Intuition, Agility, Strength, Courage are the primary attributes to boost basic Attack / Parry values. Dexterity contributes to missiles and thrown ATT/PA only. I don't remember what is the ratio with which they contribute to the final score, but I think that CO and STR count the most, AGI a little less, and INT is the least important. ALTHOUGH, the AGI and INT is used in many, many checks and contributes to many other stuff. So, you could say, those are also important.Dude how do you build a Warrior? I pumped a bit in 2H sword, sword, missle weapon, physical control, self control
I still got some remaining attempts. Whats useful?
Actually I think Swords cost me like 10 attempts and is still on lvl 6 the son of a bitch skill
Anyway, ATT/PA are the warriors' daily bread. First and foremost, do whatever you can to increase those for them.
Fyi, I'd specialize only in one one-handed weapon category at first (whatever one you wish, although swords are usually the least tricky). Two-handed weaponry is quite unwieldy for the beginning, they impose heavy debuffs. If you feel like you must pick them, it's your game, but if I were you, I'd start to rise those only after some time in the game, when you can afford some malus to ATT/PA.
Then, of course, PHY / SE Control you yourself picked are very wise choices—Warrior will get hurt a lot, and the less wounds they acquire the better. I believe there are also some story-related checks for these talents.
Put the rest into HP, and if there's something left, pick whatever you fancy from the "Body" category.
I think that that one was the possibility to have more attempts at increasing the value of a talent / spell at the expense of your max Spell Points.Yes thanks. What is "convert increase attempts" on my mage?
Well right after I clicked "no" on "convert increase attempts", a new window opened asking me "convert 10 attempts on magic skills to astral points?". How the fuck do I know I didn't even start my adventure yet or look at the skill sheet man.Yes thanks. What is "convert increase attempts" on my mage?
I'd advise against it. Spell Points are hard to come by, experiences are not.
1. Less attempts to acquire more spells—or more powerful version of spells—and instead have more Astral Points. ----> I'd also say no that. Especially for first playthrough.Well right after I clicked "no" on "convert increase attempts", a new window opened asking me "convert 10 attempts on magic skills to astral points?". How the fuck do I know I didn't even start my adventure yet or look at the skill sheet man.Yes thanks. What is "convert increase attempts" on my mage?
I'd advise against it. Spell Points are hard to come by, experiences are not.
Also what would be a good spell school to focus on?
Thanks man. Really good stuff.1. Less attempts to acquire more spells—or more powerful version of spells—and instead have more Astral Points. ----> I'd also say no that. Especially for first playthrough.Well right after I clicked "no" on "convert increase attempts", a new window opened asking me "convert 10 attempts on magic skills to astral points?". How the fuck do I know I didn't even start my adventure yet or look at the skill sheet man.Yes thanks. What is "convert increase attempts" on my mage?
I'd advise against it. Spell Points are hard to come by, experiences are not.
Also what would be a good spell school to focus on?
2. For Magicians: definitely Combat. Other must-have schools are are Healing (self-translating) and Movement (will save you a lot of pain during some adventure situations). Also don't forget you can have other spell-casters in your party, so don't spread your talents too thin. Specialize in only a few spells per character at first, then you'll see what's what.
On Clairvoyance and Transmutation: The former can provide some additional info about objects, creatures, situations, NPC's thoughts etc.—that's good because the game is kind of untoward with information in general—as you yourself have already seen during the character creation :D The latter has got some nice buffs, if you are into this sort of thing.
Other than that, I think it's purely optional. You could even go without Combat magic, and have, idk, a Skeletons and Demons summoning Dark-Wizard-Lord :D but I've always felt more inclined towards naturally damaging Wizards (sorry, Magicians here), so I've never tried other schools all that much.
Last but not least, Blade of Destiny is one of those games in which you can brick progress. It's rare, but it can happen. So, save into different files. I hope it's not much of a spoiler if I tell you that one of those moments can come if you don't have Melt the Solid or Freeze the Soft spells from the Transmutation school upgraded to at least few levels. Sorry, I don't remember which one was it in particular.
The lower the better. I found out that unless you have a high score (6 and more), you won't trigger that phobia much. However, when you do, your characters may, for example, decline some action such as digging a grave because of high Superstition, or spring a trap of a chest you wanted to disarm first (high Avarice), because they just couldn't have helped themselves to not snatch whatever is inside, only for themselves, real quick :DAnd how important are the phobias? I just rolled a pretty nice warrior. Sick stats but not so good on the phonia side. Would it be good now to reduce some dump stats to get the phobias down or is that a bad trade?
Yeah, it's kind of all over the place. But those are two different categories.I don't really understand if it makes sense to level up swords and edged type weapons or if I should stick to swords. I guess it will only pull from one stat
Great choice! I can see that you've did your homework. Btw—Foramen and Transversalis! Oh, man, what a nostalgia. I instantly heard the sound effects in my mind's voice. Even after those 30 odd years.Okay, after reading up a lot about the usefulness of spells, here's my spell list:
break domination
acceleraturs
foramen
transversalis
duplication
lightning
fulminictus
ingifacus
terror power
paralyze
magic armor
balm
I tried to keep a balance, between damaging spells, utility, cc, buffs and healing. Hope this list might help other rolling their first mage.
I also ended up converting 10 spell skill points into "not-mana" as these spells were already enough to keep an overview of for a first run.
Happy with this guy. At this speed I might be able to play the first dungeon by the evening