Powergaming TNO (minor spoilers)
Posted: Tue Nov 18, 2008 3:47 pm
Before we even get started, I know that powergaming is not needed in any RPG to have a great time, probably even moreso in PS:T.
Anyway, I got to thinking, what would be the most powerful NO somebody could create? What would his starting stats be? What classes would he choose?
Well, the simple part is the classes, early on anyway (mainly for a very solid Hit Point base).
There's no reason not to go to level 6 as a Fighter. After that, you should obviously choose level 7 in the class you'd like to concentrate on, and then switch back to Fighter until level 9. Level 10 should be in the Thief class. After that, you're pretty safe sticking with the class you'd like to concentrate on for the remainder of the game. If you're really into an extra 1/2 attack per round, go to level 13 as a Fighter. Just make sure you take level 12 in your chosen profession, since this is the second "power-up."
On to the statistics:
It's great to have a 18 Strength, so that when it gets boosted by an item or certain circumstances in the game, it can jump to 19 STR, skipping over those annoying percentile STR points. This is just a point-saving thing though: if you don't plan on whacking things with a weapon, STR isn't worth too much.
Dexterity pretty much loses it's appeal after 18, so I'd personally aim for that to be the end point. I've noticed a 13 DEX helping quite a bit early on for some minor XP bonuses.
Constitution is very tricky: The extra HP and faster regeneration rate make a high CON very appealing, but dying in this game is only an annoyance, since you always get back up! It's a very good idea to start with a 14 CON though. You start the game with 10 more HP than you would with a 9 CON. And this little bonus is not granted if you boost your CON to 14 later.
Intelligence is a great stat. It helps in quite a few conversations. If you want to be a Mage, you really need to aim for a 19 INT, since you won't be limited by the number of spells you can scribe in your book. On the other hand, you have a long way to go before ever worrying about that, so it can still start off fairly low.
With stats, Wisdom rules. There's no reason for both the powergamer and the guy looking to get the most story out of this game to not start with an 18 WIS. This stat adds to XP, meaning you go up in levels faster. And leveling up faster means more stats! It also means the most recovered memories, so there's more story that way as well as more XP. Minor spoiler: If you don't plan on playing (primarily) a Mage, boost this by 1 at your first level-up. If you are playing a Mage, you don't need to worry. I say this because there's a great item available late in the game that grants a +2 to CHA at the cost of -1 to WIS. You get +7 WIS through the game, so a starting 18 will lead to 25.
Charisma. I like CHA, a lot. It's probably the second most important stat. It opens up a lot of conversation options (very important in quite a few places), and lowers prices in all the shops (which means more stat boosting tattoos earlier!).
Alignment: From what I can tell, you get a lot more in this game from playing a Lawful Good type. You get some better items, and you get better stat bumps (from both items and conversations).
Class choice: Personally, I'd concentrate either on Fighter or Mage. Mage is probably a bit more powerful, and you'll almost definitely get more out of the story (since you'll be looking for a higher INT). Fighters will just kick serious butt in combat. They get the most fun weapons to play with. It's almost universally accepted (at least from all I've read, as well as personal experience) that Thieves aren't all that great. BTW, one of the best, and definitely the most versatile stat boosting item in the game requires 12 levels of Mage.
Faction choices: If you're concentrating on Mage, I'd suggest joining the Dustmen first, then the Godsmen, and finally the Sensates. Sensates have a neat little bonus that allows them to give 1-10 HP of their own to heal a party member once a day. Since TNO regenerates, it's like having an extra Cure Light Wounds spell handy.
If you're going with a Fighter build, I'd suggest going with the Dustmen, then the Sensates, and finally the Godsmen. The only reason for this is that the Godsmen have some really awesome weapons available fairly early in the game, and only Godsmen can use them.
Well, that's about it for now. I'd love to get some feedback, and if anybody has a list of the stats needed for the highest stat checks in the game we can pretty much wrap this baby up!
Anyway, I got to thinking, what would be the most powerful NO somebody could create? What would his starting stats be? What classes would he choose?
Well, the simple part is the classes, early on anyway (mainly for a very solid Hit Point base).
There's no reason not to go to level 6 as a Fighter. After that, you should obviously choose level 7 in the class you'd like to concentrate on, and then switch back to Fighter until level 9. Level 10 should be in the Thief class. After that, you're pretty safe sticking with the class you'd like to concentrate on for the remainder of the game. If you're really into an extra 1/2 attack per round, go to level 13 as a Fighter. Just make sure you take level 12 in your chosen profession, since this is the second "power-up."
On to the statistics:
It's great to have a 18 Strength, so that when it gets boosted by an item or certain circumstances in the game, it can jump to 19 STR, skipping over those annoying percentile STR points. This is just a point-saving thing though: if you don't plan on whacking things with a weapon, STR isn't worth too much.
Dexterity pretty much loses it's appeal after 18, so I'd personally aim for that to be the end point. I've noticed a 13 DEX helping quite a bit early on for some minor XP bonuses.
Constitution is very tricky: The extra HP and faster regeneration rate make a high CON very appealing, but dying in this game is only an annoyance, since you always get back up! It's a very good idea to start with a 14 CON though. You start the game with 10 more HP than you would with a 9 CON. And this little bonus is not granted if you boost your CON to 14 later.
Intelligence is a great stat. It helps in quite a few conversations. If you want to be a Mage, you really need to aim for a 19 INT, since you won't be limited by the number of spells you can scribe in your book. On the other hand, you have a long way to go before ever worrying about that, so it can still start off fairly low.
With stats, Wisdom rules. There's no reason for both the powergamer and the guy looking to get the most story out of this game to not start with an 18 WIS. This stat adds to XP, meaning you go up in levels faster. And leveling up faster means more stats! It also means the most recovered memories, so there's more story that way as well as more XP. Minor spoiler: If you don't plan on playing (primarily) a Mage, boost this by 1 at your first level-up. If you are playing a Mage, you don't need to worry. I say this because there's a great item available late in the game that grants a +2 to CHA at the cost of -1 to WIS. You get +7 WIS through the game, so a starting 18 will lead to 25.
Charisma. I like CHA, a lot. It's probably the second most important stat. It opens up a lot of conversation options (very important in quite a few places), and lowers prices in all the shops (which means more stat boosting tattoos earlier!).
Alignment: From what I can tell, you get a lot more in this game from playing a Lawful Good type. You get some better items, and you get better stat bumps (from both items and conversations).
Class choice: Personally, I'd concentrate either on Fighter or Mage. Mage is probably a bit more powerful, and you'll almost definitely get more out of the story (since you'll be looking for a higher INT). Fighters will just kick serious butt in combat. They get the most fun weapons to play with. It's almost universally accepted (at least from all I've read, as well as personal experience) that Thieves aren't all that great. BTW, one of the best, and definitely the most versatile stat boosting item in the game requires 12 levels of Mage.
Faction choices: If you're concentrating on Mage, I'd suggest joining the Dustmen first, then the Godsmen, and finally the Sensates. Sensates have a neat little bonus that allows them to give 1-10 HP of their own to heal a party member once a day. Since TNO regenerates, it's like having an extra Cure Light Wounds spell handy.
If you're going with a Fighter build, I'd suggest going with the Dustmen, then the Sensates, and finally the Godsmen. The only reason for this is that the Godsmen have some really awesome weapons available fairly early in the game, and only Godsmen can use them.
Well, that's about it for now. I'd love to get some feedback, and if anybody has a list of the stats needed for the highest stat checks in the game we can pretty much wrap this baby up!