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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
HTRT
Hi smile.gif This is a short guide based on general tips about making a functional and a well-versed effective party in IA, followed by two examples of such parties. It is according to the current version of the mod.

General tips

It is great to have a candidate able to wear the robe of Vecna (or Memory of the Apprenti) as it gives a tremendous advantage with improved alacrity. Neera, the superior choice for a non protagonist sorcerer, is likely to enjoy wearing her own upgraded robe, except perhaps during the Demogorgon fight in which she might prefer the robe of Vecna for crucial casting times. Because of that, the candidate for the robe of Vecna will mostly end up being a Necromancer, a Berseker-Mage dual or a Wild Mage. Furthermore, it is a good feeling to have a secondary arcane caster in a party, ideally someone that has some fighting capabilities as well. This character can provide key spells that complement the main arcane caster, as well as being a good asset that you can send sometimes to fight under protection from magical weapons. If the oasis battle in ToB proves too overwhelming, you could for example run with this kind of character to attract a good portion of the aggro a little further away from your party, relieving a lot of pressure, giving you the time to set up properly and win. I find a Berseker-Mage dual to be a good complement to Neera, and an elven Fighter/Mage or Gnomish Fighter/Illusionist to work well with a Necromancer protagonist.

A few greater whirlwind picks even on a dual wielder are usually worth it : against some opponents, like a skeleton grandlord, using your most damaging one handed weapon with greater whirlwind will deal a quite better damage than pounding at it with the same weapon and water’s edge offhand, even though critical strike means no natural 1 misses. A dual wielder should still mostly lean towards critical strikes, and a two handed weapon guy should lean towards greater whirlwinds while still having critical strikes. Another reason to have a few greater whirlwinds available on a dual wielder is that if for some reason you lose your improved haste (or just didn’t have it yet), you can still activate a greater whirlwind and have good results to show for the round as your mages react.

It is good and highly functional to have someone wielding Water's Edge + 4 and another character wielding Belm +2. These attack-increasing off hand weapons work very well, because they usually allow you to wear your most damaging weapon, have with it as many attacks as you would with dual wielding two weapons, and then add on top of it the potential damage of the scimitar’s 2 attacks. Thus having a core of two dual wielding warrior types is more often than not a good practice. In the case of Belm, if the creature is immune to +2 weapons, you are *still* at least using your most damaging weapon for as many attacks as you would have with two weapons. This is the way to get 10 attacks per round under improved haste, which the likes of kensai and riskbreaker enjoy in order to apply their bonuses or proc melee effects as many times as possible during a round.

Speaking of dual wielding, there is often an early game tension regarding crushing weapons. For a character that is not a ranger (or druid), clubs will not deliver and maces just do not deliver in general. It is not easy to find a +3 warhammer without using a Permanency scroll (unless you do the Alhoon pre-spellhold or you have a dwarven character using the dwarven thrower in melee) and forging phosphorus early game takes a lot more resources than it does in ToB. You do get the flail of ages though. With all that considered, I usually prioritize giving clubs to my ranger characters such as the ranger/cleric and the Vagrant. Then I like having some dwarven character that wields the dwarven thrower (Kensai, but could be Berseker, Dwarven Defender, Barbarian or even Fighter/Cleric). After that, the flail of ages goes to whichever other character didn’t get a proper one handed crushing damage weapon, for example a Riskbreaker or Fighter/Mage kind of character. Careful proficiency planning is important ! This tension continues as the need for +4 crushing weapons arises against Skeleton Grandlords. You cannot realistically pretend to have more than one character using warhammers before ToB if you want them all to be able to hit such opponents. The character that has been using the dwarven thrower can claim Crom Fayer (Thor), the club character can use Treefolk’s fury or even Rimed club and the flail using character can use the flail of ages +4. This allows me to skip Phosphorus in the early game usually, although forging Phosphorus at that time is very nice and feels good !

Two handed weapon specialization is nice and alleviates the crushing weapon tension, but is not actually truly mandatory in IA. Getting less attacks per round is often a liability, although the range is good and the impact of some weapons, such as the Dragon Lord halberd, is spectacular. Greater whirlwinds solve the matter *somewhat*, but do not feel great to use in mundane battles. A kensai-thief dual will mostly always be your best bet for such a character because in the current state of the game they can make use of many fantastic items and end up with a lot of attacks per round, proficiency points, bonus to tach0 and damage as well as great protections from the forbidden items they wear. I wouldn’t count on such characters to exist forever though wink.gif Realistically, a Kensai or Barbarian is a good candidate for a two handed weapon specialist as well as Keldorn. Paladins get a pair of bracers for an extra half attack, may wear Carsomyr and get an extra half attack from Demogorgon. I personally simply enjoy when the two handed weapon wielding is partially handled by a Berseker-Mage, Fighter/Mage, Fighter/Mage/Thief or Avenger character.

It is a fine and cozy way to play to have a front tank in your party. Someone able to wear full plate and that without thinking too much you can just send first in battle, preventing many attacks due to maximized armor class and ideally stoneskin or ironskin. Such a character should wield a shield in many encounters or dual wield anyway, depending on the needs for tanking in that particular engagement. Candidates of my liking for this role are a ranger cleric multi or dual class as well as a fighter-mage-cleric. Be mindful of the specific AC modifiers, for example AC vs blunt weapons, which adds armor class on top of your character sheet cap. If you meet a group of 4 elemental golems and 2 greater bone golems and they begin the fight by targeting your iron skinned ranger/cleric who is at -26 armor class with -8 vs crushing (-4 due to a girdle, -4 due to shield of the archons), for a total of -34 vs golems, you will surely be setting up the stage for a smooth battle.

Do you want to include a thief or not ? Thieving business in IA is mostly about locks and traps, as well as situational, minor and sometimes hard to set up combat advantages with backstabs. You definitely don’t need a thief to complete the game, but I have to admit the gaming experience feels more complete if you make one. If making your party is a puzzle, my suggestion would be to just skip the thief aspect of the game instead of forcefully including a character you could just swap for one that suits your party’s real needs better.

Missile weapons are not utterly useless, although they should not be prioritized. Still, it is not bad to think ahead of what kind of missile weapon each of your characters could wield. This is relevant for several enemies, but more importantly coin golems. Their resistance to missile damage is the same as their resistance to piercing, so I more often than not enjoy throwing them missile weapons instead of focusing on piercing weapon proficiencies at all costs. Typically, I enjoy it when my vagrant, who already grand mastered axes, uses a returning throwing axe and when my kensai, who already grand mastered war hammers, uses the dwarven thrower. Piercing weapons are truly relevant against a golem maker in the supreme leader fight, sendai’s pet, the lesser force and maybe one other very specific situation. This makes it so that your characters can invest faster and better into proficiencies that will make them stronger during the entire game, for example the scimitar of the off hand.

A last important tip is that even though this guide is about making a highly functional (and typical) IA party, creativity is and feels good at all times. It can get boring to play such a “vanilla” party everytime. Feel free to use your imagination and enjoy the game smile.gif Why not make a Necromancer, Fighter-Mage-Cleric and Fighter-Mage-Thief party with three Skalds that remain dead most of the early game to maximize the experience of the three other characters. With the improved bard songs, you would end up with the two multi class characters having bonuses that rival a level 40 kensai, backed up by a full-fledged Necromancer !

What follows is two examples of parties following the above guidelines, one for a Necromancer protagonist and one for a Vagrant protagonist :

Example of a Necro party :

Human necromancer : *sling *quarterstaff *dagger *dart

Half-Elf Ranger/Cleric multi (golems) : **club *two weapon style **mace **sling **flail **warhammer *single weapon style

Elven Fighter/Mage multi : **katana *** two weapon style **quarterstaff *two handed weapon style **short sword **halberd *two handed weapon style

Jaheira half elf avenger (On top of existing pre-selected proficiencies) : *Quarterstaff * Spear * *Dagger ** Scimitar **Club

Human riskbreaker : ****flail **two weapon style *flail ***scimitar *two weapon style *****bastard sword *scimitar

Dwarven kensai : ****warhammer **two weapon style *warhammer ***scimitar *two weapon style *****long sword *scimitar

Example of a Vagrant party :

Half-elf vagrant (golems) : ****Axe *Two weapon style *Club *Axe *Club **Scimitar **Flail **Long sword **Short sword *Single weapon style

Half-elf fighter/mage/cleric multi : **Flail ***Two weapon style **Sling **Warhammer **Mace

Human Berseker9-Mage dual : ****Katana **Two weapon style *Katana *Quarterstaff *Two weapon style *Quarterstaff *Two handed weapon style ***Quarterstaff

Dwarven kensai : ****warhammer **two weapon style *warhammer ***scimitar *two weapon style *****long sword *scimitar

Cernd human auramaster (On top of existing pre-selected proficiencies) : *Two handed weapon style, *Spear, *Two weapon style, *Club, *Single Weapon style, *Dart, *Sword and Shield style

Neera half-elf sorcerer (On top of existing pre-selected proficiencies) : *Sling, *Dagger, *Dart

1: Nahal’s reckless dweomer, magic missile, chromatic orb, shield, armor
2: Melf’s acid arrow, Mirror image, Blur, Luck, Resist Fear
3: Flame arrow, Protection from fire, Vampiric touch, Remove magic, Lightning bolt
4: Emotion, Stoneskin, Greater malison, Spirit armor, Improved invisibility
5: Animate dead, Breach, Spell immunity, Lower resistance, Cone of cold
6: Summon monster IV, Improved haste, Giant strength, Protection from magical weapons, Protection from magic energy
7: Summon monster V, Ruby ray of reversal, Limited wish, Spell turning, Protection from the elements
8: Summon monster VI, Abi-Dalzim’s horrid wilting, Foreknowledge, Protection from energy, Pierce shield
9: Wish, Recast vital energy, Chain contingency, Time stop, Summon monster VII
leozoroaster
Nice summary!

IMO necro protagonist + mage/cleric (aerie) + warriors*3 is a very straightforward yet powerful template (5p already guarantees a smooth playthrough, add the sixth as you like).

Brief explanation: necro protagonist takes over arcane alone after 3.4m xp + vecna, thus a second full arcane caster will be redundant. Only an auxiliary arcane caster is required in early game (at least, for casting scrolls). Since a full divine caster is also unnecessary, a reasonable way is to take a mage/cleric (even FMC, for maximizing dps).

All that left is melee. A robust combination is protecter (Valygar) + berserker (Minsc) + riskbreaker (maybe Imone?). Kensai or KT is decent too (KT is my favorite for the sixth, the best in late game).
leozoroaster
One sentence explanation for maximizing melee: its marginal utility decreases much slower than arcane/divine casting.
HTRT
QUOTE(leozoroaster @ Feb 22 2024, 05:47 AM) *
One sentence explanation for maximizing melee: its marginal utility decreases much slower than arcane/divine casting.


For sure !!! When in doubt, more melee ! A lack of melee is more likely to block your progression/completion of the game than a lack of arcane/divine.
pekkae
QUOTE(HTRT @ Feb 22 2024, 09:20 PM) *
QUOTE(leozoroaster @ Feb 22 2024, 05:47 AM) *
One sentence explanation for maximizing melee: its marginal utility decreases much slower than arcane/divine casting.


For sure !!! When in doubt, more melee ! A lack of melee is more likely to block your progression/completion of the game than a lack of arcane/divine.


Yup, more melee is usually the way to go!

Though I thinks this is a little bit dependant on the difficulty level as well. It's easier to just bash away on core rules. Then on insane/LOB a more careful approach is needed. But still, (at least) 3 capable fighters are a must.
pekkae
Here's a few of my favorite party types:

#1 Necro party

Necro
F/M multiclass half-elf (minimize CHA)
Jaheira
Kensai/RB
Dwarven Defender
Priest of Tempus (with 6.6 changes)

**
Very powerful and most powerful items are distributed nicely along the crew. Kensai/RB takes Water's Edge + Judgement Day. F/M gets you through the early game, lacks behind mid-game and then becomes very powerful towards the end when you get HLA's (CS's mostly). Cleric + DD combination is very strong. (as is Shaman + DD).
**


#2 Necro with a thief

Necro
F/M multiclass
Priest of Tempus
Hexxat
Keldorn (Inquisitor / Undead Hunter both work)
Shaman

**
Hexxat needs babysitting through the first chapters and is a liability. Then towards the end you can count her to have effetive AC of -30 to -40, making ger insanely hard to hit. Oh and she has the 3rd most offensive power in the game, after RB/Kensai. Keldorn is the offensive dynamo who should get JD + who only has CS's.
**


Max damage output via spells

Kensai
Soreceror (give her MotA, so cheating a little bit...)
Cernd
Dwarven Defender
Jaheira
F/M multiclass

**
Both main casters get IA and can reach -5. Cernd becomes a half-god like force a little bit after the midpoint of the game and reaches 15-18 spells per level.
**


Turbocharging Shaman-crew & maximising summons-capabilities*


Vagrant
Jaheira
Shaman
Keldorn the Undead Hunter
Swashbuckler/Mage dual class (after 9th level or so).
Neera

**
S/M get Vecna and can reach effetive ac of -35 to -40 or so. This crew has the most effective summons in the game (outcounting a skeleton lord). With 2 full Arcane casters the shaman becomes an insanely powerful force to be reckoned with and they can turbochardge the summons with extreme efficiency.

*without having multiple vagrants / avengers

**


Max H2H

Necro
Jaheira
Kensai
Riskbresker
Hexxat
R/C Multiclass

**
This crew has 5 characters with Critical Strikes. It has effective use of the most devastating melee weapons in the game. It lacks behind in endurance / tanking through.
**
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