View Full Version : Basic Divine/Arcane Guide

02-13-2008, 01:39 PM
This is a guide for new players about what stats do exactly and what you need to have to cast spells of each type. Advanced players know that there are many combinations that would add more possibilities to the prime and secondary choices.

First of all, when making a new character you need to know what your prime and secondary stats are.
A prime stat is what you're going to utilize most often.

IE. A wizard usually will rely on spell points, spell damage, DCs on spells like Flesh to Stone, and all of which are governed by the INT stat.

A Paladin usually will rely on strength to deal damage or his HP to stay alive, yet needs substantial CHA for his saves, aura, and divine vitalities to reach their full potential if he chooses to focus in any.

A Ranger might only use bows and small weapons which would be governed by the DEX stat, or he may take the larger two weapon fighting feat and use only strength.

These things being said, it is generally a good idea to put 16-20 starting points in your Prime stat. If you want to have enough spell points to get through a quest as a caster or cleric later, you should suck it up and max your prime stat. Yes, not only does your base stat dictate your total spell points but it also governs WHAT MAX LEVEL OF SPELL YOU CAN CAST.
This equation starts at 11. A casting stat of 11 will allow the player to cast a level 1 spell but no higher.
12 allows level 2, 13 level 3, 14 level 4, and so on as you advance to where those spells normally become available to the class.
Wizards and clerics gain new levels of spells at the same rate while sorcs gain them the second fastest, getting one level 8 spell at 16 while clerics and wizards first get level 8 spells at CASTERlvl 15.

I emphasize CASTER level because you only can access your spell tree normally without multiclassing.
Whatever your, say, wizard total level is will be the only determining factor on what level of spell can be cast and mostly determines your total spell points. Another big consideration is if you will keep your caster level at an odd or even number.
Generally speaking, you will gain NEW SPELLS on odd levels but your DC on spells increases on EVEN numbers. Keep this in mind when multiclassing your cleric with 3 levels of this and 4 levels of that. You will probably not be a very good traditional cleric if you so choose unless you want to buy many more heal scrolls than the effectiveness of your multiclassing granted you.

Keeping all of this in mind, here is a list of Prime and Secondary stats for new players that may help determine your stat distribution.

Wizard - Prime INT Secondary CON
Sorceror - Prime CHA Secondary CON
Cleric - Prime WIS Secondary CHA/CON
Paladin - Prime STR/CON Secondary WIS/CHA
Bard - Prime CHAorDEX Secondary CON/CHAorDEX
Ranger - Prime STRorDEX/CON Secondary WIS/STRorDEX

Why CON for caster's secondary stat?
"I want high dex for more ac!"
"My Wizard needs high STR to fight with a sword and Tenser's!"
The bottom line is if your con is base 6 or 8 you will die in 1-2 hits. And the ac you derrive from dex will never be enough to save your squishy character from being thrashed upon by demons on a roll of 2. Likewise, unless you are a 2 rogue evasion build, dex will not help vs traps at all.
Another fun thing you gain from a high CON is the ability to not be so easily interrupted while casting. And you will also be more resistant to things like poison, disease, death magic, etc.
Yes, CON governs the concentration skill.

So, for anyone who learned anything from this, start pure casters or clerics out at 18-20 of their Prime stat and put about 16 in the secondary stat. Have a good un.