My new party.
- Darth Malignus
- Posts: 221
- Joined: Sat Aug 02, 2008 6:07 am
- Contact:
My new party.
Now, I have some ideas for a new party. I just need some help filling in the gaps, so to speak. I want to put the items I find in the game to the best possible use, so that as many races, classes and alignments are covered. I wouldn´t want, say, a ranger instead of the paladin, simply because someone might think that "A Ranger rulez!!!" , if the items for such a class are few or non-existing and Paladin items were abundant. Or if I decided to get an Elven Fighter/Thief and realize that a Halfling Fighter/Thief gets an item that Elves can´t use. Or see premium items for evil characters be wasted, because I have only good alignments. You know, stuff like that.
What would be the best party possible to utilize the items, weapons and such in the game? I had something like this in mind, but that can of course be changed:
Paladin.
Human.
Lawful Good.
Bard.
Human.
Alignment?
Conjurer.
Human.
Alignment?
Fighter/Thief.
Race?
Alignment?
Cleric, maybe Fighter->Cleric.
Human, if dual.
Alignment?
Fighter, perhaps a Fighter/Mage.
Race?
Alignment?
What would be the best party possible to utilize the items, weapons and such in the game? I had something like this in mind, but that can of course be changed:
Paladin.
Human.
Lawful Good.
Bard.
Human.
Alignment?
Conjurer.
Human.
Alignment?
Fighter/Thief.
Race?
Alignment?
Cleric, maybe Fighter->Cleric.
Human, if dual.
Alignment?
Fighter, perhaps a Fighter/Mage.
Race?
Alignment?
- dzidek1983
- Posts: 73
- Joined: Wed Aug 13, 2008 2:29 am
- Contact:
Fighter/Thief.
Race?
Alignment?
I can answer the above question easily.
Fighter/Thief.
Race? Halfling
Race?
Alignment?
I can answer the above question easily.
Fighter/Thief.
Race? Halfling
I'd rather be part bull than a complete sheep.
http://www.sorcerers.net/Games2/DaveO/ - Might and Magic 6-9 patches
http://www.sorcerers.net/Games2/DaveO/ - Might and Magic 6-9 patches
- dzidek1983
- Posts: 73
- Joined: Wed Aug 13, 2008 2:29 am
- Contact:
- Darth Malignus
- Posts: 221
- Joined: Sat Aug 02, 2008 6:07 am
- Contact:
I´m sure you would, but do the amount of items in the game justify substituting a Cleric with a Druid?dzidek1983 wrote:i would take fighter/mage, druid instead of cleric, and necromancer is the best specialist if you have heart of winter installed
And regarding the Conjurer: I read somewhere that the opposite School of Magic, Illusion, has no higher level spells, and the Illusion spells of low levels can be written and used by mages with Illusion as an opposite school, even though is is an opposite school. Ergo, the Conjurer has the extra spellslots, and can use all spells in the game. At least that´s what I heard.
Yes, I bet an Elf has better racial bonuses than a Halfling. But are there any items that would benefit the Halfling instead of the Elf, and even justify using a Halfling instead? I´m looking to use the items available to the best of my ability, not necessarily use the races I like the best. If that was my goal, I wouldn´t have made this thread.dzidek1983 wrote:Nope... elf is much better
+1 damage nad hit with long bow and lond sword makes the difference
plus you can have 18/xx strength
Halflings have actually better racial bonuses than elves, with 18 con they get a +5 bonus in the important saving throws. Elf is actually the worst race in the game, "raise dead" doesn't work on elves, so they need "resurrection" which can only be cast by very high level clerics and is very expensive in temples.
I wouldn't overemphasize the items you might get, there's a cloak which only pure class mages can wear which grants 18/99 strength for example, my dualclassed fighter/mage couldn't wear it, but it didn't matter since she had 18/00 strength from the start.
I prefer powerful characters over weaklings who are able to use an item which grants a small benefit.
Consider that a big part of the most powerful equipment is random loot, which you might find or not.
If you have pure IWD the opposite school for conjurers is divination (which is quite useless if you have a bard), if you have the HoW expansion installed it's evocation, which is the most important school (magic missile, fireball, stoneskin, ...). So if you have HoW installed better take an illusionist.
As fighter/thief I'd take a good aligned gnome, the best helmet in the game can only be worn by a good aligned gnome or halfling with fighter or cleric levels. When you find the girdle which sets strength to 19 the halfling becomes the superior build, but in will be very late in the game and until then 18/00 strength is more useful than the bigger saving throw, thievery and dexterity bonuses halflings get.
I wouldn't overemphasize the items you might get, there's a cloak which only pure class mages can wear which grants 18/99 strength for example, my dualclassed fighter/mage couldn't wear it, but it didn't matter since she had 18/00 strength from the start.
I prefer powerful characters over weaklings who are able to use an item which grants a small benefit.
Consider that a big part of the most powerful equipment is random loot, which you might find or not.
If you have pure IWD the opposite school for conjurers is divination (which is quite useless if you have a bard), if you have the HoW expansion installed it's evocation, which is the most important school (magic missile, fireball, stoneskin, ...). So if you have HoW installed better take an illusionist.
As fighter/thief I'd take a good aligned gnome, the best helmet in the game can only be worn by a good aligned gnome or halfling with fighter or cleric levels. When you find the girdle which sets strength to 19 the halfling becomes the superior build, but in will be very late in the game and until then 18/00 strength is more useful than the bigger saving throw, thievery and dexterity bonuses halflings get.
- Darth Malignus
- Posts: 221
- Joined: Sat Aug 02, 2008 6:07 am
- Contact:
The fighter's strength is being able to put up to ***** in a weapon to get a big, so if you take a fighter, pure or dualclassed you are only really good in one weapon type, so you're lacking the flexibility you want. I recommend taking a ranger as character 6 and use 2-handed swords and other 2-handed weapons in melee. You get an extra attack per round and gain access to a few low level druid spells. Race doesn't matter.
Your cleric shouldn't be evil, else he won't be able to cast raise dead. You can make him an elf, even if he's a human he won't be able to cast "raise dead" on himself. Just reload when he dies.
Your cleric shouldn't be evil, else he won't be able to cast raise dead. You can make him an elf, even if he's a human he won't be able to cast "raise dead" on himself. Just reload when he dies.
- Darth Malignus
- Posts: 221
- Joined: Sat Aug 02, 2008 6:07 am
- Contact:
I wouldn't make the ranger an elf, the elf bonuses don't help more than the con penalty compared to halfelf or human harms and you still have the problem of not being able to raise elves from the dead.
You could make the bard halfelf for 10 extra points in pickpocketing, but it's not really important, you only have to reload a little less often. There's a merchant in the game who has cheaper prices for females (this is the only time gender makes a difference but it's not too important), so I would make the bard female, since 15 cha + "friends" spell = optimal shop prices.
If you make your illusionist a gnome he can start with 19 int and gets a bonus to saving throws, but that doesn't matter much either.
You could make the bard halfelf for 10 extra points in pickpocketing, but it's not really important, you only have to reload a little less often. There's a merchant in the game who has cheaper prices for females (this is the only time gender makes a difference but it's not too important), so I would make the bard female, since 15 cha + "friends" spell = optimal shop prices.
If you make your illusionist a gnome he can start with 19 int and gets a bonus to saving throws, but that doesn't matter much either.
- Darth Malignus
- Posts: 221
- Joined: Sat Aug 02, 2008 6:07 am
- Contact:
Well...
Paladin.
Human.
Lawful Good.
18/46
18
18
10
15
18
Long Swords.
Great Swords.
Bard.
Human.
Evil.
10
18
16
18
12
15
Daggers.
Crossbows.
Pure Mage.
Human.
Evil.
10
18
16
18
18
7
Slings.
Fighter/Thief.
Gnome.
Good.
18/34
18
18
8
16
11
Slings.
Long Swords.
Cleric.
Elf.
Neutral.
18
19
16
10
18
10
Maces.
Flails.
Ranger.
Half-elf.
Good.
18/86
18
18
10
18
10
Long Swords.
Great Swords.
Paladin.
Human.
Lawful Good.
18/46
18
18
10
15
18
Long Swords.
Great Swords.
Bard.
Human.
Evil.
10
18
16
18
12
15
Daggers.
Crossbows.
Pure Mage.
Human.
Evil.
10
18
16
18
18
7
Slings.
Fighter/Thief.
Gnome.
Good.
18/34
18
18
8
16
11
Slings.
Long Swords.
Cleric.
Elf.
Neutral.
18
19
16
10
18
10
Maces.
Flails.
Ranger.
Half-elf.
Good.
18/86
18
18
10
18
10
Long Swords.
Great Swords.
Wisdom is useless for all characters except the cleric (charisma doesn't matter either), but strength is useful for all characters, since it increases the carrying capacity, melee damage and damage dealt by slings.
For a fighter/thief an 18/00 strength gnome is superior to a halfling for the first part of the game, but I don't think an 18/34 strength gnome is. But if you already started the game and like your build, changing isn't necessary.
The game is far easier if each character has a ranged weapon, and it helps if he can use it effectively. Make sure to increase the weapon range when your characters gain additional proficiency points, you don't need 4 longsword and 3 greatsword users for example. I'd add bow proficiency to the ranger, axe to the paladin, sling to the cleric and halberd to the bard.
For a fighter/thief an 18/00 strength gnome is superior to a halfling for the first part of the game, but I don't think an 18/34 strength gnome is. But if you already started the game and like your build, changing isn't necessary.
The game is far easier if each character has a ranged weapon, and it helps if he can use it effectively. Make sure to increase the weapon range when your characters gain additional proficiency points, you don't need 4 longsword and 3 greatsword users for example. I'd add bow proficiency to the ranger, axe to the paladin, sling to the cleric and halberd to the bard.