![]() Dwarven defender (or other fighter type, which will be your tank)Ĥ. Going beyond your question, tweaks I would make to your party to give it a bit more power (which, for me anyways, makes the game more enjoyable) ->Ģ. Even the DC Fighter/Druid (which was a to roll) turned out to be more of a liability in the late game. The straight Druid, I found, is not really a powerful character. Mage/Thiefĭirectly answering your question -> If I had to pick original, A, or B I would pick 'B', with the stipulation that the Mage/Thief was a Gnome MC Illusionist/Thief. I have thought of two ways I could re-arrange my last three spots:ī: 4. Originally posted by Rhubarb:This is going to be my first IWD playthrough. a sorcerer who doesn't depend on learning spells from scrolls. And for ranged attacks there are superior options. Not doing that means the thief will be quite unprotected during combat. Multi-classing a thief/fighter is a questionable choice, because putting on/off heavy armor frequently is tedious and highly repetitive. The game features quite some worthwhile targets to steal from - of course, save scumming may be necessary. If you want to pick pockets, prefer a pure thief or thief kit. If you only want to handle traps (since a mage can cast Knock to open locks), dual-classing to fighter early is viable in IWDEE. Given that the game throws hordes of enemies at player's party, prefer summons and AoE spells rather than trying to survive with frontline companions.Ībout your thief, carefully decide about much you want to benefit from thievery skills. The priest can wear heavy armor and shield and survive as a frontline warrior, making room for a druid rather than an overly defensive dwarven defender. There is little bit of extra content for paladin types, and while an undead hunter can cover that, the other paladins can, too. There are undead in the game, but that doesn't make an undead hunter mandatory. ![]() I see no benefit of using so many melee guys.
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