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Baldur's Gate 2 No-Reload Challenge


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#9251
Grimwald the Wise

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Ah man I hadn't checked this thread for a while, not in the least since none of my past four or five characters made it to Amn due to either untimely deaths or game crashes, but it's great to see the activity here.

Grimwald, interesting setup you've got there. Various mods I don't recognize. Best of luck with your drow Wizard Slayer (great concept).
Serg, nice to see your (relatively) slow but (most importantly) steady progress!
Grond0 your progress too is impressive. Your best Wild Mage run so far no doubt.
Corey, am sorry about your Druids... Best of luck with your next attempt.

Am currently solo'ing a Beast Master through BG1 (will probably post a first installment tomorrow in the other thread), hope to you y'all soon in Amn :)
 

Nearly all the mods plus a lot more are found here: http://kerzenburg.ba....eu/bwpmods.php . There are a lot more kit mods than I could possibly use. Imoen the Conjurer wasn't there as it isn't Weidu.


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#9252
Grond0

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Chim - elven wild mage (update 10)
 
At the enclave Chim and his simmy attacked the woodcutter - killing him before he could reveal his identity.  Various triggers, contingencies and sunfires killed the nearby drow before summons cleared the route to the entrance.
 
Chim went invisibly past the opening enemies to the drow guards - they had carelessly not packed any weapons that could hit a planetar and were swiftly despatched.  She tip-toed past some slaves before using more sunfires on the drow outside Vongoethe's lair.  After resting she used her chain contingency to set up a triple improved chaos shield - that will guarantee a spell cast by NRD will be successful.  However, in the event that proved unnecessary as the planetar swiftly disposed of the demi-lich.
 
A project image planetar lost out to Ogremoch and an attempted replacement surged.  Chim's image used a couple of NRD lower resistance spells to make him vulnerable and had started a spell assault when a mordy sword landed a vicious critical to finish.  More summons accounted for Diaytha and his supporters.  Then, after a rest, more were summoned for Capt Egeissag (after his magic resistance saved him from a wilting contingency).
 
A planetar helped see off some more illithid (getting paralysed once in the process, but recovering).  Chim then rested again before moving on to Sendai.  For safety she made use of her staff spell trap ability for the first time.  Statues were then tackled as follows:
1 - killed by planetar
2 - a pit fiend was summoned that turned the planetar hostile.  Chim waited for those to unsummon before dispel + remove magic helped a skeleton warrior finish her off.
3 - having used a fair number of spells already she just used staff invisibility to beat up this one.
4 - invisibility again (plus one sunfire to interrupt a drow true sight).
5 - more invisibility.  She successfully interrupted 2 initial true sight spell attempts with Firetooth, but the statue cast those twice anyway by contingency.  She retreated to wait those out before coming back - only to be greeted with a time stop and yet another true sight.  After retreating and waiting again she attacked once more - and ran into another contingency true sight.  Fearing that was going to prove an inexhaustible special ability she gave up at that point and summoned a planetar to finish things off quickly (helping it out by using a breach scroll on Sendai).
6 & 7 - planetar soon tracked down the dimension dooring archer and the assassin.
 
The real Sendai was mainly in conflict with the planetar.  She managed to cast harm on him twice - the first time he successfully healed, but the second was caught in the act by a skeleton warrior.  Sendai was then able to target Chim with a creeping doom, despite her invisibility.  To ward that off she ran round dodging that while taking a couple of potions of magic protection.  After 3 failed attempts she managed to generate another planetar using NRD (she had over a 50% chance of success in trying that with improved chaos shield active).  I thought that would probably finish the job, but didn't keep a close enough eye on it and it was killed by some skeleton warriors.  To clear the area a bit she used a triple sunfire chain contingency before 3 more NRD attempts produced another planetar (she had a couple of limited wish spells available to renew NRD if necessary), though in the meantime Sendai healed herself.  The planetar went in buffed, though lost those after a bit to a remove magic.  Sendai tried buffing herself, but was immediately made vulnerable by a remove magic from Chim - and this time she was unable to dimension door away.

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#9253
Serg BlackStrider

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Thanks, Blackraven! Yup, I'm known *slow-mo* but I don't like to rush through the game - I'm *tasting* it, enjoying every bit of it... I'm even reading all the dialogs over and over again - even if I know them all by heart ... :blush:   But enough words, here is a new
 
Update of Impish Face & Co.
 
Temple Ruins.
 
Valygar scouted the outdoors killing Shade Wolfs and Shadows easily. Then he stealth approached the mirror and cleared the way down. Inside the Ruins Fire Elementals were a great boon vs various undeads and we released/joined Mazzy. Found Bracers of Archery for her and Staff of Fire for Jaheira. There were only a couple of Skelly Warriors and Bone Golem en-route to puzzle so not much issues here aside of Fire Elementals being shredded easily by Golem. Found a Boomerang Dagger +2 for Nalia and a tasty-looking Gauntlets of Fumbling. Our main goal here was to join Mazzy so we left Improved Shade Lord and Thaxxy alone for now and headed to the De'Arnise Keep.
 
De'Arnise Keep.
 
Polytweak-ed *Improved (less buggy) trolls* are need to be used to as they behave a bit differently. Once they take enough damage they die, give you an exp and disappear. Only to pop-up a second later at near death state, lay down *to die* but sometimes they are immune to Fire/Acid Arrows in that state and are unable to be killed (spells like Burning Hands, MAA or Flame Arrow work just fine). Looks like they make a saving throw vs fire damage of fire arrows and so are invincible. Nonetheless we cleared the Keep of them. Yuan-Ti Mage spent a round to reveal hidden Valygar so Impish Face has enough time to launch a Chaos spell followed by Spell Thrust. Stripped of his protections Yuan-Ti fled onto the roof where some trolls joined the fray. He cast PvMW so that gave him some time to hit Nalia with Breach and then launch a Chain Lightning. That doesn't helped him much and eventually he fell providing us with some useful spells
 
In the Chapel we killed the Golems beforehand one at a time (except Iron one) and looted it for Pearly White Ioun Stone (for Nalia), Flame Of The North and Hilt of the Equalizer.
 
In the Cellar Valygar lured Umber Hulks to the feeding grounds and shut the door (we didn't want to fight them). Before facing Torgal we found two heads of Flail of Ages (Randomised) so crafted a +2 version. Valygar (using stealth) lured Torgal from his support into the first room but took a heavy damage (and was Slowed as well). Whilst he tried to *run* from Torgal Nalia hit with Blindness and it connected!!! Now he is not a threat anymore though Viconia dropped he pants Ashen Scales due to his Cloak of Fear. We thought that we are in safety but then a pair of Yuan-Ti Mages Dimension Door-ed right near us! They magic-resisted/saved all our Chaos/Emotions but spent a few rounds to strip our protections and hitting with double Malison. Right after Nalia finished Torgal with Melf's Acid Arrow from the scroll they hit with double Chaos which connected Jaheira, Valygar and Mazzy! Trying to maintain the distance from them Impish Face hit with Remove Magic and one mage was stripped to being soon killed. Jaheira took quite a damage from Fireshield (Blue) but on pure coincidence she wear a Ring of Regeneration so that helped her a bit (and Impish Face healed her twice via his Bhaal's powers). Then I tried a Darts of Stunning on a Mage and they connected! Once our warriors regained their senses Valygar shoot the Mage with Acid Arrows. Remaining Trolls and Umber Hulk Elder weren't a threat after that. Found a Helm of Balduran and Shield of the Lost in the pedestal under the statue and third FoA head on Torgal. As we forged a +3 version after defeating Torgal we hadn't acquired an exp for that but at least I have my main weapon for the rest of the game. Eager to try it I buffed myself with Ghost Armor, Improved Invisibility, Pro Evil and having AC -10 + Girdle of Bluntness engaged an Iron Golem in one-on-one duel. Whilst he was immune to elemental damage of the Flail a Slow effect connected every now and then. I don't know whether it's cumulative but the Iron Golem doesn't hit me even once!
 
We agreed with Nalia's proposal to take control over the Keep and now just arrived into the Trademeet.
 
Current state (inventory and record):
 
Impish Face: Fighter (9) / Illusionist (10), 134 kills (Iron Golem);
Jaheira: Fighter (9) / Druid (12), 39 kills (Spirit Troll);
Nalia: Swashbuckler (5) / Mage (11), 12 kill (Torgal);
Viconia: Cleric (10), 0/0;
Valygar: Stalker (9), 33 kills (Bone Golem);
Mazzy: Fighter (10), 50 kills (Stone Golem);
 
to be continued...

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#9254
Grond0

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Chim - elven wild mage (update 11)
 
The third pocket plane challenge was easy - Chim just ran round while some summons whittled the Slayer down to size.  A combination of poor play and a couple of bits of bad luck meant the ToB dragons proved much less straightforward and Chim is lucky to be alive to tell the tale!
 
At Abazigal's Lair Chim used a project image to buff before sending a planetar in to spot Draconis - the sight of an enemy also triggering a triple improved chaos shield on herself.  The planetar finished off the human form reasonably quickly, but succumbed to a buffet by the dragon - Chim was also buffeted away (despite being quite a long way away to begin with).  When Abazigal chased her Chim tried to give him a taste of his own medicine with dragon's breaths using NRD.  In principle I thought those should be instantaneous, but possibly Vecna doesn't work on spells cast by NRD - or possibly the spell animation just was taking time.  Whatever the reason, there was a significant gap between spells.  Therefore, after a couple of those, Chim threw up another planetar to provide a bit of cover while she used 3 more dragon breaths.  That had got Draconis to badly injured, but he soon went invisible and healed himself.  
 
Switching tactics, Chim using improved alacrity to quickly cast pierce shield, pierce magic and lower resistance on Draconis and a sequencer triple skull trap then got him to near death.  Despite 2 lots of true sight operating Draconis successfully went invisible and managed to move away far enough to get out of a triple sunfire trigger.
 
There was then a period of Chim trying to do damage quicker than Draconis could repair it.  I thought at one point a wilting was going to be the fatal spell, but it somehow failed to affect Draconis at all (I suspect a glitch associated with the oversized icons dragons use).  Chim was almost out of her standard offensive spells, and I was thinking about trying to use some item-based damage, when a sunfire finally cracked through the draconic defenses.
 
Summons and area-effect spells soon saw Chim through the tunnels (used invisibity to ignore the eyes).  She used a pocket plane rest before entering Abazigal's Lair.  A rare use of the sling of seeking killed all the salamanders without alerting Abazigal, allowing her to use a project image to buff her and produce some opening summons.  A second project image then tried to cast an incendiary cloud to accompany a fire storm from the planetar, but was polymorphed in a surge.  However, Abazigal was conned into attacking a couple of mordy swords - allowing the planetar to chop him down from behind.  I thought I had a chain contingency set for lower resistance as an opening gambit for the dragon, but it appeared I had forgotten to do that.  Instead Chim set a chain contingency with a triple wilting and then used an NRD lower resistance to help make that bite.  It worked quite well - taking Abazigal to badly wounded - and she attempted to finish the job with a triple sunfire trigger - oh dear, so that's what happened to her lower resistances ;).  
 
She regrouped by putting up a mordy sword and then tried to lower Abazigal's resistance further - only to polymorph herself again!  The sword though did a good job, surviving just long enough for Chim to regain her shape and put up another sword.  While Abazigal was occupied with that Chim recovered some spells using limited wish and then brought out her simmy and a planetar.  Chim and her simmy then tried out lower resistance via NRD - and this time both were successful.  The simmy immediately surged trying an acid arrow though, while Chim cast improved alacrity.  However, she only managed a single acid arrow herself before a surge hit her with a no-save hold!  She had spell immunity abjuration active, so the planetar could not dispel her in order to get her free.  The simmy tried to help by producing another mordy sword - finally succeeding with her 4th (and last) attempt. That kept the dragon occupied until Chim was active again.  The planetar was also still alive at this point, but had gone hostile for some reason (not sure if a glitch due to being out of sight or whether one of the simmy's surges had annoyed it) and now joined Abazigal in chasing the simmy round until it disappeared.
 
Abazigal then came after Chim, but stopped short and lined up for a breath attack.  I checked her resistance and found it was only 20% - so at some point she must have been hit with a remove magic after her spell immunity ran out.  Quickly she hopped away, while pulling on her boots of grounding - she took no damage anyway so must have run far enough.  The hostile planetar disappeared around now and Chim produced another one to occupy Abazigal while she set up a sunfire trigger.
 
She nearly didn't get a chance to use that though as Abazigal directed dragon fear at the planetar and it affected her (she had not renewed spirit armour or remove fear buffs after the earlier dispelling).  Fortunately, the planetar still had a sliver of life and used that to cast remove fear on her.  She backed that up with magic immunity (abjuration) by scroll and then used another scroll to get a mordy sword.  While that was engaged she got another simulacrum at the second attempt.  That cast a sunfire by NRD at the same time as she used her sunfire trigger - taking Abazigal to what I thought was near death.  Chim was running away to prepare another assault, while her simmy had already been polymorphed casting another NRD when Abazigal realised that he was, in fact, dead as a doornail :D.


#9255
polytope

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Polytweak-ed *Improved (less buggy) trolls* are need to be used to as they behave a bit differently. Once they take enough damage they die, give you an exp and disappear. Only to pop-up a second later at near death state, lay down *to die* but sometimes they are immune to Fire/Acid Arrows in that state and are unable to be killed (spells like Burning Hands, MAA or Flame Arrow work just fine). Looks like they make a saving throw vs fire damage of fire arrows and so are invincible.

 

It can happen even in vanilla that a downed spirit troll makes their save vs the fire arrows... I think regular trolls on the other hand had all saves set to 20 when they collapsed. I suppose I could change it so that all downed trolls fail any saving throw.

 

The main change implemented by polytweak is that trolls always collapse when reduced to zero hp, instead of sometimes soaking up hundreds of hp damage until their script fires. Spirit trolls also no longer flicker in and out of invisibility (due to SCS melee script), but drain more strength per hit as a tradeoff.

 

@Grond, is this the furthest you've gotten with a WM? Keep up the good work.

 

 

There was then a period of Chim trying to do damage quicker than Draconis could repair it.  I thought at one point a wilting was going to be the fatal spell, but it somehow failed to affect Draconis at all (I suspect a glitch associated with the oversized icons dragons use). 

 

 

I've noticed this too, I think the AoE needs to overlap the "midsection" of the dragon, so with things like Sunfire it can miss unless you're standing right next to them.



#9256
Serg BlackStrider

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It can happen even in vanilla that a downed spirit troll makes their save vs the fire arrows... I think regular trolls on the other hand had all saves set to 20 when they collapsed. I suppose I could change it so that all downed trolls fail any saving throw.

 

The main change implemented by polytweak is that trolls always collapse when reduced to zero hp, instead of sometimes soaking up hundreds of hp damage until their script fires. Spirit trolls also no longer flicker in and out of invisibility (due to SCS melee script), but drain more strength per hit as a tradeoff.

 

Truth be told I've experienced even a regular Trolls to be invincible sometimes if I start to fire arrows right after they fall down to die. If I wait a bit (a few seconds, maybe until next round begin) they die just fine. But even then I was forced to kill some trolls several times from full health so that is not a sure strategy.



#9257
Grond0

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@Grond, is this the furthest you've gotten with a WM? Keep up the good work.

I think around here yes - I seem to remember dying to a dragon before this.  However, Melissan will have to wait for another time ...

 

Chim - elven wild mage (12th and final update)
 
The 4th pocket plane challenge was short and sweet after dealing with dragons.  A wilting chain contingency did quite a bit of opening damage.  The assassins managed to kill a planetar, but lost out immediately afterwards to a sunfire trigger.
 
On to Amkethran where Saemon let him into a courtyard and some ambushers walked into a wilting contingency.  After a rest Chim entered the monastery and used a project image to prepare herself.  However, when the image started casting incendiary cloud on the throne area Chim was teleported there.  That triggered a sunfire chain contingency which injured the nearby monks and a follow-up sunfire trigger killed several of them.  Balthazar's initial attack did manage to stun Chim, but the planetar intervened to prevent her suffering.  I thought she would probably be able to finish things quite quickly then, but Balthazar killed another planetar and a couple of mordy swords before successfully holding her with a Bigby's Clenched Fist (paralysation / death being the weak points in her saving throws).  I'm not quite sure why that single spell appeared to cause her to make 5 different saving throws ...
Bigby.jpg
 
She tried lowering his resistance without much success, but then started to have some joy with energy blades - getting him to near death, only to be held by a Clenched Fist again!  This time was serious as she had not renewed her protection from attacks (or her contingency) and, without a stoneskin, she failed to survive the next round.
 
That was a bit of a waste.  I hadn't appreciated that Balthazar is much more of an obstacle to a mage than a fighter - his 90% magic and elemental resistance made him relatively difficult to kill using Chim's normal tactics while his ability to stun made planetars pretty ineffective and his kicks apparently did magic damage (killing mordy swords pretty much instantly).  I think he could have been buried in summons, using the same tactics as against Sarevok in BG1, but I'd been trying to avoid any use of wands in BG2.  A tactic more in keeping with this run would have been to use a trigger to lower his resistance and then hit him with skull traps, while protecting herself with a magic shielding potion (I had also been trying to avoid using potions except where desperate, but hadn't properly appreciated that the situation was getting desperate!).


#9258
polytope

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Truth be told I've experienced even a regular Trolls to be invincible sometimes if I start to fire arrows right after they fall down to die. If I wait a bit (a few seconds, maybe until next round begin) they die just fine. But even then I was forced to kill some trolls several times from full health so that is not a sure strategy.

 

Cannot reproduce these bugs, but I will investigate for v3.

 

Balthazar killed another planetar and a couple of mordy swords before successfully holding her with a Bigby's Clenched Fist (paralysation / death being the weak points in her saving throws).  I'm not quite sure why that single spell appeared to cause her to make 5 different saving throws ...

Bigby.jpg
 

 

Condolences, the multi-saving throw thing is ToBEx again. Bigby's Clenched Fist doesn't even allow a saving throw against hold in the first round, and I think some of Balth's abilities also inflict no-save short duration knockout/stun... maybe Greenstone Amulet would work.



#9259
Grond0

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Condolences, the multi-saving throw thing is ToBEx again. Bigby's Clenched Fist doesn't even allow a saving throw against hold in the first round, and I think some of Balth's abilities also inflict no-save short duration knockout/stun... maybe Greenstone Amulet would work.

I don't think so.  I don't have ToBex in this installation and I think that bug duplicates the same saving throw anyway - the ones above are all separate throws rather than duplicates.  

 

The spell may have been Bigby's Crushing Hand - that has an initial saving throw to avoid being pinned for the next round.



#9260
corey_russell

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@Grond0 - sorry to hear of Chim's demise - perhaps the answer is a freedom potion so that Chim can't be held? I know in my runs I always put up free action on all characters if I can when facing Balthsazar...



#9261
Serg BlackStrider

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Sorry of Chim's fate, Grond0. Only Balthy, Ravager and Mel remained  - hope Chin, Chis or whatever you like to name her will make it at last.



#9262
Grond0

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Sorry of Chim's fate, Grond0. Only Balthy, Ravager and Mel remained  - hope Chin, Chis or whatever you like to name her will make it at last.

Thanks Serg.  I did indeed quickly roll up a replacement called Chit :P.  Despite taking a high risk approach she's well on her way in BG1 - I'll aim to do a quick summary post of her adventures to date soon ...



#9263
Aasim

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Grond0........why no Ring of Free Action? 



#9264
Grond0

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Grond0........why no Ring of Free Action? 

I agree that could well have been a good idea.  I tend to shy away from losing 2 off saving throws when mage saves are so marginal anyway, but there are occasions when it's worthwhile.  I still wish I knew what effects Chim was saving against from Balthazar though ...


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#9265
corey_russell

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I agree that could well have been a good idea.  I tend to shy away from losing 2 off saving throws when mage saves are so marginal anyway, but there are occasions when it's worthwhile.  I still wish I knew what effects Chim was saving against from Balthazar though ...

Grond0:

 

You must not have seen my post. That's why I suggested freedom potion - you get the same defense as free action, but you can keep your ring for the saves too.



#9266
Grond0

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Agreed.  Most ToB opponents use dispelling magic, so the ring may be preferable on some occasions, but a potion can certainly be useful. 



#9267
Grond0

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Gate70/Grond0 multiplayer attempt 46 - (update 4)
Tweedle, dwarf fighter (Grond0) & Guarh, dwarf fighter (Gate70)

 

In amongst my wild escapades there was time for a bit of more brutal progress for the dwarven fighters.  

 

On arrival in Brynnlaw Del managed to drain Guarh, but the temple quickly sorted him out and he smacked down Perth before the mage could buff.  The first page turned on his book showed spell turning, which was a good result.

 

Moving into Spellhold Tweedle answered some riddles to get the ring of regeneration (level 17) - more relevant than usual as we don't have the ring of Gaxx.  There were no particular problems escaping from Spellhold (level 18).  Guarh tanked the yuan-ti mages, while summons depleted most of the lich's spells before Azuredge sorted him out.  Another pair of boots of speed will allow Tweedle to keep up with Guarh in future

 

Guarh attempted to talk Lonk into opening the cells, but his charisma wasn't really up to the job with no money on the table and Lonk took a good chunk out of him before finally falling.  Moving on to the fight with Irenicus the duo moved away and used ranged weapons to encourage Jon on his way without trouble.  Guarh was still injured from the battle with Lonk, so used mirrors to avoid damage from murderer backstabs.

 

After an ill-fated voyage the duo washed up in the City-of-Caverns.  They prioritised getting the Cloak of Mirroring (for Guarh as he is normally leading the way in combat) and then agreed to help the prince.  The king was duly killed, but the prince didn't come to gloat - so he was tracked down and punished for cowardice before the duo descended to the Underdark.  There Guarh meleed through a drow ambush (level 19) before helping empty a giant soul gem.  He was impressively fast on the draw against the demi-lich - I thought Tweedle had thrown his hammer about as fast as he could have, but it bounced off PfMW.  However, Guarh's axe (though slower through the air) was launched a fraction earlier and Azuredge duly destroyed it's target before buffs took effect.  They've moved on to the svirfneblin village and are about to tackle a balor. 

 

Stats:

Tweedle, fighter 19, 148 HPs (incl. 13 from ioun stone), 539 kills
Guarh, fighter 19, 147 HPs (incl. 5 from helm), 747 kills, 0 deaths



#9268
Aasim

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Liszt, 1st BG2 update

 

With little time I had this morning, I played a very short session.

Exited the dungeon via Dungeon-b-gone, did circus

image.jpg
 
 
Found a scroll of Simulacrum, even if I don't use that spell it can be sold for nice cash amount
image.jpg
 
 
Killed the Beastmaster at the expense of all healing potions
image.jpg
 
And soon I had 80% of my party done.
image.jpg
 
 
Final party member will be, as always, Mazzy. We succesfully arrived at Umar, having avoided Suna for now.


#9269
corey_russell

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Neequan the gomish fighter/thief entering BG 2 portion of a Trilogy No-Reload Challenge...

Multi-Player No-Reload

Neequan (Corey_Russell controlling)

Wesorc (Dogdancing controlling)

 

The had recently defeated Sarevok, found themselves captured by a mage eventually determined named Irenicus and battled their way out of the dungeon. Neequan made 3 levels in there, poor Wesorc only made one...

 

The duo did radically different strategies, depending on what we faced. For goblins, we often used sleep. Mephits we used either MMM or magic missiles. For dangerous, large concentrations of enemies (Illyich, mephit portals, large group of mephits on plane), we used hasted phase spider summons. Neequan tanked or fought like a thief, depending on what the group was needing. For the portals, Neequan hid in the shadows, let the spiders act as targets, then Neequan trashed the vicious mephit portal that summons the one that puts people unconscious. The spiders actually did very well for this fight, too bad they don't last very long.

 

Also, Wesorc would use mirror images for dangerous encounters, just to make sure she didn't die. Some dangerous encounters were solved by a Neequan backstab. Neequan tried to backstab the doppleganger but only did 9 damage, how pathetic...he realized a few moments later the reason it was so weak is his fist was selected instead of his long sword +1...doh! We did manage to kill the vampire. Neequan would usually dual wield two long swords, but used his short bow when dealing the large group of mephits on the plane of air...

 

Just before we exiting the dungeon, Wesorc made it to level 10 and chose cloudkill. Neequan scouted in the shadows for the last group of enemies, found a good spot for Wesroc to cast a cloudkill - yes it killed all three enemies, the way out of this cursed dungeon is clear.

 

After selling, our first major purchase was a ring of air control - this ring's ability could easily save Neequan's bacon. Here's stats at end of session:

 

Neequan:

NeequanstatsafterexitingIrenicusDungeon_

 

Wesorc:

NeequansWesorcsstatsafterexitingIrenicus



#9270
Grimwald the Wise

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Serg, just wondering why you didn't use Nalia to deliver the stew and then cast cloudkill to where the Umber Hulks come running. Lots o easy risk-free experience! My standard procedure there.

 

If I have a returning throwing axe/knife or other weapon with similar abilities, I use that against the iron golem and go and make a coffee while it is slowly but surely destroyed. Another experience boost! I do that with all the oversized golems! Sometimes you have to lure them into position first and in some situations you can lure them so that they block the route of the smaller golems which you can then destroy safely. Doable here, in the planar sphere, Firkraag's dungeon twice. They are golems, so you don't expect them to have the intelligence to use common sense and back off!

 

Nice write up by the way.



#9271
Serg BlackStrider

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Serg, just wondering why you didn't use Nalia to deliver the stew and then cast cloudkill to where the Umber Hulks come running. Lots o easy risk-free experience! My standard procedure there.

 

If I have a returning throwing axe/knife or other weapon with similar abilities, I use that against the iron golem and go and make a coffee while it is slowly but surely destroyed. Another experience boost! I do that with all the oversized golems! Sometimes you have to lure them into position first and in some situations you can lure them so that they block the route of the smaller golems which you can then destroy safely. Doable here, in the planar sphere, Firkraag's dungeon twice. They are golems, so you don't expect them to have the intelligence to use common sense and back off!

 

Nice write up by the way.

Thanks!  :)

 

Yup, I knew about using a Cloudkill on those stew-ed Umber Hulks and followed that strategy in the past. BUT, they are quite spread out to be all affected by the single Cloud and then we should fight the remaining ones. That nearly cost me a life of my character once in my no-reload career... (usually I have a little few Chaotic Commands at the moment I visit de'Arnise Hold). And on the other hand I have them *Polytweak-ed* this time (from readme: //These beasts receive a number of stat fixes, they had fewer HD than they should in vanilla (6 rather than 8+8) and their saving throws were too high. //) so I don't think that strategy will work now - they are 8HD now so will not be slain instantly on failed save anymore.

 

About Golems. I have used that cheesy strategy (stick a big Golem in a doorway) all the time in the past. But now, I wanted to try it a fair way and that works! Besides, it's far more satisfying that way as well.


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#9272
Aasim

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Liszt, 2nd BG2 update

 

After resting at Umar Hills, we immidiately payed a visit to WK. Way further left was blocked by a Stone Golem which we cannot kill due to lack of +2 weapons, while opening the main door triggered Vampiric Wraiths.

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We ran outside immidiately, having grabbed just Paladin's Bracers and some potions.
 
Back to Umar Hills. Ilbratha is needed, some hasted/blessed skeletons certainly helped us out.
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It was now time to get Mazzy, I need some firepower - unlike berserker, barbarian isn't as nearly as powerful in melee. He does make up for it with his defensive prowess, however. Buffed up in Thaxy's lair, sent everyone away not to get struck by Shade's aura and went to work on Patrick while Xan removed Shade's Spell Turning.
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Patrick died just as Shade conjured up his Black disaster blade.
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It was getting rather crowded - Liszt used his Divine Wrath innate to scatter the shadows surrounding him a bit.
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Breach from Xan, and a hit for spell disruption. Take that!
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Two more hits from Mazzy, another Divine Wrath and Shade is a gonner.
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Collected my rewards, and went to Nalia's keep. Refused to take her in, since I didn't want to tackle Torgal just yet. Instead, only fought Yuan-ti mage (skeletons were very useful here, he spent much of his offensive spells, including 2 Webs and a Telly field)
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Few magic missiles finished him as he wasted his Remove magic on Xan.
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Forged Flail of Ages and got out of the area (getting only the flail head does not trigger golem attacks). Torgal will rule on, at least for a while.
This weapon is quite changed from the original
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Slavers time. Remove magic cast at Liszt failed to dispel Viccy's buffs.
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Soon after....
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The rest was easy, pure hack&slash
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Did Suna ambush - their wizard killed herself on backlash damage (Liszt is wielding off-hand Yamato and Cloak of vengeance, and punishes attackers as he gets hit).
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We ramped up things for today by finishing Harpers' quest
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And paying 15k gold to the Shadow thieves. 
 
 
 
 


#9273
Aasim

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Liszt, 3rd BG2 update

 

We finished first two of the Shadow Thieves' quests. Upon exiting the cursed inn, Mazzy got approached by a hlafling messenger. I pressed the wrong number on my keyboard apperantly, and Mazzy left. 

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Well, let's try to bring her back. Traveling triggered the dreaded Orog ambush, but instead of fightning, we ran away. The little blue-circled guy is trying to speak with Jan, but he can't catch us either!
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Mazzy, my dear Mazzy. We fought and bled together, and now she responds with this.
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Sorry lass, but the loot you carry is too good to pass out on.
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Now the choice for my 2nd warrior is either Keldorn or Korgan. Kivan is also available as an archer, but I won't take him this time. 


#9274
Grond0

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Now the choice for my 2nd warrior is either Keldorn or Korgan. Kivan is also available as an archer, but I won't take him this time. 

I'm not sure there'll be long queues of warriors keen to join your group given what can happen to recruits :P.



#9275
Aasim

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I'm not sure there'll be long queues of warriors keen to join your group given what can happen to recruits :P.

:D

 

Liszt, 4th BG2 update

 

Since Keldorn doesn't go well with Viconia, Korgan was adopted. His axe is changed by IR into this:

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Finished the Undead in Graveyard easilly, same with spiders
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Otoh, we had severe trouble against Vampires. Lack of good THAC0, their insane regeneration, and the fact Korgan doesn't have a +3  weapon hurt a lot.
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Bodhi spawned without Grimwarders this time. Odd, but I'm not complaining.
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After a merry-go-round at the dining table, she gives up.
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Finally, Book of Kaza was returned to Korgan, now he's happy and will stick around for a while. Still no sigh of Jan's messenger, I hope he will never spawn since I don't like Jan's quest at all.
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