I just can't leave the game alone now... :lol Which means I'll probably go through the game a third time. My setup will be mainly the same: DK as bow-wielding support-guy with most of his skills tied up in Alchemy, Pickpocket and the like. My hero a melee-mage.

(Annoying part here is that my DK only realizes he is to attack something if I at least try to poke it with my weapon first. An attack with my spells doesn't seem to count... :/)

I just figured out that a Yit Umn is better than five points in Con but five points in Int (or I suppose a Yit Koor) are better than a Yit Iceri.
(I tested this with the low-level chars I just started - but I assume this won't change lateron.)

So I intend to just use enough points elsewhere than in Int to stay alive for the first two acts - and go "shopping" for items with nice mods and lots of charm-slots in A3 and A4. (Which I'll use for Yit Umn, Joph, Zand, Ydra and Koor.)

Now my questions:
1) How high do you think I'll need my other stats (both before and after equipment boost) to have the best effects? (By that I mean: highest amount of mana possible while still able to stay alive and kill things without spells.)

2) Does the game make any difference between stats raised by equipment and stats raised by levelling?

3) What is speed good for? It seems to raise only initiative and evasion - which also get raised by agility and survival. The latter two seem to raise both init and ev more. And also do a lot of other things besides... Do you raise speed? And what for?

4) What is the fastest one-handed weapon? In my last game I used a small shadow axe and I noticed that (before I raised my survival to about 80) usually by the time I actually started my attack my DK had already killed everything in sight.

That's all I can think off for now - but I'm sure a dozen more will come to my mind lateron. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Last edited by LiraLindriel; 02/08/04 09:29 AM.

Lira Lindriel - Magic is real (unless defined integer.)