Stats Setup
Stats Setup
I am making a New Sorecerer.
I made some mistakes last time and I want a good setup for him.
Should I have a set up like this:
Strenght 10
Dexterity 19
Constitution 17
Intelegence 18
Wisdom 18
Charisma 10
or this:
Strenght 16
Dexterity 16
Constitution 16
Intelegence 18
Wisdom 16
Charisma 11
Or something diferent ?
Please help
I made some mistakes last time and I want a good setup for him.
Should I have a set up like this:
Strenght 10
Dexterity 19
Constitution 17
Intelegence 18
Wisdom 18
Charisma 10
or this:
Strenght 16
Dexterity 16
Constitution 16
Intelegence 18
Wisdom 16
Charisma 11
Or something diferent ?
Please help
As a wizard, you want your INT up to 18 (duh...). Also, 18 DEX is nice to get AC bonus. For CON, be sure to know that, except for warrior classes, it doesn't matter if you have more than 16, so that should suffice (gives +2 HP/level, until level 10). WIS and CHA aren't that important. WIS is only good if you want bonus to your lore, and for using Limited Wish. Of course, when Wish becomes available in ToB, you might want to consider to get at least 16 in that, although you can always use potions... Spend the rest in STR, so you can carry some stuff around without being encumbered all the time.
- GrimReaper
- Posts: 258
- Joined: Fri Dec 29, 2000 11:00 pm
- Location: Cayman Islands
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For a sorcerer (not a mage) these are my favorite stats:
STR-12+
DEX-19
CON-16
INT-10
WIS-low
CHA-low
Reasoning is you get plenty of strength belts so don't worry to much about this, but it should be decent. Dexterity 19 means better missle attacks, useful for sorcerer. 16 is max useful constitution for anything but a warrior. Intelligence does nothing for a sorcerer as far as spells go, so don't put it that high. I normally put my wisdom to 11 or more for the few conversations that use it and so it doesn't affect my lore. Charisma can be anywhere because of the ring you get very early in the game.
STR-12+
DEX-19
CON-16
INT-10
WIS-low
CHA-low
Reasoning is you get plenty of strength belts so don't worry to much about this, but it should be decent. Dexterity 19 means better missle attacks, useful for sorcerer. 16 is max useful constitution for anything but a warrior. Intelligence does nothing for a sorcerer as far as spells go, so don't put it that high. I normally put my wisdom to 11 or more for the few conversations that use it and so it doesn't affect my lore. Charisma can be anywhere because of the ring you get very early in the game.
Lars the GrimReaper, all powerful hacked sorcerer of the Shadow Mages.
Kick it!
Kick it!
GrimReaper have you read the sorcerer kit discription. Intellagence is his primary skill. I affects how many spells you can learn, what level spells you can learn and gives you horor in special abilities. Your sorcerer must suck. I followed The_Popes advice with a little customisation. Oh my guy is an elf his hp sucks.
Not at all...
In fact, the prime skill for a Sorcerer is charisma not intelligence (3rd edition rules), but neither charisma or intelligence give bonus spells in BG2. Bioware introduced the Sorcerer, Monk, and Barbarian because they are new classes in D&D 3rd edition, but at the time BG2 was released, D&D rules weren't finished, so they left a few things out. I've made Sorcerers with high charisma/intelligence and without it, and there's no difference in the number of spells they can memorice/cast. If you want to maximice the character, just spend the points in St/Dex/Con.
[ 04-25-2001: Message edited by: Khalil ]
In fact, the prime skill for a Sorcerer is charisma not intelligence (3rd edition rules), but neither charisma or intelligence give bonus spells in BG2. Bioware introduced the Sorcerer, Monk, and Barbarian because they are new classes in D&D 3rd edition, but at the time BG2 was released, D&D rules weren't finished, so they left a few things out. I've made Sorcerers with high charisma/intelligence and without it, and there's no difference in the number of spells they can memorice/cast. If you want to maximice the character, just spend the points in St/Dex/Con.
[ 04-25-2001: Message edited by: Khalil ]
- GrimReaper
- Posts: 258
- Joined: Fri Dec 29, 2000 11:00 pm
- Location: Cayman Islands
- Contact:
Like I said, the spells of a sorcerer are not affected by any of your stats. As proof I have a soloing sorcerer with 10 int and low cha and I have 3 lvl 9 spells at level 21 (xp cap remover). And I believe that 3 is the max amount of lvl 9 spells you can have with a sorcerer. And I know what the tables say. They are wrong (maybe based on actual 3rd edition AD&D rules?). If you get more, it's at a very high level. And I have a bad feeling that Sorcerer is going to have a bad time on this board if he goes around telling everyone about how much they suck.
[ 04-25-2001: Message edited by: GrimReaper ]
[ 04-25-2001: Message edited by: GrimReaper ]
Lars the GrimReaper, all powerful hacked sorcerer of the Shadow Mages.
Kick it!
Kick it!
I did, and it doesn't contradict what I said. The spell progresion table of the sorcerer doesn't change at all wheter your int is 18 or 12. Wizards are affected by high int, but not sorcerers. First, because the sorcerer gets the bonus from charisma not intelligence (read the 3rd edition D&D book), and second because no matter what your stats are, Sorcerers don't get bonus spells. Make the experiment if you don't belive me. this topic has been discused several times in BG Dungeon's, The Elysium and other boards and everybody agrees, It may be a bug, or just an incomplete development of the Sorcerer class by Bioware, but the fact is that Sorcerers DON'T GET BONUS SPELLS for intelligence nor charisma. If the game manual says otherwise, it's wrong, just make a few sorcerers and see it for yourself.
[ 04-25-2001: Message edited by: Khalil ]
[ 04-25-2001: Message edited by: Khalil ]
Errr, there you may be right, I don't know what kind of ability are you talking about, but I don't have much experience with Sorcerers yet, I'm still playing the firs one on a solo game, but have just started itOriginally posted by Sorcerer:
<STRONG>Ooops my mistae sorry. I should have looked at the table better. However if you got intel at 18 you do get the extra special ability.</STRONG>
I haven't read if they plan to change that in the expansion. I don't think so, 'cause the sorcerer was tested this way, and they thought it was balances or they wouldn't have included it in the game. Giving him the bonus spells he should have, may break the game balance. Btw, most of the things they are implementing in ToB, where already thought of when they programmed BG2. They included the slots for the wild mage for example, even though it won't appear until the expansion. As the spellcaster classes are hardcoded in the game, and I doubt they will be making much re-coding, probably Sorcerers will stay this way...
No intelligence doesn't fix that at all neither. I don't know if you played BG1. In case you didn't, this abilities where given to you whenever you had a dream, There is a fixed number of them, intelligence doesn't change that. Every character will have 6, wich is the number of dreams in the game. THere is one difference though. Your aligment did change wich special abilities you got. A lawful good character ended with 2 heal, 2 slow poison, and 2 Holy might IIRC, while a chaotic evil had 2 Larloch minor drain, 2 vampire touch and 2 horror (more or less). Probably you have 6 abilities, only that you got 1 horror instead of another because of your aligment.Originally posted by Sorcerer:
<STRONG>My first sorcerer had intel of 17. He only had "Slow Poisen", "Heal" and "Holy Might". My one with 18 intell had that and "Horror". As I only just started with it I dont know if he gains more special abilities.</STRONG>