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Old 07-29-2002, 02:35 AM   #6
LennonCook
Jack Burton
 

Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
Charisma doesn`t matter all that much, as there are two items early on which raise it, one a bit later, and one following a fairly easy quest that can be done at any time.
Dex can be raised to 18 by a pair of gauntlets you find in a rather dificult underground quest.
Strength is raised by HEAPS of items through the game, one of which you can buy at the adventurers mart.
Constitution you need as high as possible, especially since you`re soloing, as you need as many HP as possible incase you end up in melee- you don`t want to be down to 1 HP after one hit.
Wisdom doesn`t *realy* matter for a sorcerer, unless you don`t want Identify in your spell selections. High Wisdom equals high base lore and a few extra priest spells, and neither of those are useful for a sorcerer with Idenitfy.
Intelligance you need as high as possible, there are no items which raise it other than potions which only last for a few rounds. High Intelligance for a sorcerer equals mind flayers being a bit easier [img]smile.gif[/img]

Thus, I would say:
Str- 11
Dex- 9
Con- Race Maximum
Int- Race Maximum
Wis- Race Minimum
Cha- Race Minimum


EDIT: Dundee, your game must be a bit buggy methinks. The mage has the staff of the magi, and so is always protected from evil.

[ 07-29-2002, 02:38 AM: Message edited by: LennonCook ]
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