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Weapon Slots

Posted: Thu Aug 03, 2006 2:48 pm
by davfrahen
I`m thinking of going around again with a Berserker/Cleric and I`m not sure which weapon slots to choose. I don`t want to choose something that I wont be able to use when I dual to a cleric.
Also, at what level should I dual and what starting stats should I aim for and how should I distribute them?
Advice would be appreciated.

Posted: Thu Aug 03, 2006 4:00 pm
by Silvanerian
a little help...

1. Weapons to choose: When you dual to cleric, you'll only be allowed to use weapons the cleric can use: Everything blunt. (warhammers, clubs, flails, staffs etc - only missile weapons: sling)
If you want very powerful weapons: Flails and/or warhammers.
Alternatively Maces/quaterstaves.

2. When to dual: If you only have SoA, the lowest should be level 7 (for an extra ½ attack per round). Personally I'd go for level 9 as a minimum for the HP - you won't be missing the little XP it requires.
The next "critical point" is level 13 for the second and last ½ attack per round. If you have ToB, I suggest level 13.
Whatever level you decide on, remember to grandmaster in the weapon of your choice + specialize in the weapon technique of your choice as well (dual wield, sword&shield(applies to all 1handed melee weapons), as these options will not be available to you when you've dualed.

Note that the level to dual also depends alot on the party you have with you. If you have a 6 character party with regular fighters in, you won't be feeling much effect of waiting until level 13 to dual - level 9 is fine. Also, the more characters in your party, the slower it'll take you to regain your fighter abilities.

3. Starting stats: Str/dex/con benefits all, but especially frontliners, which I assume your character will be. Strength can be boosted by a belt, Dexterity by a pair of gloves, Constitution by potions (though the effect is only limited - there is also a belt that gives the same effect as the potion - but also for a limited amount of time).
As a cleric, wisdom grants you more spells, though the maximum, 18, gives you "only" extra level 1-4 spells. Later in the game, the spells of these levels effects do not warrant their casting time, however, notice armour of faith (level 1) and holy blight (level 3). Both are good combat spells throughout most of the game.
So, if you want a "medium" stat character, I'd suggest you boost Constitution and Wisdom, and if you have ToB, Dexterity (as there is a nice pair of combat gloves in Watcher's Keep).
Remember that you need 15 is Strength and 17 in Wisdom to dual class your character, so if you don't have enough to boost both dexterity and constitution, I suggest constitution.
Lastly: remember that intelligence is good to have at above 10, as you'll then be able to survive 2 hits from a special type of creature in the game - besides, your character is not a drooling idiot, is he? ; )
Charisma is mostly only good for shopping, but personally I usually never play a character with below 9 in any stat.
For regular play, I suggest:
15 str
10 dex
16 con
11 int
17 wis
10 cha

For powerplay, I suggest as above with 18 dex.

Posted: Thu Aug 03, 2006 4:11 pm
by davfrahen
Many thanks for that. That`s a great help.

Posted: Thu Aug 03, 2006 4:49 pm
by Pellinore
Me, I would minimize CHA to 3. Cha is not that important with a certain item available early on...unless you want to role play rather than min/max. Max out WIS and DEX.

STR:17
DEX:18
CON:16
INT: 10
WIS:18
CHA:9
This gives you 88 points. I get a 90+ quite often.