Erebus
Arcane
- Joined
- Jul 12, 2008
- Messages
- 4,862
I got that one eventually (after the generic + regeneration) and it was active a lot of the time, but mana/stamina is rarely an issue,
Stamina can be an issue for the Thief and the Elf, as both characters initially have very low Stamina Regeneration. If the player neglects to increase their Constitution (which might seem tempting at first glance), they might find their options limited after 5-6 turns of combat.
In difficult fights, the Priestess can be at risk of running out of fuel after using too many healing spells. The passive skills that increase her Astral Energy and her AE Regeneration are really useful to ensure that doesn't happen (and I also like to give her the pendant that gives +10 to AE Regeneration).
The Wizardess doesn't have the same problem, as she can use her vampiric spell to regain a fair amount of AE.
I found the ones which change initiative useful, e.g. for the ogre, it so you can make him go before or after the dwarf depending on the encounter.
As soon as I get the Dwarf Throw skill, I almost always use it on the first round of combat. Consequently, I always try to have the Initiative of the Ogre be slightly better than the Initiative of the Dwarf, so the Dwarf can act very quickly after being thrown into melee.
At one point in the main campaign, that becomes a bit difficult, as the Dwarf will get several items that increase his Courage (and thus his Initiative). Having ways to boost the Ogre's Initiative during the first round might then be useful.