

If you go for Dexterity, then light armor will allow you to fire off your weapon more quickly, and continue contributing from a distance, although the slow rate of fire on your weapon will still be an issue. In terms of equipment, taking heavy armor or light armor is a personal choice, and depends what you use the rest of your stat points for. Taking intellect as a secondary attribute means that your Blindness/Hobbling attack will last for much longer, allowing you and your colleagues to continue targeting this enemy until they are dead. Taking a few points in stealth allows you to see who you are up against and maximize the usefulness of you "big hit". Maxing out your Might stat allows your 1 hit to really ruin a key enemy's day before they even know you are there. This build works on the principle of dealing out the highest amount of damage possible with a single hit at the start of a fight.īest races: Aumaua (might bonus), Wood Elf (Ranged attack bonues), Boreal Dwarf (might bonus and racial damage bonus). Let's start with my favourite - the Rogue. It cannot possibly be exhaustive, but it should at least be interesting (hopefully!).

This blog post is going to look at some build types that you may not have considered previously. I won't bore you with a review - if you are reading this, then you will have already figured out that one of the aspects that sets this game apart from other RPG's is the fact that you can build a massive variety of different characters, even within one class, thanks to the cleverly designed weapon system, character attribute scores, and defense mechanics. Sustaining damage while Maimed permanently kills the character.I am going to kick this blog off with a look at a "kickstarted" game that I have been looking forward to for a long time, which was finally released last week: "Pillars of Eternity". When a character loses all of their health, they will be knocked unconscious and receive a Maimed status effect. Health loss occurs at the same time as Endurance loss, but a character has a larger pool of Health than Endurance. It is important for players to take note of how much Health their party members have before venturing forth or deciding when to rest. Health is replenished by resting, either at an inn or out in the wilderness. Health does not regenerate on its own and is much more difficult to recover than Endurance. Health represents long-term injury or how much damage a character can sustain before they are Maimed or die permanently. If not, they are out of the fight until combat is over.

Fortunately, there are abilities that allow unconscious characters to be revived during combat. Unconscious characters cannot move or take any actions. Characters with already low Health (more on this later) can die if they run out of Endurance. If a character loses all of their Endurance during a battle, they will be knocked unconscious. The damage that a character takes applies to Endurance. Endurance is replenished through an assortment of means, including healing spells, class abilities, and items such as healing potions. Endurance is your resistance to short-term injury, or how much damage a character can withstand before they are knocked unconscious in battle.
