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Thereddic: Okay, feel free to ignore me if this would cause spoilers, but you CAN'T just tell me I can take over the world and leave it at that.
I'm assuming he means the potentially infinite number of random, normally non-recruitable people you can drag along to fight for you. It involves a clever use of two specific spells and a glitch that makes one of them permanent. Cheap stuff, but amusing, and can be used to do things the game never expected to be possible. The unofficial patch mostly prevents it, by the way.

(Also, I'm pretty sure I've had seven followers once, not counting Dog, Maxim's healbot, or a certain unlikely companion you can get in the final dungeon. Granted, that playthrough was with a custom background, but it didn't modify the follower limit.)

As for actually taking over the world... well, that's a spoiler, yeah. ;)
There's also a similar spell combination which works on random creatures. You haven't played the game to its full (unintended) potential until you manage to take down the final boss with an entire pack of Level 50 "ailing" wolves. ;)
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Thereddic: ...you CAN'T just tell me I can take over the world and leave it at that.
Haha!

Seriously though, it's now time for me to step in as I often do and give you some hard advice: stop asking for advice! Just go play the game and have fun! It's a great game and you don't need us spoiling it for you.

The character build you envision will work just fine, so don't worry about it.

Excelsior!
Sorry to necro this (well, it hasn't been a week, so not MUCH of a necro, but I digress). I'm not looking for more advice on build, seeing as I've already made it to Wheel clan and I'm not restarting. I just want to clarify a couple things that have confused me.
1: what exactly do tempus fugit and congeal time do? I get that their supposed to influence speed, but it what way? Do they have a range of effect, or do they just target everyone until I turn it off?

2: Is there a better way to manage fatigue as a mage beyond Drinking the world's supply of Fatigue potions? I run out of fatigue before I'm a third of the way through a dungeon, even with my +50 fatigue staff and wind up having to pass turn while my companions do everything. Assuming of course, that enemies don't deal fatigue damage with their attacks, which they do and then I'm just unconscious at the beginning of the fight and have to wait 10 minutes to recover from -48 fatigue all the time.

3: Is there a way to prevent enemies from automatically targeting me? Every fight without fail, enemies will ignore my team and just beeline for me at the back lines. Considering I'm a squishy mage with no defense, this is really annoying.

4: Does perception actually influence non-firearm based weapons? Considering my teammates can each outdamage my harm spell (admittedly, that might be more related to spending all my CP getting 20 charisma and 5 persuasion by level 20 instead of investing in combat skills, but I still have 60% Aptitude, so meh) I've been considering ranking up throwing in order to be able to keep fighting once my fatigue runs out. However, I've noticed my accuracy is really bad. This might be because I tried at 9 dex and 2 ranks, but I could barely even hit ailing wolves, and did almost no damage. Is that simply due to low ranks/stats, or does my perception penalty from the bookworm background have an influence here? If it does, should I raise it at all?
^

1. Congeal Time is area-based, I believe, i.e. targets enemies close to you, dropping their speed by half. Tempus Fugit is +10 Speed to the party and -10 Speed to enemies, targets everything.

2. If you need 10 minutes to regain 48 Fatigue, you probably have a low Heal Rate. That depends on Constitution, although there's a necklace and a staff that boost Heal Rate directly by 50%. But those are hard to find unless you know exactly where they are. Also, in turn-based mode you lose 2 points of Fatigue if you run out of AP before completing your turn, so be careful.

3. Nope, unless you have prowling/invisibility, I don't think you can do anything about it.

4. Perception does modify to-hit chance at longer ranges, but if you're unable to hit something right next to you, that's just low skill. Skill mastery removes range penalties completely. If you're playing on Hard difficulty, you have a permanent 25% penalty to success chance, so you need an even higher skill.
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Thereddic: <snip>
1) Tempus Fugit gives you and your group +10 to speed, and gives all opponents -10 to speed. In theory, this means you and your party get around two more attacks per round, while they get two fewer.

Congeal Time halves the speed of any opponents who fail their Willpower saving throw. The only ones who ever fail their saving throw, however, are low level creatures you'd have no trouble defeating anyway. Based on prior play, it appears to affect every creature within range, but only the first time they come within range — kind of like the D&D "Cause Fear" spell.

2) Your heal/fatigue recovery rate is based on your Constitution. It maxes at 6 per ten seconds (real time) at 17 CN; if your maintained spells drain you faster than that, the only way to recover without quaffing potions is to cancel one or more spells, and just wait. If you're not inside a dungeon, then you have the additional option of sleeping for a minimum of one hour, which resets your Fatigue bar as well, but also cancels all maintained spells.

Later on you'll have the option to master one college of magic. Spells from a mastered college halve their casting cost, but have NO effect on maintenance costs. Still, casting Harm at two points instead of five is a big plus.

3) No. You are the Chosen One. Somehow, everyone — from ailing wolves to the Molochean Hand — knows this.

Which is why, at the start of every battle, your followers tend to run out ahead of you: opponents are rushing you, but will stop and fight anyone else they happen to encounter first.

4) Except for firearms and detecting/disarming traps,* Perception is a dump stat. It extends the range you can scroll offscreen (your PC can see further) and supposedly increases long-range accuracy. But let's face it: even if you depend on bows or thrown weapons, most battles happen at a close enough range (sometimes even Melee range) that those small bonuses don't matter.

The strength of spells like Harm is directly tied to your MA: max it out by learning 20 spells (17 if you're an elf, or 19 if you have elven heritage) or boost it by wearing a Dark Helm (which negatively affects alignment: it's basically a portable Sold Your Soul background). Teleportation is a good spell to invest in, since walking everywhere gets tedious.

Throwing is also a good choice, since it doesn't depend on Strength; but it does depend on Dexterity, both to increase your action points (i.e. number of attacks per round) and to allow you to invest more points to increase your accuracy. Gypsies sell a good throwing weapon; and the throwing master's quest weapon is the best one in the game. (Protip: complete the quest by giving it to her, then burn a Fate point to pickpocket it back. If you attack her, the whole town rises against you.)

*And even here, you can work around a lack of PE with magic: the Divination spell Sense Hidden. There are only three or four locations in the game where traps are common enough to be a problem, and only one of those actually occurs along the main quest.