REPOST: AG stat costs and me babbling :) From: leeme@cnsvax.uwec.edu Date: Thu, 20 May 1993 07:54:29 +0000 Adventurers Guild Racial Costs for STATS STR DEX STAM CUN Human 4 4 4 4 Goblin 5 4 4 4 Dwarf 4 6 3 6 Halfling 8 3 4 5 Half-Elf 6 4 6 4 Lizard 4 8 6 4 Minotaur 5 8 4 6 Ogre 3 8 4 8 Elf 8 4 8 4 Half-Troll 5 8 4 8 Initial design of your character: In my opinion, any race that has a cost of 8 on DEX should start with the maximum possible for that race. If you're looking for a brute wielding greatswords, halbards, etc. you can skimp down to 6 to 8 on CUNning and put the extra points in STR and DEX. Just like Duelmasters, you can skimp on STAMina, but in Adventurers Guild it will cost you later on during adventures. You'll most likely run above 70% W/L in the guild, but once out in the real world you'll be running into things that will test your stamina. Good things with an average to above average STAM: saving throws when encountering certain type of undead attacks, saving throws when encountering magic, your ressurection fund is cheaper with a good stamina, and when adventuring there is no time limit in a fight like in the guild (extra stamina will keep you going after the fighting goes desperate). Each race has their own bonuses/minuses in skill costs, etc, and there are too many to go into. If you have specific questions, Dave, Matt and I will reply to any posts. The following is a real quick rundown on what I think of each race. Human: They can be anything. No minuses, but no real bonuses either. Goblin: Almost like humans, except they're a bit lacking in STR initially. Magic costs them a little extra later on, too. Dwarf: One of the better overall races in the game. Magic resistance, thick heads, best at spotting/avoiding traps on adventures. Main weakness is their high cost for magic. Half-Elf: Just introduced a couple months ago. Not much info on them yet. Halfling: Dodge, dodge, and dodge. Good overall in terms of stats and picking up adventuring skills. Main weakness is their initial max of 10 STR and an 8 EP cost to raise. Lizard: Excellent at parrying (tails act as spring when deflecting blows). Natural armor of padded armor, good at picking up adventuring skills. Main weaknesses: DEX and STAM costs pile up. Minotaur: They suck (yeah, yeah, I run the highest minotaur in the game). Thick head and head butt is all they have. Weaknesses: everything! Still, though, nothing like seeing someone's face smashed to a pulp by a headbutt. Ogres: Stick em in plate mail with spiked gauntlets and watch them go berserk. High DEX, CUN costs, etc Elf: Best at magic, worst fighters in the world (when put against equal opponents). They work well in team fights when standing in back casting blast, daze, vertigo, magical fury, etc. Half-Troll: Regeneration is their biggest thing. Weaknesses: everything! Mike Lee Holland (382) and Golden (475) in Barstow Guild Referenced By Up