Soloing a Sorcerer : The Official Survival Guide
Soloing a Sorcerer : The Official Survival Guide
If it is of any interest for you, here is a link to the message board on wich my work has been posted.
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Comments?
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Comments?
Thanks a lot for the good comments. 
I also think it is highly educating... it is a must for anyone who wants to play a sorceror at all, solo or with a full party. Actually, there is a lot to learn for even specialist mages.
But wait. It will get better. The 3 next topics I will post in this thread will be :
-specific encounter strategies
-walkthrough for early level sorceror
-why sorceror is FAR better than spec. mage
...
I'll keep you informed when I'll add some info.

I also think it is highly educating... it is a must for anyone who wants to play a sorceror at all, solo or with a full party. Actually, there is a lot to learn for even specialist mages.
But wait. It will get better. The 3 next topics I will post in this thread will be :
-specific encounter strategies
-walkthrough for early level sorceror
-why sorceror is FAR better than spec. mage
...
I'll keep you informed when I'll add some info.

Wonder if there is a Senior Member, or MVP Member etc. lolOriginally posted by Garcia:
Don't worry It's not to insult your age it says junior member (or flatter)![]()
You are not gonna become a dragonslayer but one day you will get the proud tittle...MEMBER![]()
prob'ly i am a junior member too, i thought it's the option where you choose whether you're older than 1988, or born after it.
instead of the 30 posts thing.
Soloing a Sorceror : The (un)Official and Only Survival Guide (short version 1.1)
By Pat Bou ; Contributors : Notrix, Darklord, Olorin2, Aildiin ; Special Thanks to Grojlach, Bruce Lee, Cyberdragon151, Adern, ADW, Marwynn, Vegan Jihad, someone (yup that’s his username!) J, Real_Belgarath, Lina79, Alkar, Pe Ell, Garcia… for their participation in the discussion.
Use the xp cap remover for maximum fun (or you’ll cap before the Underdark).
CHARACTER CREATION
Long term thinking is the key of this process for the sorcerer.
RACE : the elf is the best because –1 CON is of no consequence, plus you’ll get infravision, +1 to dexterity, charm and sleep resistance, etc.
ALIGNEMENT : determines the familiar. Pickpocket is frustrating because you’ll always reload, and familiars are no fighters, so you’ll prefer another kind of ability for your familiar. I recommend the rabbit (true neutral).
ATTRIBUTES : In order of importance : DEX (AC and range attacks), CON (hitpoints), CHA (discounts and dialogue ; may grant additional spells with the expansion), INT (lore, not required to gain access to high level spells but the expansion may change that), WIS (lore, save vs spells), STR (carrying capacity). Note that sorcerors only gain +1 to lore per level instead of +3, but they sometimes get +2 hps per level above 10.
SKILLS : begin with 2 and more at level 12 and 18. Staff is must. Darts are better at lower levels because of high rate of fire. Then it is sling at level 12.
STARTING SPELL BOOK :
Level 1 : Chromatic Orb, Magic Missile, Shield, Sleep, Find Familiars (but you can consider Identify and Spook, not Protection from Evil because you’ll have it with the Staff of the Magi).
Level 2 : Mirror Image, Knock, Melf’s Acid Arrow.
Level 3 : Melf’s Minute Meteors, Fireball OR Skull Trap (not both), Spell Thrust.
THE COMPLETED SPELL BOOK :
Here are the spells that I recommend to add to your spell book as you gain some levels. All are given in the order that I suggest you take them.
Level 2 : Web, Detect invisibility (you can consider Invisibility for your familiar)
Level 3 : Haste.
Level 4 : Spider Spawn, Stoneskin, Secret Word, Improved Invisibility. (you can consider Greater Malison and Polymorph Self)
Level 5 : Animate Dead, Breach, Lower Resistance, Chaos.
Level 6 : Tenser’s Transformation, True Sight, Summon Earth Elemental.
Level 7 : Mordenkainen’s Sword, Project Image, Ruby Ray of Reversal.
Level 8 : Abi Dalzim’s Horrid Whilting, Spell Trigger, Simulacrum.
Level 9 : Chain Continguency, Gate, Wail of the Banshee (you can consider Time Stop and Shapechange).
EQUIPING YOUR SORCEROR :
Staff of the Magi, Sling of Everard, Robe of Vecna, Bracers of AC3, Dusty Rose Ioun Stone (override file), Amulet of Power, Ring of Wizardry, Ring of Acuity, Cloak of the Sewers, Boots of Speed, Girdle of Giant Strenght, Wand of the Apprenti, Wand of Monster Summoning, Wand of Cloudkill, Potions of extra-healing and health, Glasses of Identification, Gem Bag (also hold rings and amulets), 3 Scroll Cases (summoning / offensive / defensive), Bag of Holding.
GENERAL TACTICS :
Hit and run : Run and count to six, then cast a spell. Enemies will be busy closing in on you or being in range.
Quick spells : Have Chromatic Orb, Melf’s Acid Arrow and Melf’s Minute Meteors in the 3 quick spell slots.
Which spells to cast : Win encounters with as few spells as possible. Do this by summoning creatures that will do a lot in their time with you or by special tactics : a Web and Spider Spawn combo, Melf’s Acid Arrow and run until the acid has no more effects, etc.
Read the battle text : Counter Mislead, Shadow Door, Imp. Inv. and Project Image with True Sight. Stoneskin, Mantle, Protection from Magical Weapons with Breach. Spell protections with Spell Thrust, Secret Word or Ruby Ray of Reversal. Counter magic resistance with Lower Resistance or send your minions in the melee.
Unbeatable target : When your minions can’t damage the enemy and Breach fails (normal immunity protect the enemy), try these : offensive spells might do the trick after magical protections are dispelled (see above), another type of summoned creature may be able to damage the opponent (check your scroll case), if all else fails, you usually have yourself the right weapon in hand (with Stoneskin, Mirror Image, Haste, Shield and Tenser's Transformation).
HINTS AND TIPS FOR IRENICUS DUNGEON :
Use the scrolls you’ll find, except for the most powerful ones as you'll need them in future encounters. Save the wands of Cloudkill, Monster Summoning and Fire for later - these have 50 charges when recharged by storekeepers. Don't bother carrying anything that is not magical. Only these are worth selling (ex. : dagger +1, staff +1, ring +1, mail of the dead, sword of chaos, etc.). Keys are no more than garbage once they are used. Don’t open trapped chests until you have obtained the 3 antidotes from killing the dryads in level 1. And don’t kill the dryads until you’ve brought back to them the acorns (to gain some xps). And don’t bother carrying along these acorns, you won’t be able to afford the space in your pack and there is almost no chance that you’ll do this quest or even go to the Windspear Hills (I haven’t and I am in the Underdark at level 18).
OVERRIDE FILES & DOWNLOADS :
For those interested, I've changed a few items with the Infinity Engine. Email me at pat_bou@videotron.ca for the override files : Ioun Stones are now usable by all classes as per the real D&D rules ; Staff of the Magi’s Protection from evil is no longer bugged.
You can also email me to receive the complete version of the Survival Guide (10 pages of processed text in an interesting and easy to read format, along with details, explanations, descriptions and locations…
WHY THE SORCEROR OVER A SPECIALIST MAGE ?
Access to all schools of magic, more flexible spell casting (the best spells are those you can cast, not those you might have cast if you would have memorize them), can cast more spells (2 more level 7, up to 7 more at level 17)… These advantages really offsets the few disadvantages : can’t gain xps from reading scrolls (pointless), can’t dual class (pointless), can’t learn new spells from scrolls and narrower spell book (doesn’t matter with the right selection of spells as you level up), slower spell progression up to level 10 (which represent only 5% of the game).
By Pat Bou ; Contributors : Notrix, Darklord, Olorin2, Aildiin ; Special Thanks to Grojlach, Bruce Lee, Cyberdragon151, Adern, ADW, Marwynn, Vegan Jihad, someone (yup that’s his username!) J, Real_Belgarath, Lina79, Alkar, Pe Ell, Garcia… for their participation in the discussion.
Use the xp cap remover for maximum fun (or you’ll cap before the Underdark).
CHARACTER CREATION
Long term thinking is the key of this process for the sorcerer.
RACE : the elf is the best because –1 CON is of no consequence, plus you’ll get infravision, +1 to dexterity, charm and sleep resistance, etc.
ALIGNEMENT : determines the familiar. Pickpocket is frustrating because you’ll always reload, and familiars are no fighters, so you’ll prefer another kind of ability for your familiar. I recommend the rabbit (true neutral).
ATTRIBUTES : In order of importance : DEX (AC and range attacks), CON (hitpoints), CHA (discounts and dialogue ; may grant additional spells with the expansion), INT (lore, not required to gain access to high level spells but the expansion may change that), WIS (lore, save vs spells), STR (carrying capacity). Note that sorcerors only gain +1 to lore per level instead of +3, but they sometimes get +2 hps per level above 10.
SKILLS : begin with 2 and more at level 12 and 18. Staff is must. Darts are better at lower levels because of high rate of fire. Then it is sling at level 12.
STARTING SPELL BOOK :
Level 1 : Chromatic Orb, Magic Missile, Shield, Sleep, Find Familiars (but you can consider Identify and Spook, not Protection from Evil because you’ll have it with the Staff of the Magi).
Level 2 : Mirror Image, Knock, Melf’s Acid Arrow.
Level 3 : Melf’s Minute Meteors, Fireball OR Skull Trap (not both), Spell Thrust.
THE COMPLETED SPELL BOOK :
Here are the spells that I recommend to add to your spell book as you gain some levels. All are given in the order that I suggest you take them.
Level 2 : Web, Detect invisibility (you can consider Invisibility for your familiar)
Level 3 : Haste.
Level 4 : Spider Spawn, Stoneskin, Secret Word, Improved Invisibility. (you can consider Greater Malison and Polymorph Self)
Level 5 : Animate Dead, Breach, Lower Resistance, Chaos.
Level 6 : Tenser’s Transformation, True Sight, Summon Earth Elemental.
Level 7 : Mordenkainen’s Sword, Project Image, Ruby Ray of Reversal.
Level 8 : Abi Dalzim’s Horrid Whilting, Spell Trigger, Simulacrum.
Level 9 : Chain Continguency, Gate, Wail of the Banshee (you can consider Time Stop and Shapechange).
EQUIPING YOUR SORCEROR :
Staff of the Magi, Sling of Everard, Robe of Vecna, Bracers of AC3, Dusty Rose Ioun Stone (override file), Amulet of Power, Ring of Wizardry, Ring of Acuity, Cloak of the Sewers, Boots of Speed, Girdle of Giant Strenght, Wand of the Apprenti, Wand of Monster Summoning, Wand of Cloudkill, Potions of extra-healing and health, Glasses of Identification, Gem Bag (also hold rings and amulets), 3 Scroll Cases (summoning / offensive / defensive), Bag of Holding.
GENERAL TACTICS :
Hit and run : Run and count to six, then cast a spell. Enemies will be busy closing in on you or being in range.
Quick spells : Have Chromatic Orb, Melf’s Acid Arrow and Melf’s Minute Meteors in the 3 quick spell slots.
Which spells to cast : Win encounters with as few spells as possible. Do this by summoning creatures that will do a lot in their time with you or by special tactics : a Web and Spider Spawn combo, Melf’s Acid Arrow and run until the acid has no more effects, etc.
Read the battle text : Counter Mislead, Shadow Door, Imp. Inv. and Project Image with True Sight. Stoneskin, Mantle, Protection from Magical Weapons with Breach. Spell protections with Spell Thrust, Secret Word or Ruby Ray of Reversal. Counter magic resistance with Lower Resistance or send your minions in the melee.
Unbeatable target : When your minions can’t damage the enemy and Breach fails (normal immunity protect the enemy), try these : offensive spells might do the trick after magical protections are dispelled (see above), another type of summoned creature may be able to damage the opponent (check your scroll case), if all else fails, you usually have yourself the right weapon in hand (with Stoneskin, Mirror Image, Haste, Shield and Tenser's Transformation).
HINTS AND TIPS FOR IRENICUS DUNGEON :
Use the scrolls you’ll find, except for the most powerful ones as you'll need them in future encounters. Save the wands of Cloudkill, Monster Summoning and Fire for later - these have 50 charges when recharged by storekeepers. Don't bother carrying anything that is not magical. Only these are worth selling (ex. : dagger +1, staff +1, ring +1, mail of the dead, sword of chaos, etc.). Keys are no more than garbage once they are used. Don’t open trapped chests until you have obtained the 3 antidotes from killing the dryads in level 1. And don’t kill the dryads until you’ve brought back to them the acorns (to gain some xps). And don’t bother carrying along these acorns, you won’t be able to afford the space in your pack and there is almost no chance that you’ll do this quest or even go to the Windspear Hills (I haven’t and I am in the Underdark at level 18).
OVERRIDE FILES & DOWNLOADS :
For those interested, I've changed a few items with the Infinity Engine. Email me at pat_bou@videotron.ca for the override files : Ioun Stones are now usable by all classes as per the real D&D rules ; Staff of the Magi’s Protection from evil is no longer bugged.
You can also email me to receive the complete version of the Survival Guide (10 pages of processed text in an interesting and easy to read format, along with details, explanations, descriptions and locations…
WHY THE SORCEROR OVER A SPECIALIST MAGE ?
Access to all schools of magic, more flexible spell casting (the best spells are those you can cast, not those you might have cast if you would have memorize them), can cast more spells (2 more level 7, up to 7 more at level 17)… These advantages really offsets the few disadvantages : can’t gain xps from reading scrolls (pointless), can’t dual class (pointless), can’t learn new spells from scrolls and narrower spell book (doesn’t matter with the right selection of spells as you level up), slower spell progression up to level 10 (which represent only 5% of the game).
You can also email (pat_bou@videotron.ca) me to receive the complete version of the Survival Guide (10 pages of processed text in an interesting and easy to read format, along with details, explanations, descriptions and locations)…
Hi fellow Solo Sorcerers!
You have made an excellent work guys! (Pat for the first place of course) I have also started this great character two weaks ago and made notes about it, though most of them
have been already covered in the guide. I have discussed some points with Pat and I have learned a lot. Still there is one important topic I would like to offer
you to consider (maybe as an addition chapter to the guide):
Solo Sorcerer (invoker style)
=============================
General combat tactic:
----------------------
Use area attack spells against masses, use long living summoned creatures against single or weakened targets, use special spells against special targets. Use the right
spell at the right place and right time to cause the most damage with the less number of spells.
Before any battle spy the enemies with the familiar and later with invisibility (Magi). Let's assume an average encounter first, with a moderately strong group of 5-6 enemies with 2 spellcasters. Leave your summoned creatures (earth elemental/skeleton warrior) behind.
Start the attack with a well targeted fireball, then move forward and hit them with sunfire. Don't cast fireball against a weak group, but use sleep. Against a very tough
group use Abi Dalzim or a Simulacrum with fireballs. If they save too well for the first fireball, use Greater Malison.
Most of the enemies will not be protected from the area attacks. Still, if many enemies have strong enhancements or defenses a Remove Magic can be used.
When you have caused enough damage (say killed half of the enemy) you can call for the summoned creatures. This way they could really have long live.
If a single spellcaster has strong defenses you may use the correct counter spells. But there are cases where you face with high level spellcasters or fire/magic resistant
creatures like liches, golems, etc. In such cases you should use strong melee instead of area attacks. Use the already summoned creatures as well as some Mordenkainen's
Sword and/or do a Tenser's Transformation then Haste the whole group.
About the defenses: as you advance lonely, you will be targeted by the ranged or melee attacks so the use of Stoneskin and Mirror Image is a must. If you encounter strong spellcasters it is recommended to cast some magical defenses from scrolls or an improved invisibility till the Magi. It is also important to generally use the best defensive clothing, like the Belt of Inertia.
Solo setup
----------
You can use the same abilites, equipment and spells as mentioned in the guide with the following differences:
Level 3: Remove Magic recommended (probably instead of Spellstrike)
Level 4: Greater Malison recommended (probably instead of Secret Word)
Level 5: Sunfire is a must (instead of Chaos)
You wouldn't use those replaced spells in most of the encounters and even if you really need one you can cast it from scrolls.
I would be welcome any comments about these things.
You have made an excellent work guys! (Pat for the first place of course) I have also started this great character two weaks ago and made notes about it, though most of them
have been already covered in the guide. I have discussed some points with Pat and I have learned a lot. Still there is one important topic I would like to offer
you to consider (maybe as an addition chapter to the guide):
Solo Sorcerer (invoker style)
=============================
General combat tactic:
----------------------
Use area attack spells against masses, use long living summoned creatures against single or weakened targets, use special spells against special targets. Use the right
spell at the right place and right time to cause the most damage with the less number of spells.
Before any battle spy the enemies with the familiar and later with invisibility (Magi). Let's assume an average encounter first, with a moderately strong group of 5-6 enemies with 2 spellcasters. Leave your summoned creatures (earth elemental/skeleton warrior) behind.
Start the attack with a well targeted fireball, then move forward and hit them with sunfire. Don't cast fireball against a weak group, but use sleep. Against a very tough
group use Abi Dalzim or a Simulacrum with fireballs. If they save too well for the first fireball, use Greater Malison.
Most of the enemies will not be protected from the area attacks. Still, if many enemies have strong enhancements or defenses a Remove Magic can be used.
When you have caused enough damage (say killed half of the enemy) you can call for the summoned creatures. This way they could really have long live.
If a single spellcaster has strong defenses you may use the correct counter spells. But there are cases where you face with high level spellcasters or fire/magic resistant
creatures like liches, golems, etc. In such cases you should use strong melee instead of area attacks. Use the already summoned creatures as well as some Mordenkainen's
Sword and/or do a Tenser's Transformation then Haste the whole group.
About the defenses: as you advance lonely, you will be targeted by the ranged or melee attacks so the use of Stoneskin and Mirror Image is a must. If you encounter strong spellcasters it is recommended to cast some magical defenses from scrolls or an improved invisibility till the Magi. It is also important to generally use the best defensive clothing, like the Belt of Inertia.
Solo setup
----------
You can use the same abilites, equipment and spells as mentioned in the guide with the following differences:
Level 3: Remove Magic recommended (probably instead of Spellstrike)
Level 4: Greater Malison recommended (probably instead of Secret Word)
Level 5: Sunfire is a must (instead of Chaos)
You wouldn't use those replaced spells in most of the encounters and even if you really need one you can cast it from scrolls.
I would be welcome any comments about these things.

Little tip for you would be sorcerer's out there. For encounters with other spell casters..even powerful one...(liches). One Skeletal warrior is all you need. You will need to send in a couple of spiders to take thier death spells..even the highest level mages only memorize like 2. Then send in one skeletal warrior and he should finish up the job. a bit slow sometimes but worth saving your spells for a tougher fight. Skeletal warriors have high magic resistance and excellent saves so the mage will waste all his spells trying to kill it. Plus once he's killed the mage...he will stay with you for 12 hrs making him useful for other mages in the same area...This is especially useful in underdark...where you fight a lot of drow mages in the same area.
I also think that Buck Satan can include my material in the Strategy section of the site. I have send it to him at least 10 days ago, but I also can see that he's been pretty busy redisigning the site. I guess that when he'll have time, he'll do it. He has my permission and himself told me that I just have to send the thing and he'll do it.
As for the Skeleton Warriors strategy, I totally agree with you. Just note however that their duration is 8 hours and not 12 (if you rest they'll be gone).
As for the Skeleton Warriors strategy, I totally agree with you. Just note however that their duration is 8 hours and not 12 (if you rest they'll be gone).
One spell I like that isn't on the list and I think is a least worth a look is Carrior Summons. For a relatively low level spell, these guys are pretty effective against single targets, especially mages. Mutated Crawlers are far stronger than your run of the mill Carrion Crawler. Although they still don't have a great deal of hp or hit that hard, each one gets 4-5 attacks a round and every hit forces the target to save vs death or be stunned. That it is a save vs death and that it works through stone skin are important when fighting spell casters.