This Is Your Life!
The first
part of any CRPG is making your character(s). This is an important
step often overlooked by new players as they rush to get into the action.
Later, these players feel the heat as their carelessly created charaters
can't stand up to the test of combat.
Luckily
for the uninitiated, the designer (Tom Proudfoot) created a few pregenerated
parties of well balanced characters that can endure the test of time.
Most of us, however, will want to make our own party at some point.
To that end, I will impart some of the wisdom (Sa-Ya-Em? : )
) that I have gained over the course of play in regards to character creation
and party composition. Your mileage may vary, and I'm sure there
are other ways to put together a good party, but here I'm going to show
you what I have learned.
The
Races
Orks (sometimes spelled "O-R-C", but I prefer "O-R-K",
so there ya' go : ) ): Orks are the basic race in Natuk,
and have no racial modifiers. They can be of any class, and have
no penalties to atributes or quirky behavior (other than hiting each other
now and then). An Ork can fill any role in the party and fill it
well. In fact, a party composed entirely of Orks is perfectly capable
of surviving - and thriving - in Natuk.
Orks are the only folks who can be Witchdoctors, Scouts, and Assassins,
so you are bound to have some Orks in the group, as having Witchdoctors
and Shamen is pretty much a necessity (although I'd like to hear any tales
from people who've powered through without magickal aid).
Ogres: Ogres are a bit tougher and stronger than Orks, but are a
bit less intelligent as well. They can only become Warriors and Shamen,
but they have a particular racial quirk that makes them unsuitable as the
latter. You see, Ogres have the nasty habit of going berzerk in combat.
This makes them completely innefective as a spell-casting character (they
cannot cast spells while berzerk). The higher strength of Ogres might
seem appealing for a Shaman character, but the Ogre's bloodlust will surface
at the most inopportune times to really mess with your plans. Couple
this with the fact that your Shamen will often have crappy weapons or none
at all (most often you will end up equipping them with staves that add
to their Prayer skill), and the berzerker becomes more of a liability than
an asset.
As Warriors, on the other hand, Ogres are pretty darn good. Their
berzerking nature surfaces more often when in the thick of things, it seems,
and so it's not really that much of a pain. It can still be bothersome
not being able to control your warrior (while berzerk, the Ogre will go
for the nearest opponent), but he usually occupies enough of the enemy
that he makes up for his erratic nature.
Half-Trolls: Now these bad boys are all warrior - big, tough, regenerating
idiots! Half-Trolls are a nasty lot, and can only be warriors,
being far too stupid to comprehend anything else. Equip these fellas
with polearms or two handed weapons and watch them kick an unholy ammount
of arse! Their regeneration is especially spiffy, sometimes saving
their lives, but most often saving you time and spells as they regenerate
while your Witchdoctors and Shamen are recovering strength (resting).
There are a few drawbacks to Half-Trolls, though. First, they are
often unneffected by potions. The digestive systems of a Half-Troll
will cancel out about half of the potions before they take effect, thereby
rendering them useless. Second, the low starting intelligence of
Half-Trolls means that they will not earn as many experience points as
the other party members. To cancel this out, simply put all of their
points into one skill (a combat skill, of course), and let them
kick ass with that skill and that skill only. Don't bother wasting
points to get them as smart as the others, or having them specialize in
other skills - Half-Trolls aren't up to the task. Just give them
a two handed axe and let 'em rip.
The
Classes
Warrior: The basic unit of your party, the warrior should take up
at least three of your character slots. The sheer number of enemies
will overwhelm a lesser number of warriors, so stay safe and have at least
three. Warriors have a good set of skills, specializing, of course,
in combat. Invest heavily in one combat skill, and leave the others
alone, unless you want to take a shield (a darn good idea). You will
be able to find good copies of any weapon in the game, and there are ways
to improve the weapons you have, so don't go wasting points making your
character a jack-of-all-trades type in regards to weapons - pick one or
two and stick with them.
Warriors also have a few good non-combat skills like Repair. Repair
is a nice skill that at least one of your Warriors should have at the 100+
skill level after a short while. Items break, and you must
have a way to repair them.
Scout: Scouts are nice, but I prefer Assassins. Scouts are
great for stealing things, and are also good at Tracking, Haggling, and
other skills that most of the other classes must pay at least double the
Scouts cost to advance. Although I prefer the Assassin because I
gravitate more towards combat readiness, the Scout can be made combat "passable"
and preform some other useful tasks for the party.
Assassin: Assassins are my character class
of choice for that fourth slot. I usually choose the axe as the Assassins
weapon of choice and use stealth to get him into the rear ranks of any
enemy. Then I go for spellcasters and enemies with missile weapons.
It's amazing the amount of damage your little Assassin can do with an axe
when he backstabs (backhacks?) someone. Backstabbing also means your
skill needn't be as high - you can rely on the +20% modifier for a while
until your Stealing skill is where you want it to be, then pump
experience points into a weapon skill. Don't neglect Steal, though,
because you'll need it. Get Hide to a 100+ skill level, then switch
points to Steal. You'll usually find a few items that help with stealth
or stealing along the way. Give these items to the Assassin.
A great tactic for the Assassin is to move him out a number of squares
equal to one less than his total movement, and then make him Hide.
Next turn, make him Guard, and watch as he backstabs every passing opponent
: ). Watch how you place him, though, because if someone tries to
go through him, his position will be revealed and many irate opponents
will start hacking at him. I usually opt to run him along the side
rather than the middle when I employ this tactic, as it allows me to carry
forward into the previously mentioned tactic of taking out the enemy spellcasters
and missile users.
Witchdoctor: A valuable asset to any party, make sure your Witchdoctor
has a nice high Strength score so he can cast lots of spells. Intelligence
is also a prime requisite here, as you want a high starting skill in Magick.
Put almost all of your points into Magick until you can cast Rahk-El-Xa
50% of the time, then put some points into Alchemy, or Scribing and Literacy.
Protect your Witchdoctor at all times. They are useless in normal
combat, and can't cast spells too well when there are enemies adjacent
to them. Keep enemies at bay with your fighters, and use some spells
like weapon enchantments and Haste to pump up your fighter's abilities.
After a round or two of casting enchantments, then go for the more
offensive spells. In the early game when these spells aren't available,
just go for Rahk-Im-Xa as the enemies aren't tough enough to warrant any
meaner spells.
I prefer to have two Witchdoctors in my group.
Shaman: Like the Witchdoctor, the Shaman has a very specific role.
The Shaman is the healer and protector of the group. I usually have
two Shamen in my group. This allows my fighters to take an increadible
ammount of punishment. Armor spells and Protection spells can make
any warrior into a killing machine. Combined with the aid of two
Witchdoctors, your warriors can take down nearly anything in their path.
Shamen usually have a half-decent warrior skill, but I'd rather have my
Shamen casting spells than engaging the enemy in hand-to-hand combat.
Protect them with the warriors the way you would your Witchdoctors - allowing
your Shamen to cast spells is important.
Don't
neglect the Chant skill, either. A good solid Chanting skill can
increase your parties rolls by +20 on average, with the possibility of
pumping them all up +49! Not bad for a basic skill.
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