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回報翻譯問題
Read it wrong my apologies.
https://baldursgate3.wiki.fextralife.com/Xyanyde
Wow I can feel the heat.
Bladesinger.
Also, there aren't really hard restrictions one weapons/armor like their used to be (although Druids may not be able to use metal armor, which I think is stupid...but anyway), their's just proficiency. Anyone can try to hit with any weapon, but without proficiency, you're going to suck at it. Typically Wizards don't get proficiency in much of anything (I guess just simple weapons), but races do, so play an Elfen Wizard, for example, and you can wield a longsword just fine.
It depends how your mage is built. There are many spells out there that enhance your melee capability. You can use Mage Armor + Blur or Mirror image to get really good AC, you can use All manner of Magical spells (Booming blade, Green flame blade, Haste)
And then there's one of my favorite "What the hell is this?" spells.
Tenser's Transformation (Level 6 Wizard spell)
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force
damage.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Very impressive. Sounds like you can make your wizard a better fighter than actual fighters, albeit temporarily
Not really. 6th level spells come in at Wizard level 11.
Which is when fighters get extra attack x2 which lets them attack 3 times per action.
Edit: Ah only fighters get extra attack
Probably just dreaming and I'm not sure what to call it in multi/class. I tried a playthrough couple of patches ago with a Githyanki wizard.
She didn't have the headband yet and I can't remember if the headband would give her more spells slots or not since her base intel is low.
https://steamcommunity.com/sharedfiles/filedetails/?id=2390231477
Think I'm going to role another Githyanki wizard for patch 5, why not.
Funny enough that you can't even use armor until after you use the spell. Which then can take multiple rounds just to put it on. Example it take 10 minutes to put on heavy armor and the spell lasts for 10 minutes. You also can't cast spells if you have armor on you are no proficient in. So you will be fighting without armor. Just ignore the armor part of the spell and enjoy the rest.
Very true, kind of a game breaker than.
1 more attack (Tenser Wizard has 2) vs additional hit points, advantage in attack rolls, extra damage, proficiency in saving throws... Sounds better to me. However what Alealexi said about not being able to wear armor sounds indeed like a big detriment. So you might outdamage a fighter but you'll still be fragile in melee. Or am I off the mark ?
The problem with all this is you can have a dagger on you all the time it's a sidearm weapon! Infact that is the biggest problem with dagger in every crpg most rpgs as well. Thay are made in to primary weapons, which are not at all. They are not even secondary weapons it allways was and will be a sidearm weapon. So making them primary weapons just goes at odds with any kind of logic. So draging logic into this is impractical.
At best, primary use would be as throwing knives but even those are not the same as melee daggers but ok at least it's got some logic behind it.
All this is just a rpg leftover from rpg devs that had no swordsmanship or any kind of weapon smithing - hoplology knowledge from pre gunpowder era.
Fighters get 3 attacks vs tensors 2, has access to action surge which would give them 6 attacks to open with, and then you roll into the fighters sub-classes. which are very front loaded and get 80% of it by level 10.
They also would have an extra Feat or ASI at level 6.
Lets take a look at Samurai Fighter
Use Bonus action to use Fighting Spirit, gain 10 temp hitpoints, and gain advantage to all attacks for this turn.
Attack (at advantage) 1,2,3
Action Surge
Attack (at advantage) 1,2,3
That's the difference between a Tenser Wizard and a Fighter.
With fighters getting 3 attacks to the tensors 2 . This puts them at +4 attacks on the first turn, +5 on turn 2, +6 on turn 3 and so on.