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Baldur's Gate 2 No-Reload Challenge


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#7851
corey_russell

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Thanks everyone for the commiserations! So yes, I will be buffed for the mage form next time, since there can be no time to buff once dragon form appears...

#7852
Alesia_BH

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Serg BlackStrider wrote...
Demi-Lich buffed with Pro vs Magic scroll. 


A funny note here: I still haven't found the demi-lich in Watcher's Keep.

(Don't tell me where he is. I know I'll find him someday!)

Modifié par Alesia_BH, 08 octobre 2013 - 04:01 .


#7853
Serg BlackStrider

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@Alesia: a bit of scrutinizer's talents and voila!  :) He has a nice dagger for a thief character btw... ;)

Modifié par Serg BlackStrider, 08 octobre 2013 - 04:39 .


#7854
Gate70

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Draconis is like a ToB sucker-punch, even knowing what he's capable of I often find myself in real trouble against him after cruising through the preceding encounters. Condolences Corey.

So how is everybody looking after the fiddling Serg. Long Blue Circles? & I wish I could remember the safe dialogue option as the mind flayers are best avoided (even in vanilla at least for me).

@Alesia. I'm fairly sure the demi-lich has pinned his residence in your map when you get there.

Modifié par Gate70, 08 octobre 2013 - 05:40 .


#7855
Serg BlackStrider

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Gate70 wrote...
So how is everybody looking after the fiddling Serg. Long Blue Circles? 


:D quite so.

Krimlor got Constitution bonus, as multi he has less HP than Grond and Corey. The rest abilities' bonuses went to greedy Yakman (BlackStrider) as the others wouldn't benefit from them much - with +1 Wis Krimlor could only get +1 level 1 extra spell which he has plenty already and Alesia could get most good Limited Wish options: I wish for my entire party to be healed. (WIS 10+) -- Heals the party; I wish to make my party invulnerable.    (WIS 12+) -- casts Globes of Invulnerability for the party; I wish to be protected from the undead.  (WIS 10+) -- Negative Plane Protection, Party and all one time wishes with her current Wis (14).


& I wish I could remember the safe dialogue option as the mind flayers are best avoided (even in vanilla at least for me).


It's quite simple:

- What?  Where did you come from? I didn't conjure you up, did I? No... of course not.  Only planar creatures get summoned.  Must be more foolish adventurers.
- I have been sent by Odren to find the Imprisoned One.  Who are you?
- Odren?  Imprisoned One?  Those names mean nothing to me. Who you are is not really important, anyway.  I'm the only one who matters around here.  I am Carston the Magnificent, Lord of the Level!
- If you're Lord of the Level, why are you stuck behind that glass?
- Do not look at me as if I am insane.  I'm just a victim of circumstance, is all.  Making the best of a bad situation.  It's an interesting story, really. About ten years ago I was an adventurer, much like you. I came with my apprentices to explore this dungeon, seeking fame and fortune. What I found was this machine, the most amazing creation I'd ever seen.
- But how did you end up in that glass prison?
- Ahhh... the glass casing.  Well, you see, I didn't actually mean to create it.  The Machine of Lum the Mad can be a fickle mistress.  Actions have consequences which cannot be undone.
- Since you are trapped, do you want me to try and release you?
- Trapped? You misunderstand:  this glass protects me. It makes me impervious to harm. I need neither food nor sustenance. Even the ravages of time can no longer touch me. I have become immortal!
- So when you "became immortal" what happened to your apprentices?
- How dare you ask about my apprentices?  Maybe this will cure your curiosity! (hit with lightning)



There are several *right* leads in dialogue, the key is to ask him about what happened to his apprentices (*So when you "became immortal" what happened to your apprentices?* immediately when that option became available) and that's it. Otherwise he'll get bored and will summon those mind flayers to entertain himself.

Modifié par Serg BlackStrider, 08 octobre 2013 - 08:44 .


#7856
Grond0

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Gate70/Grond0 Multiplayer attempt 26 {2} - (update 15)
Stiel, halfling assassin (Grond0) & Andal, halfling bounty hunter (Gate70)

The duo inched closer to immortality with a bit more progress last night.

Nyalee was too busy gazing at her hearts to notice the traps being laid round her feet.  After resting and going invisible the duo travelled to the Siege Camp to confront Yaga-Shura.  The plan was to quickly damage him before fading away and waiting for him to return.  However, he wasn't the one quickly damaged!  After leading him into a trap to make him run Stiel resurrected Andal.  They then used invisibility / stealth to wait out true sights and then lead Yaga-Shura away (as the only one who can see through invisibility) to be mazed - a bunch of colourful spike traps then made a mess of him.

The second pocket plane challenge could have been a real problem without Andal's a-maze-ing abilities.  Almost uniquely, Andal used his entire stock of maze traps in that single combat - as a result of the opponents popping back into view so rapidly.  However, traps laid in the short spaces available and the odd backstab, assassination and time trap proved enough to win the combat handily in the end.  A number of traps remained unused so were cleared up by summons to make sure that there were no constraints for future pocket plane challenges.

At the oasis Andal got a bit miffed with Stiel's inability to lead Jamis into pre-laid traps.  In the end Stiel despaired of that tactic and just assassinated him before the duo ran away from the remaining enemies.  They've just arrived in Amkethran.

Stats:
Stiel, assassin L36, 151 HPs (incl. 12 from ioun stone, 12 from familiar), 855 kills
Andal, bounty hunter  L35, 114 HPs, 681 kills, 9 deaths


#7857
Grond0

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Xochi{4} - wild mage (update 1)

X4 has passed through the Sword Coast and graduated to Amn.  Rather like her predecessor this Xochi had immediate problems in the dungeon when poisoned by the first trap (I can never remember whether the mustard jelly shape is immune to poison).  Unlike her predecessor though, this time I took no chances with her Bhaal power and the 3 healing potions found in that cache kept her alive.

Mirror images and MGoI, along with the jelly shape (for spike traps) were sufficient to protect her from other traps and she made her way safely out.  Cloudkills were her main weapon against enemies, though she also used summons a fair amount.  Ulvaryl was killed with a nice finish from potion of firebreath.

She got to L10 in the dungeon - gaining another 4 HPs to finish her die rolls with a superb 38 out of a maximum 40.

She moved straight on to the circus (achieving L11 there) and is currently considering what to do about the Cowled Wizards (I wouldn't want to disappoint Gate70 by paying for a licensePosted Image).

Modifié par Grond0, 09 octobre 2013 - 04:01 .


#7858
Aasim

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Ish'kafel and Qwertzy, final update:

From BG1, Ish'kafel and Qwertzy entering the challenge. Duo exited the dungeon with no trouble, and cleared out the Circus and freed Hendak and the slaves. Went to Goverment district, and rescued Viconia. Forced Suna Seni by traveling to temple district. Once again, I underestimated SCS fighters - and this happened.
Posted Image

I decided to try to heal up with potions, but Suna just wouldn't stop. Archers were hitting consistently as well, and then..
Posted Image



I was already fighting Drow with Devas in my mind.....
Valuable lesson learned - never, ever play when tired. And don't fight Suna without a full plate. Back to start, I will ponder about which class to choose a bit and restart.
Enjoyable run, slightly too easy BG1 for me however - will do a "proper" SCS install. I simply found mages tad underpowered.
Best of luck.

Modifié par Aasim, 09 octobre 2013 - 09:14 .


#7859
Grond0

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Hard luck Aasim. The SCS ambushes in the city are pretty challenging encounters - definitely worth taking a bit of care to prepare before travelling.

#7860
Alesia_BH

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Condolences Aasim. SCS Suna Seni has ended a number of runs over the years.

(I personally find that initiating the encounter invisible and then targeting a potion of fire breath on the mage before circling around the remaining foes makes it pretty straightforward. As a reminder, there is a potion of firebreath in the Chateau as well as three for sale at Ribald's.)

Best of luck with your next run!

A.

Modifié par Alesia_BH, 09 octobre 2013 - 10:34 .


#7861
Grond0

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Xochi{4} - wild mage (update 2)

It was more effort than it was worth, but Xochi has worked through the Cowled Wizards.

The basic idea was to use malisoned webs/stinking clouds to freeze appearing groups in place and then cloudkill them.  This can be complicated by use of globes, but as long as they never see you the mages will tend not to move out of the cloudkills (you need to be in visual range of the initial Enforcer to initiate the encounter, but if you're at extreme range and invisible you can get outside detection range before any of the mages think about true sight).  A surge when casting to make the Cowled Wizards appear would have a quite high chance of being fatal so Xochi used the RoAC for this purpose - in my installation this casts as a spell on anyone rather than just making the user invisible.  I'm not 100% sure that use of this item is immune from surges, but it's worth trying.  The familiar acted as an invisible scout just outside visual range (watching out for the mages moving).

To give herself a better chance of success she used a minor sequencer to throw out a web and stinking cloud at the start of the combat.  In order to get that she had to evade some muggers in the Bridge District - that resulted in the death of Lt Aegisfield.  As the sequencer needs a target Xochi left a bullet on the ground to aim at.

Group 1 was completed, though 2 of the mages used globes and Xochi had to waste one of her cloudkill attempts when one of them started moving towards her slightly.  That lost spell allowed one of the mages to survive, but a summons to distract and a skull trap finished him off.  Summon fiend was the only half-decent treasure.

Group 2 was easier - none of the mages ever seemed to move.  Got a potion of invisibility and a Laeral's Tear necklace.

Group 3 also easy.  A surge spoiled one of the cloudkills, but the other 3 were sufficient; although one of the mages moved forward briefly, he didn't emerge from the cloudkills.  Scroll of spell turning.

Group 4 easy again.  Malison only produced pretty colours, but none of the mages appeared to move at all.  Two more Laeral's Tear necklaces.

Group 5 was a similar story.  A surge saw Xochi combat ready, but none of the mages appeared to try her mettle.  Improved Mantle scroll and yet another Laeral's Tear.

Group 6 was the big boys.  Three of them died in the cloudkills, but Zallanora survived.  His timestops were wasted since he did not see Xochi, but he dimensioned doored somewhere.  Xochi toured the area invisible, but didn't find him - even after resting - so I'm provisionally assuming he's gone for good.  The others left behind spell sequencer and ruby ray scrolls.

#7862
Grond0

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Xochi{4} - wild mage (final update)

Xochi had been going well.  Suna Seni, Copper Coronet, slaver ship and Renfeld were all done.  The only significant problem with that lot was having to save against a wild surge charm.

She'd sorted out equipment and purchased lots of spells.  I'd already written in my notes that one of those, spell immunity, had allowed her to get the berserker horn.  However, pride goes before a fall ...
Posted Image

For some reason I had it in mind that maze was abjuration school, rather than conjuration / summoning, which is why spell immunity was about as helpful as a hole in the headPosted Image.

#7863
Alesia_BH

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Grond0 wrote...
For some reason I had it in mind that maze was abjuration school, rather than conjuration / summoning.


Condolences.

Perhaps you were thinking of imprisonment- that is an abjuration spell.

Anyhoo. Best of luck with your next run!

(Btw. What's the wild mage body count at this point?)

Modifié par Alesia_BH, 10 octobre 2013 - 04:42 .


#7864
Grond0

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I suspect you're right about imprisonment, although I also commonly use abjuration for the purposes of defending against dispel magic.
Total body count for wild mages - probably 30ish since I set up my current Photobucket account.  Tlaloc is the 16th named character, but a few of those had more than 1 start.  However, I'm always optimistic - Tlaloc's the onePosted Image.

#7865
Alesia_BH

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Grond0 wrote...
I suspect you're right about imprisonment, although I also commonly use abjuration for the purposes of defending against dispel magic.


Yes. Most players primarily use SI:A to protect against dispel and remove.

I mentioned imprisonment only because players often confuse its properties with those of maze since the spells are similar in some respects.


Total body count for wild mages - probably 30ish since I set up my current Photobucket account.  Tlaloc is the 16th named character, but a few of those had more than 1 start.  However, I'm always optimistic - Tlaloc's the onePosted Image.


Understood. I've decided against trying to talk you out of playing wild mages, but I thought an accurate body count might do the trick someday. Perhaps it will once the number reaches triple digits?

(Anyhoo. Have fun- irrespective of the class you choose.)

Best,

A.

Modifié par Alesia_BH, 10 octobre 2013 - 05:54 .


#7866
Aasim

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@Grondo - guess yestarday was a bad day for no-reloaders. At least Corey is succesful with his monk thus far.

@Alesia - I killed the mage (backstab) and cleric instantly, but in my install, they weren't SCS modifeid. Thinking back on it, I should have backstabed Suna and place Ish'kafel near the archers. Ah well, all in a days work. Am creating a full SCS install now, so mages and clerics will again prove more dangerous - I found it silly that I worry about Suna more than the mage there.

#7867
Grond0

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Aasim wrote...

@Grondo - guess yestarday was a bad day for no-reloaders. At least Corey is succesful with his monk thus far.

Indeed.  Gate70 and I also made a bit more progress last night.


Gate70/Grond0 Multiplayer attempt 26 {2} - (update 16)

Stiel, halfling assassin (Grond0) & Andal, halfling bounty hunter (Gate70)

The thieves had a few easy fights in Amkethran, culminating in rescuing some smugglers under attack by monks - their shop provided some items to protect against backstabs.  With no useful items on offer the lich was left undisturbed.

Next up was Draconis, who failed to trouble the scorers.  His human form was meleed by Stiel (immune to attacks by Draconis and invisible stalkers), once Andal had set a bunch of traps.  The dragon form followed Stiel into the traps - but failed to come out again!

There was just time to start investigating the tunnels on the way to Abazigal.  Andal & Stiel tried to assassinate a greater werewyvern in melee.  They both missed, but the wyvern did not and its poison rapidly overcame Andal while his aura was clouded from the assassination attempt.  Stiel ran in and out a couple of times until he found room to resurrect Andal in enough space to maze the attackers - a quickly laid trap ending the wyvern threat.

Stats:
Stiel, assassin L36, 151 HPs (incl. 12 from ioun stone, 12 from familiar), 896 kills
Andal, bounty hunter L36, 131 HPs (incl. 15 from bracers), 687 kills, 10 deaths

Modifié par Grond0, 10 octobre 2013 - 05:11 .


#7868
Alesia_BH

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Aasim wrote...
@Alesia - I killed the mage (backstab) and cleric instantly, but in my install, they weren't SCS modifeid. Thinking back on it, I should have backstabed Suna and place Ish'kafel near the archers. Ah well, all in a days work. Am creating a full SCS install now, so mages and clerics will again prove more dangerous - I found it silly that I worry about Suna more than the mage there.


Noted. I'm looking forward to your next run!

Grond0 wrote...
Next up was Draconis, who failed to trouble the scorers. 


Congrats guys! 

#7869
Serg BlackStrider

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Commiserations to the fallen and keep good work still going!

#7870
Grond0

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Gate70/Grond0 Multiplayer attempt 26 {2} - (update 17)
Stiel, halfling assassin (Grond0) & Andal, halfling bounty hunter (Gate70)

Some tough fighting today, but no more deaths as the brothers in crime plough on through ToB.

The first challenge was to get access to Abazigal - they were rather more successful in doing that than Bondari was in his game.  The second challenge was to clear the battlefield around Abazigal and Stiel soon Waved the salamanders aside.  The third challenge was to encourage Abazigal's human form to get in touch with its draconic side and that proved very difficult.  It shouldn't have been, as a few well-placed traps would have done the job.  However, Stiel had had the bright idea of putting a cluster of 7 traps closely together at the edge of the map to deal with the dragon form (as he'd heard somewhere that timestops might not work!).  Shooting was possible, but hitting wasn't easy and each hit only did 2 damage (and it wasn't that easy to dodge Abazigal without doing lots of time-consuming pausing).  Both tried assassinations, but failed to hit and summons only lasted seconds.

There were one or two scrolls that could have been used, but eventually Andal persuaded Stiel to use the inelegant method of luring Abazigal into the traps intended for the dragon form.  Four of those triggered, which was plenty to trigger the switch in form.  Andal then mazed Abazigal (I'm pretty sure that's not possible in single player, but Andal's MP abilities tend to side-step creature immunities) and re-set traps along with the surviving 3.  The returning dragon then followed Stiel - to his doom.

By contrast the 3rd pocket plane challenge was over in a flash - the Slayer mazed and trapped on his return.

There was a visit to Amkethran to trade in the panties before moving on to Sendai's enclave.  The fight with the woodcutter's crew was quite challenging, with both the drow fighters and thieves causing problems.  The former used their HLAs, while one of the latter managed to turn invisible while in a maze and came out with a nasty backstab on Stiel.   Eventually though they were finished off and the way to the enclave lay open.

Most of the enclave was pretty straightforward, although there was a glitch with the slavemaster who seemed to disappear after being mazed - but new summons kept appearing.  The duo just moved on and left them to it.  There were a couple of nasty moments in the fight with Sendai though.  The assassin statue managed to get a backstab in on Stiel just before a maze arrived, although Stiel still had a decent reserve in hand.  That wasn't the case though after Sendai cast Harm on him - time for a rapid withdrawal!

For a while Stiel switched to using scorcher ammunition for the Big Metal Rod - that was quite effective at keeping summons under control, as well as doing a bit of damage to Sendai and providing Andal with free healing.  Then Andal managed to maze Sendai and both thieves bored in for the kill.  She seemed to survive not only a full complement of spike traps, but a time trap assault from Stiel, topped off by an assassination by Andal.  It may just have been that she was rehearsing her death scene though, as one final hit tipped her over the edge.

Stats:
Stiel, assassin L39, 158 HPs (incl. 13 from ioun stone, 12 from familiar), 1,046 kills
Andal, bounty hunter L39, 152 HPs (incl. 15 from bracers, 15 from ioun stone), 756 kills, 10 deaths


#7871
corey_russell

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Fantastic work guys! Dogdancing and I willl get to our MP no-reload soon (Loqi and Chunky), our schedules haven't been matching lately...

#7872
Serg BlackStrider

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Wish you all the best in the final actions, Grond0 & Gate!

#7873
Gate70

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We're about to do the next bit if Grond0 can get some technical issues sorted. Plan is to see if Melissan can handle multiplayer maze traps and if the Solar counts her out!
edit; & no progress tonight.

Modifié par Gate70, 10 octobre 2013 - 09:43 .


#7874
BBMorti

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Gate and Grondo, spectacular work! Best on luck with the ultra end game. I have enjoyed your run a lot! :)

#7875
corey_russell

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Corey_Russell/Dogdancing Multi-Player No-Reload - FINAL Update!
Loqi - fighter/cleric, 7.6 million experience, controlled by Loqi
Chunky - level 18 fighter/level 17 thief controlled by Dog

One thing I've learned from this run is the power of the Roronarch's Horn - I will be using this from now on, I never used it before. There are a great many enemies that use blunt damage, and the Horn plus Hardiness is a great combo, especially in duo.

The team pushed their way into Sendai's Lair and to Sendai herself. Loqi hardly got any chances to heal spells, since he had to kill most of the enemies as Chunky kills real slow still. Nevertheless, the team did real well vs. Sendia's Statues - for Sendai herself she summoned a mass of creatures which killed Chunky. Loqi used the Rod of Resurrection to raise Chunky then meleed Sendai. This was a colossal blunder, as Sendai then did a brilliant play, Harm followed by GWW! Loqi was killed from full health to zero instantly.
Posted Image

The other thing I will take from this run is to NEVER have the PC approach final form of Sendai, use only ranged attacks (which I could have done). This is the only the 2nd time I have ever reached this point of ToB without a full party.

The duo will go back to Candlekeep and start new characters.