Final Stats:
"Green Giantess" the Half-Elf Chaotic Good Barbarian(5)/Cleric(16)/Rogue(6)/Fighter(5)
32 levels is the maximum for multi-classers, requiring about 500,000 XP, and I reached it with my solo part-rogue 3/4 through the game, with the first three domains completed but without entering the castle yet. When I reached my 32nd level, I got my 6th attack!!
26/21/16/11/6/1 base
35/30/25/20/15/10 melee
Spells: 7/7/7/6/5/4/4/3 Cleric
Turn Undead (7 times per day): L16
368 HP
28 AC
St-24/Dx-14/In-10/Wi-19/Ch-10
Saving Throws: Reflex +19/For +31/Will +22
Move Rate-75
Spell Resistance-14
Locks-7
Traps-6
3d6 sneak attack
2 rages
Just about every feat in the book for fighters, clerics, thieves, and barbarians including cleave, improved critical, evasion, uncanny dodge, etc.
Weapon: Deathspike
Armor: Plate +4
Gloves: Necromancy
Boots: Victoria's Gait
Ring: +4 Protection
Amulet: War
It was challenging but not impossible in the early to middle going, but there was a point about midway through the game where she started becoming almost invincible. Anyway, this was my second time playing through the game and it's definitely an adrenalin rush to go solo this way.
--Riverwind
Finished the Game Solo
- Andrew Shih
- Posts: 112
- Joined: Sun Apr 22, 2001 10:00 pm
- Contact:
- Andrew Shih
- Posts: 112
- Joined: Sun Apr 22, 2001 10:00 pm
- Contact:
Perhaps the hardest thing about PoR is surviving the first few levels (characterwise and dungeonwise). The soloist that I came up with was the result of about 10 to 20 failed experiments and fatalities. Anyway, the thing is this--you get two levels early on, and then it takes a long time to get to levels three and four.
From my experience with a party (the first time I finished the game), the two most valuable abilities in the beginning (and also throughout the game) are "cleave" and "turn undead." So, start out with a barbarian and add a level of cleric. Now you have both. I then added a level of rogue to hasten the acquiring of XP, but from then on basically improved cleric which has the advantage of improving turn undead, fighting, and spells. I went with a half-elf so that cleric would be the favored class and so I only needed to keep my low-level barbarian/rogue/fighter levels close together. The two fighter levels were added in very late in the game, solely so that I could get the "improved critical" feat to increase the chances that I'd do quintuple damage with the Deathspike on crits. Another advantage of half-elf by the way is being immune to ALL will attacks, whether it be sleep, charm, or fear. Beginning stats were basically in strength, with about 14 in wisdom/constitution, dexterity doesn't matter because she's going to wear plate.
--Riverwind
From my experience with a party (the first time I finished the game), the two most valuable abilities in the beginning (and also throughout the game) are "cleave" and "turn undead." So, start out with a barbarian and add a level of cleric. Now you have both. I then added a level of rogue to hasten the acquiring of XP, but from then on basically improved cleric which has the advantage of improving turn undead, fighting, and spells. I went with a half-elf so that cleric would be the favored class and so I only needed to keep my low-level barbarian/rogue/fighter levels close together. The two fighter levels were added in very late in the game, solely so that I could get the "improved critical" feat to increase the chances that I'd do quintuple damage with the Deathspike on crits. Another advantage of half-elf by the way is being immune to ALL will attacks, whether it be sleep, charm, or fear. Beginning stats were basically in strength, with about 14 in wisdom/constitution, dexterity doesn't matter because she's going to wear plate.
--Riverwind
I started as you said. Once I got to 2nd level (Barbarian/Cleric) it got a lot easier. Seems pretty cool to me. I don't know how the solo character is going to do against some of the really tough encounters I've had with my party. I just finished the gem tower with them. But it should be interesting.
- Cinderblock
- Posts: 1
- Joined: Sat Oct 27, 2001 10:00 pm
- Contact:
I just finished the game solo with a cleric 16/barbarian 4/sorc 4/rogue 4/fighter 4.
Final stats (including buffs):
STR 23, DEX 14, CON 26, INT 15, WIS 19, CHA 18. 518 hit points. AC 35 (using mage armor + shield spell).
Attacks: 42/37/32/27/22/17 (this includes divine power)
Saves: Reflex 25 / Fort 36 / Will 26. With evasion and spell resistance this meant my character was immune to all magic.
My character used the +11 AC drow chain armor, the double damage gauntlets, and the Demoniac sword (Deathspike isn't as good as this combination). Average attack was 60-80 damage, with 100-140+ on a sneak/critical.
The dracolich went down mewling like a kitten. He gutted my 6-player group, but on this run he had no chance.
I started with a human barbarian--humans have any as favored class. I put 14 into str, con, wis, and cha, leaving int and dex at 10 or so. I then dualed to cleric inside Stillwater. That combination allowed turn undead and cleave, which are invaluable. Then I picked up a level of sorc (this is just after blowing open the cone-of-cold wells in the Main Halls), then a level of rogue.
Sorc 1 allows a character to use wands, along with some chance to use arcane scrolls. Nottle sells unlimited wands of stinking cloud, which I found very useful. The shield spell is also invaluable--I used it throughout the entire game. I took extra levels of sorc just to increase the shield spell duration. Rogue 1 allows a character to soak up trap/lock experience. Rogue 2 allows evasion--I should've taken more rogue earlier, but I wanted to maximize cleric before I left the dungeons. Barbarian 3 allows uncanny dodge, which kept drow assassins from sneak attacking my character.
I leveled my character to cleric 16, then switched to barb / rogue / sorc / fighter levels. My cleric hit 16 just before I entered the catacombs. I picked up fighter to get improved critical, since I was tired of gettings feats like combat casting and skill focus. My character hit the level 32 experience cap fighting drow in the catacombs.
The low levels were tricky, but I don't recall loading that often unless my character rolled strings of single digits in combat. I used cone of cold wands and items to survive the tough battles. Sometimes I had to back my character into a doorway, retreat along an inside wall, or slip into a corner to minimize the number of monsters attacking her at once. The shield spell kept my character alive most of the time thoughout the game (I'd back into a corner and cast it if it ran out). Once she traded for the four constitution points in the Main Halls, hit points became plentiful; in fact, I found healing to be a chore until she picked up the heal spell.
A word about hit points: try not to level up or save/load while running divine power or aid. Sometimes the extra hit points became permanent. Twice this happened before I noticed it; thus my cleric looks like she almost rolled the maximum on every level.
Also, be watchful when leveling, becasue sometimes your character will get ZERO base hit points plus the constitution bonus. This is another Ubisoft oddity. I reloaded and re-leveled when this happened.
Final stats (including buffs):
STR 23, DEX 14, CON 26, INT 15, WIS 19, CHA 18. 518 hit points. AC 35 (using mage armor + shield spell).
Attacks: 42/37/32/27/22/17 (this includes divine power)
Saves: Reflex 25 / Fort 36 / Will 26. With evasion and spell resistance this meant my character was immune to all magic.
My character used the +11 AC drow chain armor, the double damage gauntlets, and the Demoniac sword (Deathspike isn't as good as this combination). Average attack was 60-80 damage, with 100-140+ on a sneak/critical.
The dracolich went down mewling like a kitten. He gutted my 6-player group, but on this run he had no chance.
I started with a human barbarian--humans have any as favored class. I put 14 into str, con, wis, and cha, leaving int and dex at 10 or so. I then dualed to cleric inside Stillwater. That combination allowed turn undead and cleave, which are invaluable. Then I picked up a level of sorc (this is just after blowing open the cone-of-cold wells in the Main Halls), then a level of rogue.
Sorc 1 allows a character to use wands, along with some chance to use arcane scrolls. Nottle sells unlimited wands of stinking cloud, which I found very useful. The shield spell is also invaluable--I used it throughout the entire game. I took extra levels of sorc just to increase the shield spell duration. Rogue 1 allows a character to soak up trap/lock experience. Rogue 2 allows evasion--I should've taken more rogue earlier, but I wanted to maximize cleric before I left the dungeons. Barbarian 3 allows uncanny dodge, which kept drow assassins from sneak attacking my character.
I leveled my character to cleric 16, then switched to barb / rogue / sorc / fighter levels. My cleric hit 16 just before I entered the catacombs. I picked up fighter to get improved critical, since I was tired of gettings feats like combat casting and skill focus. My character hit the level 32 experience cap fighting drow in the catacombs.
The low levels were tricky, but I don't recall loading that often unless my character rolled strings of single digits in combat. I used cone of cold wands and items to survive the tough battles. Sometimes I had to back my character into a doorway, retreat along an inside wall, or slip into a corner to minimize the number of monsters attacking her at once. The shield spell kept my character alive most of the time thoughout the game (I'd back into a corner and cast it if it ran out). Once she traded for the four constitution points in the Main Halls, hit points became plentiful; in fact, I found healing to be a chore until she picked up the heal spell.
A word about hit points: try not to level up or save/load while running divine power or aid. Sometimes the extra hit points became permanent. Twice this happened before I noticed it; thus my cleric looks like she almost rolled the maximum on every level.
Also, be watchful when leveling, becasue sometimes your character will get ZERO base hit points plus the constitution bonus. This is another Ubisoft oddity. I reloaded and re-leveled when this happened.