I tried to run the character as fairly as possible; no fore-
knowledge of treasure or traps, no cheeze tactics or bad AI exploits.
The only dubious tactic was using hit and run tactics, and waiting for
mage protections to wear off. Though these seemed like things
a barbarian would *want* to do.
My basic tactic was to run away from anything I could run away
from, fight from a distance as much as possible, and take
adventures only if I stumbled onto them, or if they seemed in
character for an orphaned, near feral halfling.
I'm curious about what classes and tactics have worked well
for other solo games.
MH
I haven't solo'd BG2 to completion (yet) but I have done several solos
on BG1. One was using a pure Thief, the other a pure Mage. I thought
the Thief was easier (could sneak by lots of places as well as
backstab many of the critical bad guys); the Mage required far more
reloads (kept running out of Invisibility spells or potions).
I'm thinking now that a Fighter-Mage Multi-Class (not dual-class)
might be the easiest way to go.
I've been toying with trying to go solo through all of BG1 without
reloads; so far I've only made it as far as Cloakwood; keep getting
ambushed in the Forest Transits--get paralyzed before I have a chance
to become invisible or hide. Damn ettercaps! A tough Fighter-Mage
with appropriate spells just might let me get through. Wish I could
do a Kensai-Mage in BG1! :)
>
><msha...@pavel.uswest.net> wrote in message
>news:zeVd7.112$Pm5.1...@news.uswest.net...
>> ...halfling barbarian?! I recently finished a solo campaign
>> in 22 1/2 game days; no cheats, no out-of-game knowledge,
>> and only a few (6-7) reloads.
>>
>> I tried to run the character as fairly as possible; no fore-
>> knowledge of treasure or traps, no cheeze tactics or bad AI exploits.
>> The only dubious tactic was using hit and run tactics, and waiting for
>> mage protections to wear off. Though these seemed like things
>> a barbarian would *want* to do.
>>
>> My basic tactic was to run away from anything I could run away
>> from, fight from a distance as much as possible, and take
>> adventures only if I stumbled onto them, or if they seemed in
>> character for an orphaned, near feral halfling.
>>
>> I'm curious about what classes and tactics have worked well
>> for other solo games.
>>
>Good on ya, sounds like a cool challenge game. I've soloed with a
>Ranger/Cleric, a Cleric/Mage, and a F/M/T. Of the three, the Ranger/Cleric
>was the most fun. My pattern has been to play solo until the PC is near the
Tell us more about the Ranger/Cleric Bob. I'm thinking about soloing BG2 the
2nd time through (yet to complete the damn game for the 1st time!) & this
sound like a fun all-round combo. What are the (dis)advantages over a F/M/T
(other than XP reqs of course)? Did you find the no-bows restriction a pain,
or did the Sling of Everard fix that real quick? ;-) Did you use stealth a
lot? If so, does the cloak of non-detection help just like it would a thief?
What were your fave weapon/armor/equipment towards the mid/end game?
>XP cap, then to pick up a party for more quests and dialog options. I
>played half a solo game with a Sorcerer (all of the Athkathla quests), but
>gave up when I got bored with leaving my PC at the entrance to every dungeon
>and letting his Wizard Eye and Projected Image sort the place out. He was
>sort of the "Couch Potato Adventurer", watching evil get its but kicked
>while resting in a comfy chair drinking a beer.
>Next challenge game; the No Equipment Adventure. That'll be interesting.
>;-)
No-brainer. Use a monk. >;-)
--
"The measure of (mental) health is flexibility (not comparison to some 'norm'),
the freedom to learn from experience...to be influenced by reasonable arguments...
and the appeal to the emotions...and especially the freedom to cease when sated.
The essence of illness is the freezing of behavior into unalterable and insatiable
patterns." - Lawrence Kubie
Also Bob, did you miss the other thief skills greatly at any point in the
game? I mean, how do you open locks & disarm traps?
The class has been discussed at length on this board (Derville convinced me
to try it) but I'll take a shot.
> > I'm thinking about soloing BG2 the
> >2nd time through (yet to complete the damn game for the 1st time!) & this
> >sound like a fun all-round combo. What are the (dis)advantages over a
F/M/T
> >(other than XP reqs of course)? Did you find the no-bows restriction a
pain,
> >or did the Sling of Everard fix that real quick? ;-) Did you use stealth
a
> >lot? If so, does the cloak of non-detection help just like it would a
thief?
> >What were your fave weapon/armor/equipment towards the mid/end game?
>
> Also Bob, did you miss the other thief skills greatly at any point in the
> game? I mean, how do you open locks & disarm traps?
>
In terms of melee power, the R/C has a definite advantage over the F/M/T.
His buffing and summoning spells are at least as good as those of the F/M/T,
and while his weapon choices are a bit more limited there are plenty of good
clerical weapons available. Free dual wielding is nice in the early parts
of the game, and later you can use some excellent shields. Armor is less of
a factor than you might think. Spirit Armor and Potions of Invulnerability
provide the F/M/T with armor almost as good as the R/C until late in the
game. The best weapon combo early in the game is the Flail of Ages and
Sling of Seeking, with the Saving Grace Shield equipped, the ring of +2
protection, and Full Plate Armor. Stealth isn't that useful, as you need to
accept an armor class hit to use it properly. Even with the better Thief
armors, by the time you gain access to them you probably already have the
Red Dragon or Gorgon Plate. Potions of invisibility and rings of Air
Control work much better, and are more useful in combat (as quick escape
hatches early in the game). High level undead turning makes several parts
of the game progress faster, and the most useful spells were Draw Upon Holy
Might, Animate Dead, and Insect Plague. Farsight and Sanctuary often came
in handy as well. Traps and Locks weren't much of a problem. Casting Iron
Skins, Death Ward and Chaotic Commands every "morning" is always a good
idea, and protects you from most instant kill attacks as well as most traps.
Only level drain and petrification traps remain problems, and there are
several items that will make you immune to level drain. Petrification traps
are always a danger (Death Ward will not block them), but by mid game your
saving throws should be low enough to ignore the one or two you'll run into.
Locks are also not much of a problem; a Str of 25 (easy to get with a Girdle
of Strength or a potion plus Draw Upon Holy Might) will open every pickable
lock that's vital to advancing the game. You'll miss some loot, but not
much.
If you don't mid using traps, your F/M/T will do better against bosses than
the R/C in SoA, and if you have ToB installed or are using an experience cap
remover then the F/M/T will also gain access to level 7 and 8 mage spells,
which (with planning) can boost his raw power beyond that of the R/C. But
the R/C is tougher through most of the early game, has better hit points,
and is tougher against groups of foes until ToB. Also, it's sometimes nice
to go into combat with no plan more complicated than "I will hit him. If he
gets up, I will hit him again". The R/C is more likely to get away with
that, even in ToB. ;-)
>If you don't mid using traps, your F/M/T will do better against bosses than
>the R/C in SoA, and if you have ToB installed or are using an experience cap
>remover then the F/M/T will also gain access to level 7 and 8 mage spells,
>which (with planning) can boost his raw power beyond that of the R/C. But
>the R/C is tougher through most of the early game, has better hit points,
>and is tougher against groups of foes until ToB. Also, it's sometimes nice
>to go into combat with no plan more complicated than "I will hit him. If he
>gets up, I will hit him again". The R/C is more likely to get away with
>that, even in ToB. ;-)
Why not use the dual Swashbuckler/Mage? Dual at level 12, solo the
simple quests and learn lots of spells to regain your Swashie, dual
wield Dakkon Zerth and Celestial Fury, get Robe of Vecna and Amulet of
Power, and kick lots of ass.
I have a mage heavy party (swash/mage, jaheira, minsc, aerie, nalia,
yoshimo/imoen), but I tend to try to fight first. Only Nalia truly
sucks at this. Aerie has mauler's arm, she is pretty cool.
Maube I should try a cleric/mage myself. Hmm.
D
--
Life would be much easier if I had the source code.
Excuse me but only clerics, monks and druids can wear the Amulet of Power.
KC
>> Why not use the dual Swashbuckler/Mage? Dual at level 12, solo the
>> simple quests and learn lots of spells to regain your Swashie, dual
>> wield Dakkon Zerth and Celestial Fury, get Robe of Vecna and Amulet of
>> Power, and kick lots of ass.
>
>Excuse me but only clerics, monks and druids can wear the Amulet of Power.
Then whatever it is that lowers casting time by 1 and protects from
level drain.
> > Why not use the dual Swashbuckler/Mage? Dual at level 12, solo the
> > simple quests and learn lots of spells to regain your Swashie, dual
> > wield Dakkon Zerth and Celestial Fury, get Robe of Vecna and Amulet of
> > Power, and kick lots of ass.
>
> Excuse me but only clerics, monks and druids can wear the Amulet of
> Power.
No, it's only *not* usable by fighters and thieves.
--
Mark.
mar...@bigfoot.com
* What our ancestors would really be thinking if they were alive today, is:
"Why is it so dark in here?"
> > Excuse me but only clerics, monks and druids can wear the Amulet of
> > Power.
> Then whatever it is that lowers casting time by 1 and protects from
> level drain.
It's called the Amulet of Power. Only thieves and fighters (without other
classes) are banned from it.
Mike Hall
> Next challenge game; the No Equipment Adventure. That'll be interesting.
> ;-)
They already have those; they're called Monks.
--
http://groups.yahoo.com/group/American_Liberty/files/al.htm
Reply to mike1@@@usfamily.net sans two @@, or your reply won't reach me.
What's the *earliest* anybody should even think about going through
Spellhold? There's a lot of fun toys out that way that you really don't
get to play with much if you save it 'til the end of the game. "Cool! I
have Crom! Off to the elves and Hell and....uh....)
> > > Next challenge game; the No Equipment Adventure. That'll be
> interesting.
> >
> > They already have those; they're called Monks.
> >
> How do Monks kill Trolls with no equipment? Swords count. I guess you
> could skip Nalia's keep and the druid grove. If scrolls also count as
> equipment, that leaves you with Clerics, Druids, and Sorcerers as viable
> options. If keys and other quest items count as equipment, you're screwed.
Actually you don't have to *kill* the trolls to successfully complete
either the Druid Grove or Nalia's Keep quest (they're just a LOT easier to
do that way). To complete the Keep, all you have to do is make your way to
the roof and turn the crank (of course I suspect leftover trolls will
wander around inside killing everybody eventually, unless the game zeroes
them out after the gate lifts); you could also beat them into
unconsciousness, then let the troops take them out while comatose --
allies aren't "equipment". For the Druid Grove, you can skip the troll
house entirely.
There's also the Slaver Ship quest with a couple trolls. You basically
have to wait until you're high level to do these, then just walk around
and pick up goodies and free "cyans" while the trolls wail away against
your sub-basement armor class to no effect.
: do that way). To complete the Keep, all you have to do is make your way to
: the roof and turn the crank (of course I suspect leftover trolls will
: wander around inside killing everybody eventually, unless the game zeroes
: them out after the gate lifts);
Uh, what? To complete Nalia's Keep you have to kill TorGal, who is one
mother of a troll. Opening the gates gets you an XP bonus and some
"reinforcements" (although it also spawns more enemies, so it's a pretty
dubious set of "reinforcements.")
: allies aren't "equipment". For the Druid Grove, you can skip the troll
: house entirely.
That much is true.
--
Jason Compton jcom...@xnet.com
I think you need to kill Torgal for Nallia's keep to count as finished, but
I haven't checked. In the Druid Grove you meet several wandering Trolls,
but I suppose a Monk could stealth past them.
> There's also the Slaver Ship quest with a couple trolls. You basically
> have to wait until you're high level to do these, then just walk around
> and pick up goodies and free "cyans" while the trolls wail away against
> your sub-basement armor class to no effect.
>
Agreed, which is why I didn't mention it; you could just skip that room.
Same with the "Sanity Test" in the Assylum; you can get past the Troll room
by picking the wrong answers to the riddles. The monk could also skip the
Kangaxx fight.
> What's the *earliest* anybody should even think about going through
> Spellhold? There's a lot of fun toys out that way that you really don't
> get to play with much if you save it 'til the end of the game. "Cool! I
> have Crom! Off to the elves and Hell and....uh....)
I think the earliest possible time (i.e. you get enough cash)
is if you do the following adventures; Circus, Slum District
Slavers, Free the Copper Coronet Gladiators. If you do these,
sell basically everything you find, pick a fight with the
adventurers above the Den of the Seven Vails and hang out after
dark for those thieves to get whacked by the vampire, you will
have enough cash to start Chapter 3. With a little luck you
can do this in about 24hours after waking up in Irenicus'
dungeon.
In practice you will probably need more gear. When I solo'ed
I also went to Nalia's Keep. It took 5 days to gather
enough cash and the gear I thought I needed. By Day 6 I was
on the boat to Spellhold.
For a solo fighter type, I think the minimum set of equipment
before leaving for the island is the following. They can all
be gotten faily quickly:
Main Weapon(Flail of Ages, Lillicor, Stonefire, or Daystar)
Secondary Weapon(Azuredge or Mace of Disruption)
Missle Weapon(any of several cool bows, Sling of Seeking,
or Azuredge)
Armor(+1 Full Plate or Mail of the Dead (for barbarians))
Misc (Girdle of Hill Giant Strength, Ring of Invisibility)
I'm not sure about other classes. Any ideas out there?
Mark.
>
Tx for all that info Bob. I'm gonna go away & ruminate a little b4 I decide
which solo char to take through SoA the 2nd time. I've been hearing mixed
reports about ToB i.e. that it's just higher level hack 'n slash, which
doesn't *really* appeal, so I may not get it. I may even put together a
multiplayer party of all the cool classes I never tried b4 e.g. Barbarian,
Sorcerer, Kensai, Undead Hunter, Swashbuckler, Bard, or some combo
thereof...hmmm...thanks again! ;-)
> For a solo fighter type, I think the minimum set of equipment
> before leaving for the island is the following. They can all
> be gotten faily quickly:
> Main Weapon(Flail of Ages, Lillicor, Stonefire, or Daystar)
> Secondary Weapon(Azuredge or Mace of Disruption)
> Missle Weapon(any of several cool bows, Sling of Seeking,
> or Azuredge)
> Armor(+1 Full Plate or Mail of the Dead (for barbarians))
> Misc (Girdle of Hill Giant Strength, Ring of Invisibility)
>
> I'm not sure about other classes. Any ideas out there?
I'd pickpocket the Ring of Regeneration off Ribald (If you're soloing
non-thief, you'll have to invite and dump Jan for that express purpose).
My best record now is 3 Days 0 hours to board Havarian's ship. And
yes, I think the game is more fun if you try to save as much as you
can until after Spellhold.
Evil parties have the advantage in the 'speed game' (IMO) because
Viconia requires no quest, Korgan's quest is quickly accomplished, and
the quest to acquire Edwin (Mae'var) isn't too lengthy and,
conveniently enough, gives you the gold required to purchase Bodhi's
aid.
GB
Using shadowkeeper can be interesting -- try changing the classes of NPCs;
you can do this b4 they join by extracting & editing the cre files.
I've got Minsc as a Beastmaster, Jaheira as a Totemic druid (single class),
Imoen as a Sorceress and Yoshimo as a monk!
It rocks!
:)