Baldur's Gate 2 No-Reload Challenge
#8251
Posté 22 novembre 2013 - 06:42
Ivy, human blackguard (Grond0) & Derva, human inquisitor (Gate70)
The cops continued their programme of setting things to rights in Athkatla last night. First up was rescuing Renfeld from an attempted mugging. Then Tarnor's gang were convicted of threatening behaviour. That fight started well when Gaius was poisoned, although Ivy got hit by a nasty flamestrike in the process. Derva took most of the heat in the battle and used up a number of healing potions, but eventually the cops carried the day - picking up an armour upgrade from the bodies.
After returning Renfeld Prebek's house was the target of a search warrant. Derva was hit by a confusion, but fortunately managed to dodge a bouncing lightning bolt anyway and the mages were dead by the time she recovered. In the Harper HQ one of the spectral harpists was hostile, but couldn't prevent 'Montaron's' body being taken away.
The last real action of the session was running through Mae'Var's tasks. Derva chucked a dispel magic at Rayic Gethras - it wasn't obvious that it landed, but it must have done as the mage rapidly died of a poison overdose. The thieves in the guild didn't put up much of a fight. The money gained from that was used to pay Gaelan Bayle and the cops will investigate Aran Linvail's whereabouts next time.
Stats:
Ivy, blackguard 10, 99 HPs, 186 kills
Derva, inquisitor 10, 97 HPs (incl. 5 from Helm), 108 kills, 2 deaths
#8252
Posté 23 novembre 2013 - 02:23
The duo begin looking into the Cult of the Unseeing Eye on behalf of Talos. Early in the dungeon Dominus gets lvl 14 and gains a lvl 7 spell.
Level 7: Mordenkainen's Sword
The Lich is taken care of with ease using a few of Jan's traps. Completing the quest did take a bit of time due to the beholders needing to be carefully wanded down from range. Gaal and his followers were slain in the end as it was an ill cult he stood for. Dominus dinged lvl 15 upon turning the quest in for which he gained a lvl 5, 6 and 7 spell.
Level 5: Feeblemind
Level 6: Chain Lightning
Level 7: Spell Sequencer
Just after exiting the Temple of Talos we are notified that Jan's former love, Lissa, is in need of aid. We head to Jan's home in the Slums district to see what all the fuss is about. Taking care of Jan's situation doesn't take much time and before long we are again on the road. We make a couple pitstops to grab a few upgrades, the adventurer's mart for a belt of hill giant strength for Jan and watcher's keep where we purchase firetooth for Jan as well. With the sling of everard on Dominus and firetooth on Jan we easily take down the remainder of the liches in Athkatla and acquire the ring of Gaxx and Daystar. While in the docks the duo discovered an area they had not seen before, or at least not remembered; the pirate hideout in the Sea's Bounty Tavern.

The pirates here aren't too tough but do offer up decent xp and cash loot. Dominus gets held by a hold person spell but Jan is able to disable most of the enemy group and keep the funtional ones occupied while his incapacitated friend recovers.
Onward to the De'Arnise Keep. The Keep is cleared of trolls and their leader Torgal without difficulty. Dominus gets lvl 16 while telling Nalia of our success and learns one level 8 spell from doing so.
Level 8: Spell Trigger
Spell Trigger was a clear choice as the spell is normally unavailable in SoA and can be incredibly useful. This is a good point for the duo to take a rest.
Modifié par WaterMane, 23 novembre 2013 - 02:25 .
#8253
Posté 23 novembre 2013 - 05:33
Agreed to infiltrate the city for Adalon (...not that you have a choice or anything), the party waylaying us outside was pretty easy; the thief backstabbed Aleks, but for pitiful damage. Got an oil of speed and potion of invisbility from this guy. Their ogre fighter had the heartseeker bow, which is weird because he's a melee dude and there's an archer with this group using a normal bow... Got a scroll of wilting from the crazy mage in the soul prison, or maybe Vithal - whom I didn't attack since I'm making at least a desultory effort at rping.
Murdered Qilue (and her considerably more powerful servants) for the fish; another easy battle where no one took a scratch - except Valygar from Qilue's blade barrier. The priestess had the Tuigan bow, again, not much use to her - this is an Item Randomizer issue, sometimes npcs end up with stuff that they can't benefit from.
The slime priests gave me a run for my money though! All six priests managed to cast (uninterruptible) aerial servant spells (had to pull Nalia out of their line of sight after their mage dispelled her buffs, she risked getting fried by flamestrikes/blight spells).

I should note that aTweaks aerial servants a) move really fast
Well we finished off the priests without her help. Then Keldorn took the servants out with a potion of absorption and girdle of bluntness - still a bit of a risk when there's six of them, as several could crit you in quick succession, fortunately no more than three could attack him at a time on the narrow walkway (Nalia broke invisibility to cast improved haste on him and contribute a few magic missiles and wand shots).
This mercenary offers me an opportunity for looting, how could I say no? My PC may be lawful good on paper, but like most players' bhaalspawn his real alignment is "murderous looter".
Kind of screwed up the Deirex fight, my first move was ruby ray of reversal and breach from Imoen on his simulacrum, which was protected from magic weapons. Oops, that RRR removed his spell shield and left his spell trap intact, we don't have another ruby ray memorized to strip that.

Deirex debuffs Aleks during his time stop and summons several fiends, I used a potion of magic shielding then, due to being in LoS of the fiends and the lich... well, that was a waste. Aleks ended up not needing to make his save against much except fear from one fo the fiends teleporting to him (they ignore protection from evil).
Oh and I allowed Keldorn and Valygar to get too close to the lich in that screenshot; Valygar got hit by a prismatic spray, only a little damage this time, but that spell's got an excellent chance of permanently killing characters. I shouldn't have let it come to that. <_<
Also I wasted a few breaches on Deirex before realizing he still had a spell trap up. Dug around in my scroll case for another ruby ray scroll (Cheesy? Well, our mages weren't directly under attack at this point). Deirex rebuffed anyway via spell trigger. I eventually used PW:Blind on him and finished him off with ranged weapons. He had the girdle of frost giant strength, plus scrolls of PW:Blind and maze, the other usual scrolls in cabinets, the bastard sword of searing and the sellable stuff upstairs in his tower.
Also, got a laugh out of this: Deirex's soul gems are acrons! Did he turn his enemies into squirrels before imprisoning them? Quite possibly...
Next up, Illithid city - this place is still pretty easy even with smarter mind flayers + my own changes to them + resting disallowed. Chaotic Commands wore off just before the final room (wouldn't have for a pure classed priest at these levels), maybe I should've cast CC just before I actually started fighting the mindflayers rather than before entering the city.
So, Valygar switches to Aegar's hide (found it on the drow at the underdark exit) and Adjatha offhand, plus a free-action spell from Aleks, who dons the helm of charm protection and ring of free action, Keldorn has his armor + lilarcor. Now we're all more or less protected for the last (easy) battle with the master brain. Found bladesinger chain and Kundane - meh, but I wouldn't ask for more from this place.
Took on Simyaz on the way out, didn't need to rest for that. I don't usually keep the sliver sword as it seems pointlessly greedy, but I just might this time.
I threw away the extra control circlets and sold the staff of command so as not to be tempted to abuse these overpowered items - for those of you who don't know, staff of command casts a variant of domination without a saving throw. I also forgot to loot all the Kuo bolts form the attacking Kuos in the west tunnels, but I've still got about 150.
Modifié par polytope, 23 novembre 2013 - 05:40 .
#8254
Posté 24 novembre 2013 - 11:47
Ivy, human blackguard (Grond0) & Derva, human inquisitor (Gate70)
A pretty straightforward session yesterday saw the cops secure most of the material evidence they need for their further investigations.
After collecting a couple of bits of contraband from Aran Linvail they avenged Mook before going to the Government District to pay for a magic license. Then on to Umar Hills where they collected Ilbratha and a beljuril, though didn't proceed to the ruined temple.
Next up was Trademeet. The genies suffered from the fact that blackguard poison goes through stoneskins and the duo were soon off to the Druid Grove. That was cleared pretty easily, though there was an exception in trying to take out the myconids. Gate70s computer seemed to be unable to cope with the new BGEE cloud animation produced there, which meant that Derva just stood still in the conflict - unable even to take a potion. Despite the fact that they struggled to hit her, with about 7 or 8 myconids attacking at once, Derva was still critically injured. However, Ivy took a steady toll of them and Derva was only hit once more after this point and just survived. The cloud animation was still going on Gate70's computer at least 2 minutes after the fight had ended before I got bored and rested to reset things.
Cernd used the 3 strikes and you're out rule to dispose of Faldorn before the cops returned to Trademeet. There they solved the abduction of Tiris' girlfriend and the mystery of the spontaneously generating skeletons in the tomb (hint: the
The next target was to see what sort of paladin quest was open to a blackguard. The first stage undertaken was the Fallen Paladins - who soon fell. Before proceeding with that there was a side-trip to Watcher's Keep (correctly deciding that with the improved equipment now got the vampiric wraiths could be tackled). All the important equipment from the top floor was looted, though it was a good job here that Derva had made use of the RoAC against the FoD trap. The crimson dart should be a major upgrade for Ivy's poison attacks - unbuffed, she has 4 APR with THAC0 of 1.
Stats:
Ivy, blackguard 11, 102 HPs, 248 kills
Derva, inquisitor 11, 110 HPs (incl. 5 from Helm, 10 from bracers), 146 kills, 2 deaths
#8255
Posté 24 novembre 2013 - 06:24
After clearing D'Arnise keep and returning to the Harper HQ er had to fight some evil harpers. This went wrong. Salisah was close to a mage and was instantly dead by a unknown spell.
Im gonna start over again but still thinking which class to play.
#8256
Posté 24 novembre 2013 - 06:52
Ivy, human blackguard (Grond0) & Derva, human inquisitor (Gate70)
Today's session saw the cops confiscate a bit more contrabrand, though Ivy is still frighteningly vulnerable to spells.
Starting off at Windspear Hills Ivy had a nasty introduction to the dungeon when she succumbed to a hold person. Fortunately Derva's dispel released her before any damage was done. The golems near the entrance got lucky with their attacks, though not lucky enough to kill anyone. A couple of traps in the dungeon caused a bit of a shock (more traps not present in BGT), but the duo worked through to talk to Firkraag.
The efreeti had been left behind with the aim of occupying Conster when the cops returned from Firkraag, but this tactic almost ended in disaster when the mage ignored the efreeti to fire a FoD at Ivy. Her saving throw against that was a pretty horrible 10, but she just made it. Samia's ambush failed before Garren Windspear welcomed the returning heroes. However, the same couldn't be said about Sir Ryan Trawl, so it seems that the paladin stronghold quests are not available to blackguards.
The last action of the session was at the de'Arnise Hold. Things there have been pretty straightforward so far with the ground and first floors cleared and the FoA reforged. Torgal will have to wait for next time.
Stats:
Ivy, blackguard 12, 105 HPs, 345 kills
Derva, inquisitor 12, 113 HPs (incl. 5 from Helm, 10 from bracers), 245 kills, 2 deaths
#8257
Posté 24 novembre 2013 - 06:55
#8258
Posté 24 novembre 2013 - 08:21
Dominus and Jan decide to solve the Umar hills murders mystery next. While in the town we help some boys out by purchasing them some ale and bastard swords. We also fetch some mimic blood for a mage who uses it to activate a golem which attacks him and we save him from. Valygar is battled and, once slain, is packed up for later use to get into the Planar Sphere. With the help of a note left by Mazzy we are made aware of the Temple Ruins and promptly head over there. Thaxy received a thorough beating from Skele Warriors and Mordy Swords after being heavily debuffed.

To start the battle with the dragon Jan led with hitting Thaxy with lower resist followed by a spell triggered triple feeblemind. None of the feebleminds took effect unfortunately, they were all resisted or saved against. While the dragon was busy fending off summons the mage duo blinded, enfeebled and landed a contagion to render the Thaxy all but helpless. The battle was over soon after. With a quick rest to refresh spells the group was ready to face the Shade Lord. Dominus distracted the Shade Lord with 3 skeleton warriors (spell trigger) while Jan summoned an efreeti to keep Shade Patrick occupied. A few spell casts later and this battle was over as well. After delivering the good news to Minister Lloyd it was off to the WIndspear Hills to answer Firkraag's challenge.
Garren's child was taken but some bandits remained that needed killing. Their deaths leveled Dominus to 17 earning him a lvl 7 and 8 spell.
Level 7: Finger of Death
Level 8: Abi Dalzim's Horrid WIlting
Firkraag's dungeon was easily cleared and Firkraag himself went down in the same manner as Thaxy. Dominus dinged lvl 18 when speaking with Garren who was reunited with his child, gaining a lvl 9 spell and an HLA.
Level 9: Time Stop, Improved Alacrity
Back in Athkatla the duo returns to unfinished business and completes a few last tasks before shipping off to the asylum. We finish helping the Temple of Talos out with retrieving the Dawn ring and got Dominus the Staff of the Magi from the twisted rune. Lastly will be the Planar Sphere. A few monsters after slaying Tolgerias Dominus gets lvl 19 and a few new spells.
Level 8: Pierce Shield
Level 9: Chain Contingency, Dragon's Breath
The remainder of the Planar Sphere is straight forward. With that we are ready to side with Bohdi and proceed to Brynnlaw. I realized that we had not yet done any of the graveyard quests so we set out to complete those. While we are clearing out the area of the tombs where Edwin and Korgan would have their quests Dominus dings lvl 20, gaining a lvl 9 spell.
Level 9: Spellstrike
We were on our way to the Government district for Bohdi's second task and we are waylayed by some enemies but they try to run away!

They walked at a leisurely pace away from Jan and me but could not out run a time stop and the onslaught of spells that followed. Bohdi's second task was easy enough and didn't require much time. Taking out Aran and friends was too difficult either. I don't often side with Bohdi so its nice to get a hold of the Djinni summoning ring.
Modifié par WaterMane, 24 novembre 2013 - 08:26 .
#8259
Posté 25 novembre 2013 - 06:58
No problems going through the dungeon - a skeleton getting a nice critical to see off Ulvaryl.
After doing the circus Schade went to the Copper Coronet. There was an error here with Schade exposed to a hold person from one of the guards when his saving throw was only 3, but he survived.
The first ambushes all came rapidly. First the Suna Seni ambush was seen off - Schade has bought the Sleeper and that put a couple of the attackers down. Schade then had to save Renfeld on the way to buy a magic license and the orog ambush on the way to return Renfeld.
Moved on to the de'Arnise Hold. No trouble there; mage spells finished off the trolls until the FoA was available, the yuan-ti mage was silenced, while Torgal and his giant trolls were flailed with the help of a group of buffed skeletons. Schade turned down the chance to take this as his stronghold. He used the money gained from the trip to buy wands of fire, cloudkill and monster summoning.
I intended then to get Kangaxx's ring. There was no trouble in opening up access to the liches, nor in killing the basic ones using a scroll of undead protection. The plan was to kill Kangaxx's demi-lich form with MMM, but lots of those are needed as each only does 1 HP and Kangaxx also regenerates. Schade would thus have needed a number of MMM scrolls to be successful and I forgot to buy those in advance. After killing Kangaxx's original form he just left (rather than risk his undead protection lapsing by trying to buy MMM scrolls and come back). I'll consider next time whether to finish Kangaxx off with MMM or go and find the iMod first.
#8260
Posté 25 novembre 2013 - 12:14
#8261
Posté 25 novembre 2013 - 12:59
DeeKayNL wrote...
Maybe this isnt the place for this question but for my next no-reload im gonna go with barbarian and I want to take Mazzy with me. When should I go save her? Could I do this really early?
Mazzy is always in my party (with the Avatars as an exception) and I usually go there right after Nalia's Keep (the first *country* area I visit). If you don't rush onto Shadow Dragon (and don't have improved Shade Lord from SCS installed) this area is pretty easy early on.
edit:
Corey wrote:
It IS helpful to have have hold immunity though, which is why I usually have Minsc off-hand the Arbane and any other fighter use the Shield of Harmony. I lost a no-reload to those shadow fiends (they hold you) - more than once!!
Yup! And be aware that even *simple* Shadows could quickly strength-drain you to death, especially if they swarm you...
Modifié par Serg BlackStrider, 25 novembre 2013 - 05:37 .
#8262
Posté 25 novembre 2013 - 04:53
I second Serg's assessment, I have done it early with little trouble. It IS helpful to have have hold immunity though, which is why I usually have Minsc off-hand the Arbane and any other fighter use the Shield of Harmony. I lost a no-reload to those shadow fiends (they hold you) - more than once!! Also helpful to have a few fire resistance potions (or scrolls) to make it a bit easier/safer to loot the stuff in the lava. And yes, if doing it early skip the shadow dragon...Serg BlackStrider wrote...
DeeKayNL wrote...
Maybe this isnt the place for this question but for my next no-reload im gonna go with barbarian and I want to take Mazzy with me. When should I go save her? Could I do this really early?
Mazzy is always in my party (with the Avatars as an exception) and I usually go there right after Nalia's Keep (the first *country* area I visit). If you don't rush onto Shadow Dragon (and don't have improved Shade Lord from SCS installed) this area is pretty easy early on.
#8263
Posté 26 novembre 2013 - 03:09
Escaped from Ust Natha after breaking into house Jae'llat to steal all their stuff, uh, I mean, to ensure these evil drow don't continue to prey on the surface world.
This battle is improved with a couple of extra mages and priests and everybody swarms you at once (same behaviour as the slaver ship and most other maps full of SCS enemies).

Well, Keldorn dispelled the named mage's protections but couldn't get at him due to being boxed in by the melee types - although it wasn't a bad thing that they focus on Keldorn who was mirrored by Ilbratha, the mage (Valas) cast wilting but that was all the damage he did. He was wearing the mighty robe of Vecna.
On the way out of Ust Natha (invisibly) a drow priestess tried to reveal us by casting true sight, so had Valygar backstab her, but with Valygar visible and otherwise unbuffed another drow priestess by the exit (they spawn all over the place - hordes of them - with improved Ust Natha) shot greater command at him... he made his save, and I suppose Keldorn could've just dispelled it if he hadn't, but that's a potential problem if Keldorn had also been incapacitated.
Met Elhan and his elves, liked the drow better but the game forces an alliance on us.
Travelled invisibly to the North Forest (I seem to remember you can arrive in sight of a genie who casts flesh to stone... not good), which incidentally foiled the plans of Drizzt and co. who were hanging around in the forest waiting to bug me and later steal my kills of vampires. Nice try.

Had to do this fight twice, on the first try Keldorn dispelled the mage's buffs, who then cast ProMW but Valygar one-shotted him with a normal katana. Stalker and inquisitor make a great team.
Then the game crashed after fighting a greater wyvern, second try Keldorn's dispel failed repeatedly and the mage but up a good fight rebuffing a few times with a trigger and sequencer, wasted a potion of invulnerability.
Saved here and confirmed that killing the greater wyvern crashed the game. Found Dragon Bane halberd in the guarded monument here, which reminded me there were some dragons for to kill.
Firkraag poses a dilemma, do this fight too early and I've got an overpowered sword that makes certain encounters much easier. Do it post underdark and the dragon is too easy. Wow, I really should've installed the option of triple hp for dragons (might use this in future just for SoA dragons). Firkraag went down in two rounds (arrow of dispelling from the mana bow to remove his haste, just in case), managing to hit Keldorn only once through his mirrors. The shadow dragon fell in one round without doing a single point of damage, didn't even get a chance to use his breath weapon.
Oh well, at least we weren't using whirlwind attacks and planetars - Valygar, Keldorn and Nalia would all be eligible for a HLA by now.
Fought the Githyanki upon return to the city - now I remember why i don't usually keep the sword, I like Kruin as a character, he's funny - they were defeated with ease even though the anti-Paladin manged to remove Aleks and Imoen's buffs with his anti-Carsomyr; they have an anti-Carsomyr in vanilla but it doesn't work properly (I've fixed it for my games), made my save against whatever psionic power he's using (unbuffed save vs death of zero with helm of defense and ring +2).

Time to deal with the Unseeing Eye, the priestly quest (good thing I don't care about strongholds) at these levels it's easy up to the boss, only noteworthy thing is that this beholder (revealed by Farsight) comes to join in as you slay the other beholders who spawn round the corner:

I didn't know for sure he would be alerted, but suspected based on my experience with other SCS enemies; anti-magic ray followed by flesh to stone could kill Aleks (save vs spell of one with Delver's plate, helm of defense and amulet of spell warding... a 5% chance is a chance I'd rather not take).
Now the Unseeing eye himself; notable changes to this battle are that the rod only injures him to 50% hp, upon which he summons two Death Tyrants, a 3x fireball spell sequencer followed by a Holy Smite crisped them all (used Limited Wish for Minor Globe of Invulnerability on the party beforehand), but Imoen died to a Death Ray which bypassed her spell deflection - I knew beholder Death Ray ignores spell protections in vanilla, but somehow had it in my head that SCS changes this, obviously not.

I'm not sure how a low level party could do this without reloads, you might keep them occupied with a Nishruu (if you're level 12 or willling to burn a scroll) and spam them with Chaos from several casters (relying on luck to get past beholder saving throws there...). Trap cheese is another possibility, but I believe the eye is almost invulnerable till the rift device is used on him and luring him afterwards means exposure to rays.
Then we mopped up Gaal and his easy guards and went to sell the junk we found to Roger, oops, should've returned the rift device to the avatar first (not ONE of my Ironman attempts has been ended with a boss like Draconis or Melissan or in a really tough battle, it's always been something lame and easily avoidable like this!).
Thoughts on this character build: Great damage dealer but not a good choice for my bhaalspawn due to suboptimal hp and a lack of protections meaning I had to micro him a lot in fights and also rest more often than I liked (well you have unlimited game time, but the storyline suggests you should rush), I make quicker progress with an arcane PC.
I'm still sold on the idea of completing ToB with a SoA level party, going to use a sorcerer next time and even though I don't create MP parties I might make an accompanying swashbuckler -> cleric (not too uber stats) as the options for both thief and cleric in chapter 2 leave me cold, well, Viccy is good but I'm tired of trying to keep incompatible NPC's in a party, it's possible Keldorn won't fight with her but compels you to play fast which means more risk.
Modifié par polytope, 26 novembre 2013 - 03:23 .
#8264
Posté 26 novembre 2013 - 05:42
#8265
Posté 26 novembre 2013 - 06:30
Used the Rod of Terror to get charisma to 25. Then bought up the MMM scrolls from the Promenade. Using righteous magic, DUHM and chant Schade only needed a 3 to hit and the 10 APR quickly ran down Kangaxx's HPs even with damage of only 1 per attack. Schade only needed 2 scrolls in addition to the 4 spells of his own to complete the job - Kangaxx tried to run, but couldn't get away from the missiles.
While the undead protection scroll was still active Schade cleared the tombs in the Graveyard before venturing underground. A first use of a sunfire cleared nearly all Pai'Na's spiders. Some buffed skeletons then defeated the ambush in the Southern tombs before Schade buffed with chaotic commands and NPP to take down the vampyre. The remaining enemies there didn't take long - the potentially dangerous shadow fiends running into wand of lightning blasts.
At the Bridge District Schade arranged for the release of a kidnap victim - for a trifling consideration. Also solved the skinner murders - pulling the Rune Assassins upstairs into some skeletons. While in the Bridge District also did the Fallen Paladins. Interestingly, while the basic paladins are immune to horror, Anarg was not. By the time he recovered from that his men were all dead and he then succumbed to a rare use of hold person anyway.
Schade celebrated by buying the Robe of Vecna.
#8266
Posté 26 novembre 2013 - 12:05
#8267
Posté 26 novembre 2013 - 04:19
#8268
Posté 26 novembre 2013 - 05:20
Good luck on your next run
#8269
Posté 26 novembre 2013 - 06:03
#8270
Posté 26 novembre 2013 - 06:12
#8271
Posté 26 novembre 2013 - 06:58
Gotcha, all the more reason to return the artifact lol.Grond0 wrote...
The gods accuse you of wanting to keep it for yourself ... and you die.
#8272
Posté 28 novembre 2013 - 05:59
An hour's session this morning saw Schade complete the Trademeet quests without any alarms. He's about to embark on Mae'Var's quests.
He's now at levels 10 / 11 / 10, which means that he needs lots of XP for his next levels - so levelling will be pretty slow for a while.
Modifié par Grond0, 28 novembre 2013 - 05:59 .
#8273
Posté 28 novembre 2013 - 03:48
Ivy, human blackguard (Grond0) & Derva, human inquisitor (Gate70)
A bad day for multi-player saw the cops face their final curtain.
They had no problems in finishing off the de'Arnise Hold and Ivy accepted responsibility for the stronghold - apparently blackguards take the fighter rather than paladin one.
They then moved on to Windspear Hills to confront Firkraag, only to find they had bitten off more than they could chew. In response to the initial assault Firkraag buffeted Derva away and then turned on Ivy. He was moving significantly faster than she was (even with a potion of speed active) and Ivy nearly died before Firkraag was persuaded to switch targets to a returning Derva. However, with Firkraag taking damage from blackguard poison, things looked pretty hopeful at that point - only for Ivy to fall down dead.
There was no message or icon saying she had taken any damage or was the subject of any attack. We tried replaying the fight several times in an attempt to understand what had happened, but were unable to do so - our conclusion was just that we need to beware of BG2EE dragons in future! A bit of experimentation in SP, when not hampered by lag, might also find it easier to check up on Firky's spells and abilities.
Modifié par Grond0, 28 novembre 2013 - 03:52 .
#8274
Posté 29 novembre 2013 - 03:26
Grond0 wrote...
There was no message or icon saying she had taken any damage or was the subject of any attack. We tried replaying the fight several times in an attempt to understand what had happened, but were unable to do so - our conclusion was just that we need to beware of BG2EE dragons in future! A bit of experimentation in SP, when not hampered by lag, might also find it easier to check up on Firky's spells and abilities.
Very strange death; Ivy doesn't even seem to have dropped her equipment in spite of being dead, she's still blurred by the displacer cloak and Firkraag wasn't even looking at her - dragons switch targets quite a bit with my mods but I'll bet the EE developers didn't change their AI that much.
I'd be inclined to call this a bug.
#8275
Posté 29 novembre 2013 - 07:02
Completed the Mae'Var tasks. Rayic used most of his spells on skeletons before being finished off by stinking cloud / MMM. Skeletons were also used on Mae'Var, though they were overkill there.
With money now in the bank, went to pay Gaelan Bayle. After collecting items from Aran Linvail replaced the Claw with +2 ring. Mook and a Guild Contact then quickly led Schade to a vampire hide-out in the Graveyard District. Spirit armour and blur took Schade's spell saving throw down to -1, allowing him to melee most of the enemies. Tanova was drained of spells by sequential summons before Schade moved in for the kill. He got to mage level 12 downstairs and treated Bodhi to some improved hasted MMMs.
The Sir Sarles quest yielded some illithium to upgrade the MoD and Schade followed that up by delivering a relic of Lathander up to the temple of Talos.
On to the Umar Hills where Schade also had a generally easy ride. I had hoped that Sol's Searing Orb would help against the first lich, but that appeared to have no effect and Schade ended up just using the iMoD. I was then surprised to find no undead waiting where a second lich had been expected. Thaxy wasted her death spell on some wild dogs before some skeletons appeared to help attack her. They didn't last long, but did soak up a remove magic allowing Schade to attack with buffs. He got Thaxy to very near death, but she healed and rebuffed herself. Schade responded by sheltering in an alcove. Various spells, including a couple of sunfires, helped get her back to near death and some MMM finished her off. I thought that buffed MMMs at 10 APR would probably kill the Shade Lord before he could buff. He did actually manage to do so, but a final MMM sneaked through his mirrors to burn him up.
Schade cleaned up in Umar, including persuading Valygar to offer up his body, and is now back in Athkatla about to enter the Planar Sphere.





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