In The Black Pits it is level 10 for single-class wizards and Fighter / Mages, level 9 for Fighter / Mage / Cleric and Fighter / Mage / Thief and level 8 for Cleric / Mage and Mage / Thief. In Throne of Bhaal and the Baldur's Gate II: Enhanced Edition they are 31, 20 and 17. In Shadows of Amn they are 17, 13 and 12. In Siege of Dragonspear they are 11, 10 and 9. In Tales of the Sword Coast and the Baldur's Gate: Enhanced Edition they are 9, 7 and 6 respectively. In Baldur's Gate the highest obtainable wizard levels are 7 for single-class wizards, 6 for two-class multi and 5 for the Fighter / Mage / Thief and Fighter / Mage / Cleric. So do Specialist Mages, but at the cost of not being able to cast spells from certain schools. 1.1 Spell progression table for specialist and wild magesĬompared to a generalist mage, Wild Mages gain one extra spellslot for each spell level.frankly I would pick either necromancer or evil cleric over dual class combination of those any day of the week. At least you will have control undead from evil cleric turn undead skill - hwoever here is again soem limitation given by missing cleric levels affecting HD of enemies you can control. RP Necromancers in my book is mostly summoner and control undead which this one lacks too - conjure undead actually dont scale up in IWD so it is virtually useless and you will not reach elemental or shadow summons. the point in dualclassing mage is usaully selfbuffs as rest can be done better by dedicated caster, but this one somehow lacks it, you will also catch up both classes quite late the game. not to mention youd ont progress to real gamechanging buffs like improved haste or Tenser. but due school no emotion spells (major spells I use mage for), no miror image, no blur, no improved invissibility. Imho on normal difficulty ANY class or combination is sufficient to complete the game (unelss you somehow manage to itnentionally cripple whole party:p That is not exactly the concern, but I somehow doubt this combination in particular has too many benefits - you will have super low HP which is actually bad for melee even on normal (lack of proficicencies and poor THAC0 as well), iron skin yes, you will max magic missile, some identification, the haste. while leaving behind illusion spells get out of picture some low level useful for melee oriented (mirror image, blur.)Īlso evil cleric is quite poor choice - the enemy composition in game definitely favor good aligned spell selection and turn undead.įrom roleplay perspective you jsut need god story for yourself and you cna be happy, but gamewise it is poor choice. not so great)Īt same time specialist is restrictive with 2 opposing schools. So the question cna be what value will have that level 9 mage at the end? (and the answer is. That said dualing mage to soemthing else is by default the poor way how to go - mage has worst HP and weapon profficiency gain (which is usually why you dual class at first place) and stoping progress means no higher levels of spells and no scaling of spells that depnd on caster level. not that it means so much if you dual at reasonable level and for standard game but ultimately it favor multiclassing. The IWD is actually quite short and "easy" so I found hard to justify why chaarcter should run around "half of game" underclassed.Īlso if I am nto mistaken while muticlass has in theory cap lvl 30 for each class, dual class actually counts both to availablk XP cap for one char. I am also not in very fond of dual classing. Remember to add keywords if your query is a specific one. To aid in ease-of-use and save everyone some time, we have link search filters for the community to use. Green spoiler tags are for any other content: (/iwd1) This is a spoiler.īlue spoiler tags are for Icewind Dale 2: To add a spoiler tag use the appropriate code in your comments:īlack spoiler tags are for Icewind Dale 1: Please add spoiler tags if you're talking about the events of the game. ![]() And news about Icewind Dale Enchanced Edition at the official website:
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