Level 18:
Priest: Restoration
Alchemist: Death Cloud
Psionic: Mind Flay
Mage: Concussion
I finally got the first of three spell picks on level 7 spells, even though they will only be able to be cast at power level 1 safely. It took over a month to level, which is because I was using so many Bullet Stones that Burz almost ran out. With 3 casters using the Slings that are guaranteed (one from Bard creation, 2 from Lower Monastery set items), you run out quickly.
I switched to extreme magic levelling, defending most of the time, using magic realms which may or may not be useful.
Since I'm so high level, the Lower and Upper Monastery spawns are random. I used "useless" spells against trash mobs for magic realm training, and "good" spells against threats to my party.
Bard and Gadgeteer: 95 Music/Engineering
Priest and Psionic: 99 natural, 123 enhanced Divinity/Psionics
Alchemist and Mage: 100 natural, 125 enhanced Alchemy/Wizardry
All realms are being trained. The Mage is 97+, the Alchemist is 96+, The Priest is 95+ (except for Mental Magic, which is at 5, which will be trained in Arnika with Identify Item), and the Psionic is at 94+ (difficult, with his/her realms being so scattered).
As for ranged combat, both the Bard and Gadgeteer are doing well with their Ranged Combat/Bow skills. I try to make sure to rotate the 3 slings for the 4 casters so that each gets a decent Ranged Combat/Throwing and Sling skill increase.
As for melee combat, the physically weak Psionic and Mage are out. No Dual Weapons skill, no Shield skill, poor armor choices, poor hit points, and poor weapon choices (am I supposed to melee with a dagger, wand, or short staff without any protection?)
The Alchemist at least gets a Shield skill, but he/she would have to use a dagger/shield, wand/shield, or short staff/shield, due to lack of Dual Weapons skill. None of these options, IMO, justify going into melee range. The Alchemist is the toughest between him/herself, the Psionic, and the Mage, so he/she gets the Quarterstaff to train for the eventual Staff of Doom, hitting from the back lines safely.
The Priest is the only one with the Mace and Flail skill, so obviously he/she uses that, plus a shield, due to lack of Dual Weapons skill. There are plenty of good weapons that use this skill, namely, the Mauler, Diamond Eyes, Vampire Chain, and Cat O' Nine Tails.
None of the Casters benefit much from raising Strength, Dexterity, or Vitality, because IMO these stats are more geared towards melee combat. This is why these are last priority.
The Bard and Gadgeteer, at least in this party, are the tanks. Sword and Shield is the way to go (Light Swords and Light Shields?) They both have the Dual Weapons skill, however, there are too many melee penalties involved. They can't use any of the best off-hand weapons (no Mace and Flail skill, so no Diamond Eyes, also no Rogue-only Thieves' Dagger.) The best that they can do is probably a Stiletto, but that doesn't justify Dual Weapons IMO.
Neither benefit much from raising Intelligence, because Powercast does nothing for them, because they are using items, not casting spells. Piety is a poor choice for them, as well, because they get no spell points from it, unlike the casters (controversial, as some don't like Piety for spell points). Vitality is a mystery to me. It gives hit points, stamina, and carry capacity (though less than Strength). However, it helps no skills, and Iron Skin only gives a few percentage points of damage resistance, and is hard to raise, because you have to get hit for it to count toward a skill increase.
This is why I stress, different from MPNorman, a Magic Damage Party that capitalizes on the strengths of each character, while also helping the whole party at the same time.
Bard and Gadgeteer: Dexterity (Reflextion) and Strength (Powerstrike), then about equal Speed and Senses for the eventual Snakespeed and Eagle Eye. This makes for two decent tanks, hitting hard, fast, and often. They can also "cast" Heal All quickly with high initiative.
Priest, Alchemist, Psionic and Mage: Speed (Snakespeed, which is harder to raise, which is why it's first). Intelligence at 95, waiting for the free +5 from the Trynton Fountain for Powercast, which is easy to make up for by casting any spell. Senses and Piety come later, about equal, for the extra initiative, to-hit, stamina, and spell points. Also, Eagle Eye will help with their slings when not using magic, and Iron Will makes them resistant to magic. This makes for 4 casters who cast quickly, do a lot of magic damage, and are resistant to magic. Also, 4 Portal users.
This is done with an all-Human party, to maximize total attribute points (they get 45 base to everything as well, so nothing is too bad). I balanced out the genders as well (3 male and 3 female characters, making sure to make the Bard and Gadgeteer female so they can use the stamina regenerating items).
The "one and done" skills are done as such: The Bard does the Communication skill (obviously, as he/she gets a 25% bonus). The Locks and Traps skill is done by the Gadgeteer (there is no Rogue with a 25% bonus), as there are no other choices in this party, and the Gadgeteer starts with a bonus to it., and the Bard is tied up with Communication.
Mythology was first done with the Psionic, as Senses and Intelligence are controlling attributes for it (which the Psionic starts with high Senses), but now everybody is a master of it. The Artifacts skill is done with the Mage, as he/she started with the highest Intelligence (Intelligence and Senses are controlling attributes for it). There is no Bishop in the party to give a 25% bonus to Artifacts, so I will use Mana Stones later.
This is all in preparation for the inevitable Arnika Road first run, which is hard on a magic damage party. I want to dominate the map, so no running away. Also, I may have broken the map, which means that due to my high level, any level monsters can spawn. I may see low level enemies that nobody ever sees, due to the traditional knowledge of leaving the Monastery at level 5 or 6. It would be a welcome break not to face level 10 Higardi Brigand every fight. I was able to waste 4 level 14 Flesheater Slimes, which is why I got this level up, so I suppose I'm pretty powerful.
Post edited April 05, 2022 by RChu1982