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Originally posted by Dundee Slaytern:
Cheesy tactic of the day. Make a summon hostile and cast Insect Plague on it to hit invisible enemies.
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Personal preference, but I don't see how that's cheesy. "Bugs! You bugs! Go swarm over in that direction and bite the bad guys when you find them!" (bugs say, "Yes, boss.")
P.S. You don't have to waste a summon by turning it hostile--I.P. and C.D. can be targeted on
friendly creatures as well, and it still works perfectly.
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There is Nature's Beauty too, but I personally feel it is bugged.
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You forgot to use the words "severely," "incredibly," and "horrendously."
Advantages to Dual-classing a R->C:
- You have more hitpoints. Assuming you go to at least Level 9, you will enjoy the full benefits of the D10+CON hit dice.
- Your Cleric half grows much faster. More spells, faster, plus you get your Turn Undead to Vampire-killing levels before Chapter 6.
- If you're playing a Fighter->Cleric, Dualing gives you advanced weapon specialization.
- You can choose a kit for your first class. (Note: Even though it's not mentioned in the rules, the game will not allow you to Dual-class an Archer or a Stalker. I am unable to come up with any justification for this.)
Advantages to Multiclassing a R/C:
- You have a better THAC0. A Warrior's THAC0 improves until Level 21, so the only way to get the best THAC0 with a Dual-class is to wait until Level 21 to Dual. A Multiclassed Warrior will eventually have the same rock-bottom THAC0 as a pure Warrior.
- High-Level Abilities. A Dualed R->C can only pick his Quest level spells, and when they're used up, he's done. A Multiclassed R/C has access to the whole Warrior pool of HLAs, as well as the Cleric pool, and gets to choose more of them.
[ 02-24-2003, 06:03 PM: Message edited by: SixOfSpades ]