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Dual-classing kensai/mage question. Help please!

Posted: Wed Jul 11, 2001 11:31 am
by Stilgar
I hear everyone talking about the power of a kensai/mage, i want to try that sometimes, but i never dual-classed before.
What should be my stats so i would be able to dual kensai to mage, and at what level should I do that?
And what would be good weapon profs (2handed sword, bow, sword+shield etc.)
Please give some advice

Posted: Wed Jul 11, 2001 11:38 am
by tlibro
I think all your questions will be answered if you read the strategy guide.
[url="http://www.gamebanshee.com/baldursgateii/strategies/kensaimage.php"]http://www.gamebanshee.com/baldursgateii/strategies/kensaimage.php[/url]

Posted: Wed Jul 11, 2001 1:13 pm
by Robert Lee Phillips
Wait for level 13 for the extra attack, hang on to all your spells (buy a scroll case), dual to mage, dismiss all your party members, then read all your spell scrolls to get all the exp. points without splitting equally six ways with your party (greedy & cheeeeesy, yes!). :D

Posted: Wed Jul 11, 2001 2:18 pm
by Christian
As a kensai/mage is pretty much wrong in the role playing sense, then you can afford to equip him/her the best way possible(even if it doesn`t seem right). Give him the staff of the magi(best), or a good one handed weapon and a shield (since AC may be a problem, exept robe of the apprenti).
Don`t forget stoneskin...

Posted: Wed Jul 11, 2001 2:54 pm
by Xyx
Would you like to play a character that is basically a fighter augmented with magic, or a Mage that can get his hands dirty if needed? The guide seems to emphasize the first. IMO the second is more fun and more interesting (and more powerful), since you have more options that way.

The guide also mentions requirements of 13 Strength and 17 Int, which should be 15 Strength and 17 Int, and neglects to list Project Image as a must-have spell.

Posted: Thu Jul 12, 2001 1:08 am
by PDF
About the dualing level : 13 is way too high, you won't attain mage lvl 14 before a TOTAL of 1.25 + 1.5 Milion XP, that's 2.75, very close to the 3Mo BG2 Cap, and anyway at that time you'll have finished SoA or be very close to the end...
OK, you can then play through ToB with a very powerful char, but you'd anyway have done the most part of the game "single classed".

So I advise you to dual at either 7th level (at start: you'll still have good HP, +2 kensai bonus, 2 attacks/round with spec...)
OR 9th level (best I think), so you'll have a better THAC0 (+2 from 7th + 1 Kensai), max HP (you'll still have 1d4+2 additional HP at Mage 10th lvl !), AND you'll only have to gain 250 K xp( Ftr) + 250 K xp (mage) = 500 K before having full abilities - that's in SoA chapter 3 normally.

The marginal gain at 13th level (+4 THAC0 from 9th + 1 from Kensai bonus, 1 additional proficiency, 1/2 additional att/round, 12 HP) is good but not worth the 1 Million xp it requires.

Posted: Thu Jul 12, 2001 10:50 am
by Xyx
There's nothing wrong with a bit of hard work to regain your inactive class. If you play solo, you'll rake in the XP 6 times faster than with a full party, so you could expect to cap out only halfway through the game anyway.

Besides, the transitionary part isn't half as tough as some people make it seem. Scribe a scroll, gain a level... Level 7 Mages are pretty tough when played right, especially if they have 130 HPs to back them up. They have many more options than simple sword swingers like Kensai. By the time you reach Mage level 7 (Stoneskin), the game becomes at least as easy as it was when you were a level 13 Kensai.