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good as never more than six in which case there is most often a
surrogate for that spell on another level). If the player at some
instance really needs another spell he can cast it using a scroll
and this hardly occurs more than once or twice per spell (the
obvious example is the Find Familiar spell which only needs to be
cast once). Taking all this into account an experienced player
should well be able to get along with the number of spells
provided to the sorcerer. In addition - mages tend to always
memorize a certain "standard" setup (again it differs between
players), that is practically never changed and rarely contains
more than three spells of each level.
We are now starting to look a little more interested in the
sorcerer class but to tell the truth we have only just started
the argument. Next up is the adaptability of the sorcerer to any
kind of situation.
As the sorcerer does not have to memorize his spells, for each of
his spell castings he can pick any spell that he knows of
(provided he has spells left of the appropriate level). This is
in fact a huge advantage. For example, how many mages spend any
of their precious memory slots for spells like Knock and
Identify? After a small fight the sorcerer can often just waltz
on while the mage has to rest and rememorize some of his better
spells that might be needed later on knowing that he can easily
pick the spells that suits the situation that arises. Add to this
the fictious event of a greater battle coming to a closure where
the wizard has only one spell left. For the mage, the spell left
will most often be the one *least* suited for the occation as it
would otherwise aleready have been cast. The sorcerer will in
this situation be able to pick any spell he knows (of the
appropriate level), and of course he will pick the one that is
*best* suited. This also allows the sorcerer to respond to any
unexpected twist or turn that a fight might take.
Of course, one could continue to argue back and forth with
countless arguments pro and con but we will not do this here and
now. We will however take into account one other major advantage
of the sorcerer, the ability to learn any spell.
While the mage learns spells from scrolls - the sorcerer learns
spells when he progresses to another level and can then learn any
of the spells of the appropriate spell level. The experience a
mage can get from memorizing spells is in the magnitude of some
hundred thousand experience points - compared to the total amount
of experience available in the game this is actually not such a
great amount. You might argue that it is an excellent way to
make level ups on a character just dualed to mage (which it is),
but as you cannot dual to a sorcerer - well it is really not that
interesting. Let us again turn to the sorcerer way of learning
spells. One major advantage the sorcerer has in this case is the
fact that he does not need the scroll and thus can learn *any*
spell. As an example, we can take the Mordenkainen's Sword spell
which is one of our personal favourites. It may take quite a
while to locate a scroll with this spell (at least if you are not
searching every container in every area), and be able to memorize
it with the mage - and you may fail. The sorcerer easily picks
the spell at level up and does not need to bother at all with
finding the scroll - in addition to the fact that he is always
able to learn the picked spell.
Inquisitor as well.
The only Paladin kit left is the one we consider to be the best,
namely the Undead Hunter (mainly because of the innate ability
to resist level drain). The immunity to level drain is met by
letting the B/C employ Negative Plane Protection in any form
(again by using a spell or an item giving the protection) or why
not the Berserker Rage. The immunity to Hold is (of course) met
by the ability of Berserker Rage.
Concerning the Berserker Rage many beginners seem to argue that
the loss of the 15 hit points when the Rage runs out may be
fatal to the Berserker. This argument contains a logical error
and a logical response is:
"Sure, but whithout the extra 15 hit points, he would already
be dead."
In addition to this, the Berserker has the chance of being
healed before the Rage runs out. In the case of a B/C he can
actually heal himself to avoid getting killed by the ending of
a Berserker Rage. To restore a dead fighter we require a spell
like Raise Dead which obviously is of a higher level than a
simple Cure Medium Wounds (which is sufficient in most cases)
or just drinking a Potion of Extra Healing.
We conclude that this argument is sufficient to support the
third thesis in the beginning of this text.
---------------------------------------------------------------F. Return of the Sorcerer
---------------------------------------------------------------Yet, the first thesis remains to be settled. Why do we promote
the Sorcerer as being the most powerful character in the game of
Baldur's Gate II?
In the previous parts concerning the Sorcerer, we have seen that
it has major advantages when compared to the Mage. All we need
to make clear is that a magic user is really the most powerful
character to use.
An answer to this lies partly within part B of this text, the
tactics of the Sorcerer. A Sorcerer employing the right spells
at the right time can easily win practically every battle when
equipped in a good way. A "good" way of course includes stuff
like the Staff of the Magi and the Robe of Vecna - as well as
the Amulet of Power. The adaptability of the Sorcerer always
makes him prepared for next to all possible situations. If
Throne of Bhaal is installed, the Sorcerer grows even further
in power and already at level 20 he is practically invincible
when employing the right spells. While constantly keeping ten
layers of Stoneskin and wielding the Staff of the Magi he
always have time to react and surprise his opponents. When all
this is taken into account, the Sorcerer is by far the most
powerful character in the game - which is the content of the
first of the thesis in the beginning of this text.
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