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Ahh, thanks. That's Rae's main Pawn, Gil. I felt like a dwarf would be a good Pawn for a half-elf. Not a lot of those hanging out in the Rift. That's the magic-focused file, so Gil spends most of his time as a Mage or Sorcerer. GT: EcksentrikFKAH
On my balanced file(GT:DerpHatchet) I've already replaced Garrett with Gil, since a Dwarven Mystic Knight really appeals to me, and he never got to be one.
It's an interesting experience, especially when you hire your pawn from the other account. Miz Dove and have done it also.
Yeah, it'll be neat renting his Mage self. Although I'm not calling the Arisen Gil, and I'll probably make a few other small changes.
There is a criminal lack of braided beards.
"Mistakes are just a part of learning. You dont become an Expert At Bandit Extermination without accidentally offing a few farmers, for instance."
I'm starting to suspect that my initial ideas for an optimal Arisen / Pawn size relationship may have been the wrong way around in so far as speed-optimising is concerned.
For ages I played a little midget Sorcerer with a tall, gangly Ranger / Strider (usually one or other) Pawn accompanying... I figured out pretty sharpish that on average, a tall and super-spindly character will run faster than a short one, even if basic sprint-speed is supposed to be the same. Tall and spindly just works better. SO I made both my Arisen and Pawn super-tall, and while I kept my Arisen super-skinny as well, I just made a titan of my MP (mostly for extra carrying capacity) .... even when I turned her to a second Sorcerer...
BUT only during this break I've been taking from the game have I realised that I overlooked something vitally important:
If you run ahead of pawns or NPCs far enough... they tend to just port to you, don't they? So in theory, a fast-running pawn isn't all that necessary... and attack-reach isn't vital for a spellcaster. SO maybe what I needed all along was a tall, spindly Arisen... and a small, stocky (for carrying capacity) main pawn.