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-   -   Help- first time solo ((new question)) (http://www.ironworksforum.com/forum/showthread.php?t=11074)

karlosovic 01-05-2003 09:14 AM

Im historically much more of a conventionalist (ie. melee fighter) in my playing style, but lately I've been trying to broaden my horizons (which is part of why I'm trying to solo).

My earlier games of BG usually saw mages casting magic missile, haste and countering enemy mages, while my thieves opened locks and disarmed traps, backing up with short bows. I'm thinking that this time I'll use a lot more summoning spells as well as hide/backstab, and indirect offensive spells like malaison, charm/domination, chaos etc

once again, thanks for your help [img]smile.gif[/img]

karlosovic 01-05-2003 09:19 AM

Quote:

Originally posted by Alson:
Personally, i don't like the "Multi-Class Grand Mastery", "Wear Magical Armor AND Magic Rings" and "Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression" components - too much non-BG2 for my liking.
yeh those are some of the parts I don't currently have installed.
I don't even know what 'nerf'ing the THAC0 table means, lol

karlosovic 01-05-2003 09:56 AM

oh man...
first death, in the room with the golum who opens the doors for you
the stupid mephit in there colour sprayed me, I failed the first save and laid unconcious while it murdered me. :`(

lol, pathetic

daan 01-05-2003 10:02 AM

You'll love the mephit-portals then [img]smile.gif[/img]

Sever 01-05-2003 10:50 AM

Some specialist gear i always try to get early is:

Girdle of Hill Giant Strength - save your storm giant potions for when you really need 'em.

Kundane +2 or Belm +2 - excellent for dual wielding, especially when you have FoA or CF in your main hand.

Belt of Inertial Barrier - 50% resistance to magic damage. 'Nuff said.

Daystar +3 - I grab this early for the sunray spell. Scrolls of Pro Undead render this item obsolete.

Sling of Seeking +2 - combined with GoHGS or higher potion, this becomes the most damaging missile weapon you can get, excluding extra effects like poison etc. Which leads to...

Poisoned throwing daggers - just the ticket for incapacitating mages while you concentrate on their minions. Have a chat to the chick outside Jan's house for a good supply o' these.

There are others that escape me presently, though i'm sure you have a must have list that suits your own playing style.

Rataxes 01-05-2003 11:06 AM

I'd definitely lower DEX to 18 and raise CON to at least 16.

The difference between 18 and 19 DEX is nothing but a few bonus thief points which you can make up in less than two level ups. You'll actually very soon find yourself having far more thief points than you know how to spend.

But you can *never* have too much life, and the difference in life between 15 and 16 CON is actually quite considerable.

[ 01-05-2003, 11:31 AM: Message edited by: Rataxes ]

karlosovic 01-05-2003 12:35 PM

well I'm out of Chateau Irenicus in one piece (other than that first bloody mephit). I don't know if this is considered an exploit or not, but I also got all the good equipment out with me. I didn't free jaheira right away, but waited until I had an armful of loot. I then freed her, gave her all the stuff I didn't need immediately and then kicked her out. Same with Joshimo when I found him (actually he was first because I knew I couldn't delay him). Now all I have to do is track them down again and grab back the stuff I 'lent' to them. hehe

woot ;) loot ;)

EDIT: btw I had no trouble at all with the mephit portals. started off by skull trapping the first 2 (plus a few mephits) from being invisable, slammed the door again and ran back to the level portal, put my armour back on and then charged the others. most trouble I had was probably the Otyugh, stupid thing kept slowing me and deseasing me. I eventualy realised it doesnt fit in hallways so I hid in one and magic missiled it

[ 01-05-2003, 12:58 PM: Message edited by: karlosovic ]

Daniel 01-05-2003 06:03 PM

Quote:

Originally posted by Alson:
</font><blockquote>quote:</font><hr />Originally posted by Daniel:
For a soloist I find that wisdom is really important, as it affects your saving throws. When playing solo there are a lot more spells in the game that can take you out off comission, spells like maze and charm will now finish you off completely, so a high wisdom can help combat that.

Daniel, i'm 90% sure that in BG2, Wisdom does not affect your saving throws, because BioWare didn't had time to implement it.

Oh, and Maze does not allow a saving throw. ;)
</font>[/QUOTE]Actually you can save against maze, but not the spell :( there are a few traps in the game that maze your character but these traps use a separate spl file (spell file) to the wizard spell, the trap version allows for a save (whether its a bug or its meant to be like that I don't know). I should have been more clear on this in my last post so my apologies.

And yes Wisdom does affect your save vs spell

here are the ability adjustments

WIS ADJ

3.....-3
4.....-2
5.....-1
6.....-1
7.....-1
8......0
9......0
10.....0
11.....0
12.....0
13.....0
14....0
15....+1
16....+2
17....+3
18....+4
19....+4
20....+4
21....+4
22....+4
23....+4
24....+4
25....+4

[ 01-05-2003, 06:06 PM: Message edited by: Daniel ]

karlosovic 01-05-2003 10:32 PM

Oh I didn't know that. Luckily there's no difference on that table between Wis 8 and Wis 10 (lucky because I already lowered it)

thanks daniel

karlosovic 01-06-2003 07:55 AM

New Question
I think it's going to be a while before I get celestial fury or FoA... what other Magic weapon should I spend a proficiency on early in the game ? (I need a magical weapon, but I want to spend the WP point on a weapon type I'm liable to use again later)
-current WP
Katana **
Flail *
Dual Wield ***

(got about 11,000 GP)
I was thinking short sword, I have the little one that gives you free action. are shorts swords worth bothering with though ?


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