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What race should i choose for a ranger, because i looked and i'm not sure that the default ranger (the one that comes with the game) is the best choice, a human one would be much better, because the begining stats are about the same, but the human has more bonus points.Hmm, i think a hobbit will be much better :
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If you build your own Ranger, here's what you end up with for the last 3 attributes (which are the important ones for a shooting Ranger):
Stat - Hobbit - Mook - Human
DEX - 65 - 67 - 62
SPD - 60 - 49 - 54
SEN - 65 - 69 - 64
IOW, there's not that much difference, though the Mook will be slower than the Hobbit. There is, however, a development later in the game that makes it nice to have the Mook, though again not critical. Bottom line, either will work fine. The Human gives up enough DEX and SEN relative to the other two (and doesn't get enough of it back in SPD) that I'd eliminate Human from the choices.
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So i think i'll replace my ninja with a ranger, but is a rogue really better than a samurai (with the bloodlust sword), especially if i want him to be in the front line ????.
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If you replace the Ninja, you have no one with Lock & Traps. There are a *lot* of locks on Dominus, and a lot of trapped chests. Only 3 locks are "must open" plot controllers, but there are plenty of goodies inside trapped chests or behind locked doors. The Samurai->Rogue swap is the cheapest way to get back Lock & Traps while keeping a strong melee character. Plus, you can swipe stuff from NPCs.
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Piety isn't useful even for priests ?????
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Useful/Nice to have? Sure. Mandatory/I'll suffer if I don't have it? Nope. Isn't that odd?
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From your experience, for the characters i chose, are there better races and smth else, i'd still like to put some points into fire/earth/water/wind magic, but on which should i specialize, because i read that not all are that usefull for a mage or a psionic.....
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Your race/class combos are fine. Well, except the Dwarf Priest. It's the Piety thing again. In reality, Piety doesn't count for that much, and INT is the single most important attribute for a primary caster; the Dwarf INT value is, to put it kindly, unimpressive. I'd make the Priest an Elf. Put max creation points into INT, DEX, and SPD, then push INT and SPD every level-up.
If you're reading the "how to develop magic users" stuff from the Jandrall site, take it as useful context information, but *not* as gospel. All Realms are at least somewhat useful to all classes (well, except the non-existent Alchemist/Mental link). And the Jandrall pages seem to completely overlook the fact that you don't have to put skill points into the Realm skills to build them; you build them by practice. Example: buy Books of Healing for Alchemist and Psionic casters, and have them build their Divine skill by healing the rest of the party after combat. By the time your Psionic caster is able to cast Soul Shield and Might to Magic, the skill will easily support casting them at decent power levels. Same for the Alchemist caster summoning an Elemental. As mentioned earlier, I typically don't put points into the Realm skills at all.
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Am i missing any really usefull spells by not having an alchemist in the party ? I didn't choose an alchemist in the party, because i thought it would just do potions, i had no idea that earth magic is his specialty.
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If you take either the Ninja or the Ranger, then you *do* have an Alchemist caster. In terms of pure high-level ass-kicking horsepower, the Alchemist book is the strongest magic in the game. But the extreme firepower comes later in the game, and a hybrid caster usually won't get there at all. But there's plenty of value in the mid-range spells, and your Ninja/Ranger will be able to cast them just fine.
The other nice thing about having an Alchemist type along is that it gives you literally unlimited funds. Once the character's Alchemy skill reaches 15, you can start mixing potions together to produce stuff that is worth more than the ingredients cost. As the Alchemy skill increases, you get to where you can mix stuff that's worth a *lot* more. Details are available in eariler posts. Or you can just try mixing anything with everything, and see what works. If you get a "can't be" error on the attempt, those item's can't be mixed; if the error is "
can't", that means they can, but you need a higher Alchemy skill--try again later. And lots of mixing will raise Alchemy faster than anything else.