Solo IronMan...!!!

Discussion in 'The Temple of Elemental Evil' started by Sanctuary, Sep 21, 2011.

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  1. sirchet

    sirchet Force for Goodness Moderator Supporter

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    I've hit the "C" button to enter combat and moved my group past the trap in combat and did not have to disarm it.

    I know this is a cheat, but it beats not getting past. ;)
     
  2. Sanctuary

    Sanctuary Constitutionalist!

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    ^^ Yep...I eventually found another's post on this site saying the same thing. Still...Thank you for your Help! ^^

    God Bless!
     
  3. General Ghoul

    General Ghoul Established Member

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    Or just have Furnok disable the device.
     
  4. Sanctuary

    Sanctuary Constitutionalist!

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    Only thing it let Furnok do was a open lock attempt on it that had a difficulty of 0.

    Furnok's disable device is a total of 21...which may be high enough to dissable if he actually was allowed to disable it for me. Instead, he goes through the motions of doing so but nothing happens when he stands up. The trap is still going off right beside us.

    Any ideas or let me know what I'm doin wrong?

    Thank You.
     
  5. General Ghoul

    General Ghoul Established Member

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    I always have a rogue in the party, and am always able to disable the device. I think I always do a search for traps first, as I do with all locks, then do the DD on the radial menu on it. Turns it off permanently.

    You should be able to check the rolls to see if you are able to DD the trap.
     
  6. sirchet

    sirchet Force for Goodness Moderator Supporter

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    I thought the chest controlling the trap in the Temple hallway was the kind you just had to open it and then follow the dialog options, am I thinking of the wrong chest here?
     
  7. Sanctuary

    Sanctuary Constitutionalist!

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    Ok...all done.

    I had gotten lucky & Prince Thrommel's detachment caught up to me for my reward before I went after the Slavers...in which Scather made the rest of the major encounters a joke. Both the slavers & Zug, that is...as the slavers were dead by round 5 and Zug died in round 3.

    Elmo gladly received Scather since he is Chaotic Good and had the following feats already...Exotic Weap: Bastardsword, Improved crit: Bastardsword, Weapon Focus & Specialization in: Bastardsword. LoL.

    The final stats for my toons as I went & killed Zug in 3 rounds were...

    My main & only character, Vic Tor was Lv17. He was Cleric13, Fighter 2, and Rogue 2. By using the elven chain enchanted to +3 (light armor) on all 3 of the armor wearing characters...each had at least 2 levels of rogue for the Evasion ability. The 2 levels of fighter gave the power attack/cleave ability to Vic since he used a +3 Flaming, Holy, Icyburst Longsword and his 3 attacks a round gave him strong melee capability. He used the Arena Tower Shield enchanted to +3 of course so his final stats were...
    Ac:30
    Hp: 152
    Saves: Fort +18
    Ref +14
    Will +18
    St 20
    Dex 16
    Con 16
    In 14
    Wis 22
    Char 18
    He had all the crafting feats except ring & rods.

    Elmo was lv19. F14, Barb2, & Rogue3. Hp 225 and Ac 27. Saves: Fort +22, Ref+16, Will +12. His great cleave feat tore everyone up along w/his combat reflexes & Scather in the end. He hit on an average of 50 per swing & critted for about 100. Of course since he couldn't miss he power attacked for all of his +18 base attack. Ouch!

    Furnok was lv17. Rogue7, Barb2 & F8. Hp 164 and Ac 34. Saves: Fort +19, Ref+21, Will+11. He was a dagger specialist and had the feats: focus, specialization & improved crit in daggers. Combined with two weapon style fighting he was swinging for 5 attacks around. Both daggers were +2 Holy daggers of shock. With his use magic device skill of +20...he would use a Spugnoir crafted wand of improved invisibility and make every attack a sneak attack.

    Spugnoir was lv16. W12, Barb2, & Rogue2. Hp 102 and Ac 23 when buffed. Saves Fort+14, Ref+14, Will+12. His use magic device was +19. His feats in point blank shot & precise shot came in handy with his +3 Iona's Joy crossbow (spelling) that was enchanted holy & shocking burst. He often also fought while under the improved inviso as well when he wasn't casting spells. He also enjoyed the spell penetration & greater spell penetration feats for his magic missles & such. He had the same crafting feats as my cleric.

    Both Elmo & Furnok used the periapt of wound closure neclases for most of their adventures but furnok ended up using the +5 Natural Armor at the end. He often was on his own so the higher AC served him well.

    I'll spare the rest of the details. I guess now the real true test is to get down to one player the entire way without the use of any NPC's would be the greatest challenge this game could offer...but I'll save that for another day.

    So that's it. I successfully killed the slavers & Zug with just one player character and 3 NPC's. So it's very feasible and it does take a little bit of luck.

    On that note, Good luck everyone in gaming and God Bless!
     
  8. Cyan Wisp

    Cyan Wisp Member

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    My most successful solo (i.e. no NPCs either!) was a monk/druid. Monk to 4th, then druid all the way. Great self-buffing with the monk's natural weaponry.

    Started to plateau with experience rewards though.
     
  9. Sanctuary

    Sanctuary Constitutionalist!

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    Hrmmm...can't seem to stay away from this game apparently.

    So I'm trying out the Druid idea for a single solo player on Iron Man mode....and I have found that the druids low armor class allows to much damage in. Even at lv3...the single player druid character has only moderate Hit points and with only leather armor available...the low level druid in this solo format is a poor choice as they die far to easily.

    I had some random encounters destroy some of my hopefull's. So I decided to try & toughen my toon up. (I chose not to use the Monk class because the wisdom buff for AC only works when wearing no armor or even using a shield. That alone is +4 from a druid wearing leather & using a wooden full shield, which is equivalent to an 18Wis. Besides you then can enchant the armor & shield for higher bonus' when able.)

    So I started adding different class' to the toon. For example...Lv1 Druid, Lv2 Fighter (for Hp's, more feats and broader weapon choice), Lv3 Rogue (for next levels evasion ability when taken & to open up skills such as Search, Disable device & Open locks, Lv4 Rogue (more skills + evasion), Lv5 Fighter (for the Feat pursuit of Great Cleave), Lv6 & up for awhile Druid...is the plan.

    However, I must admit that since I & Elmo both have at least 2 levels of Rogue...us working as a pair ensured a much faster level climb & survivability. So this current game I'm runnin is 2 players...my toon & Elmo. Were level 7 or so and though we've had a tough time of it at times...we have worked well together & are kicking butt.

    So my overall evaluation of the Duid idea just didn't seem to work out well for me. (Though I have another idea to try & make them work with the use of the crafting feats & higher survival skill focus to reduce the random encounter threat.) The reason being is that in the early stages of the game until you hit lv7 or so...is extremely hard for an IronMan solo player to stay alive. The random encounters can destroy you before you even get to react. I know from personal experience. (Not to mention the encounter with Lareth and all those archers & melee polearm dudes. That's alot of attacks to each action from the solo player, so do the math...very hard to survive unless your geared out.)

    Anyway...Ya, Elmo & I are tearing it up atm...LoL...I'm Druid3, Fighter 2 and Rogue2. He's Fighter4, Barbarian2 and Rogue2or3.

    God Bless.
     
  10. General Ghoul

    General Ghoul Established Member

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    For druids, the lamaller armor is the way to go for a higher armor class early in the game, then the moon ivy later when you can afford it.
     
  11. Sanctuary

    Sanctuary Constitutionalist!

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    Roger that...saw that armor type in the earlier SOLO I was doing & figured that would be what would be used in the later levels, as you said.
     
  12. Sitra Achara

    Sitra Achara Senior Member

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    This thread inspired me to Solo a NE Cleric, with no NPCs at all except commanded undead, summons, and if I do bring along an NPC it has to die on the first fight. Gotta say, it's a blast!
    Fights that were previously mundane/boring are now much harder, and those that still aren't are otherwise useful, e.g. the undead in Temple level 1 are used to replenish my army, the bugbears for farming XP and potions. The Moathouse was quite a challenge!

    It also made me take notice of spells I usually don't use, like Greater Magic Weapon (never knew it lasted 1hr/level!), Giant Vermin (lasts 1 min/level, unlike regular summons - at least now it does after I fixed it :) ).
     
  13. Sanctuary

    Sanctuary Constitutionalist!

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    Ah yes, and then we have the opposites view.

    God Bless.
     
  14. General Ghoul

    General Ghoul Established Member

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    I had a similar playthrough, but with 3 characters. My evil cleric forced the party to travel back and forth from Nulb to Welkwood through the swamps looking for ghouls. These are some of the best undead to rebuke. They are faster than zombies and skeletons, so walking with them is not a problem. Their special paralyzing attack comes in handy, and with 3 HD they last longer than others.
     
  15. Sitra Achara

    Sitra Achara Senior Member

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    For me, anything slower than speedup(file_override = 5) is unacceptable ;)

    Anyway, just got spanked at level 14 by the regrouped Allrem fight. That Bestow Curse of his is a bitch when you play Solo. Dang!

    Also, I wish I could command the Drelb, or the Ghasts from Temple Level 1... best I could do is make them cower...
     
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