Perfect Party: BG1+ToSC+BG2+ToB
Posted: Thu Nov 18, 2004 10:02 pm
SPOILER WARNING: there are spoilers scattered throughout this post.
My wife and I just played through Baldur's Gate I and II with both expansions with what we think is at least close to a "perfect party". I'm looking for suggestions for improvements, and general commentary.
These were the requirements we set forth for the party:
- uses the same characters through both games, from Phlydia to Melissan (so no NPC's -- but some of our characters were loosely based on NPC's)
- can be split into two half-parties that are both OK on their own (since we were playing together, and would sometimes want to split up to do a bunch of small quests quickly)
- powerful in all situations (vs. mages, vs. dragons, vs. melee, vs. mixed groups, whatever.) In other words, we didn't just want a party that would excel against certain fights -- we wanted one that would go through the game and never have a hard time.
We decided we'd need the following characters:
For BG1:
- one decent mage
- one decent cleric
- one decent thief
- as many good archers as possible
For BG2:
- two good mages
- two good clerics
- one decent thief (really, just enough to find traps and open locks, and occasionally pick pockets)
- one good anti-mage
- as many good melee fighters as possible
My wife's half of the party
Akira - Human Fighter (Kensai) / dual to mage at level 9
Stats: str 18/00 dex 18 con 18 int 18 wis 3 cha 3 (party leader in BG2)
Stat changes: str +2 (test of wrath - evil; bonus applied on top of angurvadal), con +2 (test of fear - evil), AC +2 (test of selfishness - evil), wis -1 (dream sequence)
BG1 weapons: Varscona, composite long bow +1
BG1 Armor: plate +3
BG2 weapons: twoweaponing longswords
blade of roses, adjatha, daystar, equalizer, angurvadal, blackrazor, answerer
BG2 Armor: Robe of Vecna, ring of gaxx, ring of human influence, cloak of sewers, belt of inert. barrier, Wong Fei's Ioun stone, speed boots (second pair)
- we all know the reasons for a kensai-mage. Wanted high-level mage more than extra attacks etc. and wanted to finish dualling quickly, so we dualled at 9 instead of 13. She was actually a great tank with all the AC-improving equipment, and with the 2 bonus strength stacked on top of angurvadal, she hit very hard. Timestop + Tenser + Twoweaponing = many dead enemies.
Keldar - Human Paladin (Inquisitor, based on Keldorn)
Stats: str 18/90 dex 18 con 18 int 3 wis 13 cha 17 (party leader in BG1)
Stat changes: cha +1 (manual)
BG1 weapons: spiders bane, composite long bow
BG1 armor: helm of glory, nymph cloak
BG2 weapons: Lilarcor, Carsomyr, wave, Ravager, Ixil's Spike, heartseeker bow
BG2 armor: grandmaster's armor +6 (instead of speed boots), blessed bracers, girdle of fire giant strength
- he was a great tank and a great anti-mage. The high-level dispel ability left all the enemy mages without protections, which meant they'd go down pretty quickly to our melee or our mages. True Sight also makes some of the major battles a lot easier -- if you can actually *hit* Kangaxx or the other liches, they're not so bad.
Aria - Human Cleric / Mage (multi, based on Aerie)
Stats: str 12 dex 18 con 18 int 18 wis 18 cha 3
Stat changes: wis +2 (manuals), wis +1 (lum the mad)
BG1 weapons: Morning Star +1, Quarter Staff +3, sling +3
BG1 armor: robe of good archmagi, ring of wizardry, cloak +2
BG2 weapons: staff +3, staff of the Magi, staff of the Ram, Erinne sling
BG2 armor: bracers AC4, golem manual, amulet of power, hill giant strength, holy symbol
- she wasn't particularly powerful in any way, but she had so many total spells that she complemented the rest of the party very well. She was our only early-game caster, and provided plenty of healing and party buffs, as well as extra offensive power. She also gave us some nice late-game wishes.
My half of the party
Lothar - Dwarvish fighter (Wizard Slayer)
Stats: str 18/00 dex 17 con 19 int 6 wis 7 cha 16
Stat changes: str +1 dex +1 con +1 (manuals), con +1 cha +1 (lum the mad)
BG1 weapons: two handed sword +3, long bow of marksmanship
BG1 armor: girdle of piercing, boots of avoidance, cloak/helm of balduran
BG2 weapons: twoweapon axes and hammers
stonefire, frost reaver, crom faeyr, axe of unyielding, runehammer
BG2 armor: plate of balduran / enkidu's +3, speed boots (first pair), shield of balduran (sometimes), seldarine amulet, big metal unit (for about 30 seconds. Too much cheese for me, but fun to play around with for a little while), helm of brilliance
- He was basically a walking tank all game. High con (20 by the middle of BG1) meant he'd regenerate 40 hitpoints overnight. The best part? "Irenicus: time stop. Irenicus: casting failure." Yeah, that's why we have wizard slayers.
Jahuna - Human Fighter (Berserker) / dual to Cleric at level 6 (based on Jahiera)
Stats: str 18/84 dex 18 con 18 int 10 wis 18 cha 3
Stat changes: int +1 wis +1 (manuals)
BG1 weapons: Morning Star +1
BG1 armor: ring of holiness, large shield +2, helm of defense
BG2 weapons: twoweapon flails / maces
flail of ages, wyvern's tail, Mace of disruption +2, storm star
BG2 armor: red / white dragon scale, vhailor's helm, holy symbol, ring of fire control,
helm of rock (sometimes), dragon shield (sometimes), sensate amulet, stone giant strength
- She was perhaps the most improved in comparison to the NPC she was based on. We always gave her elemental resistance equipment, so she'd quite often be 127% resistant to fire or cold. She also got a ton of proficiencies at the start of BG2 -- 5* in flail, 3* in twoweapon, and 2* in mace in the opening dungeon. She got to be a very, very high level caster by the middle of the game. Being able to spam mass heals in the middle of battle is really useful. High-level holy smites and sunrays are nothing to sneeze at, either. If BG1 was a little longer we'd have held out until level 7 to dual-class her for that extra attack.
Neela - Human Thief (Swashbuckler) / dual to mage at level 7 (based on Nalia)
Stats: str 18 dex 18 con 18 int 18 wis 3 cha 3
Stat changes: str +1, dex +1, int +1 (lum the mad)
BG1 weapons: short sword of backstabbing, eagle bow
BG1 armor: bracers ac6, ring of wizardry
BG2 weapons: staff +3, short sword of backstabbing, sword of mask, gesen bow
BG2 armor: bracers ac3, mercykiller ring, danger sense ring, gloves of pickpocketing (sometimes), circlet of netheril, amulet of master harper, shakti figurine
- She was a competent, but not awesome, thief. She could open every lock and find every trap, and with a potion and the gloves she could pick pockets at 100%. She was our highest level mage all game, and with the shakti figurine she wasn't a bad tank. She was always our weakest melee character, but still finished the game at about 100 hp.
Specific notes
- This party used just about every good weapon at every stage of the game. The only notable exceptions are celestial fury (not worth the proficiencies) and ixil's spike (rarely used behind ravager/carsomyr). One nice thing is that everyone had a good weapon, and it was always obvious who to give a particular weapon to for maximum effectiveness.
- Every single member of this party was at least a competent fighter toward the end of the game. Even Neela and Aria were strong enough that they'd likely be considered "tanks" in many other parties. During the middle of the game, neither of them was as fragile as your average mage.
- We had pretty much every spell we could ever want, and then some. Because of the sheer number of spellcasters, it was rare to run into a situation where we didn't have enough spells. This was especially true of high-level spells, which we reached early (due to using dualclassing instead of multiclassing)
Examples of extreme destruction by the party
- I killed Vongoethe (the demilich) with a vorpal hit, to initiate combat.
- We would often cast 3 or 4 sunrays on packs of vampires, or liches. Because Jahuna's cleric levelled so fast, we had plenty of level 7 spells by the time we took on the Kangaxx quest.
- After casting "chaotic commands" on the party, we could pretty much just melee mind flayers. Keldar would stand back with his bow, but everyone else had enough int to be able to withstand at least one direct hit, and most could hold up to 2 or 3. Flayers aren't very dangerous if they can't charm you and they can't kill you through int drain.
- Irenicus: time stop. Irenicus: casting failure. Need I say more?
- Early-game, we'd hit dragons with 3 lower MR spells and a ton of magic missiles. Late game, we'd pound them with energy discs. At one point, Keldar and Lothar initiated battle with a dragon (in suldenesselar?) and whirlwinded it to death before the mages actually finished casting their "lower MR" spells.
- the monk battle at the end of ToB was pretty easy. We just went straight into melee. A game bug was making it so we couldn't exit the area (the game sometimes mistakes summoned creatures for players, and has trouble switching areas because of it) so we had to reload 3 or 4 times -- and the battle was easy every single time.
- The nasty fight at the bottom of watchers keep required zero reloads and resulted in zero deaths. Proper use of chaotic commands (charm-proofing), the shield of balduran (beholder-proofing), and summons (keep the huntress at melee, and generally distract others) led to a much easier battle than I expected. We did this before even going back to Bodhi's Lair.
My wife and I just played through Baldur's Gate I and II with both expansions with what we think is at least close to a "perfect party". I'm looking for suggestions for improvements, and general commentary.
These were the requirements we set forth for the party:
- uses the same characters through both games, from Phlydia to Melissan (so no NPC's -- but some of our characters were loosely based on NPC's)
- can be split into two half-parties that are both OK on their own (since we were playing together, and would sometimes want to split up to do a bunch of small quests quickly)
- powerful in all situations (vs. mages, vs. dragons, vs. melee, vs. mixed groups, whatever.) In other words, we didn't just want a party that would excel against certain fights -- we wanted one that would go through the game and never have a hard time.
We decided we'd need the following characters:
For BG1:
- one decent mage
- one decent cleric
- one decent thief
- as many good archers as possible
For BG2:
- two good mages
- two good clerics
- one decent thief (really, just enough to find traps and open locks, and occasionally pick pockets)
- one good anti-mage
- as many good melee fighters as possible
My wife's half of the party
Akira - Human Fighter (Kensai) / dual to mage at level 9
Stats: str 18/00 dex 18 con 18 int 18 wis 3 cha 3 (party leader in BG2)
Stat changes: str +2 (test of wrath - evil; bonus applied on top of angurvadal), con +2 (test of fear - evil), AC +2 (test of selfishness - evil), wis -1 (dream sequence)
BG1 weapons: Varscona, composite long bow +1
BG1 Armor: plate +3
BG2 weapons: twoweaponing longswords
blade of roses, adjatha, daystar, equalizer, angurvadal, blackrazor, answerer
BG2 Armor: Robe of Vecna, ring of gaxx, ring of human influence, cloak of sewers, belt of inert. barrier, Wong Fei's Ioun stone, speed boots (second pair)
- we all know the reasons for a kensai-mage. Wanted high-level mage more than extra attacks etc. and wanted to finish dualling quickly, so we dualled at 9 instead of 13. She was actually a great tank with all the AC-improving equipment, and with the 2 bonus strength stacked on top of angurvadal, she hit very hard. Timestop + Tenser + Twoweaponing = many dead enemies.
Keldar - Human Paladin (Inquisitor, based on Keldorn)
Stats: str 18/90 dex 18 con 18 int 3 wis 13 cha 17 (party leader in BG1)
Stat changes: cha +1 (manual)
BG1 weapons: spiders bane, composite long bow
BG1 armor: helm of glory, nymph cloak
BG2 weapons: Lilarcor, Carsomyr, wave, Ravager, Ixil's Spike, heartseeker bow
BG2 armor: grandmaster's armor +6 (instead of speed boots), blessed bracers, girdle of fire giant strength
- he was a great tank and a great anti-mage. The high-level dispel ability left all the enemy mages without protections, which meant they'd go down pretty quickly to our melee or our mages. True Sight also makes some of the major battles a lot easier -- if you can actually *hit* Kangaxx or the other liches, they're not so bad.
Aria - Human Cleric / Mage (multi, based on Aerie)
Stats: str 12 dex 18 con 18 int 18 wis 18 cha 3
Stat changes: wis +2 (manuals), wis +1 (lum the mad)
BG1 weapons: Morning Star +1, Quarter Staff +3, sling +3
BG1 armor: robe of good archmagi, ring of wizardry, cloak +2
BG2 weapons: staff +3, staff of the Magi, staff of the Ram, Erinne sling
BG2 armor: bracers AC4, golem manual, amulet of power, hill giant strength, holy symbol
- she wasn't particularly powerful in any way, but she had so many total spells that she complemented the rest of the party very well. She was our only early-game caster, and provided plenty of healing and party buffs, as well as extra offensive power. She also gave us some nice late-game wishes.
My half of the party
Lothar - Dwarvish fighter (Wizard Slayer)
Stats: str 18/00 dex 17 con 19 int 6 wis 7 cha 16
Stat changes: str +1 dex +1 con +1 (manuals), con +1 cha +1 (lum the mad)
BG1 weapons: two handed sword +3, long bow of marksmanship
BG1 armor: girdle of piercing, boots of avoidance, cloak/helm of balduran
BG2 weapons: twoweapon axes and hammers
stonefire, frost reaver, crom faeyr, axe of unyielding, runehammer
BG2 armor: plate of balduran / enkidu's +3, speed boots (first pair), shield of balduran (sometimes), seldarine amulet, big metal unit (for about 30 seconds. Too much cheese for me, but fun to play around with for a little while), helm of brilliance
- He was basically a walking tank all game. High con (20 by the middle of BG1) meant he'd regenerate 40 hitpoints overnight. The best part? "Irenicus: time stop. Irenicus: casting failure." Yeah, that's why we have wizard slayers.
Jahuna - Human Fighter (Berserker) / dual to Cleric at level 6 (based on Jahiera)
Stats: str 18/84 dex 18 con 18 int 10 wis 18 cha 3
Stat changes: int +1 wis +1 (manuals)
BG1 weapons: Morning Star +1
BG1 armor: ring of holiness, large shield +2, helm of defense
BG2 weapons: twoweapon flails / maces
flail of ages, wyvern's tail, Mace of disruption +2, storm star
BG2 armor: red / white dragon scale, vhailor's helm, holy symbol, ring of fire control,
helm of rock (sometimes), dragon shield (sometimes), sensate amulet, stone giant strength
- She was perhaps the most improved in comparison to the NPC she was based on. We always gave her elemental resistance equipment, so she'd quite often be 127% resistant to fire or cold. She also got a ton of proficiencies at the start of BG2 -- 5* in flail, 3* in twoweapon, and 2* in mace in the opening dungeon. She got to be a very, very high level caster by the middle of the game. Being able to spam mass heals in the middle of battle is really useful. High-level holy smites and sunrays are nothing to sneeze at, either. If BG1 was a little longer we'd have held out until level 7 to dual-class her for that extra attack.
Neela - Human Thief (Swashbuckler) / dual to mage at level 7 (based on Nalia)
Stats: str 18 dex 18 con 18 int 18 wis 3 cha 3
Stat changes: str +1, dex +1, int +1 (lum the mad)
BG1 weapons: short sword of backstabbing, eagle bow
BG1 armor: bracers ac6, ring of wizardry
BG2 weapons: staff +3, short sword of backstabbing, sword of mask, gesen bow
BG2 armor: bracers ac3, mercykiller ring, danger sense ring, gloves of pickpocketing (sometimes), circlet of netheril, amulet of master harper, shakti figurine
- She was a competent, but not awesome, thief. She could open every lock and find every trap, and with a potion and the gloves she could pick pockets at 100%. She was our highest level mage all game, and with the shakti figurine she wasn't a bad tank. She was always our weakest melee character, but still finished the game at about 100 hp.
Specific notes
- This party used just about every good weapon at every stage of the game. The only notable exceptions are celestial fury (not worth the proficiencies) and ixil's spike (rarely used behind ravager/carsomyr). One nice thing is that everyone had a good weapon, and it was always obvious who to give a particular weapon to for maximum effectiveness.
- Every single member of this party was at least a competent fighter toward the end of the game. Even Neela and Aria were strong enough that they'd likely be considered "tanks" in many other parties. During the middle of the game, neither of them was as fragile as your average mage.
- We had pretty much every spell we could ever want, and then some. Because of the sheer number of spellcasters, it was rare to run into a situation where we didn't have enough spells. This was especially true of high-level spells, which we reached early (due to using dualclassing instead of multiclassing)
Examples of extreme destruction by the party
- I killed Vongoethe (the demilich) with a vorpal hit, to initiate combat.
- We would often cast 3 or 4 sunrays on packs of vampires, or liches. Because Jahuna's cleric levelled so fast, we had plenty of level 7 spells by the time we took on the Kangaxx quest.
- After casting "chaotic commands" on the party, we could pretty much just melee mind flayers. Keldar would stand back with his bow, but everyone else had enough int to be able to withstand at least one direct hit, and most could hold up to 2 or 3. Flayers aren't very dangerous if they can't charm you and they can't kill you through int drain.
- Irenicus: time stop. Irenicus: casting failure. Need I say more?
- Early-game, we'd hit dragons with 3 lower MR spells and a ton of magic missiles. Late game, we'd pound them with energy discs. At one point, Keldar and Lothar initiated battle with a dragon (in suldenesselar?) and whirlwinded it to death before the mages actually finished casting their "lower MR" spells.
- the monk battle at the end of ToB was pretty easy. We just went straight into melee. A game bug was making it so we couldn't exit the area (the game sometimes mistakes summoned creatures for players, and has trouble switching areas because of it) so we had to reload 3 or 4 times -- and the battle was easy every single time.
- The nasty fight at the bottom of watchers keep required zero reloads and resulted in zero deaths. Proper use of chaotic commands (charm-proofing), the shield of balduran (beholder-proofing), and summons (keep the huntress at melee, and generally distract others) led to a much easier battle than I expected. We did this before even going back to Bodhi's Lair.