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Then Geneforge 2 happened and nerfed haste into the ground <_<
Haven't played agent yet but considering a stealth mage though the entire point of that playstyle is not allowed in geneforge. movement after spell casting.
shaper has low hp and high mana. physical skills are more expensive while shaping line is cheaper.
agent is in the middle on attributes and hp/mana, but they have cheaper spells and expensive shaping.
all classes have same energy/summoning points rate and starting amount.
thats it... and its in the source files that can be modded.
as you can see, people are more interested in making the difference less stat based and more of "some unique skill or passive for just the class" which currently isn't a thing.
Oh finally thank you, i see. Was having trouble to find what makes classes different. Was looking to find some unique skills but i see its different here.
Being strong or weak with certain skills means you pay -1 point per level for strong ones, and weak ones cost +1 point per level.
This skill point cost is the biggest thing. A Guardian might pay 2 skill points to raise his melee skill the first time, a Shaper would pay 4. Combined with the starting skills it can make a big different. A Guardian only needs to invest 16 skillpoints to get a melee skill of 8. (enough to use end-game weapons.) A Shaper would invest 48 skillpoints for that. As you get 10 points per level and can only expect to level to the high teens, that's a pretty big deal.
Because skill cost also increases the higher you raise them, you can get at least a few points even in skills you are weak in if you want. But you probably don't want to invest heavily.
(A Shaper can ignore combat skills completely. A Guardian wants a little bit of magic even though he's bad at it, because a blessing spell or two or being able to charm an enemy makes a big difference. )