Guardian L = Character Level E = Endurance H = HP per Endurance Coefficient. This starts out as 5, and increases by 1 at every even level. So, for example, at level 8, the coefficient would be 9. Class HP Mod = 1 for Shaper, 1.3 for Agent, 1.5 for Guardian Edited March 6, 2021 by Mechalibur Quote Link to comment Share on other sites More sharing options...
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