Posted August 24, 2015
I'm not ready to play this game again, but the recent class change topic has got me thinking of some possible different strategies.
Here are two character slot ideas I have so far:
1. The early Mage
This is a character intended to help the early game to be eventually replaced with a Bishop. Thing is, Bishops are bad in the early game, and the hardest part of the game is the road to Arnika, so we're creating a character that is built with that trip in mind, and to get through enough of Trynton to purchase the Missile Shield spellbook.
Stats: We are not getting Powercast or other expert skills on this character. Therefore, my preference is to go Speed and Senses for better Initiative.
Skills: Aside from Wizardry, we want Air and Divine. Water might be good.
Spell Picks:
Level 1: Frost (to level up Water for Freeze Flesh) and Sleep (useful against some enemies, but we want Air).
Level 2: Save the spell pick.
Level 3: Missile Shield and Enchanted Blade (very important spells)
Level 4: Magic Missiles for Divine SP or save the spell pick
Level 5: Freeze Flesh (in case you encounter Rapax around Trynton). If a spell pick is saved, Noxious Fumes (nice status spell, plus Air SP)
Level 6: If you did not learn Noxious Fumes, learn it now.
Other: No spell books are used on this character; they are saved for her replacement. In Arnika, buy the Magic Screen spellbook; in Trynton, skip the riddle and buy the Missile Shield spellbook (I think Armorplate is also sold here; buy it).
After doing this, either replace her with a Bishop (and then solve the riddle for the Intelligence boost) or wait until returning to Arnika. This Bishop will want to reach 15 Wizardry as soon as possible in order to learn Enchanted Blade and Missile Shield from spellbooks. (Note that it will help to have the Guardian Angel spell available while your new Bishop is still weak.) This Bishop need only spend spell picks on Mind Stab, Holy Water, and 6+ level spells (excluding Banish), as you are now past the early game where other spells might be useful.
2. The Cleric/Lord.
Here we are creating a character to cover Cleric spells in the early game, and then class changing for better melee combat later on.
Stats: Max Strength and (I think) Dexterity for maximum combat effectiveness. However, it is also important to meet the stat requirements for a Lord.
Skills: Go with Maces. (There is a very nice mace that happens to work well as a secondary weapon.) Also, you will want Divinity and Divine Magic, of course, but other skills (like Earth for Armorplate) are also useful.
Spell Picks (minimum):
Level 1: Choose Heal Wounds. Of course, Paralyze is actually quite useful here.
Level 3: Identify Item is good to have. Also, Guardian Angel is good, but isn't crucial until we get a Bishop, and the spellbook can be bought in Arnika.
Level 5: Get Armorplate. Magic Screen is useful, but optional, as (IIRC) it can be bought in Arnika.
Class Change:
Before changing to Lord, make sure that someone (this can be this Cleric or someone else) can cast Armorplate and Magic Screen at level 7 at least some of the time (doesn't need to be reliable yet). The preferred level for the change can vary; cleric level 11 gets you Set/Return portal and cleric level 14 gets you Resurrection, but you might not want to wait that long to get better fighting ability.
After class change, for the next 4 levels the character's spellcasting ability will no longer improve. In the mean time, be sure to boost Dual Wielding. Note that this character can still fight well with Maces and improve the skill further, though you can start raising another weapon skill if you want. For these 4 levels, your Lord should only cast spells when necessary, as casting them won't improve magic-related skills.
After those 4 levels, spellcasting ability will pick up right where it left off, but the character no longer has the 25% Divinity bonus for being a cleric.
Any other ideas for characters for a party with these two characters? I happen to like Alchemist as a secondary spell caster (Toxic Cloud is a *really* nice spell), plus Alchemy will help with money issues.
Here are two character slot ideas I have so far:
1. The early Mage
This is a character intended to help the early game to be eventually replaced with a Bishop. Thing is, Bishops are bad in the early game, and the hardest part of the game is the road to Arnika, so we're creating a character that is built with that trip in mind, and to get through enough of Trynton to purchase the Missile Shield spellbook.
Stats: We are not getting Powercast or other expert skills on this character. Therefore, my preference is to go Speed and Senses for better Initiative.
Skills: Aside from Wizardry, we want Air and Divine. Water might be good.
Spell Picks:
Level 1: Frost (to level up Water for Freeze Flesh) and Sleep (useful against some enemies, but we want Air).
Level 2: Save the spell pick.
Level 3: Missile Shield and Enchanted Blade (very important spells)
Level 4: Magic Missiles for Divine SP or save the spell pick
Level 5: Freeze Flesh (in case you encounter Rapax around Trynton). If a spell pick is saved, Noxious Fumes (nice status spell, plus Air SP)
Level 6: If you did not learn Noxious Fumes, learn it now.
Other: No spell books are used on this character; they are saved for her replacement. In Arnika, buy the Magic Screen spellbook; in Trynton, skip the riddle and buy the Missile Shield spellbook (I think Armorplate is also sold here; buy it).
After doing this, either replace her with a Bishop (and then solve the riddle for the Intelligence boost) or wait until returning to Arnika. This Bishop will want to reach 15 Wizardry as soon as possible in order to learn Enchanted Blade and Missile Shield from spellbooks. (Note that it will help to have the Guardian Angel spell available while your new Bishop is still weak.) This Bishop need only spend spell picks on Mind Stab, Holy Water, and 6+ level spells (excluding Banish), as you are now past the early game where other spells might be useful.
2. The Cleric/Lord.
Here we are creating a character to cover Cleric spells in the early game, and then class changing for better melee combat later on.
Stats: Max Strength and (I think) Dexterity for maximum combat effectiveness. However, it is also important to meet the stat requirements for a Lord.
Skills: Go with Maces. (There is a very nice mace that happens to work well as a secondary weapon.) Also, you will want Divinity and Divine Magic, of course, but other skills (like Earth for Armorplate) are also useful.
Spell Picks (minimum):
Level 1: Choose Heal Wounds. Of course, Paralyze is actually quite useful here.
Level 3: Identify Item is good to have. Also, Guardian Angel is good, but isn't crucial until we get a Bishop, and the spellbook can be bought in Arnika.
Level 5: Get Armorplate. Magic Screen is useful, but optional, as (IIRC) it can be bought in Arnika.
Class Change:
Before changing to Lord, make sure that someone (this can be this Cleric or someone else) can cast Armorplate and Magic Screen at level 7 at least some of the time (doesn't need to be reliable yet). The preferred level for the change can vary; cleric level 11 gets you Set/Return portal and cleric level 14 gets you Resurrection, but you might not want to wait that long to get better fighting ability.
After class change, for the next 4 levels the character's spellcasting ability will no longer improve. In the mean time, be sure to boost Dual Wielding. Note that this character can still fight well with Maces and improve the skill further, though you can start raising another weapon skill if you want. For these 4 levels, your Lord should only cast spells when necessary, as casting them won't improve magic-related skills.
After those 4 levels, spellcasting ability will pick up right where it left off, but the character no longer has the 25% Divinity bonus for being a cleric.
Any other ideas for characters for a party with these two characters? I happen to like Alchemist as a secondary spell caster (Toxic Cloud is a *really* nice spell), plus Alchemy will help with money issues.