Posted August 20, 2016
I played around with the points cost in the Battlespire character creation. My approach was to start with the absolute worst character possible, all stats at 10, all skills at 5, no items or spells, all disadvantages, and to view every improvement as a points cost. This gave me a start of 44,094 points.
Warning - later in the game, you MUST equip some plot related weapons and armor, of indeterminate quality to proceed. The minimal build forbids all weapons and armor. Hopefully Bethesda made an exception to the forbidden items rule for these plot weapons and armor, but I did not test this. Some of the intrinsic classes have certain forbidden types and materials, and if Bethesda didn't make exceptions for these items, then even an intrinsic class could find the game unwinnable when you encounter plot armor that is higher quality than your class allows. For the record, I played the game to the end with all forbidden weapons except long blades and missiles, and no forbidden armor or weapon material (it would be dumb for a melee class to restrict these, I think).
Anyway, with 44,094 points to play around with, this is what everything costs:
Elemental resistance (total cost to raise a resistance from "Critical Weakness")
Immunity - 3200
Resistance - 2400
Normal tolerance - 1600
Low tolerance - 800
There are five elements total. Poison immunity will not protect you from poison status, and magic immunity will not protect you from continuous damage. I do not know if critical weakness or low tolerance mean extra damage or not.
Magic related advantages/disadvantages:
Regenerate SP - 3000 (includes cost of unchecking 'No SP regen')
Spell absorbtion - 2500
3x Magery - 2200
2x Magery - 1500
Uncheck No regen of SP - 1000
1.5x Magery - 700
I haven't played with any of these.
Forbidden materials (total cost to allow)
Allow heavy armor - 2000
Allow medium armor - 1000
Allow light armor - 600
Allow daedric weapons - 2000
Allow orcish weapons - 1600
Allow ebony weapons - 1400
Allow adamantium weapons - 1200
Allow mithril weapons - 1000
Allow dwarven weapons - 800
Allow elven weapons - 600
Allow silver weapons - 400
Allow steel weapons - 200
The item selected determines the HIGHEST QUALITY material you are allowed to equip. In other words, if you have "forbidden material mithril" selected, you CAN equip mithril weapons, but you may not equip anything better. This is a change from Daggerfall, where you could forbid steel for a big points boost and suffer for a bit until you find better stuff than steel.
I never found any orcish, ebony, or adamantium weapons in my playthrough. There was plenty of daedric stuff in levels 6 and 7 though. In fact, I started off with a mithril claymore and mithril long bow, and I didn't find anything better until level 6 where I got a daedric claymore, and level 7 where I got a daedric crossbow.
And again, there will be a point where you must equip plot related weapons and armor. I do not know if forbidden materials affect this, but if they do, then some classes/builds might find their game unwinnable.
Forbidden weapon types:
Allow missile weapons - 1000
Allow long blades - 800
Allow blunt weapons - 600
Allow short blades - 400
Allow axes - 400
I only allowed missile weapons and long blades in my playthrough. I could equip the plot weapons just fine.
Others advantages:
Regenerate Health - 2000
Rapid Healing - 700
Athleticism - 400
Acute Hearing - 200
Adrenaline Rush - 200
Stats (total cost to raise from 10 to this stat level, per stat)
75 - 4744
70 - 4259
65 - 3794
60 - 3350
55 - 2925
50 - 2519
45 - 2134
40 - 1769
35 - 1425
30 - 1100
25 - 794
20 - 509
15 - 244
Wounds (total cost to raise from 50)
200 - 10,576
190 - 9696
180 - 8841
170 - 8011
160 - 7206
150 - 6426
140 - 5671
130 - 4941
120 - 4236
110 - 3556
100 - 2900
90 - 2270
80 - 1665
70 - 1085
60 - 530
Primary skills:
60 - 1390
55 - 1201
50 - 1024
45 - 860
40 - 609
35 - 570
30 - 444
25 - 330
20 - 229
15 - 140
10 - 64
Major skills:
60 - 1572
55 - 1355
50 - 1151
45 - 963
40 - 790
35 - 632
30 - 490
25 - 361
20 - 248
15 - 150
10 - 67
Minor skills:
60 - 1748
55 - 1501
50 - 1272
45 - 1061
40 - 867
35 - 690
30 - 532
25 - 390
20 - 267
15 - 161
10 - 72
Remember, skills can be trained! Stats only improve when you beat a level, and advantages/disadvantages are forever. Weigh the value of these skills accordingly.
Skills at 5% will rise very quickly at first, but will take a long time before they're good. And not all stats have the same training opportunity. Your weapon stats only go up when you're fighting enemies, which is dangerous when the enemy is tougher than a scamp and your skill isn't very good. Missile skill goes up just from firing, but this is a waste of ammo.
However, there is one other reason to put points into these if you don't mind exploiting a bug. You can't train a skill past its governing stat, but you can start off with some. Want to, for instance, have a high Restoration skill without wasting any points on the otherwise useless PER stat? First, make sure you don't have the Restoration skill on your character sheet. Now pick a skill that is greater than 10 (assuming your PER is 10). Change that stat to Restoration. Now you can raise Restoration all the way to 60.
Warning - later in the game, you MUST equip some plot related weapons and armor, of indeterminate quality to proceed. The minimal build forbids all weapons and armor. Hopefully Bethesda made an exception to the forbidden items rule for these plot weapons and armor, but I did not test this. Some of the intrinsic classes have certain forbidden types and materials, and if Bethesda didn't make exceptions for these items, then even an intrinsic class could find the game unwinnable when you encounter plot armor that is higher quality than your class allows. For the record, I played the game to the end with all forbidden weapons except long blades and missiles, and no forbidden armor or weapon material (it would be dumb for a melee class to restrict these, I think).
Anyway, with 44,094 points to play around with, this is what everything costs:
Elemental resistance (total cost to raise a resistance from "Critical Weakness")
Immunity - 3200
Resistance - 2400
Normal tolerance - 1600
Low tolerance - 800
There are five elements total. Poison immunity will not protect you from poison status, and magic immunity will not protect you from continuous damage. I do not know if critical weakness or low tolerance mean extra damage or not.
Magic related advantages/disadvantages:
Regenerate SP - 3000 (includes cost of unchecking 'No SP regen')
Spell absorbtion - 2500
3x Magery - 2200
2x Magery - 1500
Uncheck No regen of SP - 1000
1.5x Magery - 700
I haven't played with any of these.
Forbidden materials (total cost to allow)
Allow heavy armor - 2000
Allow medium armor - 1000
Allow light armor - 600
Allow daedric weapons - 2000
Allow orcish weapons - 1600
Allow ebony weapons - 1400
Allow adamantium weapons - 1200
Allow mithril weapons - 1000
Allow dwarven weapons - 800
Allow elven weapons - 600
Allow silver weapons - 400
Allow steel weapons - 200
The item selected determines the HIGHEST QUALITY material you are allowed to equip. In other words, if you have "forbidden material mithril" selected, you CAN equip mithril weapons, but you may not equip anything better. This is a change from Daggerfall, where you could forbid steel for a big points boost and suffer for a bit until you find better stuff than steel.
I never found any orcish, ebony, or adamantium weapons in my playthrough. There was plenty of daedric stuff in levels 6 and 7 though. In fact, I started off with a mithril claymore and mithril long bow, and I didn't find anything better until level 6 where I got a daedric claymore, and level 7 where I got a daedric crossbow.
And again, there will be a point where you must equip plot related weapons and armor. I do not know if forbidden materials affect this, but if they do, then some classes/builds might find their game unwinnable.
Forbidden weapon types:
Allow missile weapons - 1000
Allow long blades - 800
Allow blunt weapons - 600
Allow short blades - 400
Allow axes - 400
I only allowed missile weapons and long blades in my playthrough. I could equip the plot weapons just fine.
Others advantages:
Regenerate Health - 2000
Rapid Healing - 700
Athleticism - 400
Acute Hearing - 200
Adrenaline Rush - 200
Stats (total cost to raise from 10 to this stat level, per stat)
75 - 4744
70 - 4259
65 - 3794
60 - 3350
55 - 2925
50 - 2519
45 - 2134
40 - 1769
35 - 1425
30 - 1100
25 - 794
20 - 509
15 - 244
Wounds (total cost to raise from 50)
200 - 10,576
190 - 9696
180 - 8841
170 - 8011
160 - 7206
150 - 6426
140 - 5671
130 - 4941
120 - 4236
110 - 3556
100 - 2900
90 - 2270
80 - 1665
70 - 1085
60 - 530
Primary skills:
60 - 1390
55 - 1201
50 - 1024
45 - 860
40 - 609
35 - 570
30 - 444
25 - 330
20 - 229
15 - 140
10 - 64
Major skills:
60 - 1572
55 - 1355
50 - 1151
45 - 963
40 - 790
35 - 632
30 - 490
25 - 361
20 - 248
15 - 150
10 - 67
Minor skills:
60 - 1748
55 - 1501
50 - 1272
45 - 1061
40 - 867
35 - 690
30 - 532
25 - 390
20 - 267
15 - 161
10 - 72
Remember, skills can be trained! Stats only improve when you beat a level, and advantages/disadvantages are forever. Weigh the value of these skills accordingly.
Skills at 5% will rise very quickly at first, but will take a long time before they're good. And not all stats have the same training opportunity. Your weapon stats only go up when you're fighting enemies, which is dangerous when the enemy is tougher than a scamp and your skill isn't very good. Missile skill goes up just from firing, but this is a waste of ammo.
However, there is one other reason to put points into these if you don't mind exploiting a bug. You can't train a skill past its governing stat, but you can start off with some. Want to, for instance, have a high Restoration skill without wasting any points on the otherwise useless PER stat? First, make sure you don't have the Restoration skill on your character sheet. Now pick a skill that is greater than 10 (assuming your PER is 10). Change that stat to Restoration. Now you can raise Restoration all the way to 60.
Post edited August 22, 2016 by ikantspelwurdz