Half elf Cleric/Mage
Will I be able to get timestop if I play TOB or will I need to remove the levelcap?
Thanks up front.
Will I be able to get timestop?
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Thanks for the swift reply, this is without a levelcap remover?
How many ninth level spells will I be able to cast without using a levelcap remover. I would prefer playing without "cheating" hence using the levelcap remover but I do so enjoy Timestop.
Not having Timestop might however make things more challenging.
Do you have any examples for me as in:
Experience cap and how many levels I can get for both a cleric and wizard judging that same levelcap?
I don't know if I ever actually reached the levelcap in TOB before, I always had a pure mage and this will be my first time multiclassing (going through BG1 up to TOB with tutu).
Thanks once more.
How many ninth level spells will I be able to cast without using a levelcap remover. I would prefer playing without "cheating" hence using the levelcap remover but I do so enjoy Timestop.
Not having Timestop might however make things more challenging.
Do you have any examples for me as in:
Experience cap and how many levels I can get for both a cleric and wizard judging that same levelcap?
I don't know if I ever actually reached the levelcap in TOB before, I always had a pure mage and this will be my first time multiclassing (going through BG1 up to TOB with tutu).
Thanks once more.
The ToB XPCap is 8,000,000, so your cleric/mage can get up up to 4,000,000 XP in each class, enough for mage level 20 (and cleric level 25) which allows 2 level 9 spells per day, if you create a cleric/illusionist even 3.
You still have to get 6,000,000 XP in order to be able to cast timestop, an XPCap remover doesn't change anything if you don't get 8,000,000 XP for your character during the game, which is only possible by using cheese or a party with less than 6 members.
You still have to get 6,000,000 XP in order to be able to cast timestop, an XPCap remover doesn't change anything if you don't get 8,000,000 XP for your character during the game, which is only possible by using cheese or a party with less than 6 members.
Your half-elf C/M will be indeed at xp cap with 2 ninth level wizard slots (2 timestops or whatever you want), and 4(I think) with his Holy Symbol 7th level Priest slots (lvl 25/20). And in case of gnomish C/Illusionist, you'll have 3 slots in lvl 9, in exchange for, well, being a Gnome(not everyone likes to play with a Gnome, despite their racial saving throw bonuses vs spells and wands), and of course, lack of wizard Necromancy spells, some of which are very powerful, like Skull Trap, Spirit Armor, Animate Dead, Death Spell, Abi-Dalzim's Horrid Wilting.
There is another option here, but it will be very difficult to achieve, yet completely possible even for a solo to do (I've done it successfully). This tactic works both for a solo and 6-person party game (in party game, your PC will get his wizard levels back earlier in chapter 6-7).
The choice is to make a specialist Mage(I usually make Invoker, but a Conjuror may be even better, because with clerical True Sight he loses practically nothing later on) and bring him to lvl 22 (4 500 000 xp). Since a wizard gains extra 6th and 9th spell slot at lvl 22, and after dualling to Cleric he still can reach clerical lvl 23 at 7 900 000 total xp(or something), at the end, your Conjurer or Invoker ->Cleric will be lvl 22/23, with 4 ninth level wizard slots. He will not have a Clerical holy symbol in this case, but I think that the high-level wizard slots more than fully compensate this.
If you want many Clerical and Wizard high-level spell slots, I might suggest looking for the Ease of Use mod. There are 2 components from it which you may find interesting: Un-nerfed THAC0 and spell progression tables, and XP cap remover. Then, if you choose to install those, play with a solo Gnomish Cleric/Illusionist, and at the end, your character will have 8 ninth level spell slots, and 8 or 9 seventh level Priest slots. Of course, this is an overkill, and will surely spoil your game, unless you have some serious difficulty improvement mods to compensate for this.
There is another option here, but it will be very difficult to achieve, yet completely possible even for a solo to do (I've done it successfully). This tactic works both for a solo and 6-person party game (in party game, your PC will get his wizard levels back earlier in chapter 6-7).
The choice is to make a specialist Mage(I usually make Invoker, but a Conjuror may be even better, because with clerical True Sight he loses practically nothing later on) and bring him to lvl 22 (4 500 000 xp). Since a wizard gains extra 6th and 9th spell slot at lvl 22, and after dualling to Cleric he still can reach clerical lvl 23 at 7 900 000 total xp(or something), at the end, your Conjurer or Invoker ->Cleric will be lvl 22/23, with 4 ninth level wizard slots. He will not have a Clerical holy symbol in this case, but I think that the high-level wizard slots more than fully compensate this.
If you want many Clerical and Wizard high-level spell slots, I might suggest looking for the Ease of Use mod. There are 2 components from it which you may find interesting: Un-nerfed THAC0 and spell progression tables, and XP cap remover. Then, if you choose to install those, play with a solo Gnomish Cleric/Illusionist, and at the end, your character will have 8 ninth level spell slots, and 8 or 9 seventh level Priest slots. Of course, this is an overkill, and will surely spoil your game, unless you have some serious difficulty improvement mods to compensate for this.