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magic resistance

Discussion in 'Icewind Dale 2' started by Magiens Materialis, Mar 18, 2003.

  1. Magiens Materialis Gems: 2/31
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    [​IMG] in iwd2, is the magic resistance important? I mean, im planning to make an aasimar paladin with the holy avenger and I know the sword give some magic resistance (if you know what is the amount let me know), but i wonder if a good wisdom is enough (and if the drow and other races' magic resitance is useful)
     
  2. Errol Gems: 23/31
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    [​IMG] Ok. Let's work this out together.

    Are there lots of spellcasters in the game?
    Quite a few.
    Do they cast offensive spells?
    Usually yes.
    How can I protect myself against these?
    With Magic Resistance.

    There we go.
    :)
     
  3. Ofelix

    Ofelix The world changes, we do not, what irony!

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    Icewind Dale II follow 3E rule, a High wisdom do not give ye "magic resistance" and I have to agree their is A LOT of offensive spell caster in this game...
     
  4. plain vanilla Gems: 1/31
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    Magic resistance is an amazing thing to have and not solely because of the fact that you face many offensive enemy spellcasters. If you are heavy on firepower in your party, you can (esp with sorcerors)throw party-unfriendly fire around with almost careless abandon. Sometimes you'll hit your own party, but I've found I don't more often than not. I've played a 6 person party: 4 characters with magic resistance (2 drow and 2 deep gnomes) while the other 2 were a human druid and aasimar sorceror. Draw the enemy with the first 4 and then pummel area with spells from the other 2.

    Having said that, an aasimar paladin is still pretty powerful though I prefer a drow paladin. At higher levels and with cleric support, I think that an aasimar is as good though. In limited circumstances against enemies which use non-fire elemental attacks, the aasimar has the edge.

    The only other race with innate magic resistance is the deep gnome - not ideal for a paladin because of the heavy charisma penalty but workable once up an running. Deep gnome has a +2 bonus to saves v spells to make up for the charisma deficit.
     
  5. Kabuki Man Gems: 6/31
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    Keep in mind, This tactic uses a bit of Game manipulation.. but.. something Fun..

    Drow Rogue10/PalyX

    Greater Spell Resist Ring (2)
    (HoF) Light of Cera Sumat (2) = Dual Weilding
    Young Ned's Lucky Knucky

    High Charisma (+20)

    Improved Evasion
    Evasion
    Dodge

    Warded Dragon's belt
    Cloak Of Displacement
    Boots of Avoidence

    And what ever Bracers/gloves you want.. That will give you a good hardy Boost..

    And High Dex never hurts.. Specially with 10 levels of Rogue.. ;)
     
  6. Urgazhi Gems: 10/31
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    :gasp: how could you hack?

    only kiddin: i do it all da time....
     
  7. Kabuki Man Gems: 6/31
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    Urgahzi: Simple, Near Infinity :D

    but that design does give a Good amount of resist, and the high charisma and the paly levels give you the Charisma Bonus to save throws, as doe the lucky items.

    So if your magic resist Doesn't get that spell smacked down, If it gets passed Improved Evasion, Evasion dodge, ETC..

    Then between the lucky, the high dex and wis, and the charisma bonus..

    Those saving throws will SAVE you.. *chuckles*
    ;)
     
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