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Best specialist mage class

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daw...@ibm.net

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Sep 20, 1999, 3:00:00 AM9/20/99
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I was just wondering what, in your opinion, the best specialist mage class
is. I would say that Evokers suck very much because they have TWO opposing
schools (Or was it invokers... i always get those two classes mixed up) and
the best class in Illusionist, because the opposing school is Necromancy. I
know that vampiric touch is really cool, but i never have my mage close
enough to the enemy to use it anyway, and the only necromatic spell i use
regularly is horror. Even that isn't too useful because you kind of want
your enemies to stay in one place so you can fireball, web, etc. So i would
say, if you have only one mage, make it a illusionist. What do you all
think?

J.R.

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Sep 20, 1999, 3:00:00 AM9/20/99
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That's my choice too.
<daw...@ibm.net> wrote in message news:37e6...@news1.prserv.net...

The Invoker

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Sep 20, 1999, 3:00:00 AM9/20/99
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I like Gnome Fighter/Illusionists.. get the best of both
worlds... I have one that doesn't wear armor.. has a base 6
ac.. add a robe of the archmagi.. ring of protect+2 Shield
of the Falling stars... etc. etc. with a protect spell and a
blur spell... knocks it down to -7... add bless and chant
for the HR bonuses.. you got an awesome fighter with no
armor so they have free use of magic for those tougher
monsters.

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James Prieels

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Sep 21, 1999, 3:00:00 AM9/21/99
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If there is only one mage in the party, I agree that an
Illusionist
is the best choice: a good all-rounder, who can Identify
and doesn't
miss out on any irreplaceable spells.

For a second mage, add either a Conjurer (all spells except
Divination
which is not time-critical) or an Invoker (bonuses on MM,
Fireball...
but no Summoning).

The Enchanter has no firepower (except wands), the Abjurer
misses the
vital Haste and Slow, the Necromancer has no Invisibility,
the others
have two schools of opposition so they're even worse.

My party started out with the 'Gnome' package deal
(Thief/Illusionist)
so I immediately had a mage for Sleep, Charm and Identify
(with early thieving thrown in for free!)
The Gnome was later complemented by a dualing Conjurer to
reach
level 5 spells. Haven't regretted that approach.

Just my two franks,

James

Tim Pope

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Sep 21, 1999, 3:00:00 AM9/21/99
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Necromancer seems a good class because illusion spells seem to number the
least (and you can get a potion of invisibility so you dont really miss
that). BTW: do specialists get the +1 bonus to saving throws when spells of
their school are cast against them, and the 1 penalty targets get when they
cast a spell of their own school like in AD&D? i think not considerding the
extra spell you get per level should be of your school and doesnt have to
be - you dont even have to learn a spell from your own school!

nadir

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Sep 21, 1999, 3:00:00 AM9/21/99
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conjurers have the most useful spells, and biggest spread thereof IMHO. I
idiotically started out as a Necromancer and am now in chapter 5. well, I
suppose my character isn't THAT bad...

Nicomachus

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Sep 21, 1999, 3:00:00 AM9/21/99
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Yeah, well at least you didn't start your char out as a general mage like
me! (DUH!!) Now I'm in chap 6.... :-(


nadir wrote in message <37e7c...@news1.mweb.co.za>...

Mark Blunden

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Sep 21, 1999, 3:00:00 AM9/21/99
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James Prieels wrote in message
<052897bc...@usw-ex0102-010.remarq.com>...

>For a second mage, add either a Conjurer (all spells except
>Divination which is not time-critical) or an Invoker (bonuses on MM,
>Fireball...but no Summoning).

Actually, in Baldur's Gate the bonuses are not implemented. The only
specialist features implemented are the opposition school and the bonus
spell per level.

--
Mark.
mar...@cwcom.net
To e-mail me, remove the 'spamoff.' from my e-mail address.

* The second rule of combat - never over-estimate your enemy

James Prieels

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Sep 22, 1999, 3:00:00 AM9/22/99
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> Actually, in Baldur's Gate the bonuses are not
implemented.

Actually, some are. I've run the full test of level 1
spells.
Magic Missiles (1d4 + 1), when cast by a Conjurer, do up to
6 damage.
This fact can also be observed in Gorion's last stand,
so he must have been a Conjurer as well.

Unfortunately, my test also showed that MM is the _only_
level 1 spell
with the appropriate bonus (IIRC).
(Come to think of it, I have a Conjurer in my party, I
should check
the Fireball bonus sometime).

Druid

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Sep 23, 1999, 3:00:00 AM9/23/99
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On Mon, 20 Sep 1999 20:43:13 -0700, <daw...@ibm.net> wrote:

Evokers suck very much because they have TWO opposing
>schools (Or was it invokers...


Learn what you wish to say, then speak . otherside HUSH

druid

Seija Sjöblom

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Sep 24, 1999, 3:00:00 AM9/24/99
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daw...@ibm.net kirjoitti viestissä <37e6...@news1.prserv.net>...

>I was just wondering what, in your opinion, the best specialist mage class
>is. I would say that Evokers suck very much because they have TWO opposing

>schools (Or was it invokers... i always get those two classes mixed up) and
>the best class in Illusionist, because the opposing school is Necromancy.
I
>know that vampiric touch is really cool, but i never have my mage close
>enough to the enemy to use it anyway, and the only necromatic spell i use
>regularly is horror. Even that isn't too useful because you kind of want
>your enemies to stay in one place so you can fireball, web, etc. So i
would
>say, if you have only one mage, make it a illusionist. What do you all
>think?
>
>

Conjurers and illusionists have access to the best spells

Glacius

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Sep 24, 1999, 3:00:00 AM9/24/99
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I like conjurers best. Summon loads of monsters and use them as a shield for
you to launch missiles at your enemies. It's always a good idea to start as
a fighter, and dual class at level 2. That way, you get to specialise in
missile weapons, and you start with about 20 hit points and it only costs
you 2000exp, which is nothing compared to some monsters.

<daw...@ibm.net> wrote in message news:37e6...@news1.prserv.net...

Colin E

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Sep 25, 1999, 3:00:00 AM9/25/99
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I differ. I prefer the Illusionist simply because the opposition school
is Necromancy.
I make the judgement, not on spell counts, but on the value of the
spells to my style of play and on what I am missing.

The Necromancy spells :
Level 1 : Chill Touch*, Larloch's minor drain
Level 2 : Ghoul Touch*, Horror
Level 3 : Skull Trap, Vampiric Touch*
Level 4 : Spirit Armor
Level 5 : Animate dead

Of these, Larloch's md is probably the most missed. Skull Trap is useful
but tricky and can be the cause of much collateral damage.
The touch* spells I have no use for at all. I prefer my mages not to
get close enough to those nasty axe and sword thingies to be able to
cast a touch spell - far too vulnerable.
By the time I get to level 4, I have other forms of protection and I
usually work in close harmony with a cleric who has been animating dead
[when necessary] since level 3.

Colin E.


Tim Pope <T...@fermats-last-theorem.freeserve.co.uk> wrote in message
news:7s8evi$kr1$1...@news5.svr.pol.co.uk...

nadir

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Sep 27, 1999, 3:00:00 AM9/27/99
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conjurer loses the least and most useless spells.
Colin E <co...@elliottc.globalnet.co.uk> wrote in message
news:7shfc9$ogp$5...@gxsn.com...

Tim Pope

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Sep 27, 1999, 3:00:00 AM9/27/99
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nadir <hair...@mweb.co.za> wrote in message
news:37ef7...@news1.mweb.co.za...

> conjurer loses the least and most useless spells.
Yeah I have changed my mind - I agree with you. Edwin is cool (except when
the red mages disappear and you have no idea what that is all about).


John Duck

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Sep 27, 1999, 3:00:00 AM9/27/99
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Edwin belongs to the "red wizards of thay". I suggest to read about
the "power groups" in the manual. The mage-party on the eastern side
of the world-map are "red wizards" as well. So they let you pass,
because Edwin is participiating your party. Besides, Edwin is the most
powerful mage technically... I wonder if he has a real friend within
all NPCs... maybe Alora... there should be something special about
every NPC-character.

John

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