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I'm just embarking on my first solo attempt
I've decided on chaotic-good Female Elven fighter/mage/thief. Stats = 86 total str-18/81 dex-19 (bonus thief points) con-15 int-16 (should i sacrifice 2 wis (lore penalty) for 18 int ?) wis-10 cha-8 Thief points innate - added - total move - 35 - 10 - 45 hide - 30 - 15 - 45 lock - 25 - 65 - 90 trap - 15 - 75 - 90 PPck - 35 - 00 - 35 setT - 10 - 00 - 10 illu - 00 - 00 - 00 spells Lvl 1 - charm person, familiar, M-Missile, identify, shield, spook, minor drain Lvl 2 - scorcher, detect invis, glitterdust, acid arrow, mirror image, web Lvl 3 - dispel magic, fireball, haste, non-dection, skull trap I'll be playing on core rules, probably do mage stronghold (haven't tried it yet) should I change any of these stats or thieving skills ? is a tripple class solo harder than others ? (slower level ups Vs more skills) should I take Nalia out of Dungeon 1 with me ? (for the encounter with Irenicus) any other tips or pointers ? [ 01-06-2003, 07:54 AM: Message edited by: karlosovic ] |
<font color="gold">A Fighter/Mage/Thief is always a good start-point for soloers, giving all the necessary abilities. Now to the questions.
1. I suggest you take two points from Charisma, actually, to get 18 Int. This is because very early in the game, you can find a great ring called Ring of Human Influence. 2. Stats & skills looks fine to me, you've balanced yourself out quite perfect. 3. As I already mentioned, the Fighter/Mage/Thief is more solo-compitable than most other classes, giving all necessary abilities. Slower level ups? Don't worry about it, you'll probably max out relativetly early anyway. 4. Hmm? Nalia out of dungeon 1? Do you perhaps mean Jaheira? Nalia is in de'Arnisse Keep. If you are referring to Jaheira, my answer is yes, get her out of the dungeon, as well as Minsc. Do not take them in your party, though, only get the XP for freeing them. 5. Not that I can think of. ;) Hope this helps. [img]smile.gif[/img] </font> |
I would definatley drop 2 WIS and add it to INT. Your lore rating is not important if you pick up the Glasses of Identification when you meet Gaelin Bayle.
Your spells selections are up to you, but i would drop familiar (you can cast it from a scroll) and non-detection (it never seemed to come in handy for anything for me!) A triple class PC will remain weaker than others due to the simultaneous levelling of three classes. Since your playing solo this will not matter one bit. Indeed, it is the easiest class combo to play solo with. |
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Call me purist, but in my opinion, soloing is soloing. Don't take Imoen with you - the plot will go as planned, rest assured. Quote:
Dual wield. Specialize in Flails and Katanas - use Ages and Fury as main hand weapons, and Daakon Zerth Blade (extra Stoneskin per day!) as your off hand weapon. Use Ages against Undead and Mages, and Fury against the rest. Fury also serves as an excellent backstab weapon. Raid Pai'Na (the Spiders' Girl in the Crypts) early on for three very useful items - the Pale Green Ioun Stone, a scroll of Spell Immunity (use it, love it) and a scroll of Spider Spawn (to use in conjunction with Web). Stock potions en mass. Potions of Storm Giants Strength and Potions of Magic [Shielding/Blocking/Protection] are all very useful. Buff your heart out when necessary. Get Pro-Fire (3rd level spell) and Spirit Armor (4th level spell, useful for the saves bonus), and have them on 24/7. Have fun, and good luck! [img]smile.gif[/img] |
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.
Also I've never been a big fan of the fighter/mage/thief he has skills in everything but excels in none. By the time you reach the XP cap your levels will be around 12/12/14 (unless you have TOB) which can really limit the effectivness of the character, I mean that means only level 6 spells and I'm just not willing to give up my wilting horror ;) . Don't get me wrong I'm not telling you not to be a F/M/T, they might actually prove to be quite good in a solo game, but if I had to choose any class to solo it would be either a sorceror or a thief, they were the easiest solo's I have done. [ 01-05-2003, 08:10 AM: Message edited by: Daniel ] |
yeh sorry, I meant Imoen. I was just wondering what happens with the story if you leave her but of course a major plot event would have to taken into account by the game. (incidently I even tried getting her killed just to see what would happen, it won't let her die)
I can't lower the charisma, it's already as low as allowed. while I will use shadow keeper to make any adjustments you guys recomend, I'm not using it to cheat. the other thing is i don't want a ring space taken up just for char.... Oh I suppose i could swap it on and off huh...I do it all the time with shields and weapons but never considered it for rings. doh, lol weapon proficencies ! Forgot all about them. I had already taken katana ** Flail * Dual wield ** so from your advice I'll just leave that. EDIT: considering I'm dual-wielding should I ever worry about any sort of missile weapons ? if so what Mage spells, I took the familiar because I already selected all the spells I wanted and still had a choice, so it's not a waste. Daniel I know what you're saying about tripple class characters (which is why I asked) but on the advice I'm hearing (plus I have ToB and Weirmers mods which include EXP cap remover) I think I'll stick with it this time. Speaking of mods... I use weimers item-upgrade and (parts of) ease-of-use mod. So I will definately be upgrading CF to +5. what other equipment do you guys recomend ? (bracers, cloaks, rings, amulets etc) with those mods in mind ? what parts of ease-of-use should I use ? unnerfed thaco and lvl 50 spells ? any parts I **shouldn't** use ? -I also have dungeon-be-gone (but i don't think I'll use it this time), nalia-imoen-tashia-valen mods, and extra merchants. most of these shouldn't effect the game though i think. PS. thanks you guys for all your help ;) [ 01-05-2003, 08:48 AM: Message edited by: karlosovic ] |
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Oh, and Maze does not allow a saving throw. ;) |
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<font color="gold">Don't worry about Imoen, she'll find her way out. ;)
Missile weapons. I wouldn't waste a point on any, but it is always smart to have one equipped as a quick-weapon. ;) Other equipment. I'm sure someone else ill help you out more here. My few tips though: Boots of Speed, Ring of Wizardry, Cloak of Mirroring (it's late in the game, I know, but it is very useful), and Pale Green Ioun Stone. ;) Also, I suggest you install all the components of Ease-of-Use. From the top of my head, I can't remember any component which can't prove useful. ;) </font> |
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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] |
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I don't even know what 'nerf'ing the THAC0 table means, lol |
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 |
You'll love the mephit-portals then [img]smile.gif[/img]
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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. |
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 ] |
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 ] |
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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 ] |
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 |
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 ? |
Don't waste your slots on other weapons - there are other good Flails besides Ages. Wyvern's Tail +2 and The Sleeper +2 are two decent examples - they can serve you well until you obtain the Flail of Ages.
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I went ahead and tested it. I created 2 exact characters with one slight difference - one had 10 WIS, and the other had 18 WIS. Out of relevancy concers, both were female elven F/M/T. ;) Lo and behold! Both had the exact same saves scores, including save vs. spells! :D [img]tongue.gif[/img] I even took two screenshots of their respective Records screens if you want to see it for yourself - but i'll need to host them somewhere. So the final answer is NO, Wisdom does not affect a character's saves. It is a manual typo, and nothing more. |
actually I just remembered mulit-class fighters can't be more than specialised in any weapon anyway, so I'm going to have to spend points on other weapon types soon. So the question still stands I guess (actually I think this one should go on bows, just picked up Tuigen's bow)
ps where do you get Wyvern's Tail and The Sleeper ? I always come across Wyverns tail sooner or later but I can't think where EDIT: I'm lvl 8-9-10, should I just try for either FoC or CF now ? (oh... fighter and mage are waiting to level up while I decide what to do so it's actually 9-10-10) EDIT 2: Just remembered why I wasn't going to get them yet, don't have any magic weapons I'm proficient with) currently have Katana, Arbane +2, B.Sword +1, Mace +1, Tuigan bow. also using a med shield until I get weapons worth swapping it for. using mostly Katana and swapping to Arbane +2 when I need a magic weapon (stupid rakasha in the sewers was a pain). I *could* just go buy a katana +1 but I have some unexplainable dislike of buying non-unique weapons [ 01-06-2003, 09:34 AM: Message edited by: karlosovic ] |
There is no rule for soloing, you do what you want. Personally, when there is a central plot point centered around an NPC, or when refusing an npc break the storyline and roleplaying, I take him along and then drop him after the event.
Just like Imoen. If you are good, you would most likely not abandon her there alone, she is your childood friend. So I take her until I leave the dungeon. I just tell her. "Stay behind, I'll call you when the way is clear". When I look back on my game, I want to remember my pc as the guy who traveled the sword coast helping people in need, not the anti-social guy who rejected everyone. Don't let people dictate how you should play. This is all about having fun. If a player-made rule seem silly or anoying, then don't use it. |
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Now I feel a dunce, knowing that I've spent so much time in the past rerolling stats just so I could have a few extra points in WIS what a waste of time. |
Wyvern's Tail is found on the hostile party in the first level of the Temple District sewers. Great flail... only +2 but has +5 poison damage! You'll also get loads of cash selling all the other weapons and armor on everyone in that party. The Sleeper is either sold by Bernard (bartender, if here probably post slave quest) or Joluv (bonus merchant) in the Copper Coronet. Joluv also sells Defender of Easthaven, a +3 flail that is great as a secondary weapon. And speaking of bonus merchants, the one in the Adventurer's Mart (Dierdre?) sells Dakkon's Zerth Blade, a +2 Katana that grants extra spell slots and an AC bonus. Between all those you should be able to equip yourself with weapons you are proficient in pretty quickly. Also, don't forget to use Friends spell + Ring of Human Influence to lower vendor prices.
Minor nit: I would have put the second * in Flail before putting the 3rd in dual wield. Going from ** to *** in dual wield only adds +2 THACO to a single secondary attack each round, but going from * to ** in Flail adds extra +1 THACO, +2 damage, and +1/2 attacks when using a Flail. In fact, it might have been better to hold off on getting *** in dual wield until not only getting ** in Flail, but also * or ** in a missle weapon, assuming you are interested in a missle weapon. If you don't have an XP cap remover, you'll have to ration your weapon proficiency points pretty sparingly with a triple-class character, even solo. I don't have any of the tables in front of me, but if 12/12/14 is the max levels under the SOA XP cap, I think that means you'll only get 7 *'s for the whole game. |
thanks Klutz for the locations of those weapons. (ps i feel stupid now forgetting about the bonus merchant items, especially Dakkon's Zerth Blade which is a favorite of mine from my kensai/mage).
You also right on the 3rd * on dual-wielding, I'm not even doing that yet until I get enough weapons ! so it was stupid to use it on that, might shadow keeper it over to something else. 1-thing though, I have both ToB and exp cap remover, so no worries there (plus I don't think I'll even take her to ToB) |
oh one other thing, I posted this in another thread but I'll put it here as well. Do I need valaygar with me when I do the planer sphere if I want it as my stronghold, or can I just use him to open the door and then boot him ?
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Yes, you can use Valygar and then kick him out.
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