![]() ![]() Thus I yesterday created a more jovial and slightly mischievous Gnome Illusionist/Thief, and was lucky enough to roll a 92. Unfortunately, I found myself in SoD having lost connection to CHARNAME, feeling he was too empty and single-minded in his view of the world. The plan was to set out from start and play through BGEE, SoD, and BG2EE. 174 Archive (Volunteering)I while back I created a Paladin (undead Hunter) and was lucky enough to roll a 95.11 Baldur's Gate: Siege of Dragonspear.3 Planescape: Torment: Enhanced Edition (French).10 Neverwinter Nights: Enhanced Edition (French).260 Baldur's Gate II: Enhanced Edition.28 Baldur's Gate: Siege of Dragonspear.10 Planescape: Torment: Enhanced Edition (Italiano). ![]() 26 Neverwinter Nights: Enhanced Edition (Italian).2 Planescape: Torment: Enhanced Edition (Deutsch).2 Neverwinter Nights: Enhanced Edition (German).6.9K General Discussion (Spoiler Warning!).2K Baldur's Gate: Siege of Dragonspear.430 Planescape: Torment: Enhanced Edition.89 Persistent Worlds & Multiplayer for NWN (not EE).412 Custom Content & Community Exp Pack.Something to consider if you are rolling a Paladin.Ĭategories A note on Paladin weapons: even though Carsomyr +6 may seem to be the obvious choice if you are willing(or even prefer) to go DW the Purifier + Answerer combo gives similar bonus as far as magic resistence, dispel magic and bonus dmg vs evil opponents while also giving you mass cure and bonuses from The Answerer. Really just pick whichever suits your fancy. Angurvadal, Spectral Brand, Hindo's Doom, Axe of Unyielding, Foebane, Flail of Ages, Short Sword of Mask, Ixil's Nail, Gram, Ravager are all outstanding weapons. I would say though for a solo character elemental damage is a major benefit for disrupting enemy casters through stoneskin. There are a lot of top end weapons that all offer significant but varied forms of advantages. Really though the choice of kits is mostly personal preference seeing as at that point you are just going to completely annihilate everyone even with a vanilla fighter->mage.Īs for gear I think weapon selection is as much a matter of personal preference as anything else. The immunities enrage grants plus the ability to wear armor far outweigh the extra +2 hit/damage and 'kai' ability a level 13 kensai has over a 13 berserker. I, however prefer berserker->mage over kensai->mage. I would certainly agree fighter->mage duals are the single most broken pure power class in the game. Ravager +6 and Gram the Sword of Grief +5 (upgraded) are ridiculously awesome two-handed weapons, but you'll probably have gone dual-wield to take advantage of Celestial Fury/Dakkon's Zerth Blade in Shadows of Amn. Off-hand weapon choices are probably going to be Belm/Kundane for boosting APR, or something providing a necessary immunity. Foebane +5, FoA +5, and Axe of Unyielding +5 are probably the best main-hand weapons. Blackrazor is excellent as well but isn't useful for as long since you don't acquire it until the end of SoA. Weapon-wise: Celestial Fury wins hands down in SoA and is still awesome for a large portion of ToB. Fire resistance, acid resistance, decent AC, and charm immunity. are installed and is awesome if you want to give the Robe of Vecna to a more offensively oriented caster. Nomber_key:000322Īmulet of Power is the standard neck-apparel for PC casters since it reduces casting time while simultaneously providing negative plane protection (and thus immunity to level drain).Ĭorthala Family Armor can sometimes be worn by dual-classed Berserker/Mages (but not Kensai/Mages) depending on what mods/fixpacks etc. ![]()
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