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Hi all! I've got a friend who is playing the game for the first time, and it's been years since I've played so my memory is a bit fuzzy. I'd like to be able to tell him the minimum stats needed for all the dialogue options without giving away spoilers (or as few as possible). Basically what I'm asking is:

1. What are the minimum stats needed to get all of the dialogue options in the first half of the game?

2. Are there any stats where you need a a high number for one isolated situation? Ie, something like "19 Wisdom will work for everything, except one place in the foundry you need a 22 for."

3. Same as 1 for second half of game.

4. Same as 2 for second half of game.

I've had a heck of time trying to find this specific information online. Any help would be appreciated.
Wisdom is god among stats. Your friend should have it at 25 as soon as possible (for the dialogue options and XP multiplier. Then charisma at around 21 and intelligence at the same level. These three stats are crucial in such a dialogue-centric game.
It's quite impossible to create a character with totally bad stats so an option is letting him do what he likes and enjoy his instead of your game.

Starting with 16+ wisdom should allow to get almost all dialogue options, with decent wis the other stats are almost useless for dialogue purposes since there's almost always a wisdom based option which is at least as good.

If you want to explore the mortuary ground floor in peace without getting forced to fight and die you need at least 12 cha (for convincing the 2 dustmen guards) or 13 dex (for snapping their necks).

18 int and 19 wis are needed for learning all spells from Dak'kon but you don't have to do this early and if you want to do so you can simply eat talismans to boost int from 9 to 18 (for wis you'll need tattoos and/or stat raises by quests).

I'd just tell your friend that wisdom is the most useful stat (talking, luck bonus, XP bonus) and that he should start with at least 14 endurance (hitpoints, regeneration) if he doesn't want to feel vulnerable.
Post edited April 17, 2017 by kmonster
I'm probably going to play through it again myself, so it's for me as well as my friend.

It's been long enough that I remember the big parts of the plot, but the details are very fuzzy. This means I get to "play it again for the first time." :-)

What I'm hoping to do is set my initial stats and a basic plan that involves only a minimum amount of pre-planning. For example, I'm probably going mage, so I know I want to be mage at levels 7 and 12. That's something I needed to know.

How important is it to ramp Wisdom above 17 to start, compared to raising it later? For instance, it appears that there are a couple points of Wisdom I'll get just by wandering around. If I know that I can start with Int 15 and Wis 17, and that I can then put a few points in Int, but Wisdom will be fine just with wandering around and maybe buying a tatoo temporarily--then I'd consider that sort of thing.

Once I enter the game, I don't want to have to think about it anymore, and I'm avoiding spoilers, which is why it's important to get it set up first. I'm planning to imagine that I'm waking up in the morgue myself, and then going with what my gut would tell me to do for my decisions, since this is a perfect game for that sort of thing.
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SwordofSpirit: I'm probably going to play through it again myself, so it's for me as well as my friend.

It's been long enough that I remember the big parts of the plot, but the details are very fuzzy. This means I get to "play it again for the first time." :-)

What I'm hoping to do is set my initial stats and a basic plan that involves only a minimum amount of pre-planning. For example, I'm probably going mage, so I know I want to be mage at levels 7 and 12. That's something I needed to know.

How important is it to ramp Wisdom above 17 to start, compared to raising it later? For instance, it appears that there are a couple points of Wisdom I'll get just by wandering around. If I know that I can start with Int 15 and Wis 17, and that I can then put a few points in Int, but Wisdom will be fine just with wandering around and maybe buying a tatoo temporarily--then I'd consider that sort of thing.

Once I enter the game, I don't want to have to think about it anymore, and I'm avoiding spoilers, which is why it's important to get it set up first. I'm planning to imagine that I'm waking up in the morgue myself, and then going with what my gut would tell me to do for my decisions, since this is a perfect game for that sort of thing.
Well, high wisdom gives an xp boost, so raising wisdom to 25 asap (including tattoos and quest rewards) is quite good.
For a mage, you'll get big xp rewards for doing the Circle of Zerthimon quest with Dak'kon, not to mention the NPC will get a big buff from finishing that. This requires 18 int and 19 wis.

Personally, I think you should put most of your points in intelligence and wisdom at the start, with some in constitution and charisma.
Starting with 15 int and raising it further at the next level ups is overkill if you already know that you're going to switch to mage before level 7 (which already means that you're heavily spoiled). You'll get +1 int for reaching level 7, +2 for reaching level 12 and once you reached level 12 you'll buy and permanently wear a tattoo which adds another +3, so even if you start with 12 and never raise it int will be perfect when you reach level 12.
From level 7 onwards you can wear 2 tattoos to walk around with 13+3=16 int.

The XP bonus for high wisdom isn't too important, for one extra point of wis you gain about 2 percent extra XP, that's not even a single level for several points of wis for most of the game and it doesn't affect other party members.
I'd start with 18 and never spend a point for raising it at level up but 16-17 is ok too.

Don't forget that you can enjoy the game even with the worst stats possible.