Fighter/Mage/Druid and Druid/Mage
Bazza
Member Posts: 57
Firstly hi all,
This has probably been discussed years ago on another board but I can't see a thread discussing it here, so here goes.
In the Baldur's Gate 2 manual, in the multiclass combinations table, there is an asterisk next to Fighter/Cleric* , Cleric*/Mage and Fighter/Mage/Cleric* and after the table it states * or Druid. But in the game it only allows Fighter/Druid, is this a mistake in the manual ?
This has probably been discussed years ago on another board but I can't see a thread discussing it here, so here goes.
In the Baldur's Gate 2 manual, in the multiclass combinations table, there is an asterisk next to Fighter/Cleric* , Cleric*/Mage and Fighter/Mage/Cleric* and after the table it states * or Druid. But in the game it only allows Fighter/Druid, is this a mistake in the manual ?
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Comments
Yeah I've seen that in the manual too. The BG2 manual has a chart of thief skills including: Detect noise, climb walls & read languages & also states that a level 15 druid needs to reach 3,500,000 XP to level to 16 & a level 16 druid needs to reach 500,000 XP to reach level 17. Riddled with mistakes & things that weren't implamented.
Although I have to say that it's very annoying that she (Yphta is her name) can not cast Raise Dead (although that may be due to a mod I have installed (it somehow makes sense that a druid can not raise the dead, seems unnatural)).
What I like to do with a Druid is focus on two things: Healing, then Summons, and then if there are any, and there's any space, Damage spells. Druids don't have very good buffs. Clerics totally win in that regard, no question.
Heal spells is pretty self-explanatory. Except like you said, they don't get Raise Dead. Not a huge issue though. Druids have lots of Summoning spells, and Summon spells are just a fantastic way to give your actual characters time and space to get off spells/arrows/whatever behind the safety of your Summons. I recall Druids actually had some neat Damage spells in Icewind Dale; Static Charge comes to mind, which deals out some pretty nasty damage. Spike Stones was kind of fun but not all that powerful. A very useful one is Insect Swarm/Insect Plague, which is the bane of any enemy casters. They simply won't get a spell off at all.
A fun thing to do in IWD is start killing people in Kuldahar, and watch how exactly Arundel comes to kick your ass. His script is actually pretty good and he knows how to play Druid better than I do, really. I don't claim to be a master.
A pity Arundel is already killed, otherwise I would definitively give it a try!.