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Sword Coast Legends Game Guide by gamepressure.com

Sword Coast Legends Game Guide

Table of Contents

Character creation | Character Sword Coast Legends Guide

Last update: 11 May 2016

Character creation in Sword Coast Legends - Character creation | Character - Character - Sword Coast Legends Game Guide
Character creation in Sword Coast Legends

Character creation in the Sword Coast Legends is done in few main steps. First one is the Origin tab. Here you can select hero's gender, his class, race, subrace and background. You can choose from few dozens of different combinations which can differ in the way various characters met during game will react to you.

The game offers few basic classes:

  • Fighter - A master of martial combat, skilled with a variety of weapons and armor. Armor Proficiencies: Cloth, Light, Medium, Heavy, Shields. Weapon Proficiencies: Simple and martial weapons. Attribute Proficiencies: Strength, Dextirity and Constitution.
  • Cleric - A priestly champion who wields divine magic in service of a higher power. Armor Proficiencies: Cloth, Light, Medium, Shields. Weapon Proficiencies: Simple weapons. Attribute Proficiencies: Wisdom, Strength and Constitution.
  • Paladin - A holy warrior bound to a sacred oath. Armor Proficiencies: Cloth, Light, Medium, Heavy, Shields. Weapon Proficiencies: Simple and martial weapons. Attribute Proficiencies: Strength, Charisma.
  • Wizard - A scholarly magic-user capable of manipulating the structures of reality. Armor Proficiencies: Cloth. Weapon Proficiencies: Daggers, quarterstaffs, light crossbows. Attribute Proficiencies: Intelligence, Dextirity and Constitution.
  • Rogue - A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Armor Proficiencies: Cloth, Light. Weapon Proficiencies: Simple weapons, light crossbows, longswords, rapiers, shortswords. Attribute Proficiencies: Dexterity, Intelligence.
  • Ranger - A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. Armor Proficiencies: Cloth, Light, Medium, Shields. Weapon Proficiencies: Simple and martial weapons. Attribute Proficiencies: Strength, Dexterity.

Selecting the gender and the class will determine your further choices. The next one will be race and subrace. Each race has different subraces (for example, human cannot become a merchant). Below you will find a list of all races and subraces available in the game:

  • Human - Human has two versions, "human" and "human variant". In case of "human" you will receive one point to distribute in all skills. "Human variant" has three skills to distribute in the tree and two racial skills.
  • Elf - Elves have three subraces. First one, the moon elf, has +2 dexterity and +1 intelligence bonus, is immune to sleep effect and has the "search" race skill. Sun elf is the second elven subrace available, it has the same bonuses as the moon elf. The last subrace is the wood elf. In addition to the same bonuses as in case of moon elves and sun elves, he also receives the "Fleet of foot" (quick running) and "Mask of the wild" (immediately casts a cover, disappears from enemy eyes after dealing damage when on green territories).
  • Dwarfs - The dwarves have two subraces. First one is the gold dwarf. He offers constitution (+2) and wisdom (+1) bonuses. The character will be also immune to poison damage and you will obtain access to the Dwarven Toughness skill (it increases damage resistance). The second dwarven subrace is the shield dwarf. It offers bonuses to strength (+2) and constitution (+2). Similarly to the previous subrace, it also gives you an ability that reduces received damage and poison resistance.
  • Halfling - Halflings, similar to the dwarves, have two subraces. First one is the lightfoot halfling. After selecting this subrace you will receive bonuses to dexterity (+2) and charisma (+1). The halflings also receive the natural skill of traveling in hiding. The second subrace is the strongheart halfling. It receives bonuses to constitution (+1) and dexterity (+2). Its natural abilities are poison immunity and high general resistance.

The last option when creating character in this tab is its background. The game offers few completely different backgrounds which mostly differ in bonuses they offer. Below you will find a complete list:

  • Acolite - Starting Gold: 15. Attribute Bonus: +1 Wisdom. Passive Bonus: +3 to all healing. Starting Items: Scroll of Restoration (2), Scroll of Shatter.
  • Charlatan - Starting Gold: 15. Attribute Bonus: +1 Charisma. Passive Bonus: +2 to Wisdom and Charisma.
  • Criminal - Starting Gold: 50. Attribute Bonus: +1 Dexterity. Passive Bonus: +2 to Lockpicking.
  • Entertainer - Starting Gold: 15. Attribute Bonus: +1 Charisma. Passive Bonus: Nearby allies heal for 1 hit point every 10 seconds.
  • Folk hero - Starting Gold: 10. Attribute Bonus: +1 Charisma. Passive Bonus: +1 to Physical Damage dealt.
  • Gladiator - Starting Gold: 15. Attribute Bonus: +1 Strength. Passive Bonus: +50% bonus experience from defeating beasts, +1 to hit and damage versus beasts.
  • Guild Artisan - Starting Gold: 15. Attribute Bonus: +1 Intelligence. Starting Items: Healing Potion (5), Scroll: Summon Monster (3), Scroll: Cone of Cold, Thunderstone (2).
  • Guild Merchant - Starting Gold: 50. Attribute Bonus: +1 Wisdom. Starting Items: Healing Potion (5), Oil of Sharpness, Potion of Hill Giant Strenght, Healer's Kit (2).
  • Hermit - Starting Gold: 5. Attribute Bonus: +1 Wisdom. Passive Bonus: +2 to Radiant, Necrotic and Psychic damage dealt, -2 Radiant, Necrotic and Psychic damage taken.
  • Knight - Starting Gold: 25. Attribute Bonus: +1 Strength. Passive Bonus: +1 to Physical Damage dealt.
  • Noble - Starting Gold: 800. Starting Items: Cormyr Brandy (3), Vilholn Cherrybread (2).
  • Outlander - Starting Gold: 10. Attribute Bonus: +1 Constitution. Passive Bonus: -2 to all physical damage taken.
  • Pirate - Starting Gold: 15. Attribute Bonus: +1 Dexterity. Passive Bonus: -1 to Thunder, Lightning and Cold damage taken.
  • Sage - Starting Gold: 10. Attribute Bonus: +1 Intelligence. Passive Bonus: +1 to Fire, Cold, Lightning, Force, Psychic and Thunder damage dealt.
  • Sailor - Starting Gold: 10. Attribute Bonus: +1 Constitution. Passive Bonus: -1 to Thunder, Lightning and Cold damage taken.
  • Soldier - Starting Gold: 10. Attribute Bonus: +1 Strength. Passive Bonus: +1 to Physical Damage dealt. Starting Items: Healing Potion (2).
  • Spy - Starting Gold: 50. Attribute Bonus: +1 Dexterity. Passive Bonus: +10% gold found.
  • Urchin - Starting Gold: 5. Attribute Bonus: +1 Dexterity. Passive Bonus: +10% move speed.
Change of the look of your hero - Character creation | Character - Character - Sword Coast Legends Game Guide
Change of the look of your hero

The next step after choosing the class is creating the look of your hero. It is done in the appearance tab. There you can modify the face, skin and hair color and change them as you want.

Selection of the weapons of the character you create - Character creation | Character - Character - Sword Coast Legends Game Guide
Selection of the weapons of the character you create

The equipment tab allows you to pick the weapons with which you will start the adventure. Each character has his own set of weapons from which you can choose. If you don't like the type of weapons that are available in the tab, then you should consider changing the class.

The window with the statistics of the character you create - Character creation | Character - Character - Sword Coast Legends Game Guide
The window with the statistics of the character you create

The stats tab allows you to distribute the statistic points. It is important to select statistics which your class prefers (the basic stats of each class can be found in the list above).

  • Strength - Strength is the basic statistic of each warrior. The number of strength determines the number of physical damage you deal. The strength also determines the number of physical damage you can take. The more strength, the less damage you will receive.
  • Dexterity - Dexterity is responsible for agility and dodges, the reflexes and balance during the battle. It is the main statistic of each rogue. Weapons such as bows, daggers or rapiers use dexterity for determining the number of damage dealt. Dexterity also determines the effectiveness of stealth, lockpicking and trap disarming.
  • Constitution - It's a vital element of each character. This statistic is responsible for the number of health points of your character. Constitution also determines how long stun or paralyze effects work. The more constitution, the shorter the effects.
  • Intelligence - Players that create characters which will use magic should take interest in intelligence. This statistic is also responsible for the persuasion during dialogues and the number of damage dealt by magic.
  • Wisdom - Wisdom is the factor that allows you to notice interesting items and occurrences around you. It also determines the number of damage dealt with nature magic.
  • Charisma - It's a statistic that influence the interactions with characters met during game. The more charisma you have, the greater chance to persuade enemy to your side. Charisma also determines the number of damage dealt by magic used by paladins.

After distributing the statistics of your character, go to the nearby abilities tab. Depending on the class you have chosen, you will have few ability points to spend. It is important to follow the path you have chosen. If you want to play as rogue, invest in skill trees that will be useful during battle. More about the skills of various classes can be found in the Characters' classes chapter.

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