trouble with dual class
drkstr
Member Posts: 10
Hello, I'm on my second play through and I wanted to give dual classing a fighter mage. From what I understood:
"To dual-class you must be a Human, and you must be at least 2nd level in
the class you started out as to dual-class. You must have a 15 in the
prime requisites of your current class, and 17 in the prime requisites
of the class you want to change to."
From what I can tell I meet the requirements, but the button is not enabled (see attached).
Any ideas what I'm doing wrong here?
Cheers and thank you!
"To dual-class you must be a Human, and you must be at least 2nd level in
the class you started out as to dual-class. You must have a 15 in the
prime requisites of your current class, and 17 in the prime requisites
of the class you want to change to."
From what I can tell I meet the requirements, but the button is not enabled (see attached).
Any ideas what I'm doing wrong here?
Cheers and thank you!
0
Comments
http://gibberlings3.net/forums/index.php?app=downloads&showfile=695
Expanded Dual-Class Options
This component will allow Barbarians and Wild Mages to dual-class to other classes. Barbarians will have the same dual-class options (cleric, druid, mage, and thief) with the same requirement (15 strength) as fighters. Wild Mages will have the same dual-class options (cleric, fighter, and thief) with the same requirement (15 intelligence) as regular mages.
Ofc he should wait more, cause he can definitly lvlup some more lvl in mage, without harming the max level of the fighter, and thus getting more lvl 1 spell slot.
Any suggestions before I restart for the third time?
(No cheats/mods please)
Speaking martially, something a little less typical would be Fighter (Preferably Berzerker or Kensai) and dual class to a Druid. It'd be pretty cool to go Kensai -> Staff Grandmastery -> Druid and just prod all kinds of buttock.
You can dual from a kit.
Only "legal" multiclass combos can be made as dual classes. E.g. Ranger/Cleric yes, Ranger/Mage no.
Weapon Pips dont stack. Taking a pip on quarterstaff as a thief and then dualling to mage and taking the quarterstaff pip again will be a waste of a pip once you retain your thief skills.
If you are fighter and at dualling to another class, like cleric, only weapons the cleric can use will be available to use once you get your fighter levels back. So if you took pips in long sword, you will still have the pips but be unable to use the weapon.
No going back to your old class, so make sure you unlock all the features you want before dualling.
Know your xp caps.
The primary benefit of virtually all of the fighter ---> something duals is the HP and THACO boost. Otherwise, IMO if you like to play with a party virtually all of them are weaker than their pure class counterparts, particularly mid and late game.
The Kensei is a power-gamer choice for dualing because the "drawbacks" are eliminated later game going to thief or mage. If you wanted to play F/T ot F/M run a Kensei COMPLETELY THROUGH BG1 as a Kensei and dual him at level 9 or 13 in BG2. I'd suggest 9 since you'll want to see the HLA (High Level Abilities) and 9th level mage spells as early as possible... that's when the real fun begins! From there, once you've played BG2 once, try him dualled to the other class and see how that goes for you.
If you want to play multiclass right from the get go through BG1 pick a non human and go with whichever suits your fancy. Any character will attain godly power by the time you're through with the trilogy without needing to worry about getting specialty classes kits or doing things perfect. The main benefit of dual class being access to both class's HLAs late game at the expense of slower progression.... and trust and believe HLAs for any vanilla class are far more powerful than the silly perks of the specialty classes.
"Wild mage" is a stupid class, since it gives the specialization benefit with essentially no downside (if you reload) or the potential to instantly end your run in a no-reload game Neera makes it sort of fun with her quests but mostly it simply doesn't work in a video game. I think specialist classes in general are mostly over-rated and most of them that are great in BG are because of one ability that is really overpowered in certain situations.
From what it sounds though, the character I was hoping for isn't possible (a kensai with some low level magic abilities). From what I understood, I can start as a kensai and dual to a mage, but I would never be able to weild a sword and cast magic at the same time. Is that correct?
Rather than Fighter -> Druid, I am quite fond of dualing the other way. Druids score easy levels early in the game, and then suddenly get very expensive, so the 'optimum' is level 11 or 12, at 200k xp or 300k xp respectively. You lose little from not getting to pick a fighter kit, and both Avenger and Totemtic druid can be interesting kits to dual out from - although you are relying on max strength and picking up a bonus in BG1 to make the transition from Avenger. Both lead to dualing early in BG2 (round about the end of chateau Irenicus, the introductory dungeon) and while it takes a while to get enough Fighter levels to reclaim the druid abilities, you are basically only one fighter level's worth of XP behind, so not paying a significant penalty compared to a plain fighter.
You will lose all of your Kensai abilities until your mage level is one higher than the kensai, then you will get everything back.
For example one of the best mage spells going in D&D is Stoneskins. You will NOT be able to get this with a mage then dual to fighter and ever see your mage abilities before the end of BG1 with the Xp cap. Having a Kensei without the various combat protection buffs defeats the whole purpose of that dual class! A thief can take HLA "Use Any Item" so now your Kensei has access to... well... any item (think of the possibilities).
Trust the D&D veterans when we say that if you're going to slog through the first few character levels keeping a mage alive you're far better off just playing the straight mage who will become absurdly powerful late game. The late game strength is why you would even go through the effort of starting with a low level mage because they are so fragile early on.
For the sake of argument what handful of low level mage spells do you really think would make a Kensei better? How many can you memorize at low levels? If you say level 2 spells for Mirror Image, why not level 3 for Ghost Armor? Why not level 4 for stoneskin? Why not simulacrum? See where this is going? A Kensei of very high level just isn't very good so a Kensei that can cast a couple magic missiles and one mirror image per day really only robs him of hitpoints and makes him an unarmored fighter who would be inferior for example, to a Monk who will get insanely powerful if you want to take an unarmored mele character through into ToB.
If you're dead set on trying this, simply purchase the EE for your computer, install, and move the save from your phone/tablet over to the PC for editing. OR just upload your savegame file and I'm sure a member of this board would mod your character for you to suit your tastes.
I will restart kensai then dual to mage.
One of my concerns with starting kensai was that it would be difficult to recover my fighter levels with a mage by end game (I think I finished at around 7 or 8). Would it be reasonable to dual @ lvl 7 or 8 kensai and finish the game with lvl 9 kensai/mage? Is there even enough opportunity in the game to gain this amount of exp?
The tactic I had in mind for kensai/mage was to do something like Free Movement + web, then simply dice everyone to pieces with dual +3 ninjatos and all the bonuses to hit I can find
My kensai was actually the hardest hitting (damage per second) character in the part at end game. I am just looking for ways to roll one that is slightly more self sufficient, and that I don't have to micromanage so much to be effective. Often times my other party members would get killed or sit idle while I focused on the kensai.
When you dual-class, you are still limited to this amount of total xp divided between your classes. You will not be able to gain any more xp in the original class (ever again!) but any excess xp over that needed for the level is 'lost', meaning it does not count against you total limit before hitting the cap.
So a level 7 Kensai would take 64,000 xp, which leaves enough for the Mage to hit their 90,000 xp level, which is level 8. So yes, you can get back your Kensai abilities by the end of the first Baldur's Gate game, but it will be close to the end of the game (although you can hit the xp cap with a reasonable amount of end-game still to play).
The biggest loss is that you will not hit level 9, where powerful 5th level spells become available, so you will be slightly down on a straight mage for magic - this will be quickly caught up in BG2 though. 7th level is a popular level to dual a kensai, partly because it is the highest level you can reach in BG1 and still regain its abilities by the end of the game, but also because all fighter classes and kits get a bonus 1/2 attack/round at 7th, which is a bonus you will keep until the end of the whole saga (at least, once you regain your Kensai abilities). Other popular choices are 9th, which is early in the second game and gives you maximum hit dice, and the 5th pip for grand master in your chosen weapon, or (less popular) 13th, which gives you the maximum number of attacks/round, but takes most of the second game to recover your lost abilities. To go any further suggests perhaps playing a multi-class, rather than a dual-class. The main drawback is that you cannot pick a kit for a multi-class (although gnome mages will get the illusionist kit for free) and fighters can put only 2 pips into any skill (3 for 2-weapon fighting).
Thanks again for all the replies!