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(Warning: If you know how to play, you may find the game is not very challenging. Perhaps that's why the Eschalon manual is so lacking -- it's an intentional game-play improvement. Also, I'm no expert -- I've only done one play through with a single character. I also made some blunders and made multiple course-corrections during that game, so my final character is not exactly maximally powerful, though he still spent a good fraction of the game feeling quite over-powered.)

Camping:

Camping in the game is arguably broken. If you just camp until you fully heal, you will tend to be awoken by attackers. Worse yet, these attackers scale with your level (or maybe just represent the toughest/last/? monster you've ever bested in battle -- but now instead of just dealing with 1 or 2, it's 3 or 4). It can get to the point where you start camping, you're almost healed, then you're attacked, you get badly damaged, you start camping again to heal, then you're attacked, etc. ("Fun" thing to do at low levels when thugs attack your camp -- camp outside of Aridell, when thugs appear lure them into town where the guard will make short work of them. You can even try to do a bit of kill-stealing, standing around until the guard softens them up and trying to sneak in the killing blow.)

There are two reasons I say that camping is arguably broken -- because of the monster leveling mentioned above (which will inexplicably spawn monsters that are not even native to the area), and because your sleep will never be interrupted if you keep it under 4 hours at a time. So if you're hurt and it's going to take 30 hours to heal, no problem -- just camp 3 hours at a time, 10 times in a row. (I've found that 1 second real time seems to correspond to 1 hour game-time when camping, so just count off 3 seconds before exiting camping and going back in. Be sure to use the 'c' key for camping so you can just leave the mouse cursor sitting right on the confirm button, then it's just 'c', click, count off 3 seconds, click, 'c', click, count off 3 seconds, click, repeat until healed and/or light/dark is as desired.)

Reduce how often you get hit:

Early in the game the easiest way to avoid getting hit so much is to make use of darkness. Choose to fight at night (and camp by day). In dungeons take the torches off the walls to create darkness. (Be careful not to get too many torches though -- they weigh 0.2 each and you can't get rid of them except by using them up over time.) If you run into enemies in a lighted area, lure them into the darkness. Make sure to get cat's eyes (divination) or (better yet) predator sight (elemental) so you get little or no darkness penalty while most of your enemies get heavy to-hit penalties.

Later in the game, get your alchemy skill to 9 and get a couple of +3 alchemy (Brew Master) rings to crank it up to 15. Collect spider silk from the start of the game, any time you see it in a shop. Once you get to the Ossuary, make sure to have a weapon with a bonus on it so you can hit the poltergeists and collect the ectoplasm they leave behind. Then put on your rings and max out your armor (ectoplasm + spider silk + armor => armor with +3 bonus). Do that to all of your armor and that will add +18 to your armor. Suddenly a lot of things that were dangerous are pussy cats. And for the most part you will no longer have any need to make use of darkness for fighting. (If something is still getting a 10% to-hit against you, feel free to throw in a few levels of leatherskin, or better yet stone skin to knock it down some more.) When you're walking around with 60+ AC (70+ AC with stone skin), you're just about untouchable (except for magic/curse, but there's not much of that in the game, and I played as atheist so even curse was neutered).

When facing lots of enemies, make sure to use terrain to your advantage. In a dungeon, head for the nearest door-way or other "1 tile wide" area. E.g., for a door-way, don't stop in the door-way, but rather go just one square past the door-way such that anything that wants to fight you has to stand in the door-way, blocking all others from attacking you.

Increase how often you hit:

If you are are using physical (not magic) damage as your primary attack, do put a good number of skill points into the one (or maybe two if you use a primary melee weapon but also use a bow sometimes, or vice-versa) weapons skill. (As I understand it, every other skill point boosts your to-hit with that weapon type, so it's much more effective for to-hit purposes than dexterity which only increases to-hit every 5 dexterity points.) Weapons skills are one area in this game where "jack of all trades, master of none" definitely applies. (And note that you can find high-end weapons of swords, cleaving and bludgeoning types in the game, so you can safely specialize in any of those three weapon skills. Short blade weapons do less damage, so only go that route for role playing purposes (or if you want to be magic-focused or other weakling-type and want to keep to lighter items). Ditto for unarmed, though unarmed has advantages when bashing things open. And I wouldn't recommend bow as a primary weapon [unless you can get very high dex, very high bow skills, and some good +toHit items so you get very high total to-hit score] just due to how many arrows you will go through if you miss a lot -- bows are OK as secondary weapons, picking off the occasional archer, monsters that try to run away, and acid grubs. My understanding is that thrown weapons are worse than bows.) And, of course, remember to actually use an appropriate weapon type. (My most common mistake is unequiping my sword so I can cast spells, then forgetting to equip it again. Then as I go around punching things with no unarmed skill I wonder why it's taking so long to kill things.)

If you can find (or buy) some +5 to-hit items (or even lesser ones), use them. For to-hit purposes, that's like having an extra 25 dexterity points. Multiple such items stack.

The nimbleness spell (divination, +5 dexterity per casting level) is also good for this.

Nimbleness potions (+15 dex) can also work, but costs resources so can't be used as frequently.

Finally, if you want to double how often you hit, just double how often you attack -- use haste (divination spell at 4 rounds/casting-level, or potion at 30/40/(50?) rounds for Haste I/II/III potions).

Recovering during battle:

If you need to recover health (or mana) during battle, potions is the obvious thing to do, but that uses up resources and you might be cash-strapped at points in the game, so...

Once you have gotten out of South Parish, there is a really cheesy way to fully recover in the middle of a battle. For free. And that is camping. How? Just walk to the edge of the map (towards an already explored area), and then cross the border. The monsters won't follow you across the border. Camp until fully healed (3 hours at a time), and then go back over the border and into the fight. The monsters won't have gotten any of their health back. (This is also useful if it's daylight and you want to postpone the fight until nightfall.)

A slightly less cheesy way to do it, but only applicable in darker areas, is to have the "Hide in Shadows" and "Move Silently" skills. I didn't do much with these myself (getting them only late in the game), but it seems they can be pretty effective -- you can be melee fighting someone, and then if you get too badly hurt you can just walk away from them. Even though the heal spell shows an animation which would seem to indicate there is bright light involved, that won't give away your position. So even if you can only cast heal at level 1 or 2 so it takes you many castings to get your hp back, it's no problem because no one is trying to bury an axe in your head between each casting. (Alternatively, just walk far enough away and you can camp.)

Assigning attribute points:

Note that the benefits of attributes are not all fine-grain -- many of them (like to-hit, damage, armor bonuses, hp and mana) kick in only every 5 or 10 points in a given attribute. So don't leave your strength sitting at 29 across 5 level-ups. Instead, at the first opportunity put 1 point into it to get it to 30 so you get that one extra damage point (which you can then benefit from for all of the battles across those 5 level-ups). Or another way of putting it is, if the main benefit you are seeking is increased damage, and your strength is already sitting at 25, you may not want to put any more attribute points into strength unless/until you plan on following through and get it to 30 at the next level-up -- otherwise you may be better off putting the points somewhere else where you will see immediate benefits, and then put points into strength later when you are prepared to take it all of the way to 30. (Example: If your character is sitting with 5 attributes at 24, that's basically 5*4 = 20 attribute points that aren't doing you much if any good, resulting in a character that is about as effective as a character that is 20/3 = 6 or 7 levels lower. That may result in the game feeling too hard to play. I think a lot of the people saying you have to stick to just 1 or 2 attributes have it wrong -- I was boosting over half my attributes and had no problems -- but by sticking to pumping just 1 or 2 attributes they are (completely obliviously) managing to avoid this "ineffective attribute points" problem. If you spread attribute points evenly (1 point at a time instead of 5 or 10 at a time) among all the attributes that interest you, you are guaranteed to hit this problem, and the game will be very hard when they are all at 14, easier when they are at 15, very hard when they are at 19, easier when they are at 20, etc.)


(continued below....)
Post edited January 22, 2014 by TheJadedOne
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(continued from above...)


Also, be aware that hit-point and max-mana allocations are not retroactive (each level-up you get some more hp/mana based on your attributes as they stand at the end of that level-up edit), so you may want to boost things like endurance and perception sooner rather than later (though that's always a trade-off -- boosting them earlier may make for a stronger late-game character, but may make things tougher in the early game as you defer other attribute boosts that would otherwise have helped make things easier in the short term).


Fighters/thieves learning magic:

If you want to learn spells, and want to minimize the spending of attribute points on intelligence or wisdom, be sure keep (i.e., not sell) any +intelligence and/or +wisdom items you find -- their bonus counts when trying to learn spells. (You don't need them for casting, so just stow them in an open barrel somewhere, pull them out and use them when learning new spells, and then stow them again.)


Getting about:

If walking around a lot through areas you've already fully explored sounds like a major turn-off to you, then you should probably make sure to have high enough intelligence to learn int 20 spells and enough mana points to use them. (Then you can teleport about. I haven't tried this myself. My character never had more than int 10.)

If you are resigned to doing the walking around, but don't want carpal tunnel syndrome, do use the "walk-lock" feature (middle mouse button) for such boring walking (and feel free to remove your hand from your mouse while your character slowly trudges across the map). If your character is aimed correctly (and the terrain is open) you can even go AFK for a bit while your character plods along -- your character will auto-stop when it crosses the next area boundary.


Lighting:

Do try using a lantern -- you might like it. They provide much better lighting than torches (which are much better than the "gravedigger's light" spell/amulet). It makes exploring dungeons involve much less eye strain. (I like to think they also make your chances of detecting traps/hidden go up, but I don't know that for a fact.) The downside is that a lantern is a bit heavy (5 pounds, plus whatever spare wicks and oil flasks you have), and you may not be able to use a lantern as much as you like because the stores don't stock enough wicks/oil to keep your lantern burning 24/7.


Before you start:

Some stuff that you may want to read and understand before creating a character (and which should have been in the game manual but was not):
* Abilities
* Skills


Some of the above put in action:

In the attached screen shot you can see my character (Krog) fighting a spire guard. The Ogre Strength and Nimbleness spells were cast at level 3 (with is all Krog can manage with a divination skill of 11, though I could equip some +divination items he has if I really wanted to cast them at a higher level), giving +15 to both strength and dexterity, and thereby boosting damage and to-hit by +3 each. The armor rating as shown is boosted +3 from the dexterity buff, and +5 by the (level 3) haste spell. Note that I am not even using Krog's stone skin spell (which would add another +9 to armor rating bringing it to 78) and we are in a well-lit area and the spire guard's to-hit is still stuck at 2% (which is apparently the minimum to-hit anything in the game can have).

Note that (at least for the last 1/3 of the game, and as shown in the attached screen shot), I did keep strength, dexterity, endurance, speed and intelligence at multiples of 5 (or 10), as that's where the real pay-off is. Perception was the attribute I was currently boosting. Wisdom was at 11 so that (with a couple of +2 wisdom rings) I had wisdom 15 and so could learn Tier II divination spells (such as the ones shown in the screen shot) -- sadly that was a screw-up because I didn't realize at the time that I also had a cloak giving +wisdom so I could have left wisdom at 10. Concentration is the odd-ball here -- I started the game (not knowing what I was doing) with a concentration of 16, and never touched it during level-ups.
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Post edited January 22, 2014 by TheJadedOne
Thank you very much for this post! +1.

I'm sure It'll help me a lot when I finally find the time to play Eschalon Book I again.
TheJadedOne is the attributes work the same way in eschalon book2? to get them at 10 15 20 25 etc?
I found these tips extraordinarily useful in deciding whether or not to purchase the Eschalon series now, while its on a bundled sale. Although I love my turn-based rpgs (Fallout 1 & 2, Arcanum, Might & Magic 3-5)...Eschalon does not sound like a good fit for me.

But +1 for your post!
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ambient_orange: TheJadedOne is the attributes work the same way in eschalon book2? to get them at 10 15 20 25 etc?
Yes, the 5/10 behavior didn't change for book 2 (or apparently 3, though I haven't played 3 yet). The link I posted for abilities covers all 3 books, and describes the few differences (all of which are in the intelligence/wisdom abilities and related to how many spells you can learn and how much mana you get).