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So I started this game for the first time a year ago. I wanted to be a mage and since this was 2E I figured being a fighter first would be good for dual classing. I got to F9 before I learned that that's not how the rules seemed to work. I was upset at all the time wasted since I hate playing fighters, lost interest in the game, and quit.

Now, I'm trying again, and I want to be clear on rules (and I want to avoid any spoilers). If I want to be a mage, then I should be a pure mage? I should switch to mage ASAP and then never change class again? Levels gained as fighter are wasted, yes, so I shoudn't bother?

Is there anything else I should know about levelling or xp?

Also, being as non-spoilerish as possible, are there any problems from not using certain JPCs? Will the game crash or be unfinishable or anything else? Does the game require me to use everybody, or is it okay if I don't take / leave people behind?

On my first play I was getting irritated by Morte and wanted to dump him. There was an event where he's taken from the party and you have to get him back. Would there be any problems finishing the game if I don't reclaim him? I just want to make sure that I don't reach the end of the game only to learn that I can't finish because I didn't have someone in my party, or didn't do some side mission, or didn't learn something from a conversation with someone. Could I theoretically solo the game, or not?
This question / problem has been solved by eolsunderimage
Well first things first.
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BlueMooner: If I want to be a mage, then I should be a pure mage? I should switch to mage ASAP and then never change class again? Levels gained as fighter are wasted, yes, so I shoudn't bother?
Generally... yes. Sticking to one class gives you advantage of pumping exp into it. For a mage it especially important, because you get higher tiers of magic this way.
Doing it ASAP just allows you to sqeeze more experience to it... and for roleplaying purposses. About changing - usualy there would be no point in changing, cause exp going to one class isn't going for the other. The only reason to change would be getting trained in weapons. Quite early you can get a teacher with quite fair skills, and you most probably will have enough points for it too (thanks to morgue). Just remember you have class restricions as a mage, so you should train approprietly (I don't remember the name of the weapon type you can use. Sharp? Anyways - knives and such, I think).
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BlueMooner: Also, being as non-spoilerish as possible, are there any problems from not using certain JPCs? Will the game crash or be unfinishable or anything else? Does the game require me to use everybody, or is it okay if I don't take / leave people behind?
Generally... No. You can make your squad however you like... Hell, you can go solo for what I heard, althought it would be hard for sure. So not doing that quest with Morte shouldn't be a problem. Same should go with other side missions as well - you could get an item that could help you, but you should be fine without it too.

Also... why JPCs? I understood you mean NPCs, but what the 'J' means?
Taking more fighter levels has some advantages:

If the fighter class reaches a level first 1-10 instead of 1-4 HP + con bonus for the first 10 levels and 3 instead of 1 HP +con bonus for the following ones if you take them as fighter first. You get another +1 HP per level up when you catch up in the second class.

It's very useful if the class which reaches level 7 first is the one which reaches level 12 first too for the big specialization bonus.

If you have 7-12 fighter levels you get an extra half attack per round (with 13+ another half), even if your active class is mage. If the fighter to hit chance is better than the mage's it is applied.

If you reach level 7 and 12 as fighter first you can get weapon grandmastery which adds +2 to hit, +3 to damage and a full extra attack per round compared to weapon specialization.

Don't worry too much about "wasted" XP, you can grind as much as you want if you desire.


You'll have enough XP to be close to fighter level 5 before being able to switch to mage so take the extra HP for almost nothing.
An additional mage level costs 375,000 XP on the long run, investing extra 16,000 XP to get from fighter level 5 to 6 first and 4 extra HP is worth considering.
Unless you want to go up all the way to fighter 13 you should take the 7th level as mage first.
When you've reached mage level 12 or so you can consider to add in the 7th fighter level, costs 32,000 XP to get an extra half attack per round and an extra hitpoint for still less than 1/11 of the XP costs of a mage level on the long run.
Taking more fighter levels isn't worth it.

If you manage to become a mage just before having enough XP for fighter level 5 have the fighter trainer switch you back to fighter, get the missing XP to level up and switch back to mage again (do the same for spending unused proficiency points).

In theory you can play hardcore mage and refuse to level up or get weapon specialization as fighter, but the game isn't so easy that refusing free benefits is a good idea.

You can dump Morte as early as you want, the game is soloable. You won't even miss a quest, Lothar will still ask you for a favor.

Don't invest too many points into int, you'll get specialization bonuses and mage equipment to raise it, powergamers would start with only 12 and never raise it to have perfect 18 at level 12, if you start with 16 you'll have no problem reaching the 18 5 levels earlier.
yes the rules work different for the unnamed one (you). You can't multiclass but once you find trainers, etc you can switch between the 3 class's. MOST skills don't carry over, so if your a mage and switch to fighter, you don't have spells, or thief abilities anymore just what your current class is. So you can be a thief when you want, you can be a mage when you want, you can't be all 3.

Now saying that, SOME things carry over. If you start off as a fighter your early hit point bonus's carry over. Your proficiency with weapons carryies over, so there are a few things you can do.

You start as a fighter anyway, so level up early as a fighter. At levels 7 and 12 you want to be in your main class you like because you get bonus's to stats, etc of that class. If you reach level 7 as a mage you get int bonus, if you reach level 12 as a mage, you get int bonus. If you reach BOTH as a mage, even better. So you have to adjust your leveling some.

Here is what most people do. They either go fighter or mage as a main, thief really isn't worth it as a main class you want to be able to kill to power level in the game, thieves are weak on that part, plus you don't actually get any exp for picking locks, disarming traps, etc.

1) If you want to be a fighter just stay as a fighter and switch to thief/mage when there are quests, dialogue, etc that require them. Hit levels 7 then 12 as fighter for bonus's and keep on chugging

2) If you want to be a mage, Hit levels 1-6 as a fighter for the bonus early health. Switch to mage then hit level 7 (bonus int). Put your proficiency points in weapons into daggers, daggers are the only weapon that you can use in all 3 class's no matter (you'll always have your weapon and proficiency no matter what form your in). Then max out dagger proficiency and carry around a couple nice daggers at all times. Weapon for your character? Always locked and loaded.

The mage build is what people basically do with playing a mage, it gives you your mage backed up by fighter health and dagger proficiencies which makes you survive easier early on, until you pump up your constitution to 25 of course. If your playing a fighter it doesn't matter you aren't going to use mage spells nor thief abilities, your companions can do that, but as a mage that little extra can really help later when your full on mage.

As a mage start off with 18 wis/17 int/13 charisma. Then your level stats pump all into constitution until you start reaching your goal of close to 25. The main thing to remember, always hit your first levels 7 and 12 in your main class, to get those class stat bonus's.
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Bethezer: Also... why JPCs? I understood you mean NPCs, but what the 'J' means?
Sorry. I use JPC for Joinable Player Character. They're characters the devs created but you adopt into your party and control almost as if you made them yourself.

NPC is non player character, which means everybody besides you. That's too broad a term, so I keep NPC for most of hte people you meet in games, but use JPC for the ones you pick up and play with.

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Thanks everybody for your help!