Posted September 28, 2020
Hello, long time player since 2001, first time poster. I just created an all-human, 6-person party. Humans have the most total attribute points. I know that they lose resistances, but I will make up for that with fast casters, Magic Screen, Soul and Element Shields. They also have no resistance penalties, and all attributes are at least 45 to start, making them decent at any profession(especially Hybrids who need a lot of attribute points). I feel that this party is well-balanced and powerful, so no RPCs are necessary to steal my experience and skill ups.
Male Human Fighter(Big Punisher): Max Strength and Dexterity first, followed by Speed and Senses. He will be in the front dual wielding Swords(later Ivory Blade) and Maces(later Diamond Eyes, as well as possibly Mauler/Vampire Chain). He will Berserk with these weapons for double damage. He will also use the Tripleshot Crossbow and good Quarrels for range(convenient for him since he has stamina regeneration as a fighter, and he is maxing Strength quickly for extra Stamina.) For skills he will work on: Close Combat, Ranged Combat, Dual Weapons, Sword, Mace and Flail, Bow.
Male Human Rogue(Slick Willy): Max Dexterity and Strength first, followed by Speed and Senses. He will be in the front dual wielding Swords(Bloodlust) and Daggers(Thieves' Dagger), both of which are cursed, so no ranged weapons. He backstabs AND berserks with Bloodlust, making for incredible damage, and the Thieves' Dagger has Instant Kill % on it as well as backstabs, so he makes up for his lack of range with insane melee damage. For skills he will work on: Close Combat, Dual Weapons, Sword, Dagger, Stealth.
Male Human Ranger(Robin Hood): Max Senses and Speed first, followed by Dexterity and Strength. He will be on one flank, securing it with a Sword and Shield for melee, and a Bow(later Eagle Eye Bow) and good Arrows for range. As a Hybrid, he will occasionally use Alchemy magic, but that's not his main focus. For skills he will work on: Close Combat, Ranged Combat, Mythology, Alchemy, magic realm skills, Sword, Shield, Bow, Scouting.
Female Human Bard(Courtney Love): Max Senses and Speed first, followed by Dexterity and Strength. She will be on the opposite flank from the Ranger, securing it with a Sword and Shield for melee, and a Sling(later Wrist Rocket) and good Stones for range. The Bard has no magic, but she will have many instruments in her inventory to mimic magic. A triple threat: Melee, Ranged and Magic. A jack of all trades. For skills she will work on: Close Combat, Ranged Combat, Communication, Sword, Shield, Throwing and Sling, Music.
Female Human Gadgeteer(Inspector Gadget): Max Senses and Speed first, followed by Dexterity and Strength. She will be protected in the center along with the next character. She will use her Omnigun and good ammunition(later many possibilities) for range, but the Omnigun won't be good until near the end of the game. Like the Bard, she has no magic, but she will have many gadgets in her inventory to mimic magic. I'm wondering if I should bother with melee, since Gadgeteers don't have many weapon choices. Possibly a Sword and Shield until the Omnigun gets good. This would make her a quadruple threat: Melee, Ranged, Magic, Locks and Traps. For skills she will work on: Close Combat, Ranged Combat, Engineering, Sword, Shield, Modern Weapon, Locks and Traps.
Female Human Bishop(Blondie): Max Intelligence and Speed first, followed by Piety and Senses. This way you get Powercast and Snake Speed early, followed by Iron Will and Eagle Eye by level 30 or so. In this way, you literally get a Power Caster with max Spell Points with max Initiative. She will be protected in the center along with the Gadgeteer, as these two have the lowest Hit Points of the group. She will use Staves(later Staff of Doom) for melee, from extended range, as she is physically too weak for melee. The Staff of Doom is cursed, so no ranged weapons, but the Staff does good damage and has Instant Kill % and Paralyze %, so it evens out. The Staff does have -1 HP drain, so use the Amulet of Healing +1 HP regen, sold at Crock's, to counter it, or you will die slowly. For magic, she literally has every spell in the game, from all 4 spellbooks, at her fingertips, provided you save spell picks and buy books with the money from Alchemy. For skills she will work on: Close Combat, Artifacts, all 4 spellbook skills and all 6 realm skills, Staff and Wand.
As you can see, I have tried to make my party as balanced as possible. All humans for at least 45 to all stats to start, 3 males, 3 females. I have 4 characters with no magic to worry about, for simplicity, easy leveling, and focus. The Ranger and/or Bishop can mix potions and powders for me to generate the money I will surely need to make a "perfect" Bishop. If you are VERY dedicated, you can get every spell in the game for the Bishop at level 25 I think. You only select Mind Stab(which has no spellbook) and Heal Wounds(for healing obviously) at the start. The Holy Water spellbook you can grind for at the Savant Orb in Arnika at the Tower(you need patience). Banish is a level 6 spellbook that you can find or buy, so don't use a spell pick. The other level 6 and 7 spells you save for spell picks at level up.
For 5 out of the 6 characters(except Bishop), I will max Strength, Dexterity, Speed and Senses first. The Bishop is the only character that benefits from Intelligence(Powercast), as she is a caster. The others don't use magic, except for the Ranger, and magic isn't his main focus, being a Hybrid. Piety is only really good for casters, as it raises Stamina and Spell Points, and gives Iron Will(Magic Resistance) at max. Magic Resistance can be better gained by fast casters using Magic Screen, and Element and Soul Shield. Spell Points are irrelevant for all but the Bishop and Ranger, but the Ranger doesn't need many SPs, since he's a hybrid(he will be firing his Bow mostly for Instant Kills), and he can get the Helm of Infinity(fast SP regen) later. Stamina can be better gained by focusing on Strength, and later, Vitality(both of which have other, better benefits).
Speaking of Vitality, it's not a "bad" attribute to raise, it's just that it's not a controlling attribute for any skill increases. Vitality increases Hit Points, Stamina, and less Carry Capacity than Strength, which is why I recommend raising Strength first(plus Strength increases melee and ranged damage). Hit points are always decent with humans, who start with a minimum of 45 Vitality. I leave Vitality at base until the other 4 attributes are maxed first. You can do fine with average Vitality/HPs if you use buffs(Missile Shield, Armorplate, Enchanted Blade, Magic Screen, Light, X-Ray, Chameleon, Bless, Haste, Guardian Angel, Body of Stone, Superman, Soul Shield, Element Shield, Summon Elemental, Hypnotic Lure, etc.) and smart positioning(protect your casters by putting them in the middle, and stand with your back to a wall, or in a doorway), not to mention there are a decent number of items that give an increase to Vitality.
That leaves the 4 main attributes for all but casters: Strength, Dexterity, Speed and Senses. Strength, as mentioned before, increases melee and ranged damage(except Modern Weapons), increases Stamina at the same rate as Vitality and Piety, and increases Carry Capacity more than Vitality. Once maxed, Strength allows Power Strike, which increases the chance to hit and to penetrate with melee weapons. Great for the Fighter(Ivory Blade/Diamond Eyes/Mauler) and Rogue(Bloodlust/Thieves' Dagger). Dexterity increases the chance to hit with weapons, and gives more swings and attacks per round. Once maxed, Dexterity allows Reflextion(Armor Class bonus), which is decent. Both Speed and Senses increase Initiative at the same rate, which is great for all party members, especially the Ranger and Bishop, who will need to cast Element and Soul Shields respectively. Speed gives extra swings and attacks, like Dexterity, every round, and gives a small boost to AC. Once maxed, Speed gives you EVEN MORE Initiative(Snake Speed). Senses is a controlling attribute for many skills, and increases the chance to hit with weapons. Once maxed, Senses allows Eagle Eye, which increases the chance to hit and to penetrate with ranged weapons. Great for the Fighter(Tripleshot Crossbow), Ranger(Eagle Eye Bow), Bard(Wrist Rocket), and Gadgeteer(Omnigun Mark 12).
So what do you think? A decent mix of melee/ranged/magic?
Melee: Fighter(Ivory Blade/Diamond Eyes/Mauler/Vampire Chain)
Rogue(Bloodlust/Thieves' Dagger)
Ranger(Sword/Shield)
Bard(Sword/Shield)
Gadgeteer(Possible Sword/Shield setup, I don't know if it's pointless). Fang perhaps?
Bishop(Staff of Doom)
Ranged: Fighter(Tripleshot Crossbow or Siege Arbalest with good Quarrels)
Rogue(No ranged but excellent melee damage)
Ranger(Eagle Eye Bow with good Arrows)
Bard(Wrist Rocket with good Stones)
Gadgeteer(Omnigun Mark 12 with good ammunition-many options)
Bishop(No ranged but Staff of Doom makes up for it)
Magic: Fighter(None)
Rogue(None)
Ranger(Alchemist spellbook/mixing potions and powders)
Bard(Instruments to mimic magic, only costing Stamina)
Gadgeteer(Gadgets to mimic magic, only costing Stamina)
Bishop(All 4 spellbooks, Wizardry, Divinity, Alchemy, Psionics, 101 spells in total)
Male Human Fighter(Big Punisher): Max Strength and Dexterity first, followed by Speed and Senses. He will be in the front dual wielding Swords(later Ivory Blade) and Maces(later Diamond Eyes, as well as possibly Mauler/Vampire Chain). He will Berserk with these weapons for double damage. He will also use the Tripleshot Crossbow and good Quarrels for range(convenient for him since he has stamina regeneration as a fighter, and he is maxing Strength quickly for extra Stamina.) For skills he will work on: Close Combat, Ranged Combat, Dual Weapons, Sword, Mace and Flail, Bow.
Male Human Rogue(Slick Willy): Max Dexterity and Strength first, followed by Speed and Senses. He will be in the front dual wielding Swords(Bloodlust) and Daggers(Thieves' Dagger), both of which are cursed, so no ranged weapons. He backstabs AND berserks with Bloodlust, making for incredible damage, and the Thieves' Dagger has Instant Kill % on it as well as backstabs, so he makes up for his lack of range with insane melee damage. For skills he will work on: Close Combat, Dual Weapons, Sword, Dagger, Stealth.
Male Human Ranger(Robin Hood): Max Senses and Speed first, followed by Dexterity and Strength. He will be on one flank, securing it with a Sword and Shield for melee, and a Bow(later Eagle Eye Bow) and good Arrows for range. As a Hybrid, he will occasionally use Alchemy magic, but that's not his main focus. For skills he will work on: Close Combat, Ranged Combat, Mythology, Alchemy, magic realm skills, Sword, Shield, Bow, Scouting.
Female Human Bard(Courtney Love): Max Senses and Speed first, followed by Dexterity and Strength. She will be on the opposite flank from the Ranger, securing it with a Sword and Shield for melee, and a Sling(later Wrist Rocket) and good Stones for range. The Bard has no magic, but she will have many instruments in her inventory to mimic magic. A triple threat: Melee, Ranged and Magic. A jack of all trades. For skills she will work on: Close Combat, Ranged Combat, Communication, Sword, Shield, Throwing and Sling, Music.
Female Human Gadgeteer(Inspector Gadget): Max Senses and Speed first, followed by Dexterity and Strength. She will be protected in the center along with the next character. She will use her Omnigun and good ammunition(later many possibilities) for range, but the Omnigun won't be good until near the end of the game. Like the Bard, she has no magic, but she will have many gadgets in her inventory to mimic magic. I'm wondering if I should bother with melee, since Gadgeteers don't have many weapon choices. Possibly a Sword and Shield until the Omnigun gets good. This would make her a quadruple threat: Melee, Ranged, Magic, Locks and Traps. For skills she will work on: Close Combat, Ranged Combat, Engineering, Sword, Shield, Modern Weapon, Locks and Traps.
Female Human Bishop(Blondie): Max Intelligence and Speed first, followed by Piety and Senses. This way you get Powercast and Snake Speed early, followed by Iron Will and Eagle Eye by level 30 or so. In this way, you literally get a Power Caster with max Spell Points with max Initiative. She will be protected in the center along with the Gadgeteer, as these two have the lowest Hit Points of the group. She will use Staves(later Staff of Doom) for melee, from extended range, as she is physically too weak for melee. The Staff of Doom is cursed, so no ranged weapons, but the Staff does good damage and has Instant Kill % and Paralyze %, so it evens out. The Staff does have -1 HP drain, so use the Amulet of Healing +1 HP regen, sold at Crock's, to counter it, or you will die slowly. For magic, she literally has every spell in the game, from all 4 spellbooks, at her fingertips, provided you save spell picks and buy books with the money from Alchemy. For skills she will work on: Close Combat, Artifacts, all 4 spellbook skills and all 6 realm skills, Staff and Wand.
As you can see, I have tried to make my party as balanced as possible. All humans for at least 45 to all stats to start, 3 males, 3 females. I have 4 characters with no magic to worry about, for simplicity, easy leveling, and focus. The Ranger and/or Bishop can mix potions and powders for me to generate the money I will surely need to make a "perfect" Bishop. If you are VERY dedicated, you can get every spell in the game for the Bishop at level 25 I think. You only select Mind Stab(which has no spellbook) and Heal Wounds(for healing obviously) at the start. The Holy Water spellbook you can grind for at the Savant Orb in Arnika at the Tower(you need patience). Banish is a level 6 spellbook that you can find or buy, so don't use a spell pick. The other level 6 and 7 spells you save for spell picks at level up.
For 5 out of the 6 characters(except Bishop), I will max Strength, Dexterity, Speed and Senses first. The Bishop is the only character that benefits from Intelligence(Powercast), as she is a caster. The others don't use magic, except for the Ranger, and magic isn't his main focus, being a Hybrid. Piety is only really good for casters, as it raises Stamina and Spell Points, and gives Iron Will(Magic Resistance) at max. Magic Resistance can be better gained by fast casters using Magic Screen, and Element and Soul Shield. Spell Points are irrelevant for all but the Bishop and Ranger, but the Ranger doesn't need many SPs, since he's a hybrid(he will be firing his Bow mostly for Instant Kills), and he can get the Helm of Infinity(fast SP regen) later. Stamina can be better gained by focusing on Strength, and later, Vitality(both of which have other, better benefits).
Speaking of Vitality, it's not a "bad" attribute to raise, it's just that it's not a controlling attribute for any skill increases. Vitality increases Hit Points, Stamina, and less Carry Capacity than Strength, which is why I recommend raising Strength first(plus Strength increases melee and ranged damage). Hit points are always decent with humans, who start with a minimum of 45 Vitality. I leave Vitality at base until the other 4 attributes are maxed first. You can do fine with average Vitality/HPs if you use buffs(Missile Shield, Armorplate, Enchanted Blade, Magic Screen, Light, X-Ray, Chameleon, Bless, Haste, Guardian Angel, Body of Stone, Superman, Soul Shield, Element Shield, Summon Elemental, Hypnotic Lure, etc.) and smart positioning(protect your casters by putting them in the middle, and stand with your back to a wall, or in a doorway), not to mention there are a decent number of items that give an increase to Vitality.
That leaves the 4 main attributes for all but casters: Strength, Dexterity, Speed and Senses. Strength, as mentioned before, increases melee and ranged damage(except Modern Weapons), increases Stamina at the same rate as Vitality and Piety, and increases Carry Capacity more than Vitality. Once maxed, Strength allows Power Strike, which increases the chance to hit and to penetrate with melee weapons. Great for the Fighter(Ivory Blade/Diamond Eyes/Mauler) and Rogue(Bloodlust/Thieves' Dagger). Dexterity increases the chance to hit with weapons, and gives more swings and attacks per round. Once maxed, Dexterity allows Reflextion(Armor Class bonus), which is decent. Both Speed and Senses increase Initiative at the same rate, which is great for all party members, especially the Ranger and Bishop, who will need to cast Element and Soul Shields respectively. Speed gives extra swings and attacks, like Dexterity, every round, and gives a small boost to AC. Once maxed, Speed gives you EVEN MORE Initiative(Snake Speed). Senses is a controlling attribute for many skills, and increases the chance to hit with weapons. Once maxed, Senses allows Eagle Eye, which increases the chance to hit and to penetrate with ranged weapons. Great for the Fighter(Tripleshot Crossbow), Ranger(Eagle Eye Bow), Bard(Wrist Rocket), and Gadgeteer(Omnigun Mark 12).
So what do you think? A decent mix of melee/ranged/magic?
Melee: Fighter(Ivory Blade/Diamond Eyes/Mauler/Vampire Chain)
Rogue(Bloodlust/Thieves' Dagger)
Ranger(Sword/Shield)
Bard(Sword/Shield)
Gadgeteer(Possible Sword/Shield setup, I don't know if it's pointless). Fang perhaps?
Bishop(Staff of Doom)
Ranged: Fighter(Tripleshot Crossbow or Siege Arbalest with good Quarrels)
Rogue(No ranged but excellent melee damage)
Ranger(Eagle Eye Bow with good Arrows)
Bard(Wrist Rocket with good Stones)
Gadgeteer(Omnigun Mark 12 with good ammunition-many options)
Bishop(No ranged but Staff of Doom makes up for it)
Magic: Fighter(None)
Rogue(None)
Ranger(Alchemist spellbook/mixing potions and powders)
Bard(Instruments to mimic magic, only costing Stamina)
Gadgeteer(Gadgets to mimic magic, only costing Stamina)
Bishop(All 4 spellbooks, Wizardry, Divinity, Alchemy, Psionics, 101 spells in total)
Post edited September 28, 2020 by RChu1982
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