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sample party


Admiral Snackbar

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My preferred party is one fighter (either swords or pole weapons), two priests and a mage. Make all the spellcasters Nephilim and give them archery skills. An archery-based party can be very effective if used properly; you could even make the fighter into a fourth archer if you wanted, although that's probably overkill.

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I'm still in the Northern Isles so I can't tell you it's going to work all game, and I'm on normal, so it might not work on higher difficulties, but I have 4 Divinely Touched nephilim. The first is a warrior with fast on feet (not sure why I chose that over Elite Warrior). The second is an archer with Deadeye. The third is a priest with Pure Spirit. The fourth is a mage/rogue with Natural Mage and ten points in Tool Use. Each of my characters has a least one point in Mage Spells and Priest Spells, but my non-mage characters haven't used many mage spells yet, if at all, so that might be better spent somewhere else. I put most of my remaining points (and points from leveling up) into the four base stats.

 

The advantage to this party (so far) is that, with with a little common sense, my characters don't die often or run low on spell energy. The disadvantages are the hefty experience penalty and no Arcane Lore or Nature Lore, so I'll have to come back for spellbooks, caches, and the few doors that take 12 Tool Use.

 

So, all in all, not drastically different from the default party, but hopefully different enough. Dikiyoba is having fun with it, at least.

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Because of battle disciplines it pays to use all non-humans. For the same experience penalty a human will have 2 more levels than a nephil and 4 than a slith at the end of the game. You can get all battle disciplines by level 24 without sacrificing too much else.

 

You need 20 combat levels (melee and pole count as 1 and missle and thrown count for 1/2) to get all the battle disciplines so non-humans start with 2 levels and gain another every 8th level. You can buy from a trainer in Tranquility up to 3 levels of each for 9 combat levels. Then there are items to give 2 and 3 levels so it doesn't take many skill points.

 

I went with all divine touched nephils. The first two are fighters with elite warrior, one with sword and shield and the other with pole weapons. A mage/priest with emphasis on mage spells at the end of the game. A mage/priest/thief with just a few levels of mage spells so haste and slow can be cast.

 

You don't need more than tool use 8 for the first few chapters and can wait until the end of the Drake Pillars before going to 10. Nature lore and arcane lore is more important for getting augmentation spell early and acquiring wisdom crystals from caches with all that nice loot. Money is tight in the early part of the game.

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I'm going with my typical party, basically because I'm not really bothered about getting the absolute most from my skill points, and I've found it suits my play style a lot.

 

I'm using a 4PC, all custom class party of one Slith warrior (specialising in Pole weapons) with Elite Warrior, a Nephil-thief-archer (with Deadeye and I think Nimble Fingers), and two Priest-Magi. My first spellcaster is mainly for priest spells, and will be bumped to level 18 before investing in any more than the 5 mage points she has, and vice versa for the other one. I've got a fair amount of arcane lore and nature lore, and about 10 tool use and I'm at the very end of the demo. So far, the only trouble I've had was rushing into one of the wights, and getting trashed by his friends.

 

Hopefully this will see me through the rest of the game with little fuss.

 

Oh, and yay for Tool Use not needing to be put onto a mage anymore!

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