
On that same note Res scrolls are actually pretty cheap, so I buy them whenever a vendor has them, and I make sure every character has at least 2-3 on them at all times.įor warriors that use Strength based gear, try to make sure your Strength attribute is higher than the minimum required for some weapons/gear.

It gets really annoying when you try to bring someone back and right away someone 1 shots that last 20% before you get a chance to heal them. When you get the chance I recommend at least 1 point in Bodybuilding for everyone because it will unlock access for buying the talent "Morning Person" which allows you to use resurrect scrolls on people and they come back with 100% health rather than 20%. Do it this way because trying to keep track of those sets if they are all jumbled with the rest of your inventory it can make trying to sell old gear a pain as you would constantly be making sure you aren't accidentally selling those gear sets. When you want to do some crafting you just open the container and choose to equip the items from within the container and it will swap your gear out. I recommend not putting too many points into things like Pickpocketing, Blacksmithing, or Crafting, and instead focus on getting a set of gear with bonuses and storing those sets in bags/containers in your inventory. So I have at least one spell/scroll on each person so they can summon something if I need fodder for the enemy to attack instead of me. You can just pull them to you, even place them in an element around you that you have created that they are weak to.Įach person can only have one active summon at a time. Rank 1 also lets you get the spell Teleport, which can be handly for melee in a fight if a ranged guy is too far to run to and you are waiting for Ram or Thunder Jump to get off CD. And Int only really affects the chance to stun and has no effect on you succeding and moving into position.

It can help to get Aerothurge rank 1 on your melee so that they can use Thunder Jump to close the gap between them and enemies, which is helpful because heavier armors can make regular moving cost a lot of AP but the spells are a straight cost to use regardless of distance traveled (but they do have a max range). The other is my witch, so naturally high Int. One of them is my Paladin type knight, so they are balanced in Str and Int with Con being a tertiary attribute. I currently like having two characters with Hydrosophist for healing. The last thing you want to do is be healing someone because their resistance to a specific element is so high your spells heal them lol. Though having a decent spread of elemental abilities to account for enemy weaknesses/resistances is important.

People have already given you some build ideas.
