Natural Indirect Advancement
Posted: Sun Mar 09, 2008 8:04 pm
'Ello. My name is Matt.
I love this game. Especially the new Shivering Isles expansion. The characters are interesting, engaging, the spell-system curiously fun to play with, and ... I like it. I really do. However, here is my problem. I really hate the scaled leveling. So, rather than moan about it, I intend to take advantage of the wonderful console, do something about it, and simply throw myself into a higher level so that I can experience some of the richness of the world rather than do all these things at such horribly low levels, and wasting hours and hours (more than I might have to, anyway) of my life doing this on the game level than on the editor level.{1*}
Anyhow. For the sake of easy numbers and being less time consuming, we will work with fully efficient leveling practices, starting the game at Level 10, with natural and legitimate values, and being a Magic spec'd character. Primary stats being Willpower & Intelligence, with an ancillary focus on Agility and Speed. Major skills will be Destruction, Marksmanship, Block, Restoration, Mercantile, Armorer, and Hand To Hand. This will obviously be a custom class. I'll call it Catalyseur. The Majors are chosen to provide semi-realism, with moderate, partially controllable leveling speed for the character.
In actuality, the character will be doing most of combat in light armor, with ranged attacks (spells and arrows).
I want to do all this with the console, ideally coming just out of the sewers. I'll use 'advskill' for all the skills, and 'advlevel' for leveling up. What I need, is for someone to help me figure out the best way to do all this, either: A.) Creating a diary for each levelup, hitting a goal of x skill for y stat for z level. Or B.) Advancing directly to Lv. 10, then setting attributes and skill levels that are efficiently but naturally reasonable for that level.
Class: Custom - 'Catalyseur'.
Level Practices: "Efficient".
Specialisation: Magic.
Primary Stats: Willpower, Intelligence.
Secondary Stats: Agility, Speed.
Major Skills: Armorer - Block - Destruction
- Hand-to-Hand - Marksman - Mercantile - Restoration
Target Health/Magicka/Fatigue: Natural for level.
As an aside: {1} For example, I was watching my friend play, and he had attained madGod status playing as a mild purist by level -eight-. By mild purist (my definiton, no one else's) is that he advanced his character entirely legally, by playing as an adventurer, not 'training' skills, merely advancing them through applied game play, and the 'mild' appendage to that being that he went straight from the Sewers to the Isles. To achieve godhood at a level under two digits to me, is, ridiculous.
I love this game. Especially the new Shivering Isles expansion. The characters are interesting, engaging, the spell-system curiously fun to play with, and ... I like it. I really do. However, here is my problem. I really hate the scaled leveling. So, rather than moan about it, I intend to take advantage of the wonderful console, do something about it, and simply throw myself into a higher level so that I can experience some of the richness of the world rather than do all these things at such horribly low levels, and wasting hours and hours (more than I might have to, anyway) of my life doing this on the game level than on the editor level.{1*}
Anyhow. For the sake of easy numbers and being less time consuming, we will work with fully efficient leveling practices, starting the game at Level 10, with natural and legitimate values, and being a Magic spec'd character. Primary stats being Willpower & Intelligence, with an ancillary focus on Agility and Speed. Major skills will be Destruction, Marksmanship, Block, Restoration, Mercantile, Armorer, and Hand To Hand. This will obviously be a custom class. I'll call it Catalyseur. The Majors are chosen to provide semi-realism, with moderate, partially controllable leveling speed for the character.
In actuality, the character will be doing most of combat in light armor, with ranged attacks (spells and arrows).
I want to do all this with the console, ideally coming just out of the sewers. I'll use 'advskill' for all the skills, and 'advlevel' for leveling up. What I need, is for someone to help me figure out the best way to do all this, either: A.) Creating a diary for each levelup, hitting a goal of x skill for y stat for z level. Or B.) Advancing directly to Lv. 10, then setting attributes and skill levels that are efficiently but naturally reasonable for that level.
I love this game. I do. But I get WAY too wrapped up trying to make my character be All That [He] Can Be. Help me out, so I can enjoy this game as I meant me to enjoy it; As an RPG, with real roleplaying, rather than a character builder. If my personality let me play it any other way, I would, but I can't, it feels dirty, weak.
Target Level: 10.Class: Custom - 'Catalyseur'.
Level Practices: "Efficient".
Specialisation: Magic.
Primary Stats: Willpower, Intelligence.
Secondary Stats: Agility, Speed.
Major Skills: Armorer - Block - Destruction
- Hand-to-Hand - Marksman - Mercantile - Restoration
Target Health/Magicka/Fatigue: Natural for level.
In the end, I want to wormhole all the meticulousness of leveling, while having the end-result of editing be a natural, viable, reasonable, and legitimate character for his level.
Thankyou, for your time, wisdom, and care in explanations and posting. It's highly appreciated, always.
~Matt.-
--AzureSkyy
~Matt.-
--AzureSkyy
As an aside: {1} For example, I was watching my friend play, and he had attained madGod status playing as a mild purist by level -eight-. By mild purist (my definiton, no one else's) is that he advanced his character entirely legally, by playing as an adventurer, not 'training' skills, merely advancing them through applied game play, and the 'mild' appendage to that being that he went straight from the Sewers to the Isles. To achieve godhood at a level under two digits to me, is, ridiculous.