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Baldur's Gate 2 No-Reload Challenge


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#4701
Alesia_BH

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Hey there hi there.

I'm having a lazy day today so I thought I'd do a quick post on Alyssa's early adventures.

Alyssa has been inactive for the last couple weeks, but she had completed a couple quests that I didn't get around to posting on: the Slaver Compound and the De'Arnize Keep. I'll post on those now.

Slaver Compound

This battle illustrates Alyssa's standard battle plan: Buff->Backstabb->Damage Spells->Polymorph Melee.

The Cleric of Cyric declared: "By the power vested in me, I command you to show yourself."
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Alyssa shrugged and said: "If you insist..."
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Next, a Sunfire.
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Followed by a bit of nasty: Defensive Buffs-> Polymorph Self: Spider-> MInor Seqeuncer: Strength + Ghoul Touch-> Draw on Holy Might.
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Ghoul Touch is an underwhelming spell when used by a single-class 1 APR mage with a middling strengh. A 4APR buffed spider with Strength in the 20s can get a lot of mileage out of it though- especially in the early going when saves are poor and paralyzation immunity rare.
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Finished up the Trolls in Flind form. Rolled a 19 and got a decent critical with the Halbred here. Two-Handed Weapon style bonuses apply to the Flind Halbred. 
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Bandit Ambush

Same battle plan here.
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Sunfire next.
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Finished in Spider.
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The Keep

The Yuan-Ti Mage caught Alyssa's first Staff of Striking Critical.
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Finished the remaining trolls in Flind form. 
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Then Torgal. This was awkward. The plan was to buff, lock in with SI:A and then use an Arrow of Dispelling to take down the Yuan-Ti mage before SI:A ran out. The logic here being that the only real threat in this battle is Dispel (lose Potion of Clarity)-> Cloak of Fear (from Torgal) or Confusion (from Umber Hulk Elders).

Unfortunately, I started feeling stingy with the Dispelling Arrows and burnt enough time that I didn't feel confident about finishing off the Yuan-Ti Mage before SI:A expired. That left Alyssa using a  standard seperation approach rather then doing something interesting. She went with Invisibility->Ras->Run. Summoning Ras doesn't break invisibility. Once the Sword appeared, all of Torgal's pals went after their only valis target. Torgal -who can detect the invisible- chased Alyssa instead.
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Torgal is pretty helpless on his own- assuming you maintain a movement rate advantage and cover the Strength Drain/Cloak of Fear threats. Alyssa kept Oil of Speed and Potions of Strength around to counter Slow and Strength Drain. She ran Potion of Clarity throughout. 
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Anyhoo. If Alyssa makes any more progress I'll let you know. In the meantime, best of luck to all the active challengers.

Best,


A.

#4702
Grond0

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Nice to see a master at work again Alesia. I hope you're enjoying some tropical hospitality over there.

#4703
BelgarathMTH

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@Alesia, great work. You never cease to amaze me with your game knowledge.

@Grond0 and Gate, I enjoyed the multi-point list of how to die in BG2. LOL. Good luck this time, I hope you succeed.

#4704
Serg BlackStrider

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Enter BlackStrider (Priest of Helm) just graduated from  the successful BG-ToSC SCS (AI) no-reload:

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Install:  Ascension + SCSII (mostly all but without Tactic components). Difficulty: Core.

// Log of Currently Installed WeiDU Mods
//The top of the file is the 'oldest' mod
//~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU classic (from Baldurdash, by Kevin Dorner): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
~SETUP-TUTUGUIFONT.TP2~ #0 #0 // Baldurs Gate fonts for TutuGUI
~1PP/1PP.TP2~ #0 #0 // 1PP: Everything but Potions
~1PP/1PP.TP2~ #0 #1 // New Potion Graphics
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #0 // 1PP: Colourable Quarterstaves core
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #1 // 1PP: Colourable Quarterstaves core item patches
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #2 // 1PP: Colourable Quarterstaves mod item patches
~1PP_QS_COLOUR/SETUP-1PP_QS_COLOUR.TP2~ #0 #3 // 1PP: Fix buckler items if d1.legacy is installed
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #25 // Humanoid Animation Fixes: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #500 // More Base Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #8030 // BG1 Animations for NPCs -> Most relevant creatures: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9520 // BG1 Animations for Exported PCs -> Patch all PCs without prompting: v5
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v21
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6113 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v21


This is my first try of Ascension and SCSII so... *Helm, grant me wisdom and patience to endure all this...*

Modifié par Serg BlackStrider, 29 juillet 2012 - 08:04 .


#4705
Alesia_BH

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@Grond0- Thanks. I've felt a little rusty in this run, but as an M/T Alyssa is spoilt for options. It should be fun.

@BelgarathMTH- Thanks. And good luck with your run. it's nice to see you in the thread!

@Serg- Good luck! Those fights at the The Throne should be interesting with the "Give Ascension demons SCSII scripts and abilities" component installed. I hope you get there.

#4706
Serg BlackStrider

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Alesia_BH wrote...
@Serg- Good luck! Those fights at the The Throne should be interesting with the "Give Ascension demons SCSII scripts and abilities" component installed. I hope you get there.


Thanks, Alesia! 
I hope so as well (even tho I have successfully finished the BG-ToSC SCS with only the third attempt... ) :) Truth to be told, my list was inspired by your's last one and I'm eager to gather as much as possible knowledge and experience from this run (and setup). 

Modifié par Serg BlackStrider, 30 juillet 2012 - 10:46 .


#4707
Grond0

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Introducing Geisho the kensai.

Here's a further attempt to get a kensai dualling to a thief going.  I'm playing a different game at the same time, so this run will probably be rather slower than usual.  Hopefully this will help me keep concentration going as well.

So far Geisho has survived the dungeon without problems.  In this basic BGT set-up the Horn of Kazgoroth protects against mephit special attacks, so I wasn't envisaging problems.  The Horn was also used against a couple of casters, such as the clone - though she failed to survive a critical anyway.  I didn't bother with it in the mephit portal room, instead using the 5 throwing axes found in the dungeon to destroy the first 3 portals out of sight of the radiant mephit one (Geisho was not allowing missile use in BG1, but will be unrestricted now).  The final mephit rather surprisingly produced 2 color sprays in less than a round, but Geisho saved against the first and had already destroyed the portal when the second took effect.

Rather annoyingly the vampire narrowly escaped - she was already at near death when the second round of a firebreath potion took effect, but the damage wasn't quite enough to finish her off.

On exiting the dungeon Geisho sold the stuff he'd been able to carry (I won't be allowing any NPC recruiting, so the option of using NPC pack mules wasn't available) and headed straight to the circus.  No problem there as Geisho swapped criticals with Kalah - his proving rather more effective.

Here's his current character record.
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#4708
corey_russell

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Good luck Grondo. I want to see your kensai dual to thief! No early deaths s'il vous plait.

#4709
AnonymousHero

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Grond0 wrote...
On exiting the dungeon


Just curious... Did you do anything special to get past the thieves at the very end of the 2nd level of Chateau Irenicus? I tried a similar character to your a few weeks ago, but the caster thief at the end of the 2nd level cast Dire Charm -- and my Kensai failed his save. (I realize his spells are somewhat random, but I'm curious as to whether you had any particular protection -- I can't think of anything, but I may have missed something.)

#4710
corey_russell

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AnonymousHero wrote...

Grond0 wrote...
On exiting the dungeon


Just curious... Did you do anything special to get past the thieves at the very end of the 2nd level of Chateau Irenicus? I tried a similar character to your a few weeks ago, but the caster thief at the end of the 2nd level cast Dire Charm -- and my Kensai failed his save. (I realize his spells are somewhat random, but I'm curious as to whether you had any particular protection -- I can't think of anything, but I may have missed something.)



AH: Grond0 runs in/out doors and hallways to waste enemy caster spells. Perhaps he uses that technique until the caster is out of spells, range attacking/running as he goes.

#4711
Grond0

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There's nowhere to run in that location, so Geisho was potentially exposed.  He had the Horn of Kazgoroth protection operating, but that would not have given immunity to dire charm (though the +2 saving throw bonus would have helped).  Can't remember what spell was used - might have been haste - but the caster didn't get a second opportunity.  I also had the Claw of Kazgoroth in my inventory and equipping that for this encounter would have been safer, but I didn't actually do so.  Similarly using a potion of speed would improve the odds, but again I didn't do that - being generally reluctant to use potionsPosted Image.

Geisho has now finished his initial work and left the city for the first time.  His progress to date was as follows:
- went to the slums and acquired glasses of identification, before going to the Copper Coronet.
- used the Horn to help protect against casters in the back rooms.  The beastmaster swore vengeance, but then uttered a last swear word a few seconds later.  Passing control to Hendak got Geisho to level 10.
- after purchasing the ring of air control, ring of energy and Azuredge, Geisho ventured into the sewers.  He soon became the proud owner of Lilarcor and used that to take on the myconids - swapping with Azuredge as necessary was an effective strategy, but Lilarcor showed its potential as a main weapon as well.
- a first use of ring of air control disposed of the cleric in the slaver ship, but Geisho took 2 nasty criticals in return and conducted a fighting retreat against the guards all the way back to the Copper Coronet.
- returning again I was disappointed to find the ring of energy didn't work against the trolls (some installations it does and some not), so had to scrape together enough funds for Stonefire to deal with them.
- improved invisibility and a couple of shots from Azuredge got rid of the first mage.  The second followed Geisho to a location where he could run if necessary, but Stonefire interrupted all the spells the mage was attempting.
- after purchasing a couple of potions of firebreath from Ribald Geisho ventured invisibly further into the city.  The first potion was extremely effective against the Suna Seni ambush, with only 1 of the enemies surviving the first round of damage (he didn't survive to get to the second).  Unfortunately the Renfeld ambush triggered immediately afterwards before Geisho could return to a city area.  With Geisho now visible the second potion was far less effective and the mage's mirror images allowed him to get a spell off.  His choice of lightning bolt though was a poor one and he didn't get a follow-up.  Geisho's inventory was already full, so he had to leave a number of things behind as he went to the docks to drop off Renfeld.
- at the docks Habib engaged in a short-lived duel.  While in the area Geisho also activated the Mae'Var quests and then went to the temple area to retrieve an amulet.  He also paid a quick visit to the sewers to help Roger out and buy a potion of magic shielding.
- with his inventory stuffed with potions, Geisho has just made the journey to Watcher's Keep (an orog ambush on the way providing some targets for Azuredge) and bought a potion container.  In the next session the intention is to use the potion of magic shielding to retrieve a few things from inside.

#4712
Serg BlackStrider

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Update of BlackStrider (Priest of Helm) & Co (First steps in the new BGII - SCSII world)

The final battle in Bhaal temple vs Sarevok was so exhausted that I don't remember anything what happened after and how I found myself in this strange place where some kind of a mage caries out experiments on me. Imoen released me from the cell (and she looked much better than me - girls are more resilient, as it seems). Next we freed Jaheira (I was really glad to have her nearby after all that she done for me in Bhaal temple) and Minsc. We equiped a bit and started to look the way out. Almost immediately we were confronted by Aataqah, a genie. On his question we answered that we will "Push the Button" so he summons an Ogre Mage who was pre-buffed with Shield, Stoneskins, Mirror Images and MGoI. Not a pushover so to speak. Imoen hit with Chromatic Orb, I used innate True Sight, followed with Holy Smite, Command and Minsc finished him:

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Ice Mephit's AI doesn't change much by SCS as he stubbornly and with gusto attacked cold-immune skeleton whilst Jaheira and Minsc methodically sliced him. Than we perform preemptive annihilation of some golems and fought Otyugh:

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Got the the Acorns for Dryads:

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released the genie and fought a Cambion.

On the second level Imoen tried to hit all Mephit Portals with Lightning Bolt but unsuccessfully so brute force did the job done. We tried to kill a Vampire but lacking of magical ammo doesn't allow that. I hit her with a Holy Smite for some good damage but that's it. Vampire escaped and remaining Mage hit me with Skull Trap for 30 damage but doesn't last long after that. Vs assassins Jaheira summoned a Nymph who held their mage and my True Sight helped vs backstabbers.

The joy to be on the fresh air again was marred by the fact that Imoen was taken away... We sold our loot to nearby merchant, sent Minsc for reconnaissance in Copper Coronet and now inspect Waukeen's Promenade

to be continued...

Modifié par Serg BlackStrider, 31 juillet 2012 - 07:23 .


#4713
BelgarathMTH

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Good storytelling, Serg. Welcome to the BG2 thread.

Good luck as you continue, Grond0.

#4714
Grond0

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Thanks for the wishes BelgarathMTH, but too late I'm afraid.  Geisho was doing the De'Arnise Keep and had cleared down to the umber hulks without any trouble.  He then started pulling them out 1 at a time to be dealt with by Lilarcor, thinking that with his buffs (DUHM, II, shield, Arbane haste and sometimes kai) that would be easy enough.  That was so for the first 2, but the third hit him with successive attacks of 19, then 20 to take him down to 42 HPs.  I was just thinking perhaps he should use a potion when the game ended, so obviously another pretty nasty critical.
As usual I did think earlier I should get a ioun stone for my kensai, but didn't get around to itPosted Image.

#4715
Serg BlackStrider

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Bad luck there, Grond0... :( Yeah, those Umber Hulks hit like a truck and even with immunity to Confusion they are nasty for critical-vulnerable char who can't use something like Death Spell/Death Fog/Cloudkill... Hope to see you here again soon.

Modifié par Serg BlackStrider, 31 juillet 2012 - 06:30 .


#4716
corey_russell

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Yep, clearly Grondo should have paid a stop by Panai, after getting a few potions of explosions and fire resistance from Roger the potion merchant. Sad to hear of your characer's demise, Grond0...maybe you have to break down and take a party next time so you can actually dual to thief and use him that way...

#4717
BelgarathMTH

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Sigh, okay, I guess i'll go ahead and enter Toddeia1 the Sorceress into the challenge, together with her dysfunctional "family". When the inevitable reload comes, I'll move to the minimal reload. This is vanilla gog.com BG2 with one portrait pack. Difficulty is set on "normal". (Yeah, I know. I like to become immersed, and wing it through battles. That's how the game is fun to me.)

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Here's a shot of us defeating the Crypt King. I usually avoid the graveyard, and had no idea what to expect. I had to keep going and resting until I got the right spells memorized for my divine casters. Comedy of errors involving holy smite happened here earlier.

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Here's us *finally* finding the right tomb for keeping Korgan happy and with us. Strategy was to cast invisible on Yoshimo so he could disarm traps unmolested. That didn't work out too well. The "trap of many undead tombs" still triggered, and we found ourselves facing level-draining wraiths and also mummys and skelly warriors. We got through it. Turned out there was a vamp fledgling leading them. Not sure how, but it got through Yoshi's invisible and dire charmed him. We managed to immobilize him, wait for it to wear off, while the vamp went off somewhere, and got the hell out of there, glad for our lives.

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Went to rest, *again*, for the umpteenth time to tweak our divine "prayers" for spells, and went back with some negative plane protection (which lasts for all too short a duration). Managed to make the vamp retreat to its coffin, who knows where, but not before Viconia got level-drained. Slowly made our way to the end of this awful place using invisible Yoshimo, and my fireballs, only to find out that Korgan's coveted book had been already looted by his former 'friends".

Korgan told us we needed to go to the temple district to find his employer, but we needed to rest and restore Viconia, so we went back to the Copper Coronet. I thought that maybe the slums temple of Ilmater could restore her and let her pray for new spells before we rested, but unfortunately, we ran into Korgan's 'friends" on the way there. My emotion and Viconia's hold person spells let us win the day, and Korgan got his book.

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So that's where I am now.

#4718
Gate70

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BelgarathMTH wrote...
Difficulty is set on "normal". (Yeah, I know. I like to become immersed, and wing it through battles. That's how the game is fun to me.)

+1 (but I do like to see the perfectionists show how it is done too).

You probably know this but weapons against undead aren't the best strategy. Once Anomen has a couple more levels you can have him turn undead fairly effectively, keeping everything away from the party so Korgan can mop them up. A few more levels after that and the undead will just pop, handy in several places.

#4719
BelgarathMTH

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@Gate, yeah, I do know that, however, I wanted Korgan with me from the beginning of the game. There was not enough time to do his quest safely, unless I had been willing to let him sit in the CC for quite a while.

UPDATE:

ROFLMAO, I had no sooner posted my last update, than it was almost my LAST update! LOL! I think this little run may just turn into a comedy for your enjoyment.

So, I went to the Promenade thinking to do the circus next, but needed to rest first. Then, ... well, .... I usually avoid the Mendar Pebblewhatever group in the inn, as any living, breathing character with a wisdom higher than 5 would give them a wide berth. But, I thought, in roleplaying, since I had Yosimite Korgan Sam with me, he would attack any such upstarts as them upon being challenged. So I went for it, for the first time since I first played the game twelve years ago.

Perhaps all these pics below are worth the thousand words of action I could write here. First mistake: I had Vic cast silence. It silenced *me*! I was the best hope for this battle to go well. Ooops. I think I will never cast silence again for the rest of this run!

Vic's remaining hold person spells helped us survive. I had my best allies keep getting dire charmed. (BTW, I replaced Yoshi with Quark, err, I mean Jan, before I started this fiasco.

Eventually, I had to keep running downstairs and then outside. I used all our best healing potions to keep the metalheads alive. Us squishys had to keep running. At last, my silence courtesy of Vicky ended. I was outside, being pursued by a metalhead and a backstabber. I was running around the Promenade, screaming like a coloratura soprano and casting stoneskin, mirror image, web, slow, and magic missiles over and over like my life depended on it, which it did! I couldn't cast my fireballs because they would have burned innnocent mortals.

We lost the head guy, because he stealthed and fled when he saw that he would eventually lose the battle against a sorceress and her allies despite his advantage.

Whew, and rflmao!  This was hair-raising, nail-biting, and since we survived (*this* time!) very fun!

The screenshots that illustrate the storybook:

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EDIT: Did the circus mission and left Aeire in the care of Quayle. I think that a lot of the formerly hard missions for beginning characters will be getting a bit easier on this run. We've already owned Suna and her backstabbers. Still waiting for Renfeld's poisoners and the orogs. Haven't even tried to get out of the city yet, but that's coming. Bought both a staff mace and a staff+2 for Jaheira, planning to use her both for a shield and mace, and a behind-the-front two-hander. However, I also want to find the mysterious Edwin the Red, which I have heard about throughout my 13 years, and never, ever seen. Does he even exist? I have heard something about a "mae var's thief house", although that might as well say "supercalifragilisticexpialidoscious" as far as anything meaningful to me. LOL

Well, since we have no pressure to get out of the city, without Minsc or Nalia in our party, I guess I will just play things by ear and see how it goes. Gods, it is so *liberating* to not be quite such a "goody-goody" as I had been in my past! Well, we shall see whether I die or not, following these "colorful" alternatives to my past associations. LOL

Modifié par BelgarathMTH, 01 août 2012 - 02:00 .


#4720
Alesia_BH

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Alyssa at Mae'Var's Guild Hall 

Hi all. I found a little bit of time to play last night and had Alyssa knock off the Guild Hall quest. This went smoothly, though the recovery of Mistress Ada's necklace was botched.

The Necklace Debacle

This is usually one of the easiest quests in the game: go at night, pick the lock, get the goods, go on home- simple. Feeling impatient, I sent Alyssa during the day and had her try pick-pocketing Ada instead. This was a great success. Alyssa scored 7 gold pieces (Hooray!). But when she tried again to get the necklace, she failed. Before Alyssa knew it a crew of Stormlords and a mage named Shalline had teleported in. A whole lot of pre-buffs fired and Alyssa soon found herself surrounded by a horde of buffed clerics, a posse of Aerial Servants, a pair of Mordy Swords, and a well protected mage dropping Level 8s- a bit much to deal with at this stage of the game. Alyssa did the only sensible thing: she ran. But that alone was tricky since foes where blocking the exit route. Happily, Ras was able to solve the problem- thus saving Alyssa's emergency Teleport Field scroll. 

After a nappy-nap at the Flagons, Alyssa returned to find a sleepy Ada near the ornery one. She then stealthily recovered the necklace and headed back to the Guild Hall.

Lesson learned: go at night.

Gethras

First the mephits. Alyssa buffed moderately here including 100% Fire Resistance. She used the Fire Mephit scorchers to kill the Ice Mephits, and then finished the Fire/Magma Mephits in Spider.
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Golems. Tanked these with Belm Strength->DUHM. Stoneskins, MIrror Image, and an AC of -11 kept Alyssa safe.
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Gethras. Gave him the Jelly treatment, and then took him down with Elemental Arrows once his Abjuration school weapons protections were tapped. Mordies forced Alyssa into hiding for a stretch.
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Mae'Var

This felt like an absurd, super-hero cutscene...

Bam!
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Pow!
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Kaboom!
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Twack!
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And so on. Interestingly, the last one was not a backstab. 

Did some potion scoring upstairs. Ras got the thieves in position for Backstabs.
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And that's that. :)

Best,

A.

Alyssa's current character record and inventory.
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Modifié par Alesia_BH, 01 août 2012 - 04:49 .


#4721
Alesia_BH

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Btw. Sorry for your loss Grond0. :(

#4722
Shadow_Leech07

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yea sorry for your loss Grond0. I've been worried about not having enough protection against criticals, and charm effects myself.

Modifié par Shadow_Leech07, 01 août 2012 - 04:43 .


#4723
corey_russell

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Trendan the level 16 Undead Hunter continues his adventures...
Areas Battled: Fallen Paladins, Mekrath's Lair, Planar Prison, Kangaxx quest battles
Traveling with: Korgan, Minsc, Anomen, Edwin, Imoen

@Belgarath - nice comeback against Mencar and his gang, especially doing a straight up battle as you did.
@Alesia - nice save of your run vs. the priests of Talos - even in vanilla, they can hit extremely hard (as I found out from a failed pick-pocket as well in a different run), but much worse with your difficulty mods.

So the party decided to talk to Ryan Trawl, who had a little quest for us. Edwin was quite pleased to be flinging spells at paladins, fallen or otherwise. Our eventual battle with the fallen paladins was a bit anti-climatic - the party was hasted, and the mages both cast a chaos -- needless to say, the enemies could put up no appreciable resistance.

I checked my bag of holding, but don't see Mekrath's gem, so headed over to Mekrath's (who is long since dead). Sure enough, the portion where the gem is, was under the fog of war, hasn't been explored yet.

I was pretty sure we would get high level Yuan-tis. I suppose Trendan could have soloed them, properly buffed, as all his saves are negative or 0. But this is a no-reload, will do that only if necessary. Instead we sent a bunch of summons after them. Just massive # of spells went off, including a host of confusions and dominations - took a while, but eventually two skeletal warriors were victorious. Imoen tried to detrap things but run into a few problems - first off, she walked into the trap in the gem room - but she survived. Next, she wasn't good enough thief to detrap the gem trap (of course). Trendan gave her a potion of perception and finally she could do the job.

One reason we are headed to the planar prison is our cash is bad, and shouldn't be much trouble for my party (which it wasn't). Basically for the prison, max buffs in the initial entry (including a improved invisibility of Imoen - her saves aren't so good and I don't need her distintegrated, thank  you very much). Edwin had spell turning to protect against distintegrate, everyone else had pretty decent saves. The yuan-ti mages at the far right were again dealt with by summons, skeletal warriors again prevailing. We did the trap on the floor here, and while the party tried to help, Minsc and Korgan pretty tore up the Githyankis. The Master of Thralls died extremely fast to our summons, no one in the party got more than one hit on him. We then did a single round of buffs, including group haste and destroyed the orb to free the thralls. The party then quickly ran to the warden. Warden got off a sunfire then was slain, very short battle. My casters didn't even have any time to cast any spells.

After finishing the prison, I noticed we didn't have any potions of genius (we want to deal with the illithids in the sewers evetually). We got those as well as two protection from undead scrolls. We cast protection from undead on Korgan and he soloed both Kangaxx liches guarding the body parts using just a single scroll.

Time to prepare for Kangaxx himself. We don't have any +4 weapons, and no fighter is specialized in quarter staffs, not to mention can't afford it, so staff of Rhynn is out. However, I remembered that the IMoD can kill Kangaxx. As Minsc is good with maces, he seemed like a good choice. But first some protection, we got a protection from magic scroll from Ribald then headed to Kangaxx hide-out. There were some minotaurs, who were killed so fast, Edwin couldn't get a horrid wilting off before the minotaurs all died. Korgan and Minsc are dual-wielding, so they do massive damage fast.

For Kangaxx room, the party hugged the entrance, Trendan cast PfM on Minsc and Minsc gulped a haste potion. Sure enough, Minsc defeated both versions of Kangaxx and an Efreeti. As reward for his work, the Gaxx ring went to Minsc. The ring of earth control went to Korgan to up his AC.

I'm feeling really good about this party. The 3 front-liners have good saves and AC and put out a lot of damage. Anomen is summoner and anti-undead extra-ordnaire. Imoen and Edwin have all the arcane we ever want. At the end of the session, Edwin was able to cast FOUR horrid wiltings. I don't usually cast that spell much, I often forget when my mages have it, but I'll try to use it more this run.

Party camped at Watcher's Keep, intending to do the first level of Watcher's Keep. Thanks to the experience Anomen gets from his personal quest, he will get 3 million experience for sure in the Keep and get the party's first HLA, almost certainly a deva.

Modifié par corey_russell, 01 août 2012 - 05:14 .


#4724
Serg BlackStrider

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Update of BlackStrider (Priest of Helm) & Co:

Together with Jaheira (after obtaining Staff Mace for her in Adventurer's Mart) we decided to investigate local Circus problems. Picked Aerie for some magic power, my innate True Sight was quite handy as well vs illusions and Jaheira smashed opposition with her new staff mace. Every time I meet Aerie I have a hard decision - whether to take her with me or not... Every time I promise myseff - next time that's for sure... And when *next time* occurs... I dump her again with the same promise in mind... Feel really guilty here...:blush:

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In Copper Coronet I tried (nearly the first time) my Seeking Sword innate ability on local arena vs Amalas and think it could be of some use in certain situations.

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Nalia approached us and ask for help to liberate her family Keep. We readily agree and ask her to join us. But first we need to deal with local slavers. Nalia fought'em in the form of Spider and was so excited with it that refused to change back to human when spell expired... Neither sleep nor dispell helped to convince her so I performed some google search and discovered that this is a known bug without any reliable patch. The easiest way around was Ctrl+R on her and I feel a bit dirty about using cheats. So if anyone know a way to evade that (besides counting it's duration and transform to human before spell expire) please share it with me.

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Being released, Hendak asked us to help free more slaves so we went through the Sewers, fought some quite intelligent kobolds (they hide, tried to backstab etc.) and aquired the Sentient Sword (no one of us can use). Before enter the Slavers Compound we took heavy buffs and Invisibility 10' Radius on top of them. Captain Haegan was Doomed and Held for skellies to deal with, Slaver Cleric (pre-buffed with Free Action) was shut with Insect Plague, other guards got Web and Cloudkill. Our Nymph performed quite nice and has her own share of kills until Dimention Door'ed to the Troll area only  to be killed there. Nalia eliminated the second group of slavers but one of their Wizards (the boss one) somehow disappeared without any traces and with *our* Cloak of Protection... 

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Hendak rewarded us generously so we could afford Reflection Shield and Sling of Seeking for me now and are ready to help Nalia.

Current BlackStrider (Priest of Helm) & Co state:

BlackStrider - Priest of Helm (10), 18 kills (Cohrvale);
Jaheira - Fighter (8) / Druid (11), 37 kills (Copper Coronet Guard);
Nalia - Thief (4) / Mage (10), 32 kills (Bregg)

to be continued...

Edit: Suna Seni encounter.

Nalia began to complain so we rushed to the city gates only to be intercepted by Suna Seni gang. Jaheira tried to shut casters with Insect Plague but Suna Seni was quick enough to disrupt her casting so Nalia hit with Chaos (disabled most enemies, including both casters), followed by Cloudkill+Web. That allowed us to concentrate our firepower on Suna Seni and soon all was over. Jaheira's ending lightning strike was quite glamorous:

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Modifié par Serg BlackStrider, 01 août 2012 - 01:04 .


#4725
BelgarathMTH

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Great progress, everyone, nice screenshots.

@Alesia, I *love* your Batman reference (the 60's camp version with Adam West). At least that's what I thought of from your "bam", "pow", etc. I had forgotten that show - I used to watch it when I was a kid.