Character Creation and Development Walkthrough
This guide contains:
-Creation
- Gender
- Origin
- Axiom
- Class
- Skills
- Skill/Skill Complements
- Attributes
- Male:
Obviously this is an advantage to any character that plans on playing a bash-everything-you-see build.Eschalon: Book III wrote:While exceptions do exist, Males are generally larger than females. With greater body mass, Males on average tend to possess higher maximum strength than females. Selecting to play a male character grants you a bonus +1 Strength point. - Female:
This is better for any build that isn’t going to be a heavy melee fighter.Eschalon: Book III wrote:Females tend to be of smaller build than males. With less body mass and a slighter frame, females are often more nimble and graceful than males, resulting in a bonus +1 Dexterity point.
Eschalon: Book III wrote: Your character's Origin grants him certain Attribute bonuses based on which region he hails from.
- Nor’lander:
This helps for builds that will be sustaining heavy damage. Nor’landers are basically the tanks.Eschalon: Book III wrote:Nor'landers hail from the Northland Expanse, an arctic region of snow and ice. Nor'landers are of hearty build and are infamous for their ability to survive in conditions where most people would quickly succumb to death. As such, Nor'landers receive +2 Endurance and +1 Concentration points. - Barrean:
With the added use of Speed in Book III, this is actually a fair choice, though it’s more useful for a generalized character than a focused build.Eschalon: Book III wrote:Barreans hail from the vast Desolation of Barrea, far to the West. It is a region of desert and wasteland where even a simple living requires a great deal of work. Barreans tend to be lean and swift, and can travel immense distances in a short amount of time. Barreans receive +2 Speed and +1 Strength points. - Emayu:
This is a very good choice for a mage build, especially when using Arcane, Divination.Eschalon: Book III wrote:Emayu are a long forgotten people of the province of Wylderan, their lineage traced back to the earliest known civilizations of Eschalon. With the arrival of miners and profiteers from the mainland to Wylderlan, much of the old-world Emayu culture has been lost, though people of Emayu heritage remain very mystical and connected to nature. As such they receive +2 Perception and +1 Wisdom points. - Therish:
Once again, this is a good general use class, though it may be more useful to a thief than any of the other options.Eschalon: Book III wrote:The Therish hail from rolling woodlands and plains of Thaermore. Although war has scattered most Therish to other regions of Eschalon, they remain an artistic and resourceful people. The Therish were well known for their Cavalry and elite Commonwealth Guard which protected the land until its fall in 728. Due to their resourceful attributes, Therish gain +2 Concentration and +1 Dexterity points. - Kessian:
This is a very good Origin for a mage of Elemental, Divination, or a combination of the two.Eschalon: Book III wrote:Kessians hail from the coastal province of Mistfell. The term Kessian originates from the Kessian Basin in southeast Mistfell, but it has come to represent anyone from the greater northeast region. Since Mistfell is nearly surrounded by coastal waters, Kessians are highly regarded as sailors and navigators, and known to be expert tacticians in battle. They receive +2 Wisdom and +1 Intelligence points.
Eschalon: Book III wrote:Your character's Axiom describes his basic belief system, which imposes certain advantages and disadvantages to your character.
- Atheist:
This particular axiom is one of my favorites. Because both the advantages and drawbacks are so minute, it is the second most balanced axiom, with Agnostics being higher.Eschalon: Book III wrote:The Atheist has their mind grounded in observable truths. They simply do not believe in any higher spiritual power or superstitions. Because of this, they are immune to effects of Curses. However, this also makes them immune to the effects of Blessings and altruistic healing from a cleric. - Druidic:
This is also a good option, though it by far has the largest drawbacks and advantages. Because less than 50% of the fighting in Book III is underground, this can be a very good choice.Eschalon: Book III wrote:A person of Druidic faith believes in the divinity of the living world itself; plants and animals, sun and rain, day and night. While outdoors, followers of the Druidic faith regenerate lost Hit Points and Mana Points much faster than normally possible. However, while in dungeons or underground they regenerate these points much more slowly than normal. - Virtuous:
This is a very good option, arguably even the best in Book III, because there are so few opportunities to be cursed, and the ability to cast ‘Bless’ is a huge advantage.Eschalon: Book III wrote:A person of Virtuous faith lives a life of altruism and strives to promote goodwill with others. Their faith often revolves around the worship of one or more deities whom they believe hold dominion over all living things. Virtuous persons automatically receive the spell "Bless" and can cast it at level one without the need for the Divination skill. However, Virtuous persons are much more susceptible to being Cursed when in the presence of what they perceive as great evil. - Nefarious:
This is a favorite of mine, as I never got into the habit of relying on NPC’s for healing. If you do rely on them though, this is not the choice for you.Eschalon: Book III wrote:A person of Nefarious faith lives a life of self-indulgence and corruption. By promoting wickedness in this life, they are ensured continued debauchery in the afterlife. Nefarious people have a 5% chance on any attack to deliver 'Malice Damage', an increase in damage gained by the use of savage and cruel combat techniques. However, they are immune to the altruistic act of healing from an cleric or priest. - Agnostic:
Frankly, this option has never been worth it. Yes, it’s nice to not have any drawbacks, but the buffs are still such an advantage to use, that I suggest not choosing this. If you want minimal drawbacks, play Atheistic.Eschalon: Book III wrote:The Agnostic person generally believes in some sort of higher power on a personal level, but balances this belief with observable truths and grounded ideals. Being generally balanced, they receive neither bonuses nor penalties.
Eschalon: Book III wrote:Your character's Class identifies his base proficiencies, interests and way of life. It does not limit his development; regardless of your choice of Class, your character can still evolve in any way you choose and master any combination of Skills.
- Fighter:
Eschalon: Book III wrote:Fighters are experts at hand-to-hand combat, preferring the feel of a solid weapon in their hand over anything else. Fighters may adventure for the simple thrill of battle, or to sell their services as a Mercenary to the wealthiest armies.
Press F1 to quick-start the game with a premade Fighter character. - Rogue:
Eschalon: Book III wrote:Rogues are loners who prefers to draw as little attention to themselves as possible. Rogues often develop skills in lock picking and trap disarming, and they may dabble in unscrupulous activities, from petty thievery all the way up to assassinations. Certainly not all Rogues are criminals, and some have even become folk heroes while using their skills to help others.
Press F2 to quick-start the game with a premade Rogue character. - Magick User:
Eschalon: Book III wrote:Magick Users are proficient in the Magickal Arts, as either a hobby or profession. Many people claim to possess some kind of Magick talent, but true Magick Users choose to make it part of their everyday life, practicing their art every chance they get. The adept Magick User is both feared and respected by even the mightiest warrior.
Press F3 to quick-start the game with a premade Magick User character. - Healer:
Eschalon: Book III wrote: Healers are persons who promote the restoration of life. This doesn't imply that a Healer is opposed to taking life when necessary; sometimes a few must die to save the lives of many. Some Healers work through the use of Divination and spiritual faith, while others live by the sword, insisting that healing cannot begin until the decay has first been cut out.
Press F4 to quick-start the game with a premade Healer character. - Ranger:
Eschalon: Book III wrote:Rangers are scouts and protectors of their homeland. They are unequaled hunters and survivalists. They fight hand-to-hand combat only when needed, preferring guerrilla tactics and ranged weapons to win battles.
Press F5 to quick-start the game with a premade Ranger character.
Eschalon: Book III wrote:Selecting your character's Class and Axiom generates his Title, which grants him one free skill to start out with.
Code: Select all
Title Male: Title Female:Axiom: Class: Skill: Starting Item:
Mercenary Valkyrie Atheistic Fighter Weapon, Swords Copper Short Sword
Preserver Nightshade Druidic Fighter Armor, Shields Pine Buckler
Paladin Lioness Virtuous Fighter Weapon, Swords Copper Short Sword
Berserker Banshee Nefarious Fighter Weapon, Cleaving Copper Machete
Barbarian Amazon Agnostic Fighter Weapon, Bludgeoning Pine Cudgel
Thief Burglar Atheistic Rogue Pick Locks Lock Picks (3)
Shadowlark Phantom Druidic Rogue Hide in Shadows Copper Dart (19)
Rebel Rebel Virtuous Rogue Weapon, Bows Pine Short Bow
Assassin Murderess Nefarious Rogue Weapon, Piercing Copper Dagger
Artisan Bard Agnostic Rogue Skullduggery Copper Dagger
Illusionist Illusionist Atheistic Magick User Arcane, Elemental Scroll of Spark
Conjuror Conjuress Druidic Magick User Arcane, Elemental Scroll of Spark
Mystic Mystic Virtuous Magick User Arcane, Divination Scroll/Divine Heal
Warlock Sorceress Nefarious Magick User Arcane, Elemental Scroll of Spark
Mage Enchantress Agnostic Magick User Arcane, Elemental Scroll of Spark
Sawbones Pythoness Atheistic Healer Weapon, Cleaving Scroll/Fleshboil
True Druid Wiccan Druidic Healer Medicine Copper Dagger
Cleric Cleric Virtuous Healer Arcane, Divination Scroll/Divine Heal
Necromancer Witch Nefarious Healer Weapon, Piercing Scroll/Fleshboil
Theurgist Sibyl Agnostic Healer Arcane, Divination Scroll/Fleshboil
Naturalist Naturalist Atheistic Ranger Weapon, Bows Pine Short
Guardian Dryad Druidic Ranger Foraging Pine Short Bow
Shephard Warden Virtuous Ranger Arcane, Divination Scroll/Fleshboil
Blighter Siren Nefarious Ranger Weapon, Cleaving Copper Hand Axe
Vanquisher Huntress Agnostic Ranger Weapon, Bows Pine Short Bow
*Combat Skill
- Alchemy:
This is a useful skill for all builds, though it’s certainly not necessary. You can make any item, at it’s highest level with 21 levels in Alchemy, with Demon Oil as an exception. You continue to be able to make more flasks per ingredient the higher your level.Eschalon: Book III wrote:The Arcane Skill of Alchemy deals with the production of Potions and Elixirs through the mixing of Reagents and other ingredients. The higher your skill is in Alchemy, the more potent a mixture you can create. Master Alchemists may also learn the process of applying these mixtures to weapons and armor, imbuing them with extra abilities.
In Book II there is a trainer for Alchemy. Becka can be found in Port Kuudad.
In Book III there is a trainer for Alchemy. Madam Gilda can be found north of the Seawarden’s Guild. You can train from her after completing her side quest: “The Recovery of Miss Bimbles" - Divination*:
This Magick skill is a great choice. It has useful utility spells, as well as a fair number of combat spells. I would suggest this as a secondary skill to really any other primary, though I suppose it could be used as a primary. Every point in Divination past level 31 is essentially a waste.Eschalon: Book III wrote:The Arcane Skill of Divination deals with Magicks of the Spiritual and Organic realms, used most frequently by Healers and persons of Druidic faith. The higher this skill is, the more powerful of Divination spells you can cast and the lower your chance of spell failure during combat will be. Wisdom complements this skill.
In Book II there is a trainer for Divination. Luci can be found in Port Kuudad.
In Book III there is not a trainer for Divination. - Elemental*:
This skill is another great choice. While it can also be used as a secondary skill, I find that it works better as a primary spell, namely as it is more combat oriented then Divination, and as stated, your toHit ratio increases the more points you put into it.Eschalon: Book III wrote: The Arcane Skill of Elemental deals with Magicks of the elemental realms; fire, earth, air and water. The higher this skill is, the more powerful of Elemental spells you can cast and the lower your chance of spell failure during combat will be. Intelligence complements this skill.
In Book II there is a trainer for Elemental. Luci can be found in Port Kuudad.
In Book III there is a trainer for Elemental. Valx Greyraven can be found in Old Moonrise. You can train from him after completing his side quest: “The Teeth That Bite" - Light Armor:
This is very useful for mage and ranger type characters. Any time you can avoid damage, it’s a good idea to do so. It is very possible to play the game without any armor though, and I actually tend to do that. You can wear any Light Armor item with only 7 levels in the skill.Eschalon: Book III wrote:Light Armor encompasses the use of lightweight protection such as soft, hard and studded leathers. To wear any piece of Light Armor without penalty, you must be sufficiently skilled for the type of armor you wish to wear. Simple armors made out of Hemp or Hide require less skill to properly use than other armors made from Studded Leather, for example. The more skilled you are with any armor, the less injury you will receive from a physical attack.
In Book II there is not a trainer for Light Armor.
In Book III there is a trainer for Light Armor. Kirk Strongarm can be found in Moonrise. You can train from him without needing to complete any quests. - Heavy Armor:
This is very useful for any warrior type characters. Any time you can avoid damage, it’s a good idea to do so. It is very possible to play the game without any armor though, and I actually tend to do that. You can wear any Heavy Armor items with only 5 levels in the skill.Eschalon: Book III wrote:Heavy Armor encompasses the use of heavyweight protection such as any armor fabricated from metal alloys. To wear any piece of Heavy Armor without penalty, you must be sufficiently skilled for the type of armor you wish to wear. Simple armors made out of Copper or Bronze require less skill to properly use than other armors made from Dwarven Steel, for example. The more skilled you are with any armor, the less injury you will receive from a physical attack.
In Book II there is not a trainer for Heavy Armor.
In Book III there is a trainer for Heavy Armor. Kirk Strongarm can be found in Moonrise. You can train from him without needing to complete any quests. - Shields:
Once again - a good idea to avoid potential damage, but note some drawbacks: Could very easily make the items in your hands to heavy to cast spells; No torches while shield is equipped; You cannot use a bow while holding a shield; Does count as armor for the sake of the Untouchable Challenge. You can wield any shield with no more than 5 levels in the skill.Eschalon: Book III wrote:The Shield Skill deals with the effective use of hand-held shields in combative situations. Beginning at skill level 10, using a shield will increase your chances of completely deflecting a successful attack on you.
In Book II there is not a trainer for Shields.
In Book III there is a trainer for Shields. Kirk Strongarm can be found in Moonrise. You can train from him without needing to complete any quests. - Cartography:
This skill is incredibly useful for the first, second, and even third playthroughs of this game. By the time you have learned the landscape though, this skill is not necessary, and only slightly useful until you get to level 14, at which point enemies will appear on the mini-map.Eschalon: Book III wrote:Cartography is the ability to accurately map your surroundings as you explore. The on-screen automap does not work unless you have at least one point in the Cartography Skill. The automap becomes more accurate and informative as your Cartography skill increases.
In Book II there is a trainer for Cartography. Ned can be found in Port Kuudad.
In Book III there is a trainer for Cartography. Alywin can be found in the ranger’s grove of the Elderoak Forest. You can train from her after completing the side quest: “The meaning of the Note, Part 2" - Dodge:
This skill can be very useful for any build, though it’s probably more beneficial to warriors. It is especially useful for pacifists, as it allows a complete negation of damage.Eschalon: Book III wrote:Dodge allows you to avoid being attacked through evasive actions, such as a carefully timed sidestep or twist of your body. When you perform a successful dodge, your opponent is thrown off balance granting you a +10% ToHit probability on your follow-up attack. Dodge is a passive skill and will be checked automatically each combat round. Your chance of successfully dodging any attack is 1% per point that you have in the Dodge skill.
In Book II there is not a trainer for Dodge.
In Book III there is not a trainer for Dodge. - Foraging:
This skill is very useful for both The True Ranger, and The Journeymaster challenges. You can find any item (that can be found foraging) at level 25, though the frequency will continue to increase with additional points.Eschalon: Book III wrote:Foraging is a skill that is valuable to players who live off the land. A skilled Forager can scavenge for food and water as they travel across the world. At higher skill levels, your character will find valuable reagents which can be used for Alchemy or sold for extra coins. Foraging only works while traveling, and generally in wilderness only.
In Book II there is a trainer for Foraging. Hunter can be found in Wolfenwood.
In Book III there is a trainer for Foraging. Alywin can be found in the ranger’s grove of the Elderoak Forest. You can train from her after completing the side quest: “The meaning of the Note, Part 2" - Hide in Shadows:
This skill is almost a necessity for Rogue builds, and can be handy for any other build as well.Eschalon: Book III wrote:Hide in Shadows is the ability to utilize shadow and darkness to cover your movement. It is an automatic Skill that is always active and it grants the effect 'Hidden in Shadow' if your character is in a darkened area. The higher the skill, the less darkness your character needs to utilize this Skill. Also, standing next to a wall or large object increases the effect.
In Book II there is a trainer for Hide in Shadows. Zeblin can be found in the Thieves' Arcadia. You can train from him after abandoning the quest: "To Hunt and Assassin".
In Book III there is not a trainer for Hide in Shadows. - Lore:
This skill is useful at the beginning for earning a little bit more money, or begin able to eat items you find in caves. In the long run though, it’s barely, if at all, worth your skill points.Eschalon: Book III wrote:Lore is the ability to identify the strange items you discover on your journeys. Intelligence complements this skill.
In Book II there is not a trainer for Lore.
In Book III there is a trainer for Lore. Leisle can be found in Rockhammer. You can train from her after completing her side quest: “Collecting on a Debt" - Medicine:
I have found this skill very useful for Warrior builds, who need to regenerate hitpoints quickly.Eschalon: Book III wrote:Medicine is the ability to dress wounds and utilize common herbs for faster recovery of Hit Points, as well as an increase in resistance to Toxins and Disease.
In Book II there is not a trainer for Medicine.
In Book III there is a trainer for Medicine. Madam Gilda can be found north of the Seawarden’s Guild. You can train from her after completing her side quest: “The Recovery of Miss Bimbles". - Meditation:
This skill is like the opposite of Medicine. It’s really useful to Mages, and only slightly to other builds.Eschalon: Book III wrote:Meditation is the ability to focus your mind to better resist the effects of magickal attacks and extreme elements such as heat and cold. It also allows you to restore your spent Mana Points at a faster rate.
In Book II there is not a trainer for Meditation.
In Book III there is a trainer for Meditation. Madam Gilda can be found north of the Seawarden’s Guild. You can train from her after completing her side quest: “The Recovery of Miss Bimbles". - Mercantile:
I have found this skill very helpful in every one of builds. Regardless of where you want to focus, most of the skills you really really need can be bought. To buy 8 levels in any given skill costs a combined total of 3600 gold. To get all the gold, mercantile is the way to do it. In Book III I usually buy all 8 levels, then read the book (The War of Mercantilism), always wear the hat (Dealer’s Hat), and put only about 3 skill points into it, totaling to Mercantile being level 15. This is enough to get anything I want at a price that I am okay with.Eschalon: Book III wrote:Mercantile is the ability to negotiate better prices when buying and selling items from merchants. The higher this Skill is, the cheaper items become when purchasing and the more money you can get when selling items.
In Book II there is not a trainer for Mercantile.
In Book III there is a trainer for Mercantile. Leisle can be found in Rockhammer. You can train from her after completing her side quest: “Collecting on a Debt" - Move SIlently:
This is another important skill for Rogues, though probably less important than Hide in Shadows. Note that you fail the True Thief challenge if someone sees you commit a crime, but not if someone hears you commit one. It does allow you to sneak up nicely though.Eschalon: Book III wrote:Move Silently is a stealth skill that allows you to move without producing sound to avoid detection. The higher this skill is, the more it offsets the penalty imposed by wearing armor and the closer you can approach an enemy before they notice you. When no enemy can hear you moving, the effect "Silent" is displayed in the Effects Window. Dexterity complements this skill.
In Book II there is a trainer for Move Silently. Zeblin can be found in the Thieves' Arcadia. You can train from him after abandoning the quest: "To Hunt and Assassin".Eschalon Wiki wrote:With nothing equipped, a skill level of 19 with Dexterity 7 seems sufficient to always be Silent, even when directly next to an enemy. A Dexterity of about 65 is required for the same effect with skill level 1.
In Book III there is not a trainer for Move Silently. - Pick Locks:
No rogue is complete without the ability to sneak into side rooms and open secret chests. This skill is perhaps a little bit less useful in this game than in others, but it certainly still has it’s perks.Eschalon: Book III wrote: The Pick Locks Skill is the ability to utilize lock picks to release locks on doors and chests. Dexterity complements this skill.
In Book II there is a trainer for Pick Locks. Zeblin can be found in the Thieves' Arcadia. You can train from him after abandoning the quest: "To Hunt and Assassin".
In Book III there is a trainer for Pick Locks. Leisle can be found in Rockhammer. You can train from her after completing her side quest: “Collecting on a Debt" - Repair:
This is a relatively useful skill, especially for warriors. It doesn’t really help you at all to put more than 3 levels into it though, as that is plenty fast.Eschalon: Book III wrote:The Repair Skill is the ability to repair weapons and armor in your inventory while you are camping. Initially, you will only be able to make small improvements to your currently equipped weapons and armor, but as this skill increases your repairs will become more thorough and efficient, allowing you to repair more items in your inventory during the time you spend camping.
In Book II there is a trainer for Repair. Gilgamen can be found in Durnore.
In Book III there is not a trainer for Repair. - Skullduggery:
This is another very useful Rogue skill, though it can be beneficial to any class.Eschalon: Book III wrote:Skullduggery is the mechanical understanding of traps and trickery, and the ability to effectively disarm them. Concentration complements this skill.
In Book II there is not a trainer for Skullduggery.
In Book III there is not a trainer for Skullduggery. - Spot Hidden:
The Spot Hidden skill is the ability to passively spot hidden items, doors, traps and abnormalities. This skill is complemented by the Perception attribute.[/quote]
This skill is less useful in Book III than any previous Book, though it can still be used to find hidden traps quicker.
In Book II there is not a trainer for Spot Hidden.
In Book III there is not a trainer for Spot Hidden. - Unarmed Combat*:
This is a favorite skill of mine. It allows you to bash down doors, or Basilisks, with no problems. If you are using this as your primary skill, raise it to 42, and if it’s a secondary, not much higher than 10, just to get the feat, is necessary.Eschalon: Book III wrote:Unarmed Combat is the ability to attack a target using only your hands or feet and inflict as much damage as you would if you were holding a blunt weapon. Strength and Speed are the attributes that complement this skill. Beginning at skill level 10, the character has a chance of performing a "Fury Strike", hitting a target (creature or object) with 4x normal damage.
In Book II there is not a trainer for Unarmed Combat.
In Book III there is not a trainer for Unarmed Combat. - Bludgeoning Weapons*:
Another favorite of mine, for similar reasons. If you are using this as your primary skill, raise it to 42, and if it’s a secondary, not much higher than 10, just to get the feat, is necessary.Eschalon: Book III wrote: Bludgeoning Weapons include Staves, Maces, Hammers, Clubs and similar blunt-force weapons. They work equally well at bashing in doors as well as skulls, and they are the most durable of all weapons. Bludgeoning weapons are considered melee devices and as such Strength and Speed complement this skill. Beginning at skill level 10, the character has a chance of performing a "Devastating Blow", striking a target (creature or object) with 2x normal damage and permanently reducing the enemy Armor Rating by 50%.
In Book II there is a trainer for Bludgeoning Weapons. Sonya can be found in Port Kuudad.
In Book III there is a trainer for Bludgeoning Weapons. Shrock can be found in Old Moonrise. You can train from him after obtaining a Deadly Weapons Permit. You can obtain a Deadly Weapons Permit by buying one from the tavern owner there, or by completing Shrock’s quest: “Cleaning up the Riff Raff". - Bows*:
[quote="Eschalon: Book III]Bow Weapons include any variation of archery devices which utilizes arrows. Concentration and Dexterity are the attributes that complement the Bow skill. Beginning at skill level 10, the character gains the ability of "Intense Focus", allowing for precision strikes causing 3x normal damage.[/quote]
I have yet to complete a game with Bows as my primary weapon, though I have completed each game once with Bows as a secondary. It’s very useful for both (from what I’ve heard), and a much easier build in Book III than it was in either of the previous books. If you are using this as your primary skill, raise it to 42, and if it’s a secondary, not much higher than 10, just to get the feat, is necessary.
In Book II there is a trainer for Bows. Hunter can be found in Wolfenwood.
In Book III there is a trainer for Bows. Alywin can be found in the ranger’s grove of the Elderoak Forest. You can train from her after completing the side quest: “The meaning of the Note, Part 2" - Cleaving Weapons*:
I enjoy this build, though the feat is less useful in most circumstances than the others. If you are using this as your primary skill, raise it to 42, and if it’s a secondary, not much higher than 10, just to get the feat, is necessary.Eschalon: Book III wrote:Cleaving Weapons include Axes, Machetes, and similar chopping weapons. They are very durable and dependable. Cleaving Weapons are considered melee devices and as such Strength and Speed complement this skill. Beginning at skill level 10, the character has a chance of performing a "Great Cleave", striking not only the primary target but adjacent targets as well.
In Book II there is a trainer for Cleaving Weapons. Sonya can be found in Port Kuudad.
In Book III there is a trainer for Cleaving Weapons. Shrock can be found in Old Moonrise. You can train from him after obtaining a Deadly Weapons Permit. You can obtain a Deadly Weapons Permit by buying one from the tavern owner there, or by completing Shrock’s quest: “Cleaning up the Riff Raff". - Piercing Weapons*:
While this can be a fun build, it’s going to be a hard final fight with piercing weapons as your only weapon. If you are using this as your primary skill, raise it to 42, and if it’s a secondary, not much higher than 10, just to get the feat, is necessary.Eschalon: Book III wrote:Piercing Weapons include Knives, Daggers, and Spears. Generally, piercing weapons do not produce as much damage as other types weapons, however they are lighter and allow the character the opportunity to strike multiple times. The Piercing Weapons skill is complemented by Dexterity and Speed. Beginning at skill level 10, the character has a chance of performing a "Double Strike", hitting a target two separate times per attack round.
In Book II there is not a trainer for Piercing Weapons.
In Book III there is not a trainer for Piercing Weapons. - Swords*:
This is a good, classic warrior build, and the first one that I played through each game with. If you are using this as your primary skill, raise it to 42, and if it’s a secondary, not much higher than 10, just to get the feat, is necessary.Eschalon: Book III wrote:Swords include all forms of medium to long-bladed, single or double-handed weapons. Note that Short Swords are considered true Swords, not Short Bladed or Piercing weapons. While swords can be very effective weapons, they require more maintenance than a simple hammer or axe to remain useful. Swords are considered melee weapons and as such Strength and Speed complement this skill. Beginning at skill level 10, the character has a chance of performing a "Masterful Riposte". This is a guaranteed strike, and then perfect parrying of all enemy attacks in the following round. Parried enemies suffer riposte damage equivalent to Sword's base damage.
In Book II there is a trainer for Swords. Sonya can be found in Port Kuudad.
In Book III there is a trainer for Swords. Shrock can be found in Old Moonrise. You can train from him after obtaining a Deadly Weapons Permit. You can obtain a Deadly Weapons Permit by buying one from the tavern owner there, or by completing Shrock’s quest: “Cleaning up the Riff Raff". - Thrown Weapons*:
While I have never tried a build based solely on Thrown Weapons, I have no doubt that it would be fun, and provide a nice challenge. If you are using this as your primary skill, raise it to 42, and if it’s a secondary, not much higher than 10, just to get the feat, is necessary.Eschalon: Book III wrote:Thrown Weapons include special knives, hatchets and spears designed to be hurled at targets. Thrown weapons will generally cause more damage to a target than other ranged weapons (such as arrows) due to heavier weight and additional inertia, and unlike bows, thrown weapons can be used while holding a torch or shield. The down side is that thrown weapons are heavier in your inventory and more costly per unit than arrows. Strength and Dexterity are the attributes that complement the Thrown Weapon skill. Beginning at skill level 10, the character gains the ability of "Overwhelming Volley", allowing for up to 8 weapons to be thrown at once, showering the target and adjacent tiles.
In Book II there is a trainer for Thrown Weapons. Hunter can be found in Wolfenwood.
In Book III there is not a trainer for Thrown Weapons.
- Alchemy:
Goes well with: Divination, Elemental, Lore, Foraging - Divination:
Goes well with: Alchemy, Elemental, Light Armor, Meditation, Dodge - Elemental:
Goes well with: Alchemy, Divination, Light Armor, Meditation, Dodge - Light Armor:
Goes well with: Divination, Elemental, Dodge, Repair, Bow Weapons, Piercing Weapons - Heavy Armor:
Goes well with: Shields, Repair, Unarmed Combat, Bludgeoning Weapons, Cleaving Weapons, Swords - Shields:
Goes well with: Heavy Armor, Repair, Unarmed Combat, Bludgeoning Weapons, Cleaving Weapons, Swords - Cartography
Goes well with: Everything - Dodge
Goes well with: Light Armor, Divination, Elemental, Piercing Weapons, Pick Locks, Skullduggery, Hide in Shadow, Move Silently - Foraging
Goes well with: Bow Weapons, Alchemy - Hide in Shadows
Goes well with: Dodge, Move Silently, Pick Locks, Skullduggery, Piercing Weapons - Lore
Goes well with: Alchemy - Medicine
Goes well with: Unarmed Combat, Bludgeoning Weapons, Bow Weapons, Piercing Weapons, Swords, Thrown Weapons - Meditation
Goes well with: Divination, Elemental - Mercantile
Goes well with: Everything - Move Silently
Goes well with: Dodge, Hide in Shadows, Pick Locks, Skullduggery, Piercing Weapons - Pick Locks
Goes well with: Dodge, Hide in Shadows, Move SIlently, Skullduggery, Piercing Weapons - Repair
Goes well with: Light Armor, Heavy Armor, Bludgeoning Weapons, Bow Weapons, Cleaving Weapons, Piercing Weapons, Swords - Skullduggery
Goes well with: Dodge, Hide in Shadows, Move Silently, Pick Locks, Spot Hidden, Piercing Weapons - Spot Hidden
Goes well with: Skullduggery - Unarmed Combat
Goes well with: Everything - Bludgeoning Weapons
Goes well with: Heavy Armor, Shields, Repair, Medicine - Bow Weapons
Goes well with: Light Armor, Repair, Medicine - Cleaving Weapons
Goes well with: Heavy Armor, Shields, Repair, Medicine - Piercing Weapons
Goes well with: Light Armor, Shields, Dodge, Hide in Shadows, Move SIlently, Pick Locks, Repair, Skullduggery - Swords
Goes well with: Heavy Armor, Shields, Repair, Medicine - Thrown Weapons
Goes well with: Anything or Nothing (depending on how you look at it)
- Strength:
A crucial attribute for all melee builds, this will let you not only deal more damage, but carry much more weight as well.Eschalon: Book III wrote:Strength is a measure of your character's physical power; his ability to lift and carry weight as well as the maximum force he can deliver when attacking. Nearly all of your Character's physical abilities are augmented by Strength in some way, including Toxin Resistance. - Dexterity:
Useful for Rogue and Warrior builds, this attribute makes just about every roll in the game turn in your favor.Eschalon: Book III wrote:Dexterity is a measure of steadiness, accuracy, hand-eye coordination, balance, and grace in physical activity. Dexterity is critical in your Character's ToHit Rating and his base Armor Rating, as well as skills such as using Bows, Thrown Weapons, and Picking Locks. - Endurance:
Another important skill for any class, though perhaps less so for mages than other classes. The more Endurance, the more hitpoints.Eschalon: Book III wrote: Endurance is a measure of how well your character can endure physical trauma, poisons, diseases and fatigue. It is the critical foundation of your Character's Maximum Hit Points and all Resistance scores, as well as his Hit Point regeneration rate. - Speed:
A compliment to dexterity, this skill is useful to all builds, but especially to rogues.Eschalon: Book III wrote: Speed is a measure of how quickly your character is able to perform actions. The higher your Character's Speed is, the faster he can swing a melee weapon (thus increasing maximum deliverable damage) and the greater his base Armor Rating is because he is more able to quickly evade an oncoming attack. - Intelligence:
This skill might be useful for all builds, as it makes you more likely to identify items. It’s especially useful to Magick Users.Eschalon: Book III wrote:Intelligence is a measure of your character's ability to understand and retain new information, as well as his logistic skills. Intelligence also augments Element Resistance and for Magick Users, it contributes to the number of Mana Points gained every level. Finally, Intelligence helps you identify unknown items you may find on your journeys. - Wisdom:
Again, it can be helpful to all builds, but it’s especially so to Healers.Eschalon: Book III wrote:Wisdom is a measure of your character's insight, common sense and quality of judgment, as well as general cognitive abilities. Wisdom augments the magickal Skill of Divination, as well as Disease Resistance and some defensive stats. Wisdom is also the only attribute that can protect your character against Cursings. For Healers, Wisdom contributes to the number of Mana Points gained every level. - Perception:
While very useful to any Mage build, it’s not the most useful of skills for other classes, with the exception of it’s granted Magick Resistance.Eschalon: Book III wrote:Perception is the ability to sense, channel and use the arcane energy that exists below the surface of observable reality. In its slightest form, Perception also affects awareness and intuition. Perception represents your character's ability to perform acts of magick and divine channeling and is the basis for your starting Mana Points, Magick Resistance, Mana regeneration rate, and Mana gains each level, as well as your natural ability to spot hidden items. - Concentration:
Useful for any build, as it allows you to carry more weight, be more successful casting spells, or even disarming traps.Eschalon: Book III wrote:Concentration is a measure of your character's ability to maintain attention and mental focus, especially while distressed. It is often considered the mental version of Endurance. It augments many different Skills and Stats that require strong mental focus such as your character's ToHit Rating, Trap Disarming, Spell Casting and much more. It is a critical Attribute to develop for every Character, regardless of specialization.