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Want to start a DD run, could use suggestions for spells/stats/party members. Thanks
This question / problem has been solved by kmonsterimage
About stats:

Most important are 18 dex for the AC and ranged attack bonus, I also recommend 18 str for carrying capacity and damage, 18 con so you can even reach 20 con including regeneration, 18 cha for better quest rewards and cheaper shop prices.
Int and wis are useless compared to this, having both 10 int and wis too requires a roll of 92 to avoid a lore penalty but other party members will have higher lore and casting the spell will identify everything, so even much lower rolls won't make a noteworthy difference. I'd go for a roll of at least 89 with 10 int and 7 wis for cosmetic reasons but even a roll of 78 is almost perfect.

I'd start with sling and add quarterstaff proficiency at level 6, but reverse order or dart for ranged (more attacks but use up more ammo and have lower range) or dagger for melee is also playable, just make sure to get proficient both in a melee and ranged.


About spells:

Pick the spells you want to cast, don't choose some you don't like just because someone tells you they could be powerful, the game won't become unwinable if you are missing some spells. The usefulness of spell picks also depends on your party composition, "haste" is essential but doesn't have to be picked if you have a bard or wizard in the party to cast it for example.

You learn 5 level 1 spells during the game so spending 1-2 picks for spells which do really help early but get useless later should yield a better gaming experience than spells which still work later but you won't need because you've another working one.
"Magic Missile" is an essential spell at higher levels but relatively weak at low levels, I'd pick it at level 3 or 5.
"Shield"(protective) and "Identify"(comfortable) are also useful spells during the whole game.
"Find familiar" adds hitpoints and a powerful ally. You cast it only once during the game but it will take about a third of the game until you find a scroll, "Sleep" is very powerful for a long part of the game, pick those spells early or not at all.
The essential spell at level 2 is "Mirror Image", the rest depends on your playing style.


About party members:

Pick whom you meet and like, it's not a good idea to make this decision before playing. If you don't know the game it will make you unhappy if things don't go as planned or the NPCs aren't as imagined and drive you towards walkthrough hugging and if you've finished the game before you can afford to play any combination for the challenge.
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kmonster: Int and wis are useless compared to this, having both 10 int and wis too requires a roll of 92 to avoid a lore penalty but other party members will have higher lore and casting the spell will identify everything, so even much lower rolls won't make a noteworthy difference. I'd go for a roll of at least 89 with 10 int and 7 wis for cosmetic reasons but even a roll of 78 is almost perfect.
In Baldur's Gate 2, this is less true. In particular:

9 Int is needed to use wands and scrolls
11 allows you to survive 2 mind flayer hits (I note that this is nice in conjunction with the Protection from Magic Weapons spell, which will allow your character to tank the hits). 16 will let you tank a third hit.

16 Wis is needed to get the most out of the Limited Wish spell (if you are planning on choosing that spell)
18 Wis is needed to get the most out of the Wish spell (again, if you are planning on choosing this spell)

Note that there are, I believe, 3 Wisdom tomes in the first game, and you don't need these stats until the second game (although having at least 9 Int to be able to use wands and scrolls in the first game would be a good idea).

Cha is not important for Sorcerers, unlike in games based on 3.x edition rules.
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dtgreene: In Baldur's Gate 2, this is less true. In particular:

9 Int is needed to use wands and scrolls
11 allows you to survive 2 mind flayer hits (I note that this is nice in conjunction with the Protection from Magic Weapons spell, which will allow your character to tank the hits). 16 will let you tank a third hit.

16 Wis is needed to get the most out of the Limited Wish spell (if you are planning on choosing that spell)
18 Wis is needed to get the most out of the Wish spell (again, if you are planning on choosing this spell)

Note that there are, I believe, 3 Wisdom tomes in the first game, and you don't need these stats until the second game (although having at least 9 Int to be able to use wands and scrolls in the first game would be a good idea).

Cha is not important for Sorcerers, unlike in games based on 3.x edition rules.
BG:EE also requires 9 int for reading scrolls so I must correct myself that a total roll of 84 is needed for an almost perfect character (9 int, 3 wis). Mind flayers are only one monster type only in BG2 with only 5 percent hit chance (unless you're helpless but in this case you're screwed even with 20 int) so raising int just because of them isn't worth it.

The Wish spells late in BG2 aren't good sorcerer picks, you can combine spell scrolls with potions of insight (set wis to 18) if you want to test them, no need to waste valuable stat points for wis because of them.

Cha isn't important for sorcerer specific purposes but useful for interaction especially if you want to lead your party.
A disciple isn't much different from a regular sorcerer in terms of preferred spells. See PlayItHardcore reference, and DD addendum.
Post edited March 15, 2020 by burn