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I'm still baffled by the fact that I can't find any mention of that requirement before being able to get it.
My first FMT player suffered big time of this, and never reached lvl 9 spells or any abilities since it needed 9 mill xp and the base game (TOB) is capped at 8 mill.
You may find some easy to use XP cap removers that works just fine (they need also spell progression extensers) to go around this. I ended up playing a SOLO run with my Fighter/Mage/Thief adn he reached cose to 18 million XP total (6 milion in each class).
Your Aerie will get a lot of abilities once she reaches 6 million XP, but she will have less than a full mage. The true beaty of many MC is to choose from two HLA classes but for the Cleric/Mage this is not much of a gain.
- But the true Power of Aerie lies elsewhere. You will see, she is a goddess in the end.
As there is enough xp in this game to get a 6 man party to well over 6 million xp each.
If you delay picking them up until your main character has just above 1.5 million total xp, they will both start the adventure at 1.5 million xp (750.000 x 2) and that is basically free xp and a 'jumpstart'.
I sometimes do this by simply ratting on Jan Jansen and sending him to jail. Then i go release him later on. But he can just as easily stand forever in the Goverment district and try to blackmarket his turnips. The Circus tent with Aerie can also just wait until you want to do it.
it goes in a 9th level spell slot. it would be worthless to take before she has any.
not sure why it would need to be mentioned anywhere