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Strength:
The highest you can raise most stats (for most races) is 18. Therefore Fighter types want it as high as possible. The number after the slash is percentile strength, an integer only a fighter-type (Fighters, Paladins, Barbarian, Ranger) can achieve. 00 actually means 100, so 18/01 is the lowest intiger and 18/00 is the highest. Milti-classed fighters can get percentile strength too and it's a good investement for the early game. Strength isn't very useful to a single-classed mage or ranged weapon user.
Dexterity:
Useful for all classes, as it determines the defence bonus you get. 18 is usually the suggested number. It also improves Ranged Weapon to hit chance so it's a must for ranged weapon users and melee users who want to get hit less.
Constitution:
Determines hit point bonus. Useful for Fighters as they get a bonus all the way to 18. Thieves, mages, and clerics only get bonus' to 16, so when playing as one of those classes don't bring it up higher unless you have extra points.
Intelligence
Determines number of Spells castable by a mage and the ease of copying scrolls to their spellbook. For Mages you should get 18, for other classes it is far less useful.
Wisdom
Determines the Spells castable for Priests. Clerics and Druids should put this at 18 and Paladins and Rangers should probably shoot for 14-15, higher if extra points are available. Otherwise, not that useful.
Charisma
Only Bards, Druids, and Paladins require this stat. It influences how people respond to you. A higher charisma leads to better prices at shops and sometimes better rewards from quests.
Some general stuff:
At creation keep rolling till you get a high number. Usually anything over 84 is fine but if you're playing a multiclass or something you can keep rolling for better. Highest I ever got was a 98 for a Paladin.
The start of the game can be unforgivable for Mages and Thieves, but over time things balance out. Sort of.
THACO (Your chance to hit an enemy vs their ArmorClass) can be confusing. Lower THACO is better. Use weapons you're skilled with to avoid penalty.
ArmorClass- Higher is better.
Mages have to stockpile their spells, kind of like Pillars' Per Rest abilities. Makes sure you choose spells carefully and rest when you need to recharge. They also cannot use ANY armor, unlike Pillars. So even if you go all Fighter-Mage, be prepared to not use any Chest armor besides Robes.
Check around with the highlight key for hidden items, there might be a treasure hidden in some random tree!
There's some basics. Hope some of it helps. Enjoy one of the greatest RPGs ever.
Inquisitors can cast Dispel Magic and True Sight as inate abilities. Dispel Magic is very valuable. Enemy mages and bards love to cast disabling spells like Horror, Sleep and Hold Person. Aside from Mirror Image, you wont see a lot of Illusion spells, so True Sight is less useful. Part 2, however, expect to see a lot of Illusion spells, like Improved Invisibility and Mislead. Dispel Magic will remain useful, but enemies will switch to spells like Chaos.
While they aren't required by any stretch (no class is), playing without a thief will generally make your life a lot more annoying then it could've been.
thank you
Everything here sounds right. Except you want your AC to be low not high. So a 0 or -1 is better than a 2 or 3. And you want your THAC0 to be high.
You're correct about the AC, but you actually also want your THAC0 to be lower. An AC of 0 is better than 5, and a THAC0 of 15 is better than 20.
In games based on edition 3 or 3.5 rules, like Icewind Dale 2 or Neverwinter Nights, higher AC is better. THAC0 is replaced by BAB, or Base Attack Bonus. Your BAB is added into your attack roll to determine your chance to hit, so higher numbers are better.