The_Nameless_Prick said:
I have tried the game but before I can advance further, I need more info on what attributes do what, and how the general game mechanics work. Right now I lack any direction to advance in the game. The manual helps, but only a little.
Do you mean RoA? What's so hard to figure out? My manual is 96 pages long and explains every detail. Can't you phrase your question a little bit more specifically? Why don't you figure it out like we did in the old days? By fiddling around? Eh, but anyway.
Bravery helps resisting spells, and also lowers the combat penalties for being wounded.
Wisdom gives boni to casting spells.
Charisma grants aptitude with social skills and some spells. Important for witches.
Dexterity makes ranged combat, spellcasting and thieving easier.
Agility significantly increases combat performance and physical skills.
Intuition is of use for witches, as it helps with their spells.
Strength increases carrying capacity and damage. It's the most useful stat.
Right. Forget about the negative attributes. Just know that a low superstition is VERY helpful. Now let's go a bit more in-depth.
You have many spells and skills, right? Now you need to know this: Every skills and spell is tied to three attributes, which significantly improve its usefulness. Examples:
The "Evil Eye" druid spell is tied to Bravery/Charisma/Charisma. That means a druid with high charisma and bravery will have a much higher success casting it at skill level 5 than a druid who didn't invest into those stats.
"Lockpicking" is tied to Intuition/Dexterity/Dexterity. That means if you don't give your dwarf/thief decent scores in Dexterity, he will be gimped. You can mitigate this by increasing the lockpicking skill, but that gets very costly at higher levels.
So here are my suggestions:
First two levels: Increase strength. Yes, even for the wizards. Why? This game is heavy on logistics. If you want to be safe from diseases and get decent rest at need, you will lug A LOT of stuff around, and that's not yet counting rations, spare water skins, second set of boots, extra weapons. And with only 13 STR or less you won't be able to. Not comfortably.
Further levels as follows:
* Dwarf
Work on lockpicking, haggle, and axes. Stats: STR/AGL/STR/DEX, loop.
* Warrior
Work on edged weapons and two-handed weapons. Stats: STR/AGL/STR, loop
* Rogue
Work on swords, social skills, lockpicking if dwarfless. Stats: DEX/AGL/STR, loop
* Hunter
Work on ranged weapons, swords and nature skills. Stats: AGL/DEX/STR, loop
* Elf
Like Hunter, except: Stats: AGL/DEX/INT(ution), loop
* Wizard
Work on knowledge, alchemy, spears. Stats: WIS/DEX/WIS, loop
Don't use any other classes on your first play-through. Refer to the hints I gave in a different thread. Also, Astral Energy >> Life Points >> Spell Picks. Pump AE!
Jasede's patented beginner party:
Warrior/Dwarf/Elf/Rogue/Wizard/Wizard
Wizards should develop a very BROAD palette of spells. Don't specialize too much. Spell skills > 5 are useful only with Ignifaxius, Fulminuctus, Transversalis and Foramen Foraminor. (Okay, there's some more benefit with some difficult to cast spells. In general, increase it when it fails too often, but once you get a good success rate, work on other spells instead.)
Edged weapons are the most powerful, but you'll never find an unbreakable one, so warriors should also train two-handed. Dwarves work on axes. Your elf will get a good sword in RoA 1 and an even better one in RoA 2, as well as a magic bow. The rogue can work on swords, but should take advantage of piercing weapons at the beginning.
Important:
Attack > Parry. Never increase parry. NEVER.