Baldur's Gate 3 is a very popular game. It has received widespread attention from players since its release. Various problems are often encountered in the game. Many friends are not clear about the practical use of level 1 mage spells in "Baldur's Gate 3". How to solve the details of sexual evaluation. For this reason, the editor will sort out the solutions to the practical evaluation of the first-level mage spells in "Baldur's Gate 3". If you are interested, come and take a look!
The most valuable first-level spell, the dual mixed damage type is not afraid of ice and resists monsters. It can also create an ice surface at the target to slow down + slip. It can even melt the ice surface to double ice damage and add thunder damage. Various combination skills, a mage must learn spells.
The most clown-level spell, the damage seems to be good, but the biggest disadvantage is that the melee strength of the close-range spell is too high, which makes all the close-range spells look very clown, and as a fire spell, it is used to burn explosives and grease. The function is also in an embarrassing situation because it casts spells from a distance. My evaluation is not as good as Ignis.
A must-learn magical skill is to create a large area of oily ground to create disadvantageous terrain, which can slow down + fall down to control the enemy. It can also react with flames to produce an explosion + burn the ground to achieve the effect of pseudo-fireball. The effect is especially obvious when attacking and defending in narrow terrain. Practical for both front, middle and late stages.
It is very practical, but there is no need to learn it deliberately. It is mainly used for melee combat, and then jumps across the screen to the opponent's face with a big slash, and jumps to some special places to find things. In the early stage, it can be used as a wandering step. The lower substitute protects oneself, but if the Githyanki, the Origin teammate, comes with this talent, it doesn’t really need to be deliberately learned.
The actual combat effect is very rubbish. The summoned objects are small animals that will die at the first touch. You can't rely on them at all. Things like entering caves with summoned objects can also be achieved with the hands of a better mage, so it is a pure clown spell. It's not worth learning at all. To be honest, the magician's hands are much easier to use than this magic pet. Not only can it throw things, but it can also push people and objects.
It provides a target with +3m movement speed until a long rest. The effect looks average but is actually very strong. Adding this speed to the melee brother and rushing to the opponent's face with two swords is much more effective than using a one-ring spell to deal damage. .
It can be understood as setting up a shield that can block 7 points of damage. However, these 7 points of damage are fixed values and will not increase. 7 points of damage only makes sense in very early stages. However, if you advance a little bit, it will change. It's a pure waste of spell slots.
The effect is very strong, but it requires concentration and is not suitable for mages. The best situation to use it is the one given by the rogue sub-class, which can be used with the attached action to apply oil on the soles of the feet. For mages alone, it is usable but not very good. use.
The melee range AOE is blind but there is a target health limit. If there is no such limit, it is a very useful auxiliary spell. Whether the master is surrounded, use this to escape (when single threatened, use electric claw) or a rogue. It's useful as a part-time player and as a support player, but the upper limit of health is too low and becomes meaningless in the mid-term.
A must-learn magical skill, the strongest single-target control in the early and mid-term. As long as you are not too unlucky, you can control it for ten rounds. In the later stage, when the difficulty of spells is increased, the enemy can basically just lie on the ground laughing and do anything. No.
It is basically not used in combat, but it is a ritual spell that does not consume spell slots. However, there is no need to deliberately learn this waste of money. In the first chapter, there is a shoe on the second floor of the mage tower in the Underdark that comes with the Feather Fall spell.
A very practical single-target spell. The damage of 1d12 also comes with the subsequent effect of releasing it without consuming spell slots every round. It is extremely easy to use to save spell slots for single-target output. It is highly recommended to learn it.
It is very impractical to concentrate, mainly because in the game except for the large number of undead creatures in Chapter 2, there are very few other creatures, and when they appear, this one-level spell that is better than nothing is basically not used. It is the most practical It's time to beat up the hag.
A single spell is not very useful, but if it is an enchantment attached to the equipment, it is very useful.
It's a very clown's skill. The auxiliary effect in battle is very poor, and the plot is not as casual as the magic trick that can be used to make friends. It is full of garbage.
The AOE attribute damage also creates the ground surface. Unfortunately, the damage is only at the level of magic, which is a bit poor. It depends on the situation and can be easily damaged. It is not bad.
It is a rare must-hit skill and it also provides noble positional damage. It is very practical to select the target of each shot. It is useful whether it is to last up the damage or to dodge the opponent's target. It is a must-learn spell.