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Their breaching spells & summons get a lot of work done and Timestop is an overkill spell except against enemies immune to it.
thats why about half your high level spells are for removing protections and lowereing enemy resistance and saves.
But even without that, a high level cleric can summon a planetar. the planetar (level 9 spell slot HLA) can cast 3x raise dead, 3x heal, 3x true seeing 3x restoration. I can't recall if it has chaotic commands. but it pretty much makes your cleric obsolete.
the thing carries a silver sword that kills things on hit.
but yeah, mage has a bunch of options,
you could summon big things, Mordenkain's sword is pretty hard to kill late game.
you can cast improved haste on your melee. you can cast true seeing and breach to remove enemy magic protections so your melee can murder.
Improved haste doubles the amount of attacks per round a unit makes. you can make 10 attacks per round which is the engine maximum without using greater whirlwind if you use the improved haste spell.
so really summon planetar and Improved haste alone would warrant a slot on your team.
they also can cast some powerful energy resistance spells if you are fighting dragons or other such enemies.
I run my mages as support instead of nukers. If you prepare a team of melee, with a mage it generally kills what you send it against.
i am going to do solo run mage/fighter maybe + thiev. i am desperate to try something like time stop and kill enemy in meele within it.
And how you uses them can change radically depending on solo vs party vs what your party is.
What you're fighting doesn't matter, as while you could spec to hard counter what you're fighting, it's simply not nessecary. A universally useful selection of spells, and keeping wands/scrolls available for backup for more specialized problems can easily carry you through every encounter in the game even without foreknowledge of how to beat them. And that's solo play.
Using a party is largely trivial as you can just focus on buffing your party mates and let them rip through everything without effort.
Divine casters, especially clerics, aren't bad either, but their strength lies in different areas of how arcane works (they're much more leaning towards the Support magic side while their offensive magic options are less than mages get, but they're also more innately capable without using spells), and you need to get a feel for how those differences affect things with how your current situations are.
My knowledge of spellcasters are mudane to be the best. In most of the cases I use spellcasters to buff up the party and cast a bunch of spells to remove protections, and then my hasted fighters can damage them properly. I know there are ways to battle them directly with spells, but that requires casting a lot of lower resistance spells and knowledge of contigencies and sequences, which I rarely use at the moment. I still perfer to damage them by fighters.
Of course the spell casters produce the best fighters, the black sword and the planetars.
Fighter has significantly better Thac0 so you only progress thac0 by your fighter levels.
you get the best saves of each class when they level.
HP is rolled as normal when each class levels up and then divided by your number of classes, with your Con bonus spread as evenly as possible across the classes. So if you had 18 Con, your fighter would get +2 HP, and the mage and thief levels get +1 hp from Con.
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Also keep in mind...the Berserker is uttlerly broken ♥♥♥♥♥♥♥♥. It's rage is only supposed to protect from a tiny handful of status effects (Command, Sleep, Charms, morale break, +4 save vs stun/hold), and run the risk of going truly berserk per round and losing control of them.
But BG was all like, here, be immune to basically everything with no downside.