My solo adventure in Myth Drannor.
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
My solo adventure in Myth Drannor.
I have read a few of the other threads on solo adventures (Skuld and Demis are the first two names I learned on this board), and, having finished the game with 4-member, 3-member and 2-member parties, I figured that the last challenge was to finish with just one person -- the great Servando.
The first thing I had to do was decide what classes I would want to end up with. I expect to maximize Servando's levels; i.e. 32 levels total, as opposed to the 27-28 levels each character finished with in my 2-member game. So, I read the solo threads and got some ideas. By the end of the game, Servando will have classes and levels as follows:
Cleric 16
Barbarian 5
Rogue 5
Sorceror 6
The Cleric levels will get me Cleric-Only items, good undead-turning (although not as good as a 16/16 Cleric Paladin), fire storm, true seeing, divine power, Bull's Strength and lots of healing and protection spells. The Barbarian levels will get me 2 rages per day (very useful at the lower levels, as it turns out) and both Uncanny Dodge skills, not to mention a few extra hit points. The Rogue levels will get me those useful chest-opening, experience-gaining skills, evasion and sneak attack +3d6. The Sorceror levels will get me shield (extremely useful), cat's grace and either haste or lightning bolt -- I'll decide later. The Sorceror levels also enable me to use those wands spread throughout the game, especially the cone of cold wand, chain lightning wand, and stinking cloud wand quite early in the game.
Since no races other than human or half-elf have cleric as their favored class, and since half-elves have immunity to sleep and resistance to enchantments, I went with a half-elf. Servando's beginning stats are as follows:
Str: 12 (+1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 10
Wis: 13 (+1)
Cha: 12 (+1)
Barbarian 1
Cleric 0
Rogue 0
Sorceror 0
The first thing I had to do was decide what classes I would want to end up with. I expect to maximize Servando's levels; i.e. 32 levels total, as opposed to the 27-28 levels each character finished with in my 2-member game. So, I read the solo threads and got some ideas. By the end of the game, Servando will have classes and levels as follows:
Cleric 16
Barbarian 5
Rogue 5
Sorceror 6
The Cleric levels will get me Cleric-Only items, good undead-turning (although not as good as a 16/16 Cleric Paladin), fire storm, true seeing, divine power, Bull's Strength and lots of healing and protection spells. The Barbarian levels will get me 2 rages per day (very useful at the lower levels, as it turns out) and both Uncanny Dodge skills, not to mention a few extra hit points. The Rogue levels will get me those useful chest-opening, experience-gaining skills, evasion and sneak attack +3d6. The Sorceror levels will get me shield (extremely useful), cat's grace and either haste or lightning bolt -- I'll decide later. The Sorceror levels also enable me to use those wands spread throughout the game, especially the cone of cold wand, chain lightning wand, and stinking cloud wand quite early in the game.
Since no races other than human or half-elf have cleric as their favored class, and since half-elves have immunity to sleep and resistance to enchantments, I went with a half-elf. Servando's beginning stats are as follows:
Str: 12 (+1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 10
Wis: 13 (+1)
Cha: 12 (+1)
Barbarian 1
Cleric 0
Rogue 0
Sorceror 0
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
The first thing any solo player will notice is that there are many, many lost fights leading to many, many reloads. That's O.K., though. Patience is a virtue.
The second thing any solo player will notice is that (s)he hates this freaking game.
Then, eventually, things start to roll & come together. Servando won the first fight against the two orcs, and ran immediately to Nottle's shop, avoiding any fights along the way. Then he had to kill the two skeletons attacking Nottle, get the information, and run back to Beriand's tree (killing two more orcs). He read the word of Mystra and gained a level. I chose Cleric, level 1. This gave me bless and shield of faith. Very nice.
The rest was pretty routine. Power up and save before every fight (with all enhancement and protection spells -- bless and shield of faith and anything else), hope Servando wins, reload if he doesn't. He cleared Stillwater, resting whenever possible, and finally made it back to Nottle's shop, selling a few unusable magic items (Remove Paralysis scrolls, extra ring of Protection), and getting the longspear +2 that Nottle will always sell. Then came the Main Halls.
The second thing any solo player will notice is that (s)he hates this freaking game.
Then, eventually, things start to roll & come together. Servando won the first fight against the two orcs, and ran immediately to Nottle's shop, avoiding any fights along the way. Then he had to kill the two skeletons attacking Nottle, get the information, and run back to Beriand's tree (killing two more orcs). He read the word of Mystra and gained a level. I chose Cleric, level 1. This gave me bless and shield of faith. Very nice.
The rest was pretty routine. Power up and save before every fight (with all enhancement and protection spells -- bless and shield of faith and anything else), hope Servando wins, reload if he doesn't. He cleared Stillwater, resting whenever possible, and finally made it back to Nottle's shop, selling a few unusable magic items (Remove Paralysis scrolls, extra ring of Protection), and getting the longspear +2 that Nottle will always sell. Then came the Main Halls.
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
At low levels, even the Main Halls can be a pain. Servando died countless bad-dice-roll deaths, and picked and chose his fights wisely. The first few fights near the entryway went well (lucky!), and a confident Servando went southeast to look for the Axhandle Inn. He eventually found it, gained one constitution point, and went for the Tavern of Health. Noticing seven orcs, he died a few times and then chose the better part of valor, running like Iowa salsa away from that tough battle.
The "bottom" part of the Main Halls is where some of the easier undead fights are. Servando once again picked his fights wisely and eventually gained another level; I chose Sorceror, for Shield and wand capability. Once this happened, he took the cone of cold wand (given by the Ormyyr) and went back to the Tavern of Health, wiping out those seven orcs easily. He next drank all of the barrels and saved. His stats now are:
Cleric 1, Barbarian 1, Sorceror 1
Str:13 (+1)
Dex: 13 (+1)
Con: 17 (+3) (with ring of Const.)
Int: 11
Wis: 14 (+2)
Cha: 13 (+1)
The two divine power the two serious healing will become very useful later in the game, when I make mistakes and have to use a bit of extra luck to bail Servando out. The key here leads to the warhammer +2, now his weapon of choice.
Servando then headed north to take out Zud, but didn't clear that area yet. He went to the far west of the Main Halls (by the entryway) and took out the orc leader (and company) fighting the zombies. He used a stinking cloud wand bought from Nottle to help here. I'm still not confident enough to go after the wraith with 3 orcs, so Servando finds the Dwarven Rusty Key (or whatever it's called) and goes for the tombs in the far southeast. He gains his second cleric level here, and runs smack dab into a master shadow on the way out. The divine power and restoration potions save the day.
Cleric 2, Barbarian 1, Sorceror 1. Good news! Four-level bonus point!
Strength is now 14 (+2).
The "bottom" part of the Main Halls is where some of the easier undead fights are. Servando once again picked his fights wisely and eventually gained another level; I chose Sorceror, for Shield and wand capability. Once this happened, he took the cone of cold wand (given by the Ormyyr) and went back to the Tavern of Health, wiping out those seven orcs easily. He next drank all of the barrels and saved. His stats now are:
Cleric 1, Barbarian 1, Sorceror 1
Str:13 (+1)
Dex: 13 (+1)
Con: 17 (+3) (with ring of Const.)
Int: 11
Wis: 14 (+2)
Cha: 13 (+1)
The two divine power the two serious healing will become very useful later in the game, when I make mistakes and have to use a bit of extra luck to bail Servando out. The key here leads to the warhammer +2, now his weapon of choice.
Servando then headed north to take out Zud, but didn't clear that area yet. He went to the far west of the Main Halls (by the entryway) and took out the orc leader (and company) fighting the zombies. He used a stinking cloud wand bought from Nottle to help here. I'm still not confident enough to go after the wraith with 3 orcs, so Servando finds the Dwarven Rusty Key (or whatever it's called) and goes for the tombs in the far southeast. He gains his second cleric level here, and runs smack dab into a master shadow on the way out. The divine power and restoration potions save the day.
Cleric 2, Barbarian 1, Sorceror 1. Good news! Four-level bonus point!
Strength is now 14 (+2).
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Nice to see you try soloing PoR2 Albert ... though as you say this requires patience.
I remember that i spent tons of time down at the Main Halls but once out of there you will start to feel that real power starts to kick in.
Just a few pointers. Since you are planning on getting some Sorcerer levels then charms and dominations work like .. well like a charm especially if soloing but you are not getting many levels on Sorcerer.
Keep us posted on your endevours and good luck(good dice that is).
I remember that i spent tons of time down at the Main Halls but once out of there you will start to feel that real power starts to kick in.
Just a few pointers. Since you are planning on getting some Sorcerer levels then charms and dominations work like .. well like a charm especially if soloing but you are not getting many levels on Sorcerer.
Keep us posted on your endevours and good luck(good dice that is).
"When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong."
Buckminster Fuller
Buckminster Fuller
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Thanks, Demis! I appreciate the good advice, too, about the charm and domination spells. I look forward to the 2nd level Cleric spell Hold Person, and will hopefully get Charm Person in time for it to be effective. In past games, I've noticed how very lovely Mass Suggestion is. There are a few magic items with this spell, so I'm keeping my eyes peeled.
I think I'll be in the Main Halls for a while. I did get my first taste of actual power when I fought some orogs, and mowed them down pretty quickly. Lucky dice rolls, but I'll take it.
Barbarian Rage is sweeeeet!
I think I'll be in the Main Halls for a while. I did get my first taste of actual power when I fought some orogs, and mowed them down pretty quickly. Lucky dice rolls, but I'll take it.
Barbarian Rage is sweeeeet!
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Well, I've played a bit more, and Servando has won quite a few key fights, gaining some useful magic items. He did so using pre-combat power ups, frequent saves, barbarian rage and the club +4 that he found on those three orogs in the northern part of the Main Halls. They set a gold trail for him to follow, and got hammered.
The first key fight was against Onglore & Inglore. Servando stood just beyond the doorway, and Onglore blocked his little brother from double-teaming. So, Servando got them one at a time. After bashing their domes, he looted their coffins and found Onglore's Amulet of War, which adds two to both Strength and Constitution.
He then wandered about vacantly, killing everything he could find (except for Master Shadows -- they're still too tough) in the usual fashion. He eventually came across some cronies of Mol, raged them into oblivion, and found the best weapon he'll have for a long time: the Crude-Handled Chunk of Oak, Massive Club +3, which does double damage.
Servando has the power.
He then took out Mol & buddies, and opened the Undead Cell, which contained a few once-tough undead critters. On the floor lay the Magician's Boots, which add two to both Charisma and Dexterity. He also gained another Cleric Level. His new stats are:
Servando, Half-Elf Cleric 3/Barbarian 1/Sorceror 1
Health 53
AC 29 (with Shield, Shield of Faith, Miner's Burnished Light Plate +3, Shield +1)
Str 16 (+3)
Dex 16 (+1) -- because of heavy armor
Con 18 (+4)
Int 11 (+0) -- He'll need to improve this before gaining Rogue levels.
Wis 14 (+2)
Cha 15 (+2)
Servando is still in the Main Halls. He's got a bunch of fights left. He only recently met Preybelish.
The first key fight was against Onglore & Inglore. Servando stood just beyond the doorway, and Onglore blocked his little brother from double-teaming. So, Servando got them one at a time. After bashing their domes, he looted their coffins and found Onglore's Amulet of War, which adds two to both Strength and Constitution.
He then wandered about vacantly, killing everything he could find (except for Master Shadows -- they're still too tough) in the usual fashion. He eventually came across some cronies of Mol, raged them into oblivion, and found the best weapon he'll have for a long time: the Crude-Handled Chunk of Oak, Massive Club +3, which does double damage.
Servando has the power.
He then took out Mol & buddies, and opened the Undead Cell, which contained a few once-tough undead critters. On the floor lay the Magician's Boots, which add two to both Charisma and Dexterity. He also gained another Cleric Level. His new stats are:
Servando, Half-Elf Cleric 3/Barbarian 1/Sorceror 1
Health 53
AC 29 (with Shield, Shield of Faith, Miner's Burnished Light Plate +3, Shield +1)
Str 16 (+3)
Dex 16 (+1) -- because of heavy armor
Con 18 (+4)
Int 11 (+0) -- He'll need to improve this before gaining Rogue levels.
Wis 14 (+2)
Cha 15 (+2)
Servando is still in the Main Halls. He's got a bunch of fights left. He only recently met Preybelish.
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Servando's getting brash.
In finishing the Main Halls, Servando drank from the fountain of Earth, gaining +4 to his Constitution, but losing -1 from his Dexterity and -2 from his Charisma. I'll take it!
Servando has just finished the Halls of Stone. The only things left in the first two dungeons are some Master Shadow encounters (He'll get them when he has high cleric levels -- I really quite dislike those rudos) and Preybelish. He's also missing the Ring of Naga's Kiss, since he only found three naga poison vials. I'm not sure how I missed the fourth, but I did.
The fight strategy has changed somewhat (see stats below). Servando is kind of tough now, so he doesn't have to hide behind barrels anymore. He still powers up (now with Bull's Strength and Prayer included), but then just gets all ****y and runs into the middle of fights, raging away. This rather unfortunate strategy has only resulted in one death so far, so he'll stick with it for a while. That Marshbane dagger comes in handy (triple damage against lizardfolk).
He's found lots of magic armor, but the Whitened Ring Armor is the one he's kept. This allows for a +2 dexterity bounus (maybe more, but his dexterity isn't too high), which kicks in once his gear is light enough -- he'll have to drop some things. His weapon is still the Crude Handled Chunk of Oak, which I have grown very attached to. He also has a +3 shield from the Foundry in the Halls of Stone.
Here are his stats:
Barbarian 1/Cleric 6/Sorceror 1/Rogue 1
Health 117
AC 31 with power-ups, maybe higher with lighter gear.
Attacks: Base 5/Melee 12/Ranged 6
Turn Undead: 8 times (extra turning feat)
Strength: 16 (+3)
Dexterity: 14 (+1 but +2 with lighter gear)
Constitution: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 15 (+2) from 8th level 1-point increase
Charisma: 13 (+1)
The Magician's boots and Onlgore's Amulet of War are still in use. He's also wearing a Ring of Intelligence +1.
The Halls of Light are next. Maybe I can find some naga poison somewhere in the catacombs, and return to get that Ring of Naga's Kiss.
In finishing the Main Halls, Servando drank from the fountain of Earth, gaining +4 to his Constitution, but losing -1 from his Dexterity and -2 from his Charisma. I'll take it!
Servando has just finished the Halls of Stone. The only things left in the first two dungeons are some Master Shadow encounters (He'll get them when he has high cleric levels -- I really quite dislike those rudos) and Preybelish. He's also missing the Ring of Naga's Kiss, since he only found three naga poison vials. I'm not sure how I missed the fourth, but I did.
The fight strategy has changed somewhat (see stats below). Servando is kind of tough now, so he doesn't have to hide behind barrels anymore. He still powers up (now with Bull's Strength and Prayer included), but then just gets all ****y and runs into the middle of fights, raging away. This rather unfortunate strategy has only resulted in one death so far, so he'll stick with it for a while. That Marshbane dagger comes in handy (triple damage against lizardfolk).
He's found lots of magic armor, but the Whitened Ring Armor is the one he's kept. This allows for a +2 dexterity bounus (maybe more, but his dexterity isn't too high), which kicks in once his gear is light enough -- he'll have to drop some things. His weapon is still the Crude Handled Chunk of Oak, which I have grown very attached to. He also has a +3 shield from the Foundry in the Halls of Stone.
Here are his stats:
Barbarian 1/Cleric 6/Sorceror 1/Rogue 1
Health 117
AC 31 with power-ups, maybe higher with lighter gear.
Attacks: Base 5/Melee 12/Ranged 6
Turn Undead: 8 times (extra turning feat)
Strength: 16 (+3)
Dexterity: 14 (+1 but +2 with lighter gear)
Constitution: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 15 (+2) from 8th level 1-point increase
Charisma: 13 (+1)
The Magician's boots and Onlgore's Amulet of War are still in use. He's also wearing a Ring of Intelligence +1.
The Halls of Light are next. Maybe I can find some naga poison somewhere in the catacombs, and return to get that Ring of Naga's Kiss.
Re: Servando's getting brash.
And be ready to start enjoying the game now
All 4 vials are located at the Halls of Stone. Check here if you want to find out the exact locations of vials.Originally posted by Albert Rose
The Halls of Light are next. Maybe I can find some naga poison somewhere in the catacombs, and return to get that Ring of Naga's Kiss.
And be ready to start enjoying the game now
"When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong."
Buckminster Fuller
Buckminster Fuller
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Thanks once again, Demis! I found the fourth vial and got that Naga's Kiss right away! I can now wear Elena's Pewter Locket instead of the Onyx of Richest Wort or Onglore's Amulet of War. Which has the domino effect of making one ring finger available...
So, I've made a mistake. Servando drank from a fountain in the Main Halls (near the Lockpick door), lost one point of Constitution, went all the way down to 1 health point, gained a miniscule amount of experience, and summoned up a master shadow, who was quickly dispelled.
Dispelled! Look out, master shadows, Servando's coming to get you! With his new stats! Here they are, with power-ups:
Barbarian 1/Cleric 9/Sorceror 1/Rogue 1
Health: 151, AC: 34
Str: 14 (+2)
Dex: 14 (+2)
Con: 21 (+5)
Int: 12 (+1)
Wis: 16 (+1) -- one point added at 4-level bump
Cha: 13 (+1)
I like to cast Bull's Strength until his Strength is 18 (+4). This may take three or four tries, so I have to be patient.
Before any certain fight, or even during a fight, Servando will cast Divine Power, which lasts one round per level and adds some hit points, and also increases his to-hit bonuses (boni?).
Attacks: Base 10/5 Melee 19/14 Ranged 12/7 (all with Divine Power)
Saving Throw Bonuses: Reflex 16, Fortitude 19, Will 18
Servando uses a lot of modifiers to increase his power. Here they are:
Spell modifiers -- Shield, Shield of Faith, Bull's Strength, Bless, Prayer, Divine Power
Gear modifiers
Magician's Boots -- Dex +2, Cha +2
Gloves of Courage -- Con +1 -- negated by +2 bonus elsewhere, Fortitude Saves +4
Faldis's Defender -- AC +3, Initiative +3
Whitened Steel Ring Armor -- AC +8
Elena's Pewter Locket -- Int +1, Wis +1
Ring of Naga's Kiss -- Con +2, Protection +5
Crude Handled Chunk of Oak -- double damage, +3 to hit, +3 to damage
As Demis says, the game is getting more fun, now that Servando is a tough guy. He's still careful with the arracats.
So, I've made a mistake. Servando drank from a fountain in the Main Halls (near the Lockpick door), lost one point of Constitution, went all the way down to 1 health point, gained a miniscule amount of experience, and summoned up a master shadow, who was quickly dispelled.
Dispelled! Look out, master shadows, Servando's coming to get you! With his new stats! Here they are, with power-ups:
Barbarian 1/Cleric 9/Sorceror 1/Rogue 1
Health: 151, AC: 34
Str: 14 (+2)
Dex: 14 (+2)
Con: 21 (+5)
Int: 12 (+1)
Wis: 16 (+1) -- one point added at 4-level bump
Cha: 13 (+1)
I like to cast Bull's Strength until his Strength is 18 (+4). This may take three or four tries, so I have to be patient.
Attacks: Base 10/5 Melee 19/14 Ranged 12/7 (all with Divine Power)
Saving Throw Bonuses: Reflex 16, Fortitude 19, Will 18
Servando uses a lot of modifiers to increase his power. Here they are:
Spell modifiers -- Shield, Shield of Faith, Bull's Strength, Bless, Prayer, Divine Power
Gear modifiers
Magician's Boots -- Dex +2, Cha +2
Gloves of Courage -- Con +1 -- negated by +2 bonus elsewhere, Fortitude Saves +4
Faldis's Defender -- AC +3, Initiative +3
Whitened Steel Ring Armor -- AC +8
Elena's Pewter Locket -- Int +1, Wis +1
Ring of Naga's Kiss -- Con +2, Protection +5
Crude Handled Chunk of Oak -- double damage, +3 to hit, +3 to damage
As Demis says, the game is getting more fun, now that Servando is a tough guy. He's still careful with the arracats.
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Cruising
Servando has now cleared the Aboveground areas. It was easy. The game gets harder now, but Servando can adjust and be more careful again, like he was in the early game. Here are the crucial stats (with various spell and gear modifiers):
Experience: 156,000+
Barbarian 1/Cleric 15/Sorceror 1/Rogue 1
Health 291, AC 33
Str: 19 (+4) -- 4-level bump gained +1
Dex: 13 (+1)
Con: 21 (+5)
Int: 12 (+1)
Wis: 19 (+4)
Cha: 16 (+3)
New gear: Deathspike, Boots of High Wisdom +3 (in the Main Halls!), Ildacer's Satin Gloves (Charisma +4), Necklace of Odoacer (Spell Resistance +10 and some other stuff), Arcane Mail
Harldain Ironbar has some good equipment for sale, and will buy anything of mine. My strategy now is to concentrate on increasing strength (using Bull's Strength until the Dreadsword's +3 Strength bonus shows up) by any means possible. I'll need a natural Wisdom of 18 and the Boots +3 for when I find the Dreadsword (Wisdom -3) and the Demonclaws -- that way, I can still cast level 8 Cleric spells. But for now, the 4-level bump will go to strength.
I have to decide now if I want to take Fighter levels or not. My current plan is to have Servando end up Barb 5/Cleric 16/Sorc 6/Rogue 5. The benefits of this plan are discussed in the OP.
I could, however, sacrifice one level of Barb and Rogue and two levels of Sorceror in order to get four levels of fighter. Servando would end up Barb 4/Cleric 16/Sorceror 4/Rogue 4/Fighter 4. He would lose Uncanny Dodge (can't be flanked) and Sneak Attack +3d6 and the Sorceror Haste spell, but would gain more health (4d10 vs. 1d12+1d6+2d4, or 4-40 vs. 4-26) and more feats. I want "Improved Critical," but the defensive bonus from my original plan may outweigh the Fighter benefits. I'll figure it out later.
Servando has now cleared the Aboveground areas. It was easy. The game gets harder now, but Servando can adjust and be more careful again, like he was in the early game. Here are the crucial stats (with various spell and gear modifiers):
Experience: 156,000+
Barbarian 1/Cleric 15/Sorceror 1/Rogue 1
Health 291, AC 33
Str: 19 (+4) -- 4-level bump gained +1
Dex: 13 (+1)
Con: 21 (+5)
Int: 12 (+1)
Wis: 19 (+4)
Cha: 16 (+3)
New gear: Deathspike, Boots of High Wisdom +3 (in the Main Halls!), Ildacer's Satin Gloves (Charisma +4), Necklace of Odoacer (Spell Resistance +10 and some other stuff), Arcane Mail
Harldain Ironbar has some good equipment for sale, and will buy anything of mine. My strategy now is to concentrate on increasing strength (using Bull's Strength until the Dreadsword's +3 Strength bonus shows up) by any means possible. I'll need a natural Wisdom of 18 and the Boots +3 for when I find the Dreadsword (Wisdom -3) and the Demonclaws -- that way, I can still cast level 8 Cleric spells. But for now, the 4-level bump will go to strength.
I have to decide now if I want to take Fighter levels or not. My current plan is to have Servando end up Barb 5/Cleric 16/Sorc 6/Rogue 5. The benefits of this plan are discussed in the OP.
I could, however, sacrifice one level of Barb and Rogue and two levels of Sorceror in order to get four levels of fighter. Servando would end up Barb 4/Cleric 16/Sorceror 4/Rogue 4/Fighter 4. He would lose Uncanny Dodge (can't be flanked) and Sneak Attack +3d6 and the Sorceror Haste spell, but would gain more health (4d10 vs. 1d12+1d6+2d4, or 4-40 vs. 4-26) and more feats. I want "Improved Critical," but the defensive bonus from my original plan may outweigh the Fighter benefits. I'll figure it out later.
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
The decision has been made.
I've played a bunch more, and did decide to go with my original plan -- no fighter levels, instead raise Barbarian, Rogue and Sorceror to levels 5/5/6 respectively. And Servando is almost there. He has completed most of the first three catacomb dungeons (except for the southern section in the first level of the catacombs -- Greyanna and Foluben still live!). Here are his primary stats:
XP: 338,000
Barbarian 3/Cleric 16/Sorceror 4/Rogue 3
Health: 533
AC: 34
Attacks: Melee 32/27/22/17/12
Servando uses a lot of power-ups now, including Bless, Shield, Shield of Faith, Prayer, Mage Armor, Bull's Strength, Cat's Grace and Divine Power. His gear adds to his "important numbers," as well. Here they are:
Str: 22 (+6) ------ 18 natural plus Bull's Strength
Dex: 16 (+3) ----- 13 Natural plus Cat's Grace
Con: 23 (+6) ----- 21 Natural plus Naga's Kiss, Divine Power
Int: 14 (+2) ------ 13 Natural plus Cyclopedia Illuminati
Wis: 21 (+5) ----- 18 Natural plus Boots of Wisdom
Cha: 20 (+5) ----- 14 Natural plus Victoria's Leather Corset
A pretty tough little half-elf, eh? Here is his present gear (subject to change):
Victoria's Leather Corset (Cha +6!!!!
)
Gauntlets of Necromancy (AC +4 vs. Undead)
Boots of High Widsom (Wis +3)
Kluusar's Chain of Warding (Spell Resistance + 13)
Ring of Naga's Kiss (Con +2, Protection +5)
Ring of Dodging (Movement +5)
Sorceror's Cyclopedia Illuminati (Int +1)
Aasirak's Ring of Power, Lightweight (weight -249)
Note that statistic bonuses don't stack, which is why the +3 Wisdom boost from the Gauntlets of Necromancy doesn't really count. He has a few other things that provide boosts which don't count, due to improved boosts elsewhere. For example, the Cyclopedia Illuminati boosts spell resistance +12, but Kluusar's Chain boosts it +13, and Servando only gets a +13 boost, instead of a +25.
He is now at the big Arracat Nest fight in the 3rd cellar. The game keeps crashing in the middle of this battle, so it may be a while before Servando gets anywhere. He may end up skipping the battle.
Also, the Health is so high (533) because Servando has been levelling up while Divine Power has been in effect, which I believe gives a big pile of extra hit points. This doesn't bother me. If he can fool the gods, then let him do it!
Finally, get that Aasirak's Lightweight Ring, if you can. It is quite useful, especially when using weight to figure dexterity bonus to armor class.
I've played a bunch more, and did decide to go with my original plan -- no fighter levels, instead raise Barbarian, Rogue and Sorceror to levels 5/5/6 respectively. And Servando is almost there. He has completed most of the first three catacomb dungeons (except for the southern section in the first level of the catacombs -- Greyanna and Foluben still live!). Here are his primary stats:
XP: 338,000
Barbarian 3/Cleric 16/Sorceror 4/Rogue 3
Health: 533
AC: 34
Attacks: Melee 32/27/22/17/12
Servando uses a lot of power-ups now, including Bless, Shield, Shield of Faith, Prayer, Mage Armor, Bull's Strength, Cat's Grace and Divine Power. His gear adds to his "important numbers," as well. Here they are:
Str: 22 (+6) ------ 18 natural plus Bull's Strength
Dex: 16 (+3) ----- 13 Natural plus Cat's Grace
Con: 23 (+6) ----- 21 Natural plus Naga's Kiss, Divine Power
Int: 14 (+2) ------ 13 Natural plus Cyclopedia Illuminati
Wis: 21 (+5) ----- 18 Natural plus Boots of Wisdom
Cha: 20 (+5) ----- 14 Natural plus Victoria's Leather Corset
A pretty tough little half-elf, eh? Here is his present gear (subject to change):
Victoria's Leather Corset (Cha +6!!!!
Gauntlets of Necromancy (AC +4 vs. Undead)
Boots of High Widsom (Wis +3)
Kluusar's Chain of Warding (Spell Resistance + 13)
Ring of Naga's Kiss (Con +2, Protection +5)
Ring of Dodging (Movement +5)
Sorceror's Cyclopedia Illuminati (Int +1)
Aasirak's Ring of Power, Lightweight (weight -249)
Note that statistic bonuses don't stack, which is why the +3 Wisdom boost from the Gauntlets of Necromancy doesn't really count. He has a few other things that provide boosts which don't count, due to improved boosts elsewhere. For example, the Cyclopedia Illuminati boosts spell resistance +12, but Kluusar's Chain boosts it +13, and Servando only gets a +13 boost, instead of a +25.
He is now at the big Arracat Nest fight in the 3rd cellar. The game keeps crashing in the middle of this battle, so it may be a while before Servando gets anywhere. He may end up skipping the battle.
Also, the Health is so high (533) because Servando has been levelling up while Divine Power has been in effect, which I believe gives a big pile of extra hit points. This doesn't bother me. If he can fool the gods, then let him do it!
Finally, get that Aasirak's Lightweight Ring, if you can. It is quite useful, especially when using weight to figure dexterity bonus to armor class.
I'm glad to see people are still playing this game(I gave up on it long ago), but my solo endeavor was with a Paladin/Monk. He was damn near invincible by the time he vanished(if you want details I could tell ya, but it was a bug that prevented me from goin back to that game). I started out with a few levels on Paladin just to get started and so I could turn undead, then I started adding Monk and I was going a few levels on each side at a time. It worked out quite well.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Maxed.
Servando has finished the elven catacombs, finding the Baelnorn, defeating Greyanna & Foluben, returning Anorrwen's skull and maxing out his levels. He is now Barbarian 5/Cleric 16/Sorceror 6/Rogue 5. He's got all of the skills and level benefits mentioned in the OP, and chose Haste as his 3rd level Sorceror spell. It lasts only 6 rounds, but that's usually enough to win any fight.
The guy is unstoppable, just like Skuld's Paladin/Monk. In the first place, his Health is ridiculously high (673), probably as a result of the Divine Power bug already mentioned. His hit point total can be figured: 192 (constitution bonus of +6 times 32 levels) plus each d4/d6/d8/d12 of his level hit die. This gives 196 + 5d12 + 16d8 + 6d4 + 5d6, or 228 - 438 hit points. So his hit point total of 673 is way high.
No matter. Even with 250 hit points, Servando would still be unstoppable. He has all the power-ups mentioned in previous posts, along with Haste, which gives an AC bonus of +4 for six rounds, not to mention one extra "first attack." With his new armor (Drow Spidersilk), protective spells and Haste, Servando's AC is now 40!!!!! It's almost impossible for the baddies to hit him. They need to roll a 20, usually.
Spells don't hurt him, either (except for Cloudkill). With the Evasion skill, Servando doesn't get hurt if he makes a reflex saving throw. By now, his save bonuses are all in the high 20s, so he basically makes all saves, and magic doesn't affect him.
Here are his modified stats:
Str: 24 (+7) -- Str +4 from the Draedsword
Dex: 17 (+3) -- Cat's Grace boost
Con: 23 (+6) -- Naga's Kiss +2 Con
Int: 14 (+2)
Wis: 18 (+4) -- Boots of High Wisdom, Daemonclaws
Cha: 18 (+4) -- Lystan's Excoriata Cha +4
Base Attacks (with Haste): 27/22/17/12/7/2/27
Melee Attacks (with Haste): 42/37/32/27/22/17/42
With the Draedsword and the Demonclaws (and the high strength), Servando does 70-90 damage with each hit, and twice that on critical hits. The game has now become tedious -- like playing Doom in "god mode." Servando has killed more drow than RA Salvatore -- and he doesn't take three pages of inscrutable ninja-writing to do it.
Not that I'm complaining.
His fight strategy? Power up, hit everybody with a few Fire Storm Spells, then chop up whatever is left. Iron Chef!
Servando has finished the elven catacombs, finding the Baelnorn, defeating Greyanna & Foluben, returning Anorrwen's skull and maxing out his levels. He is now Barbarian 5/Cleric 16/Sorceror 6/Rogue 5. He's got all of the skills and level benefits mentioned in the OP, and chose Haste as his 3rd level Sorceror spell. It lasts only 6 rounds, but that's usually enough to win any fight.
The guy is unstoppable, just like Skuld's Paladin/Monk. In the first place, his Health is ridiculously high (673), probably as a result of the Divine Power bug already mentioned. His hit point total can be figured: 192 (constitution bonus of +6 times 32 levels) plus each d4/d6/d8/d12 of his level hit die. This gives 196 + 5d12 + 16d8 + 6d4 + 5d6, or 228 - 438 hit points. So his hit point total of 673 is way high.
No matter. Even with 250 hit points, Servando would still be unstoppable. He has all the power-ups mentioned in previous posts, along with Haste, which gives an AC bonus of +4 for six rounds, not to mention one extra "first attack." With his new armor (Drow Spidersilk), protective spells and Haste, Servando's AC is now 40!!!!! It's almost impossible for the baddies to hit him. They need to roll a 20, usually.
Spells don't hurt him, either (except for Cloudkill). With the Evasion skill, Servando doesn't get hurt if he makes a reflex saving throw. By now, his save bonuses are all in the high 20s, so he basically makes all saves, and magic doesn't affect him.
Here are his modified stats:
Str: 24 (+7) -- Str +4 from the Draedsword
Dex: 17 (+3) -- Cat's Grace boost
Con: 23 (+6) -- Naga's Kiss +2 Con
Int: 14 (+2)
Wis: 18 (+4) -- Boots of High Wisdom, Daemonclaws
Cha: 18 (+4) -- Lystan's Excoriata Cha +4
Base Attacks (with Haste): 27/22/17/12/7/2/27
Melee Attacks (with Haste): 42/37/32/27/22/17/42
With the Draedsword and the Demonclaws (and the high strength), Servando does 70-90 damage with each hit, and twice that on critical hits. The game has now become tedious -- like playing Doom in "god mode." Servando has killed more drow than RA Salvatore -- and he doesn't take three pages of inscrutable ninja-writing to do it.
Not that I'm complaining.
His fight strategy? Power up, hit everybody with a few Fire Storm Spells, then chop up whatever is left. Iron Chef!
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Finished!
Well, Servando just beat Pelendrelaar. Holy thunder!!! He had bad dice rolls (lots of 2s and 1s), and still bequeathed a monstrous beating on the old, dead lizard. Servando got a few mouthfuls of fusty dragonbreath along the way. Fortunately, he survived. That was the most serious spanking I've seen in this final battle.
Just before that, Kyra Mordrayn couldn't damage him to save her life. And so, she lost her life. All three of them. The evasion + high saving throw combination rendered her kobold-like. That battle was soon over. Servando's ending stats are listed in the above post.
My next endeavor: Solo Paladin/Monk...
Well, Servando just beat Pelendrelaar. Holy thunder!!! He had bad dice rolls (lots of 2s and 1s), and still bequeathed a monstrous beating on the old, dead lizard. Servando got a few mouthfuls of fusty dragonbreath along the way. Fortunately, he survived. That was the most serious spanking I've seen in this final battle.
Just before that, Kyra Mordrayn couldn't damage him to save her life. And so, she lost her life. All three of them. The evasion + high saving throw combination rendered her kobold-like. That battle was soon over. Servando's ending stats are listed in the above post.
My next endeavor: Solo Paladin/Monk...
You'll defiantely like the Paladin/Monk. Way back when, me and Demis both did solo Paladin/Monks and this is how we did it. First 3 levels Paladin so you can turn undead, then 3 levels of Monk. Go 3 and 3 for a little while and then if you want to go 1 to 1. You should end up with a character who'se damn near invincible. And I wore light armour(so i could keep the dex bonus) until I had enough points to spend on wis making it worthwhile to go armourless. Have fun.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
First congrats on your solo adventures Albert
.
As for the Paladin/Monk combo it sure works well but i never got to unlock it's full power. Good luck on your new endevour.
As for the Paladin/Monk combo it sure works well but i never got to unlock it's full power. Good luck on your new endevour.
"When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong."
Buckminster Fuller
Buckminster Fuller
- Albert Rose
- Posts: 32
- Joined: Mon Jun 02, 2003 7:25 am
- Location: Orlando, Florida
- Contact:
Re: Maybe not.
Oh no...
Well be prepared to enjoy the legend game. Good thing you did play PoR before BG series though.
Originally posted by Albert Rose
You see, I've just discovered Baldur's Gate.
Oh no...
"When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong."
Buckminster Fuller
Buckminster Fuller