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Help me to decide which attribute to sacrifice

I'm having difficulties at deciding at the Spellhold, when the demon asks for a permanent attribute sacrifice what to choose. I've played and developed my character all the way from BG1 start and imported my character from there. She's a high stats cleric, which I dual classed at level 14 to mage and is now at level 12 at that. The stats are STR19, DX19, CON13, INT19, WIS21 and CHA9, and they better be as I'm playing with Stratagems installed and pretty much all difficulty maxed out both on the mod and in game. I'm using Girdle of Fortitude to up the CON to 18 after rest, and that lasts 8 hours. What should I choose? I wouldn't like to lose any slots on either memorizable mage or cleric spells. Is a CON drop preferable, and would it really matter at all, with the habit of using the girdle?

Comments

  • CField17CField17 Member Posts: 122
    I would say Con, or perhaps wisdom. I'm not sure how great the benefits are between 21 and 20 wis
  • TressetTresset Member, Moderator Posts: 8,268
    If it really bothers you that much (as it does for me) you can fix it yourself by using the console to summon one of the stat gain books from BG1 to counteract the dopey ability drain (like I always do).
    C:CreateItem("book0x")
    Replace "x" with the number of the book you want.

    Book03 = Con
    Book04 = Str
    Book05 = Dex
    Book06 = Int
    Book07 = Cha
    Book08 = Wis
  • DJKajuruDJKajuru Member Posts: 3,300
    There are several strength belts throughout SoA and ToB, do you intend on using any? In that case I'd drop strength.
  • CrowseyeCrowseye Member Posts: 28
    edited February 2015
    There's no difference in the benefits of CON from 7 to 14 for human characters in the BG games, unless you're a DUHM user and can bump up your CON to 15 or 16 for a turn with it. You're using the belt anyway.

    Off the top of my head, the only possible issue would be if you are considering taking the +2 CON bonus in the Hell trial (Trial of Fear; EVIL path) and then the CON bonus in Watcher's Keep to get you to a base 16 (and the max HP bonus for your character) so you don't need to bother with the belt in Throne of Bhaal.

    In that case dropping INT would be okay. An INT of 18 still allows you to cast 9th level spells and INT does not affect the number of spells you can cast per day if you already qualify to cast spells of a given level. However, INT 18 has an 18-spell per level limit in terms of writing spells in your spellbook while INT of 19 is unlimited. Personally, while I do like memorizing every spell for completion's sake, I've never needed nor used anywhere near 18 spells of a given level. INT 19 also increases your chance to write a spell in your spellbook from 85% to 95%. Drinking a Potion of Genius before scribing let you overcome these two disadvantages, and you can get that INT point back in Watcher's Keep. There is practically no advantage to 20 INT over 19 INT.

    There are bonus divine spell slots associated with higher Wisdom though (3rd and 5th levels at 21 WIS), so I would definitely opt to keep WIS.
  • JarrakulJarrakul Member Posts: 2,029
    I'd argue for Con. basically for the reason Crowseye mentions.
  • FinneousPJFinneousPJ Member Posts: 6,455
    There is practically no difference between 12 or 13 CON.
  • WowoWowo Member Posts: 2,064
    Intelligence seems the simplest option.

    Using the above mentioned strategy to boost to 16 con permanently seems a good idea though DUHM has much the same effect.
  • lunarlunar Member Posts: 3,460
    edited February 2015
    With mods there are constitution draining enemies so high con helps. In vanilla, 12 con and 13 con are the same, perhaps you will get fatigue like ten seconds earlier, but that's it. With draw upon holy might you will get +4 to con, which makes you 16, still granting the highest hp bonus possible for a priest. So no loss there, either.

    Don't lower Str, as 18 and 19 str are worlds-apart. 19 dex helps with melf's minute meteors, sol's searing orb, and energy blades. Int and wisdom are untouchable for your char. Cha 9 already penalises you in reaction rolls, 8 will be worse:however if you have the ring of human influence and a friends spell, you can get by when you really, absolutely, desperately needed charisma to impress someone. (Heh, I wish I had that ring in real life, when dating someone cute)
  • CrowseyeCrowseye Member Posts: 28
    lunar said:

    Don't lower Str, as 18 and 19 str are worlds-apart. 19 dex helps with melf's minute meteors, sol's searing orb, and energy blades. Int and wisdom are untouchable for your char. Cha 9 already penalises you in reaction rolls, 8 will be worse:however if you have the ring of human influence and a friends spell, you can get by when you really, absolutely, desperately needed charisma to impress someone. (Heh, I wish I had that ring in real life, when dating someone cute)

    I don't think the demon lets you sacrifice strength or charisma, but yeah, if you could sacrifice the latter that would be the choice.
  • AzaloomAzaloom Member Posts: 56
    Great input everyone! So it's down to CON or INT... One question though from what Crowseye wrote, is it a choice between CON and INT bonus in Watchers Keep, in regards that it's not possible to to aim for both permanent CON16 while dropping the INT for now and getting it back later? If that is the case, which I reckon, that does not do favors for making the stat drop choice easier :sweat:
  • FinneousPJFinneousPJ Member Posts: 6,455
    You can get +1 in every stat in Watchers.
  • AzaloomAzaloom Member Posts: 56
    edited February 2015
    Thanks FinneousPJ for the quick reply! That seems to settle the weigh and intelligence seems far wisest, as far as I see it, considering you get it back at Watcher's Keep. Only except, that on half or so levels I have more than 18 spells already learnt. Can someone confirm nothing happens to those excess spells after a while as I continue? I tried it out and least initially all the spells seem to remain in my mage book after the attribute sacrifice.

    Btw. is Watcher's Keep miles ahead or is it realistically done after the Spell Hold? I suppose my party's a little higher than what Spell Hold would seem to require. For example I've already managed (although after several dozen attempts) to slay Thaxxl'ssillyia, with these insane difficulty settings.

    edit: Thank again for everyone for the tremendous insight you already provided on short notice!
  • AzaloomAzaloom Member Posts: 56
    edited February 2015
    Btw. if anyone's interested for any reason, here's my latest quicksave for courtesy. You might wonder why everyone's inventory is bundled full, but I stripped down Yoshimo for obvious reasons. I'm not aware yet if you get him back, after the initial unfolding of events at Spell Hold - and plz don't spoil it for me by telling!
  • wubblewubble Member Posts: 3,156
    Azaloom said:

    plz don't spoil it for me by telling!

    Yoshimo IS Irenicus!

    Muahahahahahahahhahahahahaha!
  • JarrakulJarrakul Member Posts: 2,029
    Realistically, Watcher's Keep is a good ways ahead. It's meant as either one of the last things you do in SoA or one of the first things you do in ToB. As for your spells known, I'm pretty confident that nothing happens to them. You just won't be able to learn more unless you drink a potion of genius or otherwise increase your intelligence.
  • NimranNimran Member Posts: 4,875
    wubble said:

    Azaloom said:

    plz don't spoil it for me by telling!

    Yoshimo IS Irenicus!

    Muahahahahahahahhahahahahaha!
    Nah, he's Biff the Understudy disguised as Irenicus.

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