Skill Point Usage

Mindcrafters have a fairly small selection of skills to choose from, which means there aren't too many hard decisions.

So basically, you've got a high priority on maxing out Mindcraft and Magic, and then your second tier is Combat, Spirituality, and maybe Prayer.


Mindcrafters as Warrior-Magi

PermanentInk: Having beaten the game with a LostSoul Mindcrafter that never used melee after reaching clvl 7, I have to respectfully disagree with the assertions made here. But it should certainly be allowed to stand as an alternative viewpoint.

(Written for 2.2.7. 2.3.0 will change the balance issues talked of here.)

A mindcrafter is like a warrior mage - except that they don't do magic. They have access to the bookless Skills/Mindcraft skill which works like magic but isn't. Still, a mindcrafter is well advised to invest in Skills/Magic to get some more mana. Maximizing Magic will not usually be necessary since the mindcraft skill takes less mana than mage spells.

In the early game a mindcrafter should make good use of Precognition to avoid being surprised by monsters and to detect traps. Precognition is a great "spell", particularly on higher levels. It will be probably be your most used one during the entire game. You should use a combination of melee and the first mindcraft distance attacks. Mindblast, while weak, is good in the early game for monster that are not mindless, smart, or stupid. Pulverize does more damage and works against nearly any monster, and when it levels it becomes a ball, which makes it even more powerful against groups of monsters. Also, casting minor displacement in a bind can save you.

In the midgame a mindcrafter's mental attack powers are at their most effective. Soon after getting line-of-sight mindwave one should be able to take down orc pits with a few castings. Later one can demolish troll pits with ease. This is good to do for fun, profit, and experience points.

In the late game plentiful demons and undeads are not safe to mindwave, and in Spoilers/Dungeons/Angband everything starts to have a huge number of hitpoints anyway. Mindcraft attacks simply do not scale that high. Consequently, one needs to kill monsters the warrior way and use mindcraft for detection, combat boosting (you'll need that), and teleportation. Buying both extra attack abilities and maximizing Skills/Weaponmastery is recommended. High-level minor displacement creates void jumpgates, which is a good idea to keep in mind. Monsters can't use void jumpgates, but the player can.

Since a mindcrafter will end up more than half warrior, Tulkas is the most recommendable god for him or her.


Chatter

PermanentInk: Okay, so I think I've gotten the mindcrafter-specific information here.

Sirrocco: For race-specific options, going beorning and focusing on bearform combat is a solid response to the need for focused single-target damage. For that matter, I've heard good things about boulder-throwing, if you can stand playing as an ent. Also, if you enjoy cheese, Melkor's autocurse will hook you up in the endgame. Manwe gives some decent bonuses, but most of his spell effects are redundant by that point. Yavanna actually becomes pretty interesting - her focuses on battlefield shaping and melee augmentation are potentially quite useful, and the ability to easily charm with native skill and MP makes grinding for piety a lot easier. Eru is hampered by the fact that both Divination and his divinatory godspells are largely duplicated (as is Mind - not that that matters) but if you *really* want to blast the heathen with manabolts, there's really only one place to go.

Spoilers/Classes/Mindcrafter (last edited 2007-10-06 14:14:15 by c-69-140-162-196)