Posted November 13, 2022
So let's sort out this before I try again with a sorc. Dragon Disciple is a decent EE-addition, but is more defensive character, and poverty wants offensive power.
- if we apply No Item At All (besides quest items), most classes won't be able to kill things. That's unfortunate, so to say. This includes all warrior classes (fighter, ranger, paladin, barbarian(, and the rogue classes (bard, thief).
The above classes either can't cause lethal damage to anyone (unarmed damage can only knock target out, but never kill them, what is mandatory for progress), or gain ability to do so beyond lvl1 (good luck finding quests w/o those restrictions), and what they do gain will prove too little anyway eventualy. Like thief do get traps, a kit even get more traps per day, but how exactly would you deal with the Bandit Camp?
- Monk can do lethal damage barehanded, but can't deal ranged damage, what is mandatory for Spellhold's Asylum (the room where a couple of goblins are shooting you standing on pillars), so don't even try beyond BG1. Pure BG1 runs might possible though with the aboves.
- Mage is not an option, as demands reading scrolls. Good luck trying this one in BG 1, or like any of the games. I suggest though trying the Minimal Stat Challange.
- Pure Divine Casters suck pixie-dust, but feel free to try. Even a Cleric/thief will perish against The Ravager, because there's no way to harm the bugger enough, and the possible status-effects (like Finger of Death, Harm - yes, even Harm does not effect ed the creture last time I tried).
I've tested Harm on The Ravager right now, landed a chritical hit, and it did zilch. This happened under EE. Well, it says "magic resistance"... Anyone want to reload for a 1:20 chance for critical hit, + 10% chance avoiding magic resistance (practicaly a 1:200 chance)? Good luck with that. (It still can turn out it is simply immun to Harm!) Bonus annoyance factor is, Harm falls off of you if you cast it before entering the arena, and takes ages to be cast. Of course Ravager does no move, which makes it impervious to traps. NOTE: I also did not find any method for self-blinding, which would allow to lay traps in the middle of the mayhem.)
With this test, I safely assume the creature is equally immun to all kinds of stat-drains too, like Shaman's Etheral Retribution (if you could somehow pull it off enough times in a row), or the Archer's Aimed Shot.
- This leaves the ONLY possible candidate for a trilogy solo poverty run the Sorcerer.
Sex: male means free exp and stuff, so duh.
Alignment: if the wiki is true, you might pick almost any alignment. The biggest influence here is if you manage to be evil, or if you want to mess with Watcher's Keep's demons (you can avoid fighting one of the demon groups with portal gem). So extend out options.
Most familiars can do nothing but fight, and who needs that. What is an advantage though is, if it has thief abilities. that leaves us with:
- ferret: Lawful Neutral
- rabbit: true neutral
- cat: chaotic neutral
Neither of them are evil unfortunately. On paper the best one is Ferret, because it can do 3. Unfortunately all on an abysmal level, and is focusing on pickpocket.
Rabbit would be convenient still, as it can detect trap along being a scout. Unfortunately, it stealth-skill is practicaly negligable, and doesn't even get better in BG2.
So ye, you are best to pick the cat.
Stats: the higher the better. CHA can be the dumpstat as always, as it does not effect exp-rewards. If CON is maxed out, you get a chance for 20 CON, what means full heal just by sleeping - in this case your pick should be half-elf. If on the other hand you don't care for that, you will wanto to pick elf instead for +1 DEX, which not only gives you better AC (very little bit helps), but also better ranged thac0, which'll count for Melf's Minute Meteor and Energy Blades. On the other hand there's only potential advantage for the elf if gets to the Machine of Lum, and will pich the evil reward during the Tears. The half-elf's CON would also only reach 20 when it won't matter anymore (again Machine of Lum), or if also pick Dragon Disciple instead of pure sorcerer. Then again, you might want to go for the evil +2 CON reward from the Tears, as poverty characters simply avoid being hit.
On the other hand STR and DEX are core stats. WIS is mainly for (Limited) Wish, and is required. INT on the other hand seems to be a potential dumpstat for a sorc.
Eh, I'll go for elf sorc, 18/19/17/9/15/14. Sum: 92, 2 pont better tham my Trilogy-run. Nice. Opted for 17 CON instead of 16 (with Tome + Lum + evil Tear, that's still be 20), so I might not bother with Watcher's Keep, or mess with it only in ToB. Doesn't rly matter, and I can afford, as I have more points than before, but lack the chance to roll even higher. CHA doesn't rly matter anyway. If WIS would work as in the manual, I'd pump that to 18 immediately. But no need for that... With the exception of identifying the Tomes...? Nah, sorcerer has abysmal lore (1 per level), and the INT/WIS could only provide 20 in all. the Tomes require 50.
- if we apply No Item At All (besides quest items), most classes won't be able to kill things. That's unfortunate, so to say. This includes all warrior classes (fighter, ranger, paladin, barbarian(, and the rogue classes (bard, thief).
The above classes either can't cause lethal damage to anyone (unarmed damage can only knock target out, but never kill them, what is mandatory for progress), or gain ability to do so beyond lvl1 (good luck finding quests w/o those restrictions), and what they do gain will prove too little anyway eventualy. Like thief do get traps, a kit even get more traps per day, but how exactly would you deal with the Bandit Camp?
- Monk can do lethal damage barehanded, but can't deal ranged damage, what is mandatory for Spellhold's Asylum (the room where a couple of goblins are shooting you standing on pillars), so don't even try beyond BG1. Pure BG1 runs might possible though with the aboves.
- Mage is not an option, as demands reading scrolls. Good luck trying this one in BG 1, or like any of the games. I suggest though trying the Minimal Stat Challange.
- Pure Divine Casters suck pixie-dust, but feel free to try. Even a Cleric/thief will perish against The Ravager, because there's no way to harm the bugger enough, and the possible status-effects (like Finger of Death, Harm - yes, even Harm does not effect ed the creture last time I tried).
I've tested Harm on The Ravager right now, landed a chritical hit, and it did zilch. This happened under EE. Well, it says "magic resistance"... Anyone want to reload for a 1:20 chance for critical hit, + 10% chance avoiding magic resistance (practicaly a 1:200 chance)? Good luck with that. (It still can turn out it is simply immun to Harm!) Bonus annoyance factor is, Harm falls off of you if you cast it before entering the arena, and takes ages to be cast. Of course Ravager does no move, which makes it impervious to traps. NOTE: I also did not find any method for self-blinding, which would allow to lay traps in the middle of the mayhem.)
With this test, I safely assume the creature is equally immun to all kinds of stat-drains too, like Shaman's Etheral Retribution (if you could somehow pull it off enough times in a row), or the Archer's Aimed Shot.
- This leaves the ONLY possible candidate for a trilogy solo poverty run the Sorcerer.
Sex: male means free exp and stuff, so duh.
Alignment: if the wiki is true, you might pick almost any alignment. The biggest influence here is if you manage to be evil, or if you want to mess with Watcher's Keep's demons (you can avoid fighting one of the demon groups with portal gem). So extend out options.
Most familiars can do nothing but fight, and who needs that. What is an advantage though is, if it has thief abilities. that leaves us with:
- ferret: Lawful Neutral
- rabbit: true neutral
- cat: chaotic neutral
Neither of them are evil unfortunately. On paper the best one is Ferret, because it can do 3. Unfortunately all on an abysmal level, and is focusing on pickpocket.
Rabbit would be convenient still, as it can detect trap along being a scout. Unfortunately, it stealth-skill is practicaly negligable, and doesn't even get better in BG2.
So ye, you are best to pick the cat.
Stats: the higher the better. CHA can be the dumpstat as always, as it does not effect exp-rewards. If CON is maxed out, you get a chance for 20 CON, what means full heal just by sleeping - in this case your pick should be half-elf. If on the other hand you don't care for that, you will wanto to pick elf instead for +1 DEX, which not only gives you better AC (very little bit helps), but also better ranged thac0, which'll count for Melf's Minute Meteor and Energy Blades. On the other hand there's only potential advantage for the elf if gets to the Machine of Lum, and will pich the evil reward during the Tears. The half-elf's CON would also only reach 20 when it won't matter anymore (again Machine of Lum), or if also pick Dragon Disciple instead of pure sorcerer. Then again, you might want to go for the evil +2 CON reward from the Tears, as poverty characters simply avoid being hit.
On the other hand STR and DEX are core stats. WIS is mainly for (Limited) Wish, and is required. INT on the other hand seems to be a potential dumpstat for a sorc.
Eh, I'll go for elf sorc, 18/19/17/9/15/14. Sum: 92, 2 pont better tham my Trilogy-run. Nice. Opted for 17 CON instead of 16 (with Tome + Lum + evil Tear, that's still be 20), so I might not bother with Watcher's Keep, or mess with it only in ToB. Doesn't rly matter, and I can afford, as I have more points than before, but lack the chance to roll even higher. CHA doesn't rly matter anyway. If WIS would work as in the manual, I'd pump that to 18 immediately. But no need for that... With the exception of identifying the Tomes...? Nah, sorcerer has abysmal lore (1 per level), and the INT/WIS could only provide 20 in all. the Tomes require 50.