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Old 05-26-2001, 10:47 AM   #11
Leafy
Zhentarim Guard
 

Join Date: March 5, 2001
Location: The leafy, green forests of Wisconsin
Posts: 315
A typical mage may have an 18 Intelligence, and 18 dexterity; but it is not a must. Since intelligence is usefull almost soley for memorization of spells, you only need about a 16 (13 even, it's better than 50% chance to learn). There are plenty of purple potions of genius sprinkled around the game. The key is to not go writing down every spell you get your hands on. Just hold on to them until you can cast them or find a need for them.
Dexterity can be improved to 20 with the new Cat's Grace spell (strength can be raised in much a similar way)

Mages may want that 18 Con after all. Why? Tenser's Transformation! The Extra con adds up to extra HP. (HoW accomidates the single classed mage very nicely with a fighterish robe).

I never fully tested this in IWD, but I do know that in BG2 there was a special case for Intelligence and a Thief(i noticed it in a thief/mage). Thieves with 19 or higher intelligence can "detect traps" after enemy spell casters cast "mirror immage". The result is that the thief detects the illusion and points out the real mage to the rest of the party. Has anyone seen this in IwD?
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Old 05-26-2001, 08:02 PM   #12
Norfleet
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Join Date: May 26, 2001
Location: Go Away
Posts: 12
Mages are good. A party should have at least two mage-types, either a bard, mage, or multi/dual-class mage, preferrably more. My own party consists of 4 mages. The most devastating combo in the game unlocks itself once you have a pair of mages, and a decoy, such as a thief or fighter (which is not also one of your mages). Choose a suitable spot in the open, relatively exposed so many monsters can pile up there in short order, not a bottlenecked spot. Form your mages into a firing line within range of that spot. Run your decoy out, rustle up huge hordes of monsters and get them all chasing him. Once he's got an entire swarm on his tail, put Otiluke's Resilient Sphere on him. You can do this by having your mage begin casting in advance, or use the Dagger of Safe Harbor, your pick. Be sure you get it started before the swarm hits, because it might sting a bit. Behold as your decoy goes into invulnerable mode, unable to take damage from monster attacks...or friendly fire, not that this stops monsters from swarming and attacking him. FIRE IN THE HOLE! Watch your enemies drop en-masse in fiery explosive death.
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Old 05-28-2001, 04:59 PM   #13
Leafy
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Join Date: March 5, 2001
Location: The leafy, green forests of Wisconsin
Posts: 315
Mage types are kinda cool, especially with fireball. I do like the Bard. However, i can't seem to memorize the fireball spell. Anyone else had this trouble with their bard? i didn't think they were restricted from spells in any kind of way?
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Old 05-29-2001, 02:24 AM   #14
Lrd Feanor
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Join Date: May 28, 2001
Location: Las Vegas, Nevada, USA
Posts: 26
Dual class mage: fighter/mage, cleric mage, fighter/mage/thief.
Half-elves are best I think for both strength and constitution as well as their natual resistance.
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