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Old 10-25-2004, 04:41 PM   #1
Soothsayer
Dungeon Master
 

Join Date: October 20, 2004
Location: Derbyshire, UK
Age: 35
Posts: 71
Firstly thanks everyone who has answered my many (possibly irritating and noobish) questions. I have completed IWD but there are a few things I dont get...

Firstly, I was wondering if anyone could answer any of my 5 queries contained in my "Final Battle" thread (watch out spoilers about)

Secondly, what are IMO characters? And what advantages to specialist mages have, I mean does it effect spellcasting time or do they actually get extra spells.?

I feel a bit silly having completed the game and never actually learnt these things. But any help would be massively appreciated.

Oh and has anyone ever had a "Fallen Ranger". I think this happens when your reputation gets below a certain point (I was bored and went on a rampage in Kuldahar, dont worry I diddnt save it.)

Thanks alot people, this forum has been the most helpful place on the internet, I hope I get plenty of chances to put back in as much as I have recieved from it.

[ 10-25-2004, 04:43 PM: Message edited by: Soothsayer ]
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Old 10-25-2004, 04:55 PM   #2
ZFR
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Join Date: February 14, 2002
Location: Ireland
Age: 39
Posts: 7,367
Ok then...

what does IMO stand for? Other than "in my opinion"?

Specialist mages get one extra spell to cast per level... but they are prohibited to cast spells from their opposition school. Check the manual for opposition schools (they change if HoW is installed).
That said, the specialists do not get any bonuses whatsoever in their specialist school (e.g. an invoker gets no bonus on invocation spells). Only the extra spell per level

rangers and paladins become fallen when the reputation drops below a certain point (its higher for paladins). A fallen paladin/ranger loses all ranger/paladin abilities. They become like fighter without the extra fighter bonuses (better weapon proficiencies, ability to dual-class...) AFAIK this is permanent.
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Old 10-25-2004, 05:20 PM   #3
Soothsayer
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Join Date: October 20, 2004
Location: Derbyshire, UK
Age: 35
Posts: 71
Thanks man, those things have just been bothering me.
And thanks for your final battle help
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Old 10-25-2004, 07:58 PM   #4
NobleNick
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Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 63
Posts: 1,045
Soothsayer,

IMO = "In My Opinion."
IMHO = "In My Humble Opinion," (usually) or, sometimes, "In My Honest Opinion."
IIRC = "If I Remember Correctly" (This old man's most commonly used acronym.)

Agreed with all ZFR said about Mages. (Don't know and don't care about the Ranger.)

I found out very recently that, evidently, Specialists do get a bonus to chance to memorize spells from their own school. This is transparent to a power gamer (like myself), since I always save just before memorization, and reload until my Mage gets it (then immediately save again before attempting to memorize the next spell).

The extra spell per level doesn't sound like a lot; but it is really nice; because you get the bonus slot at a given level when you first qualify for spells at that level. That means that you always have at least 2 slots at your most powerful spell level, instead of one. This is an excellent advantage, all the way through IWD.

The most powerful offensive spells (e.g. Fireball) are the Invocation spells, the most useful defensive spells are the Conjuring spells. The next best defensive school are the Illusionist spells. The best Specialist (HoW installed) is the Illusionist. She does not get Necro spells; but DOES get the very powerful Invocation, Conjuring AND (of course) Illusionist spells. A Bard or Necromancer in the same party makes an excellent compliment to the Illusionist, since the Bard covers all schools, and the Necro covers the Necro school, as well as the very powerful Invocation and Conjuring (and other) schools.

And I wouldn't feel right if I didn't suggest that you start your Mage as a Human Fighter with STR=DEX=CON=INT=18, stack every possible weapon Proficiency Point in Bow, stack the rest into -ONE- kick-butt Fighter weapon like sword or axe, and DC to Mage No Earlier Than Fighter[3] (F[6] is better); and NET Fighter[6] if playing IWD/HoW (F[9] is better).

--------------------
What's a party,
without a song?
Bards ROCK!
Party On!!


[ 10-25-2004, 08:05 PM: Message edited by: NobleNick ]
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Old 10-25-2004, 08:58 PM   #5
Roboghost
Manshoon
 

Join Date: May 15, 2002
Location: California
Posts: 216
Specialist Mages: I think the enemy also has a -1 to their saves against the spell being cast at them if it lies within their specialty (I've never seen it proved with hard data though.)

With a bard...you don't actually need a mage; and I'm nearly done building a Fighter (13)/Mage, and it has been trying here and there--mostly about just changing my tactics a bit. My Cleric/Thief and Bard work as a team to cause trouble or protection the get through until then. Since the Bard levels up fast, they are paramount to keeping the tanks (or archers) at top STR and DEX with Strength and Cat's Grace at all times.

I suggest going for a dagger as the weapon for the fighter/mage...
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Give them either the Mage Dagger +4 (random) or the Fang of the Gloomfrost (+4)--these daggers complement the Mage nicely! With a party of six (with the two usual tanks) you should still keep the mage back to do the spells or twang arrows. They can act as guard for your Bard at the same time well.
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