A status report and a question. Question first:
My party is at spellhold and my plan has been to recruit Imoen (replacing Jan). I tried to be careful to generate the level 13 version of Imoen (1.2mm exp) vs. the level 11 version (400k exp). I even broke my personal rule about "testing" (i.e. creating a temporary fork from the no-reload tree where I could try things out) to make sure I got it right. Unfortunately, my certainty that I would spawn the level 11 version in the test run, given my understanding of the script mechanics, combined with my surprise at spawning the level 13 version caused me to make a grave error and assume that BG2:EE fixed the (in my opinion) silly requirements to spawn the level 13 version. This meant that after the test run on my "real run" I did not perfectly retrace my steps and spawned the level 11 version, costing Imoen 800k experience.
I don't want to reload, and I also don't want to play the rest of the run with a gimped Imoen because I forgot to level up Haerdalis before stepping in the door to Spellhold (I remembered only at the moment of entering the dungeon, right before Imoen joined), so was thinking of just adding a level 13 Imoen to my party via a mod. Is that remotely kosher? I guess alternatively I'm considering going to a 5 member party, at least through the rest of SoA. How much harder is that likely to be?
---
Anyhow, I am attempting a no-reload SCS run through SoA (EE). I've previously completed a "few reload" run where I limited reloads to 1 per chapter. It amazes me how much more interesting the game is without reloads, and I was glad to have the excuse for another reason to play what is a great game with a new angle that makes it interesting. I first completed SoA around the time it came out more than a decade ago, and after a long absence played through it again around maybe 5-7 years ago in a solo run.
This run is the farthest I've gotten so far. Prior runs ended on Neera's quest (twice - ouch). First was to a buff cast rolling petrify on my charname while in the wild forest. Embarrassing, but thems the breaks. Amazingly, I managed to die on the same quest my next run; I've decided its actually a somewhat deceptively difficult question because the danger it represents is materially different from other quests at this stage of the game. The second death was during the fight at the red wizard enclave. As people playing EE may know, the fight is segmented into a few parts: a fight with the merchant mages outside the first locked door; a fight in the bar where it is easy to recruit the thayan mercenaries against the red wizards; and a final fight against the boss and her lackies.
Due to what I think is probably poor design, if an opponent in the first fight opens the locked door (not sure why this sometimes happens and sometimes doesn't), all the thayan mercenaries and the red wizards in the second fight will go hostile and join in (i.e. the mercenaries are no longer allies). This leads to a giant fight against several dozen mages and fighters. Anyhow, I did not sufficiently quickly realize how much trouble I was in and my charname went from injured -> dead before I could clear my aura and get a potion down.
Next most successful prior run ended at the shade lord. I think this may have been a bug, but I didn't realize it at the time. After killing the altar and patrick, I was facing the shade lord (who had cast black blade of disaster). I was worried about potentially taking hits from the black blade on my charname, because I knew it could instakill disintegrate, but I carefully checked that he had death ward and felt confident. Cut almost immediately to the death screen. I initially though death ward did not protect against black blade, which is not the case at least in my install. Then I thought maybe I simultaneously took a crit (kensai, no helmet) and globe of blades damage which could have done enough to take me from ~120hp to -10 shown on the death screen in one hit. I've since learned that there is some buggy behavior with the shade lord where some of his improved version scripts can instakill party members. I don't know whether this was the cause; in either case I treated it as a death and restarted.
---
This run I am playing with:
Charname (kensai -> mage) - I know the kensai / mage is a bit gimmicky but its challenging up until you get the kensai levels back, which I have not, and I wanted something different than the fighter / illusionist I had been playing recently. For what it's worth, it surprises me that there seems to be such a strong opinion that k / m dual > than f / m multi. F/m has no downtime, far more total HLA's as well as the fighter HLAs, helmets (no crits!), bracers (at least +2 damage, i.e. half the level 13 kensai bonus...) and the ability to wear robes, which is a bit marginal but still helpful. He gives up half an attack from no grandmastery, as well as a few points of damage and AC and gets level 9 spells considerably later. I guess a decent trade if you are using reloads, but for a no-reload run kensai / mage is I think at a marked disadvantage.
Jaheira - great NPC, although SCS nerfs her bug spells to be blocked by fireshields, which tend to be omnipresent on mages. Dual wielding with belm + getting her a strength buff makes for a great tanky + high damage fighter, with the only shortcoming of course being that she can't cast spell immunity. Iron skins are great; bug spells are great. Nature's beauty is brutal as a no-save permanent AoE blind that cuts through mage protections later on (although unfortunately not through magic resistance).
Haerdalis - the poor mans fighter / mage (or fighter / mage / thief depending on your point of view). I haven't played with him before but having been looking forward to making him into a beast
Viccy - need a cleric and I like her pure class for its early access of powerful spells and resistance to dispelling (later on anyway). Getting her to 100 magic resistance also isn't that hard and can be a helpful edge when a battle is going south but she stays healthy
Jan -> Imoen. Normally I play with Jan because he is a thief with thief HLAs and a decent mage. The plan this run is to use Imoen as a superior mage and Haerdalis provides the trap HLAs. I have never once played with Imoen, so looking forward to that (or I was...)
Edwin - a beast, enough said
---
So far this run I am up to spell hold, as stated earlier. I had one close call in Firkraag's dungeon where I rested near the vampire spawn when all my buffs had worn off and I was almost out of spells. Shadows + shadowfiends spawned (not great, but OK) and PULLED THE VAMPIRES which include about half a dozen ancient and elder vampires. What I should have done was immediately use potions of clarity and protection from undead scrolls. What I instead did was get everybody charmed and/or killed including my charname charmed. Viccy was the only one who stayed healthy.
Fortunately, my charname was not killed while charmed, so the second it wore off I drank a potion of invisibility and ran away with Viccy. For roleplaying reasons, I didn't feel comfortable resurrecting everyone outside and resting and going back in (rationale being that their bodies were still trapped inside). It was at this point I remembered that I had both azureedge and two protection for undead scrolls. Long story short, went back and murdered all the vampires and breathed a sigh of relief.
I have done all the chapter 2/3 content except liches, planar sphere, dragons, planar prison, unseeing eye, twisted rune or the mindflayers. I felt things were going well up until my issue with spawning Imoen at 11...