Alson - I do have 1 "non-standard" item that automatically turns any spell below 7th level, but it does not provide any extra MR that I'm aware of. My feeling is that it was a one-in-a-million glitch, because I don't remember him being "immune" to the Time Stop in the previous attempt (which I had to re-load due to the high number of party deaths). I will let you know if it happens again, but I'm assuming it was just a one time thing.
Raistlin - just a couple of suggestions. If you're going to dual to a mage, you should do it no later than level 13. After that, you don't gain any extra attacks/round. All you will gain is 3hp/level rather than 1. The only reason to go any higher would be to gain a little more Magic Resistance and some of the High Level Abilities, but level 18 will easily put you 2/3 of the way through SoA (of course, that would give you an extra 10% to MR). Dropping down to a mage at that point is going to be difficult. I would dual at level 13 to allow higher advancement in the mage class. You will also still have some of the easier quests still open (like Trademeet). Finally, you will regain your fighter abilities much sooner.
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[img]\"http://img.ranchoweb.com/images/cerek/cerektsrsig.jpg\" alt=\" - \" /><br />Cerek the Calmth
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