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Assuming TNO is a Mage, what physical stats should be bumped?

Posted: Tue Nov 11, 2008 3:31 pm
by Klorox
I have my CHA at 19, WIS at about 22, and my INT at 19 (with a tattoo).

That's about as high as I think I'll need my mental stats to ever go. What physical stats should be raised now?

Bumping STR might allow me to skip from STR 18 to 19 later without going through those annoying exceptional STR fractions.

Bumping DEX will help with AC, but TNO is rarely in combat (and when he is, it's after the real Fighters are already targeted). I don't use the Thief class at all anymore.

Bumping CON will help with regeneration, but I've got a long way to go before it will help with more HP. Besides, TNO is immortal!

What stat is best to bump for me now? Do I need anymore in my mental stats?

Posted: Tue Nov 11, 2008 4:15 pm
by GawainBS
I assume you're going to get 25 WIS through quests etc?
INT could be a little bit higher, maybe 20 or 21. Used in some conversations, I think.
I always have 18 STR and a tattoo that gives +1, to skip the fractions, like you said.
Your best bet is CON. At 20+ CON, you really start seeing the benefit.

Posted: Tue Nov 11, 2008 5:14 pm
by VonDondu
Klorox wrote:Bumping STR might allow me to skip from STR 18 to 19 later without going through those annoying exceptional STR fractions.
In my current game, I wasn't able to go from 18 straight to 19; it went up in steps. I'm not sure if the "vanilla" game works that way. I have installed the official patch and the unofficial "Ultimate WEIDU Fix Pack" or whatever it's called.

I don't think the Nameless One's Constitution and Dexterity are all that important. I give the Nameless One Dexterity 13 at the beginning of the game and never bother to raise it at level up. Constitution can be increased in various ways, but the best benefit comes from the Tattoo of the Lost Incarnation, which increases his regeneration rate. (You should see how fast he regains hit points when he's wearing that tattoo and his Constitution is 24 or 25.) He can also boost his own Strength for several hours (depending on level) with a spell called Power of One. Dak'kon has it in his spell book, and he can teach it to the Nameless One.

There are a couple of areas that have infinitely respawning monsters where you can get all of the experience you ever dreamed of (and enough treasure to last the entire game). You can pretty well max out all of the Nameless One's stats if you spend enough time at it. I'm not sure what the point is, but it will satisfy your craving for power. :)



The rest of this message has more information than you asked for, but it helps explain why I don't think the Nameless One's stats are all that important. (Don't read the rest of this message if you don't want any more information.) If you play a Mage, the Nameless One still retains all of the fighting skills he had as a Fighter. The main thing that changes is the limitation on the kinds of weapons he can use. (I usually end up with five proficiency points in Fists and Daggers. Those are my favorite weapons. I like having him get up close and personal when he makes a kill.)

You can avoid death in many situations by keeping one party member close to an exit. Only one person has to reach the exit. It's an easy (perhaps cheesy) way of pulling your party out of harm's way. Things like that give me the feeling that combat in this game wasn't meant to be very hard unless you WANT it to be.

Speaking of spells, there is also a spell called Blacksphere that is very useful in combat. Balance In All Things might be useful if you expect to be mobbed. Also, if you have the Mage specialization, there's a way to cast up to 72 Magic Missiles, according to Platter.

I try to make my entire party formidable, not just the Nameless One. I upgrade Nordom, Dak'kon, and Morte through their conversation options, and I give them (and Annah) items that will put them over the top. To that end, I had the Nameless One advance to 7th level and 12th level as a Fighter before reaching the same level as a Thief or Mage so that his fighting skills would be enhanced (for example, he can put five proficiency points in each weapon type, and he received extra Strength points) and also so that the Tattoo of the Warrior and the Tattoo of the Supreme Warrior would become available.

Here's how my party looks in my current game:

Dak'kon
AC -9
STR 20
CON 20 (he can regenerate hit points)
Tattoo of Greater Warding, Tattoo of the Warrior, Tattoo of Greater Health, Dread Bond, Ring of the Traveler
(standard armor and weapon--varies with level and Morale)
he can also cast various buffing spells and offensive spells (the animations are really cool)

Nordom
AC -4
STR 18 (his missile damage and THAC0 will improve if you boost his Strength with Power of One)
CON 19 (can be raised to 22 with the Aegis of Torment)
Lens of Seeing Double, various magical bolts, Ring of Almost Invisibility
(he can kill most opponents before they ever reach the party)

Annah
AC -10
STR 19
DEX 20
CON 16
Tattoo of the Supreme Warrior, Tattoo of Greater Might, Tattoo of Greater Action, Jerkin of the Brazen Rogue, Spider Bracelet, (2) Stinger Earrings, Serpent Ring, Ring of the Traveler
Punch Daggers of Zar'Annun (favorite weapon) and Punch Daggers of Shar (if she ever needs to use a +3 weapon)
(backstabs are her specialty)

Morte (not upgraded yet)
nearly invulnerable to physical attacks with the use of Clot Charms and Heart Charms
Teeth of the Fire Drake (favorite weapon), Ingress's Teeth (supposedly better at higher levels)
(he has also learned new taunts from various sources)

I haven't done much to buff up Fall-From-Grace. I gave her the Bodice of the Godless Priest. I keep her out of melee. Mainly she casts healing spells. Her Lightning spell will be pretty effective at higher levels.

When they're all about 15th level, they'll be able to take on anything the game throws at them (if the game is set to Medium difficulty). I'm not sure if there's any real need for them to be that tough. I only do it because I want my party to be badass, and I like for them to have the ability to take on a whole army of demons. :)

Posted: Tue Nov 11, 2008 6:27 pm
by kmonster
It doesn't really matter which physical stat you raise from now on, do what you want.
I'd use tattoos to raise wis to 25 for additional XP and an extra luck bonus.
More than 18 int is useless if you have high wis.

Posted: Wed Nov 12, 2008 4:16 pm
by Qwinn
The way strength boosting works, both in the vanilla game and with my mods up to version 3.0, is that if you increase strength via levelups, you will have to go through the 18/XX steps. If your strength is increased from 18 to 19 via dialogue (such as Vhailor's potentially 3 point boost), tattoos/items, or if you specialize as a fighter at 7-12, it will skip over the ladder.

About the only thing I've got planned for version 4.0 of my Fixpack, which probably won't come out for quite some time, is to fix it so that -all- strength boosting uses the 18/XX ladder. To make this nerf a little less painful, I will be simultaneously releasing a new tweak that will make the Strength/Power of One spells always give the maximum strength boost the target can receive (it's based on the class of the target), much like how the existing Maximized Friends Spell tweak works.

Qwinn