10-07-2001, 10:43 PM | #1 |
Elminster
Join Date: September 23, 2001
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I got a single class mage (from BG1) that I'm going to kit into a Wild Mage when I get ToB and have some questions. I've yet to fully complete chapter 3 so please, no spoilers.
1)I read somewhere that wild mages (or was it mages in general) should stay away from daggers. Does anyone agree? If so, why? 2)Obviously, I'll be getting a proficiency in staff. But by level 12, I'll have two other slots for weapons. I was thinking of taking the sling, and then for the next, I'm at a toss up between thrown dagger, melee dagger, and darts (for the RoF), any tips? 3)My mage as 16 Con (I need all the hps that I can get), but I still worry that some mage will cast a Abi Wilt or something and take him out. Do people who play single class mages find they get hit a lot? If so, how do you protect yourself? |
10-07-2001, 10:53 PM | #2 | |||
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Globe of Invulnerability makes you immune to level 1-4 spells. Spell Turning reflects back spells casted on you, for 12 spell levels. Spell Trap absorbs spells, forgot for how any spell levels, but the Staff of Magi version absorbs 30 spell levels. Spell Shield protects you from the first Pierce Magic/Pierce Shield/Spell Strike/etc... ... Stoneskin absorbs melee attacks, 1 skin per 2 levels of caster, up till a maximum of 10 skins. Make yourself invisible, then cast Misled, now both you and the illusion are invisible, you can now cast invisibly. [This message has been edited by Dundee Slaytern (edited 10-07-2001).] |
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10-08-2001, 08:30 AM | #3 |
Elminster
Join Date: September 23, 2001
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I see what you're saying, but with all that, I'll end up just using spells to protet myself and keep myself alive rather than casting spells to wreck the baddies. I know I have to use protection spells, but I would have liked to keep it down to a minimum. I guess that's not happening, eh?
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10-08-2001, 08:44 AM | #4 |
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Oh heavens no. I was just listing down most of the important defensive spells since you asked for them. You do not need all of them at the same time.
Stoneskin lasts for 9 hrs, so cast it everytime you rest/wake up. Protection from Magical Energy is only needed when you know the enemy has Abi-Dalzim's Horrid Wilting. Since it lasts so long, cast it before you enter the battle. One great way to set up your defences is to use Contigency and Spell Trigger. In one round, you can have 4 defensive spells up. Note also that if you have tanks and/or summons to distract for you, then screw defences... blast the enemy to the Abyss and beyond. |
10-08-2001, 10:55 AM | #5 |
Elminster
Join Date: September 23, 2001
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on contingiency. Does that only apply to spells already memorized or any spells in your book can be set up in a contingiency?
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10-08-2001, 11:11 AM | #6 | |
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10-08-2001, 12:16 PM | #7 |
Elminster
Join Date: September 23, 2001
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that's a pain in the ass. It kinda kills the joy of contingiency for me. A spell that lets me use up my spells faster? Oh well, the trials and tribulations of being a mage...
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10-08-2001, 12:19 PM | #8 | |
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On the other hand Contingency lasts for quite a while, so you can cast it and then rest right away. Same with (Minor) Spell Sequencer & Spell Trigger. -- Nifft |
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10-08-2001, 12:34 PM | #9 | |
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1) There are some very nice daggers in the game, two that you can throw and will come back to you. (I assume you don't want to tank with your mage.) 2) Slings rock, but you'll want to give the best ones to your Cleric or Druid. There is a magic dart which will return to your hand, and you get 3 attacks per round with darts, so that's not too shabby. Before you get it though there are many magic darts which no-one else really will use. 3) Keep your mage away from combat! Cast Project Image or Simulacrum. Get the Belt of Inertial Barrier (reduces magic damage by 50%). Finally, Wild Mages are a lot of fun. :-D -- Nifft |
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