» Tue May 17, 2011 12:58 pm
Here's my standard character layout:
Primary skills
Destruction
Restoration
Critical Strike
Major skills
Mysticism
Thaumaturgy
Weapon
Minor skills
Alteration
anything else that looks fun x 5 (Rythe has some great suggestions, although I'm not exactly sure that medical affects mana regeneration)
If you choose to play a High Elf you can select "Critical Weakness to Paralysis" as a disadvantage with no consequences, since your race is constitutionally immune to paralysis. If you're playing a mage, you might want to ban Plate and Chain as armor types. Banning silver as a material has for some reason a very large effect on the difficulty dagger with very little in the way of in-game consequences, since silver is rare and even elven is a better material. I often ban mithril as well because it's redundant and you can find ebony and orcish very shortly after it becomes available.
If you select Rapid Healing (recommended) or Spell Absorption (highly recommended), take them "in darkness." "In darkness" = inside as well as "at night". Your character will do virtually all his/her adventuring underground, and you almost never need these abilities when you're wandering about town during the day.
There's a glitch in the chargen screen that's a bit of an exploit, but I'll let that be for now. Ask if you're curious.
Rio:
Hand to hand works great in this game and can really be used. You can also kick and, if you jump and then kick, you can even execute flying leap kicks, which are like, totally sweet! It does regular damage, not fatigue damage, and you can strike any creature regardless of their resistances. As your skill in hand-to-hand increases, you can deal out damage easily equivalent to weapons at the same level. In addition, and this a very nice trick, you can in fact go around with a bow in one hand, and simply shift from hand to hand as needed, thus eliminated the wait time which usually accompanies weapon-switching.
P.S: Alway remember: Ninjas are mammals.