I am still devising a way to defeat Yaga-Shura with a solo sorcerer so, for now, I'll repeat my run and enter it as a No Reload challenge. I'll post pictures for this run. I am too lazy to record a video right now as, at 1600x900, an 8-minute video roughly takes up 5Gb. I have only about 200Gb to work with right now. The caps are heavily optimized, by the way, despite the high resolution. They're just around 80kb each even at 1600x900. Thanks. Onwards!
The character:
MeejeeNeutral Good (gotta love the spec. abils from this alignment)
Elven Sorcerer
10/19/16/18/18/10 (about 10 minutes of rolling)
Not imported
Spell SelectionLvl1 - MM, C. Orb, Blindness, Spook, Shield
Lvl2 - Horror, Mirror Image, Resist Fear
Lvl3 - Remove Magic, Skull Trap
Method of play: maximum experience possible, cheese is allowed, no level cap per chapter, intense metagame, bag of holding created, all items picked up, areas AMAP clean from enemies.
Mods installed: Ascension, SCSII, PnP Celestials, Rogue Rebalancing, tweaks and fixes (PnP if possible)
Notable miscellanea: Core rules, maximum difficulty of spawns, maximum HP for every creature in game, all improvements applied (innate spellcasting for demons, dragons, etc). Mods regarding multiclass grandmastery applied but will not be used extensively.
Notes: This is technically my second run of the game. After having left the game for quite some time, a little refamiliarization was in order. Turns out, this is the type of game I want (just recently discovered SCSII) and I'm having a blast. Hopefully, I can replicate most of my success with my first solo sorc who reached ToB while abiding by the rules of a NR challenge. So, here goes.
Chapter 1 - Segment 1 - Irenicus' Dungeon, First SectionMeejee is woken up by (the now-Swashbuckler) Imoen and proceeds to free Jaheira and Minsc for the experience. Levelling up, she chooses Improved Invisibility from the list. She lets go of all of them and gets ready for the action.

She kills the first mephit by the golem room with two Skull Traps and Horror. Casting Imp. Inv. on herself, Meejee goes into the mephit room, turns off the switch, and readies some more STs. She reveals herself, maneuvering quite deftly her walking direction to force the mephit to tread near the skulls. Meejee rests to recharge her lost STs.
In the next room, she sets up five STs on the left of the large crystal and five on the right. She summons the genie and chooses the first option. Boom, Ogre is dead with lots of STs left. Genie tells her to find a certain someone and release him.


Abusing the ST-Horror combo, she pulls the duergar from the top and side alleys and used the remaining STs against them. II, of course, was used for scouting ahead and for setting up guerilla tactics on the opposite direction. In the lab room, ST-bait was used instead, as there's too much room for the mephits to run around in. Getting the Quarterstaff +1 turns the tide to Meejee's favor, as she needs less rest and she can go DUHM crazy now.

The mephit in the golem room falls to ST. II scouting reveals a few duergar in the next bend. A misplaced ST sends them into a frenzy. Meejee runs and attempts a Horror to disperse. It succeeds and only two duergar are on her heels. She runs to Relev's room, closes the door, and casts II on herself yet again. She opens it, moves back a bit, releases a single ST, and proceeds to bash her way through with DUHM, Shield, and MI all active. MM on Near Death duergar is an optimal move.


II scouting reveals some more duergar deep in one bend and a lone duergar survivor from the last pack being in the baiting area. Meejee improvises and lets loose a couple of STs and unleashes another Horror. She realizes her mistake after mose of them survives. She wasn't able to trap the corridor near the library room door, allowing most of them to hunt her down. She beats them up in the golem duo's room and proceeds into the library.
Staying out of the enemies' line of sight, she lets loose another plethora of STs and another Horror. Most of them falls but a lot of them runs away instead. Meejee fell the mephit here with an MM and hides herself in the SE passageway. Here, the duergar can only come two abreast, and Meejee lets loose all her defensive spells. While MI soaks up the attacks, Meejee lets loose STs behind the frontline at maximum range, blowing up Ilyich from behind. Another Horror was in order, and Meejee blinded and MM'd left and right until the library was a scene of a massacre.

Meejee used II to scout ahead, discovering three duergars left. She recklessly went ahead, fired another ST behind her, only for it to blow up prematurely and cause the duergar to go berserk. Meejee uses II to run away and dispatch them one by one. Not a good move at all.

Returning to her former path reveals a mighty Cambion surrounded by a sphere of invulnerability. Meejee sets up her STs all around the monster, some blowing up on her because of her missteps. Eventually, she activates the machine. The Cambion was loose, but the STs were not enough. He was only at Injured state. Meejee had to finish this mano-a-mano. Realizing this was not enough, Meejee uses II to disappear yet again. She rests, and goes back. This time, she lured the Cambion to a mighty collection of STs and barraged it with MM. Luckily, Meejee scored some critical hits and the Cambion fell.


With that out of the way, she goes and finds the guardian, destroys it with five straight STs while it was curling up in a corner, eliminates another duergar formation in a nearby corridor, and met some dryads. She had their acorns, for which they were much grateful, and she vowed to bring them to their queen. Meejee levels up. She chooses Glitterdust, MMM, and Stoneskins.




Meejee went ahead and infiltrated a room, ransacking everything. Knowing what's ahead, she prepares her stand in the only place any opposition can come from. Activating her defenses in an order that will make her murderous papa proud, she was able to dispatch both golems one at a time with her newly acquired MMM.




With a way of getting into the Air Pocket Plane, she proceeds to scout ahead. ST-baiting never failed her in the first bend, then she used an II to get deeper, and blew up the other two mephits from the western side. With four down, there were five more in the upper area to go. Meejee rests, and lets loose nearly ten STs, with one a bit further ahead to force a confrontation. A Steam Mephit goes berserk and attacks a nearby Mist Mephit. An Horror was let loose, which detonated all of the traps, bringing them all down.



Genie, dryad, genie, then save at the portal. It's a bit disappointing that the usual party of enemies here are missing. Did something happen when the goblins were changed to duergars? Anyway, Meejee is now lvl9, and only the Jailkeep Golem remains as a viable XP cow.


Segment 2 will follow soon.
Modifié par Saint of Sinners, 14 juin 2011 - 09:39 .