And on top of that, it's available quite early in ToB - just level 1 of Watcher's Keep and Saradush needed.įor party-level planning, it's worth noting that there are a few weapon types that your companions likely won't use. If you fix the bug (LMD trigger doesn't grant the temporary HP it should), it has some nice defensive properties. Against its "bane" targets, it beats out even those. It's one of the most damaging weapons in the game, only beaten out by the Flail of Ages +5, the Club of Detonation +5, and the Staff of the Ram +6. Specialist mages do have additional stat requirements, so keep that in mind if you want it to be a "legal" build.Īnother weapon I'd suggest? Foebane. If you're willing to tinker a bit in EEKeeper or the like, dual-classing from plain fighter to a specialist mage becomes possible. Barbarians can't dual-class, dwarven defenders can't be human, and wizard slayers can't cast spells (they lose the button). The other three fighter kits - wizard slayer, barbarian, and dwarven defender - are all unable to dual-class to mage. Plain fighters are just fine too, if you'd rather use a bow or something. Other fighter kits? Berserkers are always a solid choice, since the rage ability grants some very nice defenses. There are good options in pretty much every proficiency, and you should plan a party rather than just one character. You'll have to spend a lot of spells on self-buffing for defense just to make it work, and that's not something I'm really interested in. The melee fighter/mage playstyle is not for everyone. When I feel like power-gaming with a Kensai dual, I go into Thief for the positive synergy of super-powered backstabs. Then again, I've never played a mage protagonist. Alternatively, you could dual at level 10, immediately after starting BG2 the 375K experience it takes from there to get your fighter abilities will go very fast. At the experience cap, you're only giving up a single spell slot (level 8) compared to a pure mage.ĭual-classing at level 9 instead gets your fighter abilities back at 500K total experience, exactly the SoD experience cap. That's a long time to be playing as a low-level mage with extra HP, unless you cheese it with scribing XP.ĭo you get level 9 spells eventually? Of course you do you get them at 4.25 million total experience, which is reachable before the end of SoA if you do most of the quests. After you dual at 13, it takes 1.5 million experience to get your fighter abilities back. That leaves you with a warrior that can't wear armor or fight at range. If you were just about anything else, you'd be using the gauntlets of weapon expertise - which accounts for most of the Kensai bonus already. The Kensai kit is almost pure disadvantage in BG1. There's a lot there that you'll really wish you had. Compared to another variety of fighter/mage, you permanently lock yourself out of using helmets, shields, gauntlets/bracers, or (non-throwing) missile weapons. A Kensai 13/Mage is certainly powerful in the very long run, but "the best"? There are a number of flaws there.
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