Aerie can cast druid spells as well cleric ones
Cvijeta
Member Posts: 417
Weird bug is happening with Cleric/Ranger MC, so it should be self explanatory what I did.
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I'm sorry, but I couldn't understand a thing.
Or is "Aerie" a misprint and you meant to say your MC cleric/ranger can cast druid spells? If so, that is not an error at all, it simply means you've activated the cheat that allows cleric/rangers to cast druid spells.
if i am true aerie can cast arcane and clerical spells because of her classes, but she has the same access to some of the druid only ones as you enabled your cleric to use them editing the lua file.
if i am right this is a very interesting and powerful exploit, a PG reason to run a RC charname.
the insect spells coupled with the fast casting a mage can have by the robe and amulet are a super powerful anti mage tool.
yep
This doesn't happen in a clean install. If mods aren't in play, you had to have edited something yourself.
The amount of mage spells you can cast is dictated by your mage level at the switch point. If you do the switch after BG or Sod you'll be able to cast more spells (but you'll still be limited to what you had memorized and can't switch spells). You can also switch a sorcerer to cleric/ranger but you will only be able to cast the 1st spell alphabetically of the spells you have learned for each spell level (you do get the appropriate multiple castings of that spell though!).
If you have the vanilla cleric/ranger setting then you will also have access to all druid spells. I'm now thinking of giving this a go myself, A freebie familiar and identify is really tempting without cheating TOO much!
If you start as a specialist mage, i didn't check to see if the school bonus/penalty is applied to the cleric or druid spells. Im also not sure about school restrictions affecting divine spells (ie: whether you can't cast necromancy spells if you started as an illusionist/cleric or charm spells if you start as an evoker). I know cleric spells aren't affected by school restrictions, just not sure about the druid only spells...
Just give yourself 8000000xp, pat yourself on the back, and be done with it.
I quickly just tested with a Half-Elf FMC, keepered a specialised Enchanter and gave the druid spells. Tested only by adding XP and seemed to go well. I kept the druid spells & the additional mage spells. Now all you would need is to create a spell that summons a thief when ever you need it
Gus
Spoilsport!
for a solo no reload (bg2 only) eekeepered charname maybe MC, both specialist mage to get up to 3 lev 9 spells end game or cleric of lathander to get the increased apr from the boon, that stacks with itself, is even better. and the added druid spells are somehow an help, even if a mage has antimage ways that are as good as the insects so is the class that less need to have those illegal druid spells.
a MC, if you know how to buff him, can fight as well as a fighter, only slower as he lacks apr, but with way better protection, so he does not have to rush and kill fast before his hp pool is consumed.
and having those lev 9 spells that a triple class never reach before xp cap is too strong to be missed.
@ithildurnew i don't see how having some more spells and few hp from a familiar compares with starting at xp cap.
the first thing can give some spice to the game, and as a player is having fun why we should be judgmental on how he plays, as long as he is clear if he uses cheats, exploits or any other mean to make the game a little easier (or even a lot easier in some cases).
the latter one would make all the first part of the game really boring, with super charname having end game thac0, hp and spells and nothing that can really challenge him as the enemies level is dependent on party level, but only to a certain extent, you can find a beholder instead of a gauth, but you will never find end tob level enemies in bg or early soa.
by the way i think that some things that many players do, like playing on hard difficulty levels, but with maxed hp gain leveling up, even if legittimate (in EE. as in the original there was not that option, you had to scroll down the slider before leveling) make the game much more easy then few insects and a familiar more, as those hp points more are often the difference between loosing and winning ending the fight with few hp.
and in a no reload this is really relevant, every time a toon drops under let's say 30% of his total hp with that settings would have been a failure and game over on a proper hard settings no reload playtrough.
i think it, i am convinced of it, and i even write it sometimes on the forums like now, but trying to be objective, not judgmental.
while patting on the back is always welcome, better if a dear person does it, if not possible doing it ourselves is the best option we have.
peace and love
I don't see how a familiar and a couple level 1 spells is remotely equivalent to level capping at the outset.
Honestly, purists don't bother me. However, I bought Baldur's Gate back in '98 and BG2 in '00 for $40 each, and bought both EE's as soon as they came out too. I've played all variations, modded and unmodded, now for close to 20 years. I think I have the right to jazz things up if I want to!
I've always supported the stance that, in single-player games, you do whatever the hell you want to make it fun for you. If you want to do a no death, no reload playthrough, great! If you want to create a Charname with 25 in all stats, great! It's your own personal adventure, and whatever makes it the most fun for you is the correct way to play. (Multiplayer, of course, is a different story.)