Zaleukos
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- Joined
- November 4, 2006
- Messages
- 2,013
I think a thread on the various skills and attributes could be useful, so I take the liberty of putting an incomplete and subjective comment for each skill and attribute here.
Attributes
Strength: Essential for a melee fighter. Increases melee damage and gives access to heavier weapons. Target levels 170 (self forged bastard sword), 150 (two handed weapons I for halberd), 250 (to be able to lift all those stupid millstones for extra strength), 300 (regeneration).
Hunting skill: Is to archers what strength is to melee fighters. Non-archery specialists might note that the best bow that can be bought requires 230 hunting (good against trolls and the like). Target levels: 130 (trophy skills), 220 (nimrod bow), 230 (silent death bow)
Ancient knowledge: Primary skill of spellcasters, increases damage and gives access to good skills and spells. You can gain quite a bit from stone tablets and bookshelves. Target levels: 250 (mana regeneration), 100 (fast learning). Not worth increasing unless you are a serious spellcaster.
Smithing: Allows access to smithing skills. Not necessary and not very useful to anyone due to the lack of blueprints. Effectively capped at 50. You can gain a few (10-15 or so) points through quests. Target levels: 25 (ore weapons and an extensive quest), 50 (pure ore weapons)
Thieving: Gives access to thieving skills. Raise to 30 for pick difficult locks and then forget about it unless roleplaying a thief. You can gain some thieving points through quests, but they mostly come late and you will want to pick difficult locks around the time you leave Cape Dun.
Alchemy: Gives access to alchemy skills. NEVER spend points on alchemy as you will gain more than enough through quests and reading from bookshelves.
Life Energy: The more the better. If you are a melee fighter you'll need more. 10 extra points per level corresponds to the previous Gothics?
Endurance: Allows you to run for longer and block enemy attacks. I usually only bother to increase it with armourweed plants. You need 200 for one quest that helps your reputation in Nordmar.
Mana: Used for spellcasting. As I havent played a pure mage I dont know of any reasonable target levels. I assume there is a point where you dont need more since you will learn mana regeneration at some point as a mage.
Attributes
Strength: Essential for a melee fighter. Increases melee damage and gives access to heavier weapons. Target levels 170 (self forged bastard sword), 150 (two handed weapons I for halberd), 250 (to be able to lift all those stupid millstones for extra strength), 300 (regeneration).
Hunting skill: Is to archers what strength is to melee fighters. Non-archery specialists might note that the best bow that can be bought requires 230 hunting (good against trolls and the like). Target levels: 130 (trophy skills), 220 (nimrod bow), 230 (silent death bow)
Ancient knowledge: Primary skill of spellcasters, increases damage and gives access to good skills and spells. You can gain quite a bit from stone tablets and bookshelves. Target levels: 250 (mana regeneration), 100 (fast learning). Not worth increasing unless you are a serious spellcaster.
Smithing: Allows access to smithing skills. Not necessary and not very useful to anyone due to the lack of blueprints. Effectively capped at 50. You can gain a few (10-15 or so) points through quests. Target levels: 25 (ore weapons and an extensive quest), 50 (pure ore weapons)
Thieving: Gives access to thieving skills. Raise to 30 for pick difficult locks and then forget about it unless roleplaying a thief. You can gain some thieving points through quests, but they mostly come late and you will want to pick difficult locks around the time you leave Cape Dun.
Alchemy: Gives access to alchemy skills. NEVER spend points on alchemy as you will gain more than enough through quests and reading from bookshelves.
Life Energy: The more the better. If you are a melee fighter you'll need more. 10 extra points per level corresponds to the previous Gothics?
Endurance: Allows you to run for longer and block enemy attacks. I usually only bother to increase it with armourweed plants. You need 200 for one quest that helps your reputation in Nordmar.
Mana: Used for spellcasting. As I havent played a pure mage I dont know of any reasonable target levels. I assume there is a point where you dont need more since you will learn mana regeneration at some point as a mage.
- Joined
- Nov 4, 2006
- Messages
- 2,013