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Spoiler on endgame Vi and RPCs in general:



As soon as you release a RPC from Party, it transforms/is set back to a monster from the database,
i.e. loses all stuff that it learned in the party, so it does not matter which weapons Vi uses/learns.

In early game it may help to release a RPC so he/she joins battle as the stronger monster,
especially vs casters with spells that target groups are have cone aoe.

Since Valks get a bonus on polearms, the best mid to late game weapon for Vi is the Dread Spear,
since its weight is just low enough not to take away any additional attacks or swings.


Btw how to remove the mace from Vi:
Have another party member with a stack of at least 2 items and a free slot in personal inventory.
Pick up the mace from Vi and drop it on the portrait of the other PC,
click his portrait and pick up one instance from the stack with shift+click, then drop it on Vis portrait.
(probably the shift+click confuses the engine so it does no react on the theft,
it also allows to pick up an identified item with unidentified instances on the cursor, effectively "reunidentifying" it)
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7PCGamer: Thanks again. Am not happy with this party either, too many narrow escapes :)
Was glancing through the manual last night:

I will substitute one fighter with a samurai

Hope this would be a smoother sail.. will chime in with the results soon :)

I got the bard out because near the end game it looks like the psionic's & bard's capabilities will overlap a lot.

Had few doubts:
1. how do communication skills affect the psionic
2. mana looks severely limited, 2-3 casts in a battle and takes a long time to regenerate, will this change as the game evolves
3. relevance of ranged weapons skill for gadgeteer, are modern weapons treated the same way as ranged weapons?
4. Allen's post talks about a mace being the most damaging offhand weapon, did you mean maces as a class or some unique kind of mace (was considering training the lord/samurai on dagger skills)
5. Allen's post also talks about psionics being weak... is it because later enemies will have high level immunity to mental spells?

Best.
1. communication is almost insignificant. It just lowers the prices a bit and keeps friendly npcs friendly if you try to pickpocket them
2. early on, mana is very limited. later on, it will become almost a non-issue as it will be recharging relatively fast and mana potions are cheap by that point. Wisdom increases your mana pool, so every spellcaster will need it at some point
3. Ranged Weapons and Modern weapon skill complement each other, both increase how well you can hit and penetrate with modern weapons, and how many attacks you will have per round. His omnigun however is very unique as the weapon will get many upgrades, turning the measly weapon into a weapon of mass destruction by possibly inducing every single debuff possible on the foes.
4. The Diamond eyes is the best offhand weapon you can find, with some wands coming close but not as versatile. A lord should use mace & flail, daggers are more a rogue's domain.
5. Psionics are extra squishy and both their spell and equipment selection is pretty limited. better to use a monk and train him later on to use those spells - or a bishop, if you want a pure spellcaster
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bofferbrauer: 2. early on, mana is very limited. later on, it will become almost a non-issue as it will be recharging relatively fast and mana potions are cheap by that point. Wisdom increases your mana pool, so every spellcaster will need it at some point
Actually, Piety (that's the name of the stat, not Wisdom) is actually not that important for spellcasters. It turns out that the effect of that stat is rather minor at higher levels (I suspect it's only additive with one of the other factors (maybe the number of spells known?)), and therefore is not important for spellcasting. In particular, a late-game Bishop does not need that stat, particularly if you have been buying spellbooks and having her read them (giving her an extremely large spell selection).

It is more important to max Intelligence (keep in mind the one-time permanent +5 bonus in Trynton) so that you get Power Cast, which is extremely important for any non-Priest conventional spellcaster. (It is useless for Bards/Gadgeteers)
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bofferbrauer: 2. early on, mana is very limited. later on, it will become almost a non-issue as it will be recharging relatively fast and mana potions are cheap by that point. Wisdom increases your mana pool, so every spellcaster will need it at some point
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dtgreene: Actually, Piety (that's the name of the stat, not Wisdom) is actually not that important for spellcasters. It turns out that the effect of that stat is rather minor at higher levels (I suspect it's only additive with one of the other factors (maybe the number of spells known?)), and therefore is not important for spellcasting. In particular, a late-game Bishop does not need that stat, particularly if you have been buying spellbooks and having her read them (giving her an extremely large spell selection).

It is more important to max Intelligence (keep in mind the one-time permanent +5 bonus in Trynton) so that you get Power Cast, which is extremely important for any non-Priest conventional spellcaster. (It is useless for Bards/Gadgeteers)
Of course it's called piety, not Wisdom. Been playing too much Baldur's Gate lately I guess.

I do tend to give my spellcasters the Piety early on nonetheless, not just because it's effects (mana and stamina increase, divine magic), but more so for it's expert skill. Iron Will basically negates all Debuffs on the character when fully developed (and also seems to reduce damage from magic attacks). I do so also with Lord and Valkyrie Characters as they benefit from both it's effects and greatly from the Iron will, but only at a later time.

Yes, Power cast is more important, that's why it gets 3 points every level and Piety only 2 (last one is for speed or Vitality, depending on Class/Race) and why my other hybrids (Monk and Samurai, don't use much magic with Rangers or Ninjas except the odd healing spell maybe) get intelligence instead of Piety (though having both Iron Will and Iron Skin on a Dwarwen Monk turns him into a real Stonewall)
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bofferbrauer: (though having both Iron Will and Iron Skin on a Dwarwen Monk turns him into a real Stonewall)
One problem with that: As the Stealth skill develops, enemies will be less likely to target this Monk, and will target your more vulnerable characters instead. While this setup might work if you're soloing, in a party it doesn't work well as far as tanking is concerned.

Also, when it comes to Bishops, I consider Initiative to be the most important thing other than Power Cast; therefore, all spare points go to Speed (until maxed) and Senses, leaving no room to develop Piety. By the time Intelligence and Speed have been maxed out, it is too late in the game for Piety to be worthwhile; at this point, Vitality (for a few extra hit points) gets the spare points.
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bofferbrauer: (though having both Iron Will and Iron Skin on a Dwarwen Monk turns him into a real Stonewall)
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dtgreene: One problem with that: As the Stealth skill develops, enemies will be less likely to target this Monk, and will target your more vulnerable characters instead. While this setup might work if you're soloing, in a party it doesn't work well as far as tanking is concerned.

Also, when it comes to Bishops, I consider Initiative to be the most important thing other than Power Cast; therefore, all spare points go to Speed (until maxed) and Senses, leaving no room to develop Piety. By the time Intelligence and Speed have been maxed out, it is too late in the game for Piety to be worthwhile; at this point, Vitality (for a few extra hit points) gets the spare points.
I never felt much of a reduction in the frequency of being attacked even with stealth maxed out - just that they seemed to miss more often. Only spellcasters tend to choose other targets, but since they mostly target spells that effect the whole party it doesn't change much either. Might be a bug in my copy, idk

I never max out senses on a bishop (eagle eye is basically useless with them), though it gets developed after speed is full. I prefer dexterity since it also increases initiative to a lesser degree, and reflexion can be a boon if forced into close combat and against ranged attacks.
Not trying to be nitpicky here but you do NOT recruit "NPCs" in this game or any other RPG.

NPC: Stands for 'NON-PLAYER CHARACTER'. Typically merchants, quest givers and often enemies.

The term you are looking for is RPC.

RPC: Stands for "Recruit-able Player Character". These are PLAYER CHARACTERS, controlled by the player but not created by the player. Usually found in various locations and/or as the result of a quest or some such. Vi Domina, Miles, Sax etc. are RPCs.

The only reason I am mentioning this is because there are like 4 dozen threads here alone making this same mistake and it is just as important as mixing up "Hit points" and "Spell points".
Post edited February 04, 2017 by SkeleTony