![]() 10*6=60), but you will have, upon hitting 11th level cleric, +3 to AC, +2 to hit and damage, and be able to use all the thief abilities you need. A level 10 swashbuckler to cleric, with judicious choices of proficiencies (Club, TWF, TWF 4, TWF 8) and skills (265 points between 7 skills, plus your base for race and dex), will be short a few HP from a cleric (9*8 = 72 v. if you dual-class your fighter or thief TO cleric, you can power-level cleric pretty quickly. But by the time I got to Burial Island in HoW, I was surrounded by the exploded corpses of zombies. Those undead WERE in level-relevant areas, right? You weren't just passing by Kresselack's Tomb again?I wasn't chunking things in Kresselacks, no. Well, if a Paladin can be of a high enough level to successfully destroy undead in relevant areas with Turn Undead, I think that a triple-classed Cleric might as well (a Paladin's Turn Undead ability functions as that of a Cleric 2 levels lower than their Paladin level). I know that because that's when your Thief Skills hit over 100 and levelling them becomes irrelavent, which makes it time to Dual your single-Classed Thief.Īfter that there's no real milestones. After that you're in Dorn's Deep dealing with the Lich with around 1.5mil XP.Ī Thief hits Level 12 sometime in the Frost Giant cave, for 2,640,000 XP. I know this because it's the threshold to get War Chant of Sith, and it's the instant that the game becomes ****-easy because your party now regens 2 HPs per round permanently. So however you can deal with Undead at that Level.Ī a Bard hits Level 11 sometime after The Hand. ![]() ![]() So you should hit Kresselack's Tomb with close to 25-30K XP. That's including the non-violent solution with the Ogre, and +2400 XP for having a Bard. The maker of that walkthrough doesn't seem to list what XP totals your party should be at in/by each area.I have a few educated guesses. ![]() I found this Turn Undead table, if you need to consult it: If even a single-classed Evil Cleric won't be able to control undead (and instead would only be able to make them flee), then I might as well go with a Good triple-classed Cleric, no? I suppose that means that by "use out of", I mean "meeting of the control/destroy threshold for undead in new/relevant areas with", but I'd still like to know if I'd be able to make undead flee with a triple-class Cleric. Will I be able to see any use out of a single-classed Cleric's Turn Undead ability? A multi-classed Cleric's Turn Undead ability? A triple-classed Cleric's Turn Undead ability? I'm asking because I'm debating whether to go Evil for the undead control or Good for the many perks of being Good-aligned in Icewind Dale: EE. GemRB v0.9.I'm planning on trying Icewind Dale: Enhanced Edition again in a solo run (from level 1 (of course), NOT Heart of Fury, Insane difficulty's extra enemies but not its other changes) and I'm trying to plan out a build for it. While we do have the Enhanced Edition for many of them thanks to Beamdog, it's probable that eventually GemRB will be the best way to play all of them as we've seen with other open source reimplementations like OpenMW for Morrowind and OpenXcom for the classic X-COM. GemRB enables people to bring them to new platforms, better modding and continue improving them long into the future. Classics like Baldur's Gate, Planescape: Torment, Icewind Dale and more running on the Infinity Engine should live on forever thanks to open source reimplementations like GemRB. ![]()
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