Shar-Teel (at Level 8) Weapon Proficiencies: Long Sword + Dagger +++ [gives you +3/+3 and strike first in a round usually] Gangnam, err, Two Weapon Style ++
Key Equipment: Longtooth +2 (1d6+2, same as a short sword) Dagger of Venom +2 (1d4+2) Werebane +1/+4 (1d4+1, +4 vs Werewolves) [for Werewolf Island only] Gauntlets of Weapon Expertise +1/+2 & extra 1/2 attack [two sets of these in the game] Boots of Speed [closes distance to spellcasters before they can cast]
Early in the Game: 1. Get a Long Sword +1 for primary hand, available from many enemies and shops 2. Get the +2 Dagger "Heart of the Golem" for the off hand, east of Nashkel in the tomb region 3. Equip Shar-Teel with the free Ankheg Plate Mail in Nashkel 4. Get Gauntlet of Weapon Expertise +1/+2 (+ 1/2 attack) at the Firewine Bridge
Middle of the Game: 1. Get the Boots of Speed outside Cloakwood Mines 2. Purchase Dagger of Venom +2 in Beregost once you have $$$ and equip in primary hand
Late in the Game: 1. Get Longtooth +2 (1d6) from the Undercellar 2. Equip the Wolvesbane Charm +2/+2 from Draedal on Werewolf Island 3. Get the Werebane Dagger +1/+4 on the second deck of Balduran's ship on Werewolf Island 4. Get Kiel's Helmet in Durlag's Tower (immune to Fear and Charm)
Because Shar-Teel can get magic weapons, armor, and gauntlets early in the game, she is a freaking Cuisinart. Once she gets the Boots of Speed, she can close distance on enemy spellcasters and whack them hard and often -- instant spell failure. With the Wolvesbane Charm and the Werebane Dagger, she can seriously abuse the Greater Werewolves.
Shar-Teel (at Level 8) Weapon Proficiencies: Long Sword + Dagger +++ [gives you +3/+3 and strike first in a round usually] Gangnam, err, Two Weapon Style ++
Key Equipment: Longtooth +2 (1d6+2, same as a short sword) Dagger of Venom +2 (1d4+2) Werebane +1/+4 (1d4+1, +4 vs Werewolves) [for Werewolf Island only] Gauntlets of Weapon Expertise +1/+2 & extra 1/2 attack [two sets of these in the game] Boots of Speed [closes distance to spellcasters before they can cast]
Early in the Game: 1. Get a Long Sword +1 for primary hand, available from many enemies and shops 2. Get the +2 Dagger "Heart of the Golem" for the off hand, east of Nashkel in the tomb region 3. Equip Shar-Teel with the free Ankheg Plate Mail in Nashkel 4. Get Gauntlet of Weapon Expertise +1/+2 (+ 1/2 attack) at the Firewine Bridge
Middle of the Game: 1. Get the Boots of Speed outside Cloakwood Mines 2. Purchase Dagger of Venom +2 in Beregost once you have $$$ and equip in primary hand
Late in the Game: 1. Get Longtooth +2 (1d6) from the Undercellar 2. Equip the Wolvesbane Charm +2/+2 from Draedal on Werewolf Island 3. Get the Werebane Dagger +1/+4 on the second deck of Balduran's ship on Werewolf Island 4. Get Kiel's Helmet in Durlag's Tower (immune to Fear and Charm)
Because Shar-Teel can get magic weapons, armor, and gauntlets early in the game, she is a freaking Cuisinart. Once she gets the Boots of Speed, she can close distance on enemy spellcasters and whack them hard and often -- instant spell failure. With the Wolvesbane Charm and the Werebane Dagger, she can seriously abuse the Greater Werewolves.
Is this for a straight fighter build or a fighter>thief build???
Shar-Teel (at Level 8) Weapon Proficiencies: Long Sword + Dagger +++ [gives you +3/+3 and strike first in a round usually] Gangnam, err, Two Weapon Style ++
Key Equipment: Longtooth +2 (1d6+2, same as a short sword) Dagger of Venom +2 (1d4+2) Werebane +1/+4 (1d4+1, +4 vs Werewolves) [for Werewolf Island only] Gauntlets of Weapon Expertise +1/+2 & extra 1/2 attack [two sets of these in the game] Boots of Speed [closes distance to spellcasters before they can cast]
Early in the Game: 1. Get a Long Sword +1 for primary hand, available from many enemies and shops 2. Get the +2 Dagger "Heart of the Golem" for the off hand, east of Nashkel in the tomb region 3. Equip Shar-Teel with the free Ankheg Plate Mail in Nashkel 4. Get Gauntlet of Weapon Expertise +1/+2 (+ 1/2 attack) at the Firewine Bridge
Middle of the Game: 1. Get the Boots of Speed outside Cloakwood Mines 2. Purchase Dagger of Venom +2 in Beregost once you have $$$ and equip in primary hand
Late in the Game: 1. Get Longtooth +2 (1d6) from the Undercellar 2. Equip the Wolvesbane Charm +2/+2 from Draedal on Werewolf Island 3. Get the Werebane Dagger +1/+4 on the second deck of Balduran's ship on Werewolf Island 4. Get Kiel's Helmet in Durlag's Tower (immune to Fear and Charm)
Because Shar-Teel can get magic weapons, armor, and gauntlets early in the game, she is a freaking Cuisinart. Once she gets the Boots of Speed, she can close distance on enemy spellcasters and whack them hard and often -- instant spell failure. With the Wolvesbane Charm and the Werebane Dagger, she can seriously abuse the Greater Werewolves.
Is this for a straight fighter build or a fighter>thief build???
Shar-Teel (at Level 8) Weapon Proficiencies: Long Sword + Dagger +++ [gives you +3/+3 and strike first in a round usually] Gangnam, err, Two Weapon Style ++
Key Equipment: Longtooth +2 (1d6+2, same as a short sword) Dagger of Venom +2 (1d4+2) Werebane +1/+4 (1d4+1, +4 vs Werewolves) [for Werewolf Island only] Gauntlets of Weapon Expertise +1/+2 & extra 1/2 attack [two sets of these in the game] Boots of Speed [closes distance to spellcasters before they can cast]
Early in the Game: 1. Get a Long Sword +1 for primary hand, available from many enemies and shops 2. Get the +2 Dagger "Heart of the Golem" for the off hand, east of Nashkel in the tomb region 3. Equip Shar-Teel with the free Ankheg Plate Mail in Nashkel 4. Get Gauntlet of Weapon Expertise +1/+2 (+ 1/2 attack) at the Firewine Bridge
Middle of the Game: 1. Get the Boots of Speed outside Cloakwood Mines 2. Purchase Dagger of Venom +2 in Beregost once you have $$$ and equip in primary hand
Late in the Game: 1. Get Longtooth +2 (1d6) from the Undercellar 2. Equip the Wolvesbane Charm +2/+2 from Draedal on Werewolf Island 3. Get the Werebane Dagger +1/+4 on the second deck of Balduran's ship on Werewolf Island 4. Get Kiel's Helmet in Durlag's Tower (immune to Fear and Charm)
Because Shar-Teel can get magic weapons, armor, and gauntlets early in the game, she is a freaking Cuisinart. Once she gets the Boots of Speed, she can close distance on enemy spellcasters and whack them hard and often -- instant spell failure. With the Wolvesbane Charm and the Werebane Dagger, she can seriously abuse the Greater Werewolves.
Is this for a straight fighter build or a fighter>thief build???
Looks like a straight fighter to me.
That's what I was thinking, I much prefer her as a dualed level 3 fighter>Thief and this is from someone who usually hates dual-classsing (I hardly ever dual Imoen, for example)
You can't get that many dots if you do 3->X. You get one at fighter 3, then two more at thief 4 and 8.
I'm personally using Dagger +++ at fighter 3/thief 4 and it's working out pretty well.
Actually, you get more:
4 at Fighter Level 1 1 at Fighter Level 3 2 at Thief Level 1 1 at Thief Level 4 1 at Thief Level 8
Total = 9
Do proficiencies placed at Thief 1 stack with the Fighter ones? I remember there was some confusion about how this worked in EE.
If not, then Shar only starts with 1 pip in each weapon, rather than the 2 Charname could at creation. If you dual her at Fighter 3, and the Thief 1 points do not stack, that means she can only reach HM at best in one of her weapons.
You can't get that many dots if you do 3->X. You get one at fighter 3, then two more at thief 4 and 8.
I'm personally using Dagger +++ at fighter 3/thief 4 and it's working out pretty well.
Actually, you get more:
4 at Fighter Level 1 1 at Fighter Level 3 2 at Thief Level 1 1 at Thief Level 4 1 at Thief Level 8
Total = 9
Do proficiencies placed at Thief 1 stack with the Fighter ones? I remember there was some confusion about how this worked in EE.
If not, then Shar only starts with 1 pip in each weapon, rather than the 2 Charname could at creation. If you dual her at Fighter 3, and the Thief 1 points do not stack, that means she can only reach HM at best in one of her weapons.
They do not. The level 1 thief pips must be placed into something else.
You can't get that many dots if you do 3->X. You get one at fighter 3, then two more at thief 4 and 8.
I'm personally using Dagger +++ at fighter 3/thief 4 and it's working out pretty well.
Actually, you get more:
4 at Fighter Level 1 1 at Fighter Level 3 2 at Thief Level 1 1 at Thief Level 4 1 at Thief Level 8
Total = 9
Do proficiencies placed at Thief 1 stack with the Fighter ones? I remember there was some confusion about how this worked in EE.
If not, then Shar only starts with 1 pip in each weapon, rather than the 2 Charname could at creation. If you dual her at Fighter 3, and the Thief 1 points do not stack, that means she can only reach HM at best in one of her weapons.
They do not. The level 1 thief pips must be placed into something else.
That's what I thought. I remember reading a thread a day or two back that it might work differently in EE.
You can't get that many dots if you do 3->X. You get one at fighter 3, then two more at thief 4 and 8.
I'm personally using Dagger +++ at fighter 3/thief 4 and it's working out pretty well.
Actually, you get more:
4 at Fighter Level 1 1 at Fighter Level 3 2 at Thief Level 1 1 at Thief Level 4 1 at Thief Level 8
Total = 9
Do proficiencies placed at Thief 1 stack with the Fighter ones? I remember there was some confusion about how this worked in EE.
If not, then Shar only starts with 1 pip in each weapon, rather than the 2 Charname could at creation. If you dual her at Fighter 3, and the Thief 1 points do not stack, that means she can only reach HM at best in one of her weapons.
They do not. The level 1 thief pips must be placed into something else.
That's what I thought. I remember reading a thread a day or two back that it might work differently in EE.
I read something about TWF pips stacking, but I tested it with Shadowkeeper and it turned up negative. I didn't do a proper test with in-game leveling though. Maybe this evening.
The 2 pips gained at Thief 1 don't stack with the Fighter profs. I just tried it in my game, not caring much if they were wasted. I'm only going to be equipping her either with 1) two long swords, or 2) a long sword and dagger of venom, anyway. So anyhow it's tested: they don't stack.
So I have her now at Fighter 3/Thief 3. She'll get her Fighter skills back next level, plus 1 pip, and my choice will be
Long Sword +++ (go for High Mastery with the last pip and use two Long Swords; forget about Dagger) Dagger + Two Weapon Style ++
Well snap, you beat me to it. I tested both TWF and dagger, I can confirm it does not stack.
I think Dagger and Longsword are more or less equivalent thanks to the Dagger of Venom.
I'd say HM is good for backstabbers, especially with swords since daggers are already at 0 speed while Mastery and Specialization gives versatility.
Since Longswords are plenty versatile by themselves while Daggers are mostly the DoV, I think the choice lays between Longsword ++++ and Dagger+++/Longsword++.
I'm curious however whether the third pip in TWF is worth it or not.
I've never dualled her at level 3 (I like to do it at 6), but in this very thread both @shawne and @HaHaCharade posted that the pips at Thief 1 stack with the Fighters profs, but only when you regain the Fighter levels. See quotes below:
Actually, that's not what happened at all - when she got her Fighter skills back they were added to her existing tally, so she now has three pips in daggers and three in two-weapon style...
However, I've tested this in v2012 and it looks like it is not the case. In my tests I've tried Long Sword, Dagger or Two Weapon Style and in any case the pips were lost when she regained her Fighter levels.
So I confirm that dualling at 3 you can only get High Mastery.
Edit: @Fafnir it looks like we posted at exactly the same time!
I think two Long Swords with High Mastery will do more damage, and is the more effective choice. But I just want to see how the poison damage from the DoV actually works out.
What do you guys give her for thieving skills? When I did some testing, as a 7/8 Fighter - Thief Dual I got her to 100 Find Traps, 100 Open Locks, 80 Hide in Shadows, and 40 Move Silently (thats with Boots of Stealth and an 18 Dex after Tome Use). I might tweek it to make Hide in Shadows 70 and Move Silently 50. Also not sure what opinions are for using Shar-Teel for trap setting.
@Melicamp: I put got her to 100 Find Traps and Open Locks, and then I think the rest went into Move Silently. I largely used invisibility spells and potions to backstab with her, though.
Open Locks can be left at 60 if you use the Potion of Master Thievery, 40 if you combine that with the Potion of Perception. You just have to work quickly before they wear off.
Open Locks can be left at 60 if you use the Potion of Master Thievery, 40 if you combine that with the Potion of Perception. You just have to work quickly before they wear off.
In theory, yes. In practice it means you'd need to use potions every other lock and I can't be assed to.
Comments
Weapon Proficiencies:
Long Sword +
Dagger +++ [gives you +3/+3 and strike first in a round usually]
Gangnam, err, Two Weapon Style ++
Key Equipment:
Longtooth +2 (1d6+2, same as a short sword)
Dagger of Venom +2 (1d4+2)
Werebane +1/+4 (1d4+1, +4 vs Werewolves) [for Werewolf Island only]
Gauntlets of Weapon Expertise +1/+2 & extra 1/2 attack [two sets of these in the game]
Boots of Speed [closes distance to spellcasters before they can cast]
Early in the Game:
1. Get a Long Sword +1 for primary hand, available from many enemies and shops
2. Get the +2 Dagger "Heart of the Golem" for the off hand, east of Nashkel in the tomb region
3. Equip Shar-Teel with the free Ankheg Plate Mail in Nashkel
4. Get Gauntlet of Weapon Expertise +1/+2 (+ 1/2 attack) at the Firewine Bridge
Middle of the Game:
1. Get the Boots of Speed outside Cloakwood Mines
2. Purchase Dagger of Venom +2 in Beregost once you have $$$ and equip in primary hand
Late in the Game:
1. Get Longtooth +2 (1d6) from the Undercellar
2. Equip the Wolvesbane Charm +2/+2 from Draedal on Werewolf Island
3. Get the Werebane Dagger +1/+4 on the second deck of Balduran's ship on Werewolf Island
4. Get Kiel's Helmet in Durlag's Tower (immune to Fear and Charm)
Because Shar-Teel can get magic weapons, armor, and gauntlets early in the game, she is a freaking Cuisinart. Once she gets the Boots of Speed, she can close distance on enemy spellcasters and whack them hard and often -- instant spell failure. With the Wolvesbane Charm and the Werebane Dagger, she can seriously abuse the Greater Werewolves.
Do you want end up with
Longsword +++++
Dagger +
Two Weapon Style ++?
or a more even distribution, such as
Longsword +++
Dagger ++
Two Weapon Style +++?
or
Longsword +++
Dagger +++
Two Weapon Style ++?
I'm personally using Dagger +++ at fighter 3/thief 4 and it's working out pretty well.
4 at Fighter Level 1
1 at Fighter Level 3
2 at Thief Level 1
1 at Thief Level 4
1 at Thief Level 8
Total = 9
If not, then Shar only starts with 1 pip in each weapon, rather than the 2 Charname could at creation. If you dual her at Fighter 3, and the Thief 1 points do not stack, that means she can only reach HM at best in one of her weapons.
So I have her now at Fighter 3/Thief 3. She'll get her Fighter skills back next level, plus 1 pip, and my choice will be
Long Sword +++ (go for High Mastery with the last pip and use two Long Swords; forget about Dagger)
Dagger +
Two Weapon Style ++
or Long Sword and Dagger combo
Long sword +++
Dagger ++
Two Weapon Style ++
or
Long sword ++
Dagger +++
Two Weapon Style ++
I think Dagger and Longsword are more or less equivalent thanks to the Dagger of Venom.
I'd say HM is good for backstabbers, especially with swords since daggers are already at 0 speed while
Mastery and Specialization gives versatility.
Since Longswords are plenty versatile by themselves while Daggers are mostly the DoV, I think the choice lays between Longsword ++++ and Dagger+++/Longsword++.
I'm curious however whether the third pip in TWF is worth it or not.
So I confirm that dualling at 3 you can only get High Mastery.
Edit: @Fafnir it looks like we posted at exactly the same time!
Long sword +++
Dagger ++
Two Weapon Style ++
mainly because I want to see how she performs wielding Varscona and the Dagger of Venom, as a tandem. Varscona will be in the main hand.
----
*Cluck*
In practice it means you'd need to use potions every other lock and I can't be assed to.