I saw noone completed the game with a solo druid, not even by strenghtened by a dual/multiclass.
Why is it good to be a druid?
- your dumpstat will be in the sky (Charisma)
- dual/multiclassing makes the stat-requirements even more ridiculous
- the item-restrictions are ridiculous. The fact you can't even take things into your hand also mean not being able to use item-abilities. Dual/multiclass at least narrows the restriction to weapons.
- you can have only 1 point in prophiciencies (not true for dual/multi)
- your spells take ages to cast, but at least have very small duration (or at summons they have very little HP)
Ok, so druid is BADD. And not a Shaft-like way.
- solo playthrough
- vanilla game
- BG2:SoA/ToB, with the theory importing the character from BG1. This is not a big issue, as with the right amount of arrows any class can beat BG1, what game I find total boredom, and its start very hard (entering the Inn the first time always caused me trouble).
- money is not an issue. I won't be running up-and-down gathering and selling stuff with a single character. I have the money, period. But not buying consumables if it is not 100% must, nor infinite amount of items from shops (limit is 1 per item per shop for these)!
By rerolling a tons of time I managed to get these stats:
18/52, 18, 15, 5, 18, 16
After implementing the tomes:
19, 19, 16, 6, 21, 17
NOTE: yes, the character is dumb as rock, thus can't use scrolls/wands without drinking a potion. But at least is able to survive 1 hit from a mindflayer.
Initial sublclass: berserker.
Dualclassed: at lvl 9 (I won't risk trying to dual at lvl 10)
Being a fighter lasted through Irenicus' Dungeon, and entering the Circus Tent. There going up the first stairs I jumped from lvl 3 druid to lvl 6 druid (no idea if there is an issue with this, so I mention).
Weapon of choice: staves and twohanded style.
The druid is a terrible fighter w/o the fighter boosts, but with the right preparation I did managed to dispose the hotheaded adventurer team at the Seven Veils (summoned a nymph, charmed with Ring of Human Influence the thief, nymph mind-dominated the berserkered guy with the twohanded sword). And don't forget HERE the "infinite money" rule applied, meaning I bought stuff from the Adventurer's Mart.
The lesson was: avoid though single guys, and be very cautious with mages.
After this I did not move out of Amn, lacking two things: way to kill trolls and anything providing regeneration.
Quests I did not solve before leaving Amn (including extraplanar travels!):
- Windspear Key (naturally you have to go out of Amn before you'll be able)
- The Guarded Compound
Everything else were done, including Act 3.
I sided with Bodhi. I don't like fighting vampires, 'cause they're though, and I wanted the Ring of Jinn Summoning for an extra summon.
QUESTS TO MENTION:
- Kangaxx and the other liches: 1 Scroll of Protection from Undeads was enough to kill all of them with the Staff of Rynn. Without Potion of Speed speeding my walking. Had to drink a Potion of 24 Strength to open the door, but worth every ounce of it.
- The Rogue Stone Doorway: just did for the exp. Bashing the door required another 24 Strength potion, and inside another Scroll of Prot. from Undead was used. Could save by withdrawing to the stairs between enemies. All enemies were killed by me. the vampire regenerates heavily. The most trouble was the mage, but she had relatively few amount of spells (and not much on the "you lost" condition department).
- Habib when throwing his mighty scimitar to your head actually transforms all weapon-slot of yours into scimitars. Noticed for carrying the staff which gives your extra spell slots, and I wondered why I don't have spells memorized XD
- Ring of Djinn Summoning: if the djinny dies, the ring gets destroyed. Auch. Cast the jinn from simularcum only I think.
Plan to visit outside areas:
1) Umar Hills and Temple Ruins: just some shadows, and for the low clvl you won't face the highest tier enemies. Random liches still appear, but they are far from being as dangerous as the named ones. Don't bother the dragon, not worth the trouble. Pick up all Sunstone Bullets.
2) Trademeet: with the newfound bullets you can in theory pass this, and from the local shops I hope we'll be able to buy something that can kill a troll. Or from the stronghold.
3) DeArnise Keep: usually the easiest and earliest area, but full of trolls. Don't forget to bring Staff of Spear against the golems.
4) Planar Sphere: lots of monsters, but only a handful of mages.
5) Planar Prison: avoid the holes, and you'll only have trouble with bunch of mages and some though guy.
6) Guarded Compound: if you could do the above, this shouldn't be unsolvable, shall it?
7) Windspear Hills: though and many, and you probably want to kill the dragon for its hide.
All this is mainly for the exp. I don't like to go against the drows too early.
NOTE: Likely I'll turn evil before fighting John Irenicus. Yes, I'll be a Neutral Evil druid!