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First Solo, trying Sorceror, need a good start

Posted: Thu May 03, 2001 8:23 pm
by coolguyclay
Hey. I just beat the game for my first tim e(yippie!) and after hearing how sooo many people soloed a sorceror, I figured I give it a shot. Anyway, I looked through the guide here at GameBanshee but wanted to ask some more specific questions.

1. What are some standard stats I SHOULD use? I figured and Elf with the 19 Dex would be good. What abotu Int., Wis., and Str.? How high? Are they needed?

2. What should my first spells be? Some HAVE to be there (knock, Magic Missle, C. Orb) but others are optional. Gimme your ideas.

3. Lastly, is it OK, to recruit the other characters to carry my stuff? To fight in the first dungeon? Obviously I COULD do that, but I have to hear what the Expert Soloers have to say.

Thanks a lot. Later.

Posted: Thu May 03, 2001 9:08 pm
by coolguyclay
OK, I was looking at some previous posts and found one devoted to my question on the stats. So let's just forget about question #1 (sorry I didn't look ahead of time) and handle the rest. Plus this one . . .

Fireball or SkullTrap? (maybe a reason why)

Thanks again.

Posted: Thu May 03, 2001 11:10 pm
by Ashuermen
Skull Trap
Weakness: Shorter range
Advantages: No cap on damage (Fireball Does)
They stay around until triggered (allowing you to lay traps for chasing or appearing monsters)
As far as I know, there are no 'skull trap' resistant mosters, while there are fire resistant monsters (Though magical resistance applies to both)

Posted: Thu May 03, 2001 11:49 pm
by Loredweller
And do not allow the frequent opinion the INT is not very important for sorcerer deceive you. It is still stated as main attribute for sorcerer and you should never get level 9 spells without INT 18 according to rules.
L.

Posted: Fri May 04, 2001 12:10 am
by Huskylaw
Look for spells with good long run potential or spells that give 2 good affects. Also, keep in mind that some solo sorc's whose posts you've read -- me for one -- may have done it with the XP cap removed. It sounds like you haven't done that, and that will, obviously, makes a huge difference planning your spell book.

Once you get level 15, cast animate dead alot ... thru project image/wizard eye even...

Don't use guys as baggage horses, you'll just end up splitting experience with them if they are in your party. Just keep the bare minimum on you, and stash stuff you'll need later in a chest at your stronghold.

[ 05-04-2001: Message edited by: Huskylaw ]

Posted: Fri May 04, 2001 6:04 am
by coolguyclay
Thanks guys. I'll keep all that in mind and eventually let you know how it turned out.

Posted: Fri May 04, 2001 3:30 pm
by Bruce Lee
I believe you can have int 9 and char 9 with a sorceror with no penalties. So I'd go for dex 19 wisdom 14+ con 16 int and char 9 and strenght as high as possible.
I find glitterdust a very useful spell.
However I have never soloed a sorceror.