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How to survive the first few levels as a Mage?

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  • CoM_SolaufeinCoM_Solaufein Member Posts: 2,606
    Get the Boots of Speed so you can run away from your fights, my young inexperienced mage. :)
  • StormvesselStormvessel Member Posts: 654
    edited May 2014
    I am trying to find that wizards ring - I am checking every spruce tree :)

    I am also thinking about creating a half-orc barbarian dual-wield flail wielding cyclone of doom! :)

    I love this game.
  • elminsterelminster Member, Developer Posts: 16,317
    edited May 2014
    [Spoiler]Its on the friendly arm inn map but it is south of the wall of the inn. [/spoiler]

    Half orc barbarians are pretty wicked though I personally would recommend a dwarf instead (for the saving throws).
  • StormvesselStormvessel Member Posts: 654
    edited May 2014
    elminster said:

    [Spoiler]Its on the friendly arm inn map but it is south of the wall of the inn. [/spoiler]

    Half orc barbarians are pretty wicked though I personally would recommend a dwarf instead (for the saving throws).

    I thought about rolling a Dwarven Kensai for the added survivability (seeing as how I won't be able to equip armor or wristwear). The only thing is that Half-Orcs get that bonus to Str which is hard to pass up with a class like Kensai.

    Maybe a Dwarf Kensai with single handed specialization for the lowered AC would be nice. Good idea, I think I'll do it! The only thing I am torn on is which weapon to invest points into...

    For a Dwarven Kensai how does Flail sound? Flail of the Ages would (unless I'm mistaken) add a little extra survivability which would stack well with my shorty throws and single weapon fighting. Would something like that be viable or should I want to invest into two weapon fighting? If I went two-weapon would there be an extra flail besides FotA to use in the off hand?
  • luskanluskan Member Posts: 269
    In BG1 Kensai's can use the Shield Amulet (equivalent to scale mail armor for so many rounds). I am not sure if there are any items like that in BG2.

    Or you can have a mage or cleric/druid protect you with spells like Ghost Armor, Barkskin or Improved Invisibility.
  • StormvesselStormvessel Member Posts: 654
    Thanks. Lastly, are there any gems worth hanging onto? I have the diamond which is worth quite a bit and a few other gems - I would hate to sell them if I can use them for something.
  • CrevsDaakCrevsDaak Member Posts: 7,155

    Thanks. Lastly, are there any gems worth hanging onto? I have the diamond which is worth quite a bit and a few other gems - I would hate to sell them if I can use them for something.

    You only need a few of them in BG2, but in BG1 sell them all.
    in BG2 you'll need: 2 (3 in the EE) diamonds, 2 rogue stones 6 star sapphires an emerald and one king's tear.
  • the_spyderthe_spyder Member Posts: 5,018
    Surviving isn't really that big a deal. You just have to be prepared to party up with others who can take some damage for you. And you also need to take it slowly and cautiously. The combination of Imoen plus Xzar and Monty can easily get you to FAI and further. Failing that, head south and pick up Minsc or Kivan or Kagain, any one of which make fine Body guards.
  • StormvesselStormvessel Member Posts: 654
    Here is the party I am shooting for - someone please let me know if it's not viable...

    3 frontliners, and 3 casters - but I also need someone for thief skills and someone for cleric. Here is what I was thinking:

    Bhaalspawn and Edwin for the offensive casters.

    Xzar dueled to Cleric at level 6 for my third caster.

    Montaran (thanks to shorty saves) will be a frontliner and a thief, which kills two birds with one stone.

    Dorn for frontline melee DPS.

    And Kaigan w/ Dexterity Gauntlets for pure tank.

    Frontline:

    Dorn (Blackguard)
    Kaigan (Fighter)
    Montaran (Fighter/Thief)

    Backline:

    Charname (Wildmage)
    Edwin (Conjurer)
    Xzar (Mage/Cleric)

    If there is anyone I should substitute that would work better, let me know. :)
  • ApocryphaApocrypha Member Posts: 105
    Sounds good, though I might get Xzar killed and grab Viconia instead. 6 levels is a long time to go without a healer. She can be found at a place called Peldvale, which is...a couple "squares" northwest of FAI iirc.
  • jackjackjackjack Member Posts: 3,251
    Definitely grab Viconia. But I see no reason to murder Xzar, the best NPC ever.
  • StormvesselStormvessel Member Posts: 654
    edited May 2014
    Xzar is definitely the most expendable of my planned party members. I will leave him in a house and go away and dump him - from what I hear, it can't trigger the "let's go montaron" dialogue. Viconia it is.
  • Eadwyn_G8keeperEadwyn_G8keeper Member Posts: 541
    2nd Floor Lounge of FAI is usually where I have my little heart-to-heart chat with Xzar.
  • styggastygga Member Posts: 467
    And Peldvale for clarification is directly EAST of friendly arm inn, not northwest like said earlier. So when you enter the FAI map just go to the right until you hit the border, when you enter Peldvale just go straight up until you run into her.
  • StormvesselStormvessel Member Posts: 654
    Thanks guys - I appreciate all the help.
  • ApocryphaApocrypha Member Posts: 105
    Woops--I have no clue why I said NW instead of east. Thanks for correcting that, stygga.
  • LemernisLemernis Member, Moderator Posts: 4,318
    As others are saying you pretty much have to use meta-game knowledge if you're going to solo. With a lot of resting, the right equipment, and the right order of quests (the bassilisk map early on, for example) you can definitely survive until you get strong enough, though.
  • StormvesselStormvessel Member Posts: 654
    That's okay Lemernis - I gave up on Solo long ago.
  • Eadwyn_G8keeperEadwyn_G8keeper Member Posts: 541
    Wand of Lightning can be looted in Beregost.
  • dam23dam23 Member Posts: 30


    I chose Darts for weapon. Sleep and Magic Missile for spells (aside from NRD).

    Is there any advice on how to make the early goings any easier with a Mage???

    Chipping in after many posts, but I guess your call for advice still stands.


    Regarding spells:
    Dump magic missile and get blind instead.

    Not many creatures manage their saving throws even during chapter 5, and it'll be your saving grace against those that are too high level for sleep.

    Note that skull trap is vastly superior to fireball at higher levels because its damage is not capped.

    Do not memorize magic missile until later levels (7ish) when it actually starts doing damage.
    Chromatic orb is always fun when the target fails their save, but they get a +6 bonus so don't hold your breath.

    Mirror image and stoneskin are good defensive spells and they scale to later levels.

    Find familiar will net you a nice HP boost, keep your familiar safely in your bag.


    Regarding stats:
    I'd encourage you to dump charisma and some wisdom as required, to get a higher str.
    The str bonus applies to slings, my cleric/mage has the gauntlets of ogre power and a +1 sling with regular bullets does 11-14 damage, that beats darts' 1-3 any day even with 3 attacks per round.


    Regarding early levels:
    If you're intent on going solo to maximize xp gains, you'll definitely want to learn or buy protection from petrification and rush the basilisk map, or use the ghoul there to tank the stone-to-flesh gazes.



    Lastly, regarding your later posts about half-orc vs dwarf, I *strongly* recommend a dwarf for the following reasons:
    - you start with a natural 19 CON, and can get the tome from the lighthouse area south of candlekeep to raise it to 20. A 20 CON toggles 1hp/turn regen which means you'll be back to full life each time you rest or travel.
    - you get the so-called shorty saving throws, bonuses to saves based on your constitution, iirc they get up to +5 at 20 CON.

    As for proficiencies, I discourage Flails.
    While the flail of ages is sweet indeed, it has to be the only viable weapon from this class in the game.
    Longswords however, get lots of love and many weapons.
    You could rush Graywolf at the nashkel mines map for Varscona +2 (1d8+2 +1 cold).
    Alternatively, pick War Hammers and get yourself Ashideena from Bassilus at 1d4+3 +1 elec.

    Hope that helps.
  • StormvesselStormvessel Member Posts: 654
    edited May 2014
    Hell yea it helps. As soon as I finish my current playthrough of Planescape Torment I will boot up BG and give that Mage run a second try using every bit of your advice. Thanks a lot!
  • mumumomomumumomo Member Posts: 635
    @dam23. I meant neira indeed :)
    Regarding your very intersting post above, i have a few comments :

    Skull trap VS Fireball :
    Fireball is the way to go in BGEE thanks to much better range : between the short range, AOE and casting time, skull trap is very difficult to use properly.
    In BG2EE however this changes completely (instant casting time with robe of vecna, damage scales above level 10, cloak of mirroring allows you to cast it at point blank)

    In BGEE, you should avoid memorizing direct damage spells. Wands are plenty and are vastly superior to any spell you can cast (the wand of fire flame thrower does 8d6 twice (2 consecutive rounds), over a very easy to control area.). You should focus on buffs (haste), and debuffs (web, slow)

    Weapons :
    IMO darts are superior to sling in BGEE for a mage

    Assuming 18 STR (no gauntlet of ogre str for pure mage)

    - non magic darts -> 6 damage / round (assuming all hit) VS non magical sling 5.5/round
    - darts +1 -> 9/round VS sling +1/bullet +1 7.5/round.
    - elemental darts also do more damage than +2 slings/bullets
    - stunning and wounding darts are etremely strong and have no equivalent in bullets.

    Finally i am surprised with your 11-14 damage. I would think it to be 2-5 (normal bullet) +1 (sling +1), + 6 (strength) = 9-12.


    Best BGEE melee proficiencies :
    blades : scimitar (rashad talon's x2, drizzt weapons), longsword (varscona)
    Blunt : warhammer (poor choice for early SOA though). Flails are not great in BGEE but FOA is available from the start of SOA.
  • dam23dam23 Member Posts: 30
    The problem with the FOA is that it is but one weapon.

    If you're going to opt for one very good weapon, I would suggest katanas for celestial fury instead, at least there are other good katanas, while there are no other good flails imo.


    Regarding sling damage I've just logged into my game right now to double check, here are the numbers with a sling +1 and regular bullets:

    18 STR
    Bullet: 1d4+1
    Proficiencies: +2
    Sling: +1
    Str: +2

    18/00 STR
    Bullet: 1d4+1
    Profs: +2
    Sling: +1
    Str: +6

    I think that's where our numbers differ, I use bg2tweaks to allow everyone to specialize deeper in weapons, that's the +2 delta :)


    Regarding direct damage spells, I definitely agree for BGEE.

    It always makes me sad when I read forgotten realms books, how the author leaves the impression that a single average level fireball leaves tens of charred bodies, yet in BG (and mostly SOA/TOB) you need dozens of them ;)
  • elminsterelminster Member, Developer Posts: 16,317
    dam23 said:

    The problem with the FOA is that it is but one weapon.

    If you're going to opt for one very good weapon, I would suggest katanas for celestial fury instead, at least there are other good katanas, while there are no other good flails imo.

    Defender of Easthaven.
  • mumumomomumumomo Member Posts: 635
    Flails are actually a very solid choice :
    - FOA is very easy to get and does great damage great debuffing effect (slow no save)
    - defender of easthaven, while expansive, is also easy to get, with a great offhand ability
    - in TOB the gromnir morning star is far from being a bad weapon.
    - blunt damage is the best

    katana on the other hand :
    - celestial fury is both great and available early but requires a very difficult fight (that i would not try in a no-reload game)
    - all other SOA katana are not geat.
    - the TOB katana is not great

    Anyway, there is enough PIP to specialize in several weapon class.

    For darts VS sling, if you allow specialization (no impact on APR since not fighter), darts win even more clearly since non magical darts (12 damage) will do more damage than sling +1, bullet +2, 18 str (11.5)


  • Tola_ZagniyTola_Zagniy Member Posts: 26
    edited May 2014

    for BG1
    I once created a magician too, and my best friends have become =>
    1) Charm Person (helps permission or excuse assassins ... if they are magicians, you can enjoy the act of seppuku);
    2) Magic Missile - main attacking spell
    3) Larloch's Minor Drain - auxiliary attacking spell. This thing confuses opponents spells.
    4) High Hedge - house with a trunk (where you can carefully fold loot for sale), and close to shop! And ... The Claw of Kazgaroth, this ring is our primary aim, with him are not so terrible arrows =)

    Starting with items described above - have a chance to survive ... anyway at me it turned survive. On the highest difficulty, magician loner. which had 6 HP XD

    P.S.
    And forgive me for my English - it is not my first language
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