A Solo Sorcerer for the Long Haul
Endarire
Member Posts: 1,519
Greetings, all!
I've started a solo Sorcerer (CN Elf Sorcerer) with an intent of bringing her through BGEE and BG2EE. What ability scores are best? I want to be able to cast Wish (meaning I need at least 18 WIS), I heard I need 10 CHA for certain things, and of course having high STR/DEX/CON are handy for everyone.
My current array is, with racial adjustments:
18 STR
19 DEX
16 CON
11 INT
3 WIS
10 CHA
9 free points.
I've started a solo Sorcerer (CN Elf Sorcerer) with an intent of bringing her through BGEE and BG2EE. What ability scores are best? I want to be able to cast Wish (meaning I need at least 18 WIS), I heard I need 10 CHA for certain things, and of course having high STR/DEX/CON are handy for everyone.
My current array is, with racial adjustments:
18 STR
19 DEX
16 CON
11 INT
3 WIS
10 CHA
9 free points.
0
Comments
Also if not soloing you can talk to the wish guy with a high wisdom NPC to get good results. The reverse is also true. In one playthrough I used Minsc to talk to him and get vampires for Viconia to "turn" them into my own army of undead.
For stats, I usually end up with:
STR: 14+ (mainly for carry capacity, those ahnkeg shells are heavy, and there's a few bodies to lug around too).
DEX: 17+ (for small AC boost, but mainly for ranged to-hit bonus for some spells and weapons etc).
CON: 15+ (16 gives the max extra hp per level for sorc, and it's retroactive, so you don't need to start with 16. At 20+ CON you start to slowly regen hp, but as a sorc you have other tricks to cover that if you need).
INT: 15+ (for surviving up to 3 int draining hits from some mindflayer types etc)
WIS: 15+ (for 18 eventually to get best outcomes from wish spell)
CHA: 10+
Keeping in mind the many stat boosts you get from Tomes in BG1, plus other things along the way.. your later game stats will be higher than these starting stats.
Spell selection is always the hardest thing for me. I've played many many wizardly types in BG, and I still can't normally decide what spells to pick with 100% certainty. I always feel like I should have gone with something else
Looking around the net and these forums, there's a lot of discussion, but it always ends up clouded by people who aren't soloing or aren't playing a sorc.
There's a lot of really useful spells, but you can only have some of them on a Sorc. Some spells that aren't very useful or are a hindrance to a party are actually quite good when soloing and you'll see them ignored from many "which spells should I pick" discussions etc. Of course, some of it comes down to playstyle and preference.
And then, if you can metagame a bit.. some spells that you might really find useful can be replaced by objects (wands, necklaces, weapons, rings, scrolls etc) which can free up your picks.
I look forward to (hopefully) a discussion focused about the solo sorcerer, and that it doesn't become polluted with advice for solo wizards, wild mages and party considerations
Still, I'm a Sorcerer. I have options.
I play with xp-cap and find it realy hard after some point.
List your spell picks and tactics and maybe we can help.
As for spell list, I can recommend the thread Nightfall and I are hashing out our solo sorcerors in - they are poverty runs so you may want to change a few things, but hey - if it's doable without items, it's doable with them too: forum.baldursgate.com/discussion/22812/on-the-necessity-of-opening-doors-spoilers
I can recommend putting your first proficiency to dagger if you're maxing physical attributes. Throwing daggers have 2 APR and get strength bonus to damage, doing more than magic missile at level 1 (1d4+2) plus you can actually hit some simple foes with Dex 19 and a ranged weapon. What's more, you get a fast melee weapon proficiency too, for hit and run if you run out of daggers. In BG2 there's also a really nice returning dagger you can play with - DUHM keeps your physical attacks somewhat relevant at higher levels.