Specialist or Jack of All Trades? (slightly spoily)
Posted: January 14th, 2008, 12:45 am
I just finished the game after my fifth shot (I like to play with the rogue-like "if you die, you're dead" restriction - i.e. start over). I personally found that playing really specialised is how to get ahead. I was wondering how everyone else felt?
For info, my lv 17 elementalist (okay, "magick user"), finished up at "good" ending with (some attributes buffed by equipment (Int, Wis and Per to be precise):
Str 10 Int 30
Dex 10 Wis 27
End 11 Per 28
Spd 10 Con 26
Divination at 12
Elemental at 41 (!) [buffed by equipment]
Meditation at 39 (!) (guy's a mana-battery!) [buffed by equipment]
Various other book / trainer learned skills, including alchemy at 7 which with two rings of master brewer could go up to 13. But then, my guy didn't have much call for potions or imbuing, given that he could suck in air and breath fire.
Of other interest, element resistance of 81% and magick resistance of 79% sure demoralised those eyeballs in a big hurry! Shame about low toxin (22%) and disease (40%) resistance. Had to recover from disease more than half-a-dozen times over the game.
This character was grown out of the first dice throw the game gave me. I can't remember exactly what it was but it was pretty far from 14 for all stats, if you get my drift.
I'd love to know if more balanced character configurations work! If you vote specialist, please let us know which skills you chose to augment and which you sacrificed. As you can see from my magick user, everything went into elemental and meditation - all other skills were bought or found or aug'ed through equipment. If you vote Jack of all Trades, please let us know what your perfect balance is, and how you came to find it!
Best,
S.
For info, my lv 17 elementalist (okay, "magick user"), finished up at "good" ending with (some attributes buffed by equipment (Int, Wis and Per to be precise):
Str 10 Int 30
Dex 10 Wis 27
End 11 Per 28
Spd 10 Con 26
Divination at 12
Elemental at 41 (!) [buffed by equipment]
Meditation at 39 (!) (guy's a mana-battery!) [buffed by equipment]
Various other book / trainer learned skills, including alchemy at 7 which with two rings of master brewer could go up to 13. But then, my guy didn't have much call for potions or imbuing, given that he could suck in air and breath fire.
Of other interest, element resistance of 81% and magick resistance of 79% sure demoralised those eyeballs in a big hurry! Shame about low toxin (22%) and disease (40%) resistance. Had to recover from disease more than half-a-dozen times over the game.
This character was grown out of the first dice throw the game gave me. I can't remember exactly what it was but it was pretty far from 14 for all stats, if you get my drift.
I'd love to know if more balanced character configurations work! If you vote specialist, please let us know which skills you chose to augment and which you sacrificed. As you can see from my magick user, everything went into elemental and meditation - all other skills were bought or found or aug'ed through equipment. If you vote Jack of all Trades, please let us know what your perfect balance is, and how you came to find it!
Best,
S.