Perfect Party #6
General party layout
I wanted to complete SoA and ToB fast and efficiently, and at the same time
getting the most out of the equipment offered in the game. Since most of the
cool stuff is made for fighter having plenty of them in the party made sense
to me. This turned out to be rewarded hansomely, especially in ToB where may
monster are resistant or indeed immune to magics. Since I like playing
casters i did choose both a sorcerer and a bard. The bard does have the
ability to support the figthers with his song - so he fits nicely into the
party. Best figther race? - No doubt Orc, with both 19 in STR and CON they
make formidable tanks. The Carsomyr sword just begs for me to include a
paladin too, and since I needed someone with high CHA to lead the
conversations i picked a human paladin.
Healing potions are, to say it the least, ABUNDANT in ToB. My only regret is
that I choose a Figher/cleric and not a pure fighter for one of my tanks.
Clerics aren't really that usefull. I only used their buffs rarely and their
offensive spells are not even close to matching those of the wizard. Heal
and Ressurection does come in handy now and then. But these can both be
provided by items (Potionss, Rod of Ressurection and Blessed Bracers). I
have equipped each of my tanks with regenrations items - this makes the
cleric even more useless and saves time (and potions) with healing.
I really hate the slow movement of the characters in the game. So I got my
Boots of Speed ASAP. Speaking of hating stuff, level drain annoys me a lot:
It can kill your chars really fast, requires you to remomorize spells, makes
your clerics tired and is generally annoying. My party layout reflects this,
must characters (bard being only exception) uses equipment that gives
protection from level drain.
As mentioned in other articles on this site AC is not that cool in ToB. Off
course its nice to have armor when tanking small mobs. But when it comes to
the boss monsters resistance is the stuff you want - especially magic
resist. My choice of equipment off course reflects this.
Human Paladin (Undead Hunter)
This characters main role is to slay spellcasters and provide the main
tanking ability. I choose the undead hunter since he, in my opinion, has the
best special ability: Immunity to level drain. The level draining monsters,
in Watchers keep are quite annoying. The cavalier has only limited use,
there are not THAT many dragons and demons in the game - allthough the lay
on hands does come in handy. Iquisitor seems a tempting choise, however, the
dispel magic ability can be aquired from the Carsomyr and true seeing spells
can be supplied in abundance by the sorcerer (and fast because of Robe of
The equipment for this character focuses on having high magic resistance.
Often my paladin would be able to take on mages and liches single handed and
I would keep the other character out of spell range.
STR: 18 (22 with Girdle of Fire Giant)
DEX: 17 (19 after watchers keep and armor bonus, had to sacrifice one in
CON: 18 (19 after watchers keep)
WIS: 18 (keep high for better saving throws)
INT: 4 (really doesnt matter, only useable with mind flayers)
CHA: 17 (18 after watchers keep)
Equipment: Shurukkaks Plate, Blessed Bracers, Vhailors Helm (2 of this char
is great), Amulet of Seldarine, Ring of Gaxx, Ring of Free action, Cloak of
the Sewers (more AC), Boots of Speed, Girdle of Fire Giant Strength,
Carsomy, Ravager +6 (for variety), Dragons Breath (nice for Chromatic demon
and other monster not harmed by ordinary weapons)
Abilities: 1 Summon Deva (for support if mage or cleric is down), 2
hardiness, Greater Whirlwinds
Notes: With the bonuses gained in Hell, from Watchers keep and from
equipment this char has a magic resist of 85%
I just love those half-orc for their great tanking stats (+1 STR and +1
CON). This character does most of the scouting ahead of the party and adds
some serious backstab damage during fights with larger enemies. I did not
use traps until late in the game, but dont bother about pumping this chars
set trap ability - the bard can do the trapsetting with his abilities (he
has no other use for them). Focus on hide in shadows and move silently once
your detect trap and pick lock skills are at 100 (which is sufficient for
STR: 19 (20 after watchers keep, could have been 21 if lucky in Deck of Many
Equipment: Grandmaster Armor +6, Gauntlets of Extraordinary Specialization,
Wong Fei's Ioun Stone, Cloak of Elvenkind (Piwafi Cloak would probably have
been better), Boots of Elvenkind, Belt of Inertial Barrier, Ring of Fire
control, Ring of Earth Control, Flail of the Ages +5, Celestial Fury,
Spectral Brand, Celestial Fury (stun is nice for hard hitting enemies)
Abilities: 2 hardiness, 2 assisination (great for maxing damage output with
haste), Greater Whirlwinds
With his fast speed and lots of hit point this character is very versatile.
His ability to get into barbarian rage ensure that no hold, charms or mazes
stop his tanking ability. I could have chosen a pure fighter instead but
found that the speed and hits points easily offset the advantages of
improved specialization. The restriction to no plate mail armor really isnt
a disadvantage. In the early game you can use shadow dragon armor and later
go for the white dragon armor. Somehow the game considers the Red Dragon
SCALE armor to be a platemail.
STR: 19 (22 with Argurvadal)
CON: 19 (20 with axe of unyielding)
Equipment: White Dragon Scale (Shadow dragon before that), Gloves of
Healing, Helm of Balduran, Periapt of Proof Against Poison, Ring of
Regeneration, Ring of Fire resistance, Cloak of Displacement, Boots of
Speed, Girdle of Blundness, Axe of Unyielding, Angurvadal +5, Blackrazor
(secondary, when resist fear is great (dragons))
Abilities: 2 hardiness, Greater Whirlwinds
Notes: Very high constitution, Axe of Unyielding plus ring of regen makes
for very fast regen. This guys is normally the last to fall.
STR: 19 (25 with Crom Faeyr)
WIS: 18 (19 after watchers keep)
Equipment: Red Dragon Scale (later Blue Dragon), Bracers of Blinding Strike,
Helm of the Rock, Sensate Amulet, Ring of Regenerationm Ring of Anti-Venom,
Boots of Speed, Girdle of Piercing
Abilities: Summon Deva (or fallen deva), Quest spells, Greater Whirlwinds
Note: One good use of a cleric is to make him evil and use his turn undead
to control the undead monsters you encounter.
I normally like to play mages a lot and keep many of them in my party.
Looking at the items in the game however, it is quite clear that only one
pure spellcasters can be properly equipped. The equipment chosen is based on
getting as many spells as possible. This characters main role is to dispel
protection on enemy spellcasters (Using Ruby Ray, Breach, True sight and
Dispel magic) and provide extra firepower once only enemy tanks are left.
Elf is the natural choice for sorcerer because of the high DEX giving a
bonus to AC.
Since most of my tanks are allmost completely resistant to fire, casting
fireball and delayed blast fireball into the crowd does not hurt them much.
Abi Dhazin Writhing is off course a nice option too, but often I would have
used too many Ruby Rays of Reversal to have 8th level spells left. The
sorcerer gets so much more powerfull at higher levels than the specialized
wizard. And not having to memorize spells all the time really speeds up the
With both the robe of Vecna and the Amulet of power spellcasting is really
STR: 9 (19 with belt of Hill Giant Strength)
WIS: 16 (for good wishes)
INT: 18 (19 after watchers keep)
Equipment: Robe of Vecna, Bracers of AC3, Circlet of Netheril, Amulet of
Power, Ring of Wizardry, Ring of Acuity, Improved Cloak of protection +2,
Boots of Speed, Girdle of Hill Giant Strength, Staff of the Magi, Sling of
Seeking +2 (nice with 19 in STR). Sling of Everad +5 (for use on demiliches)
Spells: I choose allmost the same spells as suggested in the "Soloing
sorcerer strategy" on this site. Instead of spell trust at 3rd level I
picked dispel magic which comes in quite handy if group members are charmed.
Abilities: Choose all 10th level spells first, after that - extra spells.
Human Bard (consider Skald as kit)
I choose a pure bard here - with the new bard song the skjal might have been
a better choice. This character is here primarly for the bard song. Pick
pocket ability and backup (dis)spellcasting is used when i engage many
mages. When not casting breach, true seeing and dispel magic, magic
missilies I keep this char out of melee combat and hit the opponent with
ranged weapons. The bard has some pretty useless abilities to choose from
(once you have taken use any item and Improved Bard Song). Somehow bard can
take trapsetting, so i make this character my trap master.
STR: 12 (19 with girdle)
Equipment: Aslyferund Elven Chain +5, Bracers of Archery (Wonderous Gloves
is better choice, but I could not find them), Helm of Brilliance, Amulet of
Cheetah speeds (this chars need to get out of melee combat fast), Ring of
the Ram, Ring of Fire Resistance, Boots of Speed, Girdle of Stone Giant
strengt (A cloak would have been nice, Montolios comes to mind), Staff of
the Woodlands (use any item :-), Firetooth +5
Abilities: Use any item, Improved Bard song, Spike and exploding traps
General Strategy of party
I use Spellcaster attack script on all my tanks. This normally makes sure
they behave as I want them to. The backup spellcasters (bard and sorcerer)
use ranged weapon script - I like being in control of my spells.
Most of the time I just let my tanks do the hard work and maybe cast one or
two Fireballs or Abi Dhazims Writhing. Resting is not necessary very often.
The regeneration of all the characters normally has them up to full health
before next fight. At low levels save your whirlwinds for the boss monsters,
and use 3rd level spells (fireball and lightning) to clear out hall trash if
necessary. At later stages use your high level spells for big summons, time
stop, Improved alacrity, dragon breath, abi Dhazims, and other powerfull
weapons of mass destruction - don't waste time with buffing your party
members. Generally dont use mid level spell unless its for countering
effects (like True Seeing, Ruby Ray, Pierce Magic and Breach). Its allways
nice to take down enemy casters before they get off their Time Stop (and
believe me, they WILL cast it)
With 4 tanks and their whirlwinds most boss monsters fall very fast.
Demogorgon, Sendai and Balthazar all went down in the first try (make sure
spellscasters cast breach). Abazigal had me reload once. Just be prepared
for those nasty lightning attack (resist buff comes to mind) and even
Abazigal is a wimp. Melissan was surprisingly easy, only forcing me to
reload once. Just keep your tanks close to her and the whirlwinds and dispel
magic from the Carsomyr will make you own her and attain godhood.
Overall a great and challenging game which I have really enjoyed playing.
Black Isle and Bioware have really set the standard for all online roleplay games to
Submitted by: Thomas