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Soloing, new game
Posted: Wed Oct 03, 2001 3:38 am
by Zhar
I'll try soloing SoA with thief/fighter/mage.
i'd like an advice with proficencies.
I've started with:
Long sword ++ (dakkon's, baldurian)
Katana + (for celestial fury) ?
War hammer ++ or flail or axe ?
(after i will develop 2-weapons but early i need thaco, i think)
There are 3 types of melee/missile weapon that turn back to hand: axe (vendor), hammer (vendor in Trademeet) and dagger (boomerang, early got).
I think it's a good solution to save slots equipment.
But staff bonuses are good too for magicians
Posted: Wed Oct 03, 2001 6:18 am
by nael
well, keep inmind that the hammer in trademeet can only be used by dwarves.
i always plan ahead as to what i want my character's final weapon to be and play towards that.
so decide if you want to use the staff of magi, or if you want to dual wield crom and the axe of unyielding, or whatever it is you want to do....
Posted: Wed Oct 03, 2001 10:22 am
by Bruce Lee
You should use a weapon that you can backstab with. It is not a bad idea to use a shield in the beginning, especially when soloing. Shield of harmony will help you a lot. Then you can develop two weapon style and finally staff for staff of the magi and staff of the ram.
Posted: Wed Oct 03, 2001 3:00 pm
by Nightfire
@Zhar: Don't forget that the Zerth blade is a katana, as well.
Are you going to dual-wield or fight one-handed? If the latter, I'd consider putting a point into single-weapon style. In my own new solo game with a thief/mage, I do notice the difference between 5% and 10% crits. But all in all, dual-wielding may be the better idea (especially in ToB, where AC won't help you much if you can't dish out damage hard and fast).
Apart from the ranged weapon aspect, putting a point or two in Axe may also pay off once you can get the upgraded Axe of the Unyielding with its chance to instantkill.
[ 10-03-2001: Message edited by: Nightfire ]
Posted: Wed Oct 03, 2001 7:13 pm
by Arch_Angel
*Weapon Spoilers*
I've soloed with a fighter/mage/thief and it's a great class to try your first solo. I would recommend using the flail of ages as you get this early on in the game and it's a brilliant weapon all the way through, and also Crom faeyer. I also put proficencies into katana so I could use celestrial fury for backstabbing or certain situations where I wanted enemies to be slowed (FOA) and stunned (celestrail fury).
So..... I would strongly recommend that you try this as I found the game very easy going using this combo:
Main hand - Crom
Off hand - Flail of ages
Backstabb - Celestrial fury
If you are after a weapon that can be thrown there are some good axes out there but don't forget Firetooth (found in the underdark) it does as much damage as a bastard sword and has the fire damage. You can use the boomerang dagger (found in deloris's inn, bridge district) untill you get firetooth. I hope this helps

Posted: Thu Oct 04, 2001 3:07 pm
by Xyx
The Flail of Ages is absolutely wonderful for a soloer. It kills mages straight through Stoneskins with its huge elemental damages, and kills the big guys by Slowing them first. It does excellent damage, is easy to get, and there are maybe two creatures in the entire game it cannot damage (Kangaxx the Demilich and the Lesser Demon Lord).
Posted: Thu Oct 04, 2001 11:33 pm
by Dottie
Another question about soloing: what do you l337 d00dz do with traps when soloing any class but thief/monk/priest? do you just ignore them relying on your saves and hitpoints or can you summon pets to set them of or something?
Posted: Thu Oct 04, 2001 11:42 pm
by UserUnfriendly
8 hour spell trap from staff of magi, minor spell turning, stone skin, take the damage.
gotta be careful of maze traps, tho.
just like soloing asorc, supposedly the best class to solo thru...
I never give up party, too say to kick out immie in dungeon 1....
Posted: Fri Oct 05, 2001 1:39 am
by Xyx
There was a thread on "How to deal with traps if you don't have a Thief" or something not long ago. A bit of searching on "traps" will probably dig it up in no time.
The basic gist was indeed a combination of Staff of the Magi's Spell Trap, Hit Points and saving throws. I wouldn't rely on the saving throws too much, since some traps petrify. Also useful are Minor Spell Turning (lasts long enough if you don't mind the occasional rest), Rage (against those annoying, game-ending Maze traps), Scrolls of Restoration (against those annoying Energy Drain traps), and good magic resistance (cheaply obtained by having a clone use a Scroll of Protection from Magic on you).
</aside>
Doesn't anyone else find it odd that the high level spell traps have Maze and Energy Drain in 'em? If is was
me setting up those traps, I'd go for Horrid Wiltings and Imprisonments.

What's the use of Mazing a burglar? In a minute or two, he just gets back out and robs the place anyway. Energy Drain won't save your valuables either.