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miniwoo
Fri, 11th May '01, 11:11pm
I'm making a elven chaotic good sorcerer to go solo.

what stats should i use?

what weapon proficiencies?

what items/weapons should i get?

Avooch Dar
Fri, 11th May '01, 11:27pm
what ever you do you are going to find solo with that guy pretty tough........you are going to need a reasonable strength to lug all your stuff around and let you do a little damage when you start out in melee.
About 13 or 14.
dexterity will need to be 18 if you want to stand a realistic chance of getting through the first few levels alive.
you want about 13 or 14 constitution and obviously a very high intellect.
forget about charisma and take as much off wisdom as you can...........once you get the ring of human influence in the circus then you can get the good prices at the shops.

i would recommend thinking your options over again.........this is very tough and it would be much more feasable to become maybe a kensai and then immediatly dual classing into a mage.......then you get all the mage levels plus the great fighting skills of a low level kensai.

Bruce the Monk
Fri, 11th May '01, 11:27pm
Get alot of summoning spells and always have skeletons or powerful creatures to protect your socerer. As for item, you want to get the most powerful mage item in the game, the staff of Mage. As for the states, put points in dex, con, int and don't worry about str, wis or cha. Socerer is a spell caster, not a fighter and if you want more info on spells, take a look into topic: Top combo.

Enthasius
Fri, 11th May '01, 11:30pm
If your going solo, cheat the living daylights out of the game or your toast.

Avooch Dar
Fri, 11th May '01, 11:48pm
i agree.........and it is all well and good going on about doing this and that with your spells but they are in limited supply and it would be difficult to face an entire network of monsters.............like a vampire nest.......on your own and not run out.
harsh but true

Slappy
Sat, 12th May '01, 1:43am
Take a look here for a recent Sorcerer stats discussion including people who did it solo:
http://www.sorcerers.net/ubb/Forum2/HTML/002280.html

Good luck by the way.

TIN_MAN
Mon, 14th May '01, 8:33am
Reply to Bruce's post

A solo sorcerer is never able to finish the Twisted Rune Gang, led by Shandalar the lich.
Even Shandalar can finish the sorcerer, not to mention the others, the Elder Orb, the mage woman around level 20, the vampire lord and the monk.

If you play solo, forget that staff! :(

Modjahed
Mon, 14th May '01, 10:40am
You are wrong, TIN_MAN.

- Animate Deads take attention of Shangalar for at least a few rounds

- Cloak of Mirroring - that takes care of the Beholder. Kill it first anyways

- Amulet of Power takes care of the vampire - kill him second

- Stoneskin takes care of the fighter - kill him third

- Limited Wish spell - one time wish - ability to Shapechange - Iron Golem form (100% Magic Resistance) - Shangalar and Layenne can eat S**T

- You also get one Shapechange scroll elsewhere in the game (don't remember where exactly)

Here you go.

Finally away from that stupid Xvart :D

[This message has been edited by Modjahed (edited May 14, 2001).]

Headbanger
Mon, 14th May '01, 11:39am
Sometimes, you'll find out it's better to slash and hack then to cast spells. With a strength-increasing-girdle and a high Dex, the level six spell Tenser's Transformation you can temporary change your mage into a powerful fighter. Also, as solo-sorcerer you have to make much use of spell sequencers and spell triggers.

Tinman ----> The quest with Shandalar is really hard when you play with XP-gap. But when you have a spell trigger, spell sequencer, minor sequencer and make optimal use of it. And you should summon lot's of monsters to keep them all busy, then maybe you got a chance.

[This message has been edited by Headbanger (edited May 14, 2001).]

Lothar
Mon, 14th May '01, 1:34pm
I disagree on scrapping wisdom. High wisdom gives saving throw bonuses, which should be key as a solo char. If you get held/paralyzed, etc you can count yourself dead, while with a group the other party members can cover your ass.
Str: as high as you can get while preserving the other stats high, but at least 8, and preferably more like 14
Dex: 18 (poss 19 as an elf if you want to use missile weapons like my favorite: melf's minute meteors)
Con: try for 16 to get as many HP as possible
Int: 18
Wis: 18 can be really helpful
Cha: 9, (the minimum)

As for spells:
Magic Missile
Melf's Minute Meteors
Breach
Lower Resistance
Spell sequencer
minor spell sequencer
spell trigger

Those are absolutely necissary, in my mind. Certainly you need spells like fireball, lightning bolt, etc as well, and as many wands as possible.

Items: Robe of Vecna (if you have bonus CDs)
Staff of magi
all those rings that give you bonus spells, like the one on Lazok (?? Valgyar's ancestor)
and
possible spoiler
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The Harper who wants to imprison you for his own benefit has another of that type.

[This message has been edited by Lothar (edited May 14, 2001).]

Headbanger
Mon, 14th May '01, 3:10pm
No don't put the strength to high, you can better set the strength very low and put everything else as high as possible. The first chapter is easy to survice without a good strength and in Athkala, just buy the girdle of Hill Giant Strength and the strength is 19. so: str 3, dex 19, cons 17, wisdom as high as possible, intelligence 18 and charisma as high as possible (more important then wisdom I suppose. You have to roll much, but a good roll is important, go for average 14 +5

Lothar
Mon, 14th May '01, 11:26pm
What is the purpose of having a constitution of 17, unless you mean to drop that stat in the dream sequence?

And why bother with high charisma? You can always use the ring of human influence whenever you are going to talk to someone in the game.

[This message has been edited by Lothar (edited May 14, 2001).]

Tyresian
Mon, 14th May '01, 11:30pm
YOU DONT NEED HIGH INTELLIGENCE WITH SORCERERS. They have no need for it as they dont learn spells. Your sorcerer can be a complete dumbass and it wont matter. Just make it one higher than a multiple of five for battle against mindflayers.

Earl Grey
Thu, 28th Jun '01, 9:56pm
Note!
Sequencers do not work as they should for Sorcerers - or at least tehy don't work as they do for other mages. I think this is a bug.

* Weapon proficiencies *
Start with Dart and Quarterstaff. Get Sling at first opportunity.


* Stats *
Str: 8
Dex: 19
Con: 16
Int: 18
Wis: 18
Cha: 9


* Weapons to get *
Sling of Everard - if you have the extra merchants installed.
Staff of the Magi.
*Small spoiler on getting it!*
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Kill the mage asap so you can take and equip it while still in the battle.

Mistyca
Fri, 29th Jun '01, 9:53am
If you plan to solo with a sorcerer IMO you must get the Staff of Magi as soon as possible. You don't need many summoning spells. The best summon spell is skeleton warrior because when you reach lvl 15 (soon if solo) they'll become immune to magic....
IMO must have for a solo sorcerer are:
-magic missile and chromatic orb
-skull trap (gets better with higher lvls) and fire arrows (same reason)
-stoneskin
-protection from magic (most of the enemy mages uses a lot of conjuration spells....)
-lower resistance
-cone of cold

TIN_MAN
Fri, 29th Jun '01, 11:09am
Reply to Earl Grey's post.

I've got it!

The sequencers work well on sorceres as well, but you must complete the game with NO CHEATS of experience, although you can use the experience cap remover.

So...if you cheat your character from 89000 XP to 2950000 XP than your sorcerer can't use spell sequencers or contingency spells correctly. I recommend, that you cheat the experience so that you gain only one level at a time. I didn't cheat with my sorcerer(only removed the experience cap). The spell trigger is fully functional and works great on him! :D

Earl Grey
Sat, 30th Jun '01, 7:27pm
Interesting news Tin_Man!

I never actually played a sorcerer with the sequencers, because when I tested before the game by using ShadowKeeper (as you correctly guessed) they didn't work correctly.

The problem I encountered is that Sequencers allowed spells up to [sorcerers level/5]. That means a Sorcerer-15 could use up to level 3 spells. Quite useless with Spell Sequencer and Spell Trigger!
If I understand your post correctly that is not a problem when playing legit.

Earl Grey
Tue, 3rd Jul '01, 4:08am
I've rewritten my Sorcerer advice - for the 12th time or so... :D

Choose Elf since you aren't dual classing and the extra point of dex is most useful.

Based on 81 (you should easily roll more) total stat points:
Str 8 --- No negative mod's
Dex 19 --- +3 To Hit with missiles
Con 16 --- extra HP's
Int 11 --- Int not important to sorcerers
Wis 18 --- Bonus to some saves
Cha 9 --- Minimum for sorcerer

Spells for non-solo Sorcerer
1st: MM, Chrom Orb, Identify, Prot f Evil, Prot f Petrification
2nd: Blur, Knock, Melf's Acid Arrow, Resist Fear, Web
3rd: Melf's Minute Meteors, Fireball, Haste, Slow
4th: Stoneskin, Greater Malison, Spirit Armor, Minor Sequencer
5th: Breach, Chaos, Lower Resistance, Cloudkill
6th: Improved Haste, True Sight, Death Spell
7th: Ruby Ray of Reversal, Spell Sequencer, Mass Invisibility
8th: Simulacrum, Abi Dalzim's Horrid Wilting

Spells for solo Sorcerer
1st: MM, Chrom Orb, Identify, Prot f Evil, Spook
2nd: Mirror Image, Knock, Melf's Acid Arrow, Invisibility, Web
3rd: Melf's Minute Meteors, Fireball, Haste, Slow
4th: Stoneskin, Spider Spawn, Greater Malison, Minor Sequencer
5th: Breach, Chaos, Animate Dead, Lower Resistance
6th: True Sight, Death Fog, Tenser's Transformation
7th: Ruby Ray of Reversal, Spell Sequencer, Mordenkainen's Sword
8th: Simulacrum, Abi Dalzim's Horrid Wilting