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Advise on BG1 (BGT) Party

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Fred the archer, Dec 3, 2010.

  1. Fred the archer Gems: 1/31
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    I could need some input and advise from the collective regarding my BG1 party. This is my second attempt to defeat Sarevok, first try ended in many reloads and it took some dumb luck to finally defeat him.

    Anyway my second party are as follows:

    1. Kagain, Fighter (My Tank, mostly thanks to his 20 con, that heals him traveling from area to another)
    2. Khalid, Fighter (Mostly licking his wounds and shooting some arrows)
    3. Kivan, Ranger (Sniper 1)
    4. Jaheira, Dual Archer/Cleric (Sniper/Healer)
    5. Imoen, Dual Bounty Hunter/Mage (Trapper/Spellcaster?)
    6. Me Thief/Mage (Lockpicker/Spellcaster?)

    I have a few concerns regarding this group, is Khalid useless in melee or do I use him the wrong way? Me, Elf with Con 14, have a total of whopping 17 hp at level 4/4. No way I will survive 1 sec against Sarevok & gang. I will probably gain another 10-15 hp before I face Sarevok...

    So far the gang has cleared most areas around Nashkal and Beregost, we also have managed to clear the Bandit camp, using stealth and a lot of arrows.

    I don't believe my tactics will work further on, especially in the final battle.

    So how can I reform my party to make it more potent?
     
  2. T2Bruno

    T2Bruno The only source of knowledge is experience Distinguished Member ★ SPS Account Holder Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Khalid can be an extremely effective fighter. The only issue is really his morale. I've read somewhere he was originally designed to be a fighter/mage -- which would have made more sense with his reluctance to join a battle. If he annoys you, you can always just let him die and recruit someone else (Ajantis perhaps -- make him an inquisitor).

    A dual archer/cleric must specialize in slings. They cannot use bows or crossbows.

    I found Imoen to be awesome as a swashbuckler/mage.

    Your elf should never melee Sarevok directly. If he never hits you, you don't die.

    You really shouldn't be having any problems with that party. As you get higher level spellcasting will start to really help. Being able to cast a couple of fireballs makes every battle easier.
     
  3. Barmy Army

    Barmy Army Simple mind, simple pleasures... Adored Veteran

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    Sarevok fight = wand of monster summoning + bucket loads of arrows.

    Bows are really the way to go on BG1.
     
  4. Silverstar Gems: 31/31
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    Khalid is a fighter/mage in my extremely modded new BGT game, (yeah I had to install it again but this time I did it right) due to a tweak mod, and he is good. At the start, I put a platemail on him for AC and he was still able to use scrolls when in need, there are tons of level 1 scroll drops from common enemies (sleep, charm person, magic missile, grease, colour spray) and they help immensely in tough fights. He memorised identify. Now he can cast level 2 spells (horror scroll from a random loot, nice!) so he has a fire resistance robe and bracers of AC 8. I plan to dual my PC to a mage in the future so he will get the best robe/bracer combo and I may give the elven chain mail from a mod I have to Khalid.

    Khalid has really low morale, when enemies dropped him to 2-3 HP in a few subsequent hits, he screamed 'better part of valor!' and his circle turned yellow and he turned tail to flee, but just in time my PC healed him with a cure wounds spell and he immediately recovered from panic. Don't know if it is from the healing, or if his morale recovery time is extremely fast. (he breaks down and panicks fast, but recovers quickly, maybe due to fear of Jaheira's ire is worse, lol)

    You may think to put points into other thief skills. A score of 75 or 80 in Traps/Locks is enough for the %95 of the game. (and there are potions when you need that extra kick) Detect Illusions is very handy in a modded game as mages buff with illusions. Pickpockets is nice too, I have some mod shops I plan to steal from so I specialised my ShadowDancer character (created via multiplayer game) with it, and Imoen (a regular thief) took care of traps/locks. The time to dual Imoen is near though, I plan to dual her early at level 5, but I may have to postpone it or have to avoid trapped areas for my Shadowdancer can't fix traps. (he has other cool abilities though, I liked the kit a lot and it suited the character concept in my head, so yeah I am having fun! ;) )
     
  5. Fred the archer Gems: 1/31
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    Thanks for all the advice, some more levels and now the party feels more solid. My main character has now 29 hp and doesn't die everytime someone hits him with an arrow or a spell.
    Also helps the Kagain now is lvl 6 with 75 hp and AC-2. That guy can really take a beating!


    Jahiera is using a short bow, I have level1NPC and BGT installed. One of the mods must have tweaked the rules, but I love it, Healer and Sniper in one package!

    One thing has me puzzled, Immy has Int 17 and Wiz 11, at lvl 5 Mage, she has 3 lvl 2 spells and 2 lvl 3 spells. Main PC, Int 18 and Wiz 10 have 2 lvl 2 spells and 1 lvl 3 spell at lvl 5 Mage. I was under the impression that Wiz only was important for priests?
     
  6. henkie

    henkie Hammertime Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Don't know it exactly anymore, but I believe that INT is only important to mages in so far as allowing them to memorize more spells per spell level. WIS is only relevant for certain options for Limited Wish and Wish and for lore. And even if I remember wrong, 12 WIS is not enough to give any bonus spells for a cleric, so it's a safe bet it doesn't for mages either.

    Oh and INT allows you to cast higher level spells: 17 INT allows up to lvl 8 spells, 18 INT allows you to also cast lvl 9 spells.

    And at level 5 a plain mage without specialisation or items should have 4 lvl 1 spells, 2 lvl 2 spells and 1 lvl 3 spell. So it almost looks like Imoen somehow got a specialisation for a certain mage kit (although you mentioned she's already a Bounty Hunter, so she shouldn't be able to be a specialised mage), or she may have items. Or it's a mod doing something weird.
     
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