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Wis Int Stats


BigPapa

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Wis You want an 18 so you get 3 practices a level.

Int You want 17 so you can learn to 75% prof in 2 practices.

My question is, should you increase over those stats to your max stat of 19-20-21 so that you gain more mana per level?

Is it like Con, you want it maxed for max hitpoints, or just go to 17 for int, because going to 19 doesn't change anything??

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There are several factors at play as far as I know. I know for sure that the more int and wis you have the better you mana gains will be (though int and wis can be bumped up with eq for ranking). I think higher int helps you regen mana and helps to save against mental spells. I really dont know enough specifically about how int and wis effect general gameplay but I didn't max them on my last human monk. That ended up saving me 5 trains which gave me a nice 50hp boost. I did notice a significant difference in my mana gains each lvl with and without the int/wis eq however.

edit: re chromatic: Yes that's something I forgot to add and it is true.

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I personally find that when rolling a character, it is best to max out con, int, and wis and then divide up your remaining points as you see fit between dex and str. That way you don't need to spend time at level 1 finding eq to avoid losing hp/mana points, you can just start hunting.

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I rolll them up maxing int/wis, 2 less than max con, 2 less than max dex, and teh rest into str

Then I get the rings of life from the newbie hall, and there is also a certain dagger in a certain cave that adds 2 to dex to start, that way I roll out with max stats when I go a-wassailing

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I personally find that when rolling a character' date=' it is best to max out con, int, and wis and then divide up your remaining points as you see fit between dex and str. That way you don't need to spend time at level 1 finding eq to avoid losing hp/mana points, you can just start hunting.[/quote']

thats how i do every character i make.

int and wis are more than just prac's and how many prac's it takes.

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It really depends on your race and class. Warriors and thieves, for example, I wouldn't bother maxing int and wis, those trains are better spent on hit points, whereas on a mage I'd rather have as high int and wis as possible. On clerics, you could keep strength reasonably low, because of the giant strength spell.

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It really depends on your race and class. Warriors and thieves' date=' for example, I wouldn't bother maxing int and wis, those trains are better spent on hit points, whereas on a mage I'd rather have as high int and wis as possible. On clerics, you could keep strength reasonably low, because of the giant strength spell.[/quote']

But don't some spells check stats as well. For example, high int will make it slightly harder to dispel you. A higher con will make it harder to Mal you. If so, it's still a good idea to have them maxed.

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As certains races, you need 7+ (I think 9 or more for certain race/class combinations) trains to max your stats after character creation. That is quite a lot of hit points at 50. Also, I always found saves equipment to be far more reliable than high stat scores when it comes to saving against spells, and 70-90 health is a lot of damage if you have sanctuary, protection and some decent armor class when fighting melee characters. And with the cleric example, you still have max strength as long as the spell is up, and you earned another 50 hit points.

With an ogre, dwarf or giant, I would not bother as much about saving trains, because you are really durable anyway. There's not really any right way or wrong way, all the stats are beneficial in their own way, so it's really all about what you prefer - more health or the bonuses of maxed stats.

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As certains races, you need 7+ (I think 9 or more for certain race/class combinations) trains to max your stats after character creation. That is quite a lot of hit points at 50. Also, I always found saves equipment to be far more reliable than high stat scores when it comes to saving against spells, and 70-90 health is a lot of damage if you have sanctuary, protection and some decent armor class when fighting melee characters. And with the cleric example, you still have max strength as long as the spell is up, and you earned another 50 hit points.

With an ogre, dwarf or giant, I would not bother as much about saving trains, because you are really durable anyway. There's not really any right way or wrong way, all the stats are beneficial in their own way, so it's really all about what you prefer - more health or the bonuses of maxed stats.

But if you are a hybrid class, would you train all your stats to max, to max out mana? If I leave something at 18 instead of 20, will I be gimped with mana at the end. Does anything affect movement like Con does Hp gain? Which specifically affects Mana gain, INt or Wis?

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I rolll them up maxing int/wis, 2 less than max con, 2 less than max dex, and teh rest into str

Then I get the rings of life from the newbie hall, and there is also a certain dagger in a certain cave that adds 2 to dex to start, that way I roll out with max stats when I go a-wassailing

don't give out bad advice

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As a hybrid, I would keep all trains (you will need as much hit points as possible, so compromising isn't all that bad) from character creation to train health, even the three that you start with. I can think of items that give a total of +2 constitution, +7 intelligence and +3 wisdom. You can wear them all the time, or just switch when you approach your next level. There is a certain cabal service that will help out with this, if you intend to join one at 50.

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I only wear those items when I am gaining a new rank' date=' the rest of the time I wear normal equipment. I thought I made perfect sense.[/quote']

do you not understand that all of those stats have other things to do with besides your gains when you rank? im not trying to be offensive or anything but saving a few trains so you get a couple more hp doesn't really make sense to me

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I'm saying that it makes sense to me, because for some classes a couple more hit points is close to 80-90 hit points, which is roughly 10% of what your base at 50 is. To me, it doesn't make sense to not get that extra health. I guess we just have different opinions.

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There are weaknesses to your approach, Melinda. For instance, as a cleric, sure you can use giant strength to compensate for your str being low. Until weaken, poison, and plague not only overpower giant strength but drop you even lower, making it very unlikely that you're still holding that weapon/shield. Personally, I don't like getting into a slugging match where the winner is ending the fight with 20 hp. I don't trust it, because a single slip-up at that point or a single good move by your opponent will kill you. If I drop below 200 hp and my opponent isn't doing far worse, I don't stay in the fight. So that 90hp doesn't cut it for me. I prefer not relying on eq for stats, but instead using it to boost against stat-draining abilities. +6 str from eq/spells is awesome when you've got 20 base, because it stops that weaken from dropping you below 20. It doesn't help that much when you've got 14 base.

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Guest emp_newb

bet you started with a high int/wis race?

My first fully trained char was an fg war with the 2.0 training system, mastered all weapons, trip, bash, warcry, berserk, disarm, shield disarm, focused bash etc etc.

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