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Baldur's Gate 2 No-Reload Challenge


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#5726
Serg BlackStrider

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Alesia_BH wrote...

@Gate70. If I click your thumbs, I just get sent to the Photobucket intro page and can't see the pics.


That's strange... I can open them just fine. The only *issue* with *new* Photobucket is that it loads the entire site instead of just a picture (as it was in the past).

#5727
AnonymousHero

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Grond0 wrote...

Hama's brief run came to an end after clearing the circus and Copper Coronet. He had just obtained the green ioun stone and popped into the Southern Tombs. I couldn't remember whether the vampire there used domination or not, so should have got Lilarcor before proceeding. However, I didn't and just found out the hard way.


Sorry to hear it. The no-reload K-T combo requires a few lucky breaks (mephits!) and meticulous planning for every single encounter until you get UAI... at which point things get slightly easier. I have a no-reloaded K(18)->T(25) at the "entrance" to Brynnlaw, but I'm dreading going further because of the atrocious saving throws...

#5728
Gate70

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edit, sorry to hear you're off to Candlekeep Grond0.

Nael, human male Kensai Mage

A brief rest at the Copper Coronet before heading up to Borinall (casting Ghost Armour and seeing a Cowled Wizard start to arrive. (After a 3 hour gap where alcohol is consumed and the plan to return outside under invisibility is forgotten...) Borinall and his three pals are carved up and Nael steps outside to be given his first and final warning about using magic. Oh dear, but at least Dawnbringer Sain has a holy relic safely returned.

Nael is 103gp short of something but he has no idea what. Bernard pays 450gp for a magical warhammer and all of a sudden Valen turns up like a bad penny. Brus has seen her presence and suggests an alternate offer which suits Nael just dandy. Gaelan Bayle has dropped his price, and Nael decides it is worth the cash to rescue Imoen as a matter of urgency.

Nael strolls past the Shadow Thieves building and heads for Mae’Var. A series of thieves try to intercede but Nael is having none of it and leaves a trail of corpses that have backstabbed a stoneskin. Mae’Var laughs as a haste wears off, but Nael is mirror imaged and casts slow to restore an advantage over the remaining thieves. Renal Bloodscalp hands over a suitable reward and Nael considers his next move.

Aran Linvail - of course. An improved ring of protection together with an amulet of power; what can stop Nael now (other than crass stupidity...no doubt more of which later)

Or sooner. The docks at night are a favourite hangout for Parisa, and Nael discovers his long sword +1 is of no use against her. He retreats inside a building to cast magic missiles then finds his chill touch is sometimes effective but not good enough. He is unable to beat her so has to retreat to the Copper Coronet instead.

After purchasing the Blade of Roses Nael decides to leave through the sewers to the chagrin of a hobgoblin group.  A nasty moment happens when Nael believes SI:Enchantment will protect him from myconid confusion. His buffs hold out long enough to recover and win the day but he decides it is time to stop until he can figure out his protective spells (& stop this mage-talk). (Was going to thumbnail but just seen a post so will drop a full image and check PB settings....)
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Kensai 10 > mage 11; 537 kills, Mae’Var

edit2, just been searching and appears SI is no use against this type of confusion. I had some other buffs that might have worked so will try them out if I get to a similar point.

Modifié par Gate70, 08 mars 2013 - 11:03 .


#5729
Grond0

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Now you've recovered your kensai abilities Lilarcor would presumably be an option.

#5730
Blind_Visionary

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Grond0: Sorry to hear of your kensai's untimely demise. Especially after such an effortless jaunt through BG1!

Gate: Looking strong! Or confused. But untouchable! I hope your luck continues.

Alesia: thank you for sharing that raw display of power. I've never seen anything like it. Are you running against SCS empowered Ascension?

#5731
jehirah

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OffT: Love BG2, and ToB was little the same but even better. Miss it. One interesting point is that BG-series was very hard compare to NWN1/2. Not just the fighting and the planning, but also all the riddles and stuff.

To be honest, in NWN2 you can make a regular fighter, dont think about feat/skill. Just rest and slay you through the game.

#5732
Alesia_BH

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Blind_Visionary wrote...
Alesia: thank you for sharing that raw display of power. I've never seen anything like it. Are you running against SCS empowered Ascension?


Alanis's Insane Ascension run (where the Telefield-Wish strategy was first put into use) pre-dated SCS. Alicia is facing the SCS version.

While I've been practicing the Telefield-Wish strategy in Alicia's run, I have some doubts as to whether that approach will work in the SCS version- in particular due to Mel's agressive use of Time Stop->Melee. I may ultimately choose to go a different route with Alicia. We'll see.

Modifié par Alesia_BH, 09 mars 2013 - 09:01 .


#5733
Alesia_BH

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Gate70 wrote...
edit2, just been searching and appears SI is no use against this type of confusion. I had some other buffs that might have worked so will try them out if I get to a similar point.


Relying on SI exclusively for your disabler defenses is problematic since it requires comprehensive knowledge of the schools associated with each spell (possible, but potentially challenging). More importantly, innate disablers -like Myconid confusion- are often schooless.

The approach I generally take is to use SI to lock in my other buffs, and then allow saves to do the heavy lifting with a little help from Resist Fear, and -occasionally- SI:C or SI:En.

Note the save bonuses from II, Blur, Spirit Armor (great spell for a K->M), and -where applicable- ProEvil. And don't forget that you have access to Potions of Invulnerability as a K->M in addition to the Potions of Stone Form. Recall also that you can lock in your potion buffs with SI:A and lock in SI:A with SI:D, II, and Spell Shield (with the latter rarely needed in vanilla). Malison can be locked out with GoI or SI:En.

Edit: Item based save bonuses seem hardly worth mentioning here since they are generally well understood, but I'll point out one combo available to BG1 imported K->Ms fairly early: RoP+2, Claw of the Kazgaroth, Cloak of Displacement, Spear of the Unicorn, Belt of Inertial Barrier. That yields

Breath 2+2+3+5=12
Death  2+2+3-4=3
Polymorph 2+3=5
Spells 2+3=5
Wands 2+2+3=7

Layered with Blur, II and Spirit Armor you'd have.

Breath 12+4+1=17
Death 3+4+1=8
Polymorph 5+4+1=10
Spells 5+4+1+3=13
Wands 7+4+1= 12

Grond0 wrote...
Now you've recovered your kensai abilities Lilarcor would presumably be an option.


Indeed. K->Ms are pretty spoiled for save of else defense options since they have access to a wide range of undispellable weapon based immunities in addition to Arcane buffs. 

As a reminder, you have (in rough order of access).

Charm: Lilacor, Spear of the Unicorn, The Drinker,  The Equalizer, Staff of the Magi, Blackrazor
Conufsion: Lilacor, The Equalizer, Psion's Blade
Death Magic: Hindo's Doom +4
Fear: Dragon Slayer, Blackrazor, Runehammer + 5
Hold: Arbane, Spear of the Unicorn, Ages +5, Ixil's Spike +6
Level Drain: Mace of Disruption, Runehammer,  Spectral Brand +5, Angurvadal +5
Movement Effects: Flail of Ages + 5, Ixi's Spike +6

Btw. Note the absence of Stun and Sleep on this list. Stun immunity is accessible to halflings and UAI rogues through Arvoreen and through Ages and Ixi's with Free Action Protects Against Stun installed, but Sleep requires a different approach. 

Anyhoo: Good luck with Nael Gate!

Best,

A.

Modifié par Alesia_BH, 09 mars 2013 - 09:11 .


#5734
Gate70

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I wasn't aware that innate confusion was school-less (uneducated?) but had decided that was the case. Searching around indicates Spell Turning or Spell Trap might also be options but I wouldn't want to find out in a no-reload.

I knew about II bonus to saves, don't have blur or spirit armour yet; been a typical skinflint on purchasing a minimal amount of items but will go find them now.

That's a handy list of options. I have grabbed it for future reference.

#5735
Alesia_BH

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 Alicia in Sendai's Enclave

Alicia still hasn't fought Sendai, but I thought I'd take a moment to post a few notes on her time in Sendai's abode just to illustrate some minimalist arcane moves. There's nothing vaguely novel here, some might find this interesting though.

Horrid Wilting x 3 Chains

Any battle that can be won with 9 Horrid Wiltings (and there are a lot of them...) can be won without breaking invisibility: The firing of a Chain does not reveal the caster even if loaded with offensive spells.
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Sunfire x 3 Triggers

Similarly, any battle that can be won with 9 Sunfires can be won in an instant: Improved Alacrity->Sunfire x3 Trigger->Sunfire (six times).
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Power Word: Blinds

Opening battles with insta-casting Power Word Blinds can de-claw powerful casters. A few follow up Death Fogs will often end them- though enemies running SI:Ev may require a different finish. 
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Again, nothing vaguely novel here. I just thought I'd illustrate some simple, standard arcane tactics for those still watiing to explore high-level casting.

Best,

A.
 

Modifié par Alesia_BH, 09 mars 2013 - 06:48 .


#5736
Alesia_BH

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Gate70 wrote...

I wasn't aware that innate confusion was school-less (uneducated?) but had decided that was the case.


A number of the innates are. (School-less or schoolless is a funny word isn't it?)

Searching around indicates Spell Turning or Spell Trap might also be options but I wouldn't want to find out in a no-reload.

Spell protections work in my experience, but you need to worry about exceeding your absorptive capacity. It only takes three innate confusions to collapse a Spell Turning, for example.

(EDIT: I'd expect GoI to work against the versions of innate confusion I've seen since they cast at 4. I've never tested this though, and of  course, it would be doubly unwise to expect it to work against other innate abilities without knowing what level they cast at.)

I knew about II bonus to saves, don't have blur or spirit armour yet; been a typical skinflint on purchasing a minimal amount of items but will go find them now.


Yeah. I figured you knew about the II bonuses since they've been mentioned in your posts. They seemed worth listing in association with Blur and Spirit Armor nonetheless. Of course, if you intend to rely on the Illusion school save buffs, it would behoove you to lock them in (I'm sure you know that too based on your experience with Tanova). (EDIT: The Ring of Air Control version is an exception here at least in my install: the save bonuses seem to remain in place even if the Invibility has been dispelled by Divination magics.)

That's a handy list of options. I have grabbed it for future reference.

Enjoy.


Best,

A.


Btw. I can refrain from making comments like this if you prefer: unsolicited pedantic posts can be annoying. I generally prefer to offer advice only when directly asked.

Modifié par Alesia_BH, 09 mars 2013 - 11:07 .


#5737
Gate70

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I'm all for sharing information, won't necessarily use all of it but I do like to have alternate options mentioned.

Nael, human male Kensai Mage

Captain Haegan and his guards feel the brunt of stoneskin, resist fear, ghost armour, mirror image and haste. Nael has forgot to add DUHM and needs to rest (only fire option is flame arrow) before opening a nearby door.
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Nael forgets DUHM again.
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After collecting a further reward from Hendak it is time to return to the docks at night. Mook is murdered and Lassal vanishes before he can be killed. Aran Linvail suggests Nael deal with some deserters instead and they’re soon dead. Nael buffs to clear traps then further buffs see him hot cold on the heels of Rejiek Hidesman.
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Spell turning helps when checking out containers but as Nael leaves a bone golem arrives and chases him upstairs. A kai isn’t necessary but no harm in using it anyway.
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The door of an abandoned house won't open and Nael has no DUHM left to force it. He turns to look for an inn and walks into Tanova. Buffs are wearing off but she is slain only for a cloudy bat to flap away from the remnants of her corpse. Four muggers attack so Nael ducks into a nearby building and casts stoneskin before killing them. The building seems familiar so Nael’s Law is used (if you’re not sure which buff is needed use several); casting SI:Conjuration and MGoI before discovering a horn of Valhalla. Nael’s Law is extended a little further after killing Neb.
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#5738
Gate70

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Nael, human male Kensai Mage
Chief Inspector Brega pays Nael to stop playing football (soccer) with Nebs head. Nael memorises some more spells and purchases a few more - plus the robe of Vecna.

A golem opens a huge door in the graveyard district while Nael kills four grimwarders using a new spell - Improved Haste. He goes to congratulate Haz, only to see the mage crumple to the ground. How strange.

Gellal, a greater ghoul and fledgling vampire are eliminated then a clay golem is encountered. Nael quickly realises his long sword is of no use so equips a staff mace looted from Haz. Another fledgling vampire and greater ghoul are despatched before Durst is sent packing. Nael locates and stakes Gellal and Durst for good measure.

Tanova is worrying Nael. He has buffed (SI chosen is conjuration as I’m expecting maze) and kills a fledgling vampire because Tanova is immune to his weapons. A second Tanova appears so Nael gets rid of her too, then turns back to the real thing. At one point he has to retreat to cure light wounds twice and add a DUHM, casting a couple more buffs too. Tanova doesn’t last much longer.
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(need more practice with these sort of buffs, felt uncomfortable and wasn’t sure they would work or which ones remained...similar to how I was with potions about 3 years ago. I didn't attack Tanova until she cast maze - wanted to check it worked which in hindsight was daft).

#5739
Gate70

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Nael, human male Kensai Mage
Lassal taunts Nael, suggesting he should have rested instead of rely on what few buffs remain. His minions attack Nael with a domination being used at an early stage. Lilacor is wide-awake though and leaps into Nael’s hands (not required, magic resistance). Nael stuffs Lilacor away and kills most enemies but the final fledgling vampire tries another dominate. Once more Lilacor and magic resistance do the job and the vampire is de-fledged.

Lassal suggests the fight be continued in the spike chamber upstairs. Nael buffs as he arrives and after three or four hits Lassal retreats. Nael spikes him then teaches Nodhi umm bigears? Bodhi the way of the Kensai.
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Kensai 10 > Mage 12; 625 kills, Bone Golem

#5740
Gate70

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Nael, human male Kensai Mage
The City Gate Lich is next - meaning Nael now has another decent long sword (Daystar).
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A rakshasa in the temple sewers followed by a sea troll. A few steps too far sees Tarnor the Hatchetman looking for a fat payoff to avoid a fight but Nael backtracks and casts slow. Three enemies are slowed but they refuse to follow so Nael adds a few more buffs before attacking. Gaius manages a dispel so Nael moves away and adds minor spell turning and minor spell deflection back.
Posted Image[/b]

#5741
Alesia_BH

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Gate70 wrote...
(need more practice with these sort of buffs, felt uncomfortable and wasn’t sure they would work or which ones remained...similar to how I was with potions about 3 years ago. I didn't attack Tanova until she cast maze - wanted to check it worked which in hindsight was daft).


Glad to see Nael give Tanova a bit of payback.

Some degree of discomfort may have been warranted in that battle though. Not because Nael was unprotected from Maze but because SI:C wasn't protected from debuffers as far as I can see. Tanova had other attack avenues as well.

I'll take a moment to explain the approach to arcane defenses that I tend to use. You can of course adapt it to your needs. 

With Alicia I've been going II, SI:A, SI:D, GoI, Spell Deflection, Spell Shield, plus additional Specific Protections (notably Resist Fear, Pro Energy, and on occasion SI:C or SI:En). The logic here is that II will foil single target spells while SI:A and SI:D will in turn protect II. That regime alone, however, would leave you vulnerable to AoE spells and (in my install) Spell Protection remover that target through II. The other spells address those threats. With regards to AoE spells, those can mostly be subdivided into save or else and energy attacks varieties. Your saves alone can cover most of the former while specific protections can handle the energy attacks and or the AoE disablers with unusually large save penalties (some of the fear innates for example). Malison is a potential problem that falls into neither of the above categories, but GoI takes care of that.

The Spell Shield and SD are to a large extent used to protect other buffs and are of far greater import with SCS installed. Rolling into a vanilla mage battle with II, SI:A, SI:D, GoI, Specific Protections, and sufficiently low saves, I'd feel pretty safe. In SCS, I'd expect Ruby Ray-> Spell Thrust followed by a beating. Spell Shield will catch one single targeted Spell Protection remover -including the SCS variants that target through II- and in vanilla Breach. Note that the duration of Spell Shield exceeds that of II, SI:A, and SI:D so, in a vanilla install, Spell Shield can protect you from Breach in the event that you have allowed your II, SI:A, SI:D combo to lapse. Similarly, SD's duration exceeds II, SI:A, and SI:D so it can provide some insurance in long battles as well. (In SCS, your Spell Deflection also becomes you Breach stopper.)

In general, I'd recommend scrutinizing your buffs from the point of view of your enemies: look for vulnerabilities. Once you've shutdown all but the exotic avenues that are beyond scripted foes, you can consider yourself satisfied. 

Anyhoo: have fun exploring spell defenses!

Best,

A.

Modifié par Alesia_BH, 09 mars 2013 - 08:19 .


#5742
Alesia_BH

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 Alicia, Elven Sorceress: Late SoA

Since I'm at a coffeeshop with wifi access -and still don't have a Sendai fight to post- now seems like a good time to fill in the gap in Alicia's SoA posts. So -for the record and for the curious- here's some concise coverage of Alicia's last days in Amn.

The Goodship Lollipop

Most of my recent characters have cowered from the Githyanki invaders on Saemon's ship. Alicia felt little need: Ruby Rays all around and then AoE.
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Do Drow Elves Dream of Darkened Sheep?


Perhaps. But their nightmares definitely involve Sunfires...
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Deep Gnomes Gone Wild


As the attentive reader is aware, Alicia's hosts became less than hospitable when she decided to buy a round.
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You Spy a Spell Shield, I Spy an Amulet


Before heading to sunlight, Alicia swung by the Beholder Lair to pick up the Greenstone. Her Spell Shield foiled the Anti-Magic Rays, GoI and Specific Protections handled the rest.
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Come on Baby! Let's Do the Twist!


An opening PW:B bottled up Shangalar. An injudicously summoned Planetar nerfed Alicia's AoE assault however.
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Alicia nonetheless cleared the lesser Runeites while Shangalar waited out PW:B. 
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Alicia's buffs foiled his Time Stop.
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Death Fogs did the rest.
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Shadows and Fog


The Liches each caught PW:B->Death Fogs. Not a peep out of them.
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Are You My Angel?


Denim, for a change, emerged from the Rhakshasa ambush unscathed thanks to a Dragon's Breath barrage.
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Niz was seriously overmatched.
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Are You Joking?


Alicia did a double take when she noticed Tree-Jon had negelcted to take Pro Fire: A Sunfire Trigger was all it took.
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"I (neglected to take ProFire)...*you* k-killed me (super-duper quick)..."
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So: That's that. As David Byrne once said, "Does anyone have any questions?"

I'll post on Sendai soon (or not so soon: I seem to be putting off this battle for some reason...).


Best,

A.

Modifié par Alesia_BH, 09 mars 2013 - 08:34 .


#5743
Blind_Visionary

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Alesia_BH wrote...
I just thought I'd illustrate some simple, standard arcane tactics for those still watiing to explore high-level casting.

...

Btw. I can refrain from making comments like this if you prefer:
unsolicited pedantic posts can be annoying. I generally prefer to offer
advice only when directly asked.


I'm happy to have you post about whatever you like, as long as you remain entertained. I am one of those still waiting to explore high level casting, and given how clumsy my level 1 sorcerors seem to be, I am likely to be waiting so long that I will forget all of your advice by the time I need it.

And allow me to add: Go Gate70!

#5744
Alesia_BH

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Blind_Visionary wrote...
I'm happy to have you post about whatever you like, as long as you remain entertained.


Understood. As mentioned, I generally prefer to offer advice upon request only, but I've noticed that we don't have a lot of casters around these days. I thought some tips might be appreciated. 

I am one of those still waiting to explore high level casting, and given how clumsy my level 1 sorcerors seem to be, I am likely to be waiting so long that I will forget all of your advice by the time I need it.

Hopefully that will change: Alain and Alicia would make a cute couple. :P 

EDIT: One note here. I'm personally un-fond of Time Stop when playing Vecna equipped sorceresses. This is partly because of the opportunity cost, but mostly because I simply don't enjoy it. If and when you reach high levels, you'll likely want to use TS more than Alicia has.

And allow me to add: Go Gate70!


Agreed! 

Best,

A.

Modifié par Alesia_BH, 09 mars 2013 - 08:29 .


#5745
Alesia_BH

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Alicia, Elven Sorceress: Final Spellbook

It just occured to me that I haven't posted Alicia's spellbook in awhile. This is by no means presented as an ideal list- I find the whole idea of an ideal list misguided really. These were merely choices that have allowed me to enjoy my run. That's all a spell book should be in my opinion.

Level 1: Blindness, Shield, Chromatic Orb, Magic Missle, Pro Evil
Level 2: Invisibility, Mirror Image, Resist Fear, Melf's Acid Arrow, Blur
Level 3: Skull Trap, Remove Magic, Melf's Minute Meteors, Spell Thrust , Flame Arrow
Level 4: Teleport Field, Stoneskins, Improved Invisbility, Ice Storm, Fire Shield: Blue
Level 5: Sunfire, Spell Immunity, Spell Shield, Lower Resistance, Breach
Level 6: Protection from Magic Weapons, Globe of Invulnerability, Spell Deflection, Death Fog, Contingency
Level 7: Spell Sequencer, Ruby Ray of Reversal, Projected Image, Limited Wish, Power Word: Stun
Level 8: Spell Trigger, Protection from Energy, Horrid Wilting, Power Word: Blind
Level 9: Spell Trap, Chain Contingency, Wish, Power Word: Kill


Best,

A.

#5746
Gate70

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I’m learning, but a bit like my early potion glugging runs I’m using a set list instead of optimising per battle. Aim is to improve over time.

Nael, human male Kensai Mage
There’s a secret entrance here somewhere but Nael can’t find it. He summons Kitthix and the spider-eyes instantly show the way forward. The bookcases yield a spell deflection scroll to memorise as well as a contingency scroll. Mekrath has a job that Nael gladly accepts. Within 2 minutes he is back and Mekrath asks for the mirror. Back Nael goes...and returns again. Nael won’t accept a slave and uses various buffs to defeat Mekrath.

As Nael leaves he spots something and turns back. Umber hulks! Even with buffs he panics and grabs Lilacor for a few seconds, then switches back to kill the pack and a minotaur. At the Bridge district the Balthis estate is used to buff before facing Anarg, Reynald de’Chatillon and their fallen paladins.

(at this point the inventory scores a moral victory and I console in a bag of holding, bag04).

Nael gulps as he follows Haer’dalis and the interstellar troupe through a young portal. His many buffs see Aawil and the welcoming party quickly beaten (SI: divination).
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After donning boots of speed Nael rushes to the next set of enemies only to find himself facing dominated thralls. Umber Hulks are next and Lilacor springs out of the holding bag into a spare hand. Nael congratulates Lilacor and switches back to long swords. With three umber hulks down a thrall mage casts chaos and Lilacor once more contingencies up. Moments later the battle is won and Nael rests. More buffs see a female thrall and a wyvern cleared, then a kai is added as Nael closes in on the Master of Thralls for a 2 hit wonder.
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Nael moves further in to attack the Warden. After a few hits the Warden casts an illusion and Nael is surrounded with his buffs under attack. Lightning bolts hit hard while Nael is hemmed in so he glugs 3 or 4 extra healing potions. After killing half a dozen enemies a gap opens so Nael races away to add some more spell protections. Then he races back while Lilacor returns for another chaos (magic resistance) and then long swords are used to drop the Warden.
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Nael is under no illusion that the battle is over but the remaining thrall casters are keen to help out.
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After a rest Nael identifies some spiffy new items. Daystar is backpacked so Kundane can offhand while Lilacor can order Adjatha to offhand whenever charm and domination are present, leaving Lilacor to deal with the likes of chaos instead. Nael clears a Gith cell, a wolfwere cell and an efreeti cell then moves on to a prison captain/golem cell. He rests and re-buffs there before clearing a prison captain/minotaur cell.

Kensai 10 > mage 14; 755 kills, City Gate lich.

Appendum:
That went well although fewer yuan-ti than my last few runs. Need to review to work out which spells don't have saving throws, and also which spell protections protect against what. I’m sure it is fairly easy but I haven’t got my head around it yet and have to keep referring to notes (and hoping or over-compensating).

#5747
Blind_Visionary

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Alesia_BH wrote...
Alain and Alicia would make a cute couple. :P

Ha!  Does Alicia have a soft spot for Gibberling bait?

Alesia_BH wrote...
I'm personally un-fond of Time Stop when playing Vecna equipped sorceresses.

Yeah, I remember quitting SOA on my first playthrough when I found that with the Staff of the Magi, Vecna, IA, and Time Stop, battles ceased to be interesting. That's one of the reasons I've nerfed everything in my install. Although I've probably taken it too far.

Gate70 wrote...
I’m sure it is fairly easy but I haven’t got my head around it yet and
have to keep referring to notes (and hoping or over-compensating).

Allow me to hope some on your behalf! I'm enjoying your run.

Modifié par Blind_Visionary, 09 mars 2013 - 11:22 .


#5748
Gate70

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Nael, human male Kensai Mage
Nael has been reading up on lightning bolt avoidance. He started by thinking Protection from Magic Energy would work but had concerns about the duration. After perusing a scroll he realises this may not be the best answer and he needs to find a protection from electricity scroll instead. He really ought to get some protection against fire and cold too.

With that more or less (!) done he decides to investigate a Planar Sphere, asking Valygar nicely to unlock it and guard the entrance for a month or so. A clay golem sees the Improved Mace of Disruption make an appearance then some stranded knights warn about the dangers ahead. Nael kills a group of sahuagin (edit, I think that was them but the room was a bit like a blender once Nael turned up) easily but is briefly stunned by a steam mephit (good job really as it reminded me that the halflings ahead also use stun and that would be highly fatal). With the mephit and a few halfling barbarians dead Nael summons a berserk warrior as Kayardi starts to cast.

Nael has stepped back to add Improved Invisibility and moves in while the berserk warrior is stunned and mazed. The halflings are spread around the area to start with but Nael makes sure they are spread significantly wider and lower by the time he has finished with them.

Various buffs are still active but Nael decides to call it a night before a mistake is made.

Modifié par Gate70, 09 mars 2013 - 11:40 .


#5749
Gate70

Gate70
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Nael, human male Kensai Mage
It’s past bedtime but Nael has to see a bit more of this mysterious sphere.

The Planar Sphere resonates as Nael races through it, his boots of speed barely touching the ground as he slices through spiders, ettercaps, halflings, fire elementals and uses SI:Necromancy while crossing traps (a guess as I can't remember, 1 is certainly FoD the other perhaps flesh to stone so alteration?). The pulsing of the sphere is matching the heartbeat and footsteps of Nael, making him feel more at home than he ever was at Candlekeep.

Two stone golems then an adamantite golem are dis-assembled without injury (mage 15), and a Guardian Golem created in their place. Nael follows it to deal with an intruder and safely passes another trap before lighting four huge floor decals. Nael reaches an Elder Orb before the golem and kills it as the golem arrives. He continues further and reaches Lavok.

The necromancer is more powerful than Nael can imagine, and after renewing spell protections twice Nael is forced to leave in the hope that Lavok focus on a berserk warrior. Nael gets a Wilting for his troubles (48 damage) and sends Kitthix in after the berserk warrior survives domination but not the next spell. Kitthix survives two sets of magic missiles so Nael decides it is safe to return having healed twice and cast DUHM. Lavok has some protections (mantle) but it isn’t long before Nael is listening to the words of a dying man.

Nael yawns again. He really should retire for the night after the wilt.

#5750
Grond0

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Gate70 wrote...
uses SI:Necromancy while crossing traps (a guess as I can't remember, 1 is certainly FoD the other perhaps flesh to stone so alteration?).

I've noticed on several occasions that your posts talk about the appropriate choice for SI.  Just in case anyone's not clear on this point, it might be worth mentioning that you can have several versions of SI up at the same time.