Soulash
What are the optimal starting characters you can make?
For example, the Berserker class heavily relies on a high strength stat, followed by maybe a decent Endurance stat. Orcs and Ogres are a good starting race for this, but you can select the other races as long as you put in most of your points into strength. So far, my berserkers have been doing great and I'm having the most success so far.

I'm trying to create a strong Fallen night, however even at level 1-2 I'm struggling. the same goes for my goblin poacher even though i gave him a high dex stat.

i made 1-2 goblin poachers before with high dex stats and they both died within level 1. Am i doing something wrong there? Any advise in how to create a efficient/optimal start for the other classes would be great as well.
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Wakuseino 12 Mar, 2022 @ 7:39pm 
A simple starting build for casters is going with the Djinn. Since int is the primary stat for casters, and pumping Int into a Djinn lets them carry more, they have the capacity to become a supertank against physical damage purely with the power of their minds. ...Well, they still need a bit of willpower so they aren't murdered by other casters, though.
Personal Jesus 12 Mar, 2022 @ 8:53pm 
Originally posted by Wakuseino:
A simple starting build for casters is going with the Djinn. Since int is the primary stat for casters, and pumping Int into a Djinn lets them carry more, they have the capacity to become a supertank against physical damage purely with the power of their minds. ...Well, they still need a bit of willpower so they aren't murdered by other casters, though.

You are correct, the Djinn is a really good start for the spell casters like a warlock. I just stated a side campaign as one, and i feel like it's very similar to the Poacher. For level 1 they get 1 very good attack spell but it causes anywhere anywhere between 8-13 damage per turn, not bad but not great either.. also each flame attack takes away 1 HP.... I guess I've been spoiled because a Berserker does the same damage, twice each turn, without any other costs... It's amazing i feel like a tank.

Do you know any good builds for the Cultists or the Inquistor?
Nefaro 13 Mar, 2022 @ 8:31am 
Djinn is definitely a good option since you don't have to split your stat points for purproses of doing damage and carry capacity. You need to use weapons that only do elemental damage, however, to get the most out of their damage potential but you'll find a few of them in the early levels. Snatch those up and use them if they don't do Physical dmg.

Taking Warlock with Djinn is an obvious ranged damage focus, although the Warlock lack evasive abilities early on. You can blast equivalent level stuff down pretty quickly but if you can't then getting out of trouble can be an issue if you don't find a suitable randomized ability on the way.

I suppose a Djinn Necromancer would be similarly advantaged as a Warlock, and has zombies to run interference.

After a bit more game experience, I've had some success with a Poacher. The first couple levels I had to regularly switch to melee weapons after shooting approaching enemies, to finish them off. Howevever, after finding better bows (namely an Artifact bow), and growing my carry capacity to take a larger stock of arrows with me, the gameplay has become similar to my Warlock's ranged-blaster run. Albeit with better evasion skills. The downside is having to constantly gather your arrows after every fight and re-equip them so you're doing a lot more menial inventory management after every kill.

I took Dark Elf Poacher on that one for the extra +1 Sight Range and, secondarily, Darkvision. Since better bows can have a range of 10 or 12, stalking around at night provides a lot of extra space to ambush and shoot targets before they see you. Using a couple pieces of equipment with +1 Sight Range on them helped even more. Plus the Poacher skill that allows you to get a glimpse of where enemies are, beyond your vision, allows you to shoot them even in dark spaces. Especially helpful due to your poor daytime vision range (result of Darkvision).


It seems as if going dual-wield in melee is the way to go for anyone having to do so. It does so much more damage than two-handed weapons since both can hit every turn. You'll have more items losing durability while doing so, and have to carry more backup weapons for when the durability quickly hits zero, but you down targets so much faster in melee.
Last edited by Nefaro; 13 Mar, 2022 @ 8:36am
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