Kensai -> Mage How Many Levels?
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I heard KensaiX -> MageY is pretty awesome and I'd love to try it out (I love gishes...Red Mages for life
) but I can't see to find what X or Y should equal in BG1 anywhere (BG2 seems to be Kensai13/MageX but I don't think BG1 has that much XP)...any insight on that?
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Kensai->Mage is popular, because you will get a mage with a much more HP, better THAC0, weapon specialization and more attacks, so he is actually able to kill something in melee (while a pure mage hits like a wet towel). Helps with the normal enemies, when you don't have to spend your high level spells to kill a couple of ogres.
This works best if you plan to play with the same character till the end of BG2 (levels ~ 17)/ToB (epic levels 30+)
if you want the best Kensai->Mage, dual on level 9 or 13 in BG2 (and spend the whole BGEE as a Kensai).
But...if you actually want a Kensai->Mage to play in BGEE and then maybe continue into BG2, read further:
The key question is - do you want a bit better fighter, or do you want a better mage by the end of BGEE?
If you want a better fighter, dual at level 7. You will get to level 8 of mage by the end and will be able to cast level 4 spells. Note, that you won't be able to cast level 5 spells, until BG2EE. A slight disadvantage, but not fatal and your Kenmage will be much more durable and better in melee.
If you want a better mage, dual at level 5. That means level 9 of mage, level 5 spells, but a lot less HP and less THAC0 bonuses and less attacks per round.
You choose.
I personally (knowing that I would continue into BG2EE), would dual at level 7.
For dual-classing, I'm with @Southpaw in that it's easier to manage the shift in BG2 where the amount of XP required to gain levels in your second class isn't crippling. I would be hesitant to go through the latter half of BG1 as a level 1 mage, though; not having Fireball in the later part of the game is a problem for me.
My opinion is that you shouldn't plan to play this character in BG2:EE since the game isn't out yet. Just play whatever works best for BG:EE.
If you like polyvalent, versatile characters then a Fighter/Mage is the best way to go.
A multi-class F/M will reach 7/7, whereas a dual-class F/M can reach 7/8, or 5/9 if you want a 5th level spell.
The main reason you would want to dual-class it would be to obtain Grand Mastery (5 points) in a weapon proficiency. The trick is to dual-class from Fighter at level 6 minimum having reached High Mastery (4 points). When your Mage get his 5th level, do not level up until you actually get enough experience for 7th level. Then, you regain your Fighter abilities and can spend the hard earned point for Grand Mastery.
As for the kit, I would advise you to consider Berserker over Kensaï since the latter cannot really shine at so low levels. The Berserker rage gives you +2 AC/Hit/Dmg for 1 turn (plenty of time for most of BG:EE fights) which is what the Kensaï eventually gets at level 6. Also, the Kensaï can't wear armor (chest armor, shield, gauntlets and helm) and it can really be an inconvenience at start.
Sure, there's the Kaï but the Berserker rage gives you very useful immunities (especially if you installed SCS) to paralysis, charm and confusion. And as a Berserker, you can wear gauntlets that add extra damage so all in all you won't be dealing much more damage with the Kensaï.
The only true advantage I see for the Kensaï is that he can be Lawful Evil and thus can get the Imp as familiar, clearly the best one.
Experience really isn't so much of a problem but then it depends of your playstyle. It may be a good idea to get an edge by soloing at the beginning to reach a comfortable level. The level of the NPCs you'll recruit will match it anyway so all things accounted you will earn more experience that way.
Regarding what weapons to specialise in, it's really up to your taste. Having an offensive style, I tend to pick two weapons, be they Axes (which can also be thrown) or Scimitars. It would be a shame not to increase the number of your Strength affected attacks!
Never saw much point in the Kensage...I used one since everyone said they were awesome (they're not...just a F/M with more restrictions and nothing to show for it if you dual at a sane level). And especially after solo'ing a single class Kensai...seriously...the spell casting is not worth the downtime when you chunk everything just by glaring angrily in their general direction....even end-game bosses can go down in 1 1/2 rounds, unless there's scripting in place to prevent otherwise.
Their only slight weakness is vs mages who have PfMW...but that's what cloak of the sewers is for (everything else can be countered by liberal and frequent application of a FoA or similar weapon to vital regions).
you can also 2-3berserker/mage for berserk buff
bg1 strongest 7kensai/mage
I too favor berserker over kensai in this character set up.
Do people really use familiars? I don't think I've ever used one, except for some extra HP.
If they die, you're out a Con Point. But they often have useful magic or abilities or resistances.
Think of a Familiar like a Glass Hammer. You need to use it VERY CAREFULLY or you ain't gonna use it again.
You might use a familiar to scout ahead a little and disarm traps. Or use its Magic Resistance to absorb a couple of hits from a tough wizard. Or to tank the petrifying gaze of basilisks. Or even better to cast something like Invisibility Radius 10ft where you don't put him in the line of fire.
But if things go a little wrong...
but invisibility 10ft is good for tactical purpose and you can be chaotic good
I think my dislike of Kensai, especially in BG1, stems from them being sooooo fragile, as opposed to other fighters. Missile weapons are just so good in BG1. I think the only way I could do it is if I killed Firebeard in Candlekeep, and dualled right there.
I guess it's really not for me though. I like gnome fighter/illusionists, but I don't like elf f/m, and I don't like dual classed mages. If I'm going to have a dedicated spellchucker, I want a sorcerer.
But yes, use your familiar in the very early game. They have the HP of a second level fighter, low AC, and can bring the beats on them kobolds. CE and NE give access to Horror and Glitterdust, while CG give you Invisibility 10' Radius and can cast Mirror Image on itself.
edit: Forgot Kensai's had to be Lawful.... Well, I'd say go with the Ferret. 75% Pick Pocket means you'll be able to still have access to some hidden items without wasting valuable Find Trap/Detect Illusions skill points on your thieves.
maybe kensai for big 2handed swords or halaberds to hit max dmg i don't know
Pick halberds as your weapon. You get some incredible good halberds early game, there are some amazing halberds out there that deal elemental damage to interrupt mages through their buffs. And Ravager +6 is the best weapon in the whole game, sharing that place with FoA +5.
Dragon's Bane +3 (Cult of the unseeing) Gives you an extra +6 damage vs dragons.
Harmonium Halberd (Waukeen) is a +3 halberd you can get right at the start that got +1 strenght. It has a very low price aswell.
Dragon's Breath +4 (Underdark) Is one of the best weapons in SoA with loads of elemental damage.
Halberd +4, Wave (Crafted by cromwell) Instantly kills efreeti, salamanders and fire elementals. Also have a 10% chanse to deal a bonus 15 damage to anyone you hit.
Ravager +6 (ToB) Best weapon in the game sharing that place with FoA +5. 3-18 bonus damage unless enemy resist poison. And 10% chanse to kill the enemy you hit with no saving throw. So you can kill Draconis in a single hit, same with melissan. Talk about anti climatic last fight.
Flail of Ages 1d6+6, +10 elemental 19,5
Staff of the Ram 1d6+12+1d4 18
Impaler 1d6+13 16,5
Foebane 2d4+5, +4 magic +6 to undead, shapeshifters, extra-planars 14
Club of Detonation 1d6+5, +5 fire 30% chance of +15 fire, 5% chance of fireball 13.5(19.05)
Storm Star 1d6+6, +1d6 elec 5% chance of chain lightning 13+
Crom Faeyr 2d4+3, +5 elec 13
Spectral Brand 1d8+5, +1d6 cold 13
Angurvadal 1d8+5, +1d4+1 fire 13
Carsomyr 1d12+6 +6 to chaotic evil 12,5
Staff of Striking 1d6+9 12,5
Ice Star 2d4+4, +1d4 cold 11,5
Ravager 1d10+6 +3d6 damage (save) 11,5
Wave 1d10+4 15% chance of +15 damage 9.5(11.75)
impaler is soo good being 2nd best soa weapon and 3rd best TOB weapon
or is it 1st soa weapon because of FoA +5 being TOB weapon?yes it is Flail of Ages +3 = 10,5
and ravager is really low
2.) The Ravager has 10% chanse to instant kill someone. This means in one Whirlwind you have most probably already destroyed the enemy. This is the reason it's up there with FoA +5 as the best weapons in the game. It can chunk Draconis in one hit, one of the hardest enemies in the game.
3.) The Impaler can't touch golems or anyone with high piercing resistance. It's also +3 so you have to bring something else to the fights where you need a higher magical weapon. I wouldn't put it that high up.
4.) That list is based purely on damage. Belm isn't on there and neither is celestial fury. Celestial fury isn't the best weapon in the game, but i would rate it higher tha the Impaler with it's incredible stun and chanse to deal 20 lightning damage.
5.) And FoA +3 is so much better than the impaler that it's ridicolous.
- You can slow golems and almost everything in the game on one hit. Spells will take forever to cast.
- Your elemental damage will go through stoneskins and buffs, the impaler can't do anything here.
You're also rating Carsomyr to be worse than the impaler.
Impaler :
1d6 + 13
Carsomyr :
1d12 + 6 (+6 to chaotic)
Chanse to dispel magic on hit
50% magic resistance.
I hope you can see how silly this is yourself.
you think mage is better than kensai/mage this is weird on the whole new level
And YOU CAN NOT READ
i hope you are not blind because that would make ma an awful person
-my point was damage
-10 hits from impaler will still kill everything because it is like 300 dmg
make f/i gnome you have fighter levels and mage levels
I'd say 9 or 13 in HoF. In normal mode, I wouldn't bother with a dual. 7 or 9 could be nice there I guess.