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Old 07-24-2000, 09:40 PM   #1
fullmonty27
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Thoughts and questions:
-Could they have possibly made Kuldahar a little more inconvenient to move around in?

-My mage is pissing me off--so long to gain friggin levels!! I WISH I had chosen a bard in this party...I've wasted thousands on identifying by now.

-How come my fifth level cleric (who has access to third level spells and Wis 1 can't cast "call lightning"?? What's up?? I was waiting for that one, it kicks! I've noticed he's lacking other spells listed in the manual. What determines what spells clerics can or can't use?

Feel free to comment...
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Old 07-24-2000, 10:59 PM   #2
DraGoNMasTeRMinD
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-- I agree about the Kuldahar dealie... that area is a bitch to move around in.

-- I dont understand your problem with the identification.. somewhere along the line, i was able to purchase an identify scroll and write it to my mage book. I keep it memorized twice at all times for whatever my mage cant identify through her own lore, and just do items such as that two at a time. There's really no need to spend the money, IMHO.

-- As for Call Lightning, i didnt notice it, but i didnt get it either. Along with a lot of other spells now that i flip through the manual. I remember hearing somewhere about Priests having specific "spheres", similar to a mage's school, that would restrict its spell casting choices accordingly, but i know i didnt choose any such sphere when i made my character. Maybe its chosen randomly or something, or maybe i'm completely off the mark. But you're definately right about that.
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Old 07-24-2000, 11:36 PM   #3
wyrmslayer
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--Kuldahar does suck for party mobility... but, oh well
--As for I.D. ing stuff, with all the jack you get in IWD, especially
toward the end you can pay to I.D. with impunity and leave a little
tip
--Only Druids get call lightning and some of the other cool spells, damn
those tree huggers and their snappy leather armor!
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Old 07-24-2000, 11:36 PM   #4
wyrmslayer
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--Kuldahar does suck for party mobility... but, oh well
--As for I.D. ing stuff, with all the jack you get in IWD, especially
toward the end you can pay to I.D. with impunity and leave a little
tip
--Only Druids get call lightning and some of the other cool spells, damn
those tree huggers and their snappy leather armor!
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Old 07-25-2000, 03:38 PM   #5
Gotaxewilltravel
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As for identifying stuff, do any of your characters have a greater than zero "lore" factor (determined, I believe, by their class and their int/wis)? If so, you should be identify some of the stuff you find by right-clicking on the item in your inventory (put it in the inventory of the character with high lore). Yes, bards do have higher lore than most, but I have a mage and a mage/cleric that can identify about 25% of the stuff we find, which saves a lot of money. Identify spells work well too (if you have more than one mage, have one have many identify spells memorized when you are about to rest).
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Old 07-26-2000, 12:06 AM   #6
sattymike
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Well, I have a fighter/cleric who doesn't get a lot of spells, and a cleric/ranger who Does get spells that I think druids are only supposed to get. She can summon insects and cast insect swarm, and call lightning (only outdoors)-- both are 1/2 elves I believe. Possibly any ranger/cleric is considered a druid? I had intended to create a ranger/druid with her but it wouldn't let me- only the cleric/ranger option.
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Old 07-26-2000, 02:47 PM   #7
sibley
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Rangers eventually learn druid spells at high levels. That's why your ranger/cleric is getting some druid spells. However, I think there's also a bug with the ranger/cleric in that he learns the druid spells much earlier than he's supposed to, same rate as a druid does, in fact.

So your ranger/cleric really is more or less the ranger/druid you wanted.
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Old 07-27-2000, 05:39 AM   #8
Growler
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-Kuldahar is tough to move about because it is a giant oak with gigantic roots that protrudes.

-Be patient, mages become extremely powerful at high levels. Lore can be increased with extremely high wisdorm and intelligence (I got a mage for 18 for both stats) and bards can be an alternative to a fighter/mage with an extra musical talent.

-Druids are supposed to be more offensive. People who protect nature got to have some excellent offensive spells against tree choppers with axes and swords. Cleric tend to be defensive. You could get a fighter/druid instead of a multi-classed cleric. To me, fighter/druids are powerful tree huggers in iron plates, be sure to try them out...
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Old 07-27-2000, 11:45 AM   #9
kdogrex2
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Another raw deal on the Call Lightning spell:
Can't cast it indoors, it'll fail. Where's 98% of the action?
One of the greatest cleric/druid spells ever, wasted... a shame, really...
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