I know that because that's when your Thief Skills hit over 100 and levelling them becomes irrelavent, which makes it time to Dual your single-Classed Thief.Īfter that there's no real milestones. After that you're in Dorn's Deep dealing with the Lich with around 1.5mil XP.Ī Thief hits Level 12 sometime in the Frost Giant cave, for 2,640,000 XP. I know this because it's the threshold to get War Chant of Sith, and it's the instant that the game becomes ****-easy because your party now regens 2 HPs per round permanently. So however you can deal with Undead at that Level.Ī a Bard hits Level 11 sometime after The Hand. So you should hit Kresselack's Tomb with close to 25-30K XP. That's including the non-violent solution with the Ogre, and +2400 XP for having a Bard. The maker of that walkthrough doesn't seem to list what XP totals your party should be at in/by each area.I have a few educated guesses. I found this Turn Undead table, if you need to consult it: If even a single-classed Evil Cleric won't be able to control undead (and instead would only be able to make them flee), then I might as well go with a Good triple-classed Cleric, no? I suppose that means that by "use out of", I mean "meeting of the control/destroy threshold for undead in new/relevant areas with", but I'd still like to know if I'd be able to make undead flee with a triple-class Cleric. Will I be able to see any use out of a single-classed Cleric's Turn Undead ability? A multi-classed Cleric's Turn Undead ability? A triple-classed Cleric's Turn Undead ability? I'm asking because I'm debating whether to go Evil for the undead control or Good for the many perks of being Good-aligned in Icewind Dale: EE. I'm planning on trying Icewind Dale: Enhanced Edition again in a solo run (from level 1 (of course), NOT Heart of Fury, Insane difficulty's extra enemies but not its other changes) and I'm trying to plan out a build for it.
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