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> Starting a new game, At some point, let's see when
pekkae
post Jun 11 2026, 11:39 PM
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Joined: 30-November 20




Hi

Thinking about starting a fresh run closedeyes.gif , it’s been a while and there’s quite a bit of new stuff I haven’t really tried yet. thumb.gif

Goal is the usual:
- dominate encounters
- try out new kits / changes
- still end up with something very destructive overall

Current idea for the core:

Avenger PC (as it's overall one of the strongest characters, probably even with down-tuned clan spirits)
Cernd (insta-heal all throughout everything)
Sibel (either Swashie or S/F -> both would be completely new for me)
Neera (Wild Mage . also completely new for me)

So this would let me test quite a lot of the new things at once. And having a wild mage instead of a sorceror let's me also try out the new spells & abilities.

Then I’d need some more muscle on top of that, and I’m not entirely sure which direction makes more sense:

R/C -> lots of new cleric stuff to try (with of course cheated so has access to druidic spells... superbly powerful but maybe overlapping a bit with avenger especially)
Paladin → either custom or Keldorn with the new Pally powers (and keldorn has some new gear as well)

with this party we can spread the “most destructive weapons” around the party and there isn't much overlap - only maybe the we'd need tabitha's hide for the uber-armour, instead of the druidic gauntlets.

As far as I can tell this should end up as a pretty strong setup, but I’m a bit unsure about a couple of things:

Sibel → does S/F make more sense here than Swashie given the rest of the crew?
Neera → how reliable is Wild Mage in IA context these days?
Muscle slot → R/C & Paladin vs. Barbarian, Riskbreaker or a F/M multiclass.

Only character I’m a bit worried about is Keldorn - not sure how well he holds up compared to a custom option in this kind of party. And we're lacking arcane casting powers, though we have abundance of divine casting powers though.

Main goal is still to end up with something that can just steamroll once it gets going, while trying out as much of the new stuff as possible.
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SparrowJacek
post Jun 13 2026, 05:17 PM
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Posts: 3017
Joined: 10-May 13




QUOTE
Yes, I think there was somewhere a few things for llusionists, but I can't find them anymore? Not in the readme
Hmm, seems that I missed this kit when creating the readme... Anyway, here it is:

QUOTE
ILLUSIONIST: A Mage who specializes in creating illusions to confuse and mislead.

Advantages:
- May cast one additional spell per level.
- Receives a +15% bonus when scribing scrolls from the Illusion school.
- Receives a +2 bonus when making Saving Throws against spells from the Illusion school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Illusion school.
- Mirror Image spell cast by Illusionist creates 5 additional images.
- When the Illusionist reaches level 15, all his spells that grant invisibility or improved invisibily apply additional Non-Detection spell to all targets.
- At level 16 Illusionists gain Simulacrum special ability.

SIMULACRUM:
This spell creates a duplicate of the caster, which closely resembles the original and acts as a powerful ally. The clone can be controlled freely and can cast spells just like the caster, it will serve the caster for 2 turns. The clone cannot engage in physical combat or use weapons. The spell does not replicate any items the caster is using or wearing. It is created at 60% of the caster's level and can cast spells of up to 3rd level. When the Illusionist reaches level 20, the clone gains access to spells of level 4.

Disadvantages:
- May not learn or cast any spells of the Necromancy school.
- Receives a -15% penalty when scribing scrolls from other schools.
- Cannot dual class.

Requires at least 16 Dexterity.


QUOTE
(well, BoIB goes for upgraded belt (forgot it's name) and Keldorn's armour, so there's that)

Keldorn's armor does not require BoIB since v7.0, or maybe even earlier smile.gif

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