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-   -   Character advice (http://www.ironworksforum.com/forum/showthread.php?t=62220)

Krull 06-01-2002 09:17 AM

Just got this game yesterday and am going with the pre-set Knight class as I like playing (almost) pure fighters.

Anyway, could you let me know if the following is feasible?

Name: Kane
Class: Mercenary
Race: Redguard
Birth sign: The Warrior*

Major:
Long Blade
Block
Medium Armour*
Armourer
Restoration*

Minor:
Blunt Weapon*
Speechcraft
Security
Mercantile*
Alchemy*

Those with an asterisk I'm unsure of as follows:

Birth sign: Warrior OK? I was also leaning towards The Lady because of boost in stats.

Medium armour? or should I go for heavy armour?

Restoration: so I could have some healing spells. But could a fighter have the stats to do good healing as this is governed by WIL?

Blunt Weapon: Do I need a second weapon skill? For roleplaying reasons, if I'm a fighter shouldn't I be skilled in all weapons/

Mercantile: I read from some posts that this isn't wortwhile. Is that correct? Also this needs the PER stat which a redguard would have to work on?

Alchemy: This is governed by INT. Can a fighter use this to make up for lack of magic?

Thanks in advance for any help.

[wcip]Angel 06-01-2002 01:38 PM

I don't think it makes much difference. By level 10, any melee fighter is an unbeatable tank.. go for a ranger or a magic-user if you want a challenge.

flibulzbuth 06-01-2002 07:30 PM

My 2 cents:

As angel said, melee characters make the game very easy, check this thread:
http://www.ironworksforum.com/ubb/no...;f=20;t=000295

But if you want to make him even more powerful, i'd say drop blunt, medium armor and mercantile.

Blunt: it might be cool for diversity. It's one of my major, but i've only used long blades. Concentrating on one weapon skill make it level faster.

medium armor: useless if you go for heavy armor. You will find heavy armors soon enough. Might be good if you don't raise your strenght, which will obviously not be your case.

Mercantile: useless for everyone. There is so much to loot and merchants don't carry a lot of gold.

My advice:

If you don't want to use too much magic, i'd choose acrobatics and athletics as minors. They already go up quite fast, but a boost in these really help exploring and traveling long distances.

Mysticism: teleport! need i say more?

Rolandthemad 06-01-2002 09:55 PM

I always wanted to make a pure fighter character like that but I was unsure. If you were going to make a pure fighter, wouldn`t the atronach be a good choice for a sign? It has the spell absorbtion and whatnot...

vesselle 06-01-2002 10:20 PM

~~rolandthemad~~

great point! i did that with my newly created Nord (still topless! lol! i know i'm worse than my brothers!) because of the fact she can't keep her armor on. :D her huge hammer takes care of any upclose adversary and the spell absorption really helps a lot against those cowards who hide in the shadows flinging spells at her.

so far, she's doing great! we'll see how it holds up as she goes along and gets further into the game. :D

V***V

[img]graemlins/chaos.gif[/img]

Rolandthemad 06-02-2002 12:51 AM

I`ve had such a hard time making a character to stick with. I`ve finally decided to just make three and alternate them. I have a wood elf theif, breton caster, and an orc pure fighter with the atronach sign. Now as long as I don`t accidently delete a save which I`m fond of doing. [img]smile.gif[/img]

dwarf4hire 06-02-2002 07:38 AM

As just about everyone before me said, It doesn't really matter too much for fighters. You might want to think about what guilds you're planning on joining. When you know that, find out what skills they require and make sure you've got at least one of those in major and two in your minor skills...It won't matter how many jobs you complete for a guild, if you don't have the skills they're looking for, you won't raise in their ranks.
I'm in The Redoran Houshold, Mages Guild, Fighters guild, Blades, and the Imperial Guard with a default Dark Elf Knight character under the sign of the Steed and the only guild I'm going to have trouble raising in is the Mages guild.

[ 06-02-2002, 08:02 AM: Message edited by: dwarf4hire ]


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