Dual/Multiclass questions
ankheg
Member Posts: 546
I've always wondered two things.
1. If I create a multiclass fighter/mage he can have maximum two proficiency points/weapon. If you dual class your fighter to a mage and surpassed the fighter level you can keep the higher points of course BUT you can still give more points like you where a fighter which is funny considering that your character is now only practicing wizardry.
2. If you created a fighter, gave for example two points to daggers, switched to mage and now you give one single point to daggers then (after surpassing the fighter level) you won't have you three points. Not even two you had as a fighter but ONE! So you will lose points.
So anyone please explain these thing to me.
1. If I create a multiclass fighter/mage he can have maximum two proficiency points/weapon. If you dual class your fighter to a mage and surpassed the fighter level you can keep the higher points of course BUT you can still give more points like you where a fighter which is funny considering that your character is now only practicing wizardry.
2. If you created a fighter, gave for example two points to daggers, switched to mage and now you give one single point to daggers then (after surpassing the fighter level) you won't have you three points. Not even two you had as a fighter but ONE! So you will lose points.
So anyone please explain these thing to me.
Post edited by ankheg on
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Ps. As regards the F/M multiclass, there are mods that allow them to reach GM in their weapons.
I would guess it just fell through the cracks in BG development. As SpaceInvader suggests, the later classes pips are over-writing the first classes pips. I think that's more of a glitch or bug than anything deliberate. It has been addressed in several mods, it may eventually be addressed in an "official" patch.
It's not a bug, it's the one advantage of dual classes
It isn't actually mentioned anywhere in the BG manuals that this is a specific advantage of dual classing over multi-classing. The closest thing to that is the mention that "Only fighters and fighter kits can have more than 2 slots in a weapon proficiency", but like most things in the BG2 manual its neither accurate (it forgot archers) nor does it exclude the idea of fighter multi-class characters getting more than weapon specialisation.
EDIT:
@TJ_Hooker I tried it out. You can't do this in BG1. In fact when dualing from a fighter you can't put a proficiency any higher than proficient if it is being given to you by your second class (so if I had a fighter dualed to a thief, if while levelling up the thief I put to blunt weapons I could only become proficient in blunt weapons, not even specialised).
Like in your example if you made a fighter and gave them 2 points in dagger, and then got them to level 2 and dual classed to mage, and then before you ever hit level up made sure they had the xp to get to level 3, any pips the mage got along the way could be added to the current fighter pips.(I realize level 2 and 3 don't give the mage a pip, it was an example)
The pips you get WHEN you hit dual class, would definitely overwrite so you have to put them somewhere else.
You are missing out. Modding is one of the funnest things in Infinity Engine games.
Of course, if you simply don't want to bother, however well they fit you doesn't matter much.
Imho, the one mod you owe it to yourself to try is Sword Coast Stratagems, which is currently being retooled for BG:EE.
Having enemies behave far more intelligently increases immersion, at least for me. The more realistically enemies behave the more I buy into the fantasy.
The mod doesn't "cheat" the enemies into doling out double damage such as the vanilla difficulty slider, or other tactical mods. It just puts them more on a level playing field in terms of their behavior and equipment. SCS modifies the AI scripts so that, for example, mages use way more effective spellcasting routines against you. Or enemies revealed from the fog of war at the periphery of their group, when snipered by you, will call for help and come after you. Enemy meleers will also quaff potions just as your party does. The mod also offers some nifty and well realized optional features such as making the Chapter 4 and 5 NPCs available earlier in the game. The mod is highly modular and customizable, so you can select just how much more intelligent you wish for enemies to behave.
http://forum.baldursgate.com/discussion/6335/please-dont-make-any-enhancement-optional#latest