How would I make a barbarian shaman?

Discussion in 'Arcanum Hints & Tips' started by Riong, Jul 28, 2002.

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  1. Riong

    Riong New Member

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    I'm thinking about going through the game as a shaman type of character. This is the setup I've come up with so far:


    Race: Human
    Background: Raised by Barbarians

    Melee-4
    Dodge-4

    Dex-15
    Str-13

    Not sure on WP and int...

    Spells- smattering of different colleges.
    4 nature
    3 summoning
    6-8 Necro white

    Tech
    Herbology and thereputics, maybe all the way up.

    Give me some suggestions and your thoughts.
     
  2. Ferret

    Ferret New Member

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    You'd probably want to go all the way on the spells. Shamans were powerful magick users right? That means that you'd probably want 20 WP (min 18).

    You might want to include the mental college too (voodoo, and that sort of thing messed with th minds of their victims didn't it?) if you're going for the real Shaman type character.
     
  3. Riong

    Riong New Member

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    Thanks! I never thought about the mental college. I'm just worried about not having enough points to make this character :) I'm also wondering if I should invest in any of the other skills and colleges though...
     
  4. Ferret

    Ferret New Member

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    If you have summoning, white necro and nature then all you have to worry about if investing in fatigue!

    Nature to immobilise your enemies (vines) and WN to heal, where-as summoning is one of the most powerful colleges, with the exception of force.

    You can probably equip a magick weapon, like one of the staffs, to increase your magick/fatigue count, but you would definitely want to invest in WP and fatigue.

    The only problem with this is that you will gain experience slowly, because you don't get EXP for summon hits - just the kills, therefore you are going to have to be patient and spend some time 'leveling up'.
     
  5. xento

    xento New Member

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  6. Ferret

    Ferret New Member

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    *slaps Nbrosz*

    We won't have language like THAT on THESE forums!

    There is no need to cheat... ever! (unless you want to make a super character). Just hang around the Ashbury graveyards for a while and kill all the respawning zombies! :razz:
     
  7. BadKarma

    BadKarma New Member

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    I agree that there is no reason to cheat (the game systems offers enough loopholes to abuse if you're inclined to do so (i.e. you can leave shrouded hills with 100ma (-100 alignment too though, but that's also "fixable") and all arcane armor and a huge amount of money for just one point in pick pocketing and a little time)) but killing those zombies takes *AGES* to level from .... I usually just walk around in the glimmering forest or on thanatos, better monsters there.
     
  8. Settler

    Settler Member

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    This is just my opinion, but NEVER, NEVER use tech and magic skills together. I always master at least 2 skills (unless I'm a thief) and at least 1 College/Discipline.

    When playing to your strengths, you've got to have strengths to play with...
     
  9. Luchaire

    Luchaire New Member

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    I use tech and magic together quite effectively on a number of characters.
     
  10. Maniac

    Maniac New Member

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    Instead of the Herbatology & Therapeutics disciplines take Heal.
     
  11. Ferret

    Ferret New Member

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    Good idea - and that gives you extra CP's for fatigue or other things.

    As for the tech/magick thing... I always put a load of CP's into a full Scmithy discipline in my magick MP characters so that I can make decent armour. It makes no difference, except lowering you M apt. If you've got enough spells, then that doesn't matter.
     
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