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Old 10-09-2001, 09:26 PM   #2
Sazerac
Ironworks Moderator
 

Join Date: January 7, 2001
Location: Monroe, LA
Age: 61
Posts: 7,387
Hey, TEF! Man, your website came in handy for me a year or so ago when I was battling my way through "Mandate of Heaven"! Hopefully I can repay part of the favor here.

Unfortunately, I don't think there's any good way of determining "druid" versus "cleric" spells unless they're written up at a website. There's no distinction in the manual, but there are definite differences.

I guess people figured it out by playing both Druid and Priest and noting the differences between the spells.

Rangers, as far as I know, get to cast Druid spells, rather than Priest spells. Paladins, OTOH, cast Priest spells rather than Druid spells.

If you are a specialist mage, you are limited by the restricted spell school, regardless of if it's a mixed school spell. I've also noticed that there's a lot more restrictions than are listed in the book. For example, in the book, it lists that an Illusionist can't cast Necromancy. What it doesn't mention is that they can't cast Abjuration spells either. Or a Conjurer can't cast Invocation spells nor Divination spells (say bye-bye to Fireball. ) So be careful which spell school you go with on Specialist mages. In IWD they are far more restricted than they are in BG2.

Pure fighters get 4 weapon slots
Paladins and Rangers get 3
all others get 2, including dual and multi.
and yes, it holds true in HoW as well (since I'm playing IWD using the expansion pack).

The number of weapon slots isn't that bad, since you can always pause and change weapons in the midst of battle. However, it helps free up some room for more inventory, of course.

Hope this helps!



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