Character Design

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Sicnarf

Regular
Have looked for a thread on this and was surprised I could not find one, what I'm looking for is an overview of players characters build, Stats and skills that result in a character optimized for set tasks. Brief description of items used would be nice, if you feel the urge to refer to plate as the noob set please resist.
Example -> Charisma heavy character with high leader ship that I would call a leader build.
Characters should be designed for 100% difficulty and up.

My favorite is a two hander + archery, here it is at level 25 from this point on everything goes to Strength, Power draw, power strike and iron skin until strength hits 30.
Starting questions answered as follows
Male, Son of a warrior, A page at a noble mans court, A squire, being forced out of your home. This results in all combat skill bar 1 point in trainer, 1 in persuasion and 3 in leadership, this combination results in the least points wasted in stats you will not use.

strength = 23
agility = 15 <-take this to 15 to get horse archery, Athletics and weapon mastery to level 5
intelligence = 12 <- take this to eleven so you can read all the books including the +1 to intelligence, use the extra skill points generated to up combat skills.
charisma = 9

Anything not listed is at zero
ironflesh = 7
power_strike = 7
power_draw = 7
power_throw = 0 <- not using this at all, only useful for tournaments and you get a shield their and smart play will let you win.
weapon_master = 6 <- get this to 5 normally and then read the weapon mastery book shortly after to up it past it's max 1/3 agility.
athletics = 5
horse_archery = 5 <- Horsed archery is much harder this version before this could be left at 4.
riding = 4 <- For a heavy charger the hunter keeps getting cut out from under you once you hit larger opponents.
trainer = 1 <- Default starting skill put no points in this
inventory_management = 3 <- used to put this to four but needed an extra point for horse archery.
prisoner_management = 2 <- for early slaving.
persuasion = 2 <- Started at one, read a book to up it.
leadership = 4 <- Started at 3, read a book to up it.
shield = 0 <- Is their any reason to put points in this, their appears to be no increase in coverage like it states, leave at zero in my opinion.

Weapon proficiency of example character at level 25, One handed weapons should be upped to help with tournament matches or the Rodhocks 1h/Sword + crossbow will sink you.
one_handed_weapons = 153
two_handed_weapons = 271
polearms = 194
archery = 261
crossbows = 35
throwing = 64

With the way all the stats are laid you never hoard stat points, when you get another level you put a point into strength which allows you to raise POWER DRAW to 8, next level you put a point in Strength and put the stat point into POWER STRIKE 8, Next is strength again and stat point in IRON SKIN 8. At the next level you put a point into strength and hit the stat breakpoint that allows you to up POWER DRAW to 9 and you start the cycle all over again.

Character should be equipped with full standard plate everything (Go lordly if your rich but the gains are to small for the cost imho), I recommend a great helm not a winged great helm as the wings get in the way of aiming the bow. Equip Great Axe, War bow, Large bag of arrows, Heavy board shield (Works on a horse even though it says it doesn't). Use the shield to get close to ranged units then take out the axe/bow when they are reloading.

Pro's
Once you get to about level ten if you have targeted all the skills that improve, one hander, two handers and bows you should be in good shape for tournaments. Later at level twenty onward this character is pretty much a one hit kill machine that in sieges can pick off defending ranged units before going up the ramp and get involved in some dirty hand to hand combat. Fun to play if you like lots of killing, you can mince foot units from your horse with passes of the great axe, you get lots of archery practice against ranged horse units that keep running away, after much practice you should have no problems shooting fleeing horsed units in the back while your at a full gallop. Spend every Weapon proficiency point on Archery as it levels much slower than two hander due to archery's low damage and it's hard to hit anything until you get it past 150. Your high weapons mastery allows you to quickly up your weapon proficency in your chosen weapons to 300 through use(Note put points into this early to get the most from it). You are always busy, if you take to much damage to risk the front line, step back and break out the bow to kill the bordom and alot of the enemy.

Cons
Low leadership means you have to grind out lot of renown from tournaments and taking on large forces of looters, bandits, sea raiders and deserters before joining a side, unless of course you don't mind the possibility of getting chased by every enemy lord with an army bigger than you which will be all of them. Get used to stocking every possible food item in your inventory to keep up moral and counter act low leadership and charisma this is the most painful part of this build. You have to rely entirely on your companions as skill mules for all the useful intelligence skills. The heavy Armour will reduce your speed on foot by quite a lot making it difficult to run away fast enough to avoid getting mobbed if your support dies during a siege. Stick with the rest of your troops and stay on the front line, you can take a huge pounding so hold the line with your troops and 1 hit kill anything that stands in front of you, if your running out of men retreat to the ramp and take them one at a time until help shows up. Don't go of and solo a bunch of guys on your own on foot.

End note, it's not to had to modify this character a little to suit your own style of play, for example if you put an extra point into intelligence you could use the extra skill points to up prisoner and inventory management and still have maximum use of all your stat points.
If you believe weapon master does not need to go beyond level 4 you can put one less point into intelligence and instead use the point on strength instead.
Prefer to use a one handed weapon, not a problem this build works quite well with a one hander and shield.
Anyone got a character design for a leader build? I would be intrested to see it.
 
I tend to lean towards having the minimum stats I need to use certain weapons/armours/horses and then pump charisma. Party skills can be covered by companions. That pretty much ends up with Strength and Agility either 9 and 12 each, probably:

Strength: 9
Agility: 12/15
Intel: variable, use it for trainer skill
Charisma: rest of points

Put whatever weapon skills you use up (power strike/throw/draw), maybe a few points in ironflesh, riding to 3/4/5. Prisoner management to 2/3/4, depends on how many prisoners you need to move at a time. Put the rest of your points into Leadership and trainer, with maybe a few thrown into inventory management for good measure. Maybe some points into Weaponmaster if it floats your boat, but not neccessary.

By the way, this build probably works best with a heavy cavalry player, eg. a lancer or other melee weapon. For a horse archer, put some more points into agility and put points into power draw and horse archery.
 
I usually go for this intelligence build:

strength: 12
agility: 12
intelligence: 29+1 from the book
charisma: 6

Thats the initial goal, after I reach that I start to up my strength for more powerdraw, its good to have all the important party skills on me since the +4 bonus makes a big difference and I can make all of my companions to super soldiers.

I never tried the charisma based build, its not my style, Im not concerned about the upkeep costs since from mid-game I have more money than I ever need and I usually go around with just a 50-60 large army so I dont need the extra slots either, with time renown can give me enough large party size itself so I have no problems with sieges.
 
I have a fairly overall skill set sinse I reset my weapons points and add in my old character settings from 0.751, not full in anything I have 8 in iron skin and power strike, and 6 in shield :shock: yes thats right helped me alot of times you get your shield up very quick you can block alot of thing by just pressing the mouse butten for half a sec and attack instantly. And athletics, riding is at 6 only 4 in leadership some inventory managment but to be honest shield is a underestimated skill. I havent found any books yet in 1.003, gonna try that so I can get my leadership up and some more in weapon master.

But I was thinking abaout starting a 2 hander sword infantry guy with a bow, not really sure how to distrubute points best for that. I have only played a melee characters before :shock: thought I give it a try in 1.003
 
My current build is an archer:
    STR 21, AGI 12, INT 5, CHA 8 (at current level 13?)
    Power Strike 7, Power Draw 7, Weapon Master 4, Athletics 4, Prisoner Management 2, Leadership 2 (and some leftovers)
    Greate Axe (skill 102), War Bow (skill 205), 2 quivers, heavy armor
I will see how it works in the later game.

In former games I used a leader type with
    STR 9, AGI 12, INT 12, CHA 27 (at level 27 or so)
    Power Strike 3, Weapon Master 4, Athletics 4, Riding 4, Training 4, Tactics 4, Persuasion 4, Prisoner Management 2, Leadership 10, Trade 10
    lance, one-handed sword, shield, heavy armor, charger
That character used to stay at the back of the army but still was fully equipped to function as a knight. The size of the army depended on the task, the biggest was about 150 but with a reknown of over 4000 there was still room for more. At that size you really need a fortress to "park" some troops for faster travel.
 
My build is usually int based.
Surgery, Trainer, Tactics.
You can have a hell of army with not so much deaths, you don't need to struggle to get pwntastic troops, and in sieges & other big battles tactics bring the odds to you.

I find combat builds more boring. I've seen too much "I Pwned all factionz myselfs1!1" or "I killd 2348389235785782357 troops with my badass skillzzz!12" videos & showoffs too much already.
 
My characters all tend to be leaders/destroyers of men.  My current character has 15 STR, 18 AGI, 9 INT, and 18 CHA.  I almost always keep my INT at 9, tops--my NPCs can handle most of the party skills.  I'm probably going to boost STR next.
 
Ok trying to figure out what kind of builds you would use from the information provided and since thier is really only 4 possible options, Strength, Agility, Intelligence and a Charisma build. I'd call what I mentioned in the first post as the strength build.
I took what Duracell said and tried to made a guess as to what I would try with that Intelligence build. Result is a weak stand back character that uses archery to support his troops also possibly a lance along with amazing healing/training/tactics skills to win the day. All companions get turned into close combat killing machines as they are not required to be skill mules. Feel free to correct my assumptions. Edit:Information updated from Duracells below post.

Intelligence build
Strength 12
Agility 12
Intelligence 29+1 from book
Charisma 6

ironflesh = 0
power_strike = 0
power_throw = 0
power_draw = 4

weapon_master = 0
shield = 0
athletics = 0 I leave that 0, I will suck in foot combat no matter what so its not important for me
riding = 4
horse_archery = 4

looting = 0, money comes easy so I dont need looting skill
trainer = 10
tracking = 0
tactics = 10
path-finding = 5(+2), comes handy for an all infantry army, later I will increase it to 10(+4)
spotting = 0
inventory_management = 0, I only take the most valuable loot, Im fine with the default inventory size
wound_treatment = 10
surgery = 10
first_aid = 10
engineer = 2
persuasion = 1
prisoner_management = 2
leadership = 3
trade = 0
duracell 说:
My character is a sit back general type, I like to let my guys to do the killing, I occasionally help them by sniping with a bow.
If things turns to be ugly I still can charge in with my warhorse and my masterwork heavy sabre (38c)

Mounted combat doesnt really requires high combat stats or skills because the insane speed bonus can easily make up the lack of powerstike, the only point where the intelligence build is suck is foot combat, since Im using an all infantry rhodok army I dont need to actively participate in the melee part of the sieges, my infantry can handle the melee while I help them with my crossbow.

Intelligence build means:
surgery: Immortal troops.
wound treatment: The unconcious ones fully heal within hours.
first aid: Companions are there in every phase of the battle and they could be pure warriors
trainig: 80 exp for every soldier in every day is just too cool
tactics: almost all of the lords have high tactics skill so this equals the battle, no more delayed reinforcement
pathfinding: chasing down smaller khergit armies with infantry is fun :smile:

Lack of leadership means a smaller army but because of the intelligence skills that smaller army is way superior = huge renown after battles = I can field large armies for sieges, the leadership skill's morale boost is not an issue since I only move around with large armies for a short time

I made a lot of combat characters in the past (horse archers, foot soldiers) and they were fun!
The commander build is fun too, the charisma build was great when there were no renown in the game but now the leadership's morale boost is the only advantage which is only achievably by high charisma, all the other stuff is easily achievable by other means, prisoner management and trade are not that important since money is easy to come by and the party size is more dependant on the renown than on the leadership skill.
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Finding it hard to wrap my head around this build but I think I have an idea. Character is combat weak and would focus on archery and possibly lancing as I cannot see him lasting long in close combat. Would win the day due to superior army size, an army that would be cheaper to maintain and easily supported by his massive trade ability. His high persuasion would allow him to convince all 16 companions to get along and use the best of them as skill mules while having the rest fitted out as close combat gods. They would also be easy to equip in the best combat gear due to massive trade skill. If anyone actually uses a Charsima build your imput would be appreciated here.
Charisma build
Strength 12
Agility 12
Intelligence 11+1 from book
Charisma 30


ironflesh = 0
power_strike = 0
power_throw = 0
power_draw = 4

weapon_master = 0
shield = 0
athletics = 4
riding = 4
horse_archery = 4

looting = 0
trainer = 3
tracking = 0
tactics = 0
path-finding = 0
spotting = 0
inventory_management = 3
wound_treatment = 0
surgery = 0
first_aid = 0
engineer = 0
persuasion = 10
prisoner_management = 2
leadership = 10
trade = 10
 
Due to M&B's combat being based mostly on skill, it doesn't matter much whether you pumped combat skills or not. Sure, having an extra 10 hp and doing 35% more damage is handy, but not necessary if you sharped your melee skills and bit and buy some decent kit.

I like to pump charisma because having more men than the other guy is a handy thing to have, though I guess you could make a strong combat character and grind up renown by rolling with a small crew for a time.
 
I tend to favor a balanced Charisma/Intelligence Leader/Trader build, capping all combat skills at 4.  Assuming a level of 30, I raise Leadership to 7 (8 with book), Trade to 7 (8 with book), Training to 7 (8 with book), Persuasion to 7 (8 with book), Inventory Management to 5, Prisoner Management to 4, and a point in Tactics (2 with book) to give my tactician a small bonus.  Companions handle all of the Party skills, each specializing in one, at most two, and Training.  I start the game with the Son of an Impoverished Noble, Page, Squire, and Loss of a Loved One options.

The way Party Skill bonuses add up based on a character's  skill levels is a real eye-opener.  I'd never seen this documented prior to reading the manual, so I could only guess at how it worked.  In my next build, I'll consider emphasizing Intelligence more over Charisma in order to take advantage of the bonuses it adds to Party skills.  Renown is sufficient for party size, and affording a large party shouldn't be a problem now that I know how to make my fortune.  The only potential issue that I see is maintaining sufficient morale in those situations where morale can be problematic.

How are you figuring a Looting skill of 6 with an Agility of 12 in the first build shown in your last post, Sicnarf?
 
I am quite sure that your Intelligence stat doesn't give a direct bonus to your party skills. Those skills get a bonus that increases at certain thresholds of player proficiency in them.
 
Night Ninja 说:
I am quite sure that your Intelligence stat doesn't give a direct bonus to your party skills. Those skills get a bonus that increases at certain thresholds of player proficiency in them.
Yep, I should have reviewed the manual before submitting my post instead of vice versa.  I edited my post to correct this.
 
Togakure 说:
How are you figuring a Looting skill of 6 with an Agility of 12 in the first build shown in your last post, Sicnarf?

Woops, I put the builds above together from what was mentioned by previous posters but they failed to give a detailed list of skill points so I estimated on what I would want from a character. Made a mistake with looting, I had 10 points left to assign and I used looting as a dump stat and forgot to check governing skill, moved 2 points from looting to Engineering so it would give the companion you pump engineering in a +1 bonus.

From what you describe Togakure you build a less specialised character that would look somthing like this.
Crossbreed Intelligence/Charsima character
Strength 12
Agility 12
Intelligence 20+1 from book
Charisma 21


ironflesh = 4
power_strike = 4
power_throw = 0
power_draw = 4

weapon_master = 5 from book
shield = 4
athletics = 4
riding = 4
horse_archery = 0

looting = 0
trainer = 8 from book
tracking = 0
tactics = 2 from book
path-finding = 0
spotting = 0
inventory_management = 5
wound_treatment = 0
surgery = 0
first_aid = 0
engineer = 0
persuasion = 8 from book
prisoner_management = 4
leadership = 8 from book
trade = 8 from book

Togakure 说:
He normally doesn't carry his bow into field battles, using it primarily for sieges.  Yes, he's a lancer/sabreman; no, he leads from the front and does very well in combat with his Polearm proficiency well over 300, one- and two-handed proficiencies a bit over 200, and Archery proficiency well over 300.  He's not a superhero, but he's plenty strong enough to lead in combat, rarely getting knocked out of a battle.  His horse does sometimes, but he usually does fine.

My companions also average straight 4s in combat ability and do quite well.  None have less than straight 3s, and a couple have 5s in the STR and/or AGI skills.  Jeremus and Ymira, pursuing two Party skill specialties each instead of one along with Training, have slightly inferior combat skills compared to the others.  But their level 10 medical skills are well worth it.

I realize this build isn't for everyone.  I spend the first third of my games trading and amassing a huge fortune while establishing relationships and building up my renown, so I don't have to worry about money after I join a faction and get into the political mix.  I can also understand how some folks wouldn't see the value in putting so many points into Persuasion, but I found it to be a big help when swaying lords to my side during a rebellion.  It made the rebellion much easier to manage.

The problem is, you can't divert the points from Trade and Persuasion easily because you need the CHA for Leadership with this build, and you need the INT for Training.  Drop these attributes to raise the combat ones and you have to drop your Leadership and Training ceiling too.  I've found this balance to be just right for me so far.  Our party isn't lacking in anything; all party skills are high, 8-10+.

PS I have not heard anything form the beserker crowd who go around with no armour I would be very intrested to see their build choices.
 
Sicnarf 说:
Ok trying to figure out what kind of builds you would use from the information provided and since thier is really only 4 possible options, Strength, Agility, Intelligence and a Charisma build. I'd call what I mentioned in the first post as the strength build.
I took what Duracell said and tried to made a guess as to what I would try with that Intelligence build. Result is a weak stand back character that uses archery to support his troops also possibly a lance along with amazing healing/training/tactics skills to win the day. All companions get turned into close combat killing machines as they are not required to be skill mules. Feel free to correct my assumptions.

Intelligence build
Strength 12
Agility 12
Intelligence 29+1 from book
Charisma 6


ironflesh = 0
power_strike = 0
power_throw = 0
power_draw = 4

weapon_master = 0
shield = 0
athletics = 4 I leave that 0, I will suck in foot combat no matter what so its not important for me
riding = 4
horse_archery = 4

looting = 4 0, money comes easy so I dont need looting skill
trainer = 10
tracking = 0
tactics = 10
path-finding = 0 5(+2), comes handy for an all infantry army, later I will increase it to 10(+4)
spotting = 0
inventory_management = 4 0, I only take the most valuable loot, Im fine with the default inventory size
wound_treatment = 10
surgery = 10
first_aid = 10
engineer = 2
persuasion = 1
prisoner_management = 2
leadership = 3
trade = 0

My character is a sit back general type, I like to let my guys to do the killing, I occasionally help them by sniping with a bow.
If things turns to be ugly I still can charge in with my warhorse and my masterwork heavy sabre (38c)

Mounted combat doesnt really requires high combat stats or skills because the insane speed bonus can easily make up the lack of powerstike, the only point where the intelligence build is suck is foot combat, since Im using an all infantry rhodok army I dont need to actively participate in the melee part of the sieges, my infantry can handle the melee while I help them with my crossbow.

Intelligence build means:
surgery: Immortal troops.
wound treatment: The unconcious ones fully heal within hours.
first aid: Companions are there in every phase of the battle and they could be pure warriors
trainig: 80 exp for every soldier in every day is just too cool
tactics: almost all of the lords have high tactics skill so this equals the battle, no more delayed reinforcement
pathfinding: chasing down smaller khergit armies with infantry is fun :smile:

Lack of leadership means a smaller army but because of the intelligence skills that smaller army is way superior = huge renown after battles = I can field large armies for sieges, the leadership skill's morale boost is not an issue since I only move around with large armies for a short time

I made a lot of combat characters in the past (horse archers, foot soldiers) and they were fun!
The commander build is fun too, the charisma build was great when there were no renown in the game but now the leadership's morale boost is the only advantage which is only achievably by high charisma, all the other stuff is easily achievable by other means, prisoner management and trade are not that important since money is easy to come by and the party size is more dependant on the renown than on the leadership skill.

 
Sicnarf 说:
Togakure 说:
How are you figuring a Looting skill of 6 with an Agility of 12 in the first build shown in your last post, Sicnarf?

Woops, I put the builds above together from what was mentioned by previous posters but they failed to give a detailed list of skill points so I estimated on what I would want from a character. Made a mistake with looting, I had 10 points left to assign and I used looting as a dump stat and forgot to check governing skill, moved 2 points from looting to Engineering so it would give the companion you pump engineering in a +1 bonus.

From what you describe Togakure you build a less specialised character that would look somthing like this.
Crossbreed Intelligence/Charsima character
Strength 12
Agility 12
Intelligence 20+1 from book
Charisma 21


ironflesh = 4
power_strike = 4
power_throw = 0
power_draw = 4

weapon_master = 4
shield = 0
athletics = 4
riding = 4
horse_archery = 4

looting = 0
trainer = 8 from book
tracking = 0
tactics = 2 from book
path-finding = 0
spotting = 0
inventory_management = 5
wound_treatment = 0
surgery = 0
first_aid = 0
engineer = 0
persuasion = 8 from book
prisoner_management = 4
leadership = 8 from book
trade = 8 from book

I have heard but not had confirmed that 8 persuasion is the minimum you need to keep all 16 companions in your group without having any of them leave because of dislikes, since you have built this character can you test this to confirm?
I assume from the stat placement your plan is to go around with a large army that is cheap to maintain, quickly trained, supported by powerfull trading ability. All the companions are used as skill mules for all healing and looting abilities. In combat you play a minimal role but are heavily armoured and a mostly lancer archer based character? .
...
That's pretty close to my last character, just move the 4 in Horse Archery to Shield, and bump Weapon Master to 5 (the additional point from a book).  He normally doesn't carry his bow into field battles, using it primarily for sieges.  Yes, he's a lancer/sabreman; no, he leads from the front and does very well in combat with his Polearm proficiency well over 300, one- and two-handed proficiencies a bit over 200, and Archery proficiency well over 300.  He's not a superhero, but he's plenty strong enough to lead in combat, rarely getting knocked out of a battle.  His horse does sometimes, but he usually does fine.

My companions also average straight 4s in combat ability and do quite well.  None have less than straight 3s, and a couple have 5s in the STR and/or AGI skills.  Jeremus and Ymira, pursuing two Party skill specialties each instead of one along with Training, have slightly inferior combat skills compared to the others.  But their level 10 medical skills are well worth it.

I realize this build isn't for everyone.  I spend the first third of my games trading and amassing a huge fortune while establishing relationships and building up my renown, so I don't have to worry about money after I join a faction and get into the political mix.  I can also understand how some folks wouldn't see the value in putting so many points into Persuasion, but I found it to be a big help when swaying lords to my side during a rebellion.  It made the rebellion much easier to manage.

The problem is, you can't divert the points from Trade and Persuasion easily because you need the CHA for Leadership with this build, and you need the INT for Training.  Drop these attributes to raise the combat ones and you have to drop your Leadership and Training ceiling too.  I've found this balance to be just right for me so far.  Our party isn't lacking in anything; all party skills are high, 8-10+.

 
Togakure, duracell, updated my posts to reflect what you said and added your descriptions as well.
I like having the character designs available for newer players to look at as I know when I started I made a few badly designed one's.
 
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