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Old 10-01-2005, 09:15 AM   #8
krunchyfrogg
Red Dragon
 

Join Date: February 14, 2004
Location: NY, USA
Age: 49
Posts: 1,516
GameFAQ

Quote:
-------------------------------
Character Class Pro's and Con's
-------------------------------


The Triple Class Character
--------------------------

Now that the experience cap in Icewind Dale: Heart of Winter has been
raised to 8,000,000 points, there is a type of character which can really come
into power: The Triple Class Character. There are two different types of
Triple Class combinations in Icewind Dale: The Fighter/Mage/Cleric combo, and
the Fighter/Mage/Thief combo. To earn the maximum 8,000,000 experience points
that a character can gain could take a LONG time. But also added with the
expansion pack is the "Heart of Fury" option, which can greatly increase the
speed at which you earn experience. (Note: Don't even think of turning it on
until you have beaten, or nearly beaten the game) A Triple Class character
will never reach Level 30 in any one class. However, take a look at what they
can accomplish:

Fighter/Mage/Cleric Fighter/Mage/Thief
------------------- ------------------
Levels: 18 17 19 18 17 22


This may not mean much on the surface, but let's take a more in-depth look
at what these character levels mean:


NOTE: The Spell Progression table for Mages has been fixed in Patch 1.41.
See the Things You Should Know section at the beginning of this
document to learn what has been changed. This will affect all
mages Level 21 and higher.


Level 18 Fighter: A Fighter starts with 4 proficiency slots, and gains
----------------- an additional one every 3 levels. This means that at
Level 18, the fighter will have a total of 9
Proficiency points. This is enough to reach Grand
Mastery in one weapon, and almost reach it in
another. His THAC0 also goes down by 1 per level,
which not only makes it easier to hit with weapons,
but also aids TREMENDOUSLY when it comes to spells
which require touch.

Level 17 Mage: Unfortunately, a Level 17 Mage is unable to use the
-------------- Level 9 Spells. However, there are only a couple of
them, so you are not going to miss much. You come
with a large array of possible spells. Assuming
(once again) that the spell chart in the manual is
correct, you will have the following number of spells
at Level 17:


-----------------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
-----------------------------------------------------------------
| 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | - |
| 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | - |
| 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
-----------------------------------------------------------------


Having said that, there two spells in particular
that make any combination of a Fighter/Mage very
potent: Iron Body and Tenser's Transformation. Below
are the benefits and drawbacks to each of the
two spells.

Iron Body
---------
100% resistance to electricity.
50% resistance to fire.
25% resistance to crushing damage.
Strength raised to 25.
Can attack 2/round with iron fists (2d4)

And the spell lasts for 2 full turns! Now for the
downsides:

Movement rate reduced to 25% of normal.
Can't cast other spells during Iron Skin.


Tenser's Transformation
-----------------------
Double's the hit points of the caster.
Gives the THAC0 of a Fighter of the same level.
+4 bonus to AC.
+2 bonus to all saving throws.


So as you can see, those are tremendous benefits for
two little spells. An even more potent combination
is all of the above, plus equipping your character
with a set of Elven Chainmail (found in Severed Hand
Area). In case you don't know, Elven Chainmail,
while not possessing the best AC of an armor in the
game, DOES allow a Mage to still cast spells and
ALSO allows a Thief to use their thieving skills. As
you can see, this armor is VITAL to the
Fighter/Mage/Thief combination if you want to fully
employ all three classes.
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