

Every point of Cunning increases mind power by 0.4, mental save by 0.35 and crit chance by 0.3. Willpower will probably be our secondary stat after Magic.Ĭunning is the secondary main stat of Mindpower-based classes. In addition, investing in willpower increases your maximum stamina/psi/mana, lowers your equilibrium/paradox failure rate, and increases the amount of vim regained per kill. Every point of Willpower increased Mind power by 0.7, mental save by 0.35, and spell save by 0.35. Willpower is the main stat of Mindpower-based classes.

There’s rarely any reason for non-magic users to invest in it, but some do for certain specialty builds that I’ll get to later. Pretty much what it says on the tin, every point of Magic increases Spellpower by 1 and spell save by 0.35. Magic is the main stat of, well, any magic-using class. As a result, Con tends to be a dump stat for most classes – investing in it isn’t really a mistake, especially if you’re feeling a little too flimsy, but it’s not really a priority and those stats are usually better invested somewhere else. Almost no skill trees scale with Constitution, and the 4 HP per Con point is fairly negligible when a t1 health boosting item can give +40 HP or so. Every point in Constitution increases our max HP by 4, our physical save by 0.35 and our healing modifier by 0.8%. When you shrug off a crit, you ignore the crit damage multiplier and the attack does normal damage – a very helpful occurrence when enemies start rocking 250% crit damage multipliers.Ĭonstitution…isn’t really the main stat of any class. Accuracy is always helpful, but it’s crit shrug off chance that makes investing in Dexterity a priority on higher difficulties. ‘Defense’ in Tome refers specifically to our chance to dodge weapon-based attacks – it’s rarely high enough to rely on for most classes, but extra dodge rate never hurts. Every point of Dexterity increases Defense and Ranged Defense by 0.35, Accuracy by 1, and our chance to shrug off critical hits by 0.3%. In addition, wearing heavy/massive armors (and even some of the better light armors) requires a certain amount of strength.ĭexterity is the main stat of ranged weapon users and dagger-users such as the Rogue, though most melee characters find it fairly useful to level alongside Strength. Every point of Strength increases physical power by 1, max encumbrance by 1.8, and physical save by 0.35 – essentially, how hard we hit, how much we can carry, and our resistance against physical effects. Strength is the main stat of almost all melee characters, and even those that don’t primarily use Strength still find it useful.

Stat points can be invested in any one of our six stats, and stats can only be invested in until they hit 60 via investment (though they can still be raised through other means). There’s a lot to deal with, so I’ll break it down bit by bit.įirstly, we get three stat points every level up.
TALES OF MAJEYAL DARK CRYPT FREE
Of course, those who wish to contribute their own runs are free to do so, provided they try not to get ahead of the main LP.Īnd upon character creation, we are unceremoniously dumped into our talent management screen. For those who wanted to see other classes, we might be getting around to those eventually.
TALES OF MAJEYAL DARK CRYPT PLUS
plus either one of those gets you a little extra lore than you might otherwiseīy popular demand, it seems we will be Skeletor the Skeleton Paradox Mage. Failing that, maybe Shaloren Rogue? I haven't tried that combo yet, but I imagine cooldown-reduction makes rogues better at what they do while debuff-cleansing covers one of its weaknesses. I'm gonna suggest Doomelf Paradox Mage - their two-step-teleport racial and passive debuff-duration reduction are really handy to have on a class that gets so much benefits from teleports / out-of-phase equipment.
