Character and Companion Skill Setups
I use a system to maximize each companion’s and personal character’s abilities. Others have posted things about this, but I have tried to refine it down to be as simple as possible and in 1 place. Everyone has a different play style and with the classes below I have found that when the abilities and skills of the companions and personal character are focused, they are much better. My first characters and companions had points scattered wily-nilly; and though I as a player was effective, this system has led to much more enjoyment and potency (especially in the frustrating realm of companions). Hope it helps others out there. PS: Remember, training stacks; so make sure each companion has a few levels to raise quick powerful armies. Thanks to Hughes, Galdus, Vonskyme, and Archonsod for the info they shared on the boards that I used to make this listing.
Till level 10-12: Basic Fighting Skills:
1. For Fighters (STR based):
a. AGI: Weapon Mastery (4), Riding (4 to allow for warhorse), Athletics
b. Training (at least 1)
c. Shield and/or Horse Archery for mounted thrown weapons
2. For Knights (STR/AGI mix):
a. Alternate raise STR and AGI immediately
i. STR: Power Strike, Iron Flesh, Power Throw (alt out for other skills if needed)
ii. AGI: Weapon Mastery (4 min) and Riding (4 for warhorse) first
1. Athletics, Shield, Horse Archery (for thrown weapons)
b. Training (at least 1)
3. For Archers (STR based): Start STR when AGI needs below are filled:
a. AGI: Weapon Mastery ( 4), Horse Archery (4), and Riding (4, courser)
b. Training (If points available)
4. For Thieves (AGI based):
a. STR: Power Strike, Power Draw (3 min), Iron Skin
b. Training (at least 1)
c. Weapon Mastery and Riding (4, courser)
5. For Traders/Politicians (or diplomats if you swing that way) (CHA based):
a. STR: Power Strike, Power Draw (3 min for both)
b. AGI: Weapon Mastery (3 or 4), Riding (min 4 for warhorse)
c. INT: If attributes above already allow skills add to Int. based skills(till level 10)
d. Training (If points available, or add later)
6. For Support Personnel: Scout, Medic, Tactician (INT based):
a. STR: Power Strike (3), (and Power Draw if you want bows instead of crossbows)
b. AGI: Weapon Mastery (3 or 4), Riding (4 to allow for warhorse)
c. Training (at least 1)
Once Level 10-12 is reached (or Basic skill-set bases are complete ie: riding):
1. For Fighters (STR based):
a. Iron Flesh, Power Strike, Power Throw (till lvl 10 each)
2. For Knights (AGI/STR mix):
a. Continue alternating STR and AGI
i. STR: Power Strike, Iron Flesh, Power Throw
ii. AGI: Athletics (Till desired level reached, then go STR)
1. Shield, Riding, Weapon Mastery
2. Horse Archery (max lvl 5/6)
3. For Archers (STR based):
a. Power Draw, Power Strike, Iron Flesh
b. If Archer needs a boost in Horse Archer to kill more effectively later on, add more points to AGI and bump up Horse Archery and Riding. Extra point(s) to Training
4. For Thieves (AGI based):
a. Loot (you are a thief after all) and Athletics (quick thief or a dead thief)
b. Horse Archery (max lvl 6), Riding and/or Shield get the rest of points divided up to suit playing style
5. For Traders/Politicians (CHA based):
a. Trade (self explanatory)
b. Rest of points divide up into martial skills (for survivability and support), support skills (healing backup), and Horse Archery if bow equipped
c. If player character is Politician: points in Trade, Persuasion, Leadership
6. For Support Personnel (INT based):
a. Scout: Pathfinding, Tracking, Spotting
b. Medic: First Aid, Surgery, Wound Healing
c. Tactician: Engineer, Tactics, Trainer
Weapon Load-outs
Here are my personal preferences for Weapon Setups for the classes above (modify as desired)
1. Fighters/ Knights:
a. Spear (Use whichever kind you prefer. Personal Character usually gets a lance)
b. Shield (No beating a Huscarl; but if trying to stay faction/style oriented, feel free)
c. Axe/Sword/Mace/Pick (prefer Morningstar when STR is high enough)
d. Thrown weapon stack (can remove spear above and use 2 stacks)
2. Archers:
a. Bow (be sure to keep Pwr Draw 3 to 4 lvls above bow level to avoid aiming penalties)
b. Arrows (Only the Special K ones for me)
c. Shield (As said above in 1b, Huscarl etc)
d. Axe/Sword/Mace/Pick (prefer Morningstar when STR is high enough)
3. Thieves:
a. Bow (be sure to keep Pwr Draw 3 to 4 lvls above bow level to avoid aiming penalties)
b. Arrows
c. Shield (See 1b)
d. Axe/Sword/Mace/Pick (speed weapon to multiply AGI boost)
4. Support Personnel/Traders/Politicians:
a. Shield (See 1b… I am sure you are catching my drift :p)
b. Sword/Mace/Pick (prefer Military Hammers for reach/speed/and anti-armor abilities)
c. Bow or Crossbow
d. Arrows or Bolts
e. I prefer light crossbows (except for Trader/Politician) because of the lack of Horse Archery skill and the lack of Power Draw to overcome the penalties. Unless you possess a Power Draw skill of 3 or 4 above the requirement of the bow, you are penalized in accuracy. (Thanks to Vonskyme for the info on Power Draw).
f. If you find your support personnel dying too quickly, try to keep them away from the heat of the action and use ranged weapons. I use a Grouping Tab that I label “Support”, and keep them back till the enemy is scattered, outnumbered, or outclassed. Keep your Medic safe! If he’s unconscious you don’t get the benefit of his “Surgical” support!
~ Riding should be at a 4 skill minimum for companions and player to grant faster travel and better mounts. More points help in battle with movement speed and agility, and companions don’t get stopped while riding a warhorse or charger when they hit a line of enemies (well, as often at least).
~Use of blunt weapons helps with damage (+25%) and adds income by capturing enemies. Be sure to have a few points in prisoner management with main character. If prisoners aren’t important, use piercing weapons (+50% dmg) for quick armored foe kills. Military picks are good for lower strength classes, but I am not happy about only a 70 reach as it is difficult to hit enemies from the back of a horse with short 1hand weapon. On the ground however, they are awesome for getting inside a foe’s reach and ventilating him in a hurry. Mounted companions with them do well with kills but take more damage.
~I prefer to use coursers instead of hunters for my thieves and archers to allow them to catch their mounted targets and to be able to get away from any mounted pursuers. Haven’t had them cut out from under them too often (fingers crossed).
~I also prefer the Morningstar for my STR classes because of the piercing and crushing attributes. You and your companions will devastate siege armies with these weapons (I prefer to use long 2handers elsewhere, but switch to a Morningstar and Shield when it comes time for a siege).
~ “Ctrl J” stops and rears horse.
~ “X” toggles thrown weapon mode and melee mode. Also thrust or swing mode with a polearm.
~ “Backspace” key opens Tactics HUD to issue commands and has a mini map (helpful to find chest)
~ Press and hold “F1” to get a marker for “Hold Here” troops, place where desired.
This is my first post, so sorry if its not in better form...