by Ashery » Mon Aug 24, 2009 1:11 pm
2x mul knight, human cleric, and a half-elf mage.
Oh, and this is an ironman run (Just finished the caves after I did some light grinding after clearing Corinth).
I tried a half-elf knight duel wielder earlier, but I just wasn't sold on their effectiveness. They're more mobile (If you use light armor), have better reflex saves, and are better able to avoid touch attacks, but they have less ac (a full seven less than a mul knight with a +5 shield), five less defensive enchantment points (Well ten technically, but five of those points went towards the ac bonus) and four less points of damage per swing (two from the racial differences and two from points invested in str at level up). I'm sure there are some other differences, but it's 5am (I started the current ironman attempt earlier tonight), so I'm a wee bit tired, heh...
And mages most certainly *aren't* useless before level five. Thanks to the game's design, despite the fact that you're limited to only a couple memorized spells early on, you can mass produce level one scrolls very easily (12g, 1xp per, might be 14g). Also, while spells like magic arrow do limited damage at this point in time, the other spells you have available to you can make a huge difference. Entangle and sleep are probably the two spells I used most at low levels, but the others definitely have a use as well (Even truestrike).
For general purpose weapons I'd recommend an adamantium weapon with destruction and speed (Either +3 or +1 and holy) with a couple other weapons used for specific situations (Anarchic/Axiomatic for instance). Once I got those adamantium weapons on my knights during my non-ironman playthrough, most combat became near trivial.