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Solo sorcerer question. Stats.

Discussion in 'BG2: Shadows of Amn (Classic)' started by Viking, May 3, 2001.

  1. Viking Gems: 19/31
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    [​IMG] Yup, I know we've done all the spell stuff, so I'll leave that aside.

    Question is more to with stats.

    How would you distribute the stats?

    Char - 9 to free up as much as poss, ring of Human influence soon enough anyway.

    Dex - 18 Goes without saying I would have thought.

    Con - 18? Need some HP's

    Int - 18 ? I question this since there are no spells to learn as such? and no bonuses for high int?

    Wis/Str - ? Need some strength to carry and occasionally wallop enemies, and Wis gives some saving throw bonuses....

    Any thoughts?

    Cheers
     
  2. Christian Gems: 7/31
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    I'm playing solo with a sorcerer too and you dont need high stat to kick ass
    mine are:

    str: 12
    dex: 18
    con: 16
    Int: 18
    wis: 12
    cha: 8

    and im ok with that :)
     
  3. Slappy Gems: 19/31
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    I cheated a bit and didn't give my Sorcerer too high inteligence (14) to allow him to have a bit more strength. As far as I know inteligenece does not affect a sorcerer (not mage before anyone jumps in). In the 3rd edition D&D rules charisma affects them but not in BG2 (as far as I know). So, like you I gave more to dexterity, constitution and strength, so that he would not be helpless in a fight after the magic runs out (this seems fitting for the roleplay angle as Sorcerer seem to be rough and tough compared to the intelectual mage). In fact, using stoneskin and the staff of the mage, he became quite useful in melee, which saved wasting spells on smaller enemies.

    I wish I'd remembered about your wisdom ideas though. Fortunately for me I wasn't going solo so it didn't really matter. Also, as a thought, you could cheat a bit and skip the strength stat and so use the points elsewhere - there are plenty of strength enhancing girdles, bracers, etc throughout the game.

    I guess you've laready checked all the earlier posts about Sorcerers and going solo (plus Tal's walkthrough). Now that I think about it, I seem to remember one suggesting there was an inteligence bonus for spells. I suppose you could try it by starting up a couple of new games with different stats and seeing how many starting spells you are given with each.
     
  4. Shadowcouncil Gems: 29/31
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    Put Constitution down to 16, mages doesn't have benefit of Const higher then 16. I think when you play solo, a high strength is very good too, for that makes it a lot easier to do also some damage with your staff and also it works very good with the sling of seeking. (sling +2, plus strength-bonus damage. But you can also get the high strength by using a girdle that increases strength. (and then it's also very good in combination with the sling of seeking.)
     
  5. TIN_MAN Gems: 14/31
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    [​IMG] I think strength isn't important to a so capacitated magic user as a sorcerer. My sorcerer runs with the folowing stats:

    str: 12
    dex: 17
    con: 16
    int: 18 - although it is not important
    wis: 13
    cha: 14

    It is after the hell sceme, lost 1 point of dex. and gained 1-1 point of wis. and cha..

    I advise to increase the charisma of the sorcerer, because in Neverwinter Nights you gain additional spells with a higher cha.
     
  6. Lothar Gems: 5/31
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    My Sorcerer is amazing. He leads my party in kills and exp of kills. That aside, he does have a party to back him up, but he could manage on his own with summoning spells.
    Stats are as follows:

    Strength: 8
    Dexterity: 19
    Constitution: 16
    Intelligence: 18
    Wisdom: 16
    Charisma: 9

    That is a total of 86, not too hard to achieve. I always like to give my mage-types high wisdom. Not only does it follow logically that a mage would sharpen his mind, Intellectually, and Wisdom (Intuition, Willpower). Saving throw bonuses are nice. A slightly higher strength would be nice, but as a solo character, you could use gauntlets of ogre power, or belts of giant strength (not quite sure whether these are not usuable by mages, but i think they are). Regardless, high Dexterity is most important, followed by Con (only 16 though) and high Intelligence is logical, but i'm not sure if you get bonuses for it. Wisdom is nice too, and charisma is the forgotten stat in all CRPGs.
     
  7. Amon-Ra Gems: 10/31
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    Having beaten it with a solo-sorcerer, my stats were as follows:

    Strength: 16 (Being Solo-, good to have in case of necessity.)
    Dexterity: 19 (You know it.)
    Constitution: 16 (Again, no need for higher)
    Intelligence: 14 (Not too important, really)
    Wisdom: 14 (Eh.)
    Charisma: 8 (Metagame knowledge of Ring)

    Main difference is strength because until you get bag of holding, gonna have to carry a lot of heavy items. Also the bonus' might not be great, but help you in melee against the plethora of enemies you dont feel like wasting a fireball on.

    Amon-Ra
     
  8. Ethan Gems: 1/31
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    Having a higher wisdom is very nice if you plan to choose the Limited Wish spell. 16 wisdom unlocks all the good wishes. In particular, you can use the wish that restores all your spells (question: does this work properly for sorcerers?).

    With the sorcerers ability to cast many times, limited wish is a very versatile spell. It can:

    - Heal you (wis 10+)
    - Get all your spells back (16+)
    - Globe of Invulnerability (12+)
    - Negative Plane Protection (10+)

    Also it has a few nice one-time wishes to boot!

    --
    Ethan
     
  9. Lareth Amunjo Gems: 2/31
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    I think that Sorcerer should have high intelligence, it just feels right. Be sure that your sorceror's race is elf, because they get that nice dexterity bonus.
     
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