Teach me how to Wild Mage
Madhax
Member Posts: 1,416
I've now beaten BGEE twice with Neera in the party, and both times she's just been there for testing/uniqueness/new content. I haven't gotten much actual combat use out of her.
I expect this is my fault: I'm basically using her as a gimped specialist mage. I teach her every scroll, play her like a mage, and hope that the wild surges aren't too negative. I occasionally got lucky (Area of Effect Stoneskin right before the Durlag's Tower Demon Knight was quite nice!), but for the most part she was a decent mage that occasionally fireballed herself.
I made no attempt to learn how to properly utilize Nashal's (sp?) Reckless Dweomer or the Chaos Shield spells. Is there a good way to utilize them, either in BG1 or BG2?
I expect this is my fault: I'm basically using her as a gimped specialist mage. I teach her every scroll, play her like a mage, and hope that the wild surges aren't too negative. I occasionally got lucky (Area of Effect Stoneskin right before the Durlag's Tower Demon Knight was quite nice!), but for the most part she was a decent mage that occasionally fireballed herself.
I made no attempt to learn how to properly utilize Nashal's (sp?) Reckless Dweomer or the Chaos Shield spells. Is there a good way to utilize them, either in BG1 or BG2?
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Comments
In BG2, once you've eliminated most of the bad rolls they're amazingly powerful; sort of like a combination sorceror/mage where the sorceror half has permanent improved alacrity.
To answer the question though, Nahal's etc. is a good way to cast spells you have scribed but aren't high enough level to cast yet, like the others said, but it's also handy for casting spells you -rarely- cast and thus don't walk around having memorized; I use it a lot for Clairvoyance. Invisibility for when scouting is an idea is another fine use. Though quick saving before using Nahal's etc. in this manner is highly recommended of course
Say, you are a lvl 1 wild mage and has procured a cloudkill scroll and scribed it into your book. You know have a general understanding of how the spell works, but you are not powerful enough to memorise and cast it. You can cast Nahal's Reckless Dweomer and try to shape a cloud kill spell. It will give you a bonus to your wild surge roll, which is a mere +%1 at lvl 1, which does not help much. You can end up casting the spell via 'spell cast twice, spell cast and I feel refreshed, spell cast no save, wrong target, +4 to save, area effect, caster also targeted' surges if you are lucky. These are surges that succesfuly cast the spell, so it is possible to cast the spell with %10 chance, although it will be a little quirky. And deadly, in the case of a cloudkill that also targets the caster. Other %90 of the surges will be different things that has nothing to do with the spell you were trying to cast, ie:color change, sex change, burst, petrification, cow falls, gems appear, demon gates in etc.
In BG1 they are mostly an "ohgodohgodpleasedontsurge" kinda character. Unless you like playing a competely yellow-coloured, sex-changed, hiccuping, cow-tossing, deamon-gating happy-colours-twirling-around low level mage that is.
Edwin may have an additional spell slot over Neera but he can't cast Identify, which is pretty damn annoying.
1) Things are going to go wrong...a lot. Probably not so terribly horribly wrong that you and everyone you love dies. But if that happens just reload.
2) Don't waste a Reckless on something dumb. If you're using Reckless, it better matter. So, if you Reckless for something namby pamby like a fireball, you deserve what you get. If you're low level, you can use it to cast a spell you don't actually have access to yet (as long as it's in your book). So, the second you get Time Stop or Chain Contingency, you can start using it...sorta (See #1).
3) Chaos Shield helps. If you have another mage in your party, it could really take the 2nd level spell burden off of you. Improved chaos shield, OTOH, is a waste. It's a level 7 slot that only adds an extra 10 to the surge roll. Obviously, only use Chaos Shield if you're about to let loose some Reckless, don't worry about the 5% surge chance otherwise.
4) Once you get to a high enough level, you don't really have to worry about anything horribly bad happening with Reckless. I think awful stops around level 18. However, it's not until you cap out and use Chaos Shield that you have a 50/50 shot of reckless working out.
5) You want pretty high Wis for this character, and I mean like 18. Why? Because you'll be able to drop Wish spells left and right with Reckless, assuming all your gold doesn't disappear during the sex change where you slowed, entangled, and turned into a wolf.
6) Just have fun with it.
Charname: Neera, cast haste very carefully.
Neera: I'm sorry, did you say FIREBALL!?
Charname: Neera, can you open this door with Knock?
Neera: No, but I can open it with FIREBALL!
Charname: Neera, please fireball those bandits.
Neera: All I heard was fireball, so I'm going to cast it on myself.
Bandits: Well, we were going to kill you but it looks like you're doing a better job of it than we could. We'll just wait over here until you're done.
I'm no master of the game or how to utilize wild magic most efficiently, but I've found that the kit doesn't really work without the right attitude. If you hate random aspects or attempt an _enjoyable_ no-reload run then it's just absurd to pick the kit. Sure, you can get by if you play with a party and let the mage sit in a corner in most situations, but then why drag a wild mage along in the first place? Also, to me, abuse of "power word: reload" would make this kit equally pointless. The potential danger and the way hazards can change the game into something unexpected/unique is what keeps it interesting. Lost a merchant due to wild lightning bolt? And he had _that_ item I needed! Holy ****! I need to adapt! Not to mention all the potential it can have for character growth in rp-playthrough (quests get resolved in "unwanted" ways etc.).
It's a very interesting kit in that there are quite a few ways/tools in the game to either mitigate or embrace the randomness, or prepare for the worst or recover from bad surges. Many of the worst surges still allow saves to mitigate/deny effects so buffs help, though of course you can always surge when buffing if it's done by the wild mage itself (including when putting up Chaos Shield). If you use wild mage as an "utility mage" (for example Friends for bartering, invisibility at public places etc.) you can mitigate hazards greatly by keeping at least "fireball distance" from any unwanted casualities while casting. A known trick among cautious wild mages is also "closet casting"; securing yourself into a closed area (for example an empty kitchen in tavern) when casting in public. Other party members might joke about it at first, but they'll learn to pay respect to the surges after a while. Another tip I've learned from experience is to bank your money in precious gems, and never keep too much gold as coins when not intending to spend it right away. There's more, but I'm sure you'll figure it out (as it's mostly just logical stuff like that), and it becomes a second nature to you once you've burnt yourself once or twice anyway If you have multiple casters in your party I'd consider it only reasonable to task utility and buffing to non-wild casters as much as possible. Note that you can also run away from some hazards, like early game gated demon or even wild lightningbolts in taverns (by exiting the area quickly enough no-one gets hurt), albeit some of this is pretty cheesy by any standard - and if you're roleplaying, remember that the demon you gated will eat at least a handful of babies if you run away from it.
Still, even with all the tools, you have to accept certain amount of added randomness, which some people like and some will get driven mad by. That 5% will show up a lot on a wild mage that's utilized to full extent in most fights. I play with SCS so fights might take a bit longer and require a bit more buffing than in vanilla, but I'd say my wild mage surges about every third fight at least (not counting "trash mobs" that don't require spending spells). Chaos Shield really pays off like others have mentioned - even if it sometimes feels it doesn't :P Nahalling recklessly doesn't really pay before late BG2 levels from reliability standpoint, and even then not getting a negative effect doesn't mean you'll get a _needed_ effect _when_ needed. This is with the exception of getting access to certain "one-time" spells early in BG2, like limited wish. If you find it early, you can just find a cave, put up protective buffs and it should be reliable enough to get some early wishes granted. Other extremely powerful "early access" spell is chain contingency, but you should know that it's actually bugged and fail-safe to nahal (all contingencies are, please fix!), which makes it cheesier and more boring than it should be.
I still keep a Nahal or two as a last resort option even at early levels, though I think the emergent gameplay the truly random surges provide has been more thrilling and fun than the forced ones overal. Things like accidentally polymorphing a dragon into a wolf or surging an AoE effect on Project Image which conjures an army of clones (that can't attack physically) while freezing the entire party is just.. priceless. Which of course leads to the question of just how many game ending surges during a playthrough? I might have blocked some of the bad memories, but I only remember couple of surges that put the game into an unrecoverable state. One was a petrify self -surge (with failed safe) in SoA on PC wild mage which unfortunately ends the game, and the other was some AoE dmg hazard in early levels in BG1. There was probably few more, but the number of game ending surges was surprisingly low. I was probably lucky though.
TLDR; It's not for everyone, it adds more layers to gameplay, you can't block all randomness, shit does hit the fan occasionally even when being careful, BUT it also doesn't have to mean spamming nahals and reloads, the game provides tools to control the surges to an extent, and the kit has the potential to alter the game setting by twisting factors here and there.
Step 2 : ?????
Step 3 : Reload
If so, trying to play a minimal reload where you make yourself live with most of the consequences of her surges won't work, if the worst happens.
What I've always thought kind of ironic and silly, is that Neera will leave over her own wild surge.
"Whoops, I just Fireballed the town square, and 14 commoners died! You're a terrible leader - I'm out of here!"
But for no reload (which also = FUN (&fun)) I wouldn't want it on a PC.
Unless I Dualed from Berserker --> Wild Mage (ShadowKeeper)
The biggest killer for me was "Caster Held" result. There's 2 or 3 of them in the table. They offer no save and bypassed any protections I had like Free Action or Chaotic Commands, to my memory. Petrify is a (less likely) killer too...
Early Contingencies/Sequencers = Awesome
(to de bug the cast just cast another spell until it succeeds then reload right before that and make it your sequencer/contingency spell)
TimeStops with level 1 spells = Awesome
Accidental Demons = Awesome
Inability to work around eventually fatal randomness on no-reload PC =
Wish luck/chant removed random wild surges...
Pre-EE Wild Surge Table:
http://playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Wild_Surge_Table
Note: 2 "Caster Held" Options. first <15 second <25
3 "Target Held" Options.
Oh, KEY wild mage advice : *Target the Enemy*!
1) You can avoid most bad results if you don't try to buff team members. As the upper eschelons of the table do bad things to the spell's target - whatever that spell is.
2) Oh, and don't learn all spells - try to stick to spells that your party can weather and that are party friendly where available. Never know what you're gonna cast.
Corollary - get Neera the Shield Necklace in BG1.
1: Always stand at least ten feet from other party members. Twenty feet if you're Nahal'sing. This applies to your target as well, if they're in your party.
1b: Especially when self-buffing.
2: Keep the vast bulk of your wealth in piles of gems and magic items (there's no reason to save up anyway, and in BG2 you can easily get a Bag of Holding right at the start of Chapter 2).
3: Conserve spells. You should do this with every mage anyway, it's better to have a wand of Fire, wand of Cloudkill and wand of Spell Striking available so you have more slots for battlefield control and debuffs than it is to have five slots dedicated to maybe meeting a spellcaster or group of kobolds.
4: Nahal's in the safety of your own home, or at least out of sight of the enemy (Scouting, again, is simply good strategy). A Nahal'd Freedom is great, as is an offscreen Horrid Wilting, Simulacrum or Incendiary Cloud, and if you surge, chances are your enemy won't even notice, leaving you free keep to spending level 1 slots on level 8 or 9 effects.
5: IF Gate THEN Protection from Evil. And possibly lure it over to your enemies first.
6: Whilst Nahal's is a last resort, it is an amazing last resort, it effectively grants automatic Improved Alacrity, so if you're going to die anyway, try dropping nine Wail of the Banshees down before you do. Problem, sorcerers?
6b: Improved Chaos Shield is a worthwhile thing to cast for such novas.
7: Don't fear surges. The vast majority of them at higher levels are usually positive. Do feel free to pop up a Chaos Shield whenever you expect to cast more than one or two spells at a time though.
8: Don't overestimate the frequency, or effect, of surges compared to the advantage of an extra spell slot of every level. You'll lose maybe a spell a day, you'll gain being the most powerful mages in the game.
9: Another obvious one: Sequencers and Contingencies. Use them. You can easily set up ahead of time, so surges don't hurt much; and you can Nahal's them, meaning Chain Contingencies before anyone else. Pretty sure Contingencies don't Wild Surge, and Sequencers I think may only surge on the actual Sequencer use. Meanwhile, having the ability to just Nahal's your Contingencies and Sequencers means more slots for actual spells in the rest of your slots.
And finally the golden rule:
If a single wild surge ruins your whole combat, your strategy wasn't very good anyway.
http://www.sorcerers.net/Games/BG2/SpellsReference/EndlessSpells.htm#NahalsRecklessDweomer
Nahal's Reckless Dweomer Endless Spells Strategy
In 2: Greater chaos shield. Chain contigency 3x greater chaos shield. Memorize most useful spells (extra slots are invaluable). Fill page 1 with Nahals. Cast the hell out of your book, and after spending 4 nahals, use one for casting wish, and replenish your spellcasting.
I just pretend that I am playing Havok and be done with it.