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Mage Specializations Expanded

JumboWheat01JumboWheat01 Member Posts: 1,028
So starting a new character to go with the new patch, I've noticed that Half-elves and Elves now have ALL the Mage specializations available to them, rather than just a subset like they used to have. Not entirely sure if this is just a bug from the patch or if it's a purposefully made undocumented change.

Gnomes are still only Illusionsists, though, no change there.

Comments

  • elminsterelminster Member, Developer Posts: 16,317
    Its a bug and its been logged.
  • BlomdorBlomdor Member Posts: 26
    Allowing elves to be other types of specialist mages doesn't seem like a bad idea to me, to be honest. : P
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  • OlteronOlteron Member Posts: 67
    Really? I just made an elf invoker
    Does this mean if they fix it I lose my character?!
  • JumboWheat01JumboWheat01 Member Posts: 1,028
    Probably not. Can't people just use EEKeeper to give them illegal classes anyway?
  • znancekivellznancekivell Member Posts: 58
    Yeah, I love EEKeeper.

    With it I can live out my Half-Orc Paladin fantasies or my Human F/M/T solo run. An Elven Invoker would be an easy thing with it too, if that was your thing.
  • There's no active check in the system to see if your character's race is "legal." You can use EEKeeper or a mod to allow you to make a character that is normally not allowed, import it into an unmodded game, and not encounter any problems. So there's no need to worry that your character might be taken away by a bug fix, though if you wanted to rebuild them from scratch after the fix you'd need Keeper or a mod.
  • DeeDee Member Posts: 10,447
    Olteron said:

    Really? I just made an elf invoker
    Does this mean if they fix it I lose my character?!

    The restriction only affects character creation; if your character's already been created, they'll be fine.
  • OlteronOlteron Member Posts: 67
    Sweet. I think I exported him at the start because I rolled 94 or something. So should be able to keep him even if I start new game
  • TressetTresset Member, Moderator Posts: 8,268
    elminster said:

    Its a bug and its been logged.

    Kinda too bad, I rather liked this change, but I can fix it anyway so no big deal.
  • woowoovoodoowoowoovoodoo Member Posts: 150
    edited April 2016

    Srsly. Tho, prob not necromancers.

    Why not? It seems you are discriminating some schools of magic. Necromancy is not only about death and mindlessly walking rotten corpses, it's about life and death and in this pair life is the main one, in the same sense that darkness is an absence of light. "Cure Medium Wounds" priest spell belongs to necromancy school. And as far as CHARNAME has happened to have a somewhat special blood in their veins, it's justifiable for them to have a special inclination towards matters of life and death. And if it's so happened that you're an elf...
    I'm going to play Chaotic Good Elf Necromancer, yaay.
  •  TheArtisan TheArtisan Member Posts: 3,277
    Elves haaaaaaate necromancy. And this was the edition where they were super strict about what races were allowed to be what classes.

    That might not be a good enough reason, but it's worth pointing out regardless.
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  • JumboWheat01JumboWheat01 Member Posts: 1,028
    What I don't really understand is why there are race-based choices anyway. While it would make sense in pen-and-paper to a degree, CHARANAME was raised amongst humans their entire life. Why shouldn't they have access to all the classes that a human can?
  • What I don't really understand is why there are race-based choices anyway. While it would make sense in pen-and-paper to a degree, CHARANAME was raised amongst humans their entire life. Why shouldn't they have access to all the classes that a human can?

    Mainly because 2e didn't always draw a distinction between race/class combinations that are forbidden because of innate qualities (e.g. Dwarves resist magic, so they can't be Mages) and combinations that are forbidden because of cultural mismatches (e.g. Humans are the only ones who think Paladins are a good idea).
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,459
    Drow could be Necromancers in 2e so when I RP a Drow I EEkeeper them to be Necromancers and stuff. I also allow Gnome Bards since in the complete Bard's handbook there's a Bard for every race.

    I like sticking to edition rules so I don't mind modding/EEkeepering as long as the end result stays in line with the rules of the edition.

    Also why I use Kaedrin's PRC in NWN2 because it follows 3.5e very closely and actually puts the Assassin and Blackguard closer to their PnP counterparts.
  • OrangemooseOrangemoose Member Posts: 83

    Elves haaaaaaate necromancy. And this was the edition where they were super strict about what races were allowed to be what classes.

    That might not be a good enough reason, but it's worth pointing out regardless.

    Don't forget that the MC isn't raised by elves though.
  • JumJumJumJum Member Posts: 6
    So after hearing this I felt like "legit" rolling a Elf and a Half-Elf Necromancer. I rolled a 95 and 92! Not sure if I will ever use them.
  • znancekivellznancekivell Member Posts: 58
    I do wish there was an option to have the Alignment, Class and Racial restrictions removed in-game. It's been twenty years folks - for those who want it it should be available. Of course, I can just boot up EEK like always, but in-game would just be a nice touch for those who want it.
  • BillyYankBillyYank Member Posts: 2,768

    I do wish there was an option to have the Alignment, Class and Racial restrictions removed in-game. It's been twenty years folks - for those who want it it should be available. Of course, I can just boot up EEK like always, but in-game would just be a nice touch for those who want it.

    This mod has a component that does that.
    https://forums.beamdog.com/discussion/comment/723022/#Comment_723022
  • znancekivellznancekivell Member Posts: 58
    Thanks mate! Checking it out!
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