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Druids at 3 million exp

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Arian, Jul 22, 2003.

  1. Arian Gems: 5/31
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    It seems everyone around here agrees druids get amazingly powerful once they hit 3 million exp. I'm just trying to figure out why. I never took a druid that far and I don't get it. :confused: What's so cool about them past that?
     
  2. Loerand

    Loerand My heart holds no fear for death

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    THey get a lot of resistances and immunities. Didn't you notice? :D
     
  3. Beren

    Beren Lovesick and Lonely Wanderer Staff Member Member of the Week Distinguished Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    1) immunity to poison

    2) resistances to fire, cold, and electricity pile up every three levels thereafter.

    3) greatly increased number of 5th, 6th, and 7th level spells.
     
  4. Arian Gems: 5/31
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    Hmm...I knew about those, just never found them that powerful...oh well.
     
  5. Evil Dad Gems: 15/31
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    The druid's 7th level spells are very good, so the more the better, and the number increases rapidly after level 15. The immunities and resistances can make a big difference.
     
  6. Spelladonna Gems: 14/31
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    If you never "took a druid that far", perhaps you should and see for yourself just how effective and powerful nature's servants become.
     
  7. Malovae Gems: 18/31
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    The druid has the best anti mage spells in the game (well, someone will probably think of different spells that never occurred to me).
    Its not only insect plague but creeping doom and 15 level + gives you the option to memorise quite a few. Just another reason why the druid gets better after level 14 - the great increase in spells you can memorize.
     
  8. Evil Dad Gems: 15/31
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    Level 7 spells worth mentioning .....

    Firestorm and Earthquake are pretty cool, they don't last long but do quite a bit of damage. These either have no saving throw or save for half.

    Nature's beauty is handy in a fight, as if the enemy saves then they are still blinded (until dispelled) - run into a crowd cast it and then let your fighters run riot. If anyone fails the save then they die - so you can't lose with it really.

    But, creeping doom is just awesome (as metioned by Malovae) and is without doubt the best anti-mage spell in the game. It will cause 100% spell failure and small damage per round - for 6 rounds. It will also affect anyone in the path as well. Their saving throw is at -2, plus if they do save then they are still affected for half the duration. Being attacked by 3-4 mages, then use this spell - it will make your life so easy!!

    These spells will help give your mages plenty of time for time-stop and all your other fun spells.
     
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