I have a halfling theif, lvl : 37 at the moment. Background : Beat with an ugly stick ST : 7 WP : 8 CN : 8 IN : 8 DX : 14 PE : 18 BE : 2 CH : 9 (from a bonus received) Dodge : 5 (expert) Melee : 5 (master) Backstab : 5 (expert) Pickpocket : 5 (expert) Prowling : 5 (expert) Picklocks : 5 (expert) 4 spells : Disarm, Purity of Water, Agility of Fire and Shield of Protection 2 tech in electric tech : for the Charged ring Magic Tech Meter is on 18---> Tech side Items Chapeau of Magnetic inversion 2 Charged rings Light fingered Gauntlets Creep Armor Filament sword / Mechanical dagger Fine stout Boots Now for the questions part With AoF and 2 charged rings my dex shoots to 22, but when I want to spend another point into dex it does not pass 22. Is this the same for all stats ? A max of 22 ? If so I might as well leave the dex at 14 and pump str? I have received master in melee and have given the dodge master, can't remember his name, the potion to cure his blindness. Now when I finally return to Stillwater after getting my dodge to 5 at lvl 37 he is no longer in Stillwater. Now have I botched the quest to get dodge mastery? Not a major thing I guess (If I have), but still annoying. Can he be found anywhere else to get the dodge mastery ? What does : Magic power availabe : 32% , for example, on magic items mean ? Should I use the Darkhelm to get my magical apt closer to 0 or leave it as it is on 18 tech? Keeping in mind I loose the +2 from each charged ring near to 0. What other gear should I be on the look out for? Keeping in mind that the theif is not very magically or technically inclined. Lastly should I try get another few spells ? If so, which. (Lvl 37 atm) or maybe a few in tech tree or just pump str from now on? Maybe even get throwing skill up and use a chakrum (sp?) Thx for the help
I believe he vacations around Arcanum's version of stonehenge. That is the percentage of the bonus you get from the item, the bonus is usually in parentheses. Say the bonus is +12, if the magic power available for this item is 50% you get a +6 bonus. This item also decreases your alignment as well
Your stats will only go to 12 over your starting stat. SOmetimes not that far. BE & CH never get over 20. (patched) Why would you want 0 TA/MA? No, seriously, what advantage are you trying to get? There are reasons to run neutral, or magical, or tech. You have named one to stay tech. First off, sell the Filimant Sword & find something else, like a nice Pyro Axe. Trapmaker's Spectacls, +2 DX & PE. Oiled thieve's leather in small, +1/4 prowl, pickpocket, & spot traps. Better gloves. Striength Of Earth? Phantasim all the way to Invisibility? Try pushing IN to carry more enchantments at once & do more tech too? Do Mechanical to Auto Skeliton Key? Save them & see what you need?
So basically 22 is max . Was hoping to go major dex for all the green lights. Reason I asked about the darkhelm and being neutral was for magic healing from pary members and I'm not too sure about the charged ring part. I do know once you take them off and put them on again with a MA near 0, you only receive a +1 dex bonus. Not too sure if its possible to leave them on and still keep the bonuses. At lvl 37 I think I still need to get 16 more stat points. So If the charged rings loose the ability for +2 dex, I will need to increase more tech skills (will only have 2 more pts to spend by that time). Now with 18 TA getting 4 more spells from Conveyance and then spending another 2 in any tech skills just to balance out the MA will that still get me a positive TA to use rings I guess I will just have to save and see (Maybe I could just get the auto skeleton key and then max strength for the added carry weight and dmg) Only reason I use the filament sword is because it is the best I have found so far for AVG dmg. With a rear attack (not in prowling mode) I do AVG of about 22-25. :\ Not much but with 4 or 5 hits it does kill monsters :lol: Will the Pyro axe only need 7 str ? Or with the melee mastery, does that override the disadvantages of using a weapon with a higher str req. You say find "Trapmaker's Spectacls, +2 DX & PE" but if my dex cannot reach more then 22 should I use (darn cannot remember the name of the schematic I found) it combines eye wear of +2PE and a helmet. Would that be a better choice seeing as I may have reached max dex. You say there are very specific reasons for playing a neutral char. Could you name a few if you don't mind. I may have had maybe the wrong reasons in mind when I started O and I have no idea where I would use strength of the earth. In towns I use PoW and AoF and in wild SoP and AoF and Disarm. And before I forget, I seem to recall a place like Stonehenge in game, but that was the last time I played many months ago Refresh my memory ? Thx again for all help
If all you want is action points there is a way to get up to 90 or so with magic spells and magic equipment.
Then learn the temporial colege & buy potions of Haste. LOTS of pretty green lights. That's when the Trapmaker's Specs come in. I think you need more than 7 for the Pyro Axe, I check on that later. Janya runs one at ST 9, & after one of her ST potions, she can do a shield too with no MSR light. Melee Mastery elimanites the chance of a crit miss, increased with the MSR penality, unless you come across a dodge Master. It requires a Helmet of Vision. None in the game. # 5 in Smithy. Being able to get boosts fron both sides & not having that anoying crit miss % on the tech weapons. The whole techno mage concept. I could go on.... Lets see... your ST 7 + 4 =11, the same as Jayna on her own steroids. That's a Pyro Axe & a shield. Pyro Axe, D 1 - 12, FD 20 - 50. When backstabing with it, single strikes of over 200 are posible. But save often, I have seen Chukka kill himself with one.[/i]
Being a Melee Master you won't critically fail , but "save often" is a good advice regardless I was wondering what in the world you need 18 perception for? I must be missing something terribly obvious , but i just don't get it. On another note , being Melee+Backstab master (which you will eventually) , with a good weapon and prowling you could probably go Offensive Extreme Halfling-Of-Doom.. sporting Strength of the Earth and Agility of Fire , switching to Shield of Protection in particularly demanding fights. This will leave you with a hole on Dex or Strength , which isn't good at all. With the charged rings however , you could simply discard Agility , raise dex a bit , reach 20 for the 25 speed and slaughter away!
Prowl runs on PE. 5 points requires 18. But you don't have to get there on your own. Liquid of Awareness + Eye Gear = +4 PE, as does the HoYC. And isn't there a blessing that raises PE?
Figures.. never used Prowling. Still , all those points for just one skill , in what can be arguably called the second worst stat (Beauty being first)?
Prowl, firearms, and spot & disarm traps all run on PE. Bow & throw use it as well. Far from useless. Also the spell Sense Hidden / See Invisible will raise your spot trap skill to the limit of PE. Far from useless.
Heh seems everyone's sticking out for Perception eh? Looking at the amount of skills he was using that depended on the stat , and the amount of points he spent, it just didn't seem a wise decision. I also didn't call it useless , i called it bad
CN is the worst stat, IMO, because all the bonuses you get from boosting it can be had with items (ring of influence + amulet of n'tala = max heal rate for most characters, some may have to add a point or 2 to CN to max out) BE is second worst :lol:
As I said elsewhere, if BE is so lame, why do so many of us learn PoW? BE helps enough in this game that you want to boost it. On the other hand, how many have used Vitality of Air? The CN boosting jewelery I give to a magical healer, Vergil, Raven, Dante, or Smythe. They need the FT points, I don't.
beauty can be upped six points with a full magic aptitude with a certain necklace, ring, and blessing. throw in a pow, and you have 10 points in it.
Lesse , we have three combat spells and one social spell. Fire gives you Dexterity , the single most important skill in the game. AP's are good. Earth gives you strength , usually a must for any meleer. Air gives you con.. more hps are never bad .. but most meleers are lucky to have 8 int for the two mentioned above , and if they have a third slot , they'll use Shield of Protection , not this. Water gives you a spell to use during non-combat situations , so it doesn't really stress the spell slots. 4 points in Beauty+5 Magic Aptitude for one cp = Bargain Constitution is hardly ever useless , but particularly when WP and STR get similar bonuses to hp/ft , its hard to make a case for it. Damn we need a "worst stat" thread. I'm starting to get confused.