Advanced Wizard Guide Indepth Baldurs Gate 3 with Spell and Item guide and where to find +Timestamps

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today when we're talking about the wizard and why it's so good in balance get your legs why it's in fact the best class hateful comments in the comment section people writing defending their favorite class why is it so is it the most durable you ask no doesn't have the highest damage potential no then why are you saying that it's the best one well there's two reasons why i think the wizard is the best one first of all we got the best item support of any other classes in early access the items that you can possibly get second of all i really love the playstyle of the wizard so it doesn't need the most damage but it does deal the most reliable damage the wizard spells if you select the good ones will never ever miss and you will mostly use one spell that's going to be magic missile and the magic missile damage can be doubled with an item which i'm also going to show you how to get along with the thing which increases your intelligence to 18 which you know makes it so if you don't even have to invest in your main stat if you don't want to so there's a lot of things to talk about today i'm gonna go through all the spells rank all the spells how to use them some tricksiness you can do with different spells i'm gonna go through the items that you want to pick up on your wizard and i'm gonna go through what to select in the character selection screen if you want to min max your character as much as possible so let's jump into it so first of all we're gonna talk about the race origin doesn't matter we don't care about it race race matters a lot what race are we gonna pick up or we're gonna pick up something which gives plus to intelligence you say because that's good for the wizard now you don't need to is the answer and why don't you need to do that but very very quickly in the game you're gonna get to pick up a headdress i'm gonna show you that later on how to pick all of up all these items if you're interested you can skip there's probably gonna be time stamps for all these things so you instead of picking up something which has intelligence we're gonna pick up a class either the yankee or the dwarf i would recommend especially the shield wharf in this case because those get access to medium armor proficiency which is pretty good you can also upgrade this to heavy armor proficiency but there's no really good heavy armors in the game spoiler warning i'm sorry if you if you're really a heavy armor fan uh won't really work out for you so instead we're gonna go do we're gonna pick up the get yankee plate i'm gonna show you how to get that also in the item section from lazel which gonna meet about three minutes into the game snag her armor and then with your dexterity modifier which can be quite high because you don't need to spec that much into intelligence you can have a really good ac on your character which is also amazing and since you are a shield dwarf which gets plastic constitution you're going to be able to if you want to at level 4 add a bonus to your constitution which means you're going to have an insane amount of hit points on your card it's going to be very durable from your heat points and your armor and you're going to be able to cast spells just as good as a wizard probably better than most wizards because you have 18 intelligence before everyone else is going to get eight mentalities and gail is going to be the only wizard by the way except for you anyhoo so that's the selection for race and then we get to ability points and with ability points actually very very simple we want to have as much dexterity as possible because next year's of course adds to our armor class and initiative we won't have as much constitution as possible because that's adds or hits points and then there is an argument for dumping intelligence but look what happens now now i have eight intelligence and i go to my class i will only be able to prepare one spell and the thing is there's nothing really else to put our points in so we might as well put it in the intelligence because it also gives a bonus to a lot of different checks there so i would go up to 14 here have 10 charisma we have 10 strikes we can't go lower and strength because we're a shield dwarf so that's what i would do for ability so next up is the spell selection i'm gonna go through all of the spells by the way the level ones palace level two spells i'm gonna rank them and so on but i just wanted to show you what spells or what counters to pick up which ones are useful in my opinion the candidates just be damaging because sometimes you run out of the spells and you just want to deal damage and here's how you do it so as it splash attacks dexterity which means that compared to ray of frost and firebot which is a ranged attack it doesn't work in the same way as advantage and disadvantage is concerned so when you attack with rail frost and firebolt for from an elevation you will get the advantage which means roll 2 d20 and you take the highest result uh when you attack from below it's going to be the opposite you're going to roll 2 winning and take the lowest result this is gonna be really really difficult to hit from below but as a splash can hit still hit from below because it attacks dexterity instead of being in a range attack and it has a explode radius can hit multiple enemies with this it also comes with the fireball because of course the fire can set fire to the acid the ray frost does not come with this but the ray of frost has its own little thing which can create a cold surface where sometimes your pan your opponents will get knocked prone on that surface especially if they move on it and if they knocked prone you are going to hit 100 of your attacks against prone targets so that's why they're pretty good next up uh what spell is to prepare i'm just gonna go through these three these two spells essentially right there because i'm going to talk about all the spells in greater detail just in a moment so first of all i would select find familiar and i would mostly use this to summon a crab why because crowd deals the most damage of all the summons and there are a couple of ways you can choose different encounters and we're going to show you one today how the cheese the hag you can kill the hag with your familiar i know it's a bug and i know it's going to get fixed but if you want to utilize that fine family it's pretty good also very good on the early levels where having an extra hit when your opponent hits something else like you're familiar and doesn't hit you that's very very good so definitely recommend find familiar level one later on if you hour if you don't plan on using that trick you don't need to pick up time familiar the most important spell is going to be magic missile it's attacks with three missiles each dealing one d4 plus one force to its target and then later on of course i'm going to pick up an amulet or we are going to pick up a amoled in the underdark which also gonna add one d4 psychic damage i think to every bolt which is gonna be insane an insane amount of damage the magic missile of course also get upgraded for every level it adds one missile and you will be able to cast it from that levels slot uh so you will have a marketplace on level one and you will have medical missile on level two taking up a level two slot when you use it so those are the spells so now let's have to show you how to get all the good items well first item we're gonna get very very quickly before we walk into the helmet spoiler warning if you haven't played any of the game yet uh you're gonna join up with laelzell and you can go into your equipment and here you can just select this rope and unequip it and drop this armor select to get the anchor plate and this is the angle plate is going to be 15 plus your two dexterity modifier so you're gonna have an armor class of 17. now that's really really good in the early game and you don't need to upgrade this ever in the game which is pretty good you already got the best armor next up we're going to get the best health okay so now it's time to get that helm which gives us 18 intelligence which i've dabbled about way too much already so you're going to start off on the beach here when you complete the touring era you can go up and pick up shadowhorn if you want to she's really good you can pick up gail here you can pick up a stereo here and if you want to you can even pick up will he's going to be here you continue up on this road there's going to be a small fight here we need to kill a mind player you can also kill the mind player uh so they don't have to do this fight walk up here walk up here trigger a fight here with the goblins continue over here down here you don't want to walk straight into the goblin cap here because then you're going to get ambushed and that's going to be quite a lengthy fight walk around instead there's going to be one goblin here kill him walk in here it's very easy as 10 hp then you can to make this fight a little bit more easy so that you don't trigger this on accident later on kill the tracker and the brawler and then make yourself make your way on top of the roof here you can walk up on this ladder and you can just shoot and the idea is just to kill lump the enlightened and it's gonna be very very easy to do that all you do is you shoot you lump the enlightened from here and then whenever you're shot you shot all your things you just walk behind the wall and then you walk here again shoot lump walk back rinse repeat until the fight so it's going to be quite a lengthy fight but when the fight is a fight is finally over after a lot of walking behind the walls and shooting and here is lumpy enlighten loot him and you get the warped header band of intellect increases the where's intelligence to 18. pick that up e equip wink and we're gonna go to b also and there we see it 18 intelligence next item is of course the amulets which doubles the damage on our magic missile magic missile is already good but doubling the damage it becomes insane insanely strong so how do we get there well we need to get to the underdog get the round rock is a little bit tricky i would recommend doing that by getting through the hack because there's a very tricky way you can kill the hack using only a crab there's going to be a video link down in the description where you can find out how to do that that might get patched out at some point so no promises but it still works as of recording so we're going to look at the mapping we are of course in the hag's lair and what we want to do of course you get down here here you can pick up some masks you'll need one mask you're going to fight some masked servants here you can take one of their masks instead if you want to you make your way through down here down here jump down here and then you get this little ledge right here which is going to be what you see here and here you can jump across to this side to be able to get through this door right here you need to equip the mask that i talked about before the whispering mask and then you can go right through here and when you're through of course you can unequip the masks and put on whatever you want so next of all i forgot to tell you that probably you want to bring a potion of invisibility or at least 2 000 gold when you do this so what you're going to do is when you get from the hagsler you enter here go down here go down here there's going to be some mushrooms here that trigger and they do an explosion so you can shoot them from a fart and take damage from them walk up here walk up here and here is going to be a bollard and you don't need to kill it it's going to despawn after four turns of combat something like that but get up to the stones here so it can not do the jumping attack because this jumping attacks is that is the most dangerous otherwise you can only kill one person per turn which means you can just resurrect him every turn survive four turns of combat and he will automatically borrow walk up to the ledge here use featherfall and jump across when the fall of course is a spell that can use so that you don't take fall damage just jump across with your party walk up here walk up here walk up here and then there's going to be some mushrooms that talk to you and now you can also walk this way around there anyways there's going to be some people called mikkunit warden and they're going to tell you they're going to ask you if you're friendly or not and you need to convince them that you're friendly that's the best way of doing things at least and you walk in here and you fight fight you find blurg and omalum not the spoil too much but here we are so the easiest way of getting this item you can't talk to him and you can't bring two thousand golden years to buy it from him that's one way also if you have a potion of invisibility which i'm 99 sure that you can get through uh in the hague's lair when you've defeated the hag you can use that potion of invisibility on this character on the asterion hide go to pickpocket there's this sapphire spark and steal it slide around you did it now we just need to move away with everyone essentially so that he doesn't uh realize that we stole from him and uh it should be fine he shouldn't find us let's walk down here or something now it's time to talk about all of the spells first up is going to be find the familiar when it comes to find familiar you can select one familiar you can only have one summoned per character so you can have one on this wizard right here and gail is another wizard of course so that he can summon another familiar you can select different types there is the spider the raven the rat the frog the crab and the cat and they have different damage types and they have different status effects that they add but in most cases crab is going to deal the most damage so essentially always go for the crab and here's how it looks i think you can of course control this guy however you want and the party won't follow there's a lot of trickiness you can do with these guys and you can even kill bosses again link in the description if you want to see how to kill the hag for instance using only a crab so next up we have a very very strong defensive buff which unfortunately takes up an action which means that in most cases it's just gonna be better to cause the offensive spells because most things in this game are not that dangerous but here it is it lasts for 10 rounds that is what the 10 means it's a level 2 spell which means you won't have access to this immediately you need to level up first create three illusory duplicates of yourself that distracts attackers each duplicate increases your armor class by three which means that you will in total increase it by nine on top of an already amazing armor class you're to have from having high dexterity and having picked up the get yankee armor in the beginning you're going to be almost impossible to hit but as i said it takes up an action and a spell slot so in most cases you're probably just going to go with something that deals damage that you cannot also pre-buff yourself since this lasts for 10 rounds you can cast this before you run into encounter that's usually how i use this when i use this a cast mirror image then i go to arcane recovery and i recover level 2 spells and just drama in combat if i suspect that it's going to be a difficult encounter and also yeah here's how it looks it's about to stop recording here's how it looks yay so continuing with the opus palace the most op one of them all is of course magic missile level one navigation spell you will also get this on level two but it will be upgraded with one more missile it takes up an action in a spell slot it creates three darts of medical force each dealing one d4 force plus one force to its target and then of course that will be added the psychic damage i guess from the amulet will be added on top of this when you get to level two you'll get an additional missile of course that cycling damage will also be applied to that extra missile uh when you get to level two so you can cosmetic missile from level 2 and then it will take up level 1 slots and it can cast from level 2 and it will take up level 2 slots which is pretty amazing next up which is the last s-tier spell or whatever i'm going to call this the best spells i would say is shatter generates a painfully intense ringing noise that is 3d8 thunder creatures and objects on a successful save creatures only take half damage which means they can't avoid all the damage creases made of inorganic materials such as stone have disadvantage on their saving too why is this useful this is very useful because it has a very a decently huge area so you can hit a lot of small critters even though it doesn't deal an insane amount of average it's only 3d8 that's usually enough to take out like a lot of small goblins or something i can hit four or five of them maybe take out four or five of them that's how good it is so shatter is the last really really good spell on this list so i thought about listing every spell in like different tiers like a tier b tier c tier and then the s tier spells which are the spells that i've listed so far but i realize it's silly to try to rank them in between so granularly instead i'm gonna say that the spells that i've listed before those are the most the strongest palace the most overpowered if you will and now it's gonna be every other spell in no particular order uh these are only the known special there's more spells to come so let's just go through the known spells first here we have sleep put a creature put creatures up to a combined 24 hit points into a magical slumber as a range of 18 meters and it takes up an action plus a spell slot i don't use this too much because 24 8 points is not that much it's of course going to upgrade the level 2 sleep which is going to be stronger but the thing is when are you going to want to sleep something which has 24 hit points you can just one shot it anyways it doesn't matter even in the early game it doesn't matter because sleeping creatures awaken if they take damage it's not like in balance get one but it don't awaken so it's overpowered in that game in this game it's like whatever whatever it doesn't matter just cause the damage spell instead next up is sean person magically show him a humor that can see show creatures can't harm the charmer and the showmass advantage on charismatic against the creature i haven't found a single creature which this is really really good on so far again it just seems easier to kill everything but maybe when the game gets a little bit more difficult sean person could be a really strong spell i really see the potential in this spell i just haven't found the use case for it yet next up is greece cover ground in greece it becomes difficult to rain increasing but it can fall prone and of course greece can be lit on fire if something falls prone that means that you will hit it 100 of the time if you have a party with a lot of like uh ranged characters and yeah i don't know if you're playing multiplayer with a long range guy this grease could probably be good for you otherwise you know your your spells are gonna hit anyways and then being slower is not gonna impact anything i feel like next up is jump it's a level one transportation spell it lasts for 10 rounds touching creatures triplets jumping distance this is situationally useful to get through different places and also it's very good in combination with sneak so they can sneak around different places can jump over the area where people can detect you for instance it has situational usage it's an action plus a spell slot and i use it situationally the jump next up is burning hands fire shoots from your outreach fingers it ignites anything flammable and these three d65 damage this has an attacking dexterity which is very good you don't need to do an attack with this and i'm not successful say targets only take half damage which is good because you're at least going to get some damage in with burning hands unfortunately it's very short range and doesn't deal that much damage so 99 of cases just gonna be better the customatic missile so that's why i never use it again corner spray crater dazzling array of flashing color lights blind creatures after combined 33 hit points pretty much the same as sleep it's a little bit stronger because sleep only is 24 hit points but uh just do the damage instead my humble opinion we're only talking about chatter we're all talked about mirror image then we have melves acid arrow for d4 acid damage level two invocation spell shoot a green arrow that bursts into a spray of acid dealing four d4 acid immediately and two d4 acid at the end of target's turn it attacks save this ranged attack range 18 meters on a successful save the target only takes half the initial damage so melv's acid arrow again is in most cases gonna be worse than magic missile but there's one use case for melb's asset arrow if you haven't picked up the amulet yet which boosts your magic missile in which case this is essentially always going to be better than melb's acid arrow you haven't picked up that amulet yet and you're attacking from above so you get the advantage and you have something like i don't know a 90 chance to hit or something then mel's accident is good but that's going to be a very limited amount of times okay next up is blindness it's a level 2 necromancer's palette which lasts for 10 rounds and it magically blinds an enemy creature the blind crews can try to shake off the effect at the end of each turn so probably won't last for 10 rounds but it can potentially do that the attacks of his constitution which is decent a lot of creatures have a lot of constitution though so it might not affect people that easily i think they're going to get higher difficult there's a couple of spells which i'm gonna say the same thing for when it gets a higher difficulty i think blindness i can pretty much say the same thing about whole person when we get to whole person blind and all personal problems gonna be very very good when we have higher difficulty when it actually matters to hold something down or blind something but as it stands it's just easier to shoot things with magic missiles with chatters just kill them quick you don't need to blind everything so that's my take on blindness also might take a whole person of course uh hold the person and the blindness does not go away when you hit things like it does for instance with sleep so that's also very very good next up is bloods a level two illusion spell it has 10 rounds of blurriness your bottom gun's blurred attackers have a disadvantage on attackers against you which means that when they roll their attack die their d20 the roll two dice instead of two and they take the lowest roll unfortunately though concentration is required although it does stack with a mirror image uh this means that if you take any damage because it's gonna go away and it's a quite an attractive spell slot level too but what it can do of course is that you can add your mirror image add your blur and then recover spells with the arcane and then you can have both up if you really really care to but it's going to take a long time because you probably want to do this on both gail and your main character which is a wizard so you might not have that many rounds left on your blur in your image if you try to do all that plus recovering with arcane so i don't know i didn't use blur too much next up is darkness it's a level two education spell create a cloud of medical darkness to heavily obscure and blind creatures within chris cannot make ranged attacks into or out of the darkness concentration is required and action plus spell slot two problems here of course concentration is required and in most cases people can just walk out of the darkness and shoot the anyway there are situations where darkness is very good for instance where archers are standing on a small small thing like a pillar or something and just standing on top of there you can shoot darkness up there and they have to walk down which is good because then at least you get them down next up is dog creation it's a level 2 transmutation spell it inflicts dark vision ground increases the ability in the dark out of a range of 18 meters this unfortunately not needed for most playthroughs because you can either choose shadow heart or you can do asterion they're both elves so they already have dark fissions they don't need their vision just select one of them when you're in a dark place and everything is gonna get lit up amazing the deck thought is a level two diminishes better focus your mind to read thoughts of certain creatures while talking to them concentration required this is useful for some dialogue things but we're only situational you might pick this up if you want to old person is a level 2 enchantments but i've already talked about this it holds a creature it can't do anything but unfortunately it's usually just easier to kill it again on the higher difficulties probably gonna be very useful invisibility is a level two illusions balance deflects invisible uh when you touch a creature turn it invisible this is not useful in combat because of course the spell lands early decrease attacks or cast a spell but it is very good for sneaking and it is also very good for stealing stuff from people because it's going to be very difficult to go into sneak if there's a lot of people around but if you turn someone invisible just steal whatever you want for instance you can steal that amulet that we talked about before this missed the step uh this pen is actually really good and i'm i don't know if i should have put it in the list of spells that you should always pick up or not uh the thing is we missed this step you can pick it up from a millets milazzi don't have to out there but if of course if you have the amulet where you boost your magic missile you can't have both on at the same time but it's a very good spell uh the good part about this battle is that it only uses a bonus action and often you're not going to use the bonus action on the wizard anyways surrounded by black mist you teleport an honor occupied square you can see very very useful spell i actually use it quite a lot so maybe it should have been on that always pick up side of things raymond fiebleman is a level two necromancer spell i believe on elevating enemies springs from your fingers the target is half damage with weapons using strength attack save is constitution which means that most things which deal attack damage is not going to get hit by this with a range of 18 meters and use as an action unfortunately if this was a bonus action i could maybe see seeing this spell but seeing as his level 2 and level 2 is very good you want to use other spells for this or just go for a damage spell instead next up is scorching ray hull 3 race of fire easter egg deals 2 d65 has a very high potential of dealing damage but it's a ranged attack which means that you essentially need to have the high ground to be able to use scorching ray but sometimes it's actually useful to use scorching rays especially if something is standing on acid or something something flammable and you have the advantage because you have the high ground then the scorching rate can be good webb is a level 2 coloration spell another spell which is very overpowered in balance gate 1 but in balike2 again you don't need it carbon area in a thick flammable webbing that can invert creatures within any web creature or ally can you try to use its action to try and tear weapons away next up is the sky self it's a level one illusion spelmatically changed all aspects of your appearance i think there's a use for this but i haven't found it i haven't found a good news for this is probably some good use for it have a pilot expeditious retreat turn uh dash into a bonus action allowing it to move at incredible speed can be decently good this is the same as the rogue ability but i never use it i just just use mr step instead but it's a level one spell so i guess you get access to it earlier false life is probably one of the worst spells i would say i don't see when he would ever use this but okay boss yourself with necromantic festival of life to gain five temporary hit points why i don't know feather fall level one transportation spell it lasts for 10 rounds and it takes feather for slow the rate of the scent of allied creatures grants immunity to falling damage this is very very needed when you get to the underdog before that's not really needed but there's a couple of places we can get using feather fall and you can actually also you can also skip some uh skip get faster to different places using panel balls i think it's a useful spell but it's only you know situationally useful for cloud is a level one congratulations battle it creates a fork of dance uh a cloud intense fog creatures of merchant fog are heavily obscured and blinded concentration required again concentration quiet i don't like whenever something is concentration quiet because you mean something you're just gonna break my concentration also it doesn't matter too much because it takes up an action plus spell slots so you just deal the damage instead long strider touch creature to increase its speed by three meters you don't need the spell there's a ring you can pick up in the goblin if you really need to have extra speed that is there's a ring you can pick up from the goblins outside there's a guy i don't remember his name but he has dropped a ring which increases your speed by three meters so you probably don't need this mage armor surrounds a creature in a protective magical force its armor class increased by three that would have been amazing if it doesn't have prerequisite not wearing armor and since we're wearing armor on a character this does nothing next up is protection from evil and good it's a level 1 aberration spell it inflicts protection from evil and good protect a creature against aberrations celestial and metals faith fiends and undead concentration required a target can be shown frightened or possessed by them and when these creatures attack those who with disadvantage this probably very good uh haven't really encountered many of these celestial elemental spay or fiends undead situationally useful situational there's few of these where you can use this but i wouldn't recommend picking up ray of sickness level one necromancer's palace deal two d8 poison damage it's blicked poisoned calls for the array of sickening entities two d8 points and possibly poisons the target is a ranged attack which means you need to attack from um from the high ground it is takes up an action plus a spell slot would not recommend using this in most cases just gonna be easier to use magic missile even if you have the advantage unless you have like almost a hundred percent chance to hit for instance if something is knocked prone i might use ray of sickness otherwise not thunderweight is actually a decently useful spell level one navigation spell it is two d8 thunder leaves away with thunderous force it is 2d8 thunder and pushes away creatures and objects the reason you would use this over other spells even though it attacks saves constitution we're not super good is that some creatures don't have a super good constitution save and sometimes they're also very close to a cliff or something and you can just push them off that cliff with thunder wave so it's a situation very useful which bolt is a level 1 evocation spell it is 1d12 lightning damage and it flicks witch bolt comforts a beam of crackling purple energy this one d12 lightning and links you to the target to an arc of lightning it's required concentration to keep that link but of course the initial damage will be dealt anyways it is a taxi range attack which means again you probably want to be on some kind of elevation to use this each one you can activate the arc to automatically deal one d12 lightning situationally useful again if you have the advantage if you're attacking something that's prone for instance you might get a little bit more damage out of you which which bolt at least before you get the amulet uh that's gonna buff your magic missiles because then after that you probably are going to be causing missiles for magic missiles for the rest of the game that is spells lastly we get to the cam trips and the cat trips are of course all of them they're very useful because they don't take up a spell slot but they're not very strong they have very minor effects so let's go through them at least the ones which haven't already talked about first of all we have bladeboard gain resistance blood piercing and slashing damage from weapon attacks lasts for two rounds sure you might pre-buff yourself right before you go into combat with a blade ward but it's not super useful she'll touch a sailor creature with the shield of the grave it takes 1d8 necrotic and cannot regain hit points and then creatures also get a disadvantage on attackers that can't get healed last for two rounds this might be situationally useful very very rarely when you know something is about to get healed dancing lights creates a wisp of light that illuminates at 12 meter radius never found any use for this light evocation gathering using it with an aura of light again i don't see the use for this if you need someone to seize in the dark just select someone as dark vision but there might be a use for this which haven't found the game very very possible must say nature is a conjuration cartridge it creates a speckled hand that can manipulate and interact with objects of course they get yankee get this for free it's their first when they even when they're level one they get this you don't need to pick up this if you're a get yankee wizard create a spectre land that can manipulate and interact with objects it requires concentration for it to stay there and then it can throw things it can push things there are some uses for this where you can do some cool stuffs but in most cases you're gonna use the familiars instead the familiars have used in most cases they are better users than mage hand minor illusion creates an illusory image and that distracts nearby creatures compelling them to investigate i think the elves and drows or something like that get this for free so if you're alfred you don't need to pick this up you can remain hidden while casting this spell situationally useful to make people of course move when you're doing sneaking and stuff like that poison spray project a puff obnoxious gasp that is 1d12 poison that's a lot but it has attacks and constitution and it's only range three meters which means that very very rarely you're going to use poison spray next up is ray of frost which we've already talked about so let's go to shocking grasp lightning springs from my hand it is 1d8 lightning and prevents the target from taking reactions it is an attack save melee attack so not super likely to land and it also takes some action but you know sometimes you can use it true strike divines uh divine characters defense to give you advantage on tackles against it concentration required unfortunately and it lasts for two rounds i never ever use this but maybe there's some use for it that is the canvas next we get to the level four feet what to select well there's actually a couple of good options i'm gonna walk you through all of them uh i'm gonna assume that you selected the shield wolf that i recommended but of course you can't select anything so should we go with the ability improvement that could be good there you can then increase your dexterity up to uh 16 and your constitution to 18 so you get plus one ac and you got plus one hp per level which it's a good choice another cool choice although a little bit rare maybe is to go for magic initiate cleric where you can add either healing word which is a decent healing spell because it's a bonus action or you can add shield of faith where add an extra ac by two and make it even tighter that's a cool choice i don't know if the best one uh when the full game releases i'm probably gonna go for heavily armored which you can upgrade of course your medium armored provisions to a heavy armor efficiency unfortunately in the game right now there's no really good heavy armors so i'm not going to go for heavily armored on this character another good choice could be tough hit points maximum increase by two for each level which is of course equivalent to adding like four extra constitution but you don't get a bonus under constitution saves unfortunately unfortunately another important thing is that it would be really cool if your shield master gave you access to shields but unfortunately even if you have a shield master and you equip a shield you would not be able to cast spells while you're wearing a shield so that's a little bit unfortunate but that's just how it is so those are the good options that i can see from level four feats so that is hopefully all you need to know about the wizard so far at least in early access i'm surely gonna update this guy with the full game releases but in early access i think this is the way to go for the wizard and also if you want to check out the play through where i played the wizard check out the link down in the description to my playthrough of the wizard unfortunately i didn't play a shield warf there i played a git yankee but you pretty good check it out thanks so much for watching and see you next time hey everyone i'm back again midnight the genius number shout out actually ma'am the shout out shout out thank you everyone so much for watching a special thank of course to all our members on the patreons and on the youtubes if you also become a 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Channel: MONO RPG
Views: 17,447
Rating: 4.5999999 out of 5
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Id: pdT5uYJPGJ4
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Length: 36min 52sec (2212 seconds)
Published: Tue Oct 13 2020
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