Thea: The Awakening

Thea: The Awakening

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Rough guide to balanced character builds
By ran88dom99
Short guide to character builds.
   
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Offense in Challenges
In card resolutions, characters should fullfil 4 card roles; offense and tactical, in fight and the 8 challenges.

Offense in the challeneges is simplest. Magic(hex), stealth(dex)(sneak) and gathering(hunt) are the only nonubiquitous offense skills. Make sure party has enough. Alternatively get Backstab, Distraction, for sneak; Divination, Sixth Sense for hex; and Backstab, Distraction for hunt. Will and health are most generaly usefull as defense in 4 challenges each while inteligence is the
offense stat in 2.

magic- enchanted bone, moonstone, ancient wood / Divination, Sixth Sense-silver, dryad, encbon, monsbon
dex/stealth- elven wood, enchanted bone, silver, obsidian / backstab, distraction- dryad, enchbon, iron, bones, evlvenwood
.
Stats in tactics
Fight Tactic
All char should have one of these stats high. Counter offense(traps) is usualy best, equal to 2 confuses. first action(stealth) and support ally(ranged damage) with special attack types can combine to kill off lots of stuff. Confuse(tactics) like the counter tactics(perception) can be usefull against fewer opponents. Allys are best protected(shield) by just wading in front.

Challenges tactics: One or two well developed stats covering many challenges. Tactics and perception are usefull everywhere except hex, social and cure sickness. Magic covers soc, intel tact phy sneak sick and hex directly (via get closer) but not Fight or hunt. Folklore Intelligence(4) and traping, each cover three. hex soc int .int sic soc hex. tac fig hun. Folklore and intelligence compliment tactics and perception. Magic compliments traping or stealth. Dexterity hun phy sne increases stealth sne hun fig.

((tac or percep) and {(folk or int)) or (mag} and (trap or stealth))

Characters
All but gatherers gain intelligence. Medics get lots inteligence. Warriors grow tactics. Hunters level stealth, traps and some perception. Crafters gain stealth and a bit of folklore.

For general offense all these classes need hex and most (gather medic warr) need sneak though its ubiquitous in armor.
For general tactics warriors and hunters are set. Medics don't have much space though mithril can
increase perception outside artifact slots. Crafters need high magic or tac or perception. Gatherers are a lost cause.